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Paper Mario Enemy List
An In-Depth FAQ by CyricZ
Version 1.1
E-mail: cyricz42@yahoo.com
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Table of Contents

1. Introduction
2. FAQ
3. Enemy List
4. Boss List
5. Legal
6. Update History
7. The Final Word

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1. Introduction

Hi!  Welcome to my In-Depth FAQ on the many freaky enemies of Paper 
Mario.  This FAQ will catalog all the enemies you find in the game, and 
give you tips on how to deal with them.  In addition to the normal 
enemies, I've included a separate section for the bosses.

Here's how the basic setup for each enemy goes.  Normal enemies are 
listed alphabetically.  Bosses are listed chronologically, from the 
very first time you are able to deal with them.

(Enemy Name)
HP: The Heart Points the enemy has.  Simple.
Attacks: A description of each of the enemy's attacks, how much damage 
   it causes, etc.
Defense: The amount of Damage subtracted from any attack you launch 
   at the enemy.
Etc.: Any strategies that will be useful when fighting, such as:
   Spiky: Don't jump on him unless you have the Spike Shield Badge.
   Flippable: Jumping on him or using a POW Block will flip him, where 
      his Defense will drop to zero.  The next turn, he'll right 
      himself unless noted otherwise.
   On Fire: Don't jump on him unless you have Ice Power or Fire Shield 
      Badge.
   Flying: Can only be hit with air attacks.
   Ceiling: Can only be hit with Quake attacks.

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2. FAQ

Well, since no one's asked me any questions, and I can't really think 
of any at the moment, this place will remain blank for the time being.

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3. Enemy List

Amazy Dayzee
HP: 20
Attacks:
   Run
   Sing: 20
Defense: 1
Etc.: Okay.  There's only one place to find these rare bad buds.  From 
   the main Flower Fields area, go southeast and cross the spikes.  
   There's a small flower patch here with two Dayzees in it.  One of 
   them has about a 1 in 4 chance of being an Amayzee Dayzee.  You can 
   tell because it has gold sparkles.  It's resistant to most status 
   changes, but Dizzy Attack seems to work on it.  Using Power Bounce 
   a LOT helps, too...
   So, what's the point of fighting these guys?  Well, if you manage to 
   beat one, you'll gain no less than 37 Star Points!  Depending on 
   your level, you may gain more.
   If you can't find one in the spot, leave Flower Fields and return.
   The Sing Attack is used VERY rarely, but it is used.

Bandit
HP: 5
Attacks:
   Mug: 2
Defense: 0
Etc.: If Mug isn't blocked, they'll steal Coins from you.  If you 
   hit them while they have Coins, they'll drop them.  If you don't hit 
   them after they hold your Coins for a round, they'll run.

B. Bill Blaster
HP: 10
Attacks:
   Fire Bombshell Bill
Defense: 4
Etc.: They won't attack you directly.  Fire Bombshell Bill just creates 
   a Bombshell Bill which will attack you.  They can only fire once 
   every two rounds.

Bill Blaster
HP: 4
Attacks:
   Fire Bullet Bill
Defense: 1
Etc.: They won't attack you directly.  Fire Bullet Bill just creates 
   a Bullet Bill which will attack you.  They can only fire once 
   every two rounds.

Bob-omb
HP: 3
Attacks:
   Body Slam: 1
   Explode: 2
Defense: 0
Etc.: They'll use Body Slam until attacked.  Afterwards, they'll 
   use Explode.

Bombshell Bill
HP: 3
Attacks:
   Explode: 6
Defense: 0
Etc.: Naturally, since Explode is the only attack they'll use, you best 
   beat them before the first round is over.

Bony Beetle
HP: 8
Attacks:
   Shell Spin: 3
   Spiked Shell Spin: 5
Defense: 4
Etc.: Flippable; If hit, their spikes will change status, either go up 
   or down.  When up, they're naturally Spiky.  When down, they can be 
   flipped.  They use Shell Spin when the spikes are down, and Spiked 
   Shell Spin when they're up.

Bullet Bill
HP: 2
Attacks:
   Explode: 2
Defense: 0
Etc.: Naturally, since Explode is the only attack they'll use, you best 
   beat them before the first round is over.

Buzzy Beetle
HP: 3
Attacks:
   Shell Spin: 2
   Ceiling Drop: 3
Defense: 2
Etc.: Flippable; They're fire-proof.  Sometimes they can be found on 
   the ceiling, where they'll have use of the Ceiling Drop attack.  
   Otherwise, they'll just use Shell Spin.

Bzzap!
HP: 3
Attacks:
   Sting: 6 (Poison)
   Swarm: 1 X 5 (Shrink)
Defense: 0
Etc.: Swarm hits five times for 1 HP each.

Cleft
HP: 2
Attacks:
   Charge: 2
Defense: 2
Etc.: Spiky; Early on, you'll probably want to avoid these guys, 
   because you can't hit hard enough to damage them.  Flippable, but only 
   be explosive attacks.

Clubba
HP: 8
Attacks:
   Club: 3
Defense: 0

Crazy Dayzee
HP: 8
Attacks:
   Sing: 4 (Sleep)
Defense: 0
Etc.: There's a chance they'll run if their HP drops low enough.

Dark Koopa
HP: 8
Attacks:
   Shell Spin: 3
   Dizzy Spin: (Dizzy)
Defense: 2
Etc.: You'll get warning they're about to perform their Dizzy 
   Spin when they start running in place fast.  Flippable.

