Paper Mario 2 Enemy FAQ Copyright 2007 by JJ64 Version 1.5 1. Version History 2. Enemies 3. Bosses 4. Optional Bosses 5. Conclusion ------------------------------------------------------------------------------ 1. Version History Version 1.5: Probably not really useful enough for an update, but I changed the date… 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. ------------------------------------------------------------------------------ 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 Vivian’s 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.: It’s one tough goomba! It can increase its attack to 9, and you can’t 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.: It’s just a tougher version of a goomba. It shouldn’t 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.: It’s 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.: It’s 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 can’t 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 can’t be damaged unless it’s 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 shouldn’t 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 it’s 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 isn’t that hard to block, so you shouldn’t 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 won’t throw out another spiny for you to deal with. It has only 5 health, so it shouldn’t 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 it’s 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 can’t be damaged when it’s 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. It’s 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 isn’t 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 it’s alone, split itself up into 4 copies, with only one being real. Use Vivian’s 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 it’s 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 it’s 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 it’s 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 that’s 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.: Mario’s 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 it’s better than paying 10 coins every time to go through. He’s not that tough, but you can’t 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 don’t 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 don’t 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, you’ll 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 can’t 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, you’ll 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 doesn’t 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. It’s the mini-boss of Shhwonk Fortress. Unlike normal fuzzies, this one can’t 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 you’ve 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 that’s covered in spikes. It will jump on you after it’s lost all its body segments, which can be taken out by either Koops’ shell or by the pokey throwing them. They’ll call for help when they’re 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 that’s covered in poisonous spikes. It will jump on you after it’s lost all its body segments, and they’ll 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 doesn’t 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 won’t 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 don’t guard against it. Once it freezes you, you’ll take a lot of damage. 5 damage per turn will add up. Try to guard against it so you won’t 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 you’re 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 won’t 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, you’ll 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 shouldn’t 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 doesn’t seem to work too well on them. 64. Swooper Location: Creepy Steeple HP: 6 Attacks: Swoop (3) Defense: 0 Etc.: They’ll hang from the ceiling until they’re damage. Flurrie or Vivian can hit them while they’re on the ceiling, and a quake hammer will also knock them off. Their attack isn’t 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.: It’s not too difficult. If you attack it when it’s storing electricity, you’ll be damaged if you’re 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 you’re not electrified and it is storing electricity, you’ll 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, you’ll 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, you’ll 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 isn’t too powerful, but it can make itself invisible for 2 turns. It also, in one turn, can make all it’s 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 it’s 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 they’re 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. They’re vulnerable to being flipped by a quake hammer, and they will stay there for 2 turns. They’ll 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. They’re 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 that’s 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 Koops’ shell slam. 84. Bristle Locations: Petal Meadows, Glitzville HP: 2 Attacks: Spike Slam (1) Defense: 4 Etc.: You can’t 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 don’t do too much damage at first, but after you damage them, they’ll light their fuse and do 