++++++++++++++++++++++++++++++++
Kirby Super Star Ultra Boss/Arena FAQ
++++++++++++++++++++++++++++++++

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Table of Contents
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	1. Table of Contents
	 2. Introduction
	  3. Bosses
	   4. The Arena/True Arena guides
                5. Credits and legal stuff

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. Introduction
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hello, and welcome to my first and probably only FAQ. I am Milkyway64, and this
FAQ was both born of a love for Kirby Super Star Ultra, and because I see many
people having trouble with the Arenas. This guide will not cover Helper to
Hero, there's a guide already on that. This guide is for beating the bosses for
those who can't, but more importantly the Arena sections have useful tips on
ways to avoid damage and strategies to take even the hardest bosses down. In
addition, the main walktrough has tips on tackling the bosses with no ability,
which seems to be a popular challenge. The formula for this FAQ is as follows:

Boss: boss name

HP: HP value (most of these value's credit goes to Bagan666 and Rodanguirus on
the gamefaqs KSSU message board)

Attacks: attack list. Inhalable attacks are marked with *.

Strategy: Strategy for the boss, as well as tips for dodging their attacks and
hints on how to beat them with no ability.

With that out of the way, on with the FAQ.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3. Bosses
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==========================================================================
Spring Breeze bosses
==========================================================================

Sub Boss: Poppy Bro. Senior

HP: 80

Attacks:
Jump
Rush
Bomb throw*
Straight bomb throw*
Triple bomb throw*

Strategy:
Just attack him with your beam or cutter ability. He goes down fast.
Abilityless, just wait until he throws a bomb and spit it at him, all the while
jumping over his rushes and staying away from his jumps toward you.

---

Boss: Whispy Woods

HP: 180

Attacks:
Apple drop*
air puffs

Strategy:
Easy boss. Just wail on it with whatever ability you have. If you have no
ability, simply suck up and spit the apples while avoiding the air puffs.
Should only take four hits.

---

Sub Boss: Frosty

HP: 100

Attacks:
Swallow
ice throw*
stomping

Strategy:
Another easy boss. You even get invincibility candy to annihilate him with, but
if you somehow run out before killing him with it, he's a pushover if you just
attack him with whatever ability you have. You can suck up his ice blocks to
use as ammo if you have no ability.

---

Boss: Lololo and Lalala

HP: 100 each

Attacks:
Walking across the screen with a green block or Gordo*

Strategy:
Again, just attack them. The bosses in Spring Breeze are a pushover, even if
you get hit on every assault you make you should be fine. For an even easier
win, use the Crash ability that you can get from the bomb just outside of their
room. Naturally, if you have no ability the green blocks serve as your ammo.
Note that after one is dead, the last speeds up.

---

Sub Boss: Kracko Jr.

HP: 120

Attacks:
Spawn Waddle Doo*
Wave across the screen and sweep back to position
Drop bombs*

Strategy:
This boss is pretty pathetic, like all of the ones so far. For those going
abilityless, the waddle doos and bombs serve as your weapons. If you need it,
you can copy both for beam and bomb abilities respectively. He goes down fast,
but his sole noteworthy attack can catch you off guard, and that is the
wave/sweep attack. If he stops bobbing up and down, get ready to go under his
wave-like movement and jump when he reaches the bottom left corner.

---

Boss: Kracko

HP: 180

Attacks:
Spawn Waddle Doo*
Switch sides
Swoop
Bouncing swoop
Dual beam
Raindrops
Lightning

Strategy:
It's Kracko, the bigger, more mature version of your last boss! The idea is the
same, but this one has many more attacks. His most dangerous attacks are either
of his swoops, wherein he goes to ground level and sweeps toward the other side
either in a simple fasion, or in a more eratic "bouncy" fashion. Either jump,
guard, or run to a corner to avoid them. Aside from those, he's pretty
harmless. The waddle doos are your ammo and ability supply should you not have
any, but he likes to use his beam, raindrops, or lightning just after spawning
one, so watch out. Just move to the side or run away to avoid them. Kracko is a
step up from the other bosses, but he's more than manageable.

---

Final Boss: King DeDeDe

HP: 220

Attacks:
Inhale
Trip
Hammer*
Leaping hammer*
Jump*
Puff up

Strategy:
This is it, the final boss of the first game! DeDeDe isn't that hard,
especially since he's one of the only bosses that "flinch" when hit. You can
stop anything he does with an attack, but that doesn't mean it's completely
safe to berserk him. His trip will probably hit you most often out of all of
his attacks, as it's fast and sudden. At half HP, DeDeDe will get a bit faster.
Abilityless, he's a bit tougher. You'll have to use the stars from his jump and
hammer to damage him. Just keep your distance and avoid him until the
opportunity arises.

==========================================================================
Dyna Blade bosses
==========================================================================

Sub Boss: Cook Kawasaki

HP: 100

Attacks:
Pan
Plates*
Stomping
Walking from when end of the room to the other

Strategy:
Another easy boss to kick off your second game. This guy goes down fast, but
beware, his frying pan pack a punch. Avoid it at all costs. With no ability,
you'll be using his plates, which at half HP he'll throw three of rather than
one.

---

Sub Boss: Bonkers

HP: 160

Attacks:
Stomp
Coconut grenade*
Hammer*

Strategy:
The hammer man! This guy, like most other sub bosses, is pretty easy. He's a
bit more durable than other sub bosses, but the idea is the same. Just wail on
'im. If you have no ability with you, use his coconuts against him or use the
stars from his hammer. Did you know that this guy was also in Spring Breeze, in
a secret room? It can be found before entering Kracko's lair, by entering the
moon above his doorway.

---

Sub Boss: Iron Mom

HP: 140

Attacks:
Stomp
Walking from one end of the room to the other
Punch
Pound*
Walk'n'pound*

Strategy:
Ever notice how ALL sub bosses stomp unnecessarily? I don't even know if it
should count as an attack... Anyway, Iron Mom will be found wandering the map.
She's pretty easy, but her fists can block some of your attacks as they try to
punch or pound you. The punch in particular is notable, because he actually
aims it at you and it has decent range. The pound seems to only be there to
provide star ammo for you no-ability folks, but at half HP she'll start
combining it into her strides across the room, making it dangerous to pick the
stars up.

