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Paper Mario: Boss Guide

 
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07-25-14 03:42 AM
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Furret
Davideo69
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Hello and welcome to my Paper Mario Boss guide! This guide will show you everything you want to know from bosses, from
hp, to attacks, to strategies! Sometimes there are boss fights between chapters; I’ll add those to the chapter before them.
So, let’s get started.

===========================
Prologue: A Plea from the Stars
===========================

~ Bowser ~

Once Mario finds Peach in the hallways, the castle gets lifted up in the sky, and Bowser will smash through the window.
He will challenge you to a fight.

His HP is sadly unknown, he has a defense of 0 (meaning he won’t cut down the power of your attacks) and an attack power
of 1 (meaning he’ll do 1 damage with each attack).

Not much strategy involved, all you can do is jump, which deals 1 damage to bowser.
His attack is scratching Mario, which also deals 1 damage.

This goes on for about three turns, on the fourth turn, bowser will use the star rod he stole,
to increase his defense to at least 1, and his attack power to 3.

You will notice that with the defense, you can’t damage him, and he does 3 damage for each hit.
This goes on until Mario has 1 heart left. You will once again do no damage, and bowser will use a new
attack, spitting flames at you that deal 10 damage, fainting Mario.
Don’t worry, you are scripted to lose that fight.

~ Jr. Troopa ~

Once Mario and Goompa find the hammer and head back, an angry Koopa, covered in its shell,
will challenge them to a fight.

Jr. Troopa has a total HP of five, an attack of 1, and a defense of 0.

He attacks by jumping on Mario.

There is also no tactic involved in this fight. Just jump or hammer, and he eventually will fall.

~ The Goomba Bros ~

Once Mario and his new partner Goombario head to Toad Town, they get interrupted by the Goomba Bros, two angry goomba’s
working for the Goomba King. They consist of Red Goomba, the older of the two, and Blue Goomba, his younger brother.

Red Goomba has a max HP of 7, attack of 1, and defense of 0.
Blue Goomba has a max HP of 6, attack of 1, and defense of 0.

They attack like any other Goomba.

If you equipped the power jump badge Goompa gave you, Mario can take out Blue Goomba in two hits,
while Goombario can start focusing on Red Goomba. This way you can then focus only on Red Goomba.
As long as you focus on one first, you should be fine. Eat a mushroom if you need to.

~ The Goomba King (and the Goomba bros) ~

Once you are in the fight, Goombario will tell you that –since you just beat them-  the Goomba Bros should be pretty weak.
Their max HP will only be 2.

The Goomba king has a max of 10 HP, a defense of 0, and an attack power of 1.

He attacks by spinning and then kicking you.

The trick to beating this fight easily is to hammer the Goomnut tree, next to the Goomba King.
This will cause a nut to fall and damage all 3 of them for 3 damage, taking out the Goomba Bros.
After you do that, the Goomba King will also use the tree to deal 2 damage to Mario.
From there, power jump twice, with the help of Goombario, will take him out.

========================================
Chapter 1: Storming Koopa Bros. Fortress
========================================

~ Bowser??? ~

When Mario and his partners reach the top of Koopa Bros Fortress, he gets challenged by a machine,
that looks like Bowser. Inside it are the Koopa Bros.

Bowser??? has a max HP of 10, attack of 1, and defense of 1.

He attacks by rolling over to Mario and slamming his hand on him.
The suggested partner would be Kooper, or if you want to use a lot of FP, Bombette’s Bomb attack.

After Bowser??? Is defeated, the Koopa Bros will come out.

~ Koopa bros ~

Upon the defeat of Bowser???, the Koopa Bros themselves challenge Mario.

They have a max HP of 5 each, an attack of 1 each, and a defense of 1 each.

They attack together by making their tower and spinning at Mario, dealing as much damage as there are koopa bros.

The fight starts with them towered up. They’ll have a defense of 4 in that state.
You want to hammer the tower, and have bombette use body slam, or Kooper use shell toss,
to let them fall. This will also flip them all over. If you have Kooper out, this is a great time for power shell,
and use a pow block or a fire flower with Mario to take them out in one turn. If not, just  take them out one by one.

~ Jr Troopa (2) ~

This Boss fight happens after chapter one, when you return to Toad Town.
He wants his revenge and challenges you to a fight.

He has a max of 15 HP, attack of 2, and with his new skill, a defense of 1.

He once again attacks by jumping.

Best way around this is power jump and bombette’s bomb attack.
======================================
Chapter 2: The Mystery of Dry, Dry Ruins
======================================

~ Buzzar ~

While crossing a bridge, Mario gets stopped by a giant bird who will ask you for your name.
If you say Luigi, the bird will let you pass. Mario or Peach will get you in a fight.

Buzzar has a max HP of 40, an attack of 3, and a defense of 1.

