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    Enemy FAQ by JJ64

    Version: 1.5 | Updated: 01/04/07 | Search Guide | Bookmark Guide

    Paper Mario 2 Enemy FAQ
    Copyright 2007 by JJ64
    Version 1.5
    
    1. Version History
    2. Enemies
    3. Bosses
    4. Optional Bosses
    5. Conclusion
    
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    1. Version History
    
    Version 1.5: Probably not really useful enough for an update, but I changed the
    dateÖ to 2007.
    
    Version 1.4: Added useful information on the Shadow Queen.
    
    Version 1.3: Fixed scattered errors throughout the guide.
    
    Version 1.2: Upon request, I added some tips of what to have before fighting
    the hardest bosses.
    
    Version 1.1: I corrected a few errors for the bob-ombs.
    
    Version 1.0: I know it took forever for the update, but I re-fixed the glitches
    and I've finished the boss and optional boss section.  It's finally finished!
    
    Version 0.7: Fixed several glitches.  Fortunately, it should look a lot better
    now.  The NEXT update will have the bosses.
    
    Version 0.6: I finished the enemy section.  The next update will have the
    bosses and optional bosses.
    
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    2. Enemies
    
    The enemy section will be laid out like this:
    
    #. Enemy
    Locations: Locations**
    HP: #
    Attacks: Attack (# of Damage)
             Attack (# of Damage)
    Defense: #
    Etc.: Description of the enemy
    
    *Indicates a boss, which is more detailed in section 3.
    **Indicates a boss that is a boss in only some parts of the level.
    
    1. Goomba
    Location: Various
    HP: 2
    Attacks: Headbonk (1)
    Defense: 0
    Etc.: The basic enemy in the game.  It can be taken out with a single hit.
    
    2. Paragoomba
    Location: Various
    HP: 2
    Attacks: Air Kick (1)
    Defense: 0
    Etc.: Basically a goomba with wings.  Using a jump attack will take away its
    wings.  It can be taken out with a single hit.
    
    3. Spiked Goomba
    Location: Various
    HP: 2
    Attacks: Headbonk (2)
    Defense: 0
    Etc.: A goomba with a spike on its head.  The spike will increase its attack
    power, and also stops you from jumping on it.  Still, it can be taken out with
    a single hit.
    
    4. Hyper Goomba
    Location: Twilight Trail
    HP: 8
    Attacks: Headbonk (2)
             Charge Up
             Charged Headbonk (8)
    Defense: 0
    Etc.: This is a much tougher version of the goomba.  It can increase its attack
    power to 8.  Use either Vivianís veil ability or a well-timed superguard to
    avoid the attack.
    
    5. Hyper Paragoomba
    Location: Twilight Trail
    HP: 8
    Attacks: Air Kick (2)
             Charge Up
             Charged Air Kick (8)
    Defense: 0
    Etc.: A hyper goomba with wings.  The strategy is pretty much the same to avoid
    the charged attack.  After jumping on it, it will lose its wings and become a
    normal hyper goomba.
    
    6. Spiked Hyper Goomba
    Location: Twilight Trail
    HP: 8
    Attacks: Headbonk (3)
             Charge Up
             Charged Headbonk (9)
    Defense: 0
    Etc.: Itís one tough goomba!  It can increase its attack to 9, and you canít
    jump on it.  Try to take these out as quickly as possible.
    
    7. Gloomba
    Location: Pit of 100 Trials
    HP: 7
    Attacks: Headbonk (3)
    Defense: 0
    Etc.: Itís just a tougher version of a goomba.  It shouldnít be too hard,
    especially considering hyper goombas are harder.
    
    8. Paragloomba
    Location: Pit of 100 Trials
    HP: 7
    Attacks: Air Kick (3)
    Defense: 0
    Etc.: Itís a gloomba with wings.  If you jump on it, it will lose its wings and
    become a normal gloomba.
    
    9. Spiked Gloomba
    Location: Pit of 100 Trials
    HP: 7
    Attacks: Headbonk (4)
    Defense: 0
    Etc.: A bit tougher than the gloomba because of its attack power.  Try to
    defeat it before the damage adds up.
    
    10. Koopa Troopa
    Locations: Petal Meadows, Hooktail Castle
    HP: 4
    Attacks: Shell Spin (2)
    Defense: 1
    Etc.: If you jump on it, its defense will fall to 0 and it will take two turns
    to right itself.
    
    11. Paratroopa
    Locations: Petal Meadows, Hooktail Castle
    HP: 4
    Attacks: Shell Shot (2)
    Defense: 1
    Etc.: If you jump on it, it will lose its wings.  If you succeed a jump action
    command, it will fall on its back right away, and its defense will fall to 0.
    
    12. KP Koopa
    Location: Glitzville
    HP: 4
    Attacks: Shell Spin (2)
    Defense: 1
    Etc.: Just a Koopa with a different colored shell.  It can be defeated in the
    same way.
    
    13. KP Paratroopa
    Location: Glitzville
    HP: 4
    Attacks: Shell Shot (2)
    Defense: 1
    Etc.: Just a Paratroopa with a different colored shell.  It can be defeated in
    the same way.
    
    14. Shady Koopa
    Locations: Glitzville, Pit of 100 Trials
    HP: 8
    Attacks: Shell Spin (3)
             Underside Spin (6)
    Defense: 1
    Etc.: This is a dangerous Koopa.  If you flip it on its shell, it will spin on
    its underside and do 6 damage to both you and your partner.  Also, when it
    flips up, its attack will increase by 1.
    
    15. Shady Paratroopa
    Locations: Glitzville, Pit of 100 Trials
    HP: 8
    Attacks: Shell Shot (3)
    Defense: 1
    Etc.: A Shady Koopa with wings.  Jumping on it will take off its wings and
    jumping on it twice will flip it on its back.
    
    16. Dark Koopa
    Location: Pit of 100 Trials
    HP: 8
    Attacks: Shell Spin (4)
    Defense: 2
    Etc.: Its 2 defense makes it harder than a normal Koopa, but a jump attack will
    take it down for 2 turns.
    
    17. Dark Paratroopa
    Location: Pit of 100 Trials
    HP: 8
    Attacks: Shell Shot (4)
    Defense: 2
    Etc.: Itís really just a Dark Koopa with wings.  A jump will take it down to
    the ground.
    
    18. Koopatrol
    Location: Rogueport Sewers
    HP: 6
    Attacks: Dive (4)
             Shell Spin (4)
             Charge Up
             Unleash Charge (6)
             Retreat into Shell
             Call for Help
    Defense: 2
    Etc.: Koopatrols are covered with spikes, so a quake hammer might be useful.
    Using a quake hammer will send it on its back for two turns.  Also, its shell
    spin does 4 damage to both partners.  When it retreats into its shell, it canít
    be damaged unless you flip it over with a quake hammer.
    
    19. Dark Koopatrol
    Locations: Glitzville, Pit of 100 Trials
    HP: 25
    Attacks: Dive (5)
             Shell Spin (5)
             Charge Up
             Unleash Charge (10)
             Retreat into Shell
    Defense: 2
    Etc.: A tougher version of a Koopatrol.  It has 25 HP, which might make it hard
    to defeat, but a quick quake hammer will send it to its back (for 2 turns).
    Its shell spin will do 5 damage to both partners.  When it hides in its shell,
    it canít be damaged unless itís flipped over.
    
    20. Dull Bones
    Location: Various
    HP: 1
    Attacks: Bone Throw (2)
             Build Ally
    Defense: 1
    Etc.: It has only 1 HP, so it shouldnít cause too many problems, although they
    can build other Dull Bones.  It can be taken out with a single hit.
    
    21. Red Bones
    Locations: Hooktail Castle*, Palace of Shadow
    HP: 5
    Attacks: Bone Throw (3)
             Build Ally
    Defense: 1
    Etc.: A red Koopa skeleton.  It can build allies (Only dull bones in Hooktail
    Castle), and it can throw more powerful bones.  Also, it can rise again 2 turns
    after being defeated.  If it is eliminated with a fire attack (burnt), it will
    not come back.
    
