Hello! This page is solely edited by Rocky (t∣b∣c), unless previously negotiated. Please don’t edit this page unless it’s a minor spelling or grammar issue. That said, please leave your thoughts in the comments. Criticism is very appreciated! Also, it goes without saying, but this wiki is fanon and whatnot. Have a good time on Paper Luigi: The Watch of Eternity/Tattle Log! |
Legend[]
- If the enemy’s name is italicized, it's a mini-boss. For example: Red Bones
- If it’s bolded, it's the chapter boss. For example: Bowser
- If it's both bold and italicized, it's an optional boss. For example: Petey Piranha
# | Enemy | Moves | Location | |
1 | This is a Goomba! These guys are pretty common enemies--you've stomped a lot of these, right? I probably don't need to go too in-depth here. Max HP is 2, Attack is 1, and Defense is 0. I'll say this, though, these guys would be good to practice your Superguards against! Just press B the moment they land on your head. If you haven't taken it out by the time it attacks, of course. |
Headbonk | Moretime Underground Reanaissancica Road Mt. Himalay | |
2 | It's a Goomba with wings! Also known as a Paragoomba--or Goombus Flighticus, in the scientific spheres. Max HP is 2, Attack is 1, and Defense is 0. Okay, you caught me, I completely pulled that Latin name out of my shell. But hey, you'd have no way of knowing I lied, right? I'm the smartest guy in the room right now! Whatever, just jump on this guy and his wings will fall off. |
Dive | Moretime Underground Renaissancica Road Mt. Himalay | |
3 | It's just a typical Goomba, but with a spiky hat. Max HP is 2, Attack is 2, and Defense is 0. You know, I never thought the day would come when I'd tell you to strategize against a Goomba, but here we are. Don't you dare jump on this guy, and don't you dare tell me to jump on him. Unless you have a strategy that involves getting yourself poked in the foot, just use your hammer. |
Headbonk | Moretime Underground Renaissancica Road Mt. Himalay | |
4 | It's a Gloomba! Seems like the entire lack of oxygen down here in the pit caused this little guy to go completely blue. What a bummer. Max HP is 7, Attack is 3, and Defense is 0. It's just a typical Goomba, just with some more durability than we're used to. Don't overthink it, just wail away on him. And remember to keep Superguarding! That Attack stat can be nasty if you aren't careful. |
Headbonk | Pit of 100 Trials | |
5 | This is a Paragloomba! You probably guessed it, it's just a Gloomba floating in the air. Max HP is 7, Attack is 3, and Defense is 0. Just like its aboveground sibling, all you've gotta do is jump on it until it goes down. Once you hit it, its wings fall off so you can attack it from the ground. You think these guys can grow their wings back after we knock them off? Just something to think about. Or...don't. Geez, I just grossed myself out there. |
Dive | Pit of 100 Trials | |
6 | It's a Spiky Gloomba! Just your average Goomba, but wearing a red spiky hat and contaminated with blue underground gases. Gross. Max HP is 8, Attack is 4, and Defense is 0. This guy's a little smarter than the other Goombas we've faced. He's learned how to throw his spiky hat at us like a boomerang. If we don't Superguard it, it'll do damage to both of us twice. Keep your eyes open this time, Luigi! |
Headbonk Spike Boomerang |
Pit of 100 Trials | |
7 | This is a Hyper Goomba! These green guys are a force to be reckoned with. Max HP is 7, Attack is 3 but can be cranked up to 8, and Defense is 0. Yeah, that's their gimmick. They're able to charge and boost their attack power to ridiculous heights. It's scary, sure, but at the end of the day, it's just a Goomba. Just do your thing and these guys will be a piece of cake. |
Headbonk Charge |
Bompeii Outskirts Grumble Road | |
8 | We've got ourselves a Hyper Paragoomba! It's just a flying variant of our standard Hyper Goomba...which is a green variant of our standard Goomba. I don't get it either. Max HP is 7, Attack is 3 but reaches 8 when charged, and Defense is 0. Just like the grounded Hyper Goombas, these freaks are able to take a turn charging their attack. Just take it out before it can do that. |
Dive Charge |
Bompeii Outskirts Grumble Road | |