He can swoop at you, throw feathers at you, and he can grab you and drop you to the ground for 4 damage.

This fight shouldn’t be that bad if you have Parakarry use shell shot. Just be ready to mash A when Buzzar picks you up.

~ Tutankoopa ~

At the very end of Dry Dry Ruins, you will find Tutankoopa, who challenges you to a fight.

Tutankoopa has a max HP of 30, defense of 0, and an attack power of 3.

He has two attacks, his first and most common is to throw a blue shell at you, which deals 3 damage.
His second, less common, is to use his magic. This will deal 2 damage to  both Mario and your partner,
making your partner unable to attack for 2 turns.

Additionally, he may summon a chain chomp if there isn’t one on the field already.

The best way around this fight is to ignore the chain chomps, as he will only summon more, and just attack Tutankoopa.
If you have Parakarry upgraded to super rank, shell shot is probably your most powerful attack.
Combined with power jump, he will be finished in 3 turns.

=======================================
Chapter 3: The "Invincible" Tubba Blubba
=======================================

~ Tubba Blubba’s heart ~

Once you’ve obtained the key to Windy Mill, and head all the way in, you will find Tubba Blubba’s heart.

His heart has a max HP of 50, attack of 6, and defense of 0.

The heart can attack you by performing a body slam, or it can charge up, to raise its attack power to 12.
Use Bow’s Outta Sight when this happens!  
He will always do a strong attack where he sends mini hearts at you, which deals 12 damage, right after charging.

The key to beating the heart is to power jump, smack him whenever you can, and hide when he is charging.
Once the heart reaches 5 HP or lower, even if defeated, he will run off outside the windmill and reunite with Tubba Blubba.

~ Tubba Blubba ~

Being reunited with his heart, he is no longer invincible.

He has a max HP of 10, attack of 4, and defense of 0.

He will attack by punching, or performing a body slam, which deals 6 damage.

There really isn’t much strategy involved in this. With his 10 HP, he should be finished in two turns at most with power jump
and the partner’s attack.

~ Jr Troopa (3) ~

This is once again a boss fight between chapters. When you are almost out the forest, he will challenge you to a fight.

This time around, he has a max HP of 40, an attack of 5, and a defense of 1.

With his new power, he will now grow wings and fly up, making hammer attacks useless.

He will attack by skydiving at you.

Once again, he’s nothing to be worried about. Using power jump and shell shot, you can take him out in 4 turns.

===========================
Chapter 4: Trials in the Toy Box
===========================

~ Big Lantern Ghost ~

Eventually found in the left path of red station, a big ghost will challenge you to a fight.

He has a max HP of 40, attack of 5, and defense of 0.

His attacks include jumping on you, and releasing a flash of light, which deals 2 damage to Mario and his partner.

The main attraction about this fight is the lantern he’s holding. The fight starts of dark, and you have to hit the lantern
(at least twice), to be able to attack the ghost. The more you attack the lantern, the more light you will create, and the longer it will stay lit. The ghost can eventually blow the light back out, making you repeat the process.
A recommended partner would be bow, her smack attack being able to fully light the room, so you can attack the ghost.
Upon defeat, he will drop the lantern, which you can hammer to reveal Watt.

~ General Guy ~

Ah, my second favorite boss in the game.
This fight is a bit unique, you’ll have to face multiple battles in order to finally win.
The first being the Shy Squad.

The Shy Squad has a max HP of 15, and will have the same amount of HP as there are Shy Guys.
They also have the same attack power as there are Shy Guys. With each hit you do, more Shy Guys will go away,
making them weaker. They also have a defense of 0.

They attack you by running at you, and doing as much 1 damage hits as there are Shy Guys.

The best strategy to this is to wear a defend plus badge, they cannot hurt you if you have one equipped. The Shy Squad
shouldn’t be much of a concern. The recommended partner is Watt, for something coming up.

Upon the defeat of the Shy Squad, General Guy will summon 2 Stilt Guys.

They each have a max HP of 7, an attack of 4, and a defense of 0.

They attack by jumping on you with their stilts.
The key to this round is to stay focused, think and treat them as regular shy guys.

After you defeat the stilt guys, General Guy will summon 2 Shy Stacks.

They each have a max HP of 10, an attack power ranging from 1-4 (depending on the amount that there’s left),
and a defense of 0.

They aren’t really much of a concern. If you use kooper, you can knock them off one by one, making their attack power
weaker. You should have them finished in a few turns.

Finally, after the defeat of the Shy Stacks, General guy himself will challenge you.

He has a max HP of 30, and a defense of 2. On top of the tank, you’ll see a light bulb.
That has a max HP of 8, and a defense of 1.

As long as the light bulb is still intact, he’ll always attack by using a lightning bolt, which will do 5 damage to Mario,
and 2 to the partner. If you knock out the light bulb, General Guy will throw bombs at you, which deal 4 damage.