5 damage the next turn, but they destroy themselves. If you attack directly when their fuse is lit, they’ll be destroyed and you’ll 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 Vivian’s 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 Koops’ Shell Slam, and wear the zap tap badge and they’ll 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 don’t attack these, you’ll 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 don’t 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. You’ll 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 you’ll 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 doesn’t 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. He’s 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 he’s just bones, he’s 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 Mario’s 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 partner’s 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 isn’t very hard. They become dangerous if enhanced by X-Naut PhD’s 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 aren’t very difficult, but with a Mini-Yux around them, they’re completely invulnerable. They will create a Mini-Yux every turn as long as it doesn’t 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, they’ll divide into two. You’ll 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 don’t have too much health or anything, but they’re invulnerable with a Mini-Z-Yux around it. They’ll create a new Mini-Z-Yux every turn as long as it doesn’t 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, they’ll 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, they’re invulnerable. They’ll create 2 new Mini-X-Yux every turn as long as it doesn’t 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 they’ll 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, he’s 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. He’s 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. She’ll 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. She’ll 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 Beldam’s 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 Beldam’s youngest sister. Her attacks aren’t too powerful, but they have the power to burn you. See boss section for details. 124. Shadow Queen Location: Palace of Shadow* HP: 150 Attacks: Lightning (7) Attack-Up/Defense-Up Inflict Status Effect (4) Charge Up Dark Lightning (14) Regenerate Hands Hands Attack (7) Dead Hands Attack (5 x 3) Defense: 0 Etc.: The final boss, and the demon that possessed Peach. See the boss section for details! ------------------------------------------------------------------------------ 3. Bosses All right, this section will be laid out similarly, but it will have the bosses in order (of seen in the game). ----------------------------BOSS: LORD CRUMP (HP: 5)-------------------------- This is the first boss fight in the game, and it is insanely easy. All you have to do is attack him with either your jump or hammer, and do the action command for 2 damage. He'll only attack with body slams, which are easy to block and only does 1 damage. Just keep at him until then, and he'll go down very shortly. -----------------------------BOSS: BLOOPER (HP: 12)--------------------------- This boss may be a bit tougher than Lord Crump, but it is still pretty easy. It will hang from the ceiling, and it will extend tentacles down that have 3 HP, and will hit you for 1 damage. If you have a fire flower, it might be a good idea to use it here, as it will kill off the tentacles and do 3 damage to the blooper in the process. After that, the blooper will fall to the ground. Use this time to attack it with a few power smashes and use Goombella's headbonk, and he'll go down shortly. If you fail to defeat it in those 2 turns, it will attack both you and your partner for 1 damage and go back up to the ceiling. ----------------------------BOSS: GOLD FUZZY (HP: 10)------------------------- This boss is still easy. It has an attack of 1, and will not drain your HP. However, the real threat it poses is when it takes 4 damage, it will call a horde of fuzzies to help him. They'll attack 5 times for 1 damage combined, which could add up, and they have 20 HP. However, if you defeat the gold fuzzy, they'll run away. If you power smash and use Goombella's headbonk, he'll go down in 2 turns. ----------------------------BOSS: RED BONES (HP: 5)--------------------------- This boss fight consists of a red bones and 4 dull bones. Even though they all have 1 defense, the dull bones only have 1 health, so it would be a good idea to wipe them out with a power shell, since 2 damage times 4 adds up. After that, attack the red bones with everything you've got before it can attack for 3 damage or build a friend to help, and he'll go down shortly. ----------------------------BOSS: HOOKTAIL (HP: 20)--------------------------- This boss fight is the final boss for the level, and is harder than anyone else you've faced as of yet. She's a red fire-breathing dragon with an attack power of 5, and a defense of 1, which quickly adds up. However, if you have the Attack FX R badge equipped (found in the bars in the room where you're cursed, it makes it sound like crickets), her attack power decreases to 3 and defense to 0. This should makes things easier, as her attacks aren't TOO hard to block. After taking 20 