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    Boss FAQ by ssj4warrior

    Version: 1.21 | Updated: 06/05/09 | Printable Version | Search This Guide

    
    SUPER MARIO GALAXY
    
    BOSS GUIDE
    
    ---------
    Contents
    ---------
    
    1. Version History
    2. Introduction
    3. How this guide can be helpful
    4. How the guide will be set out
    5. Terrace
    5ai. Good Egg Galaxy - Dino Piranha
    5aii. Good Egg Galaxy - Dino Piranha Speed Run
    5b. Good Egg Galaxy - King Kaliente's Battle Fleet
    5c. Honeyhive Galaxy - Big Bad Bugaboom
    5d. Bowser Jr's Robot Reactor - Megaleg's Moon
    6. Fountain
    6a. Space Junk Galaxy - Kamella's Airship Attack
    6b. Space Junk Galaxy - Tarantox's Tangled Web
    6ci. Battlerock Galaxy - Topmaniac and the Topman Tribe
    6cii. Battlerock Galaxy - Topmaniac's Daredevil Run 
    6d. Bowser's Star Reactor - The Fiery Stronghold
    7. Kitchen
    7ai. Ghostly Galaxy - Beware of Bouldergeist
    7aii. Ghostly Galaxy - Bouldergeist's Daredevil Run
    7b. Bowser Jr's Airship Armada - Sinking the Airships
    8. Bedroom
    8ai. Gusty Garden Galaxy - The Dirty Tricks of Major Burrows
    8aii. Gusty Garden Galaxy - Major Burrows's Daredevil Run
    8b. Freezeflame Galaxy - The Frozen Peak of Baron Brrr
    8c. Bowser's Dark Matter Plant - Darkness on the Horizon
    9. Engine Room
    9a. Gold Leaf Galaxy - When It Rains, It Pours
    9b. Toy Time Galaxy - Bouncing Down Cake Lane
    9c. Bonefin Galaxy - Kingfin's Fearsome Waters
    9d. Bowser Jr's Lava Reactor - King Kaliente's Spicy Return
    10. Garden
    10ai. Deep Dark Galaxy - The Underground Ghost Ship
    10aii. Deep Dark Galaxy - Ghost Ship Daredevil Run
    10bi. Dreadnought Galaxy - Revenge of the Topman Tribe
    10bii. Dreadnought Galaxy - Topman Tribe Speed Run
    10c. Melty Molten Galaxy - Fiery Dino Piranha 
    11. Bowser's Galaxy Reactor - The Fate of the Universe
    12. Legal Information
    13. Contact
    14. Credits
    
    Note: If you want to quickly get to one of these sections then highlight the
          section and hit Ctrl + C. Then hit Ctrl + F then finally hit Ctrl + V 
          then Enter twice to quickly get to the desired section.
    
    ------------------
    1. Version History
    ------------------
    
    26th December 2007 - Started making the Guide. Finished the Contents section and
                         sections 2, 3, 4, 12, 13 and 14. Set out templates for
                         sections 5, 6, 7, 8, 9 and 10 along with all subsections of
                         5, 6, 7 and 8. Still need to research some boss names.
                         Version 0.21
    
    27th December 2007 - Added some more subsections for sections 5, 6, 9 and 10.
                         Started doing sections 5, 6 and 7.
                         Version 0.41
    
    28th December 2007 - Started sections 9 and 10. Added Bonefin because I forgot
                         him. Completely finished section 7.
                         Version 0.5
    
    29th December 2007 - Completely finished section 5. Continued section 6.
                         Version 0.62
    
    30th December 2007 - Completely finished section 6. Started section 8.
                         Version 0.74
    
    31st December 2007 - Completely finished sections 8 and 9.
                         Version 0.84
    
    1st January 2008 - Completely finished sections 10 and 11. The Guide is 
                       complete!
                       Version 1
    
    13th January 2008 - Added extra strategies for Megaleg and the second Kamella
                        fight. Updated the legal information as well.
                        Version 1.04
    
    29th January 2008 - More info received on Kaliente's projectiles.
                        Version 1.05
    
    9th February 2008 - Added useful tips for when fighting Dino Piranha and Bowser
                        Jr's Airship. Also, an unexpected email about coconuts has
                        been added.
                        Version 1.08
    
    16th February 2008 - Added a useful tip for when fighting Bowser at his Dark
                         Matter Plant.
                         Version 1.09
    
    17th February 2008 - Settled the Kaliente projectile matter.
                         Version 1.1
    
    2nd March 2008 - Added a useful tip against Bowser in the final fight.
                     Version 1.11
    
    8th April 2008 - Fixed a few spelling errors. Nothing big.
                     Version 1.11
    
    25th April 2008 - Got sent a good strategy for the second Kamella fight.
                      Version 1.12
    
    26th April 2008 - Put in a tip for the fight with Bouldergeist.
                      Version 1.13
    
    21st May 2008 - Fixed more spelling issues.
                    Version 1.13
    
    1st June 2008 - 2 useful tips sent in when facing Kamella, with one of them
                    being the first i've received specifically for a Comet Boss 
                    battle.
                    Version 1.15
    
    28th July 2008 - Sorted out Kingfin's boss section with his official name.
                     Version 1.16
    
    22nd February 2009 - 3 useful things sent in from Alexa Danielle to help with
                         all the Bowser fights.
                         Version 1.19
    
    26th April 2009 - Another helpful tip when duelling Bouldergeist had been sent
                      to me.
                      Version 1.2
    
    5th June 2009 - Great strategy for fighting Bouldergesit added.
                    Version 1.21
    
    ----------------
    2. Introduction
    ----------------
    
    Hi there. On GameFAQs I go by the name of ssj4warrior but i'll let you call me
    Jon (that's how nice I am). I decided to write this guide because I had a little
    trouble with a couple of the bosses playing through this and so I thought i'd
    shed some light on the subject for people still having trouble against any 
    particular boss.
    
    --------------------------------
    3. How this guide can be helpful
    --------------------------------
    
    This guide will try and help you with the ins and outs of every boss and the
    best strategy to take em all down. Using this guide, I hope you won't have any
    trouble at all against those nasty bosses.
    
    --------------------------------
    4. How the guide will be set out
    --------------------------------
    
    Here is how each Boss will be broken down:
    
    Boss Name: *Boss's name, obviously.*
    
    Appearance: *Again, pretty self explanatory but for those who don't know what 
                 this is, its a short description on the boss's looks and features.*
    
    Difficulty: *Overall Difficulty out of ten.*
    
    Strengths: *The strengths of the boss. These are what it uses to try and get the
                upper hand on you, learn to get your way around these and you'll be
                well on your way to beating them.*
    
    Weaknesses: *The boss's downfalls. These are what you should take advantage of
                 when facing the boss. That way, you can defeat it easily.*
    
    Weak Point: *The place to strike to deal some damage to the creature. Sometimes,
                 you can't directly strike the boss. In those cases, you need to
                 fulfil special conditions such as breaking armour before you can
                 damage the foe.*
    
    Strategy: *How you should go about slaying the boss. Tactics and helpful hints
               will be included here when possible.*
    
    ----------
    5. Terrace
    ----------
    
    
    5ai. Good Egg Galaxy - Dino Piranha
    
    Boss Name: Dino Piranha
    
    Appearance: It has a dinosaur shaped body and a plant like head. Its body is
                green and its head is purple with yellow petals. It has a large
                mouth with very sharp teeth and small leaves for arms. It also has a
                long tail with a brown orb-like object on the end of it.
    
    Difficulty: 4/10
    
    Strengths: Very big and bulky. It is also quite fast so watch out for that
               speed.
    
    Weaknesses: Large turning circle (i.e. It can't turn very well).
    
    Weak Point: The brown orb-like object on the end of its tail.
    
    Strategy: The fight starts against a cracked egg (because you just cracked it
              when you landed on it) with a tail. The egg will be moving slow so
              go around to the end of the tail and attack that brown orb-like 
              object. The tail will stretch and ping the orb into the egg and the
              Dino Piranha will burst out of its shell. Now the real fight begins.
    
              Dino really only has one attack, a charge. He'll constantly be running
              towards you and won't leave you alone. Run (or long jump) out of its
              running path and to its side. Due to its size, it won't be able to
              turn around and run at you very easily now its not facing you so this
              is your chance to attack the orb. Do so, and Dino will go into a bit 
              of a rage.
    
              Now, Dino will speed up, making it harder to get out of his way. It
              would probably be best to long jump out of his path now to be safe but
              you can still try running if you're not comfortable with long jumping.
              Get around to his side again then head for the orb on his tail and
              bash it for the second time of the fight. Once again, this makes Dino
              even more angrier (he probably has a headache now).
    
              Dino will now be moving quite fast. He can outrun you with relative 
              ease so make sure you get out of his way and fast. Again, long jumping
              is advised. One more attack on that orb will send Dino to the floor 
              and leave you with the star.
    
              -----
    
              Anton Grahame sends this piece of helpful advice when facing Dino
              Piranha:
              'On Dino Piranha, you can hit him with star bits to slow him down.'
    
              This seems like a useful tip if you're struggling to outrun Dino.
              Hitting him anywhere will slow him down except for hitting the brown
              orb on his tail or the tail itself. Cheers Anton.
    
    ---
    
    5aii. Good Egg Galaxy - Dino Piranha Speed Run
    
    Boss Name: Dino Piranha
    
    Appearance: It has a dinosaur shaped body and a plant like head. Its body is
                green and its head is purple with yellow petals. It has a large
                mouth with very sharp teeth and small leaves for arms. It also has a
                long tail with a brown orb-like object on the end of it.
    
    Difficulty: 4.5/10
    
    Strengths: Very big and bulky. It is also quite fast so watch out for that
               speed.
    
    Weaknesses: Large turning circle (i.e. It can't turn very well).
    
    Weak Point: The brown orb-like object on the end of its tail.
    