The trick to beating this guy is to use Watt, and only focus on general guy himself.
Watt isn’t affected by the lightning strike, and penetrates General Guy’s defense. This way, he’ll be down in a few turns.

==========================================
Chapter 5: Hot, Hot Times on Lavalava Island
==========================================

~ Fuzzipede ~

Right before chapter 5, you will find and battle the Fuzzipede inside the Whale’s belly.

He has a max HP of 20, an attack of 3, and a defense of 0.

He attacks by either jumping at you, or tackling you.

On occasion, he might climb to the ceiling, making hammer attacks (aside from hammer throw and quake hammer)
and jump attacks useless.

Since you can only use watt in the battle, a combination of jump attacks and electro dash have him finished in like 2-3 turns.

~ Lava Piranha ~

Probably one of the most technical battles yet.
At the end of the volcano, you will find the Lava Piranha.

He has, unlike other bosses, two forms.

In his first form, he’ll have a max HP of 40, a defense of 0, and an attack of 5.

He attacks by spitting fire at you.

He also has two Lava Buds with him, each having a max HP of 8, and an attack of 4.
They can either shoot petit piranha’s at you, or summon them.

The petit Piranha’s each have a max HP of 1, but an attack of 6, and will explode once they deal damage.

For this form, just  focus on the Lava Piranha first. I highly recommend Sushie for this battle,
and it would be even better if you ultra ranked her, so she has tidal wave.
With a combination of her attacks and yours, he will be down in a couple of turns.

After defeating his first form, the lava piranha will come back, and set itself on fire.

He has the same HP and defense, but now has an attack of 7.

He will attack by a stream of fire.

The best way around this is to let Sushie use Tidal Wave. This will put out the fire, and make the lava Piranha and its
lava buds unable to attack for a few turns. Use this time to deal a lot of damage, and you’ll have the battle won.

~ Jr Troopa (4) ~

Upon reaching Toad Town again, Jr Troopa will challenge you to a battle.

Due to him swimming a lot, his max HP will drop down to 20, he has an attack power of 6, and a defense of 1.

Don’t think this gives you a head start, with his new power, he can fly and has a spike on his head.

I highly recommend hammer throw or spike shield, if you want to deal good damage. Either way, with only 20 HP, this will
be over quick, even when you only use partners.

===================================
Chapter 6: Dark Days in Flower Fields
===================================

~ Spike? ~

Once you are a little deeper in Flower Fields, a lakitu by the name of Spike will challenge you to a fight.

He has a max HP of 50, a defense of 0, and an attack of 3.

He attacks by throwing a spiny at you.

What I find to be a good way to win is Parakarry’s shell shot. It does around 7 damage each turn, and with Mario
attacking as well, will finish him in a couple of turns.

~Huff n Puff ~

At the very end of Cloudy Climb, Mario will meet Huff n Puff, the one responsible for the darkness in flower fields.

He has a max HP of 60, an attack of 5, and a defense of 0.

He has a lot of different attacks, he can do a body slam, blow wind at you, which deals 7 damage to Mario and 2 damage to
the partner. He can also use a lightning attack, which deals either 10 or 12 HP.
If he gets below 5 HP, he will use an earthquake attack, which deals 15 damage to Mario and 5 damage to the partner.

This fight requires a lot of strategy. For each hit on Huff n Puff, he’ll spawn multiple tuff puff’s.
The Tuff Puff’s have a max HP of 1, an attack of 2, and a defense of 0.

They attack together, sucking HP out of Mario, and you have to mash ‘A’ to free yourself.

Huff n Puff can also suck the Tuff Puffs back up, healing 1 HP for each Tuff Puff, and 2 if there was a big Tuff Puff spawned.

A key strategy is to use Lakilester, or Parakarry’s Air Raid if you want to.

Lakilester can Spiny Surge, to take out any Tuff Puff’s, and he can use Cloud Nine to let Mario have a chance at dodging an
attack from Huff n Puff. Once Huff n Puff gets low on HP, it might be a good idea to use Bow’s Outta Sight, to dodge some of his powerful attacks. As long as you stay cool and think through your actions, you’ll have this fight won.

============================
Chapter 7: A Star Spirit on Ice
============================

~ Jr Troopa (5) ~

After departing from Shiver City, Jr Troopa will once again challenge you to a fight.
He has a max HP of 50, an attack power of 8, and a defense of 1.

With his new form, he attacks by shooting a magic beam at you.

This battle still isn’t hard. The only thing to watch out for is his high attack power. Learn how to block his
attacks, and you should be fine. Have Watt use Electro Dash, and Mario use his hammer attacks, for an easy victory.

~ Monstar ~

Right before entering Starborn Valley, a big ghost will pick a fight with you.

Monstar has a max HP of 20, an attack power of 1, and a defense of 0.

He attacks with flashing lights.

