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Paper Mario Enemy List
An In-Depth FAQ by CyricZ
Version 1.1
E-mail: [email protected]
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Table of Contents

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

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1. Introduction

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

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

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

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2. FAQ

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

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3. Enemy List

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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4. Boss List

Prologue

---

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

---

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

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

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

---

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

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

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

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

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

---

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

---

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

---

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

---

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

---

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

---

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

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

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

---

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

---

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

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

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

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

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

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

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

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

---

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

---

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

---

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

---

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

---

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

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

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

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

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

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

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

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

---

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

---

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

---

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

---

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

---

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

---

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

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

---

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

  Flash is kinda nasty, because it hits both you and your party member
  at roughly the same time, so it's almost impossible to block both
  hits.  You'll either end up with Mario blocking it, or your partner.

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

---

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

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

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

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

---

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

---

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

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

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

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

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

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

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

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

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


---

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

---

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

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

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

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

---

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

---

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

---

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

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

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

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

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

---

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

---

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

---

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

Crystal Bit
HP: 1
Defense: 0

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

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

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

---

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

---

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

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

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

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

---

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

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

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

5. Legal

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

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

6. Update History

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

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

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

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

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

7. The Final Word

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

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

Take care and have fun!