    Strategy: The fight itself is exactly the same as the regular one. As long as 
              you can get to Dino Piranha with perhaps a minute to spare, there
              should be no problem. Make sure you get around his side as soon as you
              can so try not to wait until he picks up speed. The best advice I can
              give you here is get through all the other planets fast and use the
              strategy for the normal fight against him and you should have no 
              problems.
         
    ---
    
    5b. Good Egg Galaxy - King Kaliente's Battle Fleet
    
    Boss Name: King Kaliente
    
    Appearance: A giant Blooper which lives in lava. It wears a crown and has 
                multiple tentacles and a really large mouth. In my eyes, its a cross
                between a Blooper and an Octorok but it makes Blooper-like noises.
    
    Difficulty: 6/10
    
    Strengths: A good attack along with its very own counter-attack.
    
    Weaknesses: It doesn't counter-attack much (if at all).
    
    Weak Point: Its head.
    
    Strategy: King Kaliente is mostly submersed in lava. He is completely
              unreachable by conventional methods which means this fight will be
              entirely fought at range. 'But Mario has no ranged attacks!' you may
              be saying. Never fear as King Kaliente is here! Wait, what? The boss
              is going to provide us with a ranged attack? Yes thats right folks,
              the King himself is his own downfall.
    
              Once you reach Kaliente, he'll make various Blooper sounds and start
              the fight. He'll begin by firing 3 flaming rocks in the general
              direction he is facing. One will go directly in front of him, one will
              go slightly to his left and one will go slightly to his right. Avoid
              these by running backwards a bit or just between them, whichever you
              prefer. Now, Kaliente will fire a green ball of sludge/gunk in your
              general area. This is your ranged attack. Go to it and spin attack it
              to deflect it back at the King to cause some damage.
    
              Kaliente won't mind though, he'll keep on going. He'll fire those 3 
              fiery rocks again. Dodge them to find him firing his green sludge ball
              again. Spin it back at him... but wait, it won't hit him. King 
              Kaliente is a worthy foe in that he can now counter-attack. Once you
              have hit the sludge ball back, Kaliente will raise his tentacles and
              deflect it back in your general direction. The ball won't usually be
              travelling straight back towards you but it will be in your proximity
              so just line yourself up with it and smash it back. This time it
              should damage him and the beast will become enraged and lose his 
              crown.
    
              Kaliente will begin the final phase of his fight by splashing out 6
              little blue flamed enemies around his lava pool. As of this date, I 
              don't know if you can damage them so do your best to avoid them. Now, 
              he'll fire those 3 rocks again at you. Dodge them and you'll be faced 
              with the sludge ball. Now expect upto 2 counter-attacks. He will fire 
              it, you deflect it, he'll deflect it, you'll deflect it, he'll deflect
              it, you'll deflect it and it will finally hit him.
    
              King Kaliente will be dazed and sink into the lava, granting you a
              well earned star.
    
              -----
    
              Da Dood says this about those little blue creatures:
              'Yes, you can kill them. Use Star Bits. They'll drop one Coin each.'
    
              Thanks there.
    
              -----
    
              Seems i've had some other opinions on what Kaliente is firing. Could
              they be coconuts? (Why are they green in this game? Coconuts are 
              brown!). I'd like some other people to send me their views on this
              too.
    
              Diego Crescini says they aren't coconuts but watermelons. That does
              make more sense than coconuts. I wonder who Kaliente's fruit supplier
              is...
    
              -----
    
              More info sent in from KRiggar (I hope you don't mind me calling you
              that) on the subject of coconuts:
    
              'Coconuts are green right off the tree.  The outer shell has to be
              removed to see the brown "seed" which contains the milk and the white 
              substance used for cooking etc.'
    
              I think I needed that. I didn't know coconuts were actually green in
              appearance before their skin is removed. Thanks a bunch (of coconuts)
              KRiggar!
    
              -----
    
              Well it seems to be settled. A number of you (Hyper_Shadow_29 being
              the most recent) seem to think that Kaliente does fire Coconuts. If
              you're reading this and are confused about me mentioning green balls
              of sludge, just think of them as coconuts from now on.
    
    ---
    
    5c. Honeyhive Galaxy - Big Bad Bugaboom
    
    Boss Name: Bugaboom
    
    Appearance: A giant green bug with 6 legs. It has large yellow mandibles for
                crushing its foes and it also has a small hole in its belly (more on
                that later).
    
    Difficulty: 4/10
    
    Strengths: Gains the ability of flight after being hit once. Quite fast as well.
    
    Weaknesses: Too predictable. Easy to land on weak point.
    
    Weak Point: Its back.
    
    Strategy: Upon landing on the planet, a giant beetle will fall from the tree and
              you have to fight it. If thats not more than a bit random then I don't
              know what is. Anyway, Bugaboom will begin the fight by just roaming
              around the tree and he will charge if he sees Mario. When he does
              charge at you, jump, or better yet backflip onto Bugaboom's back and
              ground pound it to deal some damage.
    
              The bug will sprout wings now and fly off. He'll still be circling the
              tree though. The little hole in his belly also comes into action now.
              Every couple of seconds it will shoot a bomb out onto the ground below
              it. They aren't hard to dodge really. If you're still Bee Mario, you
              can fly up and land on Bugaboom or you can use the plants around the
              outside to fling yourself onto him when he flies round. Deal some more
              damage with a ground pound to send Bugaboom into a state of anger.
    
              Now he's turned red, and sped up too. Landing on him is a bit harder
              this time around and now he'll turn on his side when flying every 3 or
              so seconds. During his sideways flight, you can't land on him so don't
              try. To get that last hit on him, you need to be Bee Mario. Pick one
              plant out around the outside and stay by it. Bugaboom will still be
              flying round and sometimes he'll stop and turn around to fly the other
              way. What you want is for him to disappear from view from where you're
              standing by the plant. That means he'll be on the opposite side of the
              area behind the tree. The instant Bugaboom emerges from behind the 
              tree, start spinning your way up the stalk of the plant and fly above
              Bugaboom's path. With luck, he'll fly right under you and won't be 
              flying sideways so you can land on him and pound him into the ground.
              If he is sideways, you'll have to try again. When you succeed, your
              prize will be a star.
    
    ---
    
    5d. Bowser Jr's Robot Reactor - Megaleg's Moon
    
    Boss Name: Megaleg
    
    Appearance: A big (and I mean BIG) robot with 3 legs and a big head. It has
                altogether 25 Bullet Bill cannons on its body. Thats a LOT. 3 are
                under its head, there's 3 on each leg, there are 6 around the
                middle/bottom of the head and 7 around the middle/top of the head.
                It also has really big bright eyes.
    
    Difficulty: 5/10
    
    Strengths: Bullet Bills. There are so many cannons on its body, its hard to get
               away from them all.
    
    Weaknesses: Megaleg itself is slow. No defenses around the bottom of the leg.
    
    Weak Point: The glass casing surrounding the star.
    
    Strategy: This guy is HUGE! The biggest boss in the game if I dare say so.
              You'll also be glad to know you only have to hit its weak point once
              to beat him. Hitting it is the problem though. Once Megaleg shows
              himself (how does he hide so well!?), head for one of his legs. I
              usually head for the left one but thats just me. Jump onto the leg
              and begin walking up it. You'll be faced with 3 Bullet Bill cannons.
              Run further up the leg and jump over or run between Bullet Bills. 2
              will probably hit each other and the other will just go missing for
              some reason. Next, jump across the spinning cogs at the top of his leg
              being careful not to fall off. Now you're on Megaleg's head.
    
              There's a grand total of 13 cannons up here so you'll definitely have
              to watch out for stray Bullet Bills targeting you. Try and lead one
              into the metal barrier at the top of the head and if you manage it, an
              alarm will sound. This alarm triggers another barrier to surround the 
              glass case containing the star but this barrier is much better. It is 
              split into 8 parts meaning a Bullet Bill blast will only destroy an 
              eighth of the barrier and it is slowly revolving at the same time. 
              Your task is to get 2 Bullet Bills to follow you, 1 to destroy a 
              portion of the barrier and the other to follow you through the gap in 
              the barrier made by the first Bullet Bill and hit the glass case.
    
              It seems to me doing that is either very easy or very hard. My first
              attempt at this boss I did it in no time flat. Doing it again, it took
              me a while to finally get a Bullet Bill through a gap in the barrier.
              I can't really give much more help so just persist and eventually that
              Bullet Bill will find its mark and the first Grand Star will be yours.
    
              -----
    
              For all those struggling to get a Bullet Bill through a gap in the
              barrier, this strategy provided by Matt Walters is definitely the
              thing for you:
              'You mentioned that it might take a little while to get a bullet bill 
              through the spinning barrier to break the case the star is in. The 
              thing is, you don't have to break the spinning barrier at all! You 
              can, if you're good, lead a bullet bill OVER the spinning barrier and
              into the case.'
    
              All you need is a well timed backflip and you can lead that Bullet
              Bill straight into the star case with ease. Big thanks goes to Matt
              there for giving me this info.
    
    -----------
    6. Fountain
    -----------
    
    6a. Space Junk Galaxy - Kamella's Airship Attack
    
    Boss Name: Kamella
    
    Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat
                and weird glasses. There is a red pendant on her chest as well.
    
    Difficulty: 5/10
    
    Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes
               on.
    
    Weaknesses: No defense and easy to hit.
    
    Weak Point: Herself.
    
    Strategy: This Kamek materialises out of nowhere and starts a fight with you.
              Hardly a nice introduction but she won't be around for much longer
              anyway. Kamella flys just off the airship and will float from side to
              side, firing magic. She'll start by firing red magic which will make a
              fireball appear on contact with the floor. The fireball will roll
              around for a bit before burning out. After this, she'll use green
              magic. Stand in the way of it and just before it hits you, spin.
              You'll now be holding a shell, perfect ammo to fire at Kamella. If the
              green magic hits the floor, a shell will start moving around the
              floor. You can jump on it to stop it and then pick it up but its
              easier to get it by the other method. If there is a shell in the area,
              Kamella will continuously use red magic until the shell is gone and
              then she'll use green magic once more. Line yourself up with her and
              shake the Wiimote to throw that shell in the direction you're facing.
    