    22. Dry Bones
    Locations: Palace of Shadow, Pit of 100 Trials
    HP: 8
    Attacks: Bone Throw (5)
             Multi-Throw (2 x 3)
             Build Ally
    Defense: 2
    Etc.: A Koopa skeleton.  Its multi-throw attack will do 2 damage 3 times, which
    often spreads out the damage between partners.  Only a fire attack can take
    them out permanently.
    
    23. Dark Bones
    Locations: Palace of Shadow**, Pit of 100 Trials
    HP: 20
    Attacks: Bone Throw (5)
             Multi-Throw (3 x 3)
             Build Ally
    Defense: 2
    Etc.: It has much more health than a normal dry bones.  Also, the multi-throw
    attack does 3 damage 3 times, which can take off a lot of health.  Only a fire
    attack can take them out permanently.
    
    24. Hammer Bro
    Locations: Glitzville, Rogueport Sewers
    HP: 7
    Attacks: Hammer Throw (4)
             Multi-Hammer (2 x 4)
    Defense: 1
    Etc.: It is a fairly tough enemy, as its hammer can do a good amount of damage.
    Use a hammer attack (like power smash), and it should go down very shortly.
    
    25. Boomerang Bro
    Location: Glitzville
    HP: 7
    Attacks: Boomerang Throw (2 x 2)
             Double Boomerang (2 x 4)
    Defense: 1
    Etc.: Similar to the Hammer Brother, but it uses boomerangs.  It will throw the
    boomerang for 2 damage to both you and your partner, but then it will return
    for another 2 damage to both of you.  If itís in danger, it will throw two
    boomerangs.
    
    26. Fire Bro
    Location: Glitzville
    HP: 7
    Attacks: Fire Spit (3)
             Double Spit (2 x 2)
             Multi-Spit (1 x 5)
    Defense: 1
    Etc.: Its multi-spit attack will do 1 damage 5 times.  It isnít that hard to
    block, so you shouldnít have too many problems with the Fire Bro.
    
    27. Lakitu
    Locations: Glitzville, Pit of 100 Trials
    HP: 5
    Attacks: Spiny Throw (2)
             Hold Spiny
             Hatch Spiny
    Defense: 0
    Etc.: A flying enemy, it should be taken out fairly early so it wonít throw out
    another spiny for you to deal with.  It has only 5 health, so it shouldnít be
    too difficult.
    
    28. Dark Lakitu
    Location: Pit of 100 Trials
    HP: 13
    Attacks: Spiny Throw (5)
             Charge Up
             Unleash Charge (10)
             Hold Sky-Blue Spiny
             Hatch Sky-Blue Spiny
    Defense: 0
    Etc.: A flying enemy much more difficult than the Lakitu.  It can hold a spiny
    in the air that will hatch into a sky-blue spiny.
    
    29. Spiny
    Locations: Glitzville, Pit of 100 Trials
    HP: 3
    Attacks: Charge (3)
             Ball Up
    Defense: 3
    Etc.: A spiny.  It has high defense, and when itís balled up, it cannot be
    damaged at all.  Fortunately, it will often only be balled up for 1 turn, and
    it cannot attack the same turn.  It can be flipped over for 2 turns with a
    quake hammer.
    
    30. Sky-Blue Spiny
    Location: Pit of 100 Trials
    HP: 6
    Attacks: Charge (6)
             Ball Up
             Charge Up
             Unleash Charge (12)
    Defense: 4
    Etc.: A sky-blue spiny.  It has high defense, and it canít be damaged when itís
    balled up.  It has the same properties as a spiny, just more difficult.
    However, it can also charge up for an attack that can deal 12 damage.  Itís
    best to knock it on its back before it can attack.
    
    31. Buzzy Beetle
    Locations: Creepy Steeple, Pit of 100 Trials
    HP: 5
    Attacks: Shell Spin (3)
    Defense: 4
    Etc.: A Buzzy Beetle.  It has high defense and is impervious to fire when it
    isnít flipped.  It can be flipped with a jump, but for only 1 turn.
    
    32. Spike Top
    Locations: Creepy Steeple, Pit of 100 Trials
    HP: 5
    Attacks: Shell Spin (3)
    Defense: 4
    Etc.: A Buzzy Beetle with a spike on its back, and is impervious to fire.  It
    can be flipped with a quake hammer for a turn.
    
    33. Parabuzzy
    Locations: Pirate's Grotto, Pit of 100 Trials
    HP: 5
    Attacks: Shell Shot (3)
    Defense: 4
    Etc.: A Buzzy Beetle with wings.  It is impervious to fire and it will lose its
    wings when it is jumped on.  Succeed the action command, and it will fall and
    flip over on the ground.
    
    34. Spiked Parabuzzy
    Locations: Riverside Station, Pit of 100 Trials
    HP: 5
    Attacks: Shell Shot (3)
    Defense: 4
    Etc.: A Buzzy Beetle with wings and a spike on its back.  It cannot be harmed
    with fire.  Try using an item to defeat them, or wear the Spike Shield badge
    and knock it on its back.
    
    35. Red Spike Top
    Location: Glitzville
    HP: 5
    Attacks: Shell Shot (3)
    Defense: 5
    Etc.: A sturdier spike top.  Fire cannot harm it.  Try using a quake hammer and
    send it to its back for a turn.
    
    36. Magikoopa
    Location: Rogueport Sewers
    HP: 7
    Attacks: Magic Blast (4)
             Transparency
             Attack-Up
             Defense-Up
             Electrify
             Heal (+8)
             Make Dodgy
             Split Up
    Defense: 0
    Etc.: Wow!  It can makes allies transparent, it can make allies huge, increase
    their defense, electrify them, heal allies for 8 points, make allies dodgy, and
    when itís alone, split itself up into 4 copies, with only one being real.  Use
    Vivianís shade fist and set it on fire, so the real one will be damaged.
    Finally, their attacks seem to ignore defense-enhancing badges.
    
    37. Red Magikoopa
    Location: Glitzville
    HP: 7
    Attacks: Magic Blast (4)
             Attack-Up
             Defense-Up
             Split Up
    Defense: 0
    Etc.: This is a difficult enemy.  It can make itself and its allies huge, and
    raise their defense.  If itís the last one remaining, it will split itself into
    5 copies.  It can also attack for 4 damage, which ignores defense-enhancing
    badges.
    
    38. White Magikoopa
    Location: Glitzville
    HP: 7
    Attacks: Magic Blast (4)
             Heal (+8)
             Split Up
    Defense: 0
    Etc.: This might be the Magikoopa to take out first.  It can heal itself and
    its allies 8 points, and it can split up into 5 copies when itís alone.  It can
    also attack for 4 damage, which ignores defense-enhancing badges.
    
    39. Green Magikoopa
    Location: Glitzville
    HP: 7
    Attacks: Magic Blast (4)
             Transparency
             Electrify
             Make Dodgy
             Split Up
    Defense: 0
    Etc.: A Green Magikoopa on a broomstick.  Succeed a jump action command to
    knock it off.  It also can make its allies transparent, dodgy, or electrified.
    It can split up into 5 copies when itís alone.  It can also attack for 4
    damage, ignoring defense-enhancing badges.
    
    40. Kammy Koopa
    Location: Palace of Shadow*
    HP: 50
    Attacks: Magic Blast (5)
             Transparency
             Attack-Up
             Defense-Up
             Electrify
             Heal (+8)
             Make Dodgy
    Defense: 0
    Etc.: A very old witch thatís always with Bowser.  See boss section for details.
    
    41. Bowser
    Location: Glitzville*
    HP: 30
    Attacks: Fire Breath (3)
             Bite (3)
             Jump (3)
    Defense: 1
    Etc.: You should know Bowser.  See boss section for details.
    
    41. Bowser
    Location: Palace of Shadow*
    HP: 70
    Attacks: Fire Breath (7)
             Bite (7)
             Jump (7)
             Claw Swipe (7)
    Defense: 2
    Etc.: Marioís main rival.  See boss section for details.
    
    42. Gus
    Location: Rogueport
    HP: 20
    Attacks: Charge (3)
             Spear Throw (3)
    Defense: 0
    Etc.: This is an optional fight, but itís better than paying 10 coins every
    time to go through.  Heís not that tough, but you canít jump on him because of
    the spear.
    
