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Paper Mario Enemy List
An In-Depth FAQ by CyricZ
Version 0.5
E-mail: cyricz42@hotmail.com
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Table of Contents

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

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1. Introduction

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

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

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

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2. FAQ

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

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3. Enemy List

Amayzee Dayzee
HP: 20
Attacks:
   Run ^_^
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.

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.

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.

Buzzy Beetle
HP: 3
Attacks:
   Shell Spin: 2
Defense: 2
Etc.: Flippable; They're fire-proof.

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.

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: 3 (Freeze)
Defense: 0
Etc.: Fire attacks will do more damage.

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.

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

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
   Electrify
   Attack Up
   Defense Up
   Invisible
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

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.

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
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 - *COMING SOON*

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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.

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6. Update History

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

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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.

Take care and have fun!