9 | This is a Hyper Spiky Goomba! Kind of a mouthful...fun fact, in the book it just says H.S. Goomba. Max HP is 8, Attack is 4 but can go up to 9 when charged, and Defense is 0. These guys are naturally tougher than the other Hyper Goombas what with the spike on their head. Work around that sharp hat and take them out before you're impaled or something. I believe in you, greenie! |
Headbonk Charge |
Bompeii Outskirts Grumble Road | |
10 | This is a Tanoomba! It's almost a normal Goomba. Seems like it's gotten its hands on a Super Leaf and got a Tanooki tail. Oh wait, hands...duh. Max HP is 6, Attack is 3, and Defense is 0. It'll still headbonk you, but it'll mostly attack with its tail. If it's paired up with a shelled enemy like a Buzzy Beetle, it'll fling the shell at you! Better practice those Superguards, they'll need to be precise against these fellas. |
Headbonk Tail Swipe |
??? | |
11 | This is a Bone Goomba! Seems to be a Gloomba wearing a skeletal mask of another Goomba. Pretty unsettling... Max HP is 10, Attack is 5, and Defense is 3. Something about that helmet absolutely cranks this guy's defense through the ceiling. If you use a strong enough fire attack, you just might be able to melt that skull and drop his defense back to 0. Good luck! Watch out for his bite attack! |
Headbonk Bite |
??? | |
12 | It's a Headbonk Goomba! Look, I don't make the rules here, it's a Goomba that loves headbonking even more than other Goombas. Max HP is 12, Attack is 3, and Defense is 1. This guy's gimmick is the Multibonk! Every time he attacks, he'll jump on your head anywhere from three to five times. He also might switch up who he's bonking on midway through, even if you Superguard. Maybe break out a special move to take him out quickly. |
Multibonk | Pit of 100 Trials | |
13 | This is a Green Koopa. You can distinguish the dangerous Koopas from the friendly Koopas with their sunglasses! Neat! Max HP is 3, Attack is 2, and Defense is 1. These guys are honestly pretty harmless. If you jump on them or use some kind of quake item like a POW Block, they fall on their backs and can't attack for a couple turns. Mow them down, Luigi! Let's get these freaks shell-shocked! |
Shell Shot Get Up |
Renaissancica Road | |
14 | This is a Red Koopa. It's almost identical to its green-shelled cousin...just a hair stronger. Max HP is 4, Attack is 2, and Defense is 1. These guys are a little more tactical than the green Koopas. They'll mostly just shoot their shell at whoever's in front, but they might also go flying into both of us. Keep your eye out, and flip them over ASAP! |
Shell Shot Power Shell Get Up |
Renaissancica Road | |
15 | This is a Paratroopa! Just a Red Koopa who grew some wings out of his shell. Max HP is 4, Attack is 2, and Defense is 1. Taking down a Paratroopa is just as straightforward as taking down a grounded Koopa. The only hitch here is, you guessed it, it's in the air. Just stomp on it and the wings fall off. Do you think it hurts when they fall off? I don't think I really wanna know the answer... |
Dive | Mt. Himalay | |
16 | This right here is a Dark Koopa. It's dark because it's almost always found in dark, dark places. Max HP is 8, Attack is 4, and Defense is 2. They're almost just standard Koopas, but their stats are doubled. Plus, if it gets on the ropes, it's able to do a spin attack to inflict a status condition for a few turns, either dizzy or confused. It's a tricky move to guard, so you might wanna hide from that one. I know I do! |
Shell Shot Dizzy Tornado Get Up |
Pit of 100 Trials | |
17 | This is a Dark Paratroopa! It's a Paratroopa that thrives in the dark, damp underground. Kinda like me! Max HP is 8, Attack is 4, and Defense is 2. Fun fact, a jump attack will still knock it to the ground and flip it over even if you can't pierce through the defense. You might've known that already, but the book is acting like it's this crazy cool fact that everyone needed to know. |
Dive | Pit of 100 Trials | |
18 | We've got ourselves a Shady Koopa. Something makes these guys shadier than the other shades-wearing Koopas, but I can't pin down what it is. Max HP. is 8, Attack is 3, and Defense is 1. ...Oh, I found it! When they're flipped over, they can do a Power Shell move and tear through both of us! It's a 7 Damage attack, so maybe try and take them out immediately after flipping them over. |
Shell Shot Power Shell Get Up |
Wario's Colosseum Pit of 100 Trials | |