    43. Dark Craw
    Locations: Glitzville, Pit of 100 Trials
    HP: 20
    Attacks: Charge (6)
             Spear Throw (6)
    Defense: 0
    Etc.: This is just a version of Gus with more attack power.  That damage can
    add up if you donít defeat it quickly, however.
    
    44. Bandit
    Locations: Glitzville, Pit of 100 Trials
    HP: 5
    Attacks: Charge (2)
    Defense: 0
    Etc.: This is a pretty easy enemy, but it can steal your coins.  If you do a
    guard or superguard, it cannot take any of your stuff, however.  If you donít
    defeat it before its next turn, it will run away.  If it runs away in
    Glitzville, you cannot gain your coins back.  In the Pit of 100 Trials, youíll
    have to fight it again for your coins.
    
    45. Big Bandit
    Locations: Glitzville, Pit of 100 Trials
    HP: 8
    Attacks: Charge (3)
    Defense: 0
    Etc.: A more difficult version of the bandit.  However, it can also steal your
    items.  When fought in Glitzville, you cannot get your items back if it runs
    away.  Once again, if you guard, it canít steal anything.
    
    46. Badge Bandit
    Location: Pit of 100 Trials
    HP: 12
    Attacks: Charge (5)
    Defense: 0
    Etc.: A much more difficult version of the bandit.  However, it has high health
    and attack, and can steal your badges.  If it manages to steal one and run,
    youíll have to fight the battle again.  Try to guard and keep your badges!
    
    47. Spinia
    Locations: Rogueport Sewers, Pit of 100 Trials
    HP: 3
    Attacks: Spin (1)
    Defense: 0
    Etc.: An enemy found earlier in the game that spins into you.  Its attack is
    pretty easy to block, however.
    
    48. Spania
    Locations: Rogueport Sewers, Pit of 100 Trials
    HP: 3
    Attacks: Spin (1)
    Defense: 0
    Etc.: Basically a Spinia with papery spikes on its head.  It doesnít do any
    extra damage or anything, however.
    
    49. Spunia
    Locations: Rogueport Sewers, Pit of 100 Trials
    HP: 12
    Attacks: Spin (7)
    Defense: 2
    Etc.: A much tougher version of a Spania.  It has the same attack movement as a
    Spania and Spinia, but it moves much faster, which makes it harder to block.
    Large groups of these can be very dangerous.
    
    50. Fuzzy
    Location: Various
    HP: 3
    Attacks: Absorb (1)
    Defense: 0
    Etc.: A parasite that absorbs your HP.  For some reason, its attacks seem to
    ignore Defense-Up and Damage Dodge badges, but its attack can be blocked with
    an action command.
    
    51. Gold Fuzzy
    Location: Shhwonk Fortress
    HP: 10
    Attacks: Charge (1)
             Call Fuzzy Horde
    Defense: 0
    Etc.: A golden fuzzy.  Itís the mini-boss of Shhwonk Fortress.  Unlike normal
    fuzzies, this one canít drain your HP.  However, it can call a fuzzy horde that
    has 20 health and does 1 damage per 5 hits (1 less per each 4 damage you deal
    to it).
    
    52. Green Fuzzy
    Location: Various
    HP: 5
    Attacks: Absorb (3)
             Divide
    Defense: 0
    Etc.: A green fuzzy.  This fuzzy can absorb 3 health, and 2 if you block it
    with an action command.  For some reason, it seems to ignore defense-enhancing
    badges.  Try to defeat it first, because it has the ability to divide itself.
    Fortunately, the copy keeps the damage youíve done to the original.
    
    53. Flower Fuzzy
    Location: Various
    HP: 6
    Attacks: Absorb (3)
    	 Lightning (3)
    Defense: 0
    Etc.: A pink fuzzy.  This fuzzy can absorb 3 flower points, and 2 if you block
    it.  It ignores defense-enhancing badges.  Once it has 3 FP, it will attack
    with magic lightning that does 3 damage to both characters.  If you have 0 FP,
    it will suck your HP.
    
    54. Pokey
    Locations: Glitzville, Pit of 100 Trials
    HP: 4
    Attacks: Throw Segment (3)
             Fall (2)
             Call for Help
    Defense: 0
    Etc.: A yellow living cactus thatís covered in spikes.  It will jump on you
    after itís lost all its body segments, which can be taken out by either Koopsí
    shell or by the pokey throwing them.  Theyíll call for help when theyíre in
    trouble.
    
    55. Poison Pokey
    Locations: Riverside Station, Pit of 100 Trials
    HP: 8
    Attacks: Throw Segment (4)
             Fall (3)
             Call for Help
    Defense: 0
    Etc.: A blue living cactus thatís covered in poisonous spikes.  It will jump on
    you after itís lost all its body segments, and theyíll call for help when
    needed.  As an added bonus, its attacks can poison you.
    
    56. Pale Piranha
    Location: Various
    HP: 4
    Attacks: Bite (2)
    Defense: 0
    Etc.: A monochrome piranha plant.  It doesnít have too much attack power, but a
    large herd of them could take some time or FP to defeat...
    
    57. Putrid Piranha
    Location: Keelhaul Key
    HP: 8
    Attacks: Bite (3)
             Poison Spray (2)
    Defense: 0
    Etc.: Its poison spray will sometimes poison you for 9 turns.  1 damage for 9
    turns could add up.  However, if you guard against it, you wonít be poisoned.
    
    58. Frost Piranha
    Locations: Fahr Outpost, Pit of 100 Trials
    HP: 10
    Attacks: Bite (5)
    Defense: 0
    Etc.: Its bite will often freeze you if you donít guard against it.  Once it
    freezes you, youíll take a lot of damage.  5 damage per turn will add up.  Try
    to guard against it so you wonít be frozen.
    
    59. Piranha Plant
    Location: Pit of 100 Trials
    HP: 15
    Attacks: Bite (9)
    Defense: 0
    Etc.: For some reason, this piranha plant is much more dangerous than normal.
    It has 15 health which will make it take long to defeat, and its bite does 9
    damage, which will very quickly add up.  Defeat these guys as fast as you can
    when youíre not healing.
    
    60. Crazee Dayzee
    Location: Twilight Trail
    HP: 7
    Attacks: Lullaby (2)
             Run Away
    Defense: 0
    Etc.: Its lullaby will do 2 damage to both you and your partner.  Its lullaby
    also has a good chance of putting you and your partner to sleep.  Try to guard
    against it so you wonít fall asleep.
    
    61. Amazy Dayzee
    Locations: Twilight Trail, Pit of 100 Trials
    HP: 20
    Attacks: Lullaby (20)
             Run Away
    Defense: 1
    Etc.: It is rarely seen, and it almost always runs away.  Try using art attack
    or a supernova that will do a lot of damage, and then have your partner finish
    it off.  If it does attack, it will put you and your partner to sleep and do 20
    damage to both of you.  If you beat one, youíll get 30-40 star points until you
    are at level 45 or so.
    
    62. Pider
    Location: Various
    HP: 5
    Attacks: Web Throw (2)
             Multi-Web (1 x 3)
    Defense: 0
    Etc.: Its multi-web might be less dangerous considering its attacks are easy to
    block.  After you get the super boots these guys shouldnít be any problem.
    
    63. Arantula
    Location: Pit of 100 Trials
    HP: 16
    Attacks: Web Throw (7)
             Multi-Web (4 x 3)
    Defense: 0
    Etc.: These guys are dangerous.  Their attacks could add up, so try using a few
    defense-increasing badges to help avoid the multi-web.  Also, showstopper
    doesnít seem to work too well on them.
    
    64. Swooper
    Location: Creepy Steeple
    HP: 6
    Attacks: Swoop (3)
    Defense: 0
    Etc.: Theyíll hang from the ceiling until theyíre damage.  Flurrie or Vivian
    can hit them while theyíre on the ceiling, and a quake hammer will also knock
    them off.  Their attack isnít too hard to block.
    
