Paper Mario: The Thousand Year Door Walkthrough :
This walkthrough for Paper Mario: The Thousand Year Door [Game Cube] has been posted at 11 May 2010 by *daniel_archileda* and is called "Boss FAQ". If walkthrough is usable don't forgot thumbs up *daniel_archileda* and share this with your freinds. And most important we have 30 other walkthroughs for Paper Mario: The Thousand Year Door, read them all!
Walkthrough - Boss FAQ
-+-+-+-+ PAPER MARIO +-+-+-+- The Thousand-Year Door Boss Guide -+-+-+-+-+-+-+-+-+-+-+-+-+-+- =============== TABLE OF CONTENTS =============== Introduction [.1] Version History [.2] E-Mails and Whatnot [.3] General Boss Strategies [.4] Bosses [.5] Lord Crump (Prologue) [lrdcrmp1] Blooper (Prologue) [blpr] Two Bald Clefts (Chapter 1) [twbldclfts] Two Bristles (Chapter 1) [twbrstls] Gold Fuzzy (Chapter 1) [gldfzzy] Red Bones (Chapter 1) [rdbns] HOOKTAIL (Chapter 1) [hktl] Shadow Sirens (Chapter 2) [shdwsrns1] MAGNUS VON GRAPPLE (Chapter 2) [mgnsvngrppl1] Iron Clefts (Chapter 3) Bowser (Chapter 3) [bwsr1] Rawk Hawk (Chapter 3) [rwkhwk] MACHO GRUBBA (Chapter 3) [mchgrbb] ????? (Chapter 4) [?????] DOOPLISS (Chapter 4) [dplss] CORTEZ (Chapter 5) [crtz] Lord Crump (Chapter 5-ish) [lrdcrmp2] SMORG (Chapter 6) [smrg] MAGNUS VON GRAPPLE 2.0 (Chapter 7)[mgnsvngrppl2] Dark Bones (Chapter 8) [drkbns] Gloomtail (Chapter 8) [glmtl] Shadow Sirens (Chapter 8) [shdwsrns2] Sir Grodus (Chapter 8) [srgrds] Bowser (Chapter 8) [bwsr2] Shadow Queen (Chapter 8) [showqn] Optional Bosses [.6] Gus [gs] Clefts [clfts] Atomic Boo [atmcb] Embers [mbrs] X-Yuxes [xyxs] Bonetail [bntl] FAQ [.7] Special Thanks [.8] Goodbye [.9] =============== INTRODUCTION [.1] =============== This is my third GameFAQs guide. I noticed that GameFAQs had only one boss guide, so I decided to write this. Welcome. Are you struggling to get past a boss and need help? Need a strategy for future reference? Or are you just plain bored? I hope this guide can fix all your answers and needs, since that’s what it was created for. We’ll be going over the bosses of the game, big and little. I’ll cover their HP, attack, and defense first, then their attacks, then when you encounter them, then some strategy on how to defeat them. Finally comes a little history on what they are and where they’re from and all that. Cool? After the bosses and mini-bosses you have to tear through, though, come the bosses you can either choose to fight or have to fight if you do something wrong (in the case of the Clefts, Embers, and X-Yuxes). Bonetail is included, too, for those of you who gots ta know. Finally, THIS GUIDE CONTAINS SPOILERS. LOTS OF THEM. READ AT YOUR OWN RISK. Okay, all that aside, I hope you enjoy this guide. =============== VERSION HISTORY [.2] =============== -~Version .3 (7/11/08): Completed everything up to the “Gold Fuzzy” boss fight. (Well, MINI-boss fight.) -~Version .35 (7/12/08): Completed everything up to the first Shadow Sirens fight. (My sister put on that Nancy Drew movie, and I want to watch.) -~Version .48 (7/18/08): Completed everything up to the Macho Grubba fight, where I put down a few measly words. In my current game file, I’m, like, 5 seconds away from the dude, so I’ll battle him then. -~Version .65 (7/19/08): Completed the optional boss section and all bosses up to Cortez. Also fixed a few teeny errors and added the “encountered” parts to each boss to tell readers where and when bosses are encountered. -~Version .75 (7/21/08): Completed all bosses up to Magnus von Grapple 2.0. I also added the Embers optional boss fight. See, it’s really been awhile since I last played Paper Mario. So when I finally decided to start a new game file after many months of absence, I also decided to write this boss guide as I go since, well, a lot of the information I learned in the game has fallen out of my head…so I’ve got to replace it. If I had decided to write this much earlier, I probably would have it done in a day or so. But I didn’t. Deal with it. -~Version .78 (7/22/08): Added the X-Yuxes optional boss section and another “general boss strategy.” …What? I didn’t fight any other bosses today!! -~Version .95 (7/23/08): Completed everything but the Shadow Queen boss fight. Yes, I know. One measly boss fight. Wait ‘till another day, ‘kay? -~Version 1.0 (7/24/08): Completed the Shadow Queen boss fight, which means I am done with this guide. Yayness! -~Version 1.1 (7/28/08): Changed, like, five words and added that Supercheats and Neoseeker have permission to host this guide and are hosting it. -~Version 1.2 (8/29/08): Added some moves to Grodus and the Shadow Queen that Jessy Boudreau e-mailed me about. (Added Jessy to the special thanks section as well.) Also added another small guideline to the e-mail section that just occurred to me. -~Version 1.3 (10/30/08): Added a strategy to Macho Grubba that Kyle Joyce sent in which is an awesome strategy I had never thought of before. Added Kyle to the Special Thanks section as well. And, of course, I fixed a few typos here and there. -~Version 1.31 (5/5/09): I’m back after all this time! MysticGamer23 told me of a move Rawk Hawk does which I had never seen before. Thanks, buddy. And I added MysticGamer to the Special Thanks section. -~Version 1.32 (12/27/09): You know, there have been a lot of updates to this guide. Anyway, I’ve added a question and some minor corrections from other people. =============== E-MAILS AND WHATNOT [.3] =============== If you see any errors in my guide, want to use this guide on your website, or have a question relating to bosses, feel free to e-mail me! But, to make sure you know what will and what will not be accepted, I will put the rules and policies first. The e-mail comes after that. Here is what I would like you to e-mail me about: -~Questions. If you just keep dying on a boss, dagnabbit, or wonder if there’s a better strategy to be using or where to find useful items for bosses and how much they cost-- something like that--e-mail me. I will be happy to answer them. -~Errors. Did I say something that was wrong, or did I spell something incorrectly? E-mail me about it, and you will be placed in the special thanks section for helping to make my guide better. -~Suggestions for this guide. Think I should list another boss or mini-boss, or include another section? Got a strategy you want listed? If your side of the argument seems good, I may put something else up on this guide. -~If you want to use my guide. If you would like to use this guide on your website, e-mail me first for permission. If I see fit that it should be on your website, you will be allowed to host it. But this is copyrighted! It is mine! Those are e-mails that WILL be accepted. If, however, your e-mails contain the kind of content mentioned below, they will be rejected. -~Questions that have already been answered. Read the guide FIRST, then submit questions. Like I always say, if the question was answered here but you still didn’t understand it, say that you didn’t understand it in the e-mail. -~Questions unrelated to this guide. Don’t ask me, “How do I get through this room in the X-Naut Fortress?” That’s not my job here, is it? I’m here to answer all your questions on BOSSES, but this is not a walkthrough. -~Flaming. If you hate me, seethe where you are at home. I don’t need to know about it. -~E-mails with bad language. I make it a point to have all my guides swear-free, so even the smallest swear word in your e-mail will have it not posted in the FAQ section. “Sucks” is allowed, but no more. -~Pranks. Do not send me an e-mail where the only content is “kjduwncywhnuij.” That is useless. -~Sloppy grammar and spelling. Your e-mail won’t be rejected because of this, but it might not be posted just because I can’t read the darn thing. If you submit an e-mail, be sure to try and use the best spelling and grammar that you can. Be in-depth and specific, too, so I know what exactly to tell my readers. Alright, FINALLY we are to the e-mail. Hopefully you have read all the rules; I trust that you have. So, the e- mail is firstname.lastname@example.org. Got that? Also, remember