damage, she'll beg for mercy. Deny all of her requests, or she'll bite you for 5 damage no matter what. After that, she'll scare away the audience by eating them to heal herself. After that, her attack will decrease to 1 if you have the badge equipped, so just finish her off with power smashes and Koops' shell. After beating her, you'll get the Diamond Crystal Star. ------------------------------BOSS: BELDAM (HP: 9)---------------------------- -----------------------------BOSS: MARILYN (HP: 12)--------------------------- ------------------------------BOSS: VIVIAN (HP: 10)--------------------------- The Shadow Sirens, they don't have outstanding characteristics, but if you fight them wrong, you'll take a lot of damage. Beldam and Vivian have an attack power of 1, and Marilyn has an attack power of 2. Their physical attacks are easy to block, so that's not too much to worry about. Beldam can also make her team big, and yours small, and Marilyn can charge her attack to 4. The real threat however, is when they lose half their HP. If Vivian does, she'll attack you both for 1 damage, defense-ignoring. Marilyn will attack with lightning, doing 4 damage to both of you, and Beldam's blizzard attack will do 4 damage to both of you, so don't do the full 6 damage right away with Earth Tremor. Take them out one by one, using whoever you super-ranked and Mario's power smash, and they'll go down shortly. ------------------------BOSS: MAGNUS VON GRAPPLE (HP: 30)--------------------- It's Lord Crump... again. This time, in a robot. Anyway, he has a defense of 1, and an attack power of 2. Use the spin jump attack, that will do 4 damage if executed correctly, and use whoever you super-ranked and have them attack. Eventually, he'll seperate the X-fists. They have 2 HP, 0 defense, and an attack of 4. A multibounce will defeat them before they do too much damage. He'll bring the fists back eventually, but he won't do much more. Keep attacking him and he'll go down shortly. -----------------------------BOSS: BOWSER (HP: 30)---------------------------- You should know Bowser, Mario's sworn rival. Anyway, he has an attack of 3 and 1 defense, which isn't that bad, but his attacks all pose some form of status effect. His bite attack will do 3 damage and poison you, which does 1 damage additionally for 9 turns. His fire breath will ignore defense and affect both you and your partner. Also, his jump attack will cause you or your partner to lose an ability for a few turns. However, these status effects can be ignored if the attacks are blocked. Anyway, just keep at him with power smash, and use your partner's attacks. ----------------------------BOSS: RAWK HAWK (HP: 40)-------------------------- It's time for the fight with this cocky bird. He can jump on you for 4 damage, or both you and your partner. He's weak to status effects, so he can be easily frozen. Using an ice storm will freeze him, allowing you to do a lot of damage in the frozen period. Watch if a thick fog appears, because Rawk Hawk will be much more successful in attack than you. After taking about 25 damage, he'll go up onto the ceiling and make several things crash on you for 1 damage each. After that, a quake hammer will knock him off, or a Flurrie body slam. Just keep attacking him until he's gone. --------------------------BOSS: MACHO GRUBBA (HP: 60)------------------------- It's time to face your manager. He has no defense, and he'll either jump on you and/or your partner for 4 damage, or run over you for 4 damage. He'll first increase his turns, so he can attack twice. This will last for 3 of your turns, then he'll re-activate the spell. After that, he'll raise either his attack or defense by 3 for 2 of his turns (1 of yours). He'll also occasionally make himself dodgy, so he'll be hard to hit. If you have a stopwatch or know how to use clock out, try using that early in the fight so you can do a lot of damage. Although 60 health is a lot, you can do around 20 damage in those two turns he's frozen. With the power smashes and up to 10 damage per turn, he'll go down eventually. ------------------------------BOSS: ???? (HP: 40)----------------------------- Who could this be? It's a duplighost with a party hat. Anyway, he has an attack power of 4, and no defense. It's really easy, but when he reaches 20 HP, he'll turn into a shadow version of Mario! He'll use your attacks now, but cannot guard or superguard, fortunately. Just keep at him until he's defeated. ----------------------------BOSS: DOOPLISS (HP: 40)-------------------------- The thief who stole your body, is here. You'll fight him, along with Goombella. Don't bother to fight with Goombella, as eventually "Mario" will switch her for Koops, Flurrie, and then Yoshi. Anyway, he'll have your attacks, and your party members will have attacks, but that's about it. Just power smash him and use Vivian's shade fist, and he'll go down shortly. -----------------------------BOSS: CORTEZ (HP: 60)---------------------------- The dreaded pirate ghost feared by all! You'll probably want to use Vivian for this fight. Cortez has 3 forms to defeat, and he can be damaged by damaging his head or the bone pile next to him. In his first form, he'll use his weapons to do either 4 damage to you or your partner, or 2 damage 4 times. This form isn't that hard, but it will get more difficult. After taking 20 HP of damage, he'll