19 | This right here is a Shady Paratroopa. It's got the same gimmick as a grounded Shady Koopa, but this one's in the air. Max HP is 8, Attack is 3, and Defense is 1. I'd suggest that you try and keep these guys in the air as long as you can. When their wings fall off, they're just like a normal Shady Koopa and can tear through both of us for 7 damage when flipped over. So, uh, be careful. |
Dive | Wario's Colosseum Pit of 100 Trials | |
20 | This is a niche one! We're face to face with a KP Koopa, a race of Koopas specifically dedicating their lives to fighting. Max HP is 5, Attack is 3, and Defense is 1. They're a little more tactical than other Koopas we've seen before. Not only do they send their shell into the guy in front, they also have their own Power Bounce and can hop on top of one of us up to five times. Flip them over, quick! |
Shell Shot Power Bounce |
Wario's Colosseum | |
21 | Hoo boy, we've found ourselves face-to-face with a KP Paratroopa. Can't believe there are still more Paratroopas we haven't seen before. Max HP is 5, Attack is 3, and Defense is 1. With their wings on, KP Paratroopas act the same as other Paratroopas. Koopas in the air are pretty much one-trick ponies, it seems. Or...one-trick turtles? Whatever, just knock its wings off if you want an interesting battle. |
Dive | Wario's Colosseum | |
22 | This is a Koopatrol! These guys are some of the highest elites in the Koopa Troop. Max HP is 6, Attack is 4, and Defense is 2. These act nothing like standard Koopas. They've been coated in excessive armor and have been trained in spiky combat. Don't jump on him unless you have a way to deal with spikes! And take him out quick; when his health is low, he might call in another Koopatrol. |
Headbutt Charge(+3) Get Up |
Bowser's Castle Pit of 100 Trials | |
23 | If you thought Koopatrols were top of the food chain, think again, nerd! Dark Koopatrols are the real head honchos in the Koopa army, right under Bowser and Kammy themselves. Max HP is 25, Attack is 7, and Defense is 3. Yeah, these guys are the real deal. They behave very similarly to normal Koopatrols, but they can also Power Shell through both of us. They can also hide in their shell and withstand literally any attack. Don't let up! |
Headbutt Charge(+3) Get Up Power Shell Hide |
Bowser's Castle Pit of 100 Trials | |
24 | This is a Dull Bones! Incredibly old skeletons of Koopa Troopas...what a bummer. Max HP is 2, Attack is 1, and Defense is 1. They primarily attack by throwing bones at you. Honestly, these guys are so brittle, it shouldn't be too hard for you to take them down. Just make sure you know how to get through that defense! |
Bone Throw | Mt. Himalay Pit of 100 Trials | |
25 | This is a Dry Bones. These guys are more freshly dead than Dull Bones, so they've got a bit more durability. Max HP is 8, Attack is 5, and Defense is 1. Their attack patterns are roughly the same as Dull and Red Bones, so it's nothing you haven't seen before. But you've gotta make sure you can withstand their stronger attacks. And remember, if you take too long to kill everybody, they'll revive themselves. Take them out with fire or an explosion! |
Bone Throw Revive Build another Dry Bones |
Dry Empire Timelock Pit of 100 Trials | |
26 | We've got ourselves a Red Bones here! These are some of the elite undead warriors. Max HP is 5, Attack is 3, and Defense is 1. These guys act the same as Dull Bones, though they've got a little more durability. If we take them down before everyone else, they'll just remain on the ground lifeless for a couple turns, then come back into action. Take them out with fire or an explosion to get rid of them permanently! |
Bone Throw Revive Build another Dull Bones |
Mt. Himalay | |
27 | It's Dark Bones! Easily the most ferocious undead foe we've faced. Max HP is 25, Attack is 8, and Defense is 2. Yeah, it's a massive difficulty spike from your standard Dry Bones. Speaking of spikes, check out the guy's nose! Stomping on that will seriously hurt your foot. They've got all the same mannerisms as Dry Bones, as well as the ability to charge their attack from 8 to 11. Take your time, fight carefully. We can do this! |
Bone Throw Revive Build another Dry Bones Charge |
Timelock Centennial Mountain | |
28 | This is a Lakitu! They're Koopas who sit in clouds and throw Spinies at their enemies. Max HP is 6, Attack is 2, and Defense is 0. You can't hammer these guys. Obviously. Your best bet will be to jump on them or use an item. Unless they're holding a balled-up Spiny above their head, in which case jumping will hurt. They'll throw Spinies to attack, or occasionally drop them on the ground to join the fight. |
