Boss FAQ - Guide for Super Mario Galaxy
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SUPER MARIO GALAXY BOSS GUIDE --------- Contents --------- 1. Version History 2. Introduction 3. How this guide can be helpful 4. How the guide will be set out 5. Terrace 5ai. Good Egg Galaxy - Dino Piranha 5aii. Good Egg Galaxy - Dino Piranha Speed Run 5b. Good Egg Galaxy - King Kaliente's Battle Fleet 5c. Honeyhive Galaxy - Big Bad Bugaboom 5d. Bowser Jr's Robot Reactor - Megaleg's Moon 6. Fountain 6a. Space Junk Galaxy - Kamella's Airship Attack 6b. Space Junk Galaxy - Tarantox's Tangled Web 6ci. Battlerock Galaxy - Topmaniac and the Topman Tribe 6cii. Battlerock Galaxy - Topmaniac's Daredevil Run 6d. Bowser's Star Reactor - The Fiery Stronghold 7. Kitchen 7ai. Ghostly Galaxy - Beware of Bouldergeist 7aii. Ghostly Galaxy - Bouldergeist's Daredevil Run 7b. Bowser Jr's Airship Armada - Sinking the Airships 8. Bedroom 8ai. Gusty Garden Galaxy - The Dirty Tricks of Major Burrows 8aii. Gusty Garden Galaxy - Major Burrows's Daredevil Run 8b. Freezeflame Galaxy - The Frozen Peak of Baron Brrr 8c. Bowser's Dark Matter Plant - Darkness on the Horizon 9. Engine Room 9a. Gold Leaf Galaxy - When It Rains, It Pours 9b. Toy Time Galaxy - Bouncing Down Cake Lane 9c. Bonefin Galaxy - Kingfin's Fearsome Waters 9d. Bowser Jr's Lava Reactor - King Kaliente's Spicy Return 10. Garden 10ai. Deep Dark Galaxy - The Underground Ghost Ship 10aii. Deep Dark Galaxy - Ghost Ship Daredevil Run 10bi. Dreadnought Galaxy - Revenge of the Topman Tribe 10bii. Dreadnought Galaxy - Topman Tribe Speed Run 10c. Melty Molten Galaxy - Fiery Dino Piranha 11. Bowser's Galaxy Reactor - The Fate of the Universe 12. Legal Information 13. Contact 14. Credits Note: If you want to quickly get to one of these sections then highlight the section and hit Ctrl + C. Then hit Ctrl + F then finally hit Ctrl + V then Enter twice to quickly get to the desired section. ------------------ 1. Version History ------------------ 26th December 2007 - Started making the Guide. Finished the Contents section and sections 2, 3, 4, 12, 13 and 14. Set out templates for sections 5, 6, 7, 8, 9 and 10 along with all subsections of 5, 6, 7 and 8. Still need to research some boss names. Version 0.21 27th December 2007 - Added some more subsections for sections 5, 6, 9 and 10. Started doing sections 5, 6 and 7. Version 0.41 28th December 2007 - Started sections 9 and 10. Added Bonefin because I forgot him. Completely finished section 7. Version 0.5 29th December 2007 - Completely finished section 5. Continued section 6. Version 0.62 30th December 2007 - Completely finished section 6. Started section 8. Version 0.74 31st December 2007 - Completely finished sections 8 and 9. Version 0.84 1st January 2008 - Completely finished sections 10 and 11. The Guide is complete! Version 1 13th January 2008 - Added extra strategies for Megaleg and the second Kamella fight. Updated the legal information as well. Version 1.04 29th January 2008 - More info received on Kaliente's projectiles. Version 1.05 9th February 2008 - Added useful tips for when fighting Dino Piranha and Bowser Jr's Airship. Also, an unexpected email about coconuts has been added. Version 1.08 16th February 2008 - Added a useful tip for when fighting Bowser at his Dark Matter Plant. Version 1.09 17th February 2008 - Settled the Kaliente projectile matter. Version 1.1 2nd March 2008 - Added a useful tip against Bowser in the final fight. Version 1.11 8th April 2008 - Fixed a few spelling errors. Nothing big. Version 1.11 25th April 2008 - Got sent a good strategy for the second Kamella fight. Version 1.12 26th April 2008 - Put in a tip for the fight with Bouldergeist. Version 1.13 21st May 2008 - Fixed more spelling issues. Version 1.13 1st June 2008 - 2 useful tips sent in when facing Kamella, with one of them being the first i've received specifically for a Comet Boss battle. Version 1.15 28th July 2008 - Sorted out Kingfin's boss section with his official name. Version 1.16 22nd February 2009 - 3 useful things sent in from Alexa Danielle to help with all the Bowser fights. Version 1.19 26th April 2009 - Another helpful tip when duelling Bouldergeist had been sent to me. Version 1.2 5th June 2009 - Great strategy for fighting Bouldergesit added. Version 1.21 ---------------- 2. Introduction ---------------- Hi there. On GameFAQs I go by the name of ssj4warrior but i'll let you call me Jon (that's how nice I am). I decided to write this guide because I had a little trouble with a couple of the bosses playing through this and so I thought i'd shed some light on the subject for people still having trouble against any particular boss. -------------------------------- 3. How this guide can be helpful -------------------------------- This guide will try and help you with the ins and outs of every boss and the best strategy to take em all down. Using this guide, I hope you won't have any trouble at all against those nasty bosses. -------------------------------- 4. How the guide will be set out -------------------------------- Here is how each Boss will be broken down: Boss Name: *Boss's name, obviously.* Appearance: *Again, pretty self explanatory but for those who don't know what this is, its a short description on the boss's looks and features.* Difficulty: *Overall Difficulty out of ten.* Strengths: *The strengths of the boss. These are what it uses to try and get the upper hand on you, learn to get your way around these and you'll be well on your way to beating them.* Weaknesses: *The boss's downfalls. These are what you should take advantage of when facing the boss. That way, you can defeat it easily.* Weak Point: *The place to strike to deal some damage to the creature. Sometimes, you can't directly strike the boss. In those cases, you need to fulfil special conditions such as breaking armour before you can damage the foe.* Strategy: *How you should go about slaying the boss. Tactics and helpful hints will be included here when possible.* ---------- 5. Terrace ---------- 5ai. Good Egg Galaxy - Dino Piranha Boss Name: Dino Piranha Appearance: It has a dinosaur shaped body and a plant like head. Its body is green and its head is purple with yellow petals. It has a large mouth with very sharp teeth and small leaves for arms. It also has a long tail with a brown orb-like object on the end of it. Difficulty: 4/10 Strengths: Very big and bulky. It is also quite fast so watch out for that speed. Weaknesses: Large turning circle (i.e. It can't turn very well). Weak Point: The brown orb-like object on the end of its tail. Strategy: The fight starts against a cracked egg (because you just cracked it when you landed on it) with a tail. The egg will be moving slow so go around to the end of the tail and attack that brown orb-like object. The tail will stretch and ping the orb into the egg and the Dino Piranha will burst out of its shell. Now the real fight begins. Dino really only has one attack, a charge. He'll constantly be running towards you and won't leave you alone. Run (or long jump) out of its running path and to its side. Due to its size, it won't be able to turn around and run at you very easily now its not facing you so this is your chance to attack the orb. Do so, and Dino will go into a bit of a rage. Now, Dino will speed up, making it harder to get out of his way. It would probably be best to long jump out of his path now to be safe but you can still try running if you're not comfortable with long jumping. Get around to his side again then head for the orb on his tail and bash it for the second time of the fight. Once again, this makes Dino even more angrier (he probably has a headache now). Dino will now be moving quite fast. He can outrun you with relative ease so make sure you get out of his way and fast. Again, long jumping is advised. One more attack on that orb will send Dino to the floor and leave you with the star. ----- Anton Grahame sends this piece of helpful advice when facing Dino Piranha: 'On Dino Piranha, you can hit him with star bits to slow him down.' This seems like a useful tip if you're struggling to outrun Dino. Hitting him anywhere will slow him down except for hitting the brown orb on his tail or the tail itself. Cheers Anton. --- 5aii. Good Egg Galaxy - Dino Piranha Speed Run Boss Name: Dino Piranha Appearance: It has a dinosaur shaped body and a plant like head. Its body is green and its head is purple with yellow petals. It has a large mouth with very sharp teeth and small leaves for arms. It also has a long tail with a brown orb-like object on the end of it. Difficulty: 4.5/10 Strengths: Very big and bulky. It is also quite fast so watch out for that speed. Weaknesses: Large turning circle (i.e. It can't turn very well). Weak Point: The brown orb-like object on the end of its tail. Strategy: The fight itself is exactly the same as the regular one. As long as you can get to Dino Piranha with perhaps a minute to spare, there should be no problem. Make sure you get around his side as soon as you can so try not to wait until he picks up speed. The best advice I can give you here is get through all the other planets fast and use the strategy for the normal fight against him and you should have no problems. --- 5b. Good Egg Galaxy - King Kaliente's Battle Fleet Boss Name: King Kaliente Appearance: A giant Blooper which lives in lava. It wears a crown and has multiple tentacles and a really large mouth. In my eyes, its a cross between a Blooper and an Octorok but it makes Blooper-like noises. Difficulty: 6/10 Strengths: A good attack along with its very own counter-attack. Weaknesses: It doesn't counter-attack much (if at all). Weak Point: Its head. Strategy: King Kaliente is mostly submersed in lava. He is completely unreachable by conventional methods which means this fight will be entirely fought at range. 