This battle really isn’t hard, just jump on him, and have Parakarry use Shell Shot.

One thing to note is that Monstar is unaffected by star spirit attacks, and a shooting star item.
After his defeat, he reveals that he is just a bunch of Star Kids, trying to hold you back from entering their village.

~ Crystal King ~

Now this is my favorite boss fight in the entire game.
This battle can get bad really quick.

He has a max HP of 70, an attack of 6, and a defense of 2.

His primary attack is to summon crystal bits, which takes up a turn.
The crystal bits have a max HP of 1, an attack of 0, and a defense of 0.

During the next turn, he will spit the crystal bits at you, which deals 4 damage for each hit.

He can also shoot an ice beam at you, which will have a guaranteed freeze chance for 2 turns, if not defended.
When his HP gets a little lower, he will create multiple copies of himself. If you don’t find the right one in the next turn,
he will use a mist attack for 8 damage.

He also has the ability to heal himself for 20 HP 3 times, so be aware of that.

Something I like to do in this fight is use the Mega Smash badge, which will deal a great amount of damage. Have Parakarry
ready to use shell shot, and air raid if he makes his copies. Use star power if you need to, smooch and star storm can really help.

===================================
Chapter 8: A Star-Powered Showdown!
===================================

~ Jr Troopa (6) ~

At some point in Bowser’s castle, Jr Troopa will show up, and challenge you for a final time.

This time, he has a max HP of 60, attack of 8, and a defense of 2.

He will switch between his forms during the fight, but his attacks stay the same.

Apply every strategy you know of from the previous fights in this battle, and he shouldn’t be a problem.
His defense can get rather annoying, so use Watt whenever you can.

~ Bowser (2) ~

When Mario reaches the same location where he was defeated before, Bowser will once again challenge him to a fight.

This time around, he has a max HP of 50, an attack of 6, and a defense of 1.

His attacks include:
- jumping on you
- sending a light wave at you, (which will deal 4 damage to Mario, and 3 damage to the partner)
- striking you with a poison claw, (which can poison you)
- a flamethrower, (which deals 8 damage)
- he can also heal himself for 20 damage
- and he can boost his defense by a lot, and double his attack, using the star rod.

The recommended partner is Watt, to penetrate his defense. Whenever he uses the star rod, use your star beam to negate it.
All in all, this battle shouldn’t be that difficult. It’s more of a warm up for the next fight.

~ Bowser (3) ~

At the very top of the castle, you will find Bowser, and fight him one last time.

This is it, the final fight.
Bowser will have a max HP of 99, an attack of 8, and a defense of 2.

He has the same attacks as before, but of course, more powerful.

If you have Watt out, this battle will kind of go the same way as the previous one did. Do as much damage as possible, and
when he charges up, use the star beam.
Don’t worry when it won’t work, it’s scripted that way. Just use it whenever he charges.
You’ll be sent to a short dialog session, and get into a fight with

~ Kammy Koopa ~

Yes, you see that right, you are fighting as Twink and Peach.

Both only have one option of attacks, meaning this battle is completely scripted.

Kammy Koopa has a max HP that could range from 7-10, an attack of 4, and a defense of 1.

Your first attacks will do no damage, but as Peach wishes, they will increase in power.

The best strategy for this fight is mash A.
Once Kammy gets defeated, you are back to the battle with Bowser.

~ Bowser (4) ~

After defeating Kammy Koopa, you are back in the battle with Bowser.

He will have the same HP as he did when the previous fight ended, the same attack, and the same defense.

The only attack change is the fact that he can now heal for 30 HP, so be prepared.

Using Watt as a partner is a good pick to negate defense. Use the Peach Beam when he charges up with the star rod,
and don’t be afraid to use healing items and star power. Even with the healing, this shouldn’t be that bad.

Once he goes down, that’s it. You have successfully beaten Paper Mario.

====================
So yeah, that's it. Let me know if I missed any attacks, and I'll edit them in right away. Feedback is greatly appreciated, and I hope this helped you to beat the game.~
Hello and welcome to my Paper Mario Boss guide! This guide will show you everything you want to know from bosses, from
hp, to attacks, to strategies! Sometimes there are boss fights between chapters; I’ll add those to the chapter before them.
So, let’s get started.

===========================
Prologue: A Plea from the Stars
===========================

~ Bowser ~

Once Mario finds Peach in the hallways, the castle gets lifted up in the sky, and Bowser will smash through the window.
He will challenge you to a fight.

His HP is sadly unknown, he has a defense of 0 (meaning he won’t cut down the power of your attacks) and an attack power
of 1 (meaning he’ll do 1 damage with each attack).

Not much strategy involved, all you can do is jump, which deals 1 damage to bowser.
His attack is scratching Mario, which also deals 1 damage.

This goes on for about three turns, on the fourth turn, bowser will use the star rod he stole,
to increase his defense to at least 1, and his attack power to 3.