Dry Bones
HP: 8
Attacks:
   Bone Toss: 4
Defense: 2
Etc.: Once beaten, they'll rise up again at full power after two 
   rounds.  If beaten with fire, they won't recover.  They're VERY 
   weak against fire.

Duplighost
HP: 15
Attacks:
   Charge: 4
   Mimic
Defense: 0
Etc.: When they use Mimic, they'll assume the form of your Party 
   Member.  They'll then attack with that Party Member's standard 
   attack, making full use of the Action Command, as well.

Ember
HP: 10
Attacks:
   Charge: 4
   Fire Spit: 3
Defense: 0
Etc.: On Fire; Fire Spit actually attacks your partner, who'll be put 
   out of commission for 3 turns if not blocked.  Water attacks do 
   +2 damage.  When attacked, these guys split into two, each part 
   having the leftover amount of HP.

Forest Fuzzy
HP: 6
Attacks:
   Absorb: 1
   Divide
Defense: 0
Etc.: Absorb takes an HP from Mario and adds it to the Fuzzy's.

Frost Piranha
HP: 10
Attacks:
   Bite: 4
   Freeze Breath: (Freeze)
Defense: 0
Etc.: Fire attacks will do more damage.

Fuzzy
HP: 3
Attacks:
   Absorb: 1
Defense: 0
Etc.: Absorb takes an HP from Mario and adds it to the Fuzzy's.

Gloomba
HP: 7
Attacks:
   Headbonk: 2
Defense: 0

Goomba
HP: 2
Attacks:
   Headbonk: 1
Defense: 0

Gray Magikoopa
HP: 11
Attacks:
   Magic Blast: 3
   Invisible
Defense: 0
Etc.: They'll use Invisible to hide their comrades, who can't be 
   attacked if they're invisible.  If the last enemy left, they'll 
   run.  Sometimes, they'll appear on brooms (Flying status).

Green Magikoopa
HP: 11
Attacks:
   Magic Blast: 3
   Defense Up
Defense: 0
Etc.: They'll use Defense Up to increase the defense power of their 
   comrades.  If the last enemy left, they'll run.  Sometimes, they'll 
   appear on brooms (Flying status).

Groove Guy
HP: 7
Attacks:
   Dash: 2
   Dizzy Spin: (Dizzy)
   Call for Help
Defense: 0

Gulpit
HP: 12
Attacks:
   Lick: 2
   Small Rock Spit: 5
   Large Rock Spit: 7
Defense: 0
Etc.: They have a pile of rocks in the background when the battle 
   starts.  There are always three large rocks and two small rocks.  
   You can attack the rocks to break them, leaving the Gulpit with 
   having to use Lick.

Hammer Bros.
HP: 12
Attacks:
   Hammer Throw: 5 (Shrink)
   Hammer Barrage: 2 X 5 (Shrink)
Defense: 1
Etc.: Hammer Barrage hits five times for 2 HP each.

Hurt Plant
HP: 8
Attacks:
   Bite: 2 (Poison)
Defense: 0

Hyper Cleft
HP: 4
Attacks:
   Dash: 3
   Charge Up
   Unleash Charge: 8
Defense: 3
Etc.: Spiky; Flippable; Naturally, Unleash Charge follows Charge Up, so 
   try to get rid of them before they can attack.  With their high 
   Defense, you may just want to avoid them instead of fighting.  These 
   guys are only flippable by explosions.

Hyper Goomba
HP: 7
Attacks:
   Headbonk: 1
   Charge Up
   Unleash Charge: 8
Defense: 0
Etc.: Naturally, Unleash Charge follows Charge Up, so try to get rid of 
   them before they can attack.

Hyper Paragoomba
HP: 7
Attacks:
   Dash: 1
   Charge Up
   Unleash Charge: 8
Defense: 0
Etc.: Flying; Naturally, Unleash Charge follows Charge Up, so try to 
   get rid of them before they can attack.  If you hit them once, 
   they'll lose their wings.

Jungle Fuzzy
HP: 7
Attacks:
   Absorb: 2
   Divide
Defense: 0
Etc.: Absorb takes HP from you and adds it to the Fuzzy's.  When 
   they attack, you need to press A multiple times to shake them off, 
   or they'll keep absorbing.

Koopatrol
HP: 8
Attacks:
   Shell Spin: 4
   Call for Help
   Charge Up
   Unleash Charge: 10
Defense: 3
Etc.: Flippable; Spiky; The easiest way to beat these guys is to use 
   Watt, who strikes hard regardless of Defense.  Naturally, Unleash 
   Charge follows Charge Up, so try to get rid of them before they can 
   attack.

Koopa Troopa
HP: 4
Attacks:
   Shell Spin: 1
Defense: 1
Etc.: Flippable; They take two rounds to right themselves.

Lakitu
HP: 12
Attacks:
   Spiny Toss: 3
   Drop Spiny Egg
Defense: 0
Etc.: Flying; When they use Drop Spiny Egg, it'll hatch into a Spiny.

Lava Bubble
HP: 9
Attacks:
   Dash: 4
   Fire Spit: 2
Defense: 0
Etc.: On Fire; Fire Spit actually attacks your partner, who'll be put 
   out of commission for 2 turns if not blocked.  Water attacks do 
   +2 damage.

Magikoopa
HP: 11
Attacks:
   Magic Blast: 6
   Heal: +5
   Heal All: +3 to all
   Electrify
   Attack Up
   Defense Up
   Invisible
   Mirror (summons another Magikoopa)
Defense: 0
Etc.: As you can see, these guys know all the spells the other 
   Magikoopas know.  If the last enemy left, they'll run.  Sometimes, 
   they'll appear on brooms (Flying status).

