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    Enemy List by CyricZ

    Version: 1.1 | Updated: 03/16/04 | Printable Version | Search This Guide

    ***********************************************************************
    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
    
    ***********************************************************************
    
    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.
    
    ***********************************************************************
    
    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.
    
    ***********************************************************************
    
    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).
    
    
    ***********************************************************************
    
    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!