Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Saturday, September 22, 2007

Kent C. Koopa Strategies
by jdaster12.8

Upon many others annoying traits, what I consider the most annoying thing about Kent c. is that he can knock out your partner.

The solution to this is incredibly simple: Use Chill Out to render him unable to do this for 3 turns! (and it also decreases his jump power by a nice amount, too. :))

Then, I suggest you use Power Plus x2, All or Nothing, D-Down Jump and Bow's Fan Smack (on Kent C.'s tail) to take him out before his AP returns.

This requires a minimal amount of HP, 18BP, 2SP, 26FP and a double-upgraded Bow.

Getting the required FP and BP may take a while, but this is definitely the quickest and most guaranteed way to beat him.

Friday, August 31, 2007

Paper Mario: The Ultimate No-Damage Plan
by jdaster12.8

This plan, if executed correctly, can reduce damage taken to virtually nothing.

When you start the game, play as you normally would all the way through chapter 4
EXCEPT YOU MUST NOT LEVEL H P UP AT ALL.

If you need extra H P, level up your B P instead, then put on one (or two) H P Plus Badges.

During the post-chapter-4 Peach's Castle intermission, go to the room on the far right on the bottom floor and collect the Last Stand Badge, then put this in the Magical Treasure Chest upstairs. (if you have not put Power Rush in it as well, do so now)

Once you take control of Mario again, go to Merlow's house and take the badge out of the other treasure chest.

Following this, go and talk to Chet Rippo (the odd-looking guy next to Harry's shop in SW Toad Town) and 'upgrade' your F P or B P (pref. B P).

Doing this will increase that stat by 2x a level-up, and decrease the others by one level's worth.
Thusly, if you take off any H P Plus badges, you will have a max H P of 5.

Once this has happened, all 'Danger' badges will always take effect.

Putting on 'Last Stand' will make you take half damage from everything and Defend Plus, P-Down D-Up, and Damage Dodge badges will add to the effect.

Putting on the 'H P Drain' badge will take away 1 A P, but will restore H P with every hit Mario does to an enemy (max of 5)

Power Rush and Close Call also take effect all the time with these badges on.

Putting on all of the aforementioned badges will increase your D P by 2 (5 if guarding) plus the 1/2 effect, keep your A P the same, make enemies sometimes miss, and allow you to collect H P from Mario's attacks. (Assuming you use both Damage Dodge badges, this requires 20 B P).

NOTE: The biggest problem with this plan is once Mario gets to be a level-19, he will have to level up his H P.

P.S. However, you'll never have to use an item restoring more than 5 H P while this works!


Tuesday, July 10, 2007

Paper Mario Boss Strategies: Amazy Dayzee
by jdaster12.8

NOTE: To calculate EXP given, subtract Mario's level multiplied by 0.5 from the given amount.



Amazy Dayzee: 20 HP, 20 AP, 1 DP, 50 EXP

Needed: ?? BP, up to 10FP



Using Watt at Ultra Rank will result in 5 damage, but some 3-FP partner moves will cause 6.

Mario will need to take out the remaining 14-15 HP in one turn, so first-striking is nearly essential, as well as several AP-enhancing badges.



There really is no best way to take out this HP, but a D-Down Jump or Mega Jump/Smash will reduce it immensely. Using a Mega Rush-enhanced jump while in Peril, however, guarantees 10+ damage if the action command is executed correctly.