M. Bush
HP: 8
Attacks:
   Bite: 3 (Poison)
Defense: 0

Medi Guy
HP: 7
Attacks:
   Charge: 1
   Heal: +4
Defense: 0
Etc.: Flying; They'll run if they're the last enemy in the battle.

Monty Mole
HP: 3
Attacks:
   Rock Throw: 2
Defense: 0

Monty Mole (Gray)
HP: 12
Attacks:
   Rock Throw: 3
Defense: 0

Paragloomba
HP: 7
Attacks:
   Dash: 2
Defense: 0
Etc.: Flying; Hitting him once will cost him his wings.

Paragoomba
HP: 2
Attacks:
   Dash: 1
Defense: 0
Etc.: Flying; Hitting him once will cost him his wings.

Paratroopa
HP: 4
Attacks:
   Dash: 1
Defense: 1
Etc.: Flying; One jump will knock their wings off.  Flippable.

Piranha Plant
HP: 5
Attacks:
   Bite: 3
Defense: 0
Etc.: Spiky

Pokey
HP: 4
Attacks:
   Topple: 2
   Body Shot: 2
   Call for Help
Defense: 0
Etc.: Spiky

Pokey Mummy
HP: 4
Attacks:
   Topple: 2 (Poison)
   Body Shot: 2 (Poison)
   Call for Help
Defense: 0
Etc.: Spiky

Putrid Piranha
HP: 12
Attacks:
   Bite: 3
   Poison Breath: 2 (Poison)
Defense: 0

Pyro Guy
HP: 7
Attacks:
   Dash: 4
Defense: 0
Etc.: On Fire; Water attacks do +2 damage.

Red Magikoopa
HP: 11
Attacks:
   Magic Blast: 3
   Attack Up
Defense: 0
Etc.: They'll use Attack Up to increase the attack power of their 
   comrades.  If the last enemy left, they'll run.  Sometimes, they'll 
   appear on brooms (Flying status).

Ruff Puff
HP: 10
Attacks:
   Headbonk: 4
Defense: 0
Etc.: Flying

Shy Guy
HP: 7
Attacks:
   Dash: 2
   Acrobatic Leap: 3
Defense: 0

Sky Guy
HP: 7
Attacks:
   Slingshot: 3
Defense: 0
Etc.: Flying; Balloon is also a target on them.  Hit the Balloon 
   and they'll become regular Shy Guys.

Spear Guy
HP: 7
Attacks:
   Stab: 3
   Throw: 3
   Call for Help
Defense: 0
Etc.: When his spear is out in front of him, don't use a side attack 
   (Hammer, Shell).  When his spear is up, don't jump on him.  After 
   he uses Throw, he'll become a regular Shy Guy.

Spiked Gloomba
HP: 7
Attacks:
   Headbonk: 3
Defense: 0
Etc.: Spiky

Spiked Goomba
HP: 2
Attacks:
   Headbonk: 2
Defense: 0
Etc.: Spiky

Spike Top
HP: 4
Attacks:
   Shell Spin: 3
Defense: 4
Etc.: Flippable; Spiky; They're also fire-proof.

Spiny
HP: 5
Attacks:
   Shell Spin: 4
Defense: 3
Etc.: Flippable; Spiky

Spy Guy
HP: 7
Attacks:
   Slingshot: 2
   Hammer: 2
Defense: 0
Etc.: If you don't block Hammer, it'll steal one of your commands 
   for three rounds of battle.  Every time you hit a Spy Guy, he'll 
   switch weapons, so it would be best if you leave him in Slingshot 
   mode.

Swooper
HP: 4
Attacks:
   Dive: 2
Defense: 0
Etc.: Ceiling

Swoopula
HP: 8
Attacks:
   Absorb: 2
Defense: 0
Etc.: Ceiling; Absorb will keep sucking 2 HP from you until you press A 
   enough times.

White Clubba
HP: 12
Attacks:
   Club: 5
   Club Combo: 2 X 3
Defense: 0
Etc.: When using Club Combo, they'll attack three times for 2 Damage 
   each.  They're weak against fire.

White Magikoopa
HP: 11
Attacks:
   Wand Whack: 3
   Heal: +5
   Heal All: +3 to all
Defense: 0
Etc.: They'll use Heal to restore the HP of their comrades.  If the 
   last enemy left, they'll run.  Sometimes, they'll appear on brooms 
   (Flying status).

Yellow Magikoopa
HP: 11
Attacks:
   Magic Blast: 3
   Electrify
Defense: 0
Etc.: They'll use Electrify to shock their comrades.  If jumped upon 
   while shocked, you'll take damage.  If the last enemy left, they'll 
   run.  Sometimes, they'll appear on brooms (Flying status).


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4. Boss List

Prologue

---

Jr. Troopa  (1st Fight)
HP: 5
Attacks:
   Jump: 1
   Full Power: 2
Defense: 0
Encountered: Back Woods of Goomba Village
Etc.: The only way you can lose to this guy is by doing nothing, so 
   just hit him with whatever you've got, and you'll be fine.

---

Red Goomba
HP: 7
Attacks:
   Headbonk: 1
Defense: 0

Blue Goomba
HP: 6
Attacks:
   Headbonk: 1
Defense: 0

Encountered: Halfway to Toad Town
Etc.: Use both your Power Jumps on Blue Goomba immediately to take him 
   out of the fight as soon as possible. (You DO have it equipped, 
   right?)  After that, just bang on Red Goomba.  You should have 
   plenty of health to outlast this battle.

