Kirby Super Star Ultra Walkthrough :
This walkthrough for Kirby Super Star Ultra [Nintendo DS] has been posted at 10 Aug 2009 by needhelpIcouldhelp and is called "An Easily Way To Beat The Arena". The Walkthrough have a rating 6 by 6 our users and has been commented 2 times. If walkthrough is usable don't forgot thumbs up needhelpIcouldhelp and share this with your freinds. And most important we have 9 other walkthroughs for Kirby Super Star Ultra, read them all!
Walkthrough - An Easily Way To Beat The Arena
Spring Breeze bosses ========================================================================== Sub Boss: Poppy Bro. Senior HP: 80 Attacks: Jump Rush Bomb throw* Straight bomb throw* Triple bomb throw* Strategy: Just attack him with your beam or cutter ability. He goes down fast. Abilityless, just wait until he throws a bomb and spit it at him, all the while jumping over his rushes and staying away from his jumps toward you. --- Boss: Whispy Woods HP: 180 Attacks: Apple drop* air puffs Strategy: Easy boss. Just wail on it with whatever ability you have. If you have no ability, simply suck up and spit the apples while avoiding the air puffs. Should only take four hits. --- Sub Boss: Frosty HP: 100 Attacks: Swallow ice throw* stomping Strategy: Another easy boss. You even get invincibility candy to annihilate him with, but if you somehow run out before killing him with it, he's a pushover if you just attack him with whatever ability you have. You can suck up his ice blocks to use as ammo if you have no ability. --- Boss: Lololo and Lalala HP: 100 each Attacks: Walking across the screen with a green block or Gordo* Strategy: Again, just attack them. The bosses in Spring Breeze are a pushover, even if you get hit on every assault you make you should be fine. For an even easier win, use the Crash ability that you can get from the bomb just outside of their room. Naturally, if you have no ability the green blocks serve as your ammo. Note that after one is dead, the last speeds up. --- Sub Boss: Kracko Jr. HP: 120 Attacks: Spawn Waddle Doo* Wave across the screen and sweep back to position Drop bombs* Strategy: This boss is pretty pathetic, like all of the ones so far. For those going abilityless, the waddle doos and bombs serve as your weapons. If you need it, you can copy both for beam and bomb abilities respectively. He goes down fast, but his sole noteworthy attack can catch you off guard, and that is the wave/sweep attack. If he stops bobbing up and down, get ready to go under his wave-like movement and jump when he reaches the bottom left corner. --- Boss: Kracko HP: 180 Attacks: Spawn Waddle Doo* Switch sides Swoop Bouncing swoop Dual beam Raindrops Lightning Strategy: It's Kracko, the bigger, more mature version of your last boss! The idea is the same, but this one has many more attacks. His most dangerous attacks are either of his swoops, wherein he goes to ground level and sweeps toward the other side either in a simple fasion, or in a more eratic "bouncy" fashion. Either jump, guard, or run to a corner to avoid them. Aside from those, he's pretty harmless. The waddle doos are your ammo and ability supply should you not have any, but he likes to use his beam, raindrops, or lightning just after spawning one, so watch out. Just move to the side or run away to avoid them. Kracko is a step up from the other bosses, but he's more than manageable. --- Final Boss: King DeDeDe HP: 220 Attacks: Inhale Trip Hammer* Leaping hammer* Jump* Puff up Strategy: This is it, the final boss of the first game! DeDeDe isn't that hard, especially since he's one of the only bosses that "flinch" when hit. You can stop anything he does with an attack, but that doesn't mean it's completely safe to berserk him. His trip will probably hit you most often out of all of his attacks, as it's fast and sudden. At half HP, DeDeDe will get a bit faster. Abilityless, he's a bit tougher. You'll have to use the stars from his jump and hammer to damage him. Just keep your distance and avoid him until the opportunity arises. ========================================================================== Dyna Blade bosses ========================================================================== Sub Boss: Cook Kawasaki HP: 100 Attacks: Pan Plates* Stomping Walking from when end of the room to the other Strategy: Another easy boss to kick off your second game. This guy goes down fast, but beware, his frying pan pack a punch. Avoid it at all costs. With no ability, you'll be using his plates, which at half HP he'll throw three of rather than one. --- Sub Boss: Bonkers HP: 160 Attacks: Stomp Coconut grenade* Hammer* Strategy: The hammer man! This guy, like most other sub bosses, is pretty easy. He's a bit more durable than other sub bosses, but the idea is the same. Just wail on 'im. If you have no ability with you, use his coconuts against him or use the stars from his