'But Mario has no ranged attacks!' you may be saying. Never fear as King Kaliente is here! Wait, what? The boss is going to provide us with a ranged attack? Yes thats right folks, the King himself is his own downfall. Once you reach Kaliente, he'll make various Blooper sounds and start the fight. He'll begin by firing 3 flaming rocks in the general direction he is facing. One will go directly in front of him, one will go slightly to his left and one will go slightly to his right. Avoid these by running backwards a bit or just between them, whichever you prefer. Now, Kaliente will fire a green ball of sludge/gunk in your general area. This is your ranged attack. Go to it and spin attack it to deflect it back at the King to cause some damage. Kaliente won't mind though, he'll keep on going. He'll fire those 3 fiery rocks again. Dodge them to find him firing his green sludge ball again. Spin it back at him... but wait, it won't hit him. King Kaliente is a worthy foe in that he can now counter-attack. Once you have hit the sludge ball back, Kaliente will raise his tentacles and deflect it back in your general direction. The ball won't usually be travelling straight back towards you but it will be in your proximity so just line yourself up with it and smash it back. This time it should damage him and the beast will become enraged and lose his crown. Kaliente will begin the final phase of his fight by splashing out 6 little blue flamed enemies around his lava pool. As of this date, I don't know if you can damage them so do your best to avoid them. Now, he'll fire those 3 rocks again at you. Dodge them and you'll be faced with the sludge ball. Now expect upto 2 counter-attacks. He will fire it, you deflect it, he'll deflect it, you'll deflect it, he'll deflect it, you'll deflect it and it will finally hit him. King Kaliente will be dazed and sink into the lava, granting you a well earned star. ----- Da Dood says this about those little blue creatures: 'Yes, you can kill them. Use Star Bits. They'll drop one Coin each.' Thanks there. ----- Seems i've had some other opinions on what Kaliente is firing. Could they be coconuts? (Why are they green in this game? Coconuts are brown!). I'd like some other people to send me their views on this too. Diego Crescini says they aren't coconuts but watermelons. That does make more sense than coconuts. I wonder who Kaliente's fruit supplier is... ----- More info sent in from KRiggar (I hope you don't mind me calling you that) on the subject of coconuts: 'Coconuts are green right off the tree. The outer shell has to be removed to see the brown "seed" which contains the milk and the white substance used for cooking etc.' I think I needed that. I didn't know coconuts were actually green in appearance before their skin is removed. Thanks a bunch (of coconuts) KRiggar! ----- Well it seems to be settled. A number of you (Hyper_Shadow_29 being the most recent) seem to think that Kaliente does fire Coconuts. If you're reading this and are confused about me mentioning green balls of sludge, just think of them as coconuts from now on. --- 5c. Honeyhive Galaxy - Big Bad Bugaboom Boss Name: Bugaboom Appearance: A giant green bug with 6 legs. It has large yellow mandibles for crushing its foes and it also has a small hole in its belly (more on that later). Difficulty: 4/10 Strengths: Gains the ability of flight after being hit once. Quite fast as well. Weaknesses: Too predictable. Easy to land on weak point. Weak Point: Its back. Strategy: Upon landing on the planet, a giant beetle will fall from the tree and you have to fight it. If thats not more than a bit random then I don't know what is. Anyway, Bugaboom will begin the fight by just roaming around the tree and he will charge if he sees Mario. When he does charge at you, jump, or better yet backflip onto Bugaboom's back and ground pound it to deal some damage. The bug will sprout wings now and fly off. He'll still be circling the tree though. The little hole in his belly also comes into action now. Every couple of seconds it will shoot a bomb out onto the ground below it. They aren't hard to dodge really. If you're still Bee Mario, you can fly up and land on Bugaboom or you can use the plants around the outside to fling yourself onto him when he flies round. Deal some more damage with a ground pound to send Bugaboom into a state of anger. Now he's turned red, and sped up too. Landing on him is a bit harder this time around and now he'll turn on his side when flying every 3 or so seconds. During his sideways flight, you can't land on him so don't try. To get that last hit on him, you need to be Bee Mario. Pick one plant out around the outside and stay by it. Bugaboom will still be flying round and sometimes he'll stop and turn around to fly the other way. What you want is for him to disappear from view from where you're standing by the plant. That means he'll be on the opposite side of the area behind the tree. The instant Bugaboom emerges from behind the tree, start spinning your way up the stalk of the plant and fly above Bugaboom's path. With luck, he'll fly right under you and won't be flying sideways so you can land on him and pound him into the ground. If he is sideways, you'll have to try again. When you succeed, your prize will be a star. --- 5d. Bowser Jr's Robot Reactor - Megaleg's Moon Boss Name: Megaleg Appearance: A big (and I mean BIG) robot with 3 legs and a big head. It has altogether 25 Bullet Bill cannons on its body. Thats a LOT. 3 are under its head, there's 3 on each leg, there are 6 around the middle/bottom of the head and 7 around the middle/top of the head. It also has really big bright eyes. Difficulty: 5/10 Strengths: Bullet Bills. There are so many cannons on its body, its hard to get away from them all. Weaknesses: Megaleg itself is slow. No defenses around the bottom of the leg. Weak Point: The glass casing surrounding the star. Strategy: This guy is HUGE! The biggest boss in the game if I dare say so. You'll also be glad to know you only have to hit its weak point once to beat him. Hitting it is the problem though. Once Megaleg shows himself (how does he hide so well!?), head for one of his legs. I usually head for the left one but thats just me. Jump onto the leg and begin walking up it. You'll be faced with 3 Bullet Bill cannons. Run further up the leg and jump over or run between Bullet Bills. 2 will probably hit each other and the other will just go missing for some reason. Next, jump across the spinning cogs at the top of his leg being careful not to fall off. Now you're on Megaleg's head. There's a grand total of 13 cannons up here so you'll definitely have to watch out for stray Bullet Bills targeting you. Try and lead one into the metal barrier at the top of the head and if you manage it, an alarm will sound. This alarm triggers another barrier to surround the glass case containing the star but this barrier is much better. It is split into 8 parts meaning a Bullet Bill blast will only destroy an eighth of the barrier and it is slowly revolving at the same time. Your task is to get 2 Bullet Bills to follow you, 1 to destroy a portion of the barrier and the other to follow you through the gap in the barrier made by the first Bullet Bill and hit the glass case. It seems to me doing that is either very easy or very hard. My first attempt at this boss I did it in no time flat. Doing it again, it took me a while to finally get a Bullet Bill through a gap in the barrier. I can't really give much more help so just persist and eventually that Bullet Bill will find its mark and the first Grand Star will be yours. ----- For all those struggling to get a Bullet Bill through a gap in the barrier, this strategy provided by Matt Walters is definitely the thing for you: 'You mentioned that it might take a little while to get a bullet bill through the spinning barrier to break the case the star is in. The thing is, you don't have to break the spinning barrier at all! You can, if you're good, lead a bullet bill OVER the spinning barrier and into the case.' All you need is a well timed backflip and you can lead that Bullet Bill straight into the star case with ease. Big thanks goes to Matt there for giving me this info. ----------- 6. Fountain ----------- 6a. Space Junk Galaxy - Kamella's Airship Attack Boss Name: Kamella Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat and weird glasses. There is a red pendant on her chest as well. Difficulty: 5/10 Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes on. Weaknesses: No defense and easy to hit. Weak Point: Herself. Strategy: This Kamek materialises out of nowhere and starts a fight with you. Hardly a nice introduction but she won't be around for much longer anyway. Kamella flys just off the airship and will float from side to side, firing magic. She'll start by firing red magic which will make a fireball appear on contact with the floor. The fireball will roll around for a bit before burning out. After this, she'll use green magic. Stand in the way of it and just before it hits you, spin. You'll now be holding a shell, perfect ammo to fire at Kamella. If the green magic hits the floor, a shell will start moving around the floor. You can jump on it to stop it and then pick it up but its easier to get it by the other method. If there is a shell in the area, Kamella will continuously use red magic until the shell is gone and then she'll use green magic once more. Line yourself up with her and shake the Wiimote to throw that shell in the direction you're facing. Hopefully you hit her, and if you did then we're onto round 2. Kamella's red magic now gets stronger, as it produces two red fireballs on contact with the floor instead of just one. They'll both go in different directions usually so you'll only have to deal with one of them most of the time. Grab another shell when her green magic is fired and send it right back at her. Kamella figures she needs a little help now and summons a Kamek or two to help take you out. Dispose of them in the usual way quickly so that their fireballs don't get in your way. Kamella's red magic is strengthened once more and now 3 fireballs are the result. Do your best to avoid those and wait for that green magic. One spin when its near will load a shell into the firing system to which you can fire with a spin of your Wiimote. On the third hit, Kamella bites the dust and the star in the end of her wand becomes yours. --- 6b. Space Junk Galaxy - Tarantox's Tangled Web Boss Name: Tarantox Appearance: A giant spider-like creature with 6 legs and suction cups for feet. Has 4 green pulsing orbs on its sides (2 on each) and a large red and green orb at the back. Its orangey-yellow body is segmented and it