---

Goomba King
HP: 10
Attacks:
   Kick: 1
   Stomp: 2
Defense: 0

Red Goomba
HP: 2
Attacks:
   Headbonk: 1
Defense: 0

Blue Goomba
HP: 2
Attacks:
   Headbonk: 1
Defense: 0

Encountered: King Goomba's Fort
Etc.: First thing's first.  You have to get rid of the Bros.  This is 
   done very easily.  If you select the Hammer, you'll also have the 
   option of attacking the Goomnut Tree.  Hit it, and a Goomnut will 
   hit all three of them for 3 Damage, taking the Bros. out.  Not bad, 
   eh?

   Afterwards, just focus your attacks on the King, and it'll be a 
   cakewalk.  The King can use Stomp only once, to knock the nuts off 
   the tree.

---

Magikoopa
HP: 8
Attacks:
   Magic Blast: 3
Defense: 0
Encountered: After speaking to the Star Spirits
Etc.: Flying; This battle is mainly to get you to understand the ins 
   and outs of the Action Command.  Use it well and this battle will be 
   over in no time.  Hitting him with a Timed Hit will knock him from 
   his broom.

---

Chan
HP: 15
Attacks:
   Shell Spin: 2
Defense: 2
Encountered: At the Dojo whenever you desire
Etc.: Flippable; He can probably be taken on as soon as the option to 
   enter the Dojo is available.  Being Flippable, simply jumping on him 
   will make any attack he uses useless.

---

Lee
HP: 20
Attacks:
   Charge: 5
   Mimic
Defense: 0
Encountered: At the Dojo whenever you desire (must beat Chan)
Etc.: When he uses Mimic, he'll assume the form of your Party Member.  
   He'll then attack with that Party Member's standard attack, making 
   full use of the Action Command, as well.  The truly nasty part about 
   him is that the Charge attack he uses when he changes back takes off 
   so much HP.

---

The Master
HP: 50
Attacks:
   Strike: 6
Defense: 0
Encountered: At the Dojo whenever you desire (must beat Lee)
Etc.: Probably the best time to try to take on the Master is after Dry 
   Dry Ruins.  You'll have picked up the Super Hammer, and you'll have 
   some of your allies at Super level.  Use Bombette if you have her at 
   Super, and Bomb and Hammer him to nothin'.  Try to use as few items 
   as you can, because there really isn't a true point to fighting him, 
   besides bragging rights...

---

The Master (2nd fight)
HP: 75
Attacks:
   Dash Kick: 8
Defense: 0
Encountered: At the Dojo whenever you desire (must beat 1st Master)
Etc.: You'll probably want to wait until you get the Ultra Hammer (and 
   some party members at Ultra-rank) before you attempt this.  There 
   really is no strategy to this battle, just beef yourself up with 
   empowering Badges, and use your strongest attack in the bag...

---

The Master (3rd fight)
HP: 99
Attacks:
   Dash Kick: 10
   Uppercut Combo: 6 + 7
   Master Combo: 5 + 6 + 7
Defense: 1
Encountered: At the Dojo whenever you desire (must beat 2nd Master)
Etc.: One of the tougher enemies in the game, but he can be beat right 
   after the 2nd Master if you have good healing items.  Deck yourself 
   out with the best attacking Badges you can and heal yourself 
   whenever your HP drops below 19.  Use Bombette's Bomb to do the most 
   damage, and hit him with a Power Smash (or Mega Smash if you waited 
   that long) and nothing else.  Don't bother equipping different forms 
   of attack Badges, you'll only waste BP.

   As you can see, his combo attacks hit successively, so you'll have to 
   do some really fancy blocking if you hope to survive.

   One tip I just learned that I can't believe I didn't think of sooner: 
   Use the Zap Tap Badge.  The Master will be damaged from the attack, 
   and any combo he's performing will be aborted.  Makes life easier, 
   ne?

---

Bowser???
HP: 10
Attacks:
   Bop: 1
Defense: 1
Encountered: The end of Koopa Bros. Fortress
Etc.: As you can rather easily tell, this is just a robot.  There 
   shouldn't be any big problems.  Just use regular attacks that do 
   more than one damage.  Save the big stuff for the Koopa Bros, which 
   follow right after.

---

Koopa Bros.
HP: ??
Attacks:
   Super Spin: 1 X # of Koopas in tower
Defense: ??

R Ninjakoopa
HP: 5
Attacks:
   Shell Spin: 1
Defense: 1

B Ninjakoopa
HP: 5
Attacks:
   Shell Spin: 1
Defense: 1

Y Ninjakoopa
HP: 5
Attacks:
   Shell Spin: 1
Defense: 1

G Ninjakoopa
HP: 5
Attacks:
   Shell Spin: 1
Defense: 1

Encountered: Right after you beat the Bowser Robot.
Etc.: Okay.  The Koopa Bros. will start in their tower form, where they 
  are one enemy.  There are a few ways to knock them over.  The best 
  way is to just fire up Bombette's Bomb attack, and you'll pitch them 
  over in one hit.  The only other way to knock them over (which must 
  be done in one round) is to use Kooper's Shell Toss and have Mario 
  use his Hammer or a POW Block.  You definitely want to knock them over 
  as soon as possible, so they don't use Super Spin, which hits 1 
  Damage for every Koopa in the tower.

  Once you knock them over, they'll fall on their backs, where they'll 
  be for two turns.  Take advantage of this and whale on them with 
  normal attacks, focusing on one at a time.  Repeat all this until 
  they're beaten, healing when necessary.  If they form the tower, use 
  Bomb again.