              Hopefully you hit her, and if you did then we're onto round 2. 
              Kamella's red magic now gets stronger, as it produces two red 
              fireballs on contact with the floor instead of just one. They'll both
              go in different directions usually so you'll only have to deal with
              one of them most of the time. Grab another shell when her green magic
              is fired and send it right back at her.
    
              Kamella figures she needs a little help now and summons a Kamek or two
              to help take you out. Dispose of them in the usual way quickly so that
              their fireballs don't get in your way. Kamella's red magic is 
              strengthened once more and now 3 fireballs are the result. Do your
              best to avoid those and wait for that green magic. One spin when its
              near will load a shell into the firing system to which you can fire
              with a spin of your Wiimote.
    
              On the third hit, Kamella bites the dust and the star in the end of
              her wand becomes yours.
    
    ---
    
    6b. Space Junk Galaxy - Tarantox's Tangled Web
    
    Boss Name: Tarantox
    
    Appearance: A giant spider-like creature with 6 legs and suction cups for feet.
                Has 4 green pulsing orbs on its sides (2 on each) and a large red
                and green orb at the back. Its orangey-yellow body is segmented and
                it has 3 eyes. It also has 3 red orbs on its belly.
    
    Difficulty: 6/10
    
    Strengths: Attacks as fast as you run, meaning you can't stop for anything when
               it attacks. Can attack multiple places at once during the second
               round and this can be awkward due to the strange area you're fighting
               in.
    
    Weaknesses: Big and slow. Weak point is very vulnerable and it stays stunned for
                quite some time.
    
    Weak Point: The back orb and the 3 orbs on its belly.
    
    Strategy: This planet is a strange one. You'll be running around in a circular
              fashion, meaning you can be upside down or sideways at any point 
              during the fight. To actually start the fight with Tarantox, jump into
              a sling pod and catapult yourself into the webbed mass in the middle
              to reveal that ugly thing. I don't know why you have to fight it. I
              mean, it did nothing wrong and you've just gone and disturbed its 
              sleep. Still, the game must go on. 
    
    	  Tarantox's only attack is that he sprays some kind of green acid out 
              of its mouth. He'll keep turning to face you and he can turn at the 
              same speed you run. This isn't good because sometimes a rock formation
              gets in the way and you gotta jump over it. To stun him (you don't 
              have to but it helps), jump up to a sling pod and fire yourself into 
              one of the four side orbs or into Tarantox's face. He'll stay stunned
              for quite some time leaving you able to get around behind him and fire
              yourself into the giant orb. Do so and you'll knock 'tox over. You'll
              see three more orbs on his underside so catapult yourself into them.
              If you wait too long between destroying these three orbs, he'll flip
              back over and you'll have to hit his back orb again before continuing
              to destroy the ones on his belly. Destroy all 3 and Tarantox will
              begin round 2.
    
              This time, his attack gets a bit nasty. He'll fire acid from his mouth
              and his four side orbs. This doesn't give you much room to not be hit
              by him so stun him as soon as he finishes his attack and go round and
              hit that big orb to flip him. This time he waits even less time before
              flipping back over if you take too long. His twitching indicates when
              he'll turn back over. The faster he twitches, the sooner he'll flip.
              Reset the twitches by hitting one of the 3 orbs and then hit the other
              2. 'Tox will let out a screech and fall through the planet, leaving
              nothing but a broken web and star behind. Use a sling pod to aim for
              the star.
    
    ---
    
    6ci. Battlerock Galaxy - Topmaniac and the Topman Tribe
    
    Boss Name: Topmaniac
    
    Appearance: A round spinning top with retractable spikes. Not much else to say
                really.
    
    Difficulty: 3/10
    
    Strengths: Has an electric fence around the outside of the area. His little
               minions will help push you into it.
    
    Weaknesses: No top defense at all. Incredibly slow for a spinning top.
    
    Weak Point: The top of the... err top.
    
    Strategy: Topmaniac will start by summoning 3 little yellow tops which can do 
              absolutely no damage to you directly. All they give is some knockback 
              which could push you into the electric fence. Stop this by simply 
              spinning the little spinners to destroy them. Now, Topmaniac will show
              its side spikes and it will start to move towards you. Seeing as how
              it is so slow, just get close to it and jump on it to disable it
              briefly. Now, spin it towards that electric fence to give Topmaniac a
              bit of a shock (I'm fitting these puns in very well here right?). If
              Topmaniac looks like its about to reactivate itself and you still
              haven't knocked it into a fence, just jump on it again while its still
              defenseless to restart the reactivation sequence. Topmaniac is not
              completely disabled in this state though. It can still move slightly
              but it does so very slowly.
    
              After it has been shocked once, Topmaniac will reactivate and send out
              4 of those little blighters again. Same strategy as before, spin to
              kill. Now Topmaniac shows its spikes again yadda yadda yadda. Do what
              you did last time and bring it into the last phase of the fight.
    
              Now its slightly different. Instead of those little yellow tops being
              sent out, 2 normal sized red ones will be sent out. These can't be
              killed without the aid of, oh say, an electric fence? Yes, that'll do
              nicely. Send the 2 red tops to their graves by spinning them into the
              electric fence then its exactly the same thing against Topmaniac as
              the last 2 times.
    
              Jump on it, spin it and shock it to get that star.
    
    ---
    
    6cii. Battlerock Galaxy - Topmaniac's Daredevil Run
    
    Boss Name: Topmaniac
    
    Appearance: A round spinning top with retractable spikes. Not much else to say
                really.
    
    Difficulty: 4/10
    
    Strengths: Has an electric fence around the outside of the area. His little
               minions will help push you into it.
    
    Weaknesses: No top defense at all. Incredibly slow for a spinning top.
    
    Weak Point: The top of the... err top.
    
    Strategy: Avoid the electric fence, Topmaniac's spikes and the red tops and you 
              win. I can't really say anything different than whats in the guide to
              regular Topmaniac. If you've got any skill, you'll have beaten 
              Topmaniac without getting hit anyway.
    
    ---
    
    6d. Bowser's Star Reactor - The Fiery Stronghold
    
    Boss Name: Bowser
    
    Appearance: A large Koopa with a green spiked shell. Has fiery red hair and 
                sharp teeth along with spiked braces up his arms and one on his
                neck. A formidable foe indeed.
    
    Difficulty: 6.5/10
    
    Strengths: Has an attack that hits the whole planet. He's also hard to damage.
    
    Weaknesses: His attacks are slow and his main attack involves following you
                first. Its almost as if he's your angry, violent pet.
    
    Weak Point: His tail and then his body.
    
    Strategy: Well here's your fight with Bowser. Its a good one at that, very
              entertaining. When you arrive at the top of the stronghold, he'll make
              a remark about smashing you into space bits before lifting you and
              himself onto the planet above. In his first phase he's only got one
              attack, an earth-shattering stomp. He'll jump high in the air and try
              to land on you. Avoiding the landing is easy but when he does land,
              a blue shockwave will be sent out from his location which will
              encompass the whole planet. To not be hurt by the wave, just jump it
              at the right time.
    
              I suppose we'll have to hurt him a bit now, don't wanna be dodging
              shockwaves all day now do we? To go about damaging Bowser, we need to
              get him to land on one of those blue pads around the planet. To do so,
              put yourself between Bowser and a blue pad and stand just next to the
              pad but not on it. Bowser will run towards you and as soon as he
              starts jumping, run over the blue pad and keep running. He should land
              on the blue pad and it will break, exposing his tail to the lava 
              below. Now he'll run off around the planet with his burnt tail. Run
              around the opposite way and you'll come face to face with Bowser. 
              He'll quickly turn and show you his tail for a fraction of a second
              before running off again. Thats your cue to spin it. This'll cause
              Bowser some more pain and he'll fall back on his shell. Spin him once
              more and we're onto the next phase of the fight, signified by a roar.
    
              He'll start off by firing 3 fireballs towards you. Not hard to dodge
              at all. Now he'll stamp the floor twice in succession, meaning you've
              got two shockwaves, one after the other, to jump over. He'll repeat
              the '3 fireballs then 2 shockwaves' after every 3 'high jump and land'
              shockwaves (I hope that made sense). What I mean by that is that after
              firing 3 fireballs and sending out 2 quick shockwaves, he'll do his
              previous attack (where he jumps really high and lands to make a 
              shockwave) 3 times before firing 3 more fireballs and sending out 2
              quick shockwaves. It is during those 3 high jumps that you have to 
              make him land on another blue pad. Use the same strategy as last time
              and he'll be running off faster than you can say 'fried koopa'. Run
              the opposite way again and spin his tail like last time. When you do
              this however, he'll be sent onto his shell like last time but he'll be
              spinning round the planet. Run back the way you just ran before 
              hitting his tail to meet up with a spinning Bowser. Time your spin to
              hit him as he closes in on you to deal more damage to the spiked 
              beast.
    
              Now he's getting angry. He jumps and roars to start the final phase of
              the fight. He'll start off with 5 fireballs this time and then 3
              shockwaves in quick succession. He's really upping the anti now. After
              those attacks, he'll perform 3 'high jump and land' shockwaves before
              going back to those 2 attacks. His speed has increased slightly so
              it'll be harder to get out of the way when making him land on a blue
              pad but it shouldn't be too much of a problem. Get him to smash 
              another pad and he'll dash off again. This time, his running path
              around the planet won't neccessarily be straight so it'll be harder to
              get close to his tail. As far as I can tell, the way he turns is
              random so I can't help. Just keep an eye out by looking through the
              planet and you should be able to make out where he'll be when he comes
              back round. Once you get close to his tail, whack it one to send him
              spinning around the planet again. Hit him again and he'll be sent
              spinning the other way but at a much greater speed. Spin him whilst
              he's moving at this speed to send the King of the Koopa's crashing 
              back down to his stronghold below.
    