You will notice that with the defense, you can’t damage him, and he does 3 damage for each hit.
This goes on until Mario has 1 heart left. You will once again do no damage, and bowser will use a new
attack, spitting flames at you that deal 10 damage, fainting Mario.
Don’t worry, you are scripted to lose that fight.

~ Jr. Troopa ~

Once Mario and Goompa find the hammer and head back, an angry Koopa, covered in its shell,
will challenge them to a fight.

Jr. Troopa has a total HP of five, an attack of 1, and a defense of 0.

He attacks by jumping on Mario.

There is also no tactic involved in this fight. Just jump or hammer, and he eventually will fall.

~ The Goomba Bros ~

Once Mario and his new partner Goombario head to Toad Town, they get interrupted by the Goomba Bros, two angry goomba’s
working for the Goomba King. They consist of Red Goomba, the older of the two, and Blue Goomba, his younger brother.

Red Goomba has a max HP of 7, attack of 1, and defense of 0.
Blue Goomba has a max HP of 6, attack of 1, and defense of 0.

They attack like any other Goomba.

If you equipped the power jump badge Goompa gave you, Mario can take out Blue Goomba in two hits,
while Goombario can start focusing on Red Goomba. This way you can then focus only on Red Goomba.
As long as you focus on one first, you should be fine. Eat a mushroom if you need to.

~ The Goomba King (and the Goomba bros) ~

Once you are in the fight, Goombario will tell you that –since you just beat them-  the Goomba Bros should be pretty weak.
Their max HP will only be 2.

The Goomba king has a max of 10 HP, a defense of 0, and an attack power of 1.

He attacks by spinning and then kicking you.

The trick to beating this fight easily is to hammer the Goomnut tree, next to the Goomba King.
This will cause a nut to fall and damage all 3 of them for 3 damage, taking out the Goomba Bros.
After you do that, the Goomba King will also use the tree to deal 2 damage to Mario.
From there, power jump twice, with the help of Goombario, will take him out.

========================================
Chapter 1: Storming Koopa Bros. Fortress
========================================

~ Bowser??? ~

When Mario and his partners reach the top of Koopa Bros Fortress, he gets challenged by a machine,
that looks like Bowser. Inside it are the Koopa Bros.

Bowser??? has a max HP of 10, attack of 1, and defense of 1.

He attacks by rolling over to Mario and slamming his hand on him.
The suggested partner would be Kooper, or if you want to use a lot of FP, Bombette’s Bomb attack.

After Bowser??? Is defeated, the Koopa Bros will come out.

~ Koopa bros ~

Upon the defeat of Bowser???, the Koopa Bros themselves challenge Mario.

They have a max HP of 5 each, an attack of 1 each, and a defense of 1 each.

They attack together by making their tower and spinning at Mario, dealing as much damage as there are koopa bros.

The fight starts with them towered up. They’ll have a defense of 4 in that state.
You want to hammer the tower, and have bombette use body slam, or Kooper use shell toss,
to let them fall. This will also flip them all over. If you have Kooper out, this is a great time for power shell,
and use a pow block or a fire flower with Mario to take them out in one turn. If not, just  take them out one by one.

~ Jr Troopa (2) ~

This Boss fight happens after chapter one, when you return to Toad Town.
He wants his revenge and challenges you to a fight.

He has a max of 15 HP, attack of 2, and with his new skill, a defense of 1.

He once again attacks by jumping.

Best way around this is power jump and bombette’s bomb attack.
======================================
Chapter 2: The Mystery of Dry, Dry Ruins
======================================

~ Buzzar ~

While crossing a bridge, Mario gets stopped by a giant bird who will ask you for your name.
If you say Luigi, the bird will let you pass. Mario or Peach will get you in a fight.

Buzzar has a max HP of 40, an attack of 3, and a defense of 1.

He can swoop at you, throw feathers at you, and he can grab you and drop you to the ground for 4 damage.

This fight shouldn’t be that bad if you have Parakarry use shell shot. Just be ready to mash A when Buzzar picks you up.

~ Tutankoopa ~

At the very end of Dry Dry Ruins, you will find Tutankoopa, who challenges you to a fight.

Tutankoopa has a max HP of 30, defense of 0, and an attack power of 3.

He has two attacks, his first and most common is to throw a blue shell at you, which deals 3 damage.
His second, less common, is to use his magic. This will deal 2 damage to  both Mario and your partner,
making your partner unable to attack for 2 turns.

Additionally, he may summon a chain chomp if there isn’t one on the field already.

The best way around this fight is to ignore the chain chomps, as he will only summon more, and just attack Tutankoopa.
If you have Parakarry upgraded to super rank, shell shot is probably your most powerful attack.
Combined with power jump, he will be finished in 3 turns.