  Hint (by Mike): If you have a Fire Flower and a POW Block, after 
  knocking them over use them one right after the other and they'll be 
  down in a few turns.

---

Jr. Troopa (2nd fight)
HP: 15
Attacks:
   Jump: 2
Defense: 1
Encountered: On Pleasant Path on the way back from Koopa Village after 
   Koopa Bros. Fortress
Etc.: He's back, and now he's making good use of the shell he's hiding 
   in.  Since his defense is 1, you'll have to attack some way that'll 
   cause more than 1 Damage in one shot, so Hammer him, and use 
   Bombette's Bomb and you'll finish this battle in relatively short 
   order.

---

Blooper
HP: 30
Attacks:
   Ink Jet: 3
   Spin Drop: 3
Defense: 0
Encountered: In Toad Town Tunnels after the big yellow block.
Etc.: You can probably take him on the first time you enter the 
   Tunnels.  He's in the air, so you can only use Goombario against him.
   Use the Power Bounce attack to drain as much of his HP as possible 
   quickly.  There's really nothing too special about him.

---

Buzzar
HP: 40
Attacks:
   Claw Strike: 3
   Feather Fling: 2
   Claw Grip: 4
   Feather Flap: 3
Defense: 0
Encountered: On Mt. Rugged, if you say respond to her question with 
   anything but "Luigi"
Etc.: To evade Feather Flap, you have to tap A as fast as possible.  A 
   meter will appear that will reduce the damage as you tap.  You and 
   your party member will be hit for the same amount of damage.  With 
   Claw Grip, you have to hit A as fast as possible just as if you were 
   running from battle.  If you "run", you'll take no damage.  Claw 
   Strike and Feather Fling are just normal attacks.  Since she's in 
   the air, Goombario or Parakarry are the only viable options.  Hit 
   her fast and hard, and you should do fine.

---

Stone Chomp
HP: 4
Attacks:
   Chomp: 3
Defense: 1
Encountered: In the treasure rooms of Dry Dry Ruins
Etc.: You'll fight three groups of these guys.  One in each treasure 
   room.  The fact that they have a Defense should suggest that you 
   use your newly-acquired Super Hammer.  Your party member should be 
   someone who does more than 1 Damage per attack.  You should have one 
   or more party members at the Super level, so use them.

---

Tutankoopa
HP: 30
Attacks:
   Shell Toss: 3
   "Magic" Attack: 2
   Summon Chomp
Defense: 0

Chomp
HP: 4
Attacks:
   Chomp: 3
Defense: 3

Encountered: At the very bottom of Dry Dry Ruins
Etc.: First off, Tutankoopa will summon his pet Chomp to attack.  
   Tutankoopa will be on a high perch, so your precious hammer won't be 
   of much help, and the Chomp will be right down on the ground.  You 
   can attack the Chomp, but you'll need a high powered special attack 
   to take him out of commission.  A Super Bombette's Bomb is the best 
   course of action.

   Tutankoopa's "magic" attack creates an illusion of a huge Chomp.  
   The actual attack comes in the form of rocks shaken from the ceiling 
   that will hit both you and your partner for 2.  Sometimes this magic 
   attack will backfire and hit Tutankoopa himself for 2.  This will 
   put him on the ground, where you can hit him with all you've got, 
   that is, if the Chomp's not in the way...

   Note that he only has three shells, so when he runs out, he'll use 
   his "magic" solely, giving him more of a chance of being hit, and 
   giving you more openings.

   So, what's good against him?  Well, it depends on who you want to 
   focus on, and which you choose will end up with you sacrificing a 
   lot of HP or FP.  If you choose to just go up against the main 
   turtle himself and ignoring the Chomps, you'll take a lot of damage 
   from them.  Best bets are Power Bounce Badge and Super Goombario or 
   Super Parakarry.  Also, an option you may want to consider is using 
   Hammer Throw Badge.

   If you want to take care of the Chomp's first, you'll be using a lot 
   of FP, because you just can't cause enough damage without it.  As a 
   matter of fact, without using FP, the only thing you can cause 
   damage with is the Super Hammer, and that's only 1.  So, you should 
   use Super Bombette's Bomb to hit the Chomp for 3, then the Super 
   Hammer to finish it off, leaving you alone with Tutankoopa.  If you 
   get lucky, and he gets knocked off with his magic, you're in prime 
   position to drop another Bomb on him.

   Whatever you decide for your strategy, stick to it, and use your 
   items if your HP drops to 5 or below.  For all the strategy I gave, 
   this bout really isn't that tough, particularly with the gift of the 
   boss hitting himself.

---

Electro Blooper
HP: 50
Attacks:
   Ink Jet: 4
   Spin Drop: 4
   Charge Up
   Charged Spin Drop: 6
Defense: 0
Encountered: In Toad Town Tunnels when you go left past the Stone Block
Etc.: There's really not much to this boss.  Since he's in the air, your 
   best bet is to have a Super party member with an air attack, 
   preferably Goombario.  Since he's the only enemy, you can have a 
   full brace of items at the ready.  Once he charges up, he'll hit you 
   with the Charged Spin Drop.  Hitting him before he does so will 
   neutralize him.

---

Tubba Blubba (in his castle)
HP: 10
Attacks:
   Pound: 4
   Hip Attack: 6
Defense: ???
Encountered: In Tubba Blubba's Castle or any time after he's chasing 
   you
Etc.: What's there to say?  Run!  You can't hurt him like this!

