Editing Flee

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===''Paper Mario'' series===
===''Paper Mario'' series===
====''Paper Mario''====
====''Paper Mario''====
In ''[[Paper Mario]]'', the player can flee from battle by selecting the "Run Away" command from "Strategies" and rapidly mashing {{button|n64|a}} to fill up a bar, increasing the chance of [[Mario]] and his [[partner]] running away from battle. Once successful, Mario will return to the overworld, and coins will fly out of him and land on the ground, disappearing after a few seconds; Mario can pick these coins back up. If unsuccessful, Mario will trip, wasting his turn, and the enemies he is fighting will attack, regardless of whether his partner has had their turn or not. The "Run Away" command is disabled in mini-boss and boss battles.
In ''[[Paper Mario]]'', the player can flee from battle by selecting the "Run Away" command from "Strategies" and rapidly mashing {{button|n64|a}} to fill up a bar, increasing the chance of [[Mario]] and his [[partner]] running away from battle. Once successful, Mario will return to the overworld, and coins will fly out of him and land on the ground, disappearing after a few seconds; Mario can pick these coins back up. If unsuccessful, Mario will trip, wasting his turn, and the enemies he is fighting will attack, regardless of whether his partner has attacked or not.
 
The "Run Away" command is disabled in mini-boss and boss battles; Mario must win those battles to progress.


Enemies who can flee from battle include:
Enemies who can flee from battle include:
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In ''[[Paper Mario: The Thousand-Year Door]]'' and [[Paper Mario: The Thousand-Year Door (Nintendo Switch)|its remake]], 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. In the original game, they will then start losing coins once they return to the overworld, but they will not lose any coins after fleeing in the remake. 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]]'' and [[Paper Mario: The Thousand-Year Door (Nintendo Switch)|its remake]], 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. In the original game, they will then start losing coins once they return to the overworld, but they will not lose any coins after fleeing in the remake. 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 at the beginning of such battles.
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.


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 (Doopliss is able to damage Mario in the remake).
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 (Doopliss is able to damage Mario in the remake).

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