Spiny Throw | Wario's Colosseum Pit of 100 Trials | |
29 | This is a Dark Lakitu! Ruthless, flying thunderheads who'll stop at nothing to rain on our parade. Max HP is 15, Attack is 6, and Defense is 0. They mostly behave similarly to our standard Lakitus, but they also have the ability to charge up electricity like Ruff Puffs. That electric attack actually does 9 damage to both of us! So, ideally, take them out before they can do that. |
Spiny Throw Charge Electricity Lightning |
Pit of 100 Trials | |
30 | Dr. Lakistein | All right, Luigi, this is your very first battle. Of course it's against the guy who's held me hostage in his cloud for years. This is Dr. Lakistein, who you seem to have angered by doing nothing wrong whatsoever. His max HP is 5, Attack is 1, and Defense is 0. This should be straightforward. He'll throw Spinies—like me!—to attack you. But don't worry, I'll tell you when to press A or B to guard against them. Just jump on him a few times, and hammer him when he floats to the ground! |
Spiny Throw | Moretime City |
31 | It's me! Well, kind of. It's probably a cousin of mine or something. We Spinies all come from the same mother cloud, after all...I'm kidding! Max HP is 5, Attack is 2, and Defense is 3. Your best strategy for fighting my cousin will be to flip him over. His defense is wicked high, so any base attack you do before flipping him will be pretty pointless. And, obviously, don't jump on him. That would be dumb. Oh, one more thing! If he rolls up into a ball, he's impenetrable. Any attack will be pointless. Maybe I can do that, too...we'll have to try it out sometime. |
Roll Ball Up |
Wario's Colosseum Pit of 100 Trials | |
32 | This is a handsome l'il Sky-blue Spiny! He's in the upper echelon of the Spiny community, thrown exclusively by Dark Lakitus. Man, what I would've given to get that kind of treatment instead of Lakistein...ahem... Max HP is 8, Attack is 6, and Defense is 3. Functionally, these guys act the same as ordinary Spinies. They're just a lot tougher. Hey, have you ever met another Spiny with a yellow shell? Or am I the only one? I'm the only one, right? It's weird! |
Roll Ball Up |
Pit of 100 Trials | |
33 | This foot soldier in front of us is a Hammer Bro! It's just a Koopa wearing kneepads and holding an arsenal of hammers. Good for him, I guess. Max HP is 6, Attack is 3, and Defense is 0. Yeah, you guessed it, this guy loves to attack us with hammers. Lots of hammers. Occasionally he'll walk right up to us and smack one of us, but mostly he'll throw it from far away. When his HP gets low, he'll throw three hammers at once. You can't flip him over like other Koopas, so strategize well. |
Hammer Whack Hammer Throw Three Hammers |
Wario's Colosseum Wario's Gold Mine Centennial Mountain | |
34 | This is a Boomerang Bro! They operate very similarly to Hammer Bros, but they fight exclusively with boomerangs. Who would've guessed. Max HP is 7, Attack is 3, and Defense is 0. These guys are little tricksters, little jokers. Ooh, they think they're soo funny. Well, guess what? They ain't. Sure, their boomerangs might go through both of us to damage us both twice, but if you superguard the Boomerang, it flies back and hurts him twice! Outsmart him, greenie! We're better than him! |
Boomerang | Wario's Colosseum Wario's Gold Mine Centennial Mountain | |
35 | This is a Fire Bro! We've faced his little brothers enough times to know what to expect: he throws fire! So interesting. Max HP is 7, Attack is 3, and Defense is 0. It's tough to know which of us he's targeting. But watch his eyes. If they get a green shimmer for a split second, he's coming for you. And like Hammer Bros, once his HP is low, he'll throw lots of fireballs our way. Other than that, just guard the fireballs so you don't get burned. That would be pathetic, even for you. |
Fireball | Grumble Road Grumble Volcano Centennial Mountain | |
36 | You'll never guess what interesting enemy we're facing now! Guess who?! It's an ICE BRO!!! I'm so done with these idiots. Max HP is 8, Attack is 4, and Defense is 0. Their behavior is identical to Fire Bros. Shocker, I know. Try to keep up. Actually, more specifically, try to guard the snowballs he throws. If you don't, you'll be frozen and can't move for a few turns. That's even lamer than getting burned, lame-o. |
