Paper Mario for the Brain-Dead

Party Members

This section lists every party member, when you get them, and what they can do for you.

Mario: As the leader of the party, Mario will participate in every battle and has the most abilities. He can do the following things:
Jump: Mario will jump into the air and land on an enemy. This is a more versatile attack than Hammer as it can hit any enemy opposing Mario except those on the ceiling and those that are spiked. Does a base damage of 1 HP per jump, with an extra jump for pressing A just as Mario lands on the enemy the first time. Base damage increases 1 HP with the Super Shoes, and another 1 HP with the Ultra Shoes. This will not be an option if Mario cannot Jump on an enemy. If Mario is wearing Badges that give him additional Jump attacks, you will need to select which to use after selecting Jump.
Hammer: Mario slams his Hammer down on the head of an enemy. This attack can only be used against the closest ground enemy, unless Mario is wearing certain Badges. Hammer does a base damage of 1 HP, with an extra 1 HP tacked on for not releasing the Control Stick until the light bar hits red. Base damage increases 2 HP with the Super Hammer and another 2 HP with the Ultra Hammer. This will not be an option if Mario cannot Hammer an enemy. If Mario is wearing Badges that give him additional Hammer attacks, you will need to select which to use after selecting Hammer.
Item: Mario can use an item that he is carrying. Only items that heal the party or damage the enemies can be selected. This will not be an option if Mario has no items.
Star Spirits: Mario can call on the Star Spirits he has rescued to help him in battle. This will not be an option until Mario has rescued at least one Star Spirit. He can use the following techniques:
-Focus: Allows Mario to recover Star Power much more quickly. Restores about half a unit of Star Energy each use, but has no direct effect on the party or enemies. Earned for completing Chapter One.
-Refresh: Restores 5 HP and 5 FP, and recovers from poison and shrink status effects. Costs one unit of Star Energy. Earned for completing Chapter One.
-Lullaby: Lulls enemies to sleep if it works. Costs one unit of Star Energy. Earned for completing Chapter Two.
-Star Storm: Causes 7 HP to all enemies. Costs two units of Star Energy. Earned for completing Chapter Three.
-Chill Out: Reduces enemies' attack power. Costs one unit of Star Energy. Earned for completing Chapter Four.
-Smooch: Restores 20 HP. Costs three units of Star Energy. Earned for completing Chapter Five.
-Time Out: Paralyzes all enemies if it works. Costs two units of Star Energy. Earned for completing Chapter Six.
-Up & Away: Removes enemies from battle by turning them into stars. Costs two units of Star Energy. Earned for completing Chapter Seven.
-Star Beam: Cancels invincibility granted by the Star Rod. Free to use. Earned for talking to the Star Spirits in Star Haven.
Strategies: Mario can choose to run away or change his active party member. If you choose to run, press A as much as possible on the following screen to increase your chances of getting away. Note that when you run you will drop some coins. If you choose to change your party member, Mario will forfeit his turn in order to exchange the currently fighting party member for another. You cannot change party members until Kooper has joined you, or when your party member is injured, and you cannot run during boss battles. Oh, and you can also choose to do nothing whenever you want.
Field Mode: Mario can jump to hit blocks or avoid obstacles, or he can Hammer as another way to avoid obstacles as well as to smash blocks. Jump and Hammer can also be used to make a First Strike.

Comments: Mario participates in every battle, so you'd better get used to him. In particular, you want to make sure you've mastered the Jump's action command. It's a little more difficult than the Hammer's action command, but Jump is often a better choice because it can hit most enemies and its power increases more than Hammer's does when you're wearing a badge that increases attack power, which is always a good idea. Usually, a quick tap of the A button right before hitting the enemy's head will do it for ya. That tap could be more important than you realize.

Make good use of your Star Power. Star Storm is a powerful attack that can get you out of many jams. Although Smooch can restore a lot of HP quickly and is good in boss battles, if you're patient you can fix yourself up using Refresh and Fresh. When you get weak, find an enemy that can only cause you 1 HP of damage or less. Believe it or not, just about every area has one, if you are wearing defense up badges and block the attacks. Go through a cycle of Refresh-Focus-Focus-Refresh-Focus-Focus, and so on. You can restore 5 HP every three turns this way and only lose 3 HP in the meantime, for a gain of 2 HP every three turns so long as you continue blocking. Soon enough, you'll be at full strength again. Finally, keep in mind that Lullaby and Time Out are not very accurate and don't tend to last very long anyway, so if you're in such a jam that you need to use a status effect, you'd probably be better off using Kooper or Watt.