to have the e-mail’s subject titled “PM Boss Guide.” To check out those people that have got this guide on their websites, see the Special Thanks section. If it’s your website that has this guide, you can also get a warm, fuzzy feeling by looking there. =============== GENERAL BOSS STRATEGIES [.4] =============== These are general tips for any boss fight, and they should help you stay alive. If you’re dying again and again on a boss, check here to see how you might live. USE ITEMS It’s pretty bad to be in a pickle and have nothing to defend yourself with. Your star power is empty. Your health is low. Your partner has fainted. You have 3 FP left. And, of course, no items. Items can attack multiple enemies at once, put them to sleep, heal yourself, buff yourself up, and more. Most major bosses are found at the end of “dungeons,” but let’s face it: If you’re dying repeatedly on a boss, it’s worth going back through the place to go stock back up again at your local item store. These dungeons are not exactly Legend of Zelda length, and you’ve already unlocked all the doors and gotten whatever items you might need to progress, so coming from the end back to the beginning of a dungeon won’t take that long. As a small hint, after Zess T. has her contact lens and the “legendary cookbook” from the trouble center ad, make her mix a Jammin’ Jelly and Ultra Shroom to create a Jelly Ultra, which restores 50 HP and 50 FP. Veeery nifty. USE THE PEEKABOO BADGE! One very special badge you can use is the Peekaboo Badge. What does this nifty item do? It allows you to see the enemy’s health without Tattling on them, so in boss fights you can save your partner’s turn by not Tattling on them. You have to get this badge from Dazzle down beneath Rogueport, in the small underground city area (where lots of civilized life is). It costs 7 Star Pieces to buy it, and only requires 2 BP to equip. Try it! EQUIP BADGES, PEROID The Peekaboo Badge itself is very nifty, but let’s not discount the oodles of other badges out there. Buy them at stores, grab cheap ones from a few defeated enemies, trade Star Pieces in for them…they have a lot of uses. Here are some badges you should definitely consider. The HP Plus and FP Plus badges up your HP and FP by 5, respectively. The Happy Heart and Happy Flower badges very slowly restore your HP and FP, again respectively. Offensive badges like Power Bounce and Power Smash can up your offensive power to give enemies a beating. Lucky Start--gotten only after defeating the Atomic Boo mentioned in this guide--starts you off in every battle being electrified, with slowly-restoring health or FP, being “dodgy,” and other things. (Those “lucky starts” only last for a few turns, though.) TRAIN UP! If you’re a level 5 facing off against Macho Grubba, results can be disastrous. For this reason, battle almost every enemy you see; if you’re low on health/FP/whatever or are in too much of a rush to get somewhere, you can pass them by, but it’s important to bash nearly every baddie you see so that you can level up and increase your health--great for long- haul battles and powerful enemies--FP--you can use more special moves, and thus more powerful and varied attacks with increased FP--and BP--you can put on more badges with more BP, which means more techniques to be used and more “life insurance,” if you know what I mean. TALK TO MERLEE If you get to the Rogueport Sewers by the pipe in east Rogueport, the first room there has Merlee’s building in the background. To get to it, use your second “curse” to slip through some bars and into a warp pipe otherwise inaccessible. Paying Merlee money can help you in various ways during and before future battles. For instance, she may appear during the enemy’s turn to decrease the damage you take, during your turn to increase the damage you give, after the battle to increase the coins you get, or after the battle to increase the amount of star points you get--very effective, the last one. Check ‘er out. USE FP-REQUIRING MOVES Using your pathetic ordinary