has 3 eyes. It also has 3 red orbs on its belly. Difficulty: 6/10 Strengths: Attacks as fast as you run, meaning you can't stop for anything when it attacks. Can attack multiple places at once during the second round and this can be awkward due to the strange area you're fighting in. Weaknesses: Big and slow. Weak point is very vulnerable and it stays stunned for quite some time. Weak Point: The back orb and the 3 orbs on its belly. Strategy: This planet is a strange one. You'll be running around in a circular fashion, meaning you can be upside down or sideways at any point during the fight. To actually start the fight with Tarantox, jump into a sling pod and catapult yourself into the webbed mass in the middle to reveal that ugly thing. I don't know why you have to fight it. I mean, it did nothing wrong and you've just gone and disturbed its sleep. Still, the game must go on. Tarantox's only attack is that he sprays some kind of green acid out of its mouth. He'll keep turning to face you and he can turn at the same speed you run. This isn't good because sometimes a rock formation gets in the way and you gotta jump over it. To stun him (you don't have to but it helps), jump up to a sling pod and fire yourself into one of the four side orbs or into Tarantox's face. He'll stay stunned for quite some time leaving you able to get around behind him and fire yourself into the giant orb. Do so and you'll knock 'tox over. You'll see three more orbs on his underside so catapult yourself into them. If you wait too long between destroying these three orbs, he'll flip back over and you'll have to hit his back orb again before continuing to destroy the ones on his belly. Destroy all 3 and Tarantox will begin round 2. This time, his attack gets a bit nasty. He'll fire acid from his mouth and his four side orbs. This doesn't give you much room to not be hit by him so stun him as soon as he finishes his attack and go round and hit that big orb to flip him. This time he waits even less time before flipping back over if you take too long. His twitching indicates when he'll turn back over. The faster he twitches, the sooner he'll flip. Reset the twitches by hitting one of the 3 orbs and then hit the other 2. 'Tox will let out a screech and fall through the planet, leaving nothing but a broken web and star behind. Use a sling pod to aim for the star. --- 6ci. Battlerock Galaxy - Topmaniac and the Topman Tribe Boss Name: Topmaniac Appearance: A round spinning top with retractable spikes. Not much else to say really. Difficulty: 3/10 Strengths: Has an electric fence around the outside of the area. His little minions will help push you into it. Weaknesses: No top defense at all. Incredibly slow for a spinning top. Weak Point: The top of the... err top. Strategy: Topmaniac will start by summoning 3 little yellow tops which can do absolutely no damage to you directly. All they give is some knockback which could push you into the electric fence. Stop this by simply spinning the little spinners to destroy them. Now, Topmaniac will show its side spikes and it will start to move towards you. Seeing as how it is so slow, just get close to it and jump on it to disable it briefly. Now, spin it towards that electric fence to give Topmaniac a bit of a shock (I'm fitting these puns in very well here right?). If Topmaniac looks like its about to reactivate itself and you still haven't knocked it into a fence, just jump on it again while its still defenseless to restart the reactivation sequence. Topmaniac is not completely disabled in this state though. It can still move slightly but it does so very slowly. After it has been shocked once, Topmaniac will reactivate and send out 4 of those little blighters again. Same strategy as before, spin to kill. Now Topmaniac shows its spikes again yadda yadda yadda. Do what you did last time and bring it into the last phase of the fight. Now its slightly different. Instead of those little yellow tops being sent out, 2 normal sized red ones will be sent out. These can't be killed without the aid of, oh say, an electric fence? Yes, that'll do nicely. Send the 2 red tops to their graves by spinning them into the electric fence then its exactly the same thing against Topmaniac as the last 2 times. Jump on it, spin it and shock it to get that star. --- 6cii. Battlerock Galaxy - Topmaniac's Daredevil Run Boss Name: Topmaniac Appearance: A round spinning top with retractable spikes. Not much else to say really. Difficulty: 4/10 Strengths: Has an electric fence around the outside of the area. His little minions will help push you into it. Weaknesses: No top defense at all. Incredibly slow for a spinning top. Weak Point: The top of the... err top. Strategy: Avoid the electric fence, Topmaniac's spikes and the red tops and you win. I can't really say anything different than whats in the guide to regular Topmaniac. If you've got any skill, you'll have beaten Topmaniac without getting hit anyway. --- 6d. Bowser's Star Reactor - The Fiery Stronghold Boss Name: Bowser Appearance: A large Koopa with a green spiked shell. Has fiery red hair and sharp teeth along with spiked braces up his arms and one on his neck. A formidable foe indeed. Difficulty: 6.5/10 Strengths: Has an attack that hits the whole planet. He's also hard to damage. Weaknesses: His attacks are slow and his main attack involves following you first. Its almost as if he's your angry, violent pet. Weak Point: His tail and then his body. Strategy: Well here's your fight with Bowser. Its a good one at that, very entertaining. When you arrive at the top of the stronghold, he'll make a remark about smashing you into space bits before lifting you and himself onto the planet above. In his first phase he's only got one attack, an earth-shattering stomp. He'll jump high in the air and try to land on you. Avoiding the landing is easy but when he does land, a blue shockwave will be sent out from his location which will encompass the whole planet. To not be hurt by the wave, just jump it at the right time. I suppose we'll have to hurt him a bit now, don't wanna be dodging shockwaves all day now do we? To go about damaging Bowser, we need to get him to land on one of those blue pads around the planet. To do so, put yourself between Bowser and a blue pad and stand just next to the pad but not on it. Bowser will run towards you and as soon as he starts jumping, run over the blue pad and keep running. He should land on the blue pad and it will break, exposing his tail to the lava below. Now he'll run off around the planet with his burnt tail. Run around the opposite way and you'll come face to face with Bowser. He'll quickly turn and show you his tail for a fraction of a second before running off again. Thats your cue to spin it. This'll cause Bowser some more pain and he'll fall back on his shell. Spin him once more and we're onto the next phase of the fight, signified by a roar. He'll start off by firing 3 fireballs towards you. Not hard to dodge at all. Now he'll stamp the floor twice in succession, meaning you've got two shockwaves, one after the other, to jump over. He'll repeat the '3 fireballs then 2 shockwaves' after every 3 'high jump and land' shockwaves (I hope that made sense). What I mean by that is that after firing 3 fireballs and sending out 2 quick shockwaves, he'll do his previous attack (where he jumps really high and lands to make a shockwave) 3 times before firing 3 more fireballs and sending out 2 quick shockwaves. It is during those 3 high jumps that you have to make him land on another blue pad. Use the same strategy as last time and he'll be running off faster than you can say 'fried koopa'. Run the opposite way again and spin his tail like last time. When you do this however, he'll be sent onto his shell like last time but he'll be spinning round the planet. Run back the way you just ran before hitting his tail to meet up with a spinning Bowser. Time your spin to hit him as he closes in on you to deal more damage to the spiked beast. Now he's getting angry. He jumps and roars to start the final phase of the fight. He'll start off with 5 fireballs this time and then 3 shockwaves in quick succession. He's really upping the anti now. After those attacks, he'll perform 3 'high jump and land' shockwaves before going back to those 2 attacks. His speed has increased slightly so it'll be harder to get out of the way when making him land on a blue pad but it shouldn't be too much of a problem. Get him to smash another pad and he'll dash off again. This time, his running path around the planet won't neccessarily be straight so it'll be harder to get close to his tail. As far as I can tell, the way he turns is random so I can't help. Just keep an eye out by looking through the planet and you should be able to make out where he'll be when he comes back round. Once you get close to his tail, whack it one to send him spinning around the planet again. Hit him again and he'll be sent spinning the other way but at a much greater speed. Spin him whilst he's moving at this speed to send the King of the Koopa's crashing back down to his stronghold below. After his little speech about how his plan is too far along to be stopped, he'll vanish and a Grand Star will pop out of one of those blue pads for you. ----- Alexa Danielle has a few helpful hints for all the Bowser fights. One that applies to all the fights is: 'Bowser's fireballs won't go through the crystals either.' A bit of extra defense never hurt now did it? Another very useful tip from Alexa involved the objects on the planet you fight Bowser on. There are some slightly raised platforms you can jump onto: 'On the planet with some raised platforms (not the "glass" ones you need him to break), standing on them will let Bowser's shockwave pass under you (but not his fireballs).' Wow, even more defense against Bowser's attacks. There's also even more info that Alexa has found: 'I discovered that if you get Bowser to land on those platforms, they'll disappear, but they'll release a coin in the process. Also, if you get him to land on the similar-looking ones (sort of a "plate" instead of a platform, it's just lower), they'll also disappear but leave behind star bits.' If you're low on life and are confident you can dodge Bowser's shockwaves