              After his little speech about how his plan is too far along to be
              stopped, he'll vanish and a Grand Star will pop out of one of those
              blue pads for you.
    
              -----
    
              Alexa Danielle has a few helpful hints for all the Bowser fights. One
              that applies to all the fights is:
              'Bowser's fireballs won't go through the crystals either.' 
    
              A bit of extra defense never hurt now did it? Another very useful tip
              from Alexa involved the objects on the planet you fight Bowser on.
              There are some slightly raised platforms you can jump onto:
              'On the planet with some raised platforms (not the "glass" ones you 
              need him to break), standing on them will let Bowser's shockwave pass
              under you (but not his fireballs).'
    
              Wow, even more defense against Bowser's attacks. There's also even
              more info that Alexa has found:
              'I discovered that if you get Bowser to land on those platforms,
              they'll disappear, but they'll release a coin in the process.  Also,
              if you get him to land on the similar-looking ones (sort of a "plate"
              instead of a platform, it's just lower), they'll also disappear but
              leave behind star bits.'
    
              If you're low on life and are confident you can dodge Bowser's
              shockwaves without the help of the platforms, guiding Bowser to land
              on one of them will grant you a bit of extra life in coin form. The
              ones that eject Star Bits when Bowser stomps them are the brown
              coloured bumps that you don't need to jump to get onto. Big thanks to
              Alexa Danielle for all of that.
    
    ----------
    7. Kitchen
    ----------
    
    7ai. Ghostly Galaxy - Beware of Bouldergeist
    
    Boss Name: Bouldergeist
    
    Appearance: A fairly large ghostly matter encased in a very big set of rock
                armour. It has very yellow eyes and later gains some rock hands.
    
    Difficulty: 7.5/10
    
    Strengths: Having armour is a pro. Having projectile attacks is a better pro. 
               Gaining hands to deal damage and take damage is the biggest pro.
    
    Weaknesses: Doesn't move (well it rotates but thats as far as it goes). Attacks
                are usually slow and any form of projectile used doesn't have very
                good aim.
    
    Weak Point: The red muscle/heart inside of the armour.
    
    Strategy: This can be a bit of a toughy if you don't know what you're doing.
              The big guy has two attacks in his first form. His main attack is that
              he fires small chunks of rock at you that can be 3 different colours,
              grey, black and gold. The grey ones just crumble when they hit the
              floor, the black ones leave behind Bomb Boos once shattered (more on
              that later) and the gold ones leave behind a coin. For his second 
              attack, small spires of rock are shot out of the floor so be careful
              not to be in the path of one. This attack is signified when small dark
              circles appear on the floor which are closely followed by the rock
              spires.
    
              Phew, now for the actual fight. Bouldergeist will materialise and
              start by sending 5 rock chunks your way. Usually at least one of them
              will be black which is what we want. Once all 5 rocks have hit the
              ground, the black ones will have left a Bomb Boo in their place. Spin
              near them (you can even grab multiple Bomb Boos at once) and the Boo
              will start to spin around you. Now move towards Bouldergeist and let
              the Bomb Boo swing and hit him. If you leave the Boo swinging around
              you too long, it will get close to you and detonate in your face. Not
              exactly what you want so unload the Bomb Boo ASAP. 3 Bomb Boo hits to
              that rock armour of his will shatter it, leaving behind a tender,
              inner section. As Bouldergeist moves around in this state, he will
              leave behind small pools of darkness and a Bomb Boo will spawn from
              each one left behind. Grab a Boo with a spin and swing it into his
              core. As you can imagine, thats gotta hurt.
    
              Now it gets even harder. Bouldergeist will regain his armour along
              with a nifty new pair of hands. These hands have 2 attacks of their
              own. The first is a big punch sent in the direction of our hero 
              himself. Not too hard to dodge as its slow but be careful anyway. His
              second attack is a big slam with one or both of the hands. He'll raise
              them to leave a shadow across the floor and then send them down. 
              Anything unlucky enough to be caught under either one of them gets a
              dose of pain.
    
              Nearing the end of the battle now. His 5 projectile attack is now a 7
              projectile attack. Make sure you watch out for those hands all the
              time you're gathering those Bomb Boos. You'll notice that the Boos may
              sometimes hit the hand instead of the body. It only takes 2 hits to
              destroy the hand as opposed to the 3 needed for the body but the hands
              regenerate fairly fast once destroyed. Usually after 2 projectile
              attacks after a hand is gone will it come back. 3 clean hits on the
              body will expose its core and just hit it with one more Bomb Boo to
              finish the job.
    
              Look at that shiny new star. You worked hard for it. On a side note,
              this boss reminds me a lot of Thardus from Metroid Prime. Email me if
              you think so too.
    
              -----
    
              Matt Walters also provided more information on the second phase of the
              fight:
              'Bouldergeist sends out a second row of spikes from the ground once he
              gains his hands. This really lessens running room.'
    
              I had forgotten about this myself. If Bouldergeist does generate rock 
              spires from the ground, there will be a line of them to your left and 
              another line of them to your right. He'll usually follow up with one 
              of his hand attacks (slam or punch) so its a good idea to get out 
              between the spires by jumping over them. Thanks Matt.
    
              Something to add about this attack from Jesse:
              'When the spikes do come out of the ground, you can spin to destroy 
              them.'
    
              I'd never tried that before. Thanks.
    
              -----
    
              Another neat little tip has been sent to me. This time, by jrbeers717:
              'You can use starbits to shoot his boulders in the air (no matter the
              color).  This is handy for getting less things thrown at you and for
              getting the bomb Boos to drop right near him, so you can hit him
              easier.'
    
              This is good for when those Bomb Boos keeping running away from him.
              Thanks.
    
              -----
    
              Something I forgot to mention, kindly sent in by Dracoblade100:
              'When a bomb-boo is flashing red and black, spin to get it off! 
              Otherwise, it'll explode right near you! If you spin the bomb-boo off,
              it won't go away unless an unhappy Bouldergeist destroys it with a
              punch. If you're wondering when Bouldergeist destroys a bomb-boo, it
              will be damaged by the hand, you're wrong. Bomb-boos can only total
              Bouldergeist when you spin 'em right into 'im!'
    
              This is why i'm glad people email me things. A very useful tip that I
              neglected to mention myself, and i'm sure many people will find it
              useful. Thank you.
    
              -----
    
              Sometimes I wonder why I bothered writing this guide, so many people
              have sent in far superior strategies than mine. Here is one for Mr.
              Bouldergeist:
              'If you keep circling clockwise or counter, he'll never be able to hit
              you at all. Just keep moving and do not turn around. Circle around for
              the boo bombs. As long as you keep circling, you can't be hit by any
              of his forms or attacks. No dodging, no mess. Easy win.'
    
              Great and simple strategy sent in by Ming Shui. Nothing else to say.
    
    ---
    
    7aii. Ghostly Galaxy - Bouldergeist's Daredevil Run
    
    Boss Name: Bouldergeist
    
    Appearance: A fairly large ghostly matter encased in a very big set of rock
                armour. It has very yellow eyes and later gains some rock hands.
    
    Difficulty: 8.5/10
    
    Strengths: Having armour is a pro. Having projectile attacks is a better pro. 
               Gaining hands to deal damage and take damage is the biggest pro.
    
    Weaknesses: Doesn't move (well it rotates but thats as far as it goes). Attacks
                are usually slow and any form of projectile used doesn't have very
                good aim.
    
    Weak Point: The red muscle/heart inside of the armour.
    
    Strategy: Dodging is a lot more prominent this time around than attacking. One
              slip will send a rock into your head or a giant fist through your body
              (not literally of course). Make sure you dodge those attacks, I can't
              stress that enough. Unload those Bomb Boos fast as well. You don't
              want to cling to them any longer than you have to. Good luck with this
              one.
    
    ---
    
    7b. Bowser Jr's Airship Armada - Sinking the Airships
    
    Boss Name: Bowser Jr's Airship (Doesn't have a proper name)
    
    Appearance: An airship with 3 cannons on each side with Bowser's head on the 
                front of it. It has got fans at the back to propel it forward and a
                mast with a big fan on it to keep it in the air. Bowser Jr will be
                away on board
    
    Difficulty: 8/10
    
    Strengths: A wide array of attacks that can hit you wherever you are. Being
               far away from the airship you're standing on means its another ranged
               fight. Becomes hard to hit during the second phase of the fight.
    
    Weaknesses: Big target during the first phase of the fight.
    
    Weak Point: The airship itself.
    
    Strategy: Here's you chance to actually have a partial fight with Bowser Jr. 
              Last time he left you to battle Megaleg but this time he stays to
              control his airship. In his first phase, he'll start by firing 2 
              cannon balls at you, then 3, then he'll stick at 4. All the while 
              he'll be slowly moving across the area in front of you from right to
              left and back. The cannon balls are very easy to dodge. To damage the
              airship, jump on or spin a koopa and grab its shell. Line yourself up
              with the airship, face it and shake the Wiimote to throw the Koopa
              shell at the airship.
    
              Bowser Jr will retaliate this hit with 3 Bullet Bills. 2 will usually
              hit each other which leaves you with 1. Do a backflip to make it fly 
              up high and hope that when it comes back down for you, it hits the
              floor. Whilst you're dodging those, Bowser Jr's attack pattern will
              differ ever so slightly. He'll now fire 4 cannon balls rapidly, then 5
              then 4 again, then 5 again and so on. Because all these are in quick
              succession its a little harder to dodge but you should manage it. Grab
              another Koopa shell and chuck it at the airship.
    
              Expect 3 Bullet Bills again. Try the same strategy to get rid of them
              as last time. The airship will still be firing the same things as the 
              round before but now a Kamek will have appeared on the airship you're
              standing on. Quickly dispose of it and send another shell towards
              Bowser Jr to begin the second phase of the fight.
    
              The airship will spin around and the front of it will be facing you.
              This puts the Bowser head on the front to good use. It will fire 3
              flaming balls of metal towards you. One will go straight forward, one
              will go slightly to the right and one wil go slightly to the left.
              They move fairly fast so watch yourself with those. Attacking back is
              harder now as there's less of the airship to hit. Aim well and fire
              that shell straight at it.
    