=======================================
Chapter 3: The "Invincible" Tubba Blubba
=======================================

~ Tubba Blubba’s heart ~

Once you’ve obtained the key to Windy Mill, and head all the way in, you will find Tubba Blubba’s heart.

His heart has a max HP of 50, attack of 6, and defense of 0.

The heart can attack you by performing a body slam, or it can charge up, to raise its attack power to 12.
Use Bow’s Outta Sight when this happens!  
He will always do a strong attack where he sends mini hearts at you, which deals 12 damage, right after charging.

The key to beating the heart is to power jump, smack him whenever you can, and hide when he is charging.
Once the heart reaches 5 HP or lower, even if defeated, he will run off outside the windmill and reunite with Tubba Blubba.

~ Tubba Blubba ~

Being reunited with his heart, he is no longer invincible.

He has a max HP of 10, attack of 4, and defense of 0.

He will attack by punching, or performing a body slam, which deals 6 damage.

There really isn’t much strategy involved in this. With his 10 HP, he should be finished in two turns at most with power jump
and the partner’s attack.

~ Jr Troopa (3) ~

This is once again a boss fight between chapters. When you are almost out the forest, he will challenge you to a fight.

This time around, he has a max HP of 40, an attack of 5, and a defense of 1.

With his new power, he will now grow wings and fly up, making hammer attacks useless.

He will attack by skydiving at you.

Once again, he’s nothing to be worried about. Using power jump and shell shot, you can take him out in 4 turns.

===========================
Chapter 4: Trials in the Toy Box
===========================

~ Big Lantern Ghost ~

Eventually found in the left path of red station, a big ghost will challenge you to a fight.

He has a max HP of 40, attack of 5, and defense of 0.

His attacks include jumping on you, and releasing a flash of light, which deals 2 damage to Mario and his partner.

The main attraction about this fight is the lantern he’s holding. The fight starts of dark, and you have to hit the lantern
(at least twice), to be able to attack the ghost. The more you attack the lantern, the more light you will create, and the longer it will stay lit. The ghost can eventually blow the light back out, making you repeat the process.
A recommended partner would be bow, her smack attack being able to fully light the room, so you can attack the ghost.
Upon defeat, he will drop the lantern, which you can hammer to reveal Watt.

~ General Guy ~

Ah, my second favorite boss in the game.
This fight is a bit unique, you’ll have to face multiple battles in order to finally win.
The first being the Shy Squad.

The Shy Squad has a max HP of 15, and will have the same amount of HP as there are Shy Guys.
They also have the same attack power as there are Shy Guys. With each hit you do, more Shy Guys will go away,
making them weaker. They also have a defense of 0.

They attack you by running at you, and doing as much 1 damage hits as there are Shy Guys.

The best strategy to this is to wear a defend plus badge, they cannot hurt you if you have one equipped. The Shy Squad
shouldn’t be much of a concern. The recommended partner is Watt, for something coming up.

Upon the defeat of the Shy Squad, General Guy will summon 2 Stilt Guys.

They each have a max HP of 7, an attack of 4, and a defense of 0.

They attack by jumping on you with their stilts.
The key to this round is to stay focused, think and treat them as regular shy guys.

After you defeat the stilt guys, General Guy will summon 2 Shy Stacks.

They each have a max HP of 10, an attack power ranging from 1-4 (depending on the amount that there’s left),
and a defense of 0.

They aren’t really much of a concern. If you use kooper, you can knock them off one by one, making their attack power
weaker. You should have them finished in a few turns.

Finally, after the defeat of the Shy Stacks, General guy himself will challenge you.

He has a max HP of 30, and a defense of 2. On top of the tank, you’ll see a light bulb.
That has a max HP of 8, and a defense of 1.

As long as the light bulb is still intact, he’ll always attack by using a lightning bolt, which will do 5 damage to Mario,
and 2 to the partner. If you knock out the light bulb, General Guy will throw bombs at you, which deal 4 damage.

The trick to beating this guy is to use Watt, and only focus on general guy himself.
Watt isn’t affected by the lightning strike, and penetrates General Guy’s defense. This way, he’ll be down in a few turns.

==========================================
Chapter 5: Hot, Hot Times on Lavalava Island
==========================================

~ Fuzzipede ~

Right before chapter 5, you will find and battle the Fuzzipede inside the Whale’s belly.

He has a max HP of 20, an attack of 3, and a defense of 0.

He attacks by either jumping at you, or tackling you.

On occasion, he might climb to the ceiling, making hammer attacks (aside from hammer throw and quake hammer)
and jump attacks useless.

Since you can only use watt in the battle, a combination of jump attacks and electro dash have him finished in like 2-3 turns.

~ Lava Piranha ~

Probably one of the most technical battles yet.
At the end of the volcano, you will find the Lava Piranha.

He has, unlike other bosses, two forms.