---

Sub Boss: Bugzzy

HP: 160

Attacks:
Stomp
Grab dash
Bug projectiles*
Hover

Strategy:
You should note that this guy has a weakness to Fire. Frosty also shares this
weakness. Anyway, this guy can be a pain in a close quarters battle. He weaves
back and forth, and tends to weave right into you. He jumps around like usual,
and even hovers through the air toward you. Watch out when he blinks orange,
because he'll dart across the screen in an attempt to grab and slam you. Jump
to avoid it. Those without abilities should use the bugs he sends after you.

---

Sub Bosses: Frosty, Bonkers, Double Poppy Bros. Senior

HP: 100, 160, 80 each in that order

Attacks:
Refer to each boss' previous entry.

Strategy:
This fight is a series of rematches against old sub bosses. First is your old
friend Frosty. Take him out. Next, destroy Bonkers again. After that is the
dual Poppy Bros. Don't be intimidated, they're still easy. Just focus on one at
a time.

---

Final Boss: Dyna Blade

HP: 240

Attacks:
Jump*
Fireballs*
Background assault
Head lunge
Swoop*

Strategy:
The first and only "real" boss of Dyna Blade. This overgrown yet majestic bird
isn't too hard, but a bit more difficult than everything else up to this point.
She can jump in a variety of ways, straight up, across the screen, and even off
the top to come back down on your position. Sometimes, she'll go to the back
ground and attempt to ram into you. Move up or down accordingly to avoid it.
The fireballs can be a pain, just keep moving if you see them coming. The only
other attack you should be worried about is her swoop. Jump over her, or she'll
grab you and drain your HP. Abilityless players should use the stars that kick
up each time she lands.

==========================================================================
The Great Cave Offensive bosses
==========================================================================

Sub Boss: Bonkers

HP: 160

Attacks:
Stomp
Coconut grenade*
Hammer*

Strategy:
Yawn. Break the blocks in the middle of the screen before he spawns for a
slightly humorous win.

---

Boss: Fatty Whale

HP: 240

Attacks:
Various passes across the screen
Falling rocks*
Water jet
Dive bomb from background

Strategy:
This boss can be difficult if you don't know what you're doing. Basically,
he'll bounce, roll, jump, and swim from left to right, then vice versa.
Sometimes, he'll swim and shoot a jet of water from his back. This'll cause
rocks to fall and spawn a fish. Avoid going over him until the water stops. He
also likes to jump and cause a giant splash that shoots you off screen, only to
fall back down with some rocks. Use these and the occasional fish for ammo,
players going without an abilty. Other wise, just follow him and attack. Just
watch out for his occasional surprise attack in the middle of the room from the
bottom.

---

Boss: Computer Virus 1

HP: (Slime) 64 (Puppet) 80 (Magician) 100

Attacks:
Various

Strategy:
This boss is unique. You have to wait your turn to attack. Yes, this is an RPG
parody. Your enemies aren't very tough, and most of their turns are spent doing
useless things like calling for help, crying, and attempting to self destruct.
None of these do anything, the only thing you should be worried about is their
"attack," which is a star or three being fired in your direction. The Magician
has a fire spell, and an ice spell in addition to her attack. The secret to
this fight is the guard button. Hold it down during their turn, and nothing
will really do anything to you. For those of you going without an ability...
tough luck. Not only is it hard, but it's tedious to catch those stars flying
around. You may want to make an exception for this fight, even if it means
grabbing the abilities provided to you and pressing select to turn them into
stars.

---

Sub Boss: Bonkers. Again.

HP: 160

Attacks:
Stomp
Coconut grenade*
Hammer*

Strategy:
I'm only mentioning him here because you can drop him into the abyss again.
This destroys your treasure reward, though.

---

Boss: Chameleo Arm

HP: 240

Attacks:
Roll charge
Tongue
Diagonal and straight "punches"
Paintballs*

Strategy:
This boss is optional, but necessary for 100% treasure collection. He enters
and will either charge at you or attempt to eat you. You can see the later
coming by a slight movement backward, then a slow roll back into place. He'll
eventually go and stick to the wall, at which point he'll stretch his
claws/legs diagonally down in front of him or straight in front of him to
"punch" you. He may also drop his body straight down, then snap back up into
place. He'll spit paintballs after this, which you can use as ammo or to copy
the unique paint ability. This boss is one of three which this ability is
possible to get. The most annoying thing about this boss is that he becomes
transparent. He can do it at any time, and all you'll be able to see of him is
a blur. Paint will make him visable again, if not kill him outright as it seems
to hurt him pretty bad.

---

Final Boss: Wham Bam Rock

HP: 240

Attacks:
Slams
Punch
Grab
Rock rain*
Finger walk
Finger drop*


Strategy:
The final boss of the Great Cave offensive can be a bit tough. However, he has
a set and predictable pattern. The stone hand always attacks with three slams,
followed by making rocks rain from the ceiling. He'll then slam one more time,
and go for a grab. A punch comes next, then he drops finger pieces on you.
After this comes a series of three slams going from one side of the arena to
the other, and then he finger walks across the ground to flick you. The finger
pieces and rocks can be used as ammo. At half HP, he changes it up. His pattern
seems to randomize a bit, and he starts slamming open palmed rather than closed
fist. His speed also increases, the finger drop moves toward you, and also the
pieces fly back up to the hand after the attack is finished, prolonging the
danger. With a bit of practice, this guy can be brought down easily, but the
first few times might be difficult.

==========================================================================
Revenge of MetaKnight bosses
==========================================================================

Boss: Whispy Woods

HP: 190

Attacks:
Apple drop*
air puffs

Strategy:
Like before, a pushover with... 10 more HP? According to my calculations, yes.
It makes no difference, just finish this chump and...



Boss: Twin Woods

HP: 130 each

Attacks:
Apples*
Air puffs
Gordo drop
Bug rain
Wood shift

Strategy:
Whoa, two of 'em! These have less HP than the last one, but more attacks. This
one can drop Gordos too, as well as bugs when they rotate and shake the screen.
The bugs will hurt you if you inhale them. Watch out for the air puffs from
either side, and lastly, use caution in the air because they have an odd attack
where they shift a disc of wood or two from one tree to the other.

---

Sub Boss: Dual Bonkers

HP: 160 each

Attacks:
Stomp
Coconut grenade*
Hammer*

Strategy:
Just like before, but now you have two. Take them out with the Mic ability you
get just before this for an easy win.