              Now Bowser Jr gets serious. He'll react to that hit by firing not 3
              but 6 Bullet Bills at you, 3 from each side. He'll do it again if you
              don't deal the last hit fast enough as well. Because there are an even
              number of Bullet Bills, they each have a partner to smash into. Make
              sure the first 2 smash together, then the next 2 and the next 2 and
              you'll be rid of them. Whats more, another pesty Kamek will appear to 
              bother you so dispose of that. The airship will still be firing the
              flaming chunks in the same way as last time. Pick up a shell and do
              your best to line youself up the airship without being hit by them and
              you'll have dealt the final blow. Yeah thats right, the second phase
              only takes 2 hits for you to win which is good.
    
              Bowser Jr will fly off as his airship explodes, leaving you with a
              shiny new Grand Star.
    
              -----
    
              Anton Grahame has found a very useful tip to help you dodge some of
              those annoying attacks:
              'On Sinking the Airships, you can hide in the lower section of the 
              deck to avoid most if not all of Bowser Jr.'s attacks.'
    
              If you're wondering where the lower section is, head away from Bowser
              Jr (towards the camera) and ground pound through the grate. Thanks
              again Anton.
    
    ----------
    8. Bedroom
    ----------
    
    
    
    8ai. Gusty Garden Galaxy - The Dirty Tricks of Major Burrows
    
    Boss Name: Major Burrows
    
    Appearance: A very large brown/red mole with a blue spiked shell on its head.
                He has fairly large eyes and white eyebrows along with some equally
                white claws.
    
    Difficulty: 6.5/10
    
    Strengths: Everything in his second phase: his high speed, his low vulnerability
               time and his surprise attack.
    
    Weaknesses: Everything in his first phase: his low speed, his high vulnerability
                time and nothing else out of the ordinary.
    
    Weak Point: Anywhere on his lower body.
    
    Strategy: This boss changes so much that I could rate him twice. 5.5/10 for his
              first phase and 7.5/10 for his second phase. Thats why I averaged it
              in the difficulty section. When you land on the odd shaped planet,
              Major Burrows will be chasing around a little bunny rabbit (don't know
              why though... >_>) and its your duty to stop him. Follow that blue
              shell around and wait for him to stick some of his body out of the
              ground. Thats your time to ground pound the floor and he'll spring up
              and land on his backside. Run upto him and spin him to start the fight
              with the Major.
    
              He'll burrow under the surface of the planet and you'll have to spot
              him. You'll see little pieces of dirt being flung up and they're
              heading right for you. This is the Major and he's underground chasing
              you. Start to run away from him but he'll soon catch up with you and
              show his blue shell. When he shows his body like last time, quickly
              ground pound the floor before he hits you and he'll pop up and start
              moaning. He'll wander around for a few seconds before burying himself
              again so before he does, run to him and blast him with a spin. 
    
              Now you probably thought that was fairly easy and all, well now comes
              the harder part. After recovering from the spin attack, Burrows will
              stand up and look very angry. His blue shell turns orange and his eyes
              go a bright shade of yellow. He'll go underground again so watch out
              for those dirt pieces. They'll be moving a lot faster towards you now
              than before. Once they get close, the orange shell will appear out of
              the soil and will keep right on your tail. Soon enough, he'll show
              part of his body again so ground pound the floor. 
    
              He'll quickly spring out then go right back into the dirt. DO NOT RUN 
              TO WHERE HE LANDED. I did that and funnily enough, he pops up where he
              landed, charging towards you and flailing his claws around. I didn't 
              really stand much chance of getting out of the way there so don't go 
              to him. Instead, wait at the spot where you ground pounded and he'll 
              come charging towards you. Pick your moment to ground pound so that 
              he's close enough to hit when he pops up but far enough away so you 
              don't get hurt. When he pops out, waste no time running to him and
              spinning him. Wait even a fraction of a second and he'll probably go
              back into the ground and you'll have to repeat the second phase again.
    
              If you manage to nail him, you'll notice he will have calmed down and
              left a star behind.
    
    ---
    
    8aii. Gusty Garden Galaxy - Major Burrows's Daredevil Run
    
    Boss Name: Major Burrows
    
    Appearance: A very large brown/red mole with a blue spiked shell on its head.
                He has fairly large eyes and white eyebrows along with some equally
                white claws.
    
    Difficulty: 7.5/10
    
    Strengths: Everything in his second phase: his high speed, his low vulnerability
               time and his surprise attack.
    
    Weaknesses: Everything in his first phase: his low speed, his high vulnerability
                time and nothing else out of the ordinary.
    
    Weak Point: Anywhere on his lower body.
    
    Strategy: The only part of the fight that should give you trouble is after 
              you've pounded him out of the floor in his second phase and he starts
              charging at you with his claws. Picking the right time to pound whilst
              he is doing this is crucial. Too late and he'll hit you, too early and
              you might get crushed if he manages to bury himself while you run 
              after him. If you can get the timing down, thats when you'll win.
              Until then, Major Burrows will be laughing in your face. Keep at it
              and you'll soon get the hang of it and you can wipe that smile right
              off his face as he hands over the daredevil star.
    
    ---
    
    8b. Freezeflame Galaxy - The Frozen Peak of Baron Brrr
    
    Boss Name: Baron Brrr (I assume this is his name)
    
    Appearance: A spiky ball of ice with 2 beady eyes on the front. Wears a crown
                too.
    
    Difficulty: 4/10
    
    Strengths: Can be a little evasive.
    
    Weaknesses: Large and slow. Easy to hit usually. Rubbish attack.
    
    Weak Point: Himself.
    
    Strategy: Baron Brrr is a pathetic excuse for a boss. He's so pathetic, the
              hardest part of the fight is wall jumping up to him, and thats easy.
              The only reason he gets a 4/10 is because of what happens if his
              attack connects and the tough minions he creates. Once you've climbed
              up to his area, he'll constantly pelt a set of 3 ice balls from his
              crown. He'll keep doing this until you get close to him. You can 
              either run out of the way of the ice balls or just stand behind the
              wooden barriers that are scattered around the lower area. Head to your
              left at the start of the fight and jump over a few gaps until you
              reach the main block in the centre. Break the ice and grab the Ice
              Flower inside. Use this to walk on water to the front of the field and
              go to the two wooden walls near Baron. Wall jump up these before the
              power wears off and you're half way through the fight (yes its that
              quick!).
    
              Now, he'll stop firing the ice shards and instead slam himself into
              the ground to send out a rather large shockwave. Make sure you jump
              over this or it could send you back down and you'd have to collect the
              Ice Flower again. Once you've jumped over the wave, he'll be stuck in
              the snow for a second or two. Run upto him and spin him to make him
              shrink substantially. Hit him again while he's small and you'll take a
              third of his life away. He can ping himself over you so try not to let
              this annoy you.
    
              The next round is the same thing. Slam down ---> Shockwave ---> Jump
              over it ---> Spin him ---> Spin him again. Right, 2 thirds of his life
              gone now. The last phase is practically the same thing (again...) but
              this time there are two little ice minions floating around. Just
              ignore them (they're slow anyway). Repeat the same process against
              Baron Brrr and he'll be gone, leaving you a star as a present.
    
    ---
    
    8c. Bowser's Dark Matter Plant - Darkness on the Horizon
    
    Boss Name: Bowser
    
    Appearance: A large Koopa with a green spiked shell. Has fiery red hair and 
                sharp teeth along with spiked braces up his arms and one on his
                neck. A formidable foe indeed.
    
    Difficulty: 8/10
    
    Strengths: Has multiple attacks which hit a wide range of the field. Most 
               attacks are hard to dodge.
    
    Weaknesses: As soon as he's vulnerable, its very easy to do a bit of damage.
                Getting him vulnerable is another story...
    
    Weak Point: His tail and then his body.
    
    Strategy: Take everything Bowser did in the last fight and put more of it in 
              this one. He's got 3 attacks in total now. His shockwave attack, his
              fireball attack (which improves greatly as the fight goes on) and a
              new dark spinning attack. I'll describe those in more detail later.
              As you reach the top of the Dark Matter Plant, Bowser will be there to
              greet you and make another remark about smashing you into space bits
              again before lifting you up for fight number 2.
    
              He'll instantly start with his triple shockwave from last time so jump
              all 3. His attack pattern is a lot less distinguished than last time
              so its hard to predict what he'll do. He'll most likely do his new
              dark spinning move towards you now. His hand will turn a kind of 
              purple colour and he'll spin around whilst moving towards you. It
              doesn't last long but he does cover quite a lot of ground with it.
              Either move to the side if you can or just run directly away from him.
              Next he'll probably do a couple of high jump shockwaves before 
              launching 5 fireballs towards you. Use the strategy that you did last
              time (put yourself between Bowser and a blue pad and stand just next 
              to the pad but not on it) when he's high jumping to burn his tail. Run
              the opposite way to Bowser and spin his tail when he shows it to you.
              He'll spin round the planet on his shell so spin him again when he 
              gets near to you like last time to deal damage to Bowser.
    
              Now things get trickier. His fireball attack has been upgraded now so
              instead of firing 5 fireballs (that you may have seen in the last 
              round) to firing 16 fireballs in a circular fashion. He'll start the
              second phase of this battle with that move so move out of the way when
              some come near you. As if that wasn't enough, each fireball travels
              the planet once over, meaning after you've dodged the ones coming from
              Bowser's direction, more will come from the bottom of the screen.
              Dodging all the fireballs can be quite tricky so just be glad you got
              that Life Shroom before the fight (you did right?). He'll triple
              shockwave whilst the fireballs are still going as well so you've got
              even more to watch out for. After the triple shockwave, he'll use his
              own spin attack twice in a row. I think its best to keep long jumping
              forward rather than to the side because if you move to the side,
              Bowser will change the trajectory of his second spin to face you and
              you won't have as much room to dodge it as you would if you had ran
              forward. You'll want to get him to land on a blue pad as soon as
              possible or he'll repeat those deadly attacks again. Hit his tail once
              its burnt as usual then hit him when he spins back around to you to go
              to the last phase of this fight.
    