    65. Swoopula
    Locations: Palace of Shadow, Pit of 100 Trials
    HP: 9
    Attacks: Absorb (4)
    Defense: 0
    Etc.: A health-absorbing vampire bat with difficult to block attacks.  Wearing
    the zap tap badge or using a volt shroom will cause their attacks to do
    nothing, but they can still attack your partner.  Try to defeat it before it
    drains your HP.
    
    66. Swampire
    Location: Pit of 100 Trials
    HP: 20
    Attacks: Absorb (6)
    Defense: 0
    Etc.: A health-absorbing vampire with difficult to block attacks.  Their
    attacks can drain a lot of health, adding it to their already high HP, making
    it very hard to defeat them.  Wear the zap tap badge!
    
    67. Dark Puff
    Location: Various
    HP: 3
    Attacks: Slam (2)
             Store Electricity
             Lightning (2)
    Defense: 0
    Etc.: Itís not too difficult.  If you attack it when itís storing electricity,
    youíll be damaged if youíre not electrified.  Its lightning attack will do 2
    damage to both you and your partner and ignores defense enhancements.
    
    68. Ruff Puff
    Location: Riverside Station
    HP: 7
    Attacks: Slam (4)
             Store Electricity
             Lightning (4)
    Defense: 0
    Etc.: A more difficult version of the Dark Puff.  It has the same properties as
    the dark puff.  If you touch it when youíre not electrified and it is storing
    electricity, youíll be hurt.
    
    69. Ice Puff
    Locations: Fahr Outpost, Pit of 100 Trials
    HP: 9
    Attacks: Slam (4)
             Store Ice Energy
             Ice Breath (5)
    Defense: 0
    Etc.: A more difficult version of the Ruff Puff.  If you touch it while it is
    storing ice energy, youíll be hurt.  The ice breath ignores defense
    enhancements, and will sometimes freeze you and your partner.
    
    70. Poison Puff
    Location: Pit of 100 Trials
    HP: 15
    Attacks: Slam (8)
             Store Poison
             Poison Breath (10)
    Defense: 0
    Etc.: A very difficult puff enemy.  If you touch it while it is storing poison,
    youíll be hurt.  When it uses its poison breath, it will often poison you and
    your partner, ignore defense-enhancement, AND do 10 damage in the process.
    
    71. Boo
    Locations: Creepy Steeple, Pit of 100 Trials
    HP: 7
    Attacks: Scare (3)
             Transparency
             Carrying Flight
    Defense: 0
    Etc.: A ghost.  Its attack isnít too powerful, but it can make itself invisible
    for 2 turns.  It also, in one turn, can make all itís boo allies fly.
    
    72. Atomic Boo
    Location: Creepy Steeple*
    HP: 40
    Attacks: Slam (4)
             Hide (Charge Up)
             Throw Boos (3 x 4)
             Inflict Status Effect
    Defense: 0
    Etc.: A giant boo made up of tons of smaller boos.  After charging up, it can
    inflict several status effects.  See optional boss section for details.
    
    73. Dark Boo
    Locations: Poshley Sanctum, Pit of 100 Trials
    HP: 8
    Attacks: Scare (5)
             Transparency
             Carrying Flight
    Defense: 0
    Etc.: A purple ghost.  It has reasonably high attack power, and it can make
    itself invisible for 2 turns.  It can also make all itís boo allies fly in 1
    turn.
    
    74. Ember
    Locations: Keelhaul Key, Pirate's Grotto
    HP: 8
    Attacks: Slam (3)
             Spirit Flame (2)
             Flame Breath (2)
    Defense: 0
    Etc.: A blue flame spirit.  Its flame attack will burn you, and its flame
    breath will burn and damage both you and your partner.  Fortunately, ice and
    explosion attacks do +1 damage.
    
    75. Lava Bubble
    Locations: Pirate's Grotto, Pit of 100 Trials
    HP: 6
    Attacks: Slam (4)
             Spirit Flame (3)
             Flame Breath (3)
    Defense: 0
    Etc.: A red flame spirit.  Although it has higher attack power than an ember,
    its health is lower.  It has the same properties, as ice and explosion attacks
    do +1 damage.
    
    76. Phantom Ember
    Locations: Palace of Shadow, Pit of 100 Trials
    HP: 10
    Attacks: Slam (5)
             Spirit Flame (4)
             Flame Breath (4)
    Defense: 0
    Etc.: A green flame spirit.  It has fairly high attack power, and it can burn
    you with its flame and flame breath.  Ice and explosion attacks do +1 damage,
    and theyíre highly susceptible to freezing.
    
    77. Bald Cleft
    Location: Petal Meadows
    HP: 2
    Attacks: Charge (1)
    Defense: 2
    Etc.: A rock, basically.  Although they have high defense, a power smash will
    defeat them in one hit due to their low HP.  The attack power is nothing to
    worry about.
    
    78. Hyper Bald Cleft
    Location: Glitzville
    HP: 3
    Attacks: Charge (2)
             Charge Up
             Unleash Charge (8)
    Defense: 2
    Etc.: A hyper green rock.  Theyíre vulnerable to being flipped by a quake
    hammer, and they will stay there for 2 turns.  Theyíll have no defense in that
    situation, so defeat them then, since it can charge its attack power to 8!
    
    79. Cleft
    Locations: Boggly Woods, Pit of 100 Trials
    HP: 2
    Attacks: Charge (2)
    Defense: 2
    Etc.: A rock with spikes on its head.  Theyíre vulnerable to being flipped, so
    you can defeat them in one turn with a quake hammer.  Try to keep your FP up to
    defeat these guys.
    
    80/81. Iron Cleft
    Location: Glitzville
    HP: 6
    Attacks: Charge (5)
    Defense: Invulnerable
    Etc.: A nearly-invulnerable iron spike-headed rock.  They are the hardest
    substance in the world, apparently, and not any superguard you use nor can any
    attack you use damage it.  Run away from this battle at first, and then go back
    to the locker room.  Something there will help you defeat it.
    
    82. Hyper Cleft
    Locations: Twilight Trail, Pit of 100 Trials
    HP: 4
    Attacks: Charge (3)
             Charge Up
             Unleash Charge (9)
    Defense: 3
    Etc.: An easy-to-flip spike-headed green rock.  It can charge its attack to 9,
    and thatís when things get dangerous.  Since the damage can add up, try to flip
    it over and drop its defense to 0.
    
    83. Moon Cleft
    Locations: The Moon, Pit of 100 Trials
    HP: 6
    Attacks: Charge (5)
    Defense: 5
    Etc.: A flippable spiked-headed moon rock.  It has very high defense, but it
    can be flipped, and it can be defeated with Koopsí shell slam.
    
    84. Bristle
    Locations: Petal Meadows, Glitzville
    HP: 2
    Attacks: Spike Slam (1)
    Defense: 4
    Etc.: You canít use a hammer or jump because of its spikes.  It can be flipped
    by a quake hammer, or it can be defeated with an item.
    
    85. Dark Bristle
    Location: Pit of 100 Trials
    HP: 8
    Attacks: Spike Slam (8)
    Defense: 4
    Etc.: Although they have very high attack and defense, they can be flipped by a
    quake hammer, which make them utterly useless.  Flip them right away before the
    damage can add up!
    
    86. Bob-omb
    Locations: Glitzville, Pit of 100 Trials
    HP: 4
    Attacks: Charge (2)
             Explode (5)
    Defense: 1
    Etc.: They donít do too much damage at first, but after you damage them,
    theyíll light their fuse and do 5 damage the next turn, but they destroy
    themselves.  If you attack directly when their fuse is lit, theyíll be
    destroyed and youíll take one damage.
    
    87. Bulky Bob-omb
    Locations: Pirate's Grotto, Pit of 100 Trials
    HP: 6
    Attacks: Light Fuse
    	   Defense-Up
    	   Attack-Up
    	   Charge Up
             Explode (2)
    Defense: 1
    Etc.: An ugly, giant pink bob-omb.  It will use these attacks in this order,
    and are combustable.  Attack-Up and Charge Up increases the explosion power to
    8.  If you use Vivianís fiery jinx attack, or a fire flower, a bulky bob-omb
    will explode, doing 2 damage to everything, and setting off the next one to do
    the same.
    