without the help of the platforms, guiding Bowser to land on one of them will grant you a bit of extra life in coin form. The ones that eject Star Bits when Bowser stomps them are the brown coloured bumps that you don't need to jump to get onto. Big thanks to Alexa Danielle for all of that. ---------- 7. Kitchen ---------- 7ai. Ghostly Galaxy - Beware of Bouldergeist Boss Name: Bouldergeist Appearance: A fairly large ghostly matter encased in a very big set of rock armour. It has very yellow eyes and later gains some rock hands. Difficulty: 7.5/10 Strengths: Having armour is a pro. Having projectile attacks is a better pro. Gaining hands to deal damage and take damage is the biggest pro. Weaknesses: Doesn't move (well it rotates but thats as far as it goes). Attacks are usually slow and any form of projectile used doesn't have very good aim. Weak Point: The red muscle/heart inside of the armour. Strategy: This can be a bit of a toughy if you don't know what you're doing. The big guy has two attacks in his first form. His main attack is that he fires small chunks of rock at you that can be 3 different colours, grey, black and gold. The grey ones just crumble when they hit the floor, the black ones leave behind Bomb Boos once shattered (more on that later) and the gold ones leave behind a coin. For his second attack, small spires of rock are shot out of the floor so be careful not to be in the path of one. This attack is signified when small dark circles appear on the floor which are closely followed by the rock spires. Phew, now for the actual fight. Bouldergeist will materialise and start by sending 5 rock chunks your way. Usually at least one of them will be black which is what we want. Once all 5 rocks have hit the ground, the black ones will have left a Bomb Boo in their place. Spin near them (you can even grab multiple Bomb Boos at once) and the Boo will start to spin around you. Now move towards Bouldergeist and let the Bomb Boo swing and hit him. If you leave the Boo swinging around you too long, it will get close to you and detonate in your face. Not exactly what you want so unload the Bomb Boo ASAP. 3 Bomb Boo hits to that rock armour of his will shatter it, leaving behind a tender, inner section. As Bouldergeist moves around in this state, he will leave behind small pools of darkness and a Bomb Boo will spawn from each one left behind. Grab a Boo with a spin and swing it into his core. As you can imagine, thats gotta hurt. Now it gets even harder. Bouldergeist will regain his armour along with a nifty new pair of hands. These hands have 2 attacks of their own. The first is a big punch sent in the direction of our hero himself. Not too hard to dodge as its slow but be careful anyway. His second attack is a big slam with one or both of the hands. He'll raise them to leave a shadow across the floor and then send them down. Anything unlucky enough to be caught under either one of them gets a dose of pain. Nearing the end of the battle now. His 5 projectile attack is now a 7 projectile attack. Make sure you watch out for those hands all the time you're gathering those Bomb Boos. You'll notice that the Boos may sometimes hit the hand instead of the body. It only takes 2 hits to destroy the hand as opposed to the 3 needed for the body but the hands regenerate fairly fast once destroyed. Usually after 2 projectile attacks after a hand is gone will it come back. 3 clean hits on the body will expose its core and just hit it with one more Bomb Boo to finish the job. Look at that shiny new star. You worked hard for it. On a side note, this boss reminds me a lot of Thardus from Metroid Prime. Email me if you think so too. ----- Matt Walters also provided more information on the second phase of the fight: 'Bouldergeist sends out a second row of spikes from the ground once he gains his hands. This really lessens running room.' I had forgotten about this myself. If Bouldergeist does generate rock spires from the ground, there will be a line of them to your left and another line of them to your right. He'll usually follow up with one of his hand attacks (slam or punch) so its a good idea to get out between the spires by jumping over them. Thanks Matt. Something to add about this attack from Jesse: 'When the spikes do come out of the ground, you can spin to destroy them.' I'd never tried that before. Thanks. ----- Another neat little tip has been sent to me. This time, by jrbeers717: 'You can use starbits to shoot his boulders in the air (no matter the color). This is handy for getting less things thrown at you and for getting the bomb Boos to drop right near him, so you can hit him easier.' This is good for when those Bomb Boos keeping running away from him. Thanks. ----- Something I forgot to mention, kindly sent in by Dracoblade100: 'When a bomb-boo is flashing red and black, spin to get it off! Otherwise, it'll explode right near you! If you spin the bomb-boo off, it won't go away unless an unhappy Bouldergeist destroys it with a punch. If you're wondering when Bouldergeist destroys a bomb-boo, it will be damaged by the hand, you're wrong. Bomb-boos can only total Bouldergeist when you spin 'em right into 'im!' This is why i'm glad people email me things. A very useful tip that I neglected to mention myself, and i'm sure many people will find it useful. Thank you. ----- Sometimes I wonder why I bothered writing this guide, so many people have sent in far superior strategies than mine. Here is one for Mr. Bouldergeist: 'If you keep circling clockwise or counter, he'll never be able to hit you at all. Just keep moving and do not turn around. Circle around for the boo bombs. As long as you keep circling, you can't be hit by any of his forms or attacks. No dodging, no mess. Easy win.' Great and simple strategy sent in by Ming Shui. Nothing else to say. --- 7aii. Ghostly Galaxy - Bouldergeist's Daredevil Run Boss Name: Bouldergeist Appearance: A fairly large ghostly matter encased in a very big set of rock armour. It has very yellow eyes and later gains some rock hands. Difficulty: 8.5/10 Strengths: Having armour is a pro. Having projectile attacks is a better pro. Gaining hands to deal damage and take damage is the biggest pro. Weaknesses: Doesn't move (well it rotates but thats as far as it goes). Attacks are usually slow and any form of projectile used doesn't have very good aim. Weak Point: The red muscle/heart inside of the armour. Strategy: Dodging is a lot more prominent this time around than attacking. One slip will send a rock into your head or a giant fist through your body (not literally of course). Make sure you dodge those attacks, I can't stress that enough. Unload those Bomb Boos fast as well. You don't want to cling to them any longer than you have to. Good luck with this one. --- 7b. Bowser Jr's Airship Armada - Sinking the Airships Boss Name: Bowser Jr's Airship (Doesn't have a proper name) Appearance: An airship with 3 cannons on each side with Bowser's head on the front of it. It has got fans at the back to propel it forward and a mast with a big fan on it to keep it in the air. Bowser Jr will be away on board Difficulty: 8/10 Strengths: A wide array of attacks that can hit you wherever you are. Being far away from the airship you're standing on means its another ranged fight. Becomes hard to hit during the second phase of the fight. Weaknesses: Big target during the first phase of the fight. Weak Point: The airship itself. Strategy: Here's you chance to actually have a partial fight with Bowser Jr. Last time he left you to battle Megaleg but this time he stays to control his airship. In his first phase, he'll start by firing 2 cannon balls at you, then 3, then he'll stick at 4. All the while he'll be slowly moving across the area in front of you from right to left and back. The cannon balls are very easy to dodge. To damage the airship, jump on or spin a koopa and grab its shell. Line yourself up with the airship, face it and shake the Wiimote to throw the Koopa shell at the airship. Bowser Jr will retaliate this hit with 3 Bullet Bills. 2 will usually hit each other which leaves you with 1. Do a backflip to make it fly up high and hope that when it comes back down for you, it hits the floor. Whilst you're dodging those, Bowser Jr's attack pattern will differ ever so slightly. He'll now fire 4 cannon balls rapidly, then 5 then 4 again, then 5 again and so on. Because all these are in quick succession its a little harder to dodge but you should manage it. Grab another Koopa shell and chuck it at the airship. Expect 3 Bullet Bills again. Try the same strategy to get rid of them as last time. The airship will still be firing the same things as the round before but now a Kamek will have appeared on the airship you're standing on. Quickly dispose of it and send another shell towards Bowser Jr to begin the second phase of the fight. The airship will spin around and the front of it will be facing you. This puts the Bowser head on the front to good use. It will fire 3 flaming balls of metal towards you. One will go straight forward, one will go slightly to the right and one wil go slightly to the left. They move fairly fast so watch yourself with those. Attacking back is harder now as there's less of the airship to hit. Aim well and fire that shell straight at it. Now Bowser Jr gets serious. He'll react to that hit by firing not 3 but 6 Bullet Bills at you, 3 from each side. He'll do it again if you don't deal the last hit fast enough as well. Because there are an even number of Bullet Bills, they each have a partner to smash into. Make sure the first 2 smash together, then the next 2 and the next 2 and you'll be rid of them. Whats more, another pesty Kamek will appear to bother you so dispose of that. The airship will still be firing the flaming chunks in the same way as last time. Pick up a shell and do your best to line youself up the airship without being hit by them and you'll have dealt the final blow. Yeah thats right, the second phase only takes 2 hits for you to win which is good. Bowser Jr will fly off as his airship explodes, leaving you with a shiny new Grand Star. ----- Anton Grahame has found a very useful tip to help you dodge some of those annoying attacks: 'On Sinking the Airships, you can hide in the lower section of the deck to avoid most if not all of Bowser Jr.'s attacks.' If you're wondering where the lower section is, head away from Bowser Jr (towards the camera) and ground pound through the grate. Thanks again Anton. ---------- 8. Bedroom ---------- 8ai. Gusty Garden Galaxy - The Dirty Tricks of Major Burrows Boss Name: Major Burrows Appearance: A very large brown/red mole with a blue spiked shell on its head. He has fairly large eyes and white eyebrows along with some equally white claws. Difficulty: 6.5/10 Strengths: Everything in his second phase: his high speed, his low vulnerability time and his surprise attack. Weaknesses: Everything in his first phase: his low speed, his high vulnerability time and nothing else out of the ordinary. Weak Point: Anywhere on his lower body. Strategy: This boss changes so much that I could rate him twice. 