---

Sub Boss: Jukiddo (and Poppy Bro.)

HP: 120 and 80

Attacks:
Grab
Stride
Energy blasts*
Stomping*

Strategy:
The Poppy Bro is no stranger. However, his partner is a new guy you haven't
encountered yet. He can be pretty infuriating with his slams, which he does
everytime he grabs you or walks into you during his stride across the
battlefield. Just be careful, and use his energy blasts for ammo. When low on
HP, he speeds up which can be a problem.

---

Boss: Main Cannon #2

HP: 200

Attacks:
Laser
Cannonballs*
Grab
Bomb drop*

Strategy:
Your target is the big gun on top, that shoots the cannonballs at you. The
cannonballs and bombs dropped will be your abilityless weapon. Be careful of
the laser, which can be avoided by staying on the ground. The hand is a pain,
but attacking it or simply running away will avoid it. Just watch out for
cannonballs while you do so. The canon that fires the laser can be destroyed,
but it has a whopping 400 HP. Long range abilities like bomb and yo-yo are best
for this fight.

---

Boss: Heavy Lobster

HP: 280

Attacks:
Rush
Jet left or right
Stomp
Big jump*
Flame thrower
Lobster torpedo*
Paint glob*

Strategy:
Technically your second encounter with this guy, as I didn't include the first
in this FAQ since the fight is over seconds after it begins. He begins chasing
you right through a series of blocks, just ignore him and run for now. When you
get to the top of the room, the real fight begins. He likes to rush at you
right off the bat, so be ready to go over him. Heavy Lobster has a lot of HP,
but he isn't that hard. For those with no ability, focus on inhaling his
mini-me torpedos and paint globs (which is copyable for Paint, which will turn
Heavy Lobster red and blind him) but watch out for his flamethrower. Just keep
attacking him and he should go down.

---

Boss: Reactor

HP: Unknown

Attacks:
Laser
Flame jets
Cannon

Strategy:
You can't hurt the reactor, only the lasers shot from the hanging turret can.
So you have to bait the lasers into hitting the reactor. Aside from the laser,
it can shoot it's gun, which will hit you if you are on the floor, and flame
jets will attempt to go beneath you and shoot up at you. Sometimes, three flame
jets rather than one will attack you. Just move to the side. Like the Main
Cannon, the gun can be destroyed but it also has a lot of HP, so it isn't
really worth it. Just direct three or four lasers at the reactor, and you win.

---

Final Boss: Meta Knight

HP: 260

Attacks:
Sword plant
Shock wave*
Slash
Sonic dash
Mach tornado*
Tornado pillar*
Rapid thrusts*
Sword beam

Strategy:
Grab the sword (then discard it, depending on what you want to do) and go into
battle. Meta Knight is a bit tougher than everything else up to this point, but
he's beatable even if you berserk him. He's only really dangerous at half HP
and down, where he'll get faster and start sending the tornado all the way
across the screen. Get behind him if you see him vibrating with the sword above
his head. With no ability, he's a lot harder. You'll have to rely on the stars
he kicks up from his more advanced attacks. Just dodge and play defensively,
he's not all that dangerous, especially since he likes to keep his distance.

==========================================================================
Milkyway Wishes bosses
==========================================================================

Boss: Twin Autumn Woods

HP: 155 each

Attacks:
Apples*
Air puffs
Gordo drop
Bug rain
Wood shift

Strategy:
Same thing as the Revenge of MetaKnight battle. I don't think there's even a
difference save HP. Just use the last strategy and you should be fine.

---

Boss: Red Fatty Whale

HP: 264

Attacks:
Various passes across the screen
Falling rocks*
Water jet
Dive bomb from background

Strategy:
Again, all this color swap has is more HP. The only other difference I notice
is that the rocks fall faster after he splashes.

---

Boss: Blue Kracko

HP: 200

Attacks:
Spawn Waddle Doo*
Switch sides
Swoop
Bouncing swoop
Dual beam
Raindrops
Lightning

Strategy:
Milkyway Wishes likes to recycle bosses, doesn't it? Well, Kracko's back, and
he's a bit more durable, not to mention blue. Destroy him.

---

Boss: Chameleo Arm

HP: 240

Attacks:
Roll charge
Tongue
Diagonal and straight "punches"
Paintballs*

Strategy:
Unlike the other bosses so far, this is the same fight. No problem.

---

Boss: Wham Bam Rock

HP: 240

Attacks:
Slams
Punch
Grab
Rock rain*
Finger walk
Finger drop*

Strategy:
Same boss as before. By now he should hardly be a challenge.

---

Boss: Platinum Heavy Lobster

HP: 360

Attacks:
Rush
Jet left or right
Stomp
Big jump*
Flame thrower
Lobster torpedo*
Paint glob*

Strategy:
Another recolor. And he has a huge boost in HP. Regardless, he's the same
thing. If he really gives you that much trouble, try keeping your distance.

---

Boss: Computer Virus 2

HP: 80, 180, 250

Attacks:
Various.

Strategy:
The weird boss from Great Cave Offensive is back, but now with different
enemies. The Magician returns, no big deal. Take it out. Then comes a new
enemy, Evil Knight. He likes to rain knives on you and "swing his sword" in
addition to the star attack. After him is the Great Dragon. He has a lot of HP,
but he's pretty easy. He does an incredibly simple scratch move that will prove
to be non-ability-er's best chance for ammo, and he also can flap his wings,
which sends a bunch of guard-peircing blades at you. Jump them or attack them,
or even guard and take whatever damage comes. He'll go down faster than you
might think.

---

Boss: Galactic Nove Nucleus

HP: Unknown

Attacks: None.

Strategy:
This boss is fought with the "starship" ability that's given to you for this
level. The idea is to shoot all of the various objects on the passing pillars
and pass through to avoid getting caught between the screen and pillars. I
recommend you go past the first one you see without destroying it. Destroy all
the rest and the rotation of the pillars will go in reverse after a certain
point. Now you have to dodge your targets before shooting them. This could be
difficult if you killed the first target right away, but since you didn't, only
easy ones are left.