Hammer during the battle with Hooktail won’t get you very far. Use FP-requiring moves, like Power Smash, to increase the damage you give. Power Bounce can let you bounce on the same enemy forever and ever until you miss an action command. That’d be nifty. Of course, you have to use those moves RESPONSIBLY. No point in using Multibounce on one enemy. Use them wisely. SAVE OFTEN If you die from a boss and the last time you saved was an hour and a half ago, it’s not good. You’ll find yourself WAAAAY back in the game, FAR from the boss, and very frustrated at having to redo much of your work. Take the game’s advice: Every time you see a Save Block, save! SUPERGUARD By pressing B just as the enemy’s attack hits you, you can either avoid all damage or turn the attack AGAINST them, depending on the attack. This is similar to a guard action command, but a little harder to do due to the more-precise timing needed. Mastering it can render you virtually invincible. If you turn the attack against them, you not only avoid taking damage, but do 1 point of damage back to the enemy. Neat. Practice up! UPGRADE YOUR PARTNERS See any yellow boxes with strange objects in them? Hit them, and they’ll give you Shine Sprites. What are these things? If you played Super Mario Sunshine, you’ll recognize ‘em instantly. (Come to think of it, is Isle Delfino dark again because they left?) If you pay three of these to Merlon the wizard in Rogueport (his house is the one right beside Prof. Frankly’s house to the left), he’ll upgrade one of your un- upgraded partners. After you get Bobbery, your Bob-Omb sailor partner, you can find an Up Arrow in Hooktail’s Castle, where the room with the huge spike trap was. Using this Up Arrow, you can upgrade an already-upgraded partner AGAIN. Sweet. Upgraded partners get another move, more attack power, and more HP. Double sweet. BE STYLISH!! If you do a move the “stylish” way, you earn more star power. To be stylish, press A at a certain time while performing a move. Nearly every move can be stylish. So, you may notice that just performing an ordinary moves yields precious little star power. But if you’re stylish, you may get up to eight times more star power, or something. A lot. That’s all you need to know. To start you off: When doing Mario’s ordinary jump, do the action command properly to jump again. At the peak of that jump, press A to belly-flop down onto the enemy. When Mario jumps back off, press A at the peak of THAT jump to perform another stylish move. Using an ordinary hammer attack, press A right after you bash the enemy with your hammer to do a back flip. Press A again right after landing to pose. There’s a guide here dedicated to stylish moves, so check it out for more information. =============== BOSSES [.5] =============== Actually, this section has both bosses AND mini-bosses. These are all the big dudes you HAVE to go through in the game; for those optional bosses you can fight whenever, check out the appropriate section. (Actually, Clefts aren’t really optional, but they’re forced on you if you do something wrong.) -+-+-+-+LORD CRUMP (PROLOGUE) [lrdcrmp1]+-+-+-+- -~HP: 5 -~Attack: 1 -~Defense: 0 -~Attacks: Body Slam. His body slam is just a simple run up and leap at the enemy. Easy to guard action command and Superguard. -~Encountered: Rogueport harbor, about 5 seconds into the game. -~Strategy: Oh, please. You’re going to have a WHOPPER of a hard time getting CLOSE to dying on this dude. Right off the boat, and you’re already squaring off against some punk. With an attack power of 1 and 5 HP, use your Hammer and Jump on him; you have no special abilities or items yet. Not even a partner (though you ARE saving Goombella from this guy). If you’re just starting the game and aren’t familiar with jumping action commands yet, use the hammer, since the action command to deal more damage there is considerably easier to do. -~History: Lord Crump is the right-hand man of Sir Grodus, who this game’s main villain, the head honcho, the big bad guy. Lord Crump overestimates