    88. Bob-ulk
    Location: Pit of 100 Trials
    HP: 10
    Attacks: Light Fuse
    	   Defense-Up
    	   Attack-Up
    	   Attack-Up
    	   Charge Up
             Explode (4)
    Defense: 2
    Etc.: A gigantic purple bulky bomb.  They'll attack in that order, increasing
    its explosion damage to 16 for you and your partner.  That damage will add up
    very quickly.  Hopefully you can defeat it before then.
    
    89. Chain-Chomp
    Locations: Palace of Shadow, Pit of 100 Trials
    HP: 7
    Attacks: Chomp (6)
    Defense: 5
    Etc.: A chained chomp.  Although it has very high defense, it can be defeated
    with a piercing blow while wearing the all or nothing badge.  Otherwise, use
    Koopsí Shell Slam, and wear the zap tap badge and theyíll be defeated.
    
    90. Red Chomp
    Locations: Glitzville, Pit of 100 Trials
    HP: 6
    Attacks: Chomp (5)
    Defense: 3
    Etc.: A red chain-chomp.  It has pretty high defense, so it should be defeated
    with a piercing blow or a special move, since it has moderately high HP.
    
    91. Bill Blaster
    Location: Pirate's Grotto
    HP: 5
    Attacks: Shoot Bullet Bill
    Defense: 2
    Etc.: This cannon will shoot bullet bills every turn.  It is impervious to
    fire.  Also, if you donít attack these, youíll never win the battle.
    
    92. Bullet Bill
    Location: Pirate's Grotto
    HP: 2
    Attacks: Explode (4)
    Defense: 1
    Etc.: A giant shark bullet shot out of a bullet bill cannon.  It is impervious
    to fire.  If you donít defeat these guys in 1 turn, prepare to take a lot of
    damage.
    
    93. Bombshell Bill Blaster
    Location: Palace of Shadow
    HP: 10
    Attacks: Shoot Bombshell Bill
    Defense: 4
    Etc.: This sparkling gold cannon will shoot bombshell bills every turn.  It is
    impervious to fire.  Youíll never win this battle if you only attack the
    bombshell bills it shoots.
    
    94. Bombshell Bill
    Location: Palace of Shadow
    HP: 3
    Attacks: Explode (6)
    Defense: 2
    Etc.: A sparkling shark bullet shot out of a bombshell bill cannon.  It is
    impervious to fire.  Defeat them in a turn, or else youíll take a lot of damage.
    
    95. Dark Wizzerd
    Locations: Palace of Shadow, Pit of 100 Trials
    HP: 10
    Attacks: Tickle (4)
             Green Beam (5)
             Lightning Bolt (4)
             Transparency
             Attack-Up
             Defense-Up
             Electrify
             Heal (+10)
             Make Dodgy
             Split Up
    Defense: 2
    Etc.: I honestly think Magikoopas are cooler.  Anyway, it has weird physical
    attacks, and a lot of magic power.  It will often raise attack power first and
    then attack.  Try to defeat them sooner rather than later.
    
    96. Wizzerd
    Location: Pit of 100 Trials
    HP: 10
    Attacks: Tickle (5)
             Green Beam (6)
             Lightning Bolt (5)
             Transparency
             Attack-Up
             Defense-Up
             Electrify
             Heal (+10)
             Make Dodgy
             Split Up
    Defense: 3
    Etc.: A more difficult version of the Dark Wizzerd.  Since it has high defense,
    you should use a piercing blow or a defense-ignoring attack.
    
    97. Elite Wizzerd
    Location: Pit of 100 Trials
    HP: 12
    Attacks: Tickle (7)
    	 Green Beam (8)
             Lightning Bolt (7)
             Transparency
             Attack-Up
             Defense-Up
             Electrify
             Heal (+12)
             Make Dodgy
             Split Up
    Defense: 5
    Etc.: A very difficult magical... thing.  It has very high defense and attack,
    and its HP doesnít stink either.  After raising its attack, the damage will add
    up.  Try to defeat these as early as you can.
    
    98. Blooper
    Location: Rogueport Sewers*
    HP: 12
    Attacks: Tentacle Slap (1)
             Ink Blast (1)
    Defense: 0
    Etc.: A giant squid-like thing.  See boss section for details.
    
    
    99. Hooktail
    Location: Hooktail Castle*
    HP: 20
    Attacks: Stomp (5)
             Bite (5)
             Fire Breath (5)
             Eat Audience
    Defense: 1
    Etc.: A menacing red fire-breathing dragon.  A cricket sound will make her
    attack go down to 3.  See boss section for details.
    
    100. Gloomtail
    Location: Palace of Shadow*
    HP: 80
    Attacks: Stomp (8)
             Bite (8)
             Poison Breath (8)
    	 Earthquake (10)
             Charge Up
             Megabreath (15)
    Defense: 2
    Etc.: The older brother of Hooktail.  Heís a poison-breathing scary black
    dragon.  See boss section for details.
    
    101. Bonetail
    Location: Pit of 100 Trials*
    HP: 200
    Attacks: Stomp (8)
    	 Bite (8)
    	 Red Breath (8)
    	 Blue Breath (8)
    	 Green Breath (8)
    	 White Breath (8)
    	 Heal (+20)
    Defense: 2
    Etc.: The oldest brother of Hooktail.  Although heís just bones, heís really no
    pushover.  See optional boss section for details.
    
    102. Rawk Hawk
    Location: Glitzville*
    HP: 40
    Attacks: Crash (4)
             Double Jump (4)
             Earthquake (1 x 10)
    Defense: 0
    Etc.: A cocky yellow bird-like fighter in the Glitz Pit.  See boss section for
    details.
    
    103. Macho Grubba
    Location: Glitzville*
    HP: 60
    Attacks: Increase Turns
             Attack-Up
             Defense-Up
             Make Dodgy
             Jump (4)
             Backflip (4)
             Charge (4)
             Charge Up
             Unleash Charge (8)
    Defense: 0
    Etc.: A very large, orange Grubba.  See boss section for details.
    
    104. Doopliss
    Locations: Creepy Steeple*, Twilight Trail*
    HP: 40
    Attacks: Fly (4)
             Change Forms
             Jump (2 x 2)
             Hammer (4)
    Defense: 0
    Etc.: A duplighost that takes over Marioís body for the fun of it.  See boss
    section for details.
    
    104. Doopliss
    Location: Palace of Shadow*
    HP: 40
    Attacks: Fly (6)
             Change Forms (Takes on your or your partnerís attacks)
    Defense: 0 (1 if he is Koops)
    Etc.: A duplighost that takes the form of Mario and his partners.  Now a member
    of the Shadow Sirens.  See boss section for details.
    
    105. Cortez
    Location: Pirate's Grotto*
    HP: 60
    Attacks: Sword Swipe (4)
             Multi-Swipe (2 x 4)
             Charge Up
             Bone Attack (7)
             Weapon Attack (4 x 4)
    Defense: 1
    Etc.: A dreaded pirate ghost feared by all.  See boss section for details.
    
    106. Smorg
    Location: Excess Express*
    HP: 50
    Attacks: Tentacle Slap (5)
             Regenerate Tentacles
             Create Giant Tentacle
    	 Tentacle Squish (10)
    Etc.: A giant Smorg made up of smaller Smorgs.  See boss section for details.
    
    107. X-Naut
    Location: Various
    HP: 4
    Attacks: Ram (3)
             Drink Potion (Attack-Up)
    Defense: 0
    Etc.: The lowest level of X-Naut.  Since they have low HP, when they make
    themselves huge, you can just take that particular one out first.
    
    108. X-Naut PhD
    Location: X-Naut Fortress
    HP: 9
    Attacks: Throw Potion (4)
             Drink Potion
             Enhance Allies
    Defense: 0
    Etc.: A dangerous X-Naut.  The chemicals they throw will damage you and your
    partner, and will often induce a status effect.  They can drink their own
    potions or give them to their allies to increase defense, attack, or even make
    them invisible.  Defeat these first.
    