Snowball | Dayzinn Badlands Centennial Mountain | |
37 | This behemoth of a man is a Sledge Bro! He's actually different from the other Bros we've fought! That alone makes me glad to be fighting him...although he is tough. Max HP is 15, Attack is 6, and Defense is 0. He's a bulky hunk of a man. Not only will he throw lots of hammers our way, but he'll also ground pound one of us for lots of damage. If you don't guard it, you'll be immobilized for a turn. Take your time, plan your attack well. Don't wanna slip up this far in! |
Hammers Ground Pound |
Pit of 100 Trials | |
38 | This little goober is a Buzzy Beetle! He's a beetle that, uh, buzzes around. Wait, why is it called buzzy? Anyways... Max HP is 5, Attack is 2, and Defense is 4. Their shells are mighty tough. You aren't gonna break through that very easily. Your best bet is to jump on him or shake the stage and get them to flip over. Their buzzy little tummies are completely defenseless--though they get back up the turn after you flip 'em Seriously, I'm gonna do some research into this. Stay tuned, greenie. |
Shell Toss Get Up |
Moretime Underground Pit of 100 Trials | |
39 | This is a Parabuzzy! You guessed it, genius, it's a Buzzy with a pair'a wings. Clever! I guess. Max HP is 5, Attack is 2, and Defense is 4. Yeah, those are the same stats as grounded beetles. Same old song and dance, If you jump on it, the wings will fall off. Then you can flip it over using a good old fashioned Quake Hammer or something. I dunno, you'll figure something out. Hopefully. |
Dive | Pit of 100 Trials | |
40 | It's a Spike Top! Because these guys are too cool to be called "buzzy," dang it! Show some gosh darn respect! Max HP is 5, Attack is 3, and Defense is 4. Almost the same stats as the ordinary Buzzy, but their attack is a little more threatening. Probably because of the spike, I guess. Not only does he do a classic shell toss, he also leaps onto us spike-first for some extra damage. Don't you dare step on him, you masochist. If you have a quake item or a special move at your disposal, give it a whirl. |
Leap Shell Toss Get Up |
Pit of 100 Trials | |
41 | This little bugger is a Spiky Parabuzzy. I'll be honest, this is the scariest buzzer we've seen yet. Max HP is 5, Attack is 3, and Defense is 4. You may have noticed that you can't step on him because of that dang spike. Unless you've got some sturdy iron shoes on, you can't flip him over or knock off his wings with the usual jumpy strategy. Play around with some strategies, I bet you'll come up with something halfway decent. You always do, sometimes. |
Dive | Pit of 100 Trials | |
42 | This little gremlin is a Red Buzzy Beetle. Believe it or not, this guys are so much more threatening than the standard blue buzzy. Max HP is 13, Attack is 6, and Defense is 5. Yeah, those stats are stacked through the roof. Didn't know a coat of paint could do that much to a person's health, but here we are. It's the same genral principle as standard beetles; jump on him, flip him over to do damage. But these guys will get back up and attack in the same turn! Don't let that catch you by surprise! Superguard their shell toss, even though it's faster than usual! |
Shell Toss Get Up |
Centennial Mountain | |
43 | This Red Parabuzzy, like the grounded Red Buzzy, is a heck of a lot stronger than the ordinary Buzzy. Brace yourself. Max HP is 13, Attack is 6, and Defense is 5. You wanna hear the really chaotic part of this guy? The wings...don't fall off. Yeah, they fly now. And they never stop flying. You'd better have some halfway decent piercing attacks or special moves up your sleeve. If you were banking on jumping on this kid to death, it's not gonna work. |
Dive | Centennial Mountain | |
44 | We've got ourselves a Red Spike Top. You thought the blue Spike Top was a threat? Ha! You ain't seen nothing yet, kid. Max HP is 15, Attack is 8, and Defense is 5. This guy's a menace. Honestly, though, you've fought ordinary Spike Tops before. The strategies you used there should work. I will say, though, that they'll get up and attack on the same turn after you flip them over. Don't bank on having a turn with no damage from them, because they're out for blood..................is that why the shell is red?! Yikes! |
Leap Shell Toss Get Up |
Centennial Mountain | |