his own strength and usually gets himself into more than he can handle. The X-Nauts he commands usually aren’t much better off than he is. He has a pretty stupid laugh (Buh! Buh! Buh huh huh!), and his catchphrase is, “And with that…Pow! I’m gone!” -+-+-+-+BLOOPER (PROLOGUE) [blpr]+-+-+-+- -~HP: 12 -~Attack: 1 -~Defense: 0 -~Attacks: Tentacle Whip, Ink Spray. When the Blooper is on the ceiling, it attacks with its two tentacles only. If one tentacle is gone, only one attacks. When it’s been knocked down, it attacks using an ink spray that hurts both you and your partner. -~Encountered: Rogueport Sewers, in the room with the ordinary pipe to Petal Meadows. -~Strategy: The Blooper hangs above the ceiling, so you can’t get it yet. To knock it down, you have to defeat its two tentacles. Each tentacle has 3 HP. The one in front is in the air, and the other is on the ground, so the first needs jumps to get and the second, either. Both tentacles will attack if both are present. After “defeating” both tentacles, the big body will fall down and be stunned. The next turn, it will recover--which is its turn. It will attack two more times, then go back up to the ceiling and have the tentacles return, so defeat it quickly! If you want to defeat both tentacles quickly and easily, you can use a Fire Flower if you have one. You should; you probably got one on the way to the Thousand-Year Door with Prof. Frankly. On a side note, if you beat the tentacle in the air first in the first turn, the Blooper will ask you if you think it tastes good. Your answer after that is up to you. -~History: Bloopers have been around for awhile. Normally sea creatures, recently these guys have been seen floating around in the air…like this one. They spray ink and attack with tentacles and are, overall, pretty ugly. According to the Tattle Log, this Blooper probably comes from the “western sea” based on its dialect. -+-+-+-+TWO BALD CLEFTS (CHAPTER 1) [twbldclfts]+-+-+-+- -~HP: 2 each -~Attack: 2 each -~Defense: 2 each -~Attacks: Ram. Ramming is just a slow charge headfirst into its enemy…you. Attacks the person in front only. -~Encountered: Shhwonk Fortress, first building. -~Strategy: Later in the game, two Bald Clefts at once is laughable. You fight FOUR MOON Clefts at once! But that aside, there are only one of two things you can do: Use a POW Block or Superguard carefully. (They’re impervious to fire, so no Fire Flowers.) There was a POW Block hidden in a bush near the entrance to this part of Shhwonk Fortress…did you find it? A POW Block will kill both in one hit. Superguarding is a slow and careful process, but you can avoid damage and deal 1 point of damage to your attacker. It’s pretty easy to Superguard Bald Clefts, too. -~History: Just another kind of Cleft, Bald Clefts fortunately have no spikes on top--hence the name--so jumping can be used, but it’s not practical since only Ultra Boots could deal any kind of damage at all, and you don’t have them at this point. These two disguised themselves as statues in the first part of Shhwonk Fortress until you check the pedestals they’re on. -+-+-+-+TWO BRISTLES (CHAPTER 1) [twbrstls]+-+-+-+- -~HP: 2 each -~Attack: 1 each -~Defense: 4 each -~Attacks: Spike Slam. The Bristle will approach slowly and stab you with the arrow-like thing on its side. -~Encountered: Shhwonk Fortress, second building. -~Strategy: Even worse than the Bald Clefts, Bristles can’t be jumped on without the Spike Shield badge and can’t be hammered, period, lest the spikes on their sides jut out and poke you. Now, your only hope is a POW Block. According to Trent Castro, Superguarding does not work here. I think you can avoid damage with it, but you just won’t return it. Just like the Bald Cleft battle, there was another hidden POW Block near the entrance to this second part of the Shhwonk Fortress. Also like Bald Clefts, these guys are impervious to fire, so using Fire Flowers is useless. -~History: As far as I know, Bristles are original to Paper Mario: The Thousand-Year Door. They are masters