In his first form, he’ll have a max HP of 40, a defense of 0, and an attack of 5.

He attacks by spitting fire at you.

He also has two Lava Buds with him, each having a max HP of 8, and an attack of 4.
They can either shoot petit piranha’s at you, or summon them.

The petit Piranha’s each have a max HP of 1, but an attack of 6, and will explode once they deal damage.

For this form, just  focus on the Lava Piranha first. I highly recommend Sushie for this battle,
and it would be even better if you ultra ranked her, so she has tidal wave.
With a combination of her attacks and yours, he will be down in a couple of turns.

After defeating his first form, the lava piranha will come back, and set itself on fire.

He has the same HP and defense, but now has an attack of 7.

He will attack by a stream of fire.

The best way around this is to let Sushie use Tidal Wave. This will put out the fire, and make the lava Piranha and its
lava buds unable to attack for a few turns. Use this time to deal a lot of damage, and you’ll have the battle won.

~ Jr Troopa (4) ~

Upon reaching Toad Town again, Jr Troopa will challenge you to a battle.

Due to him swimming a lot, his max HP will drop down to 20, he has an attack power of 6, and a defense of 1.

Don’t think this gives you a head start, with his new power, he can fly and has a spike on his head.

I highly recommend hammer throw or spike shield, if you want to deal good damage. Either way, with only 20 HP, this will
be over quick, even when you only use partners.

===================================
Chapter 6: Dark Days in Flower Fields
===================================

~ Spike? ~

Once you are a little deeper in Flower Fields, a lakitu by the name of Spike will challenge you to a fight.

He has a max HP of 50, a defense of 0, and an attack of 3.

He attacks by throwing a spiny at you.

What I find to be a good way to win is Parakarry’s shell shot. It does around 7 damage each turn, and with Mario
attacking as well, will finish him in a couple of turns.

~Huff n Puff ~

At the very end of Cloudy Climb, Mario will meet Huff n Puff, the one responsible for the darkness in flower fields.

He has a max HP of 60, an attack of 5, and a defense of 0.

He has a lot of different attacks, he can do a body slam, blow wind at you, which deals 7 damage to Mario and 2 damage to
the partner. He can also use a lightning attack, which deals either 10 or 12 HP.
If he gets below 5 HP, he will use an earthquake attack, which deals 15 damage to Mario and 5 damage to the partner.

This fight requires a lot of strategy. For each hit on Huff n Puff, he’ll spawn multiple tuff puff’s.
The Tuff Puff’s have a max HP of 1, an attack of 2, and a defense of 0.

They attack together, sucking HP out of Mario, and you have to mash ‘A’ to free yourself.

Huff n Puff can also suck the Tuff Puffs back up, healing 1 HP for each Tuff Puff, and 2 if there was a big Tuff Puff spawned.

A key strategy is to use Lakilester, or Parakarry’s Air Raid if you want to.

Lakilester can Spiny Surge, to take out any Tuff Puff’s, and he can use Cloud Nine to let Mario have a chance at dodging an
attack from Huff n Puff. Once Huff n Puff gets low on HP, it might be a good idea to use Bow’s Outta Sight, to dodge some of his powerful attacks. As long as you stay cool and think through your actions, you’ll have this fight won.

============================
Chapter 7: A Star Spirit on Ice
============================

~ Jr Troopa (5) ~

After departing from Shiver City, Jr Troopa will once again challenge you to a fight.
He has a max HP of 50, an attack power of 8, and a defense of 1.

With his new form, he attacks by shooting a magic beam at you.

This battle still isn’t hard. The only thing to watch out for is his high attack power. Learn how to block his
attacks, and you should be fine. Have Watt use Electro Dash, and Mario use his hammer attacks, for an easy victory.

~ Monstar ~

Right before entering Starborn Valley, a big ghost will pick a fight with you.

Monstar has a max HP of 20, an attack power of 1, and a defense of 0.

He attacks with flashing lights.

This battle really isn’t hard, just jump on him, and have Parakarry use Shell Shot.

One thing to note is that Monstar is unaffected by star spirit attacks, and a shooting star item.
After his defeat, he reveals that he is just a bunch of Star Kids, trying to hold you back from entering their village.

~ Crystal King ~

Now this is my favorite boss fight in the entire game.
This battle can get bad really quick.

He has a max HP of 70, an attack of 6, and a defense of 2.

His primary attack is to summon crystal bits, which takes up a turn.
The crystal bits have a max HP of 1, an attack of 0, and a defense of 0.

During the next turn, he will spit the crystal bits at you, which deals 4 damage for each hit.

He can also shoot an ice beam at you, which will have a guaranteed freeze chance for 2 turns, if not defended.
When his HP gets a little lower, he will create multiple copies of himself. If you don’t find the right one in the next turn,
he will use a mist attack for 8 damage.

He also has the ability to heal himself for 20 HP 3 times, so be aware of that.