Party Members: All party members can use Strategies to forfeit their turn in order to exchange themselves with another one of Mario's party members, or to just do nothing at all. Party members also have up to four Abilities as well as a Field Mode Ability, detailed below.

Goombario: This young Goomba joins Mario in Goomba Village when Mario is about to head down Goomba Road towards Toad Town. I think he's the president of the Mario fan club.
Regular Attack: Headbonk: Functions the same way as Mario's Jump. Does a base damage of 1 HP, with damage doubled when you press A just as he lands on an enemy. Increases by 1 HP with each level up.
Special Attack: Tattle: Goombario will tell you about the selected enemy, including HP, attack power, defense power, and other special notes. An HP bar will be displayed below all enemies of the same species for the rest of the game. This attack is free to use.
Super Attack: Charge: Makes Goombario's next attack 2 HP more powerful than usual. Costs 1 FP.
Ultra Attack: Multibonk: Goombario can repeatedly Headbonk until you miss the action command. The strength starts at 3 HP and each consecutive jump gets 1 HP weaker, to a minimum of 1 HP. You'll need to get at least four jumps to cause more damage than with Headbonk. Costs 2 FP.
Field Mode: Goombario will tell you about the area you are currently in. What he says may help you figure out what you need to do next, but then again, so will this walkthough.

Comments: Goombario starts out fairly weak, but because Headbonk can hit more than just the first enemy in the row he's more versatile than your other early friends. Plus, because his attack works like Mario's Jump, he gains more than just 1 attack point when he gets a level-up. In fact, at Ultra his 6 HP attack is the strongest of Mario's friends' basic attacks. Tattle is a great tool, just so you can see how the battle is going for you. His other attacks are pretty much useless, though a Charge-Multibonk combination could work well. His Field Mode Ability is the only one that's not required, but one day when you're bored, go through all of the game's panels and see what he has to say. Some of it's interesting.

Kooper: This blue-shelled Koopa Troopa joins Mario when Mario retrieves his shell from the Fuzzies in Koopa Village. Like Goombario, he is president of a fan club, but he idolizes Kolorado. I have no idea why, but the same goes for Goombario.
Regular Attack: Shell Toss: Damages the ground enemy closest to Kooper. Does a base damage of 1 HP, with an additional 1 HP for not releasing the Control Stick until the light bar turns red. Damage increases 1 HP with each level up.
Special Attack: Power Shell: Functions like Shell Shot, but damages all enemies on the ground. Costs 3 FP.
Super Attack: Dizzy Shell: Confuses ground enemies if it works. Is more likely to work the more often you press A. Costs 3 FP.
Ultra Attack: Fire Shell: Fire-based attack that causes up to 7 HP for moving the Control Stick back and forth rapidly. Costs 5 FP.
Field Mode: Mario can kick Kooper a short distance away and then have him return like a boomerang. If Kooper hits an item, it will be brought back with him. This can also be used to hit Switches and gain First Strikes on enemies.

Comments: Shell Toss has one of the easiest action commands so you'll probably want to use Kooper early in the game. He really shines in battles where there are lots of ground enemies because he can do good damage to all of them for a reasonable price, again with an easy action command. However, he can't hit air enemies with any of his attacks, and his attack power can't match that of some of the later party members. His last two attacks will probably get little use.

Bombette: This pink Bob-omb joins Mario after she accidentally releases herself from the prison in Koopa Bros. Fortress. Apparently she is the only female Bob-omb, making her very much sought for. Yet, she remains uninterested in her suitors.
Regular Attack: Body Slam: Damages ground enemy closest to Bombette. Does a base damage of 1 HP, with an additional 1 HP for holding A until the blue bar hits the red light. Damage increases 1 HP with each level up.
Special Attack: Bomb: Damages ground enemy closest to Bombette. Does more damage the more you press A, for a max of 5 HP. Max damage increases by 1 HP with each level up. Costs 3 FP.
Super Attack: Power Bomb: Damages all ground enemies between 1 and 6 HP based on how quickly you press A. Max damage increases by 1 HP with level up. Costs 6 FP.
Ultra Attack: Mega Bomb: Causes between 1 and 7 HP to all enemies, based on how quickly you press A. Costs 8 FP.
Field Mode: Bombette can destroy cracked walls and some rocks by exploding, and then somehow restores herself. She can also hit Switches and gain First Strikes this way.