45 | That's a Red...Spiky...Parabuzzy. What a mouthful. Can't these freaks get shorter names? Make my life easier! Max Hp is 15, Attack is 8, and Defense is 5. These fellas are no joke. Hopefully you figured out how to handle the blue version of these guys, because you're gonna need the know-how. You can knock their wings off, unlike the spike-free Parabuzzy. If that helps you, good. If not, uh, don't shoot the messenger. Or don't let them shoot me. What I'm saying is take these guys out before they end all of our games. |
Dive | Centennial Mountain | |
46 | This young man is a Spike! Say hi to Spike! Max HP is 7, Attack is 3, and Defense is 0. Spikes tend to attack by throwing giant spike balls. When their HP gets low, they'll throw lots of spike balls in a row trying to barrage us. Superguarding a spike ball will knock it right back to them! If you hammer them while they're holding a spike over their head, it'll fall onto their head and make them dizzy! Dang, these guys are chumps. |
Spike Ball | Egg Island Centennial Mountain | |
47 | This is a Snow Spike! It's very similar to ordinary Spikes, but they're entirely themed around snow and snowballs and whatever. Max HP is 8, Attack is 2, and Defense is 0. Their attack patterns are the same as Spikes, but it's giant snowballs. So rather than dealing more damage, their snowballs are more likely to freeze us when they hit. Hammering the snowball won't make them dizzy, and you can safely jump through the snow onto their head when they hold it above them. Have fun here! Keep a...cool demeanor! |
Snowball | Dayzinn Badlands Centennial Mountain | |
48 | This is a Clubba, a distant relative of the Spike! Check out their club! Max HP is 12, Attack is 7, and Defense is 0. These guys are weird. When the battle begins, they are completely and absolutely asleep. But once you attack them, they wake up and attack relentlessly. That club of theirs is no joke, even though it makes them look pretty goofy. Keep your guard up! |
Club | Centennial Mountain | |
49 | That’s a Shy Guy. These goobers are pretty mysterious. No one’s ever seen what’s behind their mask and survived…or have they?? Max HP is 6, Attack is 3, and Defense is 0. Their attack patterns are tricky to learn but easy to master. They’re very jumpy. All you’ve gotta do to take ’em down is…take ’em down! |
Tackle Acrobatic Leap |
Moretime Underground Wario's Gold Mine | |
50 | This is a Sombrero Guy! It’s a Shy Guy wearing a sombrero. I know this is a lot to take in, just breathe. Max HP is 7, Attack is 3, and Defense is 1. Apparently their hat gives them some added durability. They can also use it to attack us, throwing it like a boomerang. Don’t lose your head, Luigi! Because if you do, how will you wear a sombrero? |
Tackle Sombroomerang |
Booza | |
51 | This is a Pyro Guy! It’s still a Shy Guy, but it’s completely encompassed in fire. Max HP is 8, Attack is 4, and Defense is 0. Their big gimmick is being made of fire, as you might’ve guessed. Trying to jump on him will hurt a lot, as you might’ve guessed. But legend has it that there’s a badge hidden in this cave somewhere that’ll let you do more damage to fiery enemies like him. Maybe if we help some of the Chuckyas, we’ll find it! |
Tackle Fire Spray |
Grumble Volcano | |
52 | That’s a Spear Guy! They’re native to jungles and really act the part. Max HP is 8, Attack is 5, and Defense is 0. These are some of the toughest Shy Guys out there. That Attack stat is already gruesome, but they’re able to charge and crank it up to 9! Keep your guard up! Don’t get spearfished! |
Spear Jab Spear Throw Charge |
Egg Island Scramble Hill | |
53 | This is a Snifit! They’re Shy Guys with guns for masks. So, you know, vicious little buggers. Max HP is 8, Attack is 3, and Defense is 0. Snifits tend to attack by firing pellets at us. They may shoot up to five in a row, and they may switch up which of us they attack. Kinda like the Hammer Bro family, Snifits get a little glint of green in their eye when they’re about to attack you, Luigi. Don’t hold back! Let’s take these guys down before they can become game show hosts! |
Tackle Fire Round (a random amount from 1 to 5 shots in a row) |
Egg Island | |
54 | This is a Fly Guy. And it’s a very fly guy. Doesn’t he make you wanna be more fly, guy? Then you’ll be a fly guy! Max HP is 8, Attack is 4, and Defense is 0. Functionally, it’s just a Shy Guy. But Fly Guys are in the air, so you can’t hammer them. Jumping on the propellor won’t damage them, but they will fall to the ground because of it. |