5.5/10 for his first phase and 7.5/10 for his second phase. Thats why I averaged it in the difficulty section. When you land on the odd shaped planet, Major Burrows will be chasing around a little bunny rabbit (don't know why though... >_>) and its your duty to stop him. Follow that blue shell around and wait for him to stick some of his body out of the ground. Thats your time to ground pound the floor and he'll spring up and land on his backside. Run upto him and spin him to start the fight with the Major. He'll burrow under the surface of the planet and you'll have to spot him. You'll see little pieces of dirt being flung up and they're heading right for you. This is the Major and he's underground chasing you. Start to run away from him but he'll soon catch up with you and show his blue shell. When he shows his body like last time, quickly ground pound the floor before he hits you and he'll pop up and start moaning. He'll wander around for a few seconds before burying himself again so before he does, run to him and blast him with a spin. Now you probably thought that was fairly easy and all, well now comes the harder part. After recovering from the spin attack, Burrows will stand up and look very angry. His blue shell turns orange and his eyes go a bright shade of yellow. He'll go underground again so watch out for those dirt pieces. They'll be moving a lot faster towards you now than before. Once they get close, the orange shell will appear out of the soil and will keep right on your tail. Soon enough, he'll show part of his body again so ground pound the floor. He'll quickly spring out then go right back into the dirt. DO NOT RUN TO WHERE HE LANDED. I did that and funnily enough, he pops up where he landed, charging towards you and flailing his claws around. I didn't really stand much chance of getting out of the way there so don't go to him. Instead, wait at the spot where you ground pounded and he'll come charging towards you. Pick your moment to ground pound so that he's close enough to hit when he pops up but far enough away so you don't get hurt. When he pops out, waste no time running to him and spinning him. Wait even a fraction of a second and he'll probably go back into the ground and you'll have to repeat the second phase again. If you manage to nail him, you'll notice he will have calmed down and left a star behind. --- 8aii. Gusty Garden Galaxy - Major Burrows's Daredevil Run Boss Name: Major Burrows Appearance: A very large brown/red mole with a blue spiked shell on its head. He has fairly large eyes and white eyebrows along with some equally white claws. Difficulty: 7.5/10 Strengths: Everything in his second phase: his high speed, his low vulnerability time and his surprise attack. Weaknesses: Everything in his first phase: his low speed, his high vulnerability time and nothing else out of the ordinary. Weak Point: Anywhere on his lower body. Strategy: The only part of the fight that should give you trouble is after you've pounded him out of the floor in his second phase and he starts charging at you with his claws. Picking the right time to pound whilst he is doing this is crucial. Too late and he'll hit you, too early and you might get crushed if he manages to bury himself while you run after him. If you can get the timing down, thats when you'll win. Until then, Major Burrows will be laughing in your face. Keep at it and you'll soon get the hang of it and you can wipe that smile right off his face as he hands over the daredevil star. --- 8b. Freezeflame Galaxy - The Frozen Peak of Baron Brrr Boss Name: Baron Brrr (I assume this is his name) Appearance: A spiky ball of ice with 2 beady eyes on the front. Wears a crown too. Difficulty: 4/10 Strengths: Can be a little evasive. Weaknesses: Large and slow. Easy to hit usually. Rubbish attack. Weak Point: Himself. Strategy: Baron Brrr is a pathetic excuse for a boss. He's so pathetic, the hardest part of the fight is wall jumping up to him, and thats easy. The only reason he gets a 4/10 is because of what happens if his attack connects and the tough minions he creates. Once you've climbed up to his area, he'll constantly pelt a set of 3 ice balls from his crown. He'll keep doing this until you get close to him. You can either run out of the way of the ice balls or just stand behind the wooden barriers that are scattered around the lower area. Head to your left at the start of the fight and jump over a few gaps until you reach the main block in the centre. Break the ice and grab the Ice Flower inside. Use this to walk on water to the front of the field and go to the two wooden walls near Baron. Wall jump up these before the power wears off and you're half way through the fight (yes its that quick!). Now, he'll stop firing the ice shards and instead slam himself into the ground to send out a rather large shockwave. Make sure you jump over this or it could send you back down and you'd have to collect the Ice Flower again. Once you've jumped over the wave, he'll be stuck in the snow for a second or two. Run upto him and spin him to make him shrink substantially. Hit him again while he's small and you'll take a third of his life away. He can ping himself over you so try not to let this annoy you. The next round is the same thing. Slam down ---> Shockwave ---> Jump over it ---> Spin him ---> Spin him again. Right, 2 thirds of his life gone now. The last phase is practically the same thing (again...) but this time there are two little ice minions floating around. Just ignore them (they're slow anyway). Repeat the same process against Baron Brrr and he'll be gone, leaving you a star as a present. --- 8c. Bowser's Dark Matter Plant - Darkness on the Horizon Boss Name: Bowser Appearance: A large Koopa with a green spiked shell. Has fiery red hair and sharp teeth along with spiked braces up his arms and one on his neck. A formidable foe indeed. Difficulty: 8/10 Strengths: Has multiple attacks which hit a wide range of the field. Most attacks are hard to dodge. Weaknesses: As soon as he's vulnerable, its very easy to do a bit of damage. Getting him vulnerable is another story... Weak Point: His tail and then his body. Strategy: Take everything Bowser did in the last fight and put more of it in this one. He's got 3 attacks in total now. His shockwave attack, his fireball attack (which improves greatly as the fight goes on) and a new dark spinning attack. I'll describe those in more detail later. As you reach the top of the Dark Matter Plant, Bowser will be there to greet you and make another remark about smashing you into space bits again before lifting you up for fight number 2. He'll instantly start with his triple shockwave from last time so jump all 3. His attack pattern is a lot less distinguished than last time so its hard to predict what he'll do. He'll most likely do his new dark spinning move towards you now. His hand will turn a kind of purple colour and he'll spin around whilst moving towards you. It doesn't last long but he does cover quite a lot of ground with it. Either move to the side if you can or just run directly away from him. Next he'll probably do a couple of high jump shockwaves before launching 5 fireballs towards you. Use the strategy that you did last time (put yourself between Bowser and a blue pad and stand just next to the pad but not on it) when he's high jumping to burn his tail. Run the opposite way to Bowser and spin his tail when he shows it to you. He'll spin round the planet on his shell so spin him again when he gets near to you like last time to deal damage to Bowser. Now things get trickier. His fireball attack has been upgraded now so instead of firing 5 fireballs (that you may have seen in the last round) to firing 16 fireballs in a circular fashion. He'll start the second phase of this battle with that move so move out of the way when some come near you. As if that wasn't enough, each fireball travels the planet once over, meaning after you've dodged the ones coming from Bowser's direction, more will come from the bottom of the screen. Dodging all the fireballs can be quite tricky so just be glad you got that Life Shroom before the fight (you did right?). He'll triple shockwave whilst the fireballs are still going as well so you've got even more to watch out for. After the triple shockwave, he'll use his own spin attack twice in a row. I think its best to keep long jumping forward rather than to the side because if you move to the side, Bowser will change the trajectory of his second spin to face you and you won't have as much room to dodge it as you would if you had ran forward. You'll want to get him to land on a blue pad as soon as possible or he'll repeat those deadly attacks again. Hit his tail once its burnt as usual then hit him when he spins back around to you to go to the last phase of this fight. Bowser will jump up and roar, meaning he's onto his last phase. He'll start with his circular fireball attack and then use a quintuple (5) shockwave attack. Dodge all 5 as well as the orbiting fireballs and Bowser will use his spin 3 times in a row. If you get hit by any one of those 3, Bowser will do a sideways jump and then do 3 more spins. Basically, he won't stop spinning until you've dodged 3 in a row. Now he'll definitely high jump so hope you're in a good position for him to hit a blue pad. If he does, great! You've nearly won. If he doesn't then he may repeat his previous pattern (fireballs ---> shockwaves ---> spins). Once he gets his tail burnt, he'll run off as usual. Now, like the last phase of the previous fight, his running path won't be straight so it'll be harder to get near him. Look through the planet to get a bit of a hint about which way he's going. If you fail to hit his tail, he'll do the 3 stage attack pattern described in the brackets in this paragraph again. Once you've hit his tail, he'll spin off and you can hit him when he comes back round. If you do, he'll spin off even faster but if you can land a hit when he comes back round, you've dealt all the damage you need to in this fight. Bowser will fall back down to his Dark Matter Plant and say he's picked the right nemesis. I have to disagree, as said nemesis always woops his sorry ass just like now. Ah well, Bowser's not too bothered as his Master Plan is nearly finished and he'll vanish, leaving you with a thoroughly deserved Grand Star. ----- Spirit Tsunami has provided a greatly useful tip for getting round that annoying dark spin attack of Bowser's: 'After a number of failed attempts to dodge, I discovered, completely by accident, that by performing your own spin attack, you can stop his attack and avoid damage.' This never occured to me, fight spinning with spinning. Because in Bowser's second and third phases of this fight he performs more than one of his spins at a time, if you spin him the results vary. If it is not the last one of his sequence (e.g the first spin in his third phase), counter-spinning Bowser will just knock him back slightly and he'll go onto his second spin of the three. However, if you counter-spin him on the last one of his sequence, Bowser will go hurtling into the air as if he had done a high jump. This also means he'll come down with a thud but if you can land him on a blue pad, his tail will be burnt. Very nice find there Spirit Tsunami. -------------- 9. Engine Room -------------- 9a. Gold Leaf Galaxy - When It Rains, It Pours Boss Name: Undergrunt Gunner Appearance: A Monty Mole inside a large cannon. The top of the cannon is made of glass. Difficulty: 3.5/10 Strengths: His weapon can take away the Bee power-up which is VERY useful in this fight. Weaknesses: His weapon stops working for a bit after firing so many bubbles. The bubbles fired do no damage and only serve to annoy you. Weak Point: The glass top of the cannon. Strategy: I've got two strategies for this: 1. As Bee Mario Fly on top of his cannon and ground pound it. Repeat twice more being careful to avoid the bubbles and the rain cloud. After two hits, he'll fire 5 rapid bubbles instead of 3 slow bubbles. That's all you need to know. 2. As regular Mario Get around to the back of the area you're in by jumping on the moving platforms when needed. Ground pound the red switch and platforms will appear on the other side of the field where you just came from (typical). Get back round to there before the timer ticks up and jump up the newly raised platforms and onto the cannon. Now ground pound it. Repeat twice more. If you get hit by a bubble, it'll send you as far back as it will go before it pops. Fairly short strategies there. Its usually quite easy to deal the first two hits as Bee Mario but when his firing speed increases, you may get hit so you'll have to resort to hitting the red switch and climbing the platforms. --- 9b. Toy Time Galaxy - Bouncing Down Cake Lane Boss Name: Undergrunt Gunner Appearance: A Monty Mole inside a large cannon. The top of the cannon is made of glass. Difficulty: 6.5/10 Strengths: He's high up, making it kind of hard to reach him efficiently. Fires electric fire balls from his cannon that home in on you. Not very nice at all. Weaknesses: Has trouble turning his cannon. He'll usually only fire when he's facing your general direction. Weak Point: The glass top of the cannon. Strategy: This fight has to be fought as Spring Mario. First however, we need to become Spring Mario. Head around to the other side of the area and there will be a Spring Shroom for you. Take it and start bouncing towards the jar of sweets in the centre of the stage. You'll most likely be faced with a few of his 'bullets' on your way towards it. Just high bounce over them (Press A when you land). Once you're at the centre, make sure you stay away from the flame cannons and high bounce on top of the Gunner's cannon and ground pound it. He won't be too pleased and the fight will be the same again. Just do what you did last time to deal another crushing blow to the mole. If you get hit as Spring Mario, you'll lose the power-up so you'll need to grab the Spring Shroom again. After the second hit, that Monty Mole will be steaming and his cannon will start to malfunction. Every 5 seconds or so, his cannon will be electrified. It won't damage the mole but it will damage you if you go up there. The electric field will only last roughly 2 seconds. This leaves your window of opportunity quite small. Still, good timing will get you up there and it only takes a second to ground pound that mole to oblivion. He's a persistent little devil isn't he? --- 9c. Bonefin Galaxy - Kingfin's Fearsome Waters Boss Name: Kingfin Appearance: A giant skeletal fish with numerous battle scars on its face and body and glowing green eyes. Definitely one of if not THE coolest looking bosses in the game. Difficulty: 5/10 Strengths: Homing shark torpedoes do his damage for him. Weaknesses: Very big target and fairly slow. No attacks of his own. Weak Point: His entire body. Strategy: As soon as you hit the water, the camera shifts to inside the great jaws of Kingfin. Look at those sharp teeth! We'll see our normal perspective on things now and our hero will be presented with a very big boney fish. He'll swim off and you have to make chase. Because the fight takes place underwater, make sure you grab bubbles and/or coins to replenish your air supply every so often. If you can't get to any then you'll have to resurface but you shouldn't have this problem as new bubbles appear every second all over the place. When chasing after Kingfin, you'll want to grab a shell quickly so you can catch up to him. You've also acquired ammo in doing this also so when you think you're close enough to Kingfin, line the light beacon from your shell up with Kingfin and fire that shell with a shake of the Wiimote. This will cause a response. After all, something that big has gotta do something about a threat. Cue the small metal shark torpedoes. These little nasties will start to home in on you if you get too close. There's two of them as well so watch out for both. Repeat the way you just used to damage him two more times to anger Kingfin even more. Now, you've got 4 of those mechanical monsters following you around so keep both eyes out for all of them. The little beeping sounds they make are a good indication of how close they are to you. The faster the beeping, the closer they are. Among all the green shells on the water bed, there's also a red shell there which, when launched, will home in on the nearest target. Fire it towards Kingfin and you've almost got a guaranteed hit. I say almost because those little devil missiles get in the way and make the red shell lock onto them. Hit Kingfin twice more for a grand total of 5 hits to make it bite the dust and grant you a star. Small note but the music for this fight really makes me think of the Ghostly Galleon boss fight from Donkey Kong 64. If you've played it, you'll probably remember the fight with Lanky Kong against that giant pufferfish. The music between that fight and this fight seem so similar in parts. ----- In previous versions of this guide, I had refered to this boss as being called Bonefin. Thanks to Nekoaa though, it seems his name is Kingfin after all. 'Kingfins's name is a pun on the word "kingpin," which means: "The most important person in an undertaking or organization". In an issue of Nintendo Power, and in the Prima Game Guide book, he was mistakenly called "the Bonefin", after the galaxy he lives in. But everyone thought that Bonefin made more sense, so some people started calling him that, causing some confusion between his official name and his nickname.' Cheers for clearing this up Nekoaa. This boss section has been updated. --- 9d. Bowser Jr's Lava Reactor - King Kaliente's Spicy Return Boss Name: King Kaliente Appearance: Its that Blooper/Octorok cross again. Very similar appearance as last time. He now has red eyes though. Difficulty: 8/10 Strengths: A good range of attacks this time along with that counter-attack again. Weaknesses: It doesn't counter-attack much. Weak Point: Its head. Strategy: A very similar fight to last time. You will have noticed though that the floor panels sink if you stand on them too long. I hope you grabbed that Life Shroom just before facing him because you may need it. Bowser Jr will fly over and introduce you to King Kaliente, he'll make some weird noises and the fight will begin. Now immediately head one floor panel to the left. This leaves you with a triangle of floor panels to run around if one starts sinking too much. Mostly, you should be jumping throughout the fight but if you need to do some dodging, move onto another of the two floor panels in the triangle if needed. Kaliente will start with his 3 fiery rocks again. Dodge them easily and the green sludge ball will come your way. He'll only perform the one counter-attack this round so that should be cake for you. His counter-attacks seem to send the ball further away from you than they did last time. If you have to leave the triangle of floor panels to hit it back, do so and then come back. Its easier that way. After the first hit, the King will send out those little blue creatures again. Kill them with Star Bits if you want or you can just try to ignore them. This is usually the time needed for running around those 3 floor panels to dodge them. You'll have to avoid them and the 3 rocks at once and wait for the sludge ball. One counter-attack again this time so it shouldn't be too much of a problem. Once Kaliente is hit with the second sludge ball, he'll get really angry and two things will happen, one good, one bad. The bad news is that now meteors are constantly raining over the area. They can be annoying to dodge but if you are using those 3 floor panels, the meteors will usually