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    Boss/Arena FAQ by Milkyway64

    Version: 1.00 | Updated: 10/16/08 | Search Guide | Bookmark Guide

    ++++++++++++++++++++++++++++++++
    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.
    

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