Dive | Pit of 100 Trials | |
55 | Holy crap, Luigi. We're face to face with an Anti Guy. I'm not sure what's happened to make them this tough, but they're brutal. Max HP is 50, Attack is 10, and Defense is 0. I'll say it, we might be in over our heads. The timing for their attacks is remarkably complicated, it might take some practice for you to figure out how to block their attacks. Stay on your toes, greenie! We can take 'em! |
Tackle Acrobat Leap Heal 10 HP Charge |
Booza Dungeon Chomp Towers Centennial Mountain | |
56 | This little gremlin is the commander of all Shy Guys. The head honcho, the big boss, the fully loaded quesadilla. This…is General Guy. Max HP is 50, Attack is 5, and Defense is 0. He himself isn’t the biggest threat. The scariest part of him is the hordes of Anti Guys he can summon to swarm us. Every two turns, he’ll call another one in. He’ll also hide out in his tank until the Anti Guy he summons has been taken down. Once the Anti Guy is gone, he’ll be vulnerable for two turns, then he’ll hide again and call another Anti Guy. This is a marathon, Luigi, not a sprint. Be smart about this, not your usual reckless self. |
Bomb Throw Call Anti Guy, Hide |
Centennial Mountain | |
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58 | ||||
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60 | ||||
61 | ||||
62 | ||||
63 | ||||
64 | ||||
65 | ||||
66 | ||||
67 | ||||
68 | Centennial Mountain | |||
69 | Centennial Mountain | |||
70 | Centennial Mountain | |||
??? | The Wright Brothers | Mt. Himalay | ||
??? | Shamses | Crimson Sea | ||
??? | Podoboom | Grumble Volcano | ||
??? | Great Ice Chomp | The Great Ice Chomp! The feared emperor of this icy nation! Max HP is 100, Attack is 6, and Defense is 4. Now hold your horses. I'll finish telling you the details on this freak when I'm good and ready! Get outta my face. |
Various chompy, icy attacks | Chomp Summit |
??? | King Mortus | This is King Mortus! What a shocking twist that he's evil! Never seen that one before! Gross. Max HP is 120, Attack is 6, and Defense is 3. You really expect a detailed description right now? I haven't even written his chapter yet! Get off my back, greenie! |
Various undead skeletal attacks | Fort Ossenfell |
??? | ||||
??? | 1st Battle: That's Bowser! The feared enemy of the Mushroom Kingdom! What a monster! Max HP is 30, Attack is 3, and Defense is 0. He's a tricky lizard monster. His most common attack is his fire breath, which leaves you with a burn if you don't guard it. He may also bite you, which disables one of your commands for a turn. And He may jump on one of us, which just hurts! A lot! Look, greenie, I know it's usually your brother who fights Bowser, but you've gotta step up to the plate this time! You can do this! 2nd Battle: This is it, Luigi. We're facing Bowser once again, for the last time. I guess now that Chronol's out of the picture, we're no longer allies? Strange. |
Bite Fire Breath Jump Whirling Fortress |
Moretime City Bowser's Castle | |
??? | That's Kammy Koopa! She's Bowser's number two advisor. Can she really be called an advisor if he never follows her advice? These are the questions, folks. Max HP is 30, Attack is 5, and Defense is 0. What's that? You think she'll be easy to fight because she only has thirty HP? You idiot! See that magic wand? She's a tank with it! She'll always give herself the Fast status, attack us, then heal herself and Bowser as much as she can. Take her out first! Honestly, I really doubt we'll stand a chance if we let this old hag live. Down with the hag! |
Heal 10 HP Explosive Spell Speed Up Defense Up Shrink Luigi |
Bowser's Castle | |
??? | This is Draggadoom! We've been hearing legends about this beast since the earliest stretches of time we've visited...he's the monster said to destroy the entire Mushroom Kingdom. He's the end of the world personified. Max HP is 130, Attack is 8, and Defense is 2. He's vicious. He's unhinged. He's unlike anyone we've fought before. But if we can take him down, we'll prevent the heat death of the Mushroom Kingdom for another few centuries! Keep your guard up, Luigi. And keep an eye on the timer. If the battle takes too long, Draggadoom will destroy the planet as planned. Go quick! |
Lots of monstrous, apocalyptic attacks | Mt. Penultimate | |