---

Final Boss: Marx

HP: 350

Attacks:
Cutters*
Ice bomb*
Rising from a portal
Seeds
Arrow rain
Shoop da- er... energy beam
Black hole
Teleporting into you

Strategy:
The final boss of Milkyway Wishes, and before this remake came along, the final
boss period. Marx is hard if you don't know what you're doing. He'll always
open with his cutter move, which pretty much just sends a boomerang projectile
in all four diagonal directions. After this comes his seeds. He drops four
down, be careful not to get hit by them, and then in the order they dropped,
harmful vines shoot up to the top of the screen. They disappear, and a curious
black and yellow hole appears underneath you. Guard, as Marx will shoot up from
that. From here, he either appears high in the air and drops a bomb that, upon
reaching your altitude, splits and travels left and right, or he'll appear on
the side of the screen preparing to send an impressive volley of arrows at you.
Jump to avoid both. He'll eventually attempt to fire a big laser at you, which
you can see coming by a rather constipated expression (you see this before he
drops the ice bomb, too.) As he loses health, he'll get faster, teleport around
frequently, and do one last devastating attack, the black hole. If you see him
split apart, run away fast. If you're too close, you'll be sucked into the
black hole the halves leave behind, which will take off approximately half of
your health. Ouch. In this battle, good defense is good offense. Strike him at
safe times, and you'll be fine. With practice, even the mighty Marx can be
easily beaten with no damage taken.

==========================================================================
Revenge of the King bosses
==========================================================================

Sub Boss: Phan Phan

HP: 200

Attacks:
Grab
Roll grab
Stomp
Apples*

Strategy:
I hate this sub boss. Four or five hits is all you get. Keep your distance.
That's your best defense in this fight. Phan Phan is fast, and can close in on
your position for his over powered grab in no time flat. Hit him with what you
got, or hang back and use the apples to your advantage.

---

Boss: Whispy's Revenge

HP: 320

Attacks:
Apples*
Poison apples
Air puffs
Whirlwinds
Gordos
Bugs

Strategy:
It's Whispy Woods on steroids! And purple-ness! He (she?) is as easy as ever,
but improved. The HP speaks for itself, but now it has the earthquake-spin
thing Twin Woods had too, as well as being able to drop both gordos, bugs, and
poison apples. Of all of those, the normal apples are obviously the only safe
thing to inhale. But if you're not putting yourself through that, any ability
can annihilate Whispy like all the previous encounters. Also note that instead
of the air puffs, it might blow out a few small tornadoes instead. These do
more damage, but they still won't touch you if you stay at the tree's base.

---

Sub Boss: Fire Lion

HP: 200

Attacks:
Fireball*
Scratch
Gnaw
Stomp
Charge and leap*

Strategy:
Pretty harmless sub boss if you ask me. All he can really do is move toward
you. He could either then jump back and pointlessly scratch, jump above you and
come down, or grab you and gnaw for some decent damage. Occasionally he'll set
himself ablaze and charge. Jump to avoid it and hit him. Yawn. Oh yeah, stars
can be inhaled like always.

---

Boss: Lololo and Lalala's Revenge

HP: 150 each

Attacks:
Walking across the screen with a green block or Gordo*
Singular Gordos

Strategy:
This is like Lololo and Lalala's last encounter save a few differences, first,
HP. Second, their default speed is that of the surviving one last time, and
there is another row for them to walk in, to make up for the occasional
singular gordo passing through the third passage. Even with all these tweaks,
it's still an easy boss. Just watch out for the last one's speed increase when
you take one out.

---

Sub-Boss: Kracko Jr.'s Revenge

HP: 180

Attacks:
Spawn Waddle Doo*
Wave across the screen and sweep back to position
Drop bombs*
Switch sides
Sweep perimeter of room

Strategy:
Kracko Jr.'s Revenge can be a pain. The best piece of advice one can give is to
not jump in the middle of the room. Stay behind him, and jump so that you'll be
in the space between him, and the screen's edge. If you stay in the center,
he'll sooner or later zoom to the other side and you'll get hit. The only other
thing to note is that he now drops five bombs when he passes overhead, not
three.

---

Sub Boss: Grand Wheelie

HP: 160

Attacks:
Charge
Spawn mini Wheelie*

Strategy:
A simple boss that is first found in the secret room before Kracko, and later
at DeDeDe's castle. He'll try to run over you. That's all. He'll occasionally
stop to send a small wheelie after you, but that's only for your no-ability
self to spit at him. Given his simplicity, he's unpredictable and more than
likely will hit you sooner or later when you land to attack. He goes down fast,
thankfully.

---

Boss: Kracko's Revenge

HP: 260

Attacks:
Spawn Waddle Doo*
Switch sides
Swoop
Bouncing swoop
Dual beam
Raindrops
Lightning
Eight directional lightning beam

Strategy:
Kracko's strategy applies here. Except now he can move to the middle of the
screen and send lightning left and right, puase, up and down, another pause
then two diagonals, one last puase, and then the other two. This is best
avoided by going under him after the vertical ones pass. He'll also move toward
you with his rain move, so be prepared for that. Otherwise, keep attacking him
like normal.

---

Boss: Kabula

HP: Unknown

Attacks:
Various shots
Bullet bills
Rush

Strategy:
This fight gets hectic. Just stay to the far left and focus on dodging whilst
mashing or holding the fire button. The normal shots can be destroyed, but
gordos can't. When Kabula spins, move out of the way as he is about to charge
to your position and then move back to where he charged from. He'll also open
up to reveal a big gun that fires what I like to call bullet bills. Go between
these. He can either move up or down while firing them, or move to random
heights and fire. Just keep on the defensive while staying line up with his
general position, and you will win.

---

Sub Boss: Mr. Tick Tock

HP: 190

Attacks:
Stomping
Ringing
Notes*

Strategy:
Like all sub bosses, he jumps around. His only other attacks are charging and
sounding his alarm, which is about useless, and throwing notes around on a
second ring. These are your projectiles, and if you aren't watching out, these
can hit you. Otherwise, he's easy.

---

Sub Boss: Bandanna Waddle Dee

HP: over 9000 (220)

Attacks:
Falcon punch
Mind bullets
Self destruct
Roundhouse kick
Chocolate rain
(Walking, jumping)

Strategy:
Waddle Dee. This is one hard battle. Impossible, even. Almost all of his
attacks one shot you, and you can't avoid his mind bullets no matter what you
do. Inhaling him will defeat him in one hit, but he self destructs in your
mouth killing you instead. The pure awesomeness of this boss is said to cause
harmful radiation to come from your DS screen. He is not to be attempted by
anything less than a kirby god. (Just attack him. Joke boss. His only "threat"
is owning him into yourself.)