of defense: They are flame-proof, and the spikes on top of them and the big points in their sides prevent both jumps AND ground attacks from reaching them. Using the Spike Shield badge or items are important to winning. -+-+-+-+GOLD FUZZY (CHAPTER 1) [gldfzzy]+-+-+-+- -~HP: 10 (20 for Fuzzy Horde) -~Attack: 1 (5 for Fuzzy Horde--5 Fuzzies attack with 1 attack strength each) -~Defense: 0 -~Attacks: Body slam. The only thing this particular Fuzzy can do is ram into you with its body. It doesn’t even suck health out of you; be thankful for that. -~Encountered: Beneath Shhwonk Fortress, in the main room. -~Strategy: A pathetically easy mini-boss. It can’t even suck the energy out of you. I don’t recommend using FP- requiring moves, it’s that easy. It’s very easy to block with the guard action command and Superguard, so use it in excess. After taking damage, the Gold Fuzzy will summon a Fuzzy Horde to aid it. This Fuzzy Horde has 20 Fuzzies--thus, it has 20 HP. Don’t worry about the Fuzzy Horde; when they attack before the Gold Fuzzy, only five of them attack, and they do it one at a time. It’s really easy to block even with the Superguard (although the Superguard really does nothing to them). Focus your attacks on the Gold Fuzzy. The fight should be over in a grand total of three or four turns, and chances are you took no damage. -~History: Fuzzies are very annoying, extremely hyper parasites that attack by leeching onto a victim and draining its health to add to its own. Fortunately, Gold Fuzzies can’t attack by health-draining, but they have more HP than the average Fuzzy. According to Goombella, they are very rare. Gold Fuzzies are actually pretty creatures…if you can get past the crazy expression and hyper attitude. -+-+-+-+RED BONES (CHAPTER 1) [rdbns]+-+-+-+- -~HP: 5 -~Attack: 3 -~Defense: 1 -~Attacks: Bone Throw. This attack can hit either you or your partner. It does 3 points of damage, which can be potentially dangerous at the beginning of the game. -~Encountered: Hooktail Castle, in a room with dungeon cells. -~Strategy: The Red Bones is just a cranked up Dull Bones. There are some things that make it unique, though, and it’s not just the red color. The first is that, when all its buddies are gone, it can build another body from scratch. This takes one turn. Also, if there are other enemies on the field and the Red Bones has fallen, if the other enemies aren’t taken care of quickly enough, the Red Bones comes back to life. In this particular battle, there are four Dull Bones with it, the Red Bones being in the center. Use Koops’s Power Shell to wipe out all Dull Bones and slightly damage the Red Bones. If you have one, you might want to use a Fire Flower to not only eliminate all Dull Bones, but seriously injure the Red Bones as well. Whatever you want to do. Remember, though, that destroying all its buddies means that the Red Bones will probably build some more. You can continuously defeat what it builds for star points, which is a pretty good strategy. If it does build another army but you don’t want to use up all the time to get star points, take out the Red Bones first, then quickly destroy its spawn. -~History: There are four kinds of Bones in this game: Dull Bones, Red Bones, Dry Bones, and Dark Bones. The Red Bones is a mini-boss and is only found twice in the game (the first time being a mini-boss fight, the second being a normal fight to solve a puzzle in the Palace of Shadow). The second- strongest of the Bones, Red Bones are still pretty weak. The typical Bones concept of getting up and fighting again when knocked down starts with the Red Bones. -+-+-+-+HOOKTAIL (CHAPTER 1) [hktl]+-+-+-+- -~HP: 30 (20 at first, recovers 10 later) -~Attack: 5 -~Defense: 1 -~Attacks: Fire Breath, Hand Slam. The Fire Breath attack blasts both you and your partner, so be careful. The Hand Slam can, I believe, be aimed at your partner if Hooktail so chooses. -~Encountered: Hooktail Castle, big room on the top of the castle. -~Strategy: It’s mentioned twice sometime before the fight, not