              Bowser will jump up and roar, meaning he's onto his last phase. He'll
              start with his circular fireball attack and then use a quintuple (5)
              shockwave attack. Dodge all 5 as well as the orbiting fireballs and
              Bowser will use his spin 3 times in a row. If you get hit by any one
              of those 3, Bowser will do a sideways jump and then do 3 more spins.
              Basically, he won't stop spinning until you've dodged 3 in a row. Now
              he'll definitely high jump so hope you're in a good position for him
              to hit a blue pad. If he does, great! You've nearly won. If he doesn't
              then he may repeat his previous pattern (fireballs ---> shockwaves
              ---> spins). Once he gets his tail burnt, he'll run off as usual. Now,
              like the last phase of the previous fight, his running path won't be
              straight so it'll be harder to get near him. Look through the planet
              to get a bit of a hint about which way he's going. If you fail to hit
              his tail, he'll do the 3 stage attack pattern described in the 
              brackets in this paragraph again. Once you've hit his tail, he'll spin
              off and you can hit him when he comes back round. If you do, he'll
              spin off even faster but if you can land a hit when he comes back 
              round, you've dealt all the damage you need to in this fight. 
    
              Bowser will fall back down to his Dark Matter Plant and say he's 
              picked the right nemesis. I have to disagree, as said nemesis always
              woops his sorry ass just like now. Ah well, Bowser's not too bothered
              as his Master Plan is nearly finished and he'll vanish, leaving you
              with a thoroughly deserved Grand Star.
    
              -----
    
              Spirit Tsunami has provided a greatly useful tip for getting round
              that annoying dark spin attack of Bowser's:
              'After a number of failed attempts to dodge, I discovered, completely
              by accident, that by performing your own spin attack, you can stop his
              attack and avoid damage.'
    
              This never occured to me, fight spinning with spinning. Because in
              Bowser's second and third phases of this fight he performs more than
              one of his spins at a time, if you spin him the results vary. If it is
              not the last one of his sequence (e.g the first spin in his third
              phase), counter-spinning Bowser will just knock him back slightly and
              he'll go onto his second spin of the three. However, if you
              counter-spin him on the last one of his sequence, Bowser will go
              hurtling into the air as if he had done a high jump. This also means
              he'll come down with a thud but if you can land him on a blue pad,
              his tail will be burnt. Very nice find there Spirit Tsunami.
    
    --------------
    9. Engine Room
    --------------
    
    9a. Gold Leaf Galaxy - When It Rains, It Pours
    
    Boss Name: Undergrunt Gunner
    
    Appearance: A Monty Mole inside a large cannon. The top of the cannon is made of
                glass.
    
    Difficulty: 3.5/10
    
    Strengths: His weapon can take away the Bee power-up which is VERY useful in
               this fight.
    
    Weaknesses: His weapon stops working for a bit after firing so many bubbles. The
                bubbles fired do no damage and only serve to annoy you.
    
    Weak Point: The glass top of the cannon.
    
    Strategy: I've got two strategies for this:
    
              1. As Bee Mario
    
              Fly on top of his cannon and ground pound it. Repeat twice more being
              careful to avoid the bubbles and the rain cloud. After two hits, he'll
              fire 5 rapid bubbles instead of 3 slow bubbles. That's all you need to
              know.
    
              2. As regular Mario
    
              Get around to the back of the area you're in by jumping on the moving 
              platforms when needed. Ground pound the red switch and platforms will
              appear on the other side of the field where you just came from 
              (typical). Get back round to there before the timer ticks up and jump
              up the newly raised platforms and onto the cannon. Now ground pound
              it. Repeat twice more. If you get hit by a bubble, it'll send you as
              far back as it will go before it pops.
    
              Fairly short strategies there. Its usually quite easy to deal the 
              first two hits as Bee Mario but when his firing speed increases, you
              may get hit so you'll have to resort to hitting the red switch and
              climbing the platforms.
    
    ---
    
    9b. Toy Time Galaxy - Bouncing Down Cake Lane
    
    Boss Name: Undergrunt Gunner
    
    Appearance: A Monty Mole inside a large cannon. The top of the cannon is made of
                glass.
    
    Difficulty: 6.5/10
    
    Strengths: He's high up, making it kind of hard to reach him efficiently. Fires
               electric fire balls from his cannon that home in on you. Not very
               nice at all.
    
    Weaknesses: Has trouble turning his cannon. He'll usually only fire when he's
                facing your general direction.
    
    Weak Point: The glass top of the cannon.
    
    Strategy: This fight has to be fought as Spring Mario. First however, we need to
              become Spring Mario. Head around to the other side of the area and
              there will be a Spring Shroom for you. Take it and start bouncing 
              towards the jar of sweets in the centre of the stage. You'll most
              likely be faced with a few of his 'bullets' on your way towards it.
              Just high bounce over them (Press A when you land). Once you're at the
              centre, make sure you stay away from the flame cannons and high bounce
              on top of the Gunner's cannon and ground pound it.
    
              He won't be too pleased and the fight will be the same again. Just do
              what you did last time to deal another crushing blow to the mole. If
              you get hit as Spring Mario, you'll lose the power-up so you'll need
              to grab the Spring Shroom again. 
    
              After the second hit, that Monty Mole will be steaming and his cannon 
              will start to malfunction. Every 5 seconds or so, his cannon will be 
              electrified. It won't damage the mole but it will damage you if you go
              up there. The electric field will only last roughly 2 seconds. This 
              leaves your window of opportunity quite small. Still, good timing will
              get you up there and it only takes a second to ground pound that mole
              to oblivion. He's a persistent little devil isn't he?
    
    ---
    
    
    9c. Bonefin Galaxy - Kingfin's Fearsome Waters
    
    Boss Name: Kingfin
    
    Appearance: A giant skeletal fish with numerous battle scars on its face and 
                body and glowing green eyes. Definitely one of if not THE coolest
                looking bosses in the game.
    
    Difficulty: 5/10
    
    Strengths: Homing shark torpedoes do his damage for him.
    
    Weaknesses: Very big target and fairly slow. No attacks of his own.
    
    Weak Point: His entire body.
    
    Strategy: As soon as you hit the water, the camera shifts to inside the great
              jaws of Kingfin. Look at those sharp teeth! We'll see our normal
              perspective on things now and our hero will be presented with a very
              big boney fish. He'll swim off and you have to make chase. Because the
              fight takes place underwater, make sure you grab bubbles and/or coins
              to replenish your air supply every so often. If you can't get to any
              then you'll have to resurface but you shouldn't have this problem as
              new bubbles appear every second all over the place.
    
              When chasing after Kingfin, you'll want to grab a shell quickly so you
              can catch up to him. You've also acquired ammo in doing this also so
              when you think you're close enough to Kingfin, line the light beacon
              from your shell up with Kingfin and fire that shell with a shake of
              the Wiimote.
    
              This will cause a response. After all, something that big has gotta do
              something about a threat. Cue the small metal shark torpedoes. These
              little nasties will start to home in on you if you get too close.
              There's two of them as well so watch out for both. Repeat the way you
              just used to damage him two more times to anger Kingfin even more.
    
              Now, you've got 4 of those mechanical monsters following you around so
              keep both eyes out for all of them. The little beeping sounds they 
              make are a good indication of how close they are to you. The faster
              the beeping, the closer they are. Among all the green shells on the
              water bed, there's also a red shell there which, when launched, will
              home in on the nearest target. Fire it towards Kingfin and you've
              almost got a guaranteed hit. I say almost because those little devil
              missiles get in the way and make the red shell lock onto them. Hit
              Kingfin twice more for a grand total of 5 hits to make it bite the
              dust and grant you a star.
    
              Small note but the music for this fight really makes me think of the
              Ghostly Galleon boss fight from Donkey Kong 64. If you've played it,
              you'll probably remember the fight with Lanky Kong against that giant
              pufferfish. The music between that fight and this fight seem so 
              similar in parts.
    
              -----
    
              In previous versions of this guide, I had refered to this boss as 
              being called Bonefin. Thanks to Nekoaa though, it seems his name is
              Kingfin after all.
    
              'Kingfins's name is a pun on the word "kingpin," which means: "The 
              most important person in an undertaking or organization". In an issue
              of Nintendo Power, and in the Prima Game Guide book, he was mistakenly
              called "the Bonefin", after the galaxy he lives in. But everyone 
              thought that Bonefin made more sense, so some people started calling
              him that, causing some confusion between his official name and his
              nickname.'
    
              Cheers for clearing this up Nekoaa. This boss section has been 
              updated.
    
    ---
    
    9d. Bowser Jr's Lava Reactor - King Kaliente's Spicy Return
    
    Boss Name: King Kaliente
    
    Appearance: Its that Blooper/Octorok cross again. Very similar appearance as 
                last time. He now has red eyes though.
    
    Difficulty: 8/10
    
    Strengths: A good range of attacks this time along with that counter-attack 
               again.
    
    Weaknesses: It doesn't counter-attack much.
    
    Weak Point: Its head.
    
    Strategy: A very similar fight to last time. You will have noticed though that
              the floor panels sink if you stand on them too long. I hope you 
              grabbed that Life Shroom just before facing him because you may need
              it. Bowser Jr will fly over and introduce you to King Kaliente, he'll
              make some weird noises and the fight will begin. Now immediately head
              one floor panel to the left. This leaves you with a triangle of floor
              panels to run around if one starts sinking too much. Mostly, you 
              should be jumping throughout the fight but if you need to do some
              dodging, move onto another of the two floor panels in the triangle if
              needed.
    
              Kaliente will start with his 3 fiery rocks again. Dodge them easily
              and the green sludge ball will come your way. He'll only perform the
              one counter-attack this round so that should be cake for you. His
              counter-attacks seem to send the ball further away from you than they
              did last time. If you have to leave the triangle of floor panels to
              hit it back, do so and then come back. Its easier that way.
    