---

Tubba's Heart
HP: 50
Attacks:
   Dash: 6
   Charge Up
   Super Swarm: 12
Defense: 0
Encountered: In Windy Mill
Etc.: So, the secret of Tubba's power is finally revealed.  He keeps 
   his heart hidden away!  Kinda gross if you think about it.  Anyway, 
   definitely use Bow here, because you'll need Outta Sight to avoid 
   the Heart's Super Swarm attack, which he'll use immediately after he 
   charges up.  He's in the air, so Hammer Badges won't do you any 
   good.  Equip your best Jump Attack Badges instead.  Once he drops to 
   a low HP (below 5 maybe?) he'll run off.  That's all there is to 
   this battle.

---

Tubba Blubba
HP: 10
Attacks:
   Pound: 4
   Hip Attack: 6
Defense: 0
Encountered: After the fight with Tubba's Heart
Etc.: As you can tell, Tubba's Heart was the real boss of this place.  
   Tubba's now just a pushover.  Hit him fast and hard and you'll be 
   fine.

---

Jr. Troopa (3rd Fight)
HP: 40
Attacks:
   Dive: 5
Defense: 1
Encountered: In Forever Forest on the way back from Tubba Blubba
Etc.: Admit it.  You missed this little trouble maker, didn't you?  
   He's flying now, and he's got some decent defense, so he's actually 
   kind of a pain now.  Use your newly acquired Star Storm to soften 
   him up.  Attack with Parakarry's Shell Shot.  Using D-Down Jump is 
   also an option.

---

Anti Guy
HP: 50
Attacks:
   Dash: 10
   Acrobatic Flip: 12
Defense: 0
Encountered: Shy Guy's Toy Box (optional)
Etc.: Calling this guy nasty is a severe understatement.  Don't go 
   anywhere near him unless you're fully stocked on healing items.  
   If you still have the Repel Gel found in Gusty Gulch, use it here.  
   Hit him with Bombette's Bomb, Skolar's Star Storm, and Power Smash, 
   Power Bounce, or anything else that comes to hand.

   Hint (by Mike): Go in fully stocked with Stone Caps. Use them one 
   right after the other while your partner whales on him. The Stone 
   Caps will keep you from taking any damage.

---

Big Lantern Ghost
HP: 40
Attacks:
   Blow out Lantern
   Flash: 2
   Jump: 5
Defense: 0
Encountered: Shy Guy's Toy Box to the left of Red Station
Etc.: Here's the deal.  You can't hit this guy while his lantern is 
   dim.  Each time you hit the lantern, it will get brighter.  Hitting 
   it twice will make BLG "visible".  Best way to do this is with 
   Mario's Jump, which can hit twice if you time it properly.  He'll be 
   visible, and your partner will be able to attack him in the same 
   round.
   
   Flash is kinda nasty, because it hits both you and your party member 
   at roughly the same time, so it's almost impossible to block both 
   hits.  You'll either end up with Mario blocking it, or your partner.

   My advice is to use Parakarry's Shell Shot to hit him as hard as 
   possible while he's visible.  You can also use Bombette, but you'll 
   have to use Power Bomb, because BLG's "behind" his lantern.  That 
   being, you can't use a Hammer on him either, so concentrate on Jump 
   attacks (and their respective badges).

---

Shy Squad
HP: 15
Attacks:
   Swarm: 1 X # of Shy Guys
Defense: 0
Encountered: Shy Guy's Toy Box, at the end
Etc.: The Squad attacks once for each of the Shy Guys, so you'll have a 
   lot of blocking to do.  Hit them with your strongest normal attacks.  
   Don't waste FP here.  You'll need it for the next round, when 
   General Guy sends his next attack force...

Stilt Guy
HP: 7
Attacks:
   Pounce: 4
Defense: 0
Encountered: Right after Shy Squad
Etc.: You'll fight two.  Hit them with a Quake Hammer or a double Jump 
   attack and they'll fall from their stilts, becoming normal Shy 
   Guys.  This is probably the easiest of the waves...

Shy Stack
HP: 10
Attacks:
   Sling Shot: # of Guys in stack
Defense: 0
Encountered: Right after Stilt Guys
Etc.: You'll face two here as well.  Their attack power is equal to the 
   number of Guys in the stack, and each stack will hit all at once.  
   You can use Kooper's Shell Toss or the Spin Attack Badge to knock 
   Guys from the stack, or you could just flat out attack until they're 
   down.

General Guy
HP: 30
Attacks:
   Flash: 5 (2 to party member)
   Bomb Toss: 4
Defense: 2
Encountered: Right after Shy Stacks
Etc.: The Flash attack is only effective while the Bulb is active.  
   Attack the Bulb as soon as possible to avoid the Flash.  The Bulb has 
   a Defense of 1, so it's time to pull Watt out and use her Electro 
   Dash (which ignores enemy defense).  The Bulb has somewhere between 
   5 and 8 HP (can anyone help me on this?).  Once you take the Bulb 
   out, just attack General Guy with your most damaging attacks.  Use 
   Watt's Electro Dash and the Power Smash Badge if you have it.

---

Fuzzipede
HP: 20
Attacks:
   Pounce: 3
   Dash: 3
Defense: 0
Encountered: In the whale's stomach
Etc.: I don't have a definite number on this guy.  You can't switch off 
   from Watt, but you don't need to.  Hit him with Watt's Electro Dash. 
   When he climbs the ceiling, hit him with Star Storm.  He'll go down 
   in no time.  Dash will disable an ability if not blocked.