only hit the right panel and not the left or the bottom. The good news is that those blue creatures are now gone so hooray for that! Do your best to dodge those meteors and Kaliente's own brand of fiery rocks and the sludge ball will come soon. He should counter-attack twice this time so you're going to need a lot of moving around and jumping to hit that sludge ball as well as avoid those meteors. This is where grabbing the Life Shroom will most help. If you can get that ball to connect with Kaliente's face, the fight will be over and you are victorious. Its about time we finished off Kaliente for good. ---------- 10. Garden ---------- 10ai. Deep Dark Galaxy - The Underground Ghost Ship Boss Name: Kamella Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat and weird glasses. There is a red pendant on her chest as well. Difficulty: 6/10 Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes on. Sometimes gets close up in the fight making her magic harder to dodge. Weaknesses: No defense and easy to hit. Weak Point: Herself. Strategy: Not that much has changed since the last Kamella fight except that she invades the stage more often. She'll begin by alternating between red magic and green magic. Spin when you're near the green magic to get a shell and fire it at her. In the next phase, her red magic will either produce 2 fireballs or 3 fireballs and it'll alternate between the two. Still, all you need to do is wait for some green magic and spin it to get yourself a shell. Sometimes Kamella will wizz around the stage and appear in the middle. If she does, don't bother with whatever magic she's going to use and just run circles around her until she leaves. The camera doesn't help here and because the stage is small if Kamella's in the middle, its easy to get hit by her magic. Just run circles around her in one direction then wait for a shell when she's far away. Another hit and she'll make you move. Kamella will teleport to the top of the ship now so run to the left and up the wooden square pole. Kamella will also have summoned 2 Kameks to help her out so be careful when jumping from the pole because you may just end up landing on a fireball. Once you do make it up there, dispose of the Kameks and launch another shell at her when you get the chance. Even though this area is smaller than the last, she'll still wizz around it once you've hit her once up here. Its even harder to dodge her magic whilst she's in the middle of this area but just run circles around her until she goes. Soon, she'll summon back her Kamek buddies but just take care of them quickly before they become bothersome. Fire another shell at Kamella for the 4th hit this match to win the fight. Kamella will disappear but not before throwing her wand in the air. It'll spin downwards before breaking and showing you the star. ----- Jesse has found a useful strategy during the fight at the top of the ship: 'If you are really careful, you can stand on the rim of the lookout tower when she flies up to that area at the third part of the fight. Once she shoots a fire spell at you on the regular platform, jump onto the rim, and the fire won't be able to hit you.' That is a very useful strategy to avoid those nasty fireballs as it can be a pain to jump and dodge them all the usual way. Do be wary though as the part you're able to stand on is quite thin. ----- Max has found something of much use against Kamella. This is also VERY handy for the Daredevil Star: 'If you run up to her when she's on the ship (airship/ghost ship) and spin, she'll be stunned for a few seconds. Then she'll move to another part of the ship, and switch her type of magic. If you can always spin when she's using red magic and not green magic, there will be no or few fireballs and many shells.' Seems my downfall is not testing out the spin technique against bosses. Luckily, everyone else is helping out with that =D Like I said a few lines up, this strategy really comes into play during the Daredevil Run. You want as few fireballs as possible when you've only got one slice of health to fight with. Thank you Max. ----- mariomadman has some useful info on Kamella's movement patterns: 'After no hits, she will move around outside of the forcefield, on the edge of the boat in front of you. After one hit, she will move inside the forcefield and start moving around you unpredictably, then stop and shoot her magic. After two hits, she will move up to the tower. She will then move around outside of the rim of the tower in front of you, staying in about the same area. After three hits, she will move around freely inside the circle on the tower.' Good to know. This way, you'll know where Kamella is most likely to be during each stage of the fight. Nice one. --- 10aii. Deep Dark Galaxy - Ghost Ship Daredevil Run Boss Name: Kamella Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat and weird glasses. There is a red pendant on her chest as well. Difficulty: 7.5/10 Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes on. Sometimes gets close up in the fight making her magic harder to dodge. Weaknesses: No defense and easy to hit. Weak Point: Herself. Strategy: You shouldn't have much trouble when Kamella is far away but when she is in the middle of an area (especially the second area), you've got to be very careful to dodge her magic. When disposing of the Kameks in the top area, pick your time so that you're not likely to be hit by any magic they may be casting or any stray fireballs around the field. Look out for these two points and you shouldn't have much trouble beating her. You can also use Jesse's strategy of standing on the rim during the second part of the fight to help avoid Kamella's red magic. As if you needed any more help against Kamella (don't be ashamed if you do, she can be quite tough when you aren't allowed to be hit), there's another strategy you can use. Check it out by scrolling up to the end of the normal fight with Kamella on the Ghost Ship and check out Max's tip. ----- Here we have our first tip specifically for a Comet Boss battle. Sent in by mariomadman: 'At the beginning of the daredevil fight, break the two boxes first. This won't matter, because there are no coins in them, but it does give you an easier time running around and dodging Kamella's magic.' This is great if you're finding yourself low on space to dodge the fireballs. Combining this with his tip for the regular Kamella fight will give you optimum results for knowing where Kamella will be and knowing where to go to dodge her attacks. Thanks again. --- 10bi. Dreadnought Galaxy - Revenge of the Topman Tribe Boss Name: Topmaniac Appearance: A round spinning top with retractable spikes. Not much else to say really. Difficulty: 4/10 Strengths: Has an electric fence around the outside of the area. His little minions will help push you into it. Weaknesses: No top defense at all. Incredibly slow for a spinning top. Weak Point: The top of the... err top. Strategy: Wow its this useless boss again. You won't see any little yellow tops this time, just the red variety. I tend to get this boss over quickly and not bother with the red tops. The red tops will get in the way a bit but nothing that you can't handle. Topmaniac will always have its spikes out when its active regardless of the presence of its minions. To get rid of them, just jump on him. Its not too hard to jump on him whilst his spikes are out, just make sure you get a bit of a running start. Jumping on him retracts the spikes and you can spin him into the electric fence. The fence has been split up into 3 portions now but its still easy to send Topmaniac into one of them. If you find the red tops too annoying, you can send them into the electric fence so you can focus on Topmaniac himself. Strangely, unlike most bosses, Topmaniac will not change anything in this battle. No extra/different minions, no different movement patterns, nothing. Just jump on him then spin him into the fence for a grand total of 3 times to win. Thats it. --- 10bii. Dreadnought Galaxy - Topman Tribe Speed Run Boss Name: Topmaniac Appearance: A round spinning top with retractable spikes. Not much else to say really. Difficulty: 4/10 Strengths: Has an electric fence around the outside of the area. His little minions will help push you into it. Weaknesses: No top defense at all. Incredibly slow for a spinning top. Weak Point: The top of the... err top. Strategy: Read what i've written for the normal star for this. You've got plenty of time. Just make it to Topmaniac with at least 1 minute left and you'll be left with time to spare. Its easily possible to make it to Topmaniac with 3 minutes left. They give you far too much time with this. If you do have trouble however, learn the layout of the level so you know what to expect and when to expect it. That way, time won't be an issue. --- 10c. Melty Molten Galaxy - Fiery Dino Piranha Boss Name: Fiery Dino Piranha Appearance: A red dinosaur body this time with a black plant head. The brown orb on its tail is there too like the other Dino. It has red and yellow petals on its head. Sometimes, this Dino will engulf itself in flames for a nice effect. Difficulty: 8/10 Strengths: It's the same size as the previous Dino but its speed is much better. When it is engulfed in flames, it is completely invulnerable. Weaknesses: This one can't turn well either. It loses this weakness during the last round of the fight so you better watch out for that. Weak Point: The orb on the end of its tail. Strategy: This one takes everything good about the previous Dino and enhances it. Remember how you could just about outrun normal Dino in the first few rounds? This time, you can't. The big guy is taking no chances and wants to do what its counterpart couldn't, finish you off. His only direct attack is a charge towards you. Easily dodgable so move to the side like last time (long jump recommended) and whack that tail orb. Do watch out though because roughly every 1.5 seconds, the 'flame switch' (as I like to call it) will be flipped. This means that at 0 seconds, he won't be on fire, at 1.5 seconds he will, at 3 seconds he won't, at 4.5 seconds he will and so on. After the first hit, his rage builds up and he gets faster still. The flame switch will now be set at 1 second intervals, making