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!

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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.

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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).