    109. Elite X-Naut
    Location: X-Naut Fortress
    HP: 10
    Attacks: Ram (5)
             Drink Potion (Attack-Up)
    Defense: 1
    Etc.: A more powerful X-Naut.  Although it has some defense, it isnít very
    hard.  They become dangerous if enhanced by X-Naut PhDís potions.
    
    110. Yux
    Locations: The Great Tree, X-Naut Fortress
    HP: 3
    Attacks: Beam (2)
             Summon Mini-Yux
    Defense: 0
    Etc.: An ugly creature created by X-Nauts.  They arenít very difficult, but
    with a Mini-Yux around them, theyíre completely invulnerable.  They will create
    a Mini-Yux every turn as long as it doesnít have already around them.
    
    111. Mini-Yux
    Locations: The Great Tree, X-Naut Fortress
    HP: 1
    Attacks: Divide
    Defense: 0
    Etc.: The protector of the Yux.  Every turn they go undefeated, theyíll divide
    into two.  Youíll have to clear these out to damage the Yux.
    
    112. Z-Yux
    Locations: The Moon, X-Naut Fortress
    HP: 7
    Attacks: Beam (4)
             Summon Mini-Z-Yux
    Defense: 0
    Etc.: A more powerful, more ugly version of the Yux.  They donít have too much
    health or anything, but theyíre invulnerable with a Mini-Z-Yux around it.
    Theyíll create a new Mini-Z-Yux every turn as long as it doesnít have one.
    
    113. Mini-Z-Yux
    Locations: The Moon, X-Naut Fortress
    HP: 2
    Attacks: Divide
             Heal (+2)
    Defense: 0
    Etc.: A more annoying version of the Mini-Yux.  Each turn they go undefeated,
    theyíll either divide into two or heal the Z-Yux.  Clear these out to damage
    the Z-Yux.
    
    114. X-Yux
    Location: X-Naut Fortress
    HP: 10
    Attacks: Beam (3)
             Summon Mini-X-Yux
    Defense: 1
    Etc.: A very annoying and advanced X-Yux.  They have good health and a little
    defense on them, and with Mini-X-Yux around, theyíre invulnerable.  Theyíll
    create 2 new Mini-X-Yux every turn as long as it doesnít have one.  As an added
    bonus, their attacks will sometimes immobilize you in time.
    
    115. Mini-X-Yux
    Location: X-Naut Fortress
    HP: 1
    Attacks: Divide
    	 Heal (+3)
    Defense: 0
    Etc.: A more annoying version of the Mini-Z-Yux.  Each turn they go undefeated
    theyíll divide into two and/or heal the X-Yux.  You have to defeat these guys
    before you damage the X-Yux.
    
    116. Grodus X
    Location: Palace of Shadow
    HP: 3
    Attacks: Magic Blast (4)
    Defense: 0
    Etc.: A very annoying magical protector of Grodus.  Each one alive increases
    his defense by 1, and if he has 4, heís invulnerable.  Also, 4
    defense-enhancement ignoring damage per enemy will add up, so defeat these
    first!
    
    117. Magnus (Von Grapple)
    Location: The Great Tree*
    HP: 30
    Attacks: Stomp (2)
             Separate X-Fists
             X-Fists Attack (4)
    Defense: 1
    Etc.: A robot that Lord Crump powers.  See boss section for details.
    
    118. Magnus 2.0
    Location: X-Naut Fortress*
    HP: 70
    Attacks: Crash (6)
             Separate X-Fists
             X-Fists Attack (9)
             Audience Attack (3 x 10)
    Defense: 2
    Etc.: The advanced upgrade on Magnus, which Lord Crump powers.  See boss
    section for details.
    
    119. Lord Crump
    Location: Various*
    HP: 30
    Attacks: Body Slam (3)
             Summon X-Nauts
             Heal (+20)
    Defense: 0
    Etc.: The 2nd highest-ranked X-Naut.  Very repetitive... see boss section for
    details.
    
    120. Grodus
    Location: Palace of Shadow*
    HP: 50
    Attacks: Lightning (7)
             Freezing Fire (6)
             Time Stop
             Summon Grodus X
    Defense: 1
    Etc.: The X-Naut Leader.  Heís a ruler bent on world domination.  See boss
    section for details.
    
    121. Beldam
    Location: Boggly Woods*
    HP: 9
    Attacks: Clap (1)
             Attack-Up
             Make Tiny
             Blizzard (4)
    Defense: 0
    Etc.: The leader of the Shadow Sirens, and the oldest sister.  Sheíll throw all
    kinds of magic at you.  See boss section for details.
    
    121. Beldam
    Location: Palace of Shadow*
    HP: 30
    Attacks: Clap (5)
             Attack-Up
             Make Tiny
             Increase Turns
             Decrease Turns
             Blizzard (6)
    Defense: 0
    Etc.: The leader of the Shadow Sirens.  Sheíll throw even more magic at you
    than before.  See boss section for details.
    
    122. Marilyn
    Location: Boggly Woods*
    HP: 12
    Attacks: Clap (2)
             Charge Up
             Unleash Charge (4)
             Lightning (4)
    Defense: 0
    Etc.: The middle sister, and one of the Shadow Sirens.  She has higher attack
    power than the others, so it might be best to defeat her soon.  See boss
    section for details.
    
    122. Marilyn
    Location: Palace of Shadow*
    HP: 40
    Attacks: Clap (7)
             Charge Up
             Unleash Charge (14)
             Lightning (7)
    Defense: 0
    Etc.: A member of the Shadow Sirens, and Beldamís younger sister.  She has high
    attack power, so it might be good to defeat her fast!  See boss section for
    details.
    
    123. Vivian
    Location: Boggly Woods*
    HP: 10
    Attacks: Clap (1)
             Fiery Jinx (1)
    Defense: 0
    Etc.: A member of the Shadow Sirens, and Beldamís youngest sister.  Her attacks
    arenít too powerful, but they have the power to burn you.  See boss section for
    details.
    
    124. Shadow Queen
    Location: Palace of Shadow*
    HP: 150
    Attacks: Lightning (7)
             Attack-Up/Defense-Up
             Inflict Status Effect (4)
             Charge Up
             Dark Lightning (14)
             Regenerate Hands
    	 Hands Attack (7)
    	 Dead Hands Attack (5 x 3)
    Defense: 0
    Etc.: The final boss, and the demon that possessed Peach.  See the boss section
    for details!
    
    ------------------------------------------------------------------------------
    3. Bosses
    
    All right, this section will be laid out similarly, but it will have the bosses
    in order (of seen in the game).
    
    ----------------------------BOSS: LORD CRUMP (HP: 5)--------------------------
    This is the first boss fight in the game, and it is insanely easy.  All you
    have to do is attack him with either your jump or hammer, and do the action
    command for 2 damage.  He'll only attack with body slams, which are easy to
    block and only does 1 damage.  Just keep at him until then, and he'll go down
    very shortly.
    
    -----------------------------BOSS: BLOOPER (HP: 12)---------------------------
    This boss may be a bit tougher than Lord Crump, but it is still pretty easy.
    It will hang from the ceiling, and it will extend tentacles down that have 3
    HP, and will hit you for 1 damage.  If you have a fire flower, it might be a
    good idea to use it here, as it will kill off the tentacles and do 3 damage to
    the blooper in the process.  After that, the blooper will fall to the ground.
    Use this time to attack it with a few power smashes and use Goombella's
    headbonk, and he'll go down shortly.  If you fail to defeat it in those 2
    turns, it will attack both you and your partner for 1 damage and go back up to
    the ceiling.
    
    ----------------------------BOSS: GOLD FUZZY (HP: 10)-------------------------
    This boss is still easy.  It has an attack of 1, and will not drain your HP.
    However, the real threat it poses is when it takes 4 damage, it will call a
    horde of fuzzies to help him.  They'll attack 5 times for 1 damage combined,
    which could add up, and they have 20 HP.  However, if you defeat the gold
    fuzzy, they'll run away.  If you power smash and use Goombella's headbonk,
    he'll go down in 2 turns.
    