---

Final Boss: Masked DeDeDe

HP: 440

Attacks:
Hammer*
Leaping hammer/shockwave*
Trip
Triple jump*
Inhale
Puff up
Flamethrower
Missile launcher*
Hammer spin

Strategy:
It's DeDeDe with numerous improvements. His HP is doubled, for one, and he has
a few new attacks. The ones he already had have been improved, like his leaping
hammer now has a shockwave effect upon landing, he jumps three times, he's
faster when chasing after while puffed up, and finally his very arena has
harmful edges. His new attacks are a Heavy Lobster style flamethrower that
comes from his hammer, and missle launcher from the same place, and a crazy
hammer spin. You can see it coming by a pose he strikes before going at it. Fly
up, but not too high, to avoid it. On the offense, he's still easily flinched,
though he now has times where he won't, like when he raises his hammer. With no
ability, it's all about defense. His triple jump plays to your advantage here.
Each one produces two stars for you to use. Excellent. DeDeDe is one of the
hardest bosses in the game, so don't feel ashamed to take that hammer and use
it.

==========================================================================
Meta Knightmare Ultra bosses
==========================================================================

Maybe someday I'll redo every boss here with Meta Knight in mind, but for now
it'll only include the one boss unique to this mode. If you really have trouble
with a previous boss, use Mach Tornado to drain the majority of it's health. I
only advise against doing this to Computer Virus 2, and...

Final Boss: Galacta Knight

HP: 620

Attacks:
Sword plant
Shock wave*
Slash
Double sonic dash
Mach tornado*
Tornado pillar*
Rapid thrusts*
Shield beam
Rotating beam
Summon minions*
Flame jets

Strategy:
Try to come into this battle with 50 points, and use them all for healing.
Galacta is like Meta Knight, only most of his attack are improved or in some
cases, completely new. Like Meta, he likes to stay a certain distance from you,
and leaps in to attack. He will periodically go to the center of the screen,
where he'll summon three of Meta Knight's minions (Hmm...) or emit a beam from
his lance. It will go clockwise or counter clockwise around the screen. Just go
in the direction it's going to avoid it. The flame jets are pretty easy to
avoid, just stand between them. At half HP, he gets faster and some of his
attacks change, such as the big tornado reaching all the way to the side of the
screen like it did with Meta Knight's battle. If you have plenty of points to
heal with, you should beat him even without knowing what you're doing. Also,
note how he still kicks up stars after some of his attacks...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Arena/True Arena guide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is what I suspect many people will come to this FAQ for. Here, I'll cover
the bosses again, except with some strategies tweaked to better fit the Arena
modes. Since I left Helper to Hero out of this guide, there'll be two new
bosses to be covered here as well. These guides will keep all abilities in
mind, not just the normal hammer/stone. *cough* Since the Arenas are random,
I'll use searchable codes so you can jump to whatever is coming next on your
game. First will be the normal Arena. The order the bosses will appear in this
guide will be in alphabetical order with the exception of Marx, who is always
last.

Bandanna Waddle Dee [bandee]
Chameleo Arm [chamarm]
Computer Virus (2) [compvir]
DynaBlade [dynabld]
Fatty Whale [fatwhle]
Galactic Nova Nucleus [gnn]
Heavy Lobster [heavylob]
King DeDeDe [kddd]
Kracko [krcko]
LoLoLo and LaLaLa [lola]
Main Cannon #2 [mc2]
MetaKnight [meta]
Mid Boss All Stars 1 [mbas1]
Mid Boss All Stars 2 [mbas2]
Reactor [reactr]
Twin Woods [twoods]
Wham Bam Rock [wbr]
Whispy Woods [wwoods]
Marx [mrx]

==========================================================================
The Arena
==========================================================================

Sub Boss: Bandanna Waddle Dee [bandee]

HP: over 9000 (220)

Attacks:
Falcon punch
Mind bullets
Self destruct
Roundhouse kick
Chocolate rain
(Walking, jumping)

Strategy:
Abandon all hope should Waddle Dee be your next opponent. Like covered above,
he's next to impossible. Always come into this battle expecting to lose,
because chances are you WILL. (Meh, attack him with what you got. Still a joke.)

---

Boss: Chameleo Arm [chamarm]

HP: 240

Attacks:
Roll charge
Tongue
Diagonal and straight "punches"
Paintballs*

Strategy:
He enters and will either charge at you or attempt to eat you. You can see the
later coming by a slight movement backward, then a slow roll back into place.
He'll eventually go and stick to the wall, at which point he'll stretch his
claws/legs diagonally down in front of him or straight in front of him to
"punch" you. He may also drop his body straight down, then snap back up into
place. He'll spit paintballs after this, which you can use as ammo or to copy
the unique paint ability. This boss is one of three which this ability is
possible to get. The most annoying thing about this boss is that he becomes
transparent. He can do it at any time, and all you'll be able to see of him is
a blur. Paint will make him visable again, if not kill him outright as it seems
to hurt him pretty bad.

---

Boss: Computer Virus (2) [compvir]

HP: 80, 180, 250

Attacks:
Various

Strategy:
You know him, you know how useful guard is in this battle. Just don't get
cocky, and you should come out minimally damaged. Oh yes, for you hardcore
players aiming to no-ability the arena, you need Magician's stars (guard in the
corner and inhale the third star when it rocochets of the screen behind you),
the Knight's knives, and the Dragon's talons/wing flap. Since I haven't
mentioned this anywhere else, I'll go ahead and say that with two players this
boss has more HP. I don't know if this is true for other bosses, but here it
definitely is.

---

Boss: Dyna Blade [dynabld]

HP: 240

Attacks:
Jump*
Fireballs*
Background assault
Head lunge
Swoop*

Strategy:
This should be no problem. Just be aware of her attacks, and don't. get.
greedy. Depending on your ability, this should last no time at all. Range is
your friend.

---

Boss: Fatty Whale [fatwhle]

HP: 240

Attacks:
Various passes across the screen
Falling rocks*
Water jet
Dive bomb from background

Strategy:
This boss can be difficult if you don't know what you're doing. Basically,
he'll bounce, roll, jump, and swim from left to right, then vice versa.
Sometimes, he'll swim and shoot a jet of water from his back. This'll cause
rocks to fall and spawn a fish. Avoid going over him until the water stops. He
also likes to jump and cause a giant splash that shoots you off screen, only to
fall back down with some rocks. Use these and the occasional fish for ammo,
players going without an abilty. Other wise, just follow him and attack. Just
watch out for his occasional surprise attack in the center of the room, which
comes from below.