hammer. Did you know that this guy was also in Spring Breeze, in a secret room It can be found before entering Kracko's lair, by entering the moon above his doorway. --- Sub Boss: Iron Mom HP: 140 Attacks: Stomp Walking from one end of the room to the other Punch Pound* Walk'n'pound* Strategy: Ever notice how ALL sub bosses stomp unnecessarily I don't even know if it should count as an attack... Anyway, Iron Mom will be found wandering the map. She's pretty easy, but her fists can block some of your attacks as they try to punch or pound you. The punch in particular is notable, because he actually aims it at you and it has decent range. The pound seems to only be there to provide star ammo for you no-ability folks, but at half HP she'll start combining it into her strides across the room, making it dangerous to pick the stars up. --- Sub Boss: Bugzzy HP: 160 Attacks: Stomp Grab dash Bug projectiles* Hover Strategy: You should note that this guy has a weakness to Fire. Frosty also shares this weakness. Anyway, this guy can be a pain in a close quarters battle. He weaves back and forth, and tends to weave right into you. He jumps around like usual, and even hovers through the air toward you. Watch out when he blinks orange, because he'll dart across the screen in an attempt to grab and slam you. Jump to avoid it. Those without abilities should use the bugs he sends after you. --- Sub Bosses: Frosty, Bonkers, Double Poppy Bros. Senior HP: 100, 160, 80 each in that order Attacks: Refer to each boss' previous entry. Strategy: This fight is a series of rematches against old sub bosses. First is your old friend Frosty. Take him out. Next, destroy Bonkers again. After that is the dual Poppy Bros. Don't be intimidated, they're still easy. Just focus on one at a time. --- Final Boss: Dyna Blade HP: 240 Attacks: Jump* Fireballs* Background assault Head lunge Swoop* Strategy: The first and only "real" boss of Dyna Blade. This overgrown yet majestic bird isn't too hard, but a bit more difficult than everything else up to this point. She can jump in a variety of ways, straight up, across the screen, and even off the top to come back down on your position. Sometimes, she'll go to the back ground and attempt to ram into you. Move up or down accordingly to avoid it. The fireballs can be a pain, just keep moving if you see them coming. The only other attack you should be worried about is her swoop. Jump over her, or she'll grab you and drain your HP. Abilityless players should use the stars that kick up each time she lands. ========================================================================== The Great Cave Offensive bosses ========================================================================== Sub Boss: Bonkers HP: 160 Attacks: Stomp Coconut grenade* Hammer* Strategy: Yawn. Break the blocks in the middle of the screen before he spawns for a slightly humorous win. --- Boss: Fatty Whale HP: 240 Attacks: Various passes across the screen Falling rocks* Water jet Dive bomb from background Strategy: This boss can be difficult if you don't know what you're doing. Basically, he'll bounce, roll, jump, and swim from left to right, then vice versa. Sometimes, he'll swim and shoot a jet of water from his back. This'll cause rocks to fall and spawn a fish. Avoid going over him until the water stops. He also likes to jump and cause a giant splash that shoots you off screen, only to fall back down with some rocks. Use these and the occasional fish for ammo, players going without an abilty. Other wise, just follow him and attack. Just watch out for his occasional surprise attack in the middle of the room from the bottom. --- Boss: Computer Virus 1 HP: (Slime) 64 (Puppet) 80 (Magician) 100 Attacks: Various Strategy: This boss is unique. You have to wait your turn to attack. Yes, this is an RPG parody. Your enemies aren't very tough, and most of their turns are spent doing useless things like calling for help, crying, and attempting to self destruct. None of these do anything, the only thing you should be worried about is their "attack," which is a star or three being fired in your direction. The Magician has a fire spell, and an ice spell in addition to her attack. The secret to this fight is the guard button. Hold it down during their turn, and nothing will really do anything to you. For those of you going without an ability... tough luck. Not only is it hard, but it's tedious to catch those stars flying around. You may want to make an exception for this fight, even if it means grabbing the abilities provided to you and pressing select to turn them into stars. --- Sub Boss: Bonkers. Again. HP: 160 Attacks: Stomp Coconut grenade* Hammer* Strategy: I'm only mentioning him here because you can drop him into the abyss again. This destroys your treasure reward, though. --- Boss: Chameleo Arm HP: 240 Attacks: Roll charge Tongue Diagonal and straight "punches" Paintballs* Strategy: This boss is optional, but necessary for 100% treasure collection. He enters and will either charge at you or attempt to eat you. You can see the later coming by a slight movement backward, then a slow roll back into place. He'll eventually go and stick to the wall, at which point he'll stretch his claws/legs diagonally down in front of him or straight in front of him to "punch" you. He may also drop his body straight down, then snap back up into place. He'll spit paintballs after this, which you can use as ammo or to copy the unique paint ability. This boss is one of three which this ability is possible to get. The most annoying thing about this boss is that he becomes transparent. He can do it at any time, and all you'll be able to see of him is a blur. Paint will make him visable again, if not kill him outright as it seems to hurt him pretty bad. --- Final Boss: Wham Bam Rock HP: 240 Attacks: Slams Punch Grab Rock rain* Finger walk Finger drop* Strategy: The final boss of the Great Cave offensive can be a bit tough. However, he has a set and predictable pattern. The stone hand always attacks with three slams, followed by making rocks rain from the ceiling. He'll then slam one more time, and go for a grab. A punch comes next, then he drops finger pieces on you. After this comes a series of three slams going from one side of the arena to the other, and then he finger walks across the ground to flick you. The finger pieces and rocks can be used as ammo. At half HP, he changes it up. His pattern seems to randomize a bit, and he starts slamming open palmed rather than closed fist. His speed also increases, the finger drop moves toward you, and also the pieces fly back up to the hand after the attack is finished, prolonging the danger. With a bit of practice, this guy can be brought down easily, but the first few times might be difficult. ========================================================================== Revenge of MetaKnight bosses ========================================================================== Boss: Whispy Woods HP: 190 Attacks: Apple drop* air puffs Strategy: Like before, a pushover with... 10 more HP According to my calculations, yes. It makes no difference, just finish this chump and... Boss: Twin Woods HP: 130 each Attacks: Apples* Air puffs Gordo drop Bug rain Wood shift Strategy: Whoa, two of 'em! These have less HP than the last one, but more attacks. This one can drop Gordos too, as well as bugs when they rotate and shake the screen. The bugs will hurt you if you inhale them. Watch out for the air puffs from either side, and lastly, use caution in the air because they have an odd attack where they shift a disc of wood or two from one tree to the other. --- Sub Boss: Dual Bonkers HP: 160 each Attacks: Stomp Coconut grenade* Hammer* Strategy: Just like before, but now you have two. Take them out with the Mic ability you get just before this for an easy win. --- Sub Boss: Jukiddo (and Poppy Bro.) HP: 120 and 80 Attacks: Grab Stride Energy blasts* Stomping* Strategy: The Poppy Bro is no stranger. However, his partner is a new guy you haven't encountered yet. He can be pretty infuriating with his slams, which he does everytime he grabs you or walks into you during his stride across the battlefield. Just be careful, and use his energy blasts for ammo. When low on HP, he speeds up which can be a problem. --- Boss: Main Cannon #2 HP: 200 Attacks: Laser Cannonballs* Grab Bomb drop* Strategy: Your target is the big gun on top, that shoots the cannonballs at you. The cannonballs and bombs dropped will be your abilityless weapon. Be careful of the laser, which can be avoided by staying on the ground. The hand is a pain, but attacking it or simply running away will avoid it. Just watch out for cannonballs while you do so. The canon that fires the laser can be destroyed, but it has a whopping 400 HP. Long range abilities like bomb and yo-yo are best for this fight. --- Boss: Heavy Lobster HP: 280 Attacks: Rush Jet left or right Stomp Big jump* Flame thrower Lobster torpedo* Paint glob* Strategy: Technically your second encounter with this guy, as I didn't include the first in this FAQ since the fight is over seconds after it begins. He begins chasing you right through a series of blocks, just ignore him and run for now. When you get to the top of the room, the real fight begins. He likes to rush at you right off the bat, so be ready to go over him. Heavy Lobster has a lot of HP, but he isn't that hard. For those with no ability, focus on inhaling his mini-me torpedos and paint globs (which is copyable for Paint, which will turn Heavy Lobster red and blind him) but watch out for his flamethrower. Just keep attacking him and he should go down. --- Boss: Reactor HP: Unknown Attacks: Laser Flame jets Cannon Strategy: You can't hurt the reactor, only the lasers shot from the hanging turret can. So you have to