38 | Raider | 1st Battle: This is Raider! This spooky Hammer Bro seems to be a high ranking part of Chronol's militia. Max HP is 20, Attack is 3, and Defense is 0. He's a little trickster. Sure, he'll throw the occasional hammer our way, but he's also capable of using some mystic explosive magic to try and blow us up and the environment around us. He can be flipped over, weirdly enough. Guess he isn't too balanced on his feet. So knock him over for a turn! 2nd Battle: Here's this guy again. Man, Raider is just relentless, isn't he? Not sure how capable he is if he got captured by these Chuckyas, though. 3rd Battle: It's...Raider?! From the future? This is messing with my brain, man! Is he evil again? I don't think so...well, let's figure this out. |
Hammers Explosion Get Up Heal 5 HP |
Wario's Colosseum Volcaniville Centennial Mountain |
??? | General Red | Yoshi Village Timelock | ||
??? | Sergeant Pink | Egg Island Scramble Hill Timelock | ||
??? | Duplinity | 1st Battle: It's Duplinity! This shapeshifter has been causing nothing but trouble throughout our journey. And right now is no exception! 2nd Battle: We're facing down Duplinity once again. Honestly, I really hope it's the last time. |
Scramble Hill Timelock | |
??? | Chronol | 1st Battle: This behemoth of darkness is Chronol! Apparently...that's what he told us, at least. There's a darkness monster recorded in the book, but the name is completely scribbled out to the point where it's...unrecognizable. Max HP is 15, Attack is 1, and Defense is 0. He seems pretty tame, honestly. He shoots beams of darkness from his fists. If he holds out his right fist, he's targeting you. If it's left, it's you. Time to practice your guards and superguards! 2nd Battle: Chronol's back! I guess. Is this guy actually a threat in the grand scheme of things? I don't know anymore. Might as well fight him anyways. 3rd Battle: Chronol's back! All right! We're on his home turf, so he does have a bit of an advantage. But, I mean, he's the one in an interdimensional prison...who's to say. 4th Battle: I'm still confused...didn't we already defeat Chronol? How is he still kicking? You know what, I don't care. It's time to put an end to this chaos. |
Countless time/darkness-themed atatcks | Moretime Underground Volcaniville Timelock Altar ??? |
??? | Master of Time | This is the Master of Time! He's the big threat we've been hearing tales about for our whole journey. He's the overseer of the grand timeline, and from what we've heard, he's out to preserve the Watch and reset the universe. Can't exactly have that, can we? Max HP is 200, Attack is 8, and Defense is 0. The Master of Time is a remarkably chaotic foe. His attacks vary in timing and speed, leaving us guessing more often than not. Pay close attention to what he throws at you, and learn from it. We can take him! He's our endgame! And there's nothing he can do that we can't handle! |
Various killer magic attacks | Timelock Altar |
??? | Master of Space | This must be the Master of Space! She's the force the Master of Time locked at the very bottom of this dungeon, and it seems...for good reason. Max HP is 300, Attack is 9, and Defense is 0. The Master of Space seems to be a remarkably strong villain. Her attack patterns are similar to the Master of Time's, but more vicious and more unpredictable. We didn't come down this far to die at the bottom! This chick is nothing! |
Various killer magic attacks | Pit of 100 Trials |
??? | I don't get it...if you're Luigi...and that's Luigi...this time travel stuff is really messing with my head. You'd think I'd be used to it by now. Max HP is 500, Attack is 16, and Defense is 0. It makes a lot of sense that you'd be the most fearsome enemy you'd face. Seems like you grow a lot stronger over the next few years! And it doesn't help that future you is still teamed up with Raider, who's also way stronger. The moves future Luigi uses are very similar to yours, so I imagine you know how to operate against them. We can do this! We are not climbing this mountain again just to be beaten by you! Time for the final battle, buddy! |
Various overpowered jump and hammer attacks | Centennial Mountain |
Credits[]
- The images for Tanoomba, Bone Goomba, Pyro Guy, Scorched Piranha, Bone Piranha, and Blossoming Piranha were all created by Ziegs.
- The images for Spike and Snow Spike were created by SonicWiki.
- The image for Dark Bones was created by YoshiGo99.
- The image for the Prickly Piranha was created by Reed for his TTYD mod, Hero Mode