counting if you choose to Tattle on ol’ Hooky, that Hooktail fears things that start with “cr” and end with “icket.” Meeting the thief Ms. Mowz gives you a bigger hint, saying that there’s a badge in Hooktail Castle that sounds like a cricket. You might recall seeing a badge with a musical note on it in a dungeon cell next to the room with the black chest. That’s the Attack FX R badge. It requires 0 BP to equip, and it makes your attacks sound cricket-like. To get into the cell it’s in, use your newly-acquired second “curse” to slip between the bars. So, if you find that badge, Hooktail’s attack and defense will drop drastically, allowing you to have an easy fight. Use the Power Smash hammer attack on Hooktail’s foot with Mario. You can use either Goombella or Koops; doesn’t really matter which, although Koops has better defense. You can choose to attack either Hooktail’s head or foot. Once you knock Hooktail’s HP down to 0, it’ll try and trick you into sparing its life by asking if you want a thousand coins, a rare badge, and, um, sniffing the bottoms of its feet…if you say yes to any of them, Mario will run up and hold his hands out expectantly. What he’ll get is a big bite from Hooktail that does 5 damage. So obviously, say NO to all of Hooktail’s lame offers. Whether you say yes or no, Hooktail will pretend to go away, then charge back in and eat half the audience to recover 10 HP. You no longer recover star power, so you and your partner hop down and continue to bash away at the remaining 10 HP just like you did before. -~History: Right before the battle with Gloomtail, it is mentioned that Hooktail is actually female. Hooktail is the youngest of three dragon siblings: Hooktail, then Gloomtail, and finally Bonetail (who happens to be so old, he’s made of bones). Hooktail got bad food poisoning from eating a cricket long ago, which is the reason she gets so sick from hearing cricket chirps. -+-+-+-+SHADOW SIRENS (CHAPTER 2) [shdwsrns1]+-+-+-+- -~HP: 10 (Vivian), 12 (Marilyn), 9 (Beldam) -~Attack: 1 (Vivian), 2 (Marilyn), 1 (Beldam) -~Defense: 0 each -~Attacks: - Vivian: Shade Fist, Fiery Jinx. (Real names of her moves, by the way.) Shade Fist can hit anybody, anywhere. It only does 1 damage. Later into the fight, Vivian will use her Fiery Jinx, which does 1 damage to both you and your partner. - Marilyn: Hand Smash, Lightning. Marilyn can attack either you or your partner with the Hand Smash. The Lightning attack hits both you and your partner. - Beldam: Hand Slap, Blizzard, Partner Power-Up, Enemy Shrinkage. The Hand Slap is a simple move which does 1 damage and can hit anyone. The Blizzard moves nails both you and your partner. Beldam can super-size her partners to increase their attack power and shrink you to decrease yours. Be careful. -~Encountered: Boggly Woods, not far from the ordinary pipe leading to the Rogueport Sewers. -~Strategy: The first time you tangle with the Shadow Sirens. They’re pretty easy, so fear not. Marilyn is the most powerful here, so you might want to take her out first. Then again, if you take the weaker ones out first, you have less enemies attacking you. Try taking care of Beldam first, the old hag in the back; that way, no more ginormous Marilyn or shrunken Mario. Vivian’s not much of a problem, so work on Marilyn next. Just beware of her powerful hand smashes and lightning strikes, ‘cause they hurt. Sure, maybe not as much as riding on a bicycle without a seat, but they hurt. (Not my line, that was taking from the movie The Naked Gun 2½. Funny movie. Go see it.) Vivian is the second-weakest…and, come to think of it, the second-strongest. Whatever. Probably the smallest threat, so you should be able to take her out with ease. You should have the Special move Earth Tremor, so if you’ve got the star power for it, you can give them all a thrashing with it. Or, use Koops’s Power Shell to swipe ‘em all at once with a weaker move. Come to think of it, using both a fully-powered Earth Tremor and a fully-powered Power Shell could render them all helpless in