---

Boss: Galactic Nove Nucleus [gnn]

HP: Unknown

Attacks:
None.

Strategy:
This is the exact same fight from Milkyway Wishes. Again, I recommend you go
past the first one you see without destroying it. Destroy all the rest and soon
the rotation of the pillars will go in reverse. Now you have to dodge your
targets before shooting them. This could be difficult if you killed the first
target right away, but since you didn't, only easy ones are left.

---

Boss: Heavy Lobster [heavylob]

HP: 280

Attacks:
Rush
Jet left or right
Stomp
Big jump*
Flame thrower
Lobster torpedo*
Paint glob*

Strategy:
He likes to rush at you right off the bat, so be ready to go over him. Heavy
Lobster has a lot of HP, but he isn't that hard. For those with no ability,
focus on inhaling his mini-me torpedos and paint globs (which is copyable for
Paint, which will turn Heavy Lobster red and blind him) but watch out for his
flamethrower. The absolute key here is to watch what he's doing. Nothing sucks
more than getting hit in your lag frames after an attack because he's charging
at you. Dodge him and keep attacking when possible.

---

Boss: King DeDeDe [kddd]

HP: 220

Attacks:
Inhale
Trip
Hammer*
Leaping hammer*
Jump*
Puff up

Strategy:
DeDeDe still isn't hard, especially since he's one of the only bosses that
"flinch" when hit. You can stop anything he does with an attack, but that
doesn't mean it's completely safe to berserk him. His trip will probably hit
you most often out of all of his attacks, as it's fast and sudden. At half HP,
DeDeDe will get a bit faster. Abilityless, he's a bit tougher. You'll have to
use the stars from his jump and hammer to damage him. Just keep your distance
and avoid him until the opportunity arises. Otherwise, don't let up unless he's
closing in too much for comfort.

---

Boss: Kracko [krcko]

HP: 180

Attacks:
Spawn Waddle Doo*
Switch sides
Swoop
Bouncing swoop
Dual beam
Raindrops
Lightning

Strategy:
Kracko again. Yawn. Even still, he can cause you a bit of grief in the Arena,
where getting hit is a lot less forgivable. Range is to be taken advantage of,
the further away you are, the less danger he is. Again, his most dangerous
attacks are either of his swoops, wherein he goes to ground level and sweeps
toward the other side either in a simple fasion, or in a more eratic "bouncy"
fashion. Either jump, guard, or run to a corner to avoid them. Aside from
those, he's pretty harmless. The waddle doos are your ammo and ability supply
should you not have any, but he likes to use his beam, raindrops, or lightning
just after spawning one, so watch out. Just move to the side or run away to
avoid them.

---

Boss: Lololo and Lalala [lola]

HP: 100 each

Attacks:
Walking across the screen with a green block or Gordo*

Strategy:
These guys were a joke in Spring Breeze, and they still are here. However,
don't get greedy and attack them head on, try to get them from behind, after
they pass over or below you. Naturally, if you have no ability the green blocks
serve as your ammo. Note that after one is dead, the last speeds up.

---

Boss: Main Cannon #2 [mc2]

HP: 200

Attacks:
Laser
Cannonballs*
Grab
Bomb drop*

Strategy:
Your target is the big gun on top, that shoots the cannonballs at you. The
cannonballs and bombs dropped will be your abilityless weapon. Be careful of
the laser, which can be avoided by staying on the ground. The hand is a pain,
but attacking it or simply running away will avoid it. Just watch out for
cannonballs while you do so. The canon that fires the laser can be destroyed,
but it has a whopping 400 HP. Long range abilities like bomb and yo-yo are best
for this fight.

---

Boss: Meta Knight [meta]

HP: 260

Attacks:
Sword plant
Shock wave*
Slash
Sonic dash
Mach tornado*
Tornado pillar*
Rapid thrusts*
Sword beam

Strategy:
First, when you enter this battle, you DO NOT have to take the sword. Just
wait, and it'll disappear and Meta Knight will come down to fight. In the
arena, Meta is one of the more difficult challenges. I suggest using one of
your tomatoes. In the actual fight, try to hit him as much as possible. Sounds
stupid, but the faster he dies the better. A ranged attack works well, so you
don't have to keep chasing him around. Again, especially at low HP, be aware of
his tornado wall move. Get behind him if he lands on the far left or right and
vibrates with his blade over his head. The mach tornado move is best dodged by
moving back and forth to make it's momentum work against it. Guarding will not
defend against these two moves. Also, his rapid jab HURTS, but there is little
you can do about it. It's fast, but it only comes after he dashes at you. Best
of luck in beating him, and even more in surving the rest of the arena
afterwards.

---

Mid Boss All Stars 1 [mbas1]

HP: 100, 160, 160

Attacks:
Everything Cook Kawasaki, Bonkers, and Bugzzy has.

Strategy:
This should be easy. The sub bosses aren't hard, but don't let that fool you
into taking them lightly. Avoid damage, ESPECIALLY the cook's pan. It hurts.
Big time. Of note here is that Bugzzy can be OHKO'd with Hammerflip, should you
have one. Time it so you whack him when he spawns.

---

Mid Boss All Stars 2 [mbas2

HP: 80, 100, 140, 120.

Attacks:
Everything that Poppy bro senior, Frosty, Iron Mom, and Jukiddo has.

Strategy:
This pits you against Poppy, Frosty, Iron Mom, and Jukiddo, in that order.
These guys are weak, but try to resist berserking them. Range helps dearly in
the art of not getting hit, especially for Jukiddo.

---

Boss: Reactor [reactr]

HP: Unknown

Attacks:
Laser
Flame jets
Cannon

Strategy:
You can't hurt the reactor, only the lasers shot from the hanging turret can.
So you have to bait the lasers into hitting the reactor. Aside from the laser,
it can shoot it's gun, which will hit you if you are on the floor, and flame
jets will attempt to go beneath you and shoot up at you. Sometimes, three flame
jets rather than one will attack you. Just move to the side. Like the Main
Cannon, the gun can be destroyed but it also has a lot of HP, so it isn't
really worth it. Just direct three or four lasers at the reactor, and you win.