Comments: I rarely use Bombette because she has the same attack power as Kooper but her action command for Body Slam is just a little bit harder to pull off, in my opinion. In fact, Kooper's Power Shell probably surpasses Bombette's Power Bomb; pick your choice: 4 HP to all ground enemies for 3 FP, or 1-7 HP to all ground enemies for 6 FP. Unless I was desperate, I'd go for the sure, cheaper thing. Bomb is a solid move, probably the best in her repetoire. Mega Bomb inexplicably costs more than Parakarry's Air Raid but does the same thing. Even if they cost the same, I'd probably have Parakarry in because his other attacks can hit all enemies whereas Bombette is stuck on the ground.

Parakarry: This Paratroopa joins the party at Mt Rugged because he has carelessly dropped Letters all across the Mushroom Kingdom. Sounds like a bad reason to me. Still, delivering all those Letters is great for your Star Piece count.
Regular Attack: Sky Dive: Does a base damage of 1 HP to any enemy. Does 1 HP more if you press A just before he kicks his target. Damage increases by 1 HP with each level up.
Special Attack: Shell Shot: Does a base damage of 5 HP if you hit the target by not releasing the Control Stick until the cross hair is over the target, but does nothing if you miss. Damage increases by 1 HP with each level up. Costs 3 FP.
Super Attack: Air Lift: If successful, removes an enemy from battle. Press A quickly to increase your chances. Costs 3 FP.
Ultra Attack: Air Raid: Causes up to 7 HP to all enemies based on how quickly you press A. Costs 6 FP.
Field Mode: Parakarry can carry Mario over a short distance. Useful for getting over gaps, but can't go as far as Kooper's Ability. Flight can be canceled by pressing Cv again.

Comments: I find that the action command for Sky Dive is the most difficult one to use, I am not consistant with it at all. As a result, I usually stick to Kooper, who has the same attack power and an easier command. However, Parakarry can hit any enemy in the row, including those on the ceiling, so he is the most versatile of your first four party members. Only spiked enemies present a problem for him. It's too bad, then, that there aren't more ceiling enemies, as his value would increase. Shell Shot is an excellent move for the price, even though it's risky, because the bosses you'll probably want to use it against are usually large and easy to hit. Air Raid has its uses as well, though it can be pricey and I'd probably use Star Storm first.

Bow: The Boo princess joins you after forcing you to solve the riddle of Boo's Mansion. She is the third member who is president of a fan club- her own.
Regular Attack: Smack: Does more damage the more times you wiggle the Control Stick left and right, for a max of 4 HP. Max damage increases 1 HP with each level up. This is the strongest free attack of any of the party members, but it is one of hardest to pull off and doesn't work if the enemy has defense.
Special Attack: Outta Sight: Bow covers Mario and protects him from the next round of enemy attacks. Costs 2 FP, and Bow cannot attack next round.
Super Attack: Spook: Scares enemies away from battle if it works. Press A quickly to make it work better. Costs 3 FP.
Ultra Attack: Fan Smack: Works like Smack, but is stronger and more difficult to use. Causes 2 HP up to five times. Costs 5 FP.
Field Mode: Bow can cover Mario and make him transparent. If Mario's on a moving platform, he can use this technique to pass through certain obstacles. This can also be used to avoid guards. Moving or pressing Cv again cancels this ability.

Comments: At Regular and Super levels, Bow's basic attack power is unmatched, and at Ultra only Goombario can cause as much damage. However, Smack is a difficult attack to use to perfection, so you are likely to use Bow at less than full strength, especially after you grow tired from too much battling. Bow can attack any enemy on the screen, including spiked enemies, but can't deal with enemies that have even one point of defense. Fortunately, there are fewer of these than you might think, and as a result I tend to use her almost exclusively until Chapter Eight. Outta Sight, though not a damaging attack, is incredibly useful at times, though her other abilities probably won't see much use.