Something I like to do in this fight is use the Mega Smash badge, which will deal a great amount of damage. Have Parakarry
ready to use shell shot, and air raid if he makes his copies. Use star power if you need to, smooch and star storm can really help.

===================================
Chapter 8: A Star-Powered Showdown!
===================================

~ Jr Troopa (6) ~

At some point in Bowser’s castle, Jr Troopa will show up, and challenge you for a final time.

This time, he has a max HP of 60, attack of 8, and a defense of 2.

He will switch between his forms during the fight, but his attacks stay the same.

Apply every strategy you know of from the previous fights in this battle, and he shouldn’t be a problem.
His defense can get rather annoying, so use Watt whenever you can.

~ Bowser (2) ~

When Mario reaches the same location where he was defeated before, Bowser will once again challenge him to a fight.

This time around, he has a max HP of 50, an attack of 6, and a defense of 1.

His attacks include:
- jumping on you
- sending a light wave at you, (which will deal 4 damage to Mario, and 3 damage to the partner)
- striking you with a poison claw, (which can poison you)
- a flamethrower, (which deals 8 damage)
- he can also heal himself for 20 damage
- and he can boost his defense by a lot, and double his attack, using the star rod.

The recommended partner is Watt, to penetrate his defense. Whenever he uses the star rod, use your star beam to negate it.
All in all, this battle shouldn’t be that difficult. It’s more of a warm up for the next fight.

~ Bowser (3) ~

At the very top of the castle, you will find Bowser, and fight him one last time.

This is it, the final fight.
Bowser will have a max HP of 99, an attack of 8, and a defense of 2.

He has the same attacks as before, but of course, more powerful.

If you have Watt out, this battle will kind of go the same way as the previous one did. Do as much damage as possible, and
when he charges up, use the star beam.
Don’t worry when it won’t work, it’s scripted that way. Just use it whenever he charges.
You’ll be sent to a short dialog session, and get into a fight with

~ Kammy Koopa ~

Yes, you see that right, you are fighting as Twink and Peach.

Both only have one option of attacks, meaning this battle is completely scripted.

Kammy Koopa has a max HP that could range from 7-10, an attack of 4, and a defense of 1.

Your first attacks will do no damage, but as Peach wishes, they will increase in power.

The best strategy for this fight is mash A.
Once Kammy gets defeated, you are back to the battle with Bowser.

~ Bowser (4) ~

After defeating Kammy Koopa, you are back in the battle with Bowser.

He will have the same HP as he did when the previous fight ended, the same attack, and the same defense.

The only attack change is the fact that he can now heal for 30 HP, so be prepared.

Using Watt as a partner is a good pick to negate defense. Use the Peach Beam when he charges up with the star rod,
and don’t be afraid to use healing items and star power. Even with the healing, this shouldn’t be that bad.

Once he goes down, that’s it. You have successfully beaten Paper Mario.

====================
So yeah, that's it. Let me know if I missed any attacks, and I'll edit them in right away. Feedback is greatly appreciated, and I hope this helped you to beat the game.~
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As far as I can tell you didn't miss any attacks. (My memory on the game is a little bit sketchy though)
I'm also assuming no Anti guy because he's super optional, yes? Same with Kent C. Koopa?
As for the walkthrough, it works very well. I find it interesting how you use Parakarry so often. I myself used Watt more thanks to damage piercing.
As far as I can tell you didn't miss any attacks. (My memory on the game is a little bit sketchy though)
I'm also assuming no Anti guy because he's super optional, yes? Same with Kent C. Koopa?
As for the walkthrough, it works very well. I find it interesting how you use Parakarry so often. I myself used Watt more thanks to damage piercing.
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I've only played the Prologue as my computer didn't handle the game very well so I could understand what you said, and that's what a good guide is about, even an inexperienced player should find his/her way with a game guide, so it's a very good game guide. Keep up the good work
I've only played the Prologue as my computer didn't handle the game very well so I could understand what you said, and that's what a good guide is about, even an inexperienced player should find his/her way with a game guide, so it's a very good game guide. Keep up the good work
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Gamin'Gal : Sorry for the late reply, must have missed it somehow.

I am not covering anti guy, since he's more of an enemy than a boss. You have the option to fight multiple of them at once later on, making him an ordinary enemy.

You are correct about Kent C. Koopa though, I never went to the place where he is, since warp pipes are quicker. I'll edit him in as soon as I can.
Gamin'Gal : Sorry for the late reply, must have missed it somehow.

I am not covering anti guy, since he's more of an enemy than a boss. You have the option to fight multiple of them at once later on, making him an ordinary enemy.

You are correct about Kent C. Koopa though, I never went to the place where he is, since warp pipes are quicker. I'll edit him in as soon as I can.
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Thank you. It help me a lot
Thank you. It help me a lot
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