---

Boss: Twin Woods [twoods]

HP: 130 each

Attacks:
Apples*
Air puffs
Gordo drop
Bug rain
Wood shift

Strategy:
The Twin Woods is an easy kill. Go for the one on the right first and stay at
it's base while hitting it with whatever. Repeat for the left and gaurd should
anything fall toward you. You can't inhale bugs, so don't try.

---

Boss: Wham Bam Rock [wbr]

HP: 240

Attacks:
Slams
Punch
Grab
Rock rain*
Finger walk
Finger drop*

Strategy:
The key to making it out of this fight safely is knowing what he'll do next. He
has a pattern, as previously mentioned. The stone hand always attacks with
three slams, followed by making rocks rain from the ceiling. He'll then slam
one more time, and go for a grab. A punch comes next, then he drops finger
pieces on you. After this comes a series of three slams going from one side of
the arena to the other, and then he finger walks across the ground to flick
you. The finger pieces and rocks can be used as ammo. At half HP, he changes it
up. His pattern seems to randomize a bit, and he starts slamming open palmed
rather than closed fist. His speed also increases, the finger drop moves toward
you, and also the pieces fly back up to the hand after the attack is finished,
prolonging the danger. With a bit of practice, this guy can be brought down
easily, but the first few times might be difficult.

---

Boss: Whispy Woods [wwoods]

HP: 180

Attacks:
Apple drop*
air puffs

Strategy:
Easy boss. Just wail on it with whatever ability you have. If you have no
ability, simply suck up and spit the apples while avoiding the air puffs.
Consider this a chance to rest in your quest to become the Arena Champion.

---


Final Boss: Marx [mrx]

HP: 350

Attacks:
Cutters*
Ice bomb*
Rising from a portal
Seeds
Arrow rain
Shoop da- er... energy beam
Black hole
Teleporting into you

Strategy:
Marx returns as the last guy in the Arena. Don't be intimidated, but it helps
to save a tomato for him.He'll always open with his cutter move, which pretty
much just sends a boomerang projectile in all four diagonal directions. After
this comes his seeds. He drops four down, be careful not to get hit by them,
and then in the order they dropped, harmful vines shoot up to the top of the
screen. They disappear, and a curious black and yellow hole appears underneath
you. Guard, as Marx will shoot up from that. From here, he either appears high
in the air and drops a bomb that, upon reaching your altitude, splits and
travels left and right, or he'll appear on the side of the screen preparing to
send an impressive volley of arrows at you. Jump to avoid both. He'll
eventually attempt to fire a big laser at you, which you can see coming by a
rather constipated expression (you see this before he drops the ice bomb, too.)
As he loses health, he'll get faster, teleport around frequently, and do one
last devastating attack, the black hole. If you see him split apart, run away
fast. If you're too close, you'll be sucked into the black hole the halves
leave behind, which will take off approximately half of your health. Ouch. In
this battle, good defense is good offense. Strike him at safe times, and you'll
be fine. With practice, even the mighty Marx can be easily beaten with no
damage taken.

Congrats! The cup is yours! But it's not over, after everything else is done
you finally get to do the...

==========================================================================
The True Arena
==========================================================================

This is the final and toughest mode of the game. It has ten fights, and since I
didn't include Hero to Helper in this FAQ (Yet, I might add it later.) two of
these are new. I'll list the 6 random fights in the order they appear in Rvenge
of the King, with the mid boss all stars last. Grab your best ability and jump
on the warpstar; the True Arena awaits you.

---

Boss: Whispy's Revenge

HP: 320

Attacks:
Apples*
Poison apples
Air puffs
Whirlwinds
Gordos
Bugs

Strategy:
It's Whispy Woods on steroids! And purple-ness! He (she?) is as easy as ever,
but improved. The HP speaks for itself, but now it has the earthquake-spin
thing Twin Woods had too, as well as being able to drop both gordos, bugs, and
poison apples. Of all of those, the normal apples are obviously the only safe
thing to inhale. But if you're not putting yourself through that, any ability
can annihilate Whispy like all the previous encounters. Also note that instead
of the air puffs, it might blow out a few small tornadoes instead. These do
more damage, but they still won't touch you if you stay at the tree's base. Now
more than ever, don't conserve your life. You can afford very few hits in this
mode, and losing any amount of life to Whispy of all things is just shameful.
(The bugs CAN get you cornered, though...)

---

Boss: Lololo and Lalala's Revenge

HP: 150 each

Attacks:
Walking across the screen with a green block or Gordo*
Singular Gordos

Strategy:
This is like Lololo and Lalala's last encounter save a few differences, first,
HP. Second, their default speed is that of the surviving one last time, and
there is another row for them to walk in, to make up for the occasional
singular gordo passing through the third passage. Even with all these tweaks,
it's still an easy boss. Just watch out for the last one's speed increase when
you take one out, and always attack from behind rather than up front.

---

Boss: Kracko Jr.'s Revenge

HP: 180

Attacks:
Spawn Waddle Doo*
Wave across the screen and sweep back to position
Drop bombs*
Switch sides
Sweep perimeter of room

Strategy:
Kracko Jr.'s Revenge can be a pain. The best piece of advice one can give is to
not jump in the middle of the room. Stay behind him, and jump so that you'll be
in the space between him, and the screen's edge. If you stay in the center,
he'll sooner or later zoom to the other side and you'll get hit. The only other
thing to note is that he now drops five bombs when he passes overhead, not
three.

---

Boss: Kracko's Revenge

HP: 260

Attacks:
Spawn Waddle Doo*
Switch sides
Swoop
Bouncing swoop
Dual beam
Raindrops
Lightning
Eight directional lightning beam

Strategy:
Kracko's strategy applies here. Except now he can move to the middle of the
screen and send lightning left and right, puase, up and down, another pause
then two diagonals, one last puase, and then the other two. This is best
avoided by going under him after the vertical ones pass. He'll also move toward
you with his rain move, so be prepared for that. Otherwise, keep attacking him
like normal, again keeping range in priority.

---

Boss: Kabula

HP: Unknown

Attacks:
Various shots
Bullet bills
Rush

Strategy:
This fight gets hectic. Just stay to the far left and focus on dodging whilst
mashing or holding the fire button. The normal shots can be destroyed, but
gordos can't. When Kabula spins, move out of the way as he is about to charge
to your position and then move back to where he charged from. He'll also open
up to reveal a big gun that fires what I like to call bullet bills. Go between
these. He can either move up or down while firing them, or move to random
heights and fire. Just keep on the defensive while staying line up with his
general position, and you will win.