lose his arms and weapons. He may seem to be weaker, but he'll get more powerful. He'll charge up his attack, and then throw bones at you and your partner for 7 damage each. If desired, you can use Vivian's veil to avoid it, but it's not too big of a deal. The damage can add up, however, so don't get overconfident. The last form, he'll be reduced to a head, and he'll have all his weapons aside him. No one besides Koops can use a physical attack against these weapons. Cortez and his weapons will often do in excess of 10 damage to both you and your partner. However, since they only have 5 health, they can be defeated with Vivian's Fiery Jinx attack, and you can do some damage to Cortez. However, after taking 20 more damage, he'll absorb the souls of half the audience, which can heal him various amounts depending on your audience (1 HP per member). Eventually, the weapons will come back, so use Fiery Jinx every time he does, and just keep at him until he goes down! ------------------------------BOSS: SMORG (HP: 50)---------------------------- This boss isn't that difficult, but it's sure weird-looking. It has an attack of 5, and no defense. It has 3 tentacles which it will use to attack with, doing 5 damage each. Its tentacles will defend Smorg, so it can't be damaged. Vivian is a good choice for this fight, so start off with using fiery jinx, and it will take out its tentacles. After that, do a spring jump unto Smorg for 12 damage. Eventually, it will bring out a giant tentacle with 8 HP and an attack power of 10, which will attack both you and your partner. However, Smorg can be damaged now, so continue using fiery jinx and normal jumps, and use sweet treat/feast if you get low on HP or FP. Keep this up until Smorg is defeated. ----------------------BOSS: MAGNUS VON GRAPPLE 2.0 (HP: 70)------------------- Finally! The final fight with Lord Crump! Again, Vivian is a good choice for this fight. Magnus 2.0 has an attack of 6 and defense of 2. For the first few turns, he'll just fly into you for 6 damage to both you and your partner. After that, he'll seperate the X-fists. They have 4 HP and an attack of 9, so use fiery jinx to wipe them out. However, when Magnus gets to 30 HP and to 5 HP, he'll absorb the audience and fire them all at you 10 times for 3 damage each. If you don't guard well, the 30 damage can easily defeat you. Heal afterwards (unless he's at 5 HP), and just keep at him with power smashes and your partner's attack, and he'll go down, giving you the 7th crystal star! ---------------------------BOSS: DARK BONES (HP: 20)-------------------------- This boss fight consists of 4 dry bones and a dark bones. They all have the same attack power, but the dark bones has much more health. Start off with using an attack that does at least 3 or 4 damage to everyone, and use Vivian's fiery jinx to remove the dry bones. After that, just attack the dark bones until he's defeated. ----------------------------BOSS: GLOOMTAIL (HP: 80)-------------------------- It's Hooktail's brother. He has an attack of 8 and defense of 2. It will stomp on you, bite you, and spit poison breath that all do 8 damage. When Bonetail gets to around 50 HP, he'll charge up, where you should use Vivian to hide, as the next turn, he'll use Megabreath, doing 15 damage to both of your characters. Also, after he gets to around 25 HP, he'll do an Earthquake attack which will do 10 damage to both of your characters quite often. To defeat him, use power smash every turn and your partner's attack. Switch to Vivian and use veil whenever he charges up, and heal with sweet feast when needed. Try to avoid using too many items, you'll need them later... ------------------------------BOSS: BELDAM (HP: 30)--------------------------- -----------------------------BOSS: MARILYN (HP: 40)--------------------------- -----------------------------BOSS: DOOPLISS (HP: 40)-------------------------- The final fight with the Shadow Sirens. Doopliss has a natural attack of 6, Marilyn has an attack of 7, and Beldam has an attack of 5. Anyway, they all act pretty much the same as they did before, but their attack power is stronger. You should take out Marilyn first using spring jump every turn and your partner's attack (preferably Vivian, her shade fist does extra damage later on), and she'll go down in a few short turns. Then, go for Doopliss. Keep up with the spring jumps (12 damage a turn for only 4 FP), and Vivian's attack, and he'll go down quickly also. Then, go for Beldam. Use spring jump while you have the FP, and shade fist, and she'll go down. You'll likely get in excess of 48 star points for this fight. ------------------------------BOSS: GRODUS (HP: 50)--------------------------- This is the first fight in the two-part pre-boss battles. Grodus has an attack of 7 and a defense of 1. He'll make Grodus X appear, which increase his defense by 1 and they'll attack for 4 damage, AND if he has 4, he's invulnerable, so use fiery jinx or another attack that will attack all of them for 3 damage. He'll also use lightning attacks, anti-fire (freezing), and time-freezing. Keep on attacking if he uses lightning, use sweet treat to heal any status effects (if Mario isn't succumbed to one), and attack with full power unless you're healing. Since he only have 50 HP, he'll go down shortly. ------------------------------BOSS: BOWSER (HP: 