    ----------------------------BOSS: RED BONES (HP: 5)---------------------------
    This boss fight consists of a red bones and 4 dull bones.  Even though they all
    have 1 defense, the dull bones only have 1 health, so it would be a good idea
    to wipe them out with a power shell, since 2 damage times 4 adds up.  After
    that, attack the red bones with everything you've got before it can attack for
    3 damage or build a friend to help, and he'll go down shortly.
    
    ----------------------------BOSS: HOOKTAIL (HP: 20)---------------------------
    This boss fight is the final boss for the level, and is harder than anyone else
    you've faced as of yet.  She's a red fire-breathing dragon with an attack power
    of 5, and a defense of 1, which quickly adds up.  However, if you have the
    Attack FX R badge equipped (found in the bars in the room where you're cursed,
    it makes it sound like crickets), her attack power decreases to 3 and defense
    to 0.  This should makes things easier, as her attacks aren't TOO hard to
    block.  After taking 20 damage, she'll beg for mercy.  Deny all of her
    requests, or she'll bite you for 5 damage no matter what.  After that, she'll
    scare away the audience by eating them to heal herself.  After that, her attack
    will decrease to 1 if you have the badge equipped, so just finish her off with
    power smashes and Koops' shell.  After beating her, you'll get the Diamond
    Crystal Star.
    
    ------------------------------BOSS: BELDAM (HP: 9)----------------------------
    -----------------------------BOSS: MARILYN (HP: 12)---------------------------
    ------------------------------BOSS: VIVIAN (HP: 10)---------------------------
    The Shadow Sirens, they don't have outstanding characteristics, but if you
    fight them wrong, you'll take a lot of damage.  Beldam and Vivian have an
    attack power of 1, and Marilyn has an attack power of 2.  Their physical
    attacks are easy to block, so that's not too much to worry about.  Beldam can
    also make her team big, and yours small, and Marilyn can charge her attack to
    4.  The real threat however, is when they lose half their HP.  If Vivian does,
    she'll attack you both for 1 damage, defense-ignoring.  Marilyn will attack
    with lightning, doing 4 damage to both of you, and Beldam's blizzard attack
    will do 4 damage to both of you, so don't do the full 6 damage right away with
    Earth Tremor.  Take them out one by one, using whoever you super-ranked and
    Mario's power smash, and they'll go down shortly.
    
    ------------------------BOSS: MAGNUS VON GRAPPLE (HP: 30)---------------------
    It's Lord Crump... again.  This time, in a robot.  Anyway, he has a defense of
    1, and an attack power of 2.  Use the spin jump attack, that will do 4 damage
    if executed correctly, and use whoever you super-ranked and have them attack.
    Eventually, he'll seperate the X-fists.  They have 2 HP, 0 defense, and an
    attack of 4.  A multibounce will defeat them before they do too much damage.
    He'll bring the fists back eventually, but he won't do much more.  Keep
    attacking him and he'll go down shortly.
    
    -----------------------------BOSS: BOWSER (HP: 30)----------------------------
    You should know Bowser, Mario's sworn rival.  Anyway, he has an attack of 3 and
    1 defense, which isn't that bad, but his attacks all pose some form of status
    effect.  His bite attack will do 3 damage and poison you, which does 1 damage
    additionally for 9 turns.  His fire breath will ignore defense and affect both
    you and your partner.  Also, his jump attack will cause you or your partner to
    lose an ability for a few turns.  However, these status effects can be ignored
    if the attacks are blocked.  Anyway, just keep at him with power smash, and use
    your partner's attacks.
    
    ----------------------------BOSS: RAWK HAWK (HP: 40)--------------------------
    It's time for the fight with this cocky bird.  He can jump on you for 4 damage,
    or both you and your partner.  He's weak to status effects, so he can be easily
    frozen. Using an ice storm will freeze him, allowing you to do a lot of damage
    in the frozen period.  Watch if a thick fog appears, because Rawk Hawk will be
    much more successful in attack than you.  After taking about 25 damage, he'll
    go up onto the ceiling and make several things crash on you for 1 damage each.
    After that, a quake hammer will knock him off, or a Flurrie body slam.  Just
    keep attacking him until he's gone.
    
    --------------------------BOSS: MACHO GRUBBA (HP: 60)-------------------------
    It's time to face your manager.  He has no defense, and he'll either jump on
    you and/or your partner for  4 damage, or run over you for 4 damage.  He'll
    first increase his turns, so he can attack twice.  This will last for 3 of your
    turns, then he'll re-activate the spell.  After that, he'll raise either his
    attack or defense by 3 for 2 of his turns (1 of yours).  He'll also
    occasionally make himself dodgy, so he'll be hard to hit.  If you have a
    stopwatch or know how to use clock out, try using that early in the fight so
    you can do a lot of damage.  Although 60 health is a lot, you can do around 20
    damage in those two turns he's frozen.  With the power smashes and up to 10
    damage per turn, he'll go down eventually.
    
    ------------------------------BOSS: ???? (HP: 40)-----------------------------
    Who could this be?  It's a duplighost with a party hat.  Anyway, he has an
    attack power of 4, and no defense.  It's really easy, but when he reaches 20
    HP, he'll turn into a shadow version of Mario!  He'll use your attacks now, but
    cannot guard or superguard, fortunately.  Just keep at him until he's defeated.
    
    ----------------------------BOSS: DOOPLISS (HP: 40)--------------------------
    The thief who stole your body, is here.  You'll fight him, along with
    Goombella.  Don't bother to fight with Goombella, as eventually "Mario" will
    switch her for Koops, Flurrie, and then Yoshi.  Anyway, he'll have your
    attacks, and your party members will have attacks, but that's about it.  Just
    power smash him and use Vivian's shade fist, and he'll go down shortly.
    
    -----------------------------BOSS: CORTEZ (HP: 60)----------------------------
    The dreaded pirate ghost feared by all!  You'll probably want to use Vivian for
    this fight.  Cortez has 3 forms to defeat, and he can be damaged by damaging
    his head or the bone pile next to him.  In his first form, he'll use his
    weapons to do either 4 damage to you or your partner, or 2 damage 4 times.
    This form isn't that hard, but it will get more difficult.  After taking 20 HP
    of damage, he'll lose his arms and weapons.  He may seem to be weaker, but
    he'll get more powerful.  He'll charge up his attack, and then throw bones at
    you and your partner for 7 damage each.  If desired, you can use Vivian's veil
    to avoid it, but it's not too big of a deal.  The damage can add up, however,
    so don't get overconfident.  The last form, he'll be reduced to a head, and
    he'll have all his weapons aside him.  No one besides Koops can use a physical
    attack against these weapons.  Cortez and his weapons will often do in excess
    of 10 damage to both you and your partner.  However, since they only have 5
    health, they can be defeated with Vivian's Fiery Jinx attack, and you can do
    some damage to Cortez.  However, after taking 20 more damage, he'll absorb the
    souls of half the audience, which can heal him various amounts depending on
    your audience (1 HP per member).  Eventually, the weapons will come back, so
    use Fiery Jinx every time he does, and just keep at him until he goes down!
    
    ------------------------------BOSS: SMORG (HP: 50)----------------------------
    This boss isn't that difficult, but it's sure weird-looking.  It has an attack
    of 5, and no defense.  It has 3 tentacles which it will use to attack with,
    doing 5 damage each.  Its tentacles will defend Smorg, so it can't be damaged.
    Vivian is a good choice for this fight, so start off with using fiery jinx, and
    it will take out its tentacles.  After that, do a spring jump unto Smorg for 12
    damage.  Eventually, it will bring out a giant tentacle with 8 HP and an attack
    power of 10, which will attack both you and your partner.  However, Smorg can
    be damaged now, so continue using fiery jinx and normal jumps, and use sweet
    treat/feast if you get low on HP or FP.  Keep this up until Smorg is defeated.
    
    ----------------------BOSS: MAGNUS VON GRAPPLE 2.0 (HP: 70)-------------------
    Finally!  The final fight with Lord Crump!  Again, Vivian is a good choice for
    this fight.  Magnus 2.0 has an attack of 6 and defense of 2.  For the first few
    turns, he'll just fly into you for 6 damage to both you and your partner.
    After that, he'll seperate the X-fists.  They have 4 HP and an attack of 9, so
    use fiery jinx to wipe them out.  However, when Magnus gets to 30 HP and to 5
    HP, he'll absorb the audience and fire them all at you 10 times for 3 damage
    each.  If you don't guard well, the 30 damage can easily defeat you.  Heal
    afterwards (unless he's at 5 HP), and just keep at him with power smashes and
    your partner's attack, and he'll go down, giving you the 7th crystal star!
    
