Editing Flee

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In ''[[Paper Mario: The Thousand-Year Door]]'', fleeing functions the same way as it did in the previous installment; by rapidly mashing {{button|gcn|a}}, Mario and his partner can run away from battle, losing coins once they return to the overworld. The returning Bandits and [[Big Bandit|their]] [[Badge Bandit|derivatives]] may flee after they steal something from Mario, and other enemies, such as Amazy Dayzees, can also flee from battle.
In ''[[Paper Mario: The Thousand-Year Door]]'', fleeing functions the same way as it did in the previous installment; by rapidly mashing {{button|gcn|a}}, Mario and his partner can run away from battle, losing coins once they return to the overworld. The returning Bandits and [[Big Bandit|their]] [[Badge Bandit|derivatives]] may flee after they steal something from Mario, and other enemies, such as Amazy Dayzees, can also flee from battle.


Like in the previous installment, Mario cannot flee from mini-boss and boss battles. Unlike the first ''Paper Mario'', a "Can't flee this fight!" message appears when Mario enters such battles to indicate that he must win those battles to progress.
Like in the previous installment, Mario cannot flee from mini-boss and boss battles. Unlike the first ''Paper Mario'', a "Can't flee this fight!" message appears when Mario enters such battles to indicate that he must win those battles at all costs in order for the game to progress.


When Mario is reduced to a shadow, he is required to flee when he enters a battle with [[Doopliss]] (who has taken Mario's appearance) after failing to guess the latter's real name (due to having removed [[The Letter "p"|the lower-case letter P]]), despite Doopliss ordering him not to run, because neither side can damage each other.
When Mario is reduced to a shadow, he is required to flee when he enters a battle with [[Doopliss]] (who has taken Mario's appearance) after failing to guess the latter's real name (due to having removed [[The Letter "p"|the lower-case letter P]]), despite Doopliss ordering him not to run, because neither side can damage each other.

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