---

Lava Piranha
HP: 40
Attacks:
   Flame Breath: 5
Defense: 0

Lava Bud
HP: 8
Attacks:
   Fire Spit: 4
Defense: 0

Encountered: At the end of Mt. Lavalava
Etc: Equip the Fire Shield and Ice Power Badges for this fight.  Mario's 
   Hammer attacks won't work here.  Use Power Bounce and any people 
   you've upgraded to Ultra who have air attacks.

Lava Piranha (Second Wind)
HP: 40
Attacks:
   Flame Breath: 6
Defense: 0

Lava Bud
HP: 8
Attacks:
   Spit Seed
Defense: 0

Lava Seed
HP: ?
Attacks:
   Explode: 6
Defense: 0

Etc.: THIS is why you have the Ice Power Badge equipped.  While he's on 
   fire, Lava Piranha will burn you if you touch him, so use Sushie's 
   Squirt attack to put out the Piranha, first.  If you're were smart 
   enough to upgrade Sushie to Ultra, use Tidal Wave and you'll take 
   them all out.  While they're stunned and the fire's put out, the 
   Piranha and Buds won't be able to attack for a round.  Unfortunately, 
   they won't take the extra damage from Ice Power, either, but who 
   cares?  You get a free hit!

   When the Buds spit their Seed, it'll take the next round off while 
   the Seed attacks.  You can attack the Seed, but I suggest focusing 
   on the Piranha...

   Hint (from Mike): Use Ultra Bow's Fan Smack. It is a 10 damage combo 
   if you can hit the control stick that quickly, and the Ice Power badge 
   will keep you from getting hit from jumping on him and also puts his 
   fire out!


---

Jr. Troopa (4th fight)
HP: 20
Attacks:
   Dive: 6
Defense: 1
Encountered: After you return to Toad Town from Lavalava Island
Etc.: Once again, Jr. Troopa returns to annoy you!  Now, he's got a 
   nice spike on his head in addition to wings, so, your regular attacks 
   won't do anything.  Fortunately, all that swimming tired him out, so 
   he's at a decreased HP.  Hit him with a couple of Star Storms and 
   Sushie's Squirt and he should drop right out of the sky.

---

Super Blooper
HP: 70
Attacks:
   Spin Drop: 5
   Drop Baby
   Charge Up
   Double Drop: 10 X 2
Defense: 0

Blooper Baby
HP: 6
Attacks:
   Absorb: 2
Defense: 0

Encountered: Toad Town Tunnels, after you cross the river with Sushie
Etc: This is a rough fight.  Once the Super Blooper charges up, he'll 
   use the Double Drop attack, which hits twice for ten damage, so
   have Bow use the Outta Sight attack.  If you don't have Quick 
   Change, use Bow the entire battle just to be on the safe side.  If 
   you do, switch off to your strongest character when you get a chance 
   to attack.  If you have Ultra Sushie, use her Tidal Wave when the 
   Blooper Babies show up.  All enemies are in the air, so concentrate 
   on Jump attacks.

   Hint (by Mike): Use the Zap Tap badge. The Blooper Babies won't be 
   able to latch on to you with that static field, allowing you to focus 
   solely on Super Blooper.

---

Kent C. Koopa
HP: 70
Attacks:
   Jump: 10
   Stomp: 3 
   Shell Spin: 3 (3 to Party Member)
Defense: 6
Encountered: On Pleasant Path after Lavalava Island
Etc.: This battle's easy if you remember one thing: Kent is very  
   susceptible to sleep attacks.  Use Sleepy Sheep, Lullaby, or Sleep 
   Stomp and he'll go right out.  You can then whale on him at your 
   leisure.  You can flip him over just like any Koopa.  He still has a 
   defense to Jump Attacks when flipped, but Hammers will hit him hard 
   enough.  One thing to note is that when he gets back up, he'll attack 
   right away.

---

Spike?
HP: 50
Attacks:
   Spiny Toss: 4
Defense: 0
Encountered: Flower Fields, after visiting the sun
Etc.: This isn't so much a "Here's a strategy for the boss", so much as 
   it's a "Heads up.  Lakitu with massive HP coming."  There really 
   isn't much to this battle.  Just heal up before you go find the sun.

---

Huff N. Puff
HP: 60
Attacks:
   Inhale: + (the HP of the Tuff Puffs around him)
   Wind Blast: 7
   Charge Up
   Lightning Bolt (strikes Mario): 10
   Lightning Bolt (strikes cloud): 12
   Earthquake: 6 + HP of all Tuff Puffs
Defense: 0

Tuff Puff
HP: 1 (small) or 2 (large)
Attacks: 
   Collective Swarm: 2
Defense: 0

Encountered: On Cloudy Climb
Etc.: Whenever you attack Huff, little clouds called Tuff Puffs pop out.  
   Huff can inhale them and restore his HP on his turn, so get rid of 
   them as soon as they appear with an attack that damages all.  The 
   Tuff Puffs themselves attack collectively, using an attack that hits 
   for 2 damage until you press A enough times.

   When he uses his Wind Blast, keep pressing A to lessen the damage.  
   When he charges up, he'll use Lightning the next attack, so use Bow's 
   Outta Sight to nullify (have Quick Change for this battle).

   Hit him with your hardest attacks while your partner eliminates the 
   Tuff Puffs, and this battle should go well.

---

Jr. Troopa (5th fight)
HP: 50
Attacks:
   Magic Blast: 8
Defense: 1
Encountered: Shiver Path
Etc.: Round 5!  Fight!  *ding ding*  Jr. Troopa's got a neat-lookin' 
   magic staff now, and he knows how to use it.  Fortunately, all he 
   does is Blast, so the battle's rather predictable...  Just smash 
   him with your hardest attacks and move on.