bait the lasers into hitting the reactor. Aside from the laser, it can shoot it's gun, which will hit you if you are on the floor, and flame jets will attempt to go beneath you and shoot up at you. Sometimes, three flame jets rather than one will attack you. Just move to the side. Like the Main Cannon, the gun can be destroyed but it also has a lot of HP, so it isn't really worth it. Just direct three or four lasers at the reactor, and you win. --- Final Boss: Meta Knight HP: 260 Attacks: Sword plant Shock wave* Slash Sonic dash Mach tornado* Tornado pillar* Rapid thrusts* Sword beam Strategy: Grab the sword (then discard it, depending on what you want to do) and go into battle. Meta Knight is a bit tougher than everything else up to this point, but he's beatable even if you berserk him. He's only really dangerous at half HP and down, where he'll get faster and start sending the tornado all the way across the screen. Get behind him if you see him vibrating with the sword above his head. With no ability, he's a lot harder. You'll have to rely on the stars he kicks up from his more advanced attacks. Just dodge and play defensively, he's not all that dangerous, especially since he likes to keep his distance. ========================================================================== Milkyway Wishes bosses ========================================================================== Boss: Twin Autumn Woods HP: 155 each Attacks: Apples* Air puffs Gordo drop Bug rain Wood shift Strategy: Same thing as the Revenge of MetaKnight battle. I don't think there's even a difference save HP. Just use the last strategy and you should be fine. --- Boss: Red Fatty Whale HP: 264 Attacks: Various passes across the screen Falling rocks* Water jet Dive bomb from background Strategy: Again, all this color swap has is more HP. The only other difference I notice is that the rocks fall faster after he splashes. --- Boss: Blue Kracko HP: 200 Attacks: Spawn Waddle Doo* Switch sides Swoop Bouncing swoop Dual beam Raindrops Lightning Strategy: Milkyway Wishes likes to recycle bosses, doesn't it Well, Kracko's back, and he's a bit more durable, not to mention blue. Destroy him. --- Boss: Chameleo Arm HP: 240 Attacks: Roll charge Tongue Diagonal and straight "punches" Paintballs* Strategy: Unlike the other bosses so far, this is the same fight. No problem. --- Boss: Wham Bam Rock HP: 240 Attacks: Slams Punch Grab Rock rain* Finger walk Finger drop* Strategy: Same boss as before. By now he should hardly be a challenge. --- Boss: Platinum Heavy Lobster HP: 360 Attacks: Rush Jet left or right Stomp Big jump* Flame thrower Lobster torpedo* Paint glob* Strategy: Another recolor. And he has a huge boost in HP. Regardless, he's the same thing. If he really gives you that much trouble, try keeping your distance. --- Boss: Computer Virus 2 HP: 80, 180, 250 Attacks: Various. Strategy: The weird boss from Great Cave Offensive is back, but now with different enemies. The Magician returns, no big deal. Take it out. Then comes a new enemy, Evil Knight. He likes to rain knives on you and "swing his sword" in addition to the star attack. After him is the Great Dragon. He has a lot of HP, but he's pretty easy. He does an incredibly simple scratch move that will prove to be non-ability-er's best chance for ammo, and he also can flap his wings, which sends a bunch of guard-peircing blades at you. Jump them or attack them, or even guard and take whatever damage comes. He'll go down faster than you might think. --- Boss: Galactic Nove Nucleus HP: Unknown Attacks: None. Strategy: This boss is fought with the "starship" ability that's given to you for this level. The idea is to shoot all of the various objects on the passing pillars and pass through to avoid getting caught between the screen and pillars. I recommend you go past the first one you see without destroying it. Destroy all the rest and the rotation of the pillars will go in reverse after a certain point. Now you have to dodge your targets before shooting them. This could be difficult if you killed the first target right away, but since you didn't, only easy ones are left. --- Final Boss: Marx HP: 350 Attacks: Cutters* Ice bomb* Rising from a portal Seeds Arrow rain Shoop da- er... energy beam Black hole Teleporting into you Strategy: The final boss of Milkyway Wishes, and before this remake came along, the final boss period. Marx is hard if you don't know what you're doing. He'll always open with his cutter move, which pretty much just sends a boomerang projectile in all four diagonal directions. After this comes his seeds. He drops four down, be careful not to get hit by them, and then in the order they dropped, harmful vines shoot up to the top of the screen. They disappear, and a curious black and yellow hole appears underneath you. Guard, as Marx will shoot up from that. From here, he either appears high in the air and drops