---

True Mid Boss All Stars

HP: 190, 160, 200, 200.

Attacks:
Everything Mr. Tick Tock, Grand Wheelie, Phan Phan, and Fire Lion has.

Strategy:
Range. Like the other sub bosses, you want to stay away and avoid recklessly
berserking them in hopes of beating them before they can attack. Watch out for
Phan Phan especially, that throw takes too much of your precious HP to get lazy
with.

---

Final 4: Masked DeDeDe

HP: 440

Attacks:
Hammer*
Leaping hammer/shockwave*
Trip
Triple jump*
Inhale
Puff up
Flamethrower
Missile launcher*
Hammer spin

Strategy:
Take your time. Dedede can and will kill you if you berserk him recklessly.
Attack and flinch him as much as possible, until he either raises his hammer,
pulls it behind him, plants it in the ground, or he edges too close between
hits. When that happens, STOP your assault and go defense, but mind the
hazardous arena. When he pulls his hammer back, float above him. If he puts it
in the ground and opens the head, run away. Either guard or bait the hammer
swing so he doesn't corner you, but NEVER go over it. DeDeDe hits hard and
takes a beating, but with proper knowledge of his moves under your belt, he can
be done even abilityless with relative ease.

---

Final 4: Wham Bam Jewel

HP: 360

Attacks:
Slams
Punch
Grab
Rock rain*
Finger walk
Finger drop*
Face-bombs*
Rocket Punch
Finger gun

Strategy:
Wham Bam Jewel is a lot like Wham Bam Rock, but with more HP, harder hits,
improved speed, and a few "replacement" attacks. He follows Wham Bam Rock's
pattern, but now he can replace the rock rain with a finger gun, the punch with
a rocket punch, and the finger drop with bombs modeled after his face. Go over
all of them to avoid them, However the finger gun, at lower HP, will follow you
until a second before it shoots, so you may very well be going UNDER that. Just
know how to dodge, be ready for the sometimes unfair speed (looking at you,
half-HP palm slam) and attack in the cooldown between his. Getting hit is
barely an option, as Jewel hits HARD.

---

Final 4: Galacta Knight

HP: 620

Attacks:
Sword plant
Shock wave*
Slash
Double sonic dash
Mach tornado*
Tornado pillar*
Rapid thrusts*
Shield beam
Rotating beam
Summon minions*
Flame jets

Strategy:
Yep, you're facing him as Kirby. That means the stars he kicks up WERE meant
for ammo. Galacta is arguably the toughest boss in the game, especially here in
the True Arena. Thankfully, there are ways to dodge all of his attacks. Stay on
the offensive until HE attacks. If he rushes toward you, jump straight up and
fly. You should dodge whatever swing he throws. When he goes to the center of
the screen, be prepared to either fight minions, guard/dodge his rotating beam,
or stand between flame jets. The beam can still damage you a bit through your
guard, so only do it if you think you can't make it around him in time. It
takes practice, focus, and a little luck, but this strategy will minimize the
danger Galacta poses. Just beware of his beam and tornado pillar at Half HP and
down, as they become more dangerous.faster. Always remember to drop everything
and go behind him if he settles at either edge of the screen. He's a lot like
Meta Knight, so some of his attacks and how to dodge them should be familiar
already.

---

Final Boss: Marx Soul

HP: 640

Attacks:
Double cutters*
Ice bomb*
Rising from a portal
Rose seeds
Arrow rain
Energy beam
Black hole
Paintball rain*
Dual comets
Teleporting into you

Strategy:
The last guy. You're almost there. I hope you have plenty of health, because
Marx Soul, while only an improved version of Marx, can be one tense fight and
that can mess you up. And, depending on your performance with Galacta, is
sometimes all it takes. Marx now opens with his black hole most of the time,
but aside from that he retains the same pattern more or less, only now his old
moves have improvements to them. The cutters come out twice, he hovers toward
you during the ice bomb, arrow rain comes out faster, seeds now spawn bigger
plants and there are 6 to dodge, and his attack where he comes out of a portal
from underneath you now pierces the guard, so avoid it like you would Meta's
mach tornado; by running back and forth so that it's momentum keeps it sliding
past you. So, you know all the old attacks and can probably dodge them easily
enough, but he has two new attacks that are thrown in. He splits in two for
both, like the black hole, but now either half will either turn into paint, or
form orbs and go off screen either side. For the paint, your best defense is
guarding in the corner.One or two will still probably hit you, but the guard
will cut it's damage. You can inhale the paint, and copy for the third and last
possible boss to receive the Paint ability from. It's pointless, however, as
Marx takes pitiful damage from it. The second new attack, where the orbs fly
off screen (and can potentially damage you, so stay on the ground) is a comet
attack that comes from the left and right. Stay in the center of the screen and
be ready to JUMP. They will come in a random order, high then low or vice
versa, so if you see the bottom one first jump over it and fall as soon as it
passes to avoid the second, or if the top one comes in first let it pass, then
go up in the air to avoid the bottom. Be aware that the orbs rejoining
afterwards can still hit you. Yeah, I mention Marx's teleporting as an attack,
because while it's not really, he ends up on top of you enough for it to count.
When he goes teleport happy, guard until he settles. Like normal Marx, good
defense is your best offense here. Even with no abilities, I've beaten him
without taking damage once. Be smart about your attacks, and NEVER be reckless.
Only then can you win the cup to the True Arena, and subsequently, Kirby Super
Star Ultra.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Credits/Contact/legal stuff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I'd like to primarily thank Nintendo for this amazing remake of one of my
favorite games of all time. Bagan666 and Rodanguirus of the GameFAQs message
board deserve a special thank you for finding the HP of most of the bosses. I'd
also like to credit my friends and family for being an important part of my
life, and myself for writing this FAQ.

If you have any suggestions or errors to point out, or even if you just want to
say "Hi" or tell me this FAQ sucks, email me at Mickey_Sandlin@hotmail.com. Any
support or criticism is greatly appreciated.

This FAQ is for personal use only, you may not in any shape or form distribute
this FAQ for profit or claim it as your own, or I'll have Kirby suplex you.

Copyright Milkyway64, otherwise known as Mickey Sandlin, 2008.