---

Monstar
HP: 20
Attacks:
   Star Nova: 1
Defense: 0
Encountered: End of Shiver Path
Etc.: This is more of a story-related battle than anything.  Just hop 
   on Monstar enough and you'll see its true identity...

---

Crystal King
HP: 70
Attacks:
   Bit Spit: 4 X # of Bits
   Create Bits
   Freeze Beam: 6
   Heal: +20
   Divide and Conquer: 8 (if you hit the wrong one)
Defense: 2

Crystal Bit
HP: 1
Defense: 0

Encountered: At the end of the Crystal Palace
Etc.: Get ready for a tough fight.  Have your best battling Badges 
   equipped.  I hope you have good blocking techniques, because you'll 
   need it.  Also, the best badge you can have here would be the Quick 
   Change.  It's worth it to have a variety of attacks.

   Freeze Beam won't freeze you if it's blocked, so remember that.  
   Since the Bits only have 1 HP, use Star Strom if the King creates 
   them to clean them out.  If uses Divide and Conquer, use Star Storm 
   or an attack that damages all to find out who the real one is.  If 
   you decide to take a chance and get the wrong one, you'll receive 
   8 damage.

   Probably the thing that makes this battle so hard (and annoying) is 
   the King's ability to heal himself.  That really stinks...

---

Jr. Troopa (6th fight)
HP: 60
Attacks:
   Jump (normal form): 8
   Dive (winged form): 7
   Shell Dive (winged form): 8
   Lightning Bolt (magic form): 8
   Magic Blast (magic form): 8
   Heal (magic form): +10
Defense: 2
Encountered: At the third Guard Door of Bowser's Castle
Etc.: He does not give up.  His defense is pretty good, now, so hit him 
   with Watt and Mega Smash.  When he takes to the air after losing 1/3 
   of his HP, hit him with the same, but only jump if you have the Spike 
   Shield.  After 2/3 of his HP are gone, he'll grab his staff and try 
   some magic.  Finish him off, this time for good.

---

Bowser (Preliminary Round)
HP: 50
Attacks:
   Fire Breath: 8
   Nail: 6 (Poison)
   Stamp: 6 (Loss of Ability)
   Star Rod Shockwave: 4 (3 to Party Member) (removes buffs)
   Star Rod Shield
   Star Rod Heal: +20
Defense: 1
Encountered: The Throne Room of Peach's Castle
Etc.: All righty.  Time for some whoopin'.  Here's my favorite setup 
   for Bowser.  Badges: Power Plus, Power Plus, Defend Plus, Mega Smash 
   are required, in my book (requires you to have 21 BP).  If you have 
   more, you can also add Quick Change, Damage Dodge, or whatever else 
   you want.  Use Watt for this battle.  Mario will be using most of the 
   FP in the battle, and her attack cuts right through defense.

   Like the Attack List says, Nail will Poison you if it hits, and if 
   Stamp connects, you'll lose the use of an Ability for three turns.  
   Even if you block the Shockwave, you'll still lose any buffs you've 
   put on, but if it misses completely, you won't.

   When he uses the Star Rod Shield, simply use the Star Beam you were 
   given in Star Haven, and his skyrocketed defense will be history.

   Just keep hitting him, and try to avoid using too many items, and 
   you should surive.

---

Bowser (Final Battle)
HP: 99
Attacks: 
   Fire Breath: 10
   Nail: 8 (Poison)
   Stamp: 8 (Loss of Ability)
   Star Rod Shield
   Star Rod Heal: +30
   Star Rod Bolt: 10
   Star Rod Shockwave: 6 (3 to Party Member) (removes buffs)
Defense: 2
Encountered: At Bowser's special arena at the top of the castle.
Etc.: Kammy Koopa's power, magnified by the Star Rod, has made Bowser 
   reeeeally big.  After he uses the Star Rod Shield, you may be mildly 
   surprised to notice that the Star Beam doesn't work.  Peach and 
   Twink will step in right here.  If you need help on their part, I 
   feel sorry for you... ^_^

   Anyway, after all that's done, you'll have the Peach Beam.  Use it 
   whenever the Shield's up, yadda yadda.  Use Mega Smash and Electro 
   Dash nonstop, pausing only to heal when you need it.  This fight can 
   last a while if Bowser's a pig about the Heal.  Good luck to you.

***********************************************************************

5. Legal

This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz.  You may not 
take it in whole or in part and claim it as your own.  You must ask 
permission before posting this on your site.  I spent a lot of time on 
this.  Give me some credit.

***********************************************************************

6. Update History

Version 1.1 - 3/7/04 - Okay, so I snoozed a little on the update.  Wow, 
I was writing FAQs three years ago?

Version 1.0 - 3/5/01 - Done and done.  Maybe there's a few attacks that 
are missing, but that's all the enemies.  Enjoy!

Version 0.75 - 3/2/01 - Here's the first half of the bosses, and the 
remainder of the normal enemies.

Version 0.5 - 2/24/01 - Most of the Normal Enemies are here.  I'll be 
putting up the bosses shortly...

***********************************************************************

7. The Final Word

Well, I hoped this helped you in your Paper Mario endeavors.  The 
enemies are quite diverse in this game, and strategy is required to get 
around, so follow the advice and you should be able to make it through 
this game.

If anyone notices some attacks from enemies which I don't have listed, 
just tell me.  Big thanks to Mike for help in that regard.

Take care and have fun!