              After the first hit, the King will send out those little blue 
              creatures again. Kill them with Star Bits if you want or you can just 
              try to ignore them. This is usually the time needed for running around
              those 3 floor panels to dodge them. You'll have to avoid them and the
              3 rocks at once and wait for the sludge ball. One counter-attack again
              this time so it shouldn't be too much of a problem. Once Kaliente is
              hit with the second sludge ball, he'll get really angry and two things
              will happen, one good, one bad.
    
              The bad news is that now meteors are constantly raining over the area.
              They can be annoying to dodge but if you are using those 3 floor 
              panels, the meteors will usually only hit the right panel and not the
              left or the bottom. The good news is that those blue creatures are now
              gone so hooray for that! Do your best to dodge those meteors and
              Kaliente's own brand of fiery rocks and the sludge ball will come 
              soon. He should counter-attack twice this time so you're going to need
              a lot of moving around and jumping to hit that sludge ball as well as
              avoid those meteors. This is where grabbing the Life Shroom will most
              help. If you can get that ball to connect with Kaliente's face, the
              fight will be over and you are victorious. Its about time we finished
              off Kaliente for good.
                     
    ----------
    10. Garden
    ----------
    
    10ai. Deep Dark Galaxy - The Underground Ghost Ship
    
    Boss Name: Kamella
    
    Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat
                and weird glasses. There is a red pendant on her chest as well.
    
    Difficulty: 6/10
    
    Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes
               on. Sometimes gets close up in the fight making her magic harder to
               dodge.
    
    Weaknesses: No defense and easy to hit.
    
    Weak Point: Herself.
    
    Strategy: Not that much has changed since the last Kamella fight except that she
              invades the stage more often. She'll begin by alternating between red
              magic and green magic. Spin when you're near the green magic to get a
              shell and fire it at her. In the next phase, her red magic will either
              produce 2 fireballs or 3 fireballs and it'll alternate between the
              two. Still, all you need to do is wait for some green magic and spin
              it to get yourself a shell. Sometimes Kamella will wizz around the
              stage and appear in the middle. If she does, don't bother with 
              whatever magic she's going to use and just run circles around her 
              until she leaves. The camera doesn't help here and because the stage
              is small if Kamella's in the middle, its easy to get hit by her magic.
              Just run circles around her in one direction then wait for a shell
              when she's far away. Another hit and she'll make you move.
    
              Kamella will teleport to the top of the ship now so run to the left
              and up the wooden square pole. Kamella will also have summoned 2 
              Kameks to help her out so be careful when jumping from the pole 
              because you may just end up landing on a fireball. Once you do make it
              up there, dispose of the Kameks and launch another shell at her when
              you get the chance. Even though this area is smaller than the last,
              she'll still wizz around it once you've hit her once up here. Its even
              harder to dodge her magic whilst she's in the middle of this area but
              just run circles around her until she goes. Soon, she'll summon back
              her Kamek buddies but just take care of them quickly before they 
              become bothersome. Fire another shell at Kamella for the 4th hit this
              match to win the fight.
    
              Kamella will disappear but not before throwing her wand in the air.
              It'll spin downwards before breaking and showing you the star.
    
              -----
    
              Jesse has found a useful strategy during the fight at the top of the
              ship:
              'If you are really careful, you can stand on the rim of the lookout 
              tower when she flies up to that area at the third part of the fight.
              Once she shoots a fire spell at you on the regular platform, jump onto
              the rim, and the fire won't be able to hit you.'
    
              That is a very useful strategy to avoid those nasty fireballs as it
              can be a pain to jump and dodge them all the usual way. Do be wary
              though as the part you're able to stand on is quite thin.
    
              -----
    
              Max has found something of much use against Kamella. This is also VERY
              handy for the Daredevil Star:
              'If you run up to her when she's on the ship (airship/ghost ship) and
              spin, she'll be stunned for a few seconds. Then she'll move to another
              part of the ship, and switch her type of magic. If you can always spin
              when she's using red magic and not green magic, there will be no or
              few fireballs and many shells.'
    
              Seems my downfall is not testing out the spin technique against 
              bosses. Luckily, everyone else is helping out with that =D Like I said
              a few lines up, this strategy really comes into play during the
              Daredevil Run. You want as few fireballs as possible when you've only
              got one slice of health to fight with. Thank you Max.
    
              -----
    
              mariomadman has some useful info on Kamella's movement patterns:
              'After no hits, she will move around outside of the forcefield, on the
              edge of the boat in front of you.
              After one hit, she will move inside the forcefield and start moving
              around you unpredictably, then stop and shoot her magic.
              After two hits, she will move up to the tower. She will then move
              around outside of the rim of the tower in front of you, staying in
              about the same area.
              After three hits, she will move around freely inside the circle on the
              tower.'
    
              Good to know. This way, you'll know where Kamella is most likely to be
              during each stage of the fight. Nice one.
    
    ---
    
    10aii. Deep Dark Galaxy - Ghost Ship Daredevil Run
    
    Boss Name: Kamella
    
    Appearance: A purple robed Kamek with a large yellow wand. Also has a purple hat
                and weird glasses. There is a red pendant on her chest as well.
    
    Difficulty: 7.5/10
    
    Strengths: Can't be directly damaged. Her magic gets stronger as the fight goes
               on. Sometimes gets close up in the fight making her magic harder to
               dodge.
    
    Weaknesses: No defense and easy to hit.
    
    Weak Point: Herself.
    
    Strategy: You shouldn't have much trouble when Kamella is far away but when she
              is in the middle of an area (especially the second area), you've got
              to be very careful to dodge her magic. When disposing of the Kameks in
              the top area, pick your time so that you're not likely to be hit by
              any magic they may be casting or any stray fireballs around the field.
              Look out for these two points and you shouldn't have much trouble
              beating her. 
    
              You can also use Jesse's strategy of standing on the rim during the
              second part of the fight to help avoid Kamella's red magic. As if you
              needed any more help against Kamella (don't be ashamed if you do, she
              can be quite tough when you aren't allowed to be hit), there's another
              strategy you can use. Check it out by scrolling up to the end of the
              normal fight with Kamella on the Ghost Ship and check out Max's tip.
    
              -----
    
              Here we have our first tip specifically for a Comet Boss battle. Sent
              in by mariomadman:
              'At the beginning of the daredevil fight, break the two boxes first.
              This won't matter, because there are no coins in them, but it does
              give you an easier time running around and dodging Kamella's magic.'
    
              This is great if you're finding yourself low on space to dodge the
              fireballs. Combining this with his tip for the regular Kamella fight
              will give you optimum results for knowing where Kamella will be and
              knowing where to go to dodge her attacks. Thanks again.
    
    ---
    
    10bi. Dreadnought Galaxy - Revenge of the Topman Tribe
    
    Boss Name: Topmaniac
    
    Appearance: A round spinning top with retractable spikes. Not much else to say
                really.
    
    Difficulty: 4/10
    
    Strengths: Has an electric fence around the outside of the area. His little
               minions will help push you into it.
    
    Weaknesses: No top defense at all. Incredibly slow for a spinning top.
    
    Weak Point: The top of the... err top.
    
    Strategy: Wow its this useless boss again. You won't see any little yellow tops
              this time, just the red variety. I tend to get this boss over quickly
              and not bother with the red tops. The red tops will get in the way a
              bit but nothing that you can't handle. Topmaniac will always have its
              spikes out when its active regardless of the presence of its minions.
              To get rid of them, just jump on him. Its not too hard to jump on him
              whilst his spikes are out, just make sure you get a bit of a running
              start. Jumping on him retracts the spikes and you can spin him into
              the electric fence. The fence has been split up into 3 portions now
              but its still easy to send Topmaniac into one of them. If you find the
              red tops too annoying, you can send them into the electric fence so
              you can focus on Topmaniac himself.
    
              Strangely, unlike most bosses, Topmaniac will not change anything in
              this battle. No extra/different minions, no different movement 
              patterns, nothing. Just jump on him then spin him into the fence for a
              grand total of 3 times to win. Thats it.
    
    ---
    
    10bii. Dreadnought Galaxy - Topman Tribe Speed Run
    
    Boss Name: Topmaniac
    
    Appearance: A round spinning top with retractable spikes. Not much else to say
                really.
    
    Difficulty: 4/10
    
    Strengths: Has an electric fence around the outside of the area. His little
               minions will help push you into it.
    
    Weaknesses: No top defense at all. Incredibly slow for a spinning top.
    
    Weak Point: The top of the... err top.
    
    Strategy: Read what i've written for the normal star for this. You've got plenty
              of time. Just make it to Topmaniac with at least 1 minute left and
              you'll be left with time to spare. Its easily possible to make it to
              Topmaniac with 3 minutes left. They give you far too much time with
              this. If you do have trouble however, learn the layout of the level so
              you know what to expect and when to expect it. That way, time won't be
              an issue.
    
    ---
    
    10c. Melty Molten Galaxy - Fiery Dino Piranha
    
    Boss Name: Fiery Dino Piranha
    
    Appearance: A red dinosaur body this time with a black plant head. The brown orb
                on its tail is there too like the other Dino. It has red and yellow
                petals on its head. Sometimes, this Dino will engulf itself in 
                flames for a nice effect.
    
    Difficulty: 8/10
    
    Strengths: It's the same size as the previous Dino but its speed is much better.
               When it is engulfed in flames, it is completely invulnerable.
    
    Weaknesses: This one can't turn well either. It loses this weakness during the
                last round of the fight so you better watch out for that.
    
    Weak Point: The orb on the end of its tail.
    