70)--------------------------- ---------------------------BOSS: KAMMY KOOPA (HP: 50)------------------------- This is the second part of the battles (you cannot heal between Grodus and this fight). Bowser is tougher than Grodus (he has higher defense and health), and his attacks can disable commands AND do 7 damage. To add annoyance to injury, he has Kammy Koopa, who can attack for 5 damage, heal for 8 points, or even make herself or Bowser invisible, electrified, dodgy, or increase attack or defense by 3. First, go for Kammy Koopa, as in the long run, you'll do little damage per turn to Bowser. Use spring jump and your partner's attack every turn, doing about 17 damage per turn, which although she'll heal herself, she'll take more damage than she can heal. After she goes down, go after Bowser. Just block as many hits as you can, and keep at him with heavy attacks until either he's out of HP, and heal with sweet treat or feast if needed. --------------------------BOSS: SHADOW QUEEN (HP: 150)------------------------ It's time for the final fight! Before you fight her, however, you'll probably want the strange sack (found in the pit of 100 trials on the 50th floor). The Shadow Queen has an attack power of 7 and defense of 0, but has 150 HP, which is a great amount. This fight has 3 parts. In the first part, she'll only use lightning attacks, increase her attack and defense by 3, or use a dead hands attack doing 5 damage 3 times. Just keep at her with power smash and your partner's attack, Vivian is a good choice for the first part of the fight. Don't use any star power, no matter what, you'll need it for the next part of the fight. After taking about 70 damage, she'll revert to her true form, which is the second part of the fight. Switch to Bobbery at this point, as he has the most health. You cannot damage her at this point, and she'll switch to different attacks. She'll drain your HP with her hands, and she'll do an attack for 4 damage that will either make you poisoned, confused, or "allergic", where your current status cannot be changed. After attacking her 3 or 4 times, she'll drain the audience, ending that phase. Heal with sweet treat/feast, and items if you need it, don't use any more than a single Ultra Shroom, as you'll fully heal after this phase of the battle. After a long cutscene, all you and your partner's stats are full, which enters the third phase of the battle. She'll now use all the attacks from before, and she'll charge up for an attack for 14 damage, which will do a lot of damage. For this part, use Koops and his power shell to take out the 5 HP hands, as they'll still drain you for 7 HP. She'll bring them back every turn (unless she uses the dead hands, where they aren't as dangerous), so continue with Koops. After she charges up, switch to Vivian and use Veil, and switch back to Koops the next turn. Heal when needed, make sure not to make crucial mistakes, and she'll go down eventually, and you've beaten chapter 8! ------------------------------------------------------------------------------ 4. Optional Bosses The difference between these bosses and the above ones are the fact that they are optional, and require some out-of-the-way work to find. Here they are... ---------------------------BOSS: ATOMIC BOO (HP: 40)-------------------------- To get to this boss, go to Creepy Steeple, and when the Boos start spinning around you, use your hammer to knock them off. After doing that a few times, they'll attack you. The Atomic Boo has an attack of 4 and defense of 0. It will attack by crashing on you and your partner for 4 damage, or it will hide. After it hides, it will either crash on you and impose a status effect (either confused, dizzy, or allergic), or send out boos at you 4 times for 3 damage each. To defeat it, simply use spin jump and your partner's attack, and if you fight it when you have Vivian, use veil if desired when he hides. There's not much to this fight, and after you defeat it, it will drop the Lucky Start badge, and whenever you see Boos, you'll fight them as enemies. ---------------------------BOSS: BONETAIL (HP: 200)--------------------------- To get to this boss, make it to the 100th floor of the Pit of 100 Trials. He has an attack of 8 and a defense of 2. Before you fight him, you'll want several life shrooms and ultra shrooms and maybe a few boo's sheets. He has various attacks, including biting and stomping, and 4 breath attacks. His red breath will confuse you, his blue breath will freeze you, his green breath will poison you, and his white breath will put you to sleep, all with the addition of 8 damage to each character. After he takes a certain amount of damage, he'll heal himself 20 HP and will continue this every once in a while. Tattle on him with Goombella to see his health, and then use a partner with strong attack (preferably Bobbery), and use either power jump or smash, and heal when necessary. Although he has a lot of health and attack, if you have a lot of good healing items and you already made it through the pit this far, you should be able to beat him. You'll get the Return Postage badge for defeating him. ------------------------------------------------------------------------------ 5. Conclusion Well, it’s finished. I’d like to thank the few people that helped me with correcting information and the like (although, to be honest, I can’t remember who they are).