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Big Lantern Ghost Sheet
Basics
- Name: Big Lantern Ghost
- Affinity: Ice
- XP: Always 19
Weapon Levels
- n/a
Support Levels
- n/a
Inventory
- 1)
- 2)
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: None
- Money: None
Combat Stats
- HP: 40
- VP: 40
- MP: 0
- Attack Power: 5
- Magic Power: 1
- Defense Power: 0
- Brain Power: 2
Field Stats
- Strength: 5
- Hand-Eye: 4
- Platform: 6
- Knowledge: 3
- Clever: 3
- Charisma: 6
- Unique: n/a
- Weight: 6
Attacks
- Basic Attack: Jumps on top of the target.
Weapons
- 1) Big Lantern (E)
- 2)
- 3)
- 4)
Special Attacks
- Blinded By The Light~ Attack: x0.5, VP: 2, Target: All, Weapon: Light
"Covers the lantern, then unleashes a blinding wave of light from it that damages all opponents."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A big Lantern Ghost who had kept Watt imprisoned in his lantern and hidden himself away in a dark corner of Shy Guy's Toy Box. Unlike the Big Blooper, this one was actually called "Big" in the game. Normally, in Arpeggio, Darkness is an alternate version of the Fog stage effect from the second game and therefore only reduces accuracy to 50%, but because the Big Lantern Ghost had a specific darkness gimmick, the darkness of his room is so complete that all attacks will miss him unless you light the room up by attacking the lantern. You might call it... Advanced Darkness.
Notes
- Fought in a very dark room, leaving the Weather Condition in an un-overridable state of darkness. The Big Lantern weapon equipped by the Big Lantern Ghost can be targeted by attacks separately from the Ghost himself; it cannot be destroyed and takes no damage from attacks, but each hit on it increases the range of its light. After the Lantern is hit two or more times, the room is bright enough for the Lantern Ghost to be attacked; any attacks in a lesser state of light will always miss him, and in such states only the Lantern can be usefully targeted. As a feature of the Lantern weapon itself (therefore costing no VP), the Lantern Ghost can use his turn to return the room to its lowest state of light regardless of how bright it currently is. If he uses a different attack, though, the light level remains where it was for that turn. Normally in Arpeggio, fieldwide multitarget attacks would hit him regardless of darkness and psychic attacks target his brainwaves and therefore aren't affected either; whether or not you allow these circumventions is up to you.