    ---------------------------BOSS: DARK BONES (HP: 20)--------------------------
    This boss fight consists of 4 dry bones and a dark bones.  They all have the
    same attack power, but the dark bones has much more health.  Start off with
    using an attack that does at least 3 or 4 damage to everyone, and use Vivian's
    fiery jinx to remove the dry bones.  After that, just attack the dark bones
    until he's defeated.
    
    ----------------------------BOSS: GLOOMTAIL (HP: 80)--------------------------
    It's Hooktail's brother.  He has an attack of 8 and defense of 2.  It will
    stomp on you, bite you, and spit poison breath that all do 8 damage.  When
    Bonetail gets to around 50 HP, he'll charge up, where you should use Vivian to
    hide, as the next turn, he'll use Megabreath, doing 15 damage to both of your
    characters.  Also, after he gets to around 25 HP, he'll do an Earthquake attack
    which will do 10 damage to both of your characters quite often.  To defeat him,
    use power smash every turn and your partner's attack.  Switch to Vivian and use
    veil whenever he charges up, and heal with sweet feast when needed.  Try to
    avoid using too many items, you'll need them later...
    
    ------------------------------BOSS: BELDAM (HP: 30)---------------------------
    -----------------------------BOSS: MARILYN (HP: 40)---------------------------
    -----------------------------BOSS: DOOPLISS (HP: 40)--------------------------
    The final fight with the Shadow Sirens.  Doopliss has a natural attack of 6,
    Marilyn has an attack of 7, and Beldam has an attack of 5.  Anyway, they all
    act pretty much the same as they did before, but their attack power is
    stronger.  You should take out Marilyn first using spring jump every turn and
    your partner's attack (preferably Vivian, her shade fist does extra damage
    later on), and she'll go down in a few short turns.  Then, go for Doopliss.
    Keep up with the spring jumps (12 damage a turn for only 4 FP), and Vivian's
    attack, and he'll go down quickly also.  Then, go for Beldam.  Use spring jump
    while you have the FP, and shade fist, and she'll go down.  You'll likely get
    in excess of 48 star points for this fight.
    
    ------------------------------BOSS: GRODUS (HP: 50)---------------------------
    This is the first fight in the two-part pre-boss battles.  Grodus has an attack
    of 7 and a defense of 1.  He'll make Grodus X appear, which increase his
    defense by 1 and they'll attack for 4 damage, AND if he has 4, he's
    invulnerable, so use fiery jinx or another attack that will attack all of them
    for 3 damage.  He'll also use lightning attacks, anti-fire (freezing), and
    time-freezing.  Keep on attacking if he uses lightning, use sweet treat to heal
    any status effects (if Mario isn't succumbed to one), and attack with full
    power unless you're healing.  Since he only have 50 HP, he'll go down shortly.
    
    ------------------------------BOSS: BOWSER (HP: 70)---------------------------
    ---------------------------BOSS: KAMMY KOOPA (HP: 50)-------------------------
    This is the second part of the battles (you cannot heal between Grodus and this
    fight).  Bowser is tougher than Grodus (he has higher defense and health), and
    his attacks can disable commands AND do 7 damage.  To add annoyance to injury,
    he has Kammy Koopa, who can attack for 5 damage, heal for 8 points, or even
    make herself or Bowser invisible, electrified, dodgy, or increase attack or
    defense by 3.  First, go for Kammy Koopa, as in the long run, you'll do little
    damage per turn to Bowser.  Use spring jump and your partner's attack every
    turn, doing about 17 damage per turn, which although she'll heal herself,
    she'll take more damage than she can heal.  After she goes down, go after
    Bowser.  Just block as many hits as you can, and keep at him with heavy attacks
    until either he's out of HP, and heal with sweet treat or feast if needed.
    
    --------------------------BOSS: SHADOW QUEEN (HP: 150)------------------------
    It's time for the final fight! Before you fight her, however, you'll probably
    want the strange sack (found in the pit of 100 trials on the 50th floor). The
    Shadow Queen has an attack power of 7 and defense of 0, but has 150 HP, which
    is a great amount.  This fight has 3 parts.  In the first part, she'll only use
    lightning attacks, increase her attack and defense by 3, or use a dead hands
    attack doing 5 damage 3 times.  Just keep at her with power smash and your
    partner's attack, Vivian is a good choice for the first part of the fight.
    Don't use any star power, no matter what, you'll need it for the next part of
    the fight.  After taking about 70 damage, she'll revert to her true form, which
    is the second part of the fight.  Switch to Bobbery at this point, as he has
    the most health.  You cannot damage her at this point, and she'll switch to
    different attacks.  She'll drain your HP with her hands, and she'll do an
    attack for 4 damage that will either make you poisoned, confused, or
    "allergic", where your current status cannot be changed. After attacking her 3
    or 4 times, she'll drain the audience, ending that phase.  Heal with sweet
    treat/feast, and items if you need it, don't use any more than a single Ultra
    Shroom, as you'll fully heal after this phase of the battle.  After a long
    cutscene, all you and your partner's stats are full, which enters the third
    phase of the battle.  She'll now use all the attacks from before, and she'll
    charge up for an attack for 14 damage, which will do a lot of damage.  For this
    part, use Koops and his power shell to take out the 5 HP hands, as they'll
    still drain you for 7 HP.  She'll bring them back every turn (unless she uses
    the dead hands, where they aren't as dangerous), so continue with Koops.  After
    she charges up, switch to Vivian and use Veil, and switch back to Koops the
    next turn.  Heal when needed, make sure not to make crucial mistakes, and
    she'll go down eventually, and you've beaten chapter 8!
    
    ------------------------------------------------------------------------------
    4. Optional Bosses
    
    The difference between these bosses and the above ones are the fact that they
    are optional, and require some out-of-the-way work to find.  Here they are...
    
    ---------------------------BOSS: ATOMIC BOO (HP: 40)--------------------------
    To get to this boss, go to Creepy Steeple, and when the Boos start spinning
    around you, use your hammer to knock them off.  After doing that a few times,
    they'll attack you.  The Atomic Boo has an attack of 4 and defense of 0.  It
    will attack by crashing on you and your partner for 4 damage, or it will hide.
    After it hides, it will either crash on you and impose a status effect (either
    confused, dizzy, or allergic), or send out boos at you 4 times for 3 damage
    each.  To defeat it, simply use spin jump and your partner's attack, and if you
    fight it when you have Vivian, use veil if desired when he hides.  There's not
    much to this fight, and after you defeat it, it will drop the Lucky Start
    badge, and whenever you see Boos, you'll fight them as enemies.
    
    ---------------------------BOSS: BONETAIL (HP: 200)---------------------------
    To get to this boss, make it to the 100th floor of the Pit of 100 Trials.  He
    has an attack of 8 and a defense of 2.  Before you fight him, you'll want
    several life shrooms and ultra shrooms and maybe a few boo's sheets.  He has
    various attacks, including biting and stomping, and 4 breath attacks.  His red
    breath will confuse you, his blue breath will freeze you, his green breath will
    poison you, and his white breath will put you to sleep, all with the addition
    of 8 damage to each character.  After he takes a certain amount of damage,
    he'll heal himself 20 HP and will continue this every once in a while.  Tattle
    on him with Goombella to see his health, and then use a partner with strong
    attack (preferably Bobbery), and use either power jump or smash, and heal when
    necessary.  Although he has a lot of health and attack, if you have a lot of
    good healing items and you already made it through the pit this far, you should
    be able to beat him.  You'll get the Return Postage badge for defeating him.
    
    ------------------------------------------------------------------------------
    5. Conclusion
    
    Well, itís finished.  Iíd like to thank the few people that helped me with
    correcting information and the like (although, to be honest, I canít remember
    who they are).
    

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