your chance to strike even smaller. As if that wasn't enough, now his tail orb will leave a flame trail when it is alight. If you follow it from behind, you're gonna get scorched so keep to the side of the orb and wait for your chance to strike. Dino also gains a new skill. Sometimes Dino will inadvertantly stop and twist right round to face you. Before, he had to run around in circles to face you but now he can turn quickly and charge right for you. This new skill of his can catch you by surprise so be wary. Hit that orb again for some more damage. Dino now goes into Overdrive and speeds up even more. Not only that, the flame switch is every half a second! You're going to need expert timing to deal the final blow here. Dino also gains a new attack in the form of a fireball. He'll shoot fireballs in the direction he is facing and they'll travel straight. These shouldn't bother you as you shouldn't be directly in front of him anyway. Pick your time nicely to kick some tail and Dino will be history. He really does need to cool off (Woot! Pun!). ------------------------------------------------------ 11. Bowser's Galaxy Reactor - The Fate of the Universe ------------------------------------------------------ Boss Name: Bowser Appearance: A large Koopa with a green spiked shell. Has fiery red hair and sharp teeth along with spiked braces up his arms and one on his neck. A formidable foe indeed. Difficulty: 9/10 Strengths: Has multiple attacks which hit a wide range of the field. Most attacks are hard to dodge. Weaknesses: As soon as he's vulnerable, its very easy to do a bit of damage. Getting him vulnerable is another story... Weak Point: 1st phase: Head and then body 2nd phase: Just his body 3rd phase: Tail and then body Strategy: Here we are folks, the final boss! Bowser has the same strengths and weaknesses as last time but that doesn't mean he's just as hard. Oh no, he's even harder than last time. With a couple of new attacks thrown into the mix, the King of the Koopas has you on your toes for the whole fight. He does lose that annoying dark spinning move used last time. Instead he gains another annoying spinning move. More on that later. Make sure to grab the Life Shroom heading up the staircase where Bowser Jr is firing meteors at the steps. Reach the top to be confronted by Bowser. I won't spoil the story but Bowser's got big plans, and stomping you is one of them! Seeing as how you're here and all, Bowser wants to execute this stomping plan and lifts you and him to a dark blue planet. This planet is quite harmless apart from the red spiked plants. Keep away from those. There's also a few ice blocks with coins in and such so break them if you need to. As soon as you both make landfall, Bowser will send out one of his patented triple shockwave attacks. Jump all 3 to be presented with one of Bowser's new tricks. He'll jump in the air and coat himself in rock. Once he lands, a round boulder with Bowser's head sticking out will be the result. It'll roll toward you (its faster than you as well) so run away. You'll want to time it so that Bowser's head will be the part of the rock that's gonna squish you. Get near his head, being careful to avoid the rest of the rock, and spin it to send him spinning onto his shell around the planet. Hit him on his way back around to deal some damage. Similar strategy again this time only he rolls much faster than last time making it hard to time your spin to hit his head. Keep at it and sooner or later you'll hit him. Spin him once he comes back around the planet to send him back around even faster. One spin attack whilst he's at this speed will send you and him on you're way. No, its not over yet, you're just getting a change of battlefield. You'll land on a red/brown coloured planet this time around. Its covered in springy green plant like things as well as those red spiked plants. Once you've landed, Bowser will send 3 fireballs your way before showing you his new spinning technique. He'll curl up inside his shell and try to crush you with his spikes as he rolls around. Stand near a green plant and wait until Bowser gets near to it. Put the plant directly between you and Bowser and spin the plant. It'll spring out and smack Bowser and he'll go spinning off on his back again. If you miss with the plant, watch that it doesn't spring back and hit you. Hit Bowser when he circles back around on his back again to give him some hurt. Now he'll send out 5 fireballs towards you very rapidly. Dodge these and he'll curl up inside his shell again. This time, its as if he's got a rocket attached to his back as he soars around the planet at an incredible speed. You've really gotta be quick to get out of the way once Bowser's like this. He'll soon go back to his previous speed so spin a plant into him to send him around the planet. Hit him when he comes back to send him round really fast again. Once more and he'll send you to THAT planet again. You know the one i'm on about. Yes its those blue pads again. He'll triple shockwave before spinning inside his shell again. Once he has finished that spinning, he'll jump high in the air and land with a shockwave. Stay near a blue pad whilst Bowser is spinning and always keep the pad between you and him. Once he jumps out, run onto the pad but quickly run off it again to make Bowser burn his tail again. His running path won't be straight so you'll need to do some more predicting. Nail his tail to send him on his back again around the planet. Hit him again to begin the very last phase of the fight. Bowser will let out a mighty roar before beginning his final assault. He'll send 16 fireballs in every direction that each orbit the planet once. Whilst they're orbiting, Bowser will kindly let loose 5 of his shockwaves in a row before then going into his shell and zooming off around the planet. Again, stay near a blue pad when he does this. Odds are he'll jump out of his shell on the opposite side of the planet and won't land close to your pad. He has one more high jump left in him before he'll repeat his attacks. For this high jump, he'll run close to you before jumping. Stand so that you are between the blue pad and Bowser but closer to the pad. Bowser will jump up and when he does, run all the way across the blue pad. Bowser should land straight on the pad and scorch his tail once more. Repeat the usual hit tail, hit whilst spinning, hit whilst spinning fast pattern and the fight will end. Mario will punch Bowser before punching him again and sending Bowser hurtling into the sun. The ground will shake and the final Grand Star will burst out of the planet. Now sit back and enjoy the ending. P.S. Beat Bowser again once you've collected all 120 stars. You may just get a little surprise ;) ----- A useful tip when fighting Bowser on the planet with those springy green plants has been sent in from James Molnar: 'In any of the bowser boss stages where there are those green plant things that you can spin into that you need to knock spinning bowser to flip him, they absorb his fireballs, which saved me when fighting him with 1 hp left.' If you're finding it hard to dodge some of those fireballs, you can always do what James did and hide behind one of the green plants so that they block the fireball. Thanks James. ----- Another method for using the springy plant things comes from Alexa Danielle: 'On the third Bowser fight, second planet, if Bowser lands next to a "spring plant", you can shorten the fight by going ahead and hitting him with one instead of waiting until he's rolling around.' This way gives you some extra time with lining the shot up, instead of having a small window of opportunity to attack him mid-spin. Cheers. ---------------------- 12. Legal Information ---------------------- This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advanced written permission. This guide may be displayed on the following sites: www.gamefaqs.com www.neoseeker.com www.supercheats.com Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2007-2009 Jonathan Finn ------------ 13. Contact ------------ If you spot any errors in spelling or just errors in general in this guide then please feel free to contact me at the following email address: [email protected] Please put something like 'Super Mario Galaxy Guide' or 'Mario Boss Guide' as the subject of your email. If you don't, I may not read it. Things such as constructive criticism are more than welcome but flame emails such as 'Your guide sucks' or 'You are stupid' are not welcome. If you have any suggestions on how I could improve this guide then they will be very much appreciated. Any information you may have gathered may also be put to good use within this guide and you will of course be mentioned in the Credits section. Speaking of which... ------------ 14. Credits ------------ Thanks to: The Super Mario Galaxy Board for helping me with some Boss names. Da Dood for telling me how to kill the little blue creatures in the Kaliente fights. Jesse for pointing out a useful strategy for the second Kamella fight and something about Bouldergeist's attacks. Matt Walters for giving me an excellent strategy for beating Megaleg and pointing out another of Bouldergeist's attacks. Diego Crescini for saying that Kaliente's projectiles may be watermelons. Anton Grahame for providing some quite useful tips when fighting Dino Piranha and Bowser Jr's Airship. KRiggar for providing an enlightening summary of the coconut. Spirit Tsunami for sending in an awesome tip for the second Bowser fight. Hyper_Shadow_29 for seemingly settling what Kaliente's projectiles really are. James Molnar for sending in a good defensive trick against Bowser's fireballs in the final fight. Max for sending in a highly useful tip for the second Kamella fight. jrbeers717 for finding a nice little tip against Bouldergeist. mariomadman for 2 good tips when fighting Kamella on the Ghost Ship. Nekoaa for sorting the Kingfin/Bonefin name controversy I had with myself >_> Alexa Danielle for a bunch of tips for all the Bowser fights. Dracoblade100 for reminding me my memory fails by sending in helpful advice for the fight with Bouldergeist. Ming Shui for the simple yet effective strategy for beating Bouldergeist. Nintendo for making this game. And of course you guys for reading this. Thanks! =D