Watt: This young Sparky is very strong for her age, and it's surprising that she let herself become a prisoner in Shy Guy's Toy Box. Her mother must be quite formidable.
Regular Attack: Electro Dash: Does a base damage of 1 HP, and 3 HP for not releasing A until the blue bar hits the red light. Damage is regardless of enemy's defense. Max damage increases 1 HP with each level up.
Special Attack: Power Shock: Can paralyze an enemy. Press A quickly to make it more likely to work. Costs 2 FP.
Super Attack: Turbo Charge: Briefly increases Mario's attack power by 1. Press A whenever a red circle lights up to boost Mario's attack for up to four turns. Costs 3 FP.
Ultra Attack: Mega Shock: Can paralyze all enemies. Press A quickly to make it more likely to work. Costs 5 FP.
Field Mode: Watt can light up dark rooms and (somehow) make invisible blocks suddenly visible. Is she bright or what? Press Cv again to stop using Watt's Ability.

Comments: Watt is the most versatile member of the party because she can attack any enemy on the screen. Unlike Bow, her attacks go right through enemy defenses, so she can cause the same amount of damage no matter who or where the enemy is. Although her attack is not the strongest, it's one of the easiest to pull off. As a result, Watt is never a bad choice to use because she offers a nearly guaranteed amount of damage. The biggest drawback is that you probably won't get much use out of her special attacks. The paralyzing ones can be useful, but they probably won't work against that annoying boss. You can find a lot of cool hidden stuff by walking around with her in Field Mode, just make sure to get the Jump on any enemy that comes near.

Sushie: This Cheep Cheep grandmother isn't the president of any fan club as she hates the mischievous Fearsome 5 of Yoshi Village. Maybe someday someone will tell me what she's doing out of the water.
Regular Attack: Belly Flop: Does a base damage of 2 HP, with 1 HP more for not releasing the Control Stick until the light bar hits red. Damage increases 1 HP with each level up.
Special Attack: Squirt: Hold then tap A to keep it as close to the right end of the bar without touching it to cause up to 3 HP to an enemy. Max damages increases by 1 HP with each level up.
Super Attack: Water Block: Raises Mario's defense for up to four turns, depending on your ability to press A when the red circles light up. Costs 3 FP.
Ultra Attack: Tidal Wave: Damages all enemies 1 HP for each button you press in the sequence shown. Costs 6 FP.
Field Mode: Sushie can carry Mario off a dock and into the water. While in the water you can press Cv to dive a little deeper or to hop onto a dock.

Comments: Sushie is very useful in the volcano, where her water attacks are effective against the fire enemies, but otherwise I have never found an occasion to use her. Even in Jade Jungle, where she first joins you, Bow is clearly a better choice even though you'll need to do a lot of switching in and out because there's a lot of swimming to do. If you're really good at following a sequence, Tidal Wave could become a very powerful attack. Otherwise, stick with Parakarry's Air Raid. I guess you shouldn't expect a whole lot from a fish out of water.

Lakilester: This totally uncool Lakitu should get along well with Bow, since he is also the president of his own fan club. He has trouble remembering his own name and is a slave to his girlfriend in Flower Fields, but he has some decent attacks.
Regular Attack: Spiny Flip: Causes 3 HP if you position the cross hairs over the target enemy, none if you miss. Max damage increases by 1 HP with each level up.
Special Attack: Spiny Surge: Causes up to 3 HP to all enemies based on how quickly you press A. Max damage increases 1 HP with level up.
Super Attack: Cloud Nine: Makes enemies more likely to miss Mario. Works for up to four turns, based on your ability to press A when the red circles lights up, but is not surefire like Bow's Outta Site.
Ultra Attack: Hurricane: Press A as quickly as you can to blow away your enemies. Costs 5 FP to use.
Field Mode: Lakilester can carry Mario across dangerous surfaces such as spikes or lava. Pressing Cv ends the move.

Comments: Whoops, I was wrong. Lakilester's Spiny Flip, rather than Parakarry's Sky Dive, has the most difficult action command. I'm not sure what's so hard about it, but I often miss, though I have been getting better. It's a versatile attack that can hit any enemy, and if it were stronger I might be willing to take the risk, but it has nothing on Bow's Smack and Watt's Electro Dash is much safer. On the special attack front, Spiny Surge is a decent attack, but by this point in the game you should have enough FP to be able to afford Parakarry's more powerful Air Raid. Cloud Nine is attractive because it can last for several rounds and doesn't cost Lakilester an extra turn, but when the boss is sending a powerful attack my way I prefer Bow's guarantee. As for Hurricane, it surely isn't going to work when you'd like it to, and you don't get any Star Points that way. All in all, Lakilester is as lame as you always knew he was.
 

Introduction
Controls
**Party**
Enemies
Boss Guide
Items
Badges
Koopa Koot
Quizmo
Walkthrough

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