    Strategy: This one takes everything good about the previous Dino and enhances 
              it. Remember how you could just about outrun normal Dino in the first
              few rounds? This time, you can't. The big guy is taking no chances and
              wants to do what its counterpart couldn't, finish you off. His only
              direct attack is a charge towards you. Easily dodgable so move to the
              side like last time (long jump recommended) and whack that tail orb.
              Do watch out though because roughly every 1.5 seconds, the 'flame
              switch' (as I like to call it) will be flipped. This means that at 0
              seconds, he won't be on fire, at 1.5 seconds he will, at 3 seconds he
              won't, at 4.5 seconds he will and so on.
    
              After the first hit, his rage builds up and he gets faster still. The
              flame switch will now be set at 1 second intervals, making your chance
              to strike even smaller. As if that wasn't enough, now his tail orb
              will leave a flame trail when it is alight. If you follow it from
              behind, you're gonna get scorched so keep to the side of the orb and
              wait for your chance to strike. Dino also gains a new skill. Sometimes
              Dino will inadvertantly stop and twist right round to face you.
              Before, he had to run around in circles to face you but now he can
              turn quickly and charge right for you. This new skill of his can catch
              you by surprise so be wary. Hit that orb again for some more damage.
    
              Dino now goes into Overdrive and speeds up even more. Not only that, 
              the flame switch is every half a second! You're going to need expert 
              timing to deal the final blow here. Dino also gains a new attack in
              the form of a fireball. He'll shoot fireballs in the direction he is
              facing and they'll travel straight. These shouldn't bother you as you
              shouldn't be directly in front of him anyway. Pick your time nicely to
              kick some tail and Dino will be history. He really does need to cool
              off (Woot! Pun!).
              
    ------------------------------------------------------
    11. Bowser's Galaxy Reactor - The Fate of the Universe
    ------------------------------------------------------
    
    Boss Name: Bowser
    
    Appearance: A large Koopa with a green spiked shell. Has fiery red hair and 
                sharp teeth along with spiked braces up his arms and one on his
                neck. A formidable foe indeed.
    
    Difficulty: 9/10
    
    Strengths: Has multiple attacks which hit a wide range of the field. Most 
               attacks are hard to dodge.
    
    Weaknesses: As soon as he's vulnerable, its very easy to do a bit of damage.
                Getting him vulnerable is another story...
    
    Weak Point: 1st phase: Head and then body
                2nd phase: Just his body
                3rd phase: Tail and then body
    
    Strategy: Here we are folks, the final boss! Bowser has the same strengths and
              weaknesses as last time but that doesn't mean he's just as hard. Oh 
              no, he's even harder than last time. With a couple of new attacks
              thrown into the mix, the King of the Koopas has you on your toes for
              the whole fight. He does lose that annoying dark spinning move used
              last time. Instead he gains another annoying spinning move. More on
              that later. Make sure to grab the Life Shroom heading up the staircase
              where Bowser Jr is firing meteors at the steps. Reach the top to be
              confronted by Bowser. I won't spoil the story but Bowser's got big
              plans, and stomping you is one of them! Seeing as how you're here and
              all, Bowser wants to execute this stomping plan and lifts you and him
              to a dark blue planet.
    
              This planet is quite harmless apart from the red spiked plants. Keep
              away from those. There's also a few ice blocks with coins in and such
              so break them if you need to. As soon as you both make landfall,
              Bowser will send out one of his patented triple shockwave attacks.
              Jump all 3 to be presented with one of Bowser's new tricks. He'll jump
              in the air and coat himself in rock. Once he lands, a round boulder
              with Bowser's head sticking out will be the result. It'll roll toward
              you (its faster than you as well) so run away. You'll want to time it
              so that Bowser's head will be the part of the rock that's gonna squish
              you. Get near his head, being careful to avoid the rest of the rock,
              and spin it to send him spinning onto his shell around the planet. Hit
              him on his way back around to deal some damage.
    
              Similar strategy again this time only he rolls much faster than last
              time making it hard to time your spin to hit his head. Keep at it and
              sooner or later you'll hit him. Spin him once he comes back around the
              planet to send him back around even faster. One spin attack whilst
              he's at this speed will send you and him on you're way. No, its not
              over yet, you're just getting a change of battlefield.
    
              You'll land on a red/brown coloured planet this time around. Its
              covered in springy green plant like things as well as those red spiked
              plants. Once you've landed, Bowser will send 3 fireballs your way
              before showing you his new spinning technique. He'll curl up inside
              his shell and try to crush you with his spikes as he rolls around.
              Stand near a green plant and wait until Bowser gets near to it. Put 
              the plant directly between you and Bowser and spin the plant. It'll
              spring out and smack Bowser and he'll go spinning off on his back 
              again. If you miss with the plant, watch that it doesn't spring back
              and hit you. Hit Bowser when he circles back around on his back again
              to give him some hurt.
    
              Now he'll send out 5 fireballs towards you very rapidly. Dodge these
              and he'll curl up inside his shell again. This time, its as if he's 
              got a rocket attached to his back as he soars around the planet at an
              incredible speed. You've really gotta be quick to get out of the way
              once Bowser's like this. He'll soon go back to his previous speed so
              spin a plant into him to send him around the planet. Hit him when he
              comes back to send him round really fast again. Once more and he'll
              send you to THAT planet again. You know the one i'm on about. Yes its
              those blue pads again.
    
              He'll triple shockwave before spinning inside his shell again. Once
              he has finished that spinning, he'll jump high in the air and land
              with a shockwave. Stay near a blue pad whilst Bowser is spinning and
              always keep the pad between you and him. Once he jumps out, run onto
              the pad but quickly run off it again to make Bowser burn his tail 
              again. His running path won't be straight so you'll need to do some
              more predicting. Nail his tail to send him on his back again around
              the planet. Hit him again to begin the very last phase of the fight.
    
              Bowser will let out a mighty roar before beginning his final assault.
              He'll send 16 fireballs in every direction that each orbit the planet
              once. Whilst they're orbiting, Bowser will kindly let loose 5 of his
              shockwaves in a row before then going into his shell and zooming off
              around the planet. Again, stay near a blue pad when he does this. Odds
              are he'll jump out of his shell on the opposite side of the planet and
              won't land close to your pad. He has one more high jump left in him
              before he'll repeat his attacks. For this high jump, he'll run close 
              to you before jumping. Stand so that you are between the blue pad and
              Bowser but closer to the pad. Bowser will jump up and when he does,
              run all the way across the blue pad. Bowser should land straight on
              the pad and scorch his tail once more. Repeat the usual hit tail, hit
              whilst spinning, hit whilst spinning fast pattern and the fight will
              end.
    
              Mario will punch Bowser before punching him again and sending Bowser
              hurtling into the sun. The ground will shake and the final Grand Star
              will burst out of the planet. Now sit back and enjoy the ending.
    
              P.S. Beat Bowser again once you've collected all 120 stars. You may
                   just get a little surprise ;)
    
              -----
    
              A useful tip when fighting Bowser on the planet with those springy
              green plants has been sent in from James Molnar:
              'In any of the bowser boss stages where there are those green plant 
              things that you can spin into that you need to knock spinning bowser
              to flip him, they absorb his fireballs, which saved me when fighting
              him with 1 hp left.'
    
              If you're finding it hard to dodge some of those fireballs, you can
              always do what James did and hide behind one of the green plants so
              that they block the fireball. Thanks James.
    
              -----
    
              Another method for using the springy plant things comes from Alexa
              Danielle:
              'On the third Bowser fight, second planet, if Bowser lands next to a
              "spring plant", you can shorten the fight by going ahead and hitting
              him with one instead of waiting until he's rolling around.'
    
              This way gives you some extra time with lining the shot up, instead of
              having a small window of opportunity to attack him mid-spin. Cheers.
    
    ----------------------
    12. Legal Information
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    Use of this guide on any other web site or as a part of any public display is 
    strictly prohibited, and a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    Copyright 2007-2009 Jonathan Finn
    
    ------------
    13. Contact
    ------------
    
    If you spot any errors in spelling or just errors in general in this guide then
    please feel free to contact me at the following email address:
    
    xploder56@hotmail.co.uk
    
    Please put something like 'Super Mario Galaxy Guide' or 'Mario Boss Guide' as 
    the subject of your email. If you don't, I may not read it. Things such as 
    constructive criticism are more than welcome but flame emails such as 'Your 
    guide sucks' or 'You are stupid' are not welcome. If you have any suggestions on
    how I could improve this guide then they will be very much appreciated. Any 
    information you may have gathered may also be put to good use within this guide
    and you will of course be mentioned in the Credits section. Speaking of which...
    
    ------------
    14. Credits
    ------------
    
    Thanks to:
    
    The Super Mario Galaxy Board for helping me with some Boss names.
    
    Da Dood for telling me how to kill the little blue creatures in the Kaliente
    fights.
    
    Jesse for pointing out a useful strategy for the second Kamella fight and 
    something about Bouldergeist's attacks.
    
    Matt Walters for giving me an excellent strategy for beating Megaleg and
    pointing out another of Bouldergeist's attacks.
    
    Diego Crescini for saying that Kaliente's projectiles may be watermelons.
    
    Anton Grahame for providing some quite useful tips when fighting Dino Piranha
    and Bowser Jr's Airship.
    
    KRiggar for providing an enlightening summary of the coconut.
    
    Spirit Tsunami for sending in an awesome tip for the second Bowser fight.
    
    Hyper_Shadow_29 for seemingly settling what Kaliente's projectiles really are.
    
    James Molnar for sending in a good defensive trick against Bowser's fireballs in
    the final fight.
    
    Max for sending in a highly useful tip for the second Kamella fight.
    
    jrbeers717 for finding a nice little tip against Bouldergeist.
    
    mariomadman for 2 good tips when fighting Kamella on the Ghost Ship.
    
    Nekoaa for sorting the Kingfin/Bonefin name controversy I had with myself >_>
    
    Alexa Danielle for a bunch of tips for all the Bowser fights.
    
    Dracoblade100 for reminding me my memory fails by sending in helpful advice for
    the fight with Bouldergeist.
    
    Ming Shui for the simple yet effective strategy for beating Bouldergeist.
    
    Nintendo for making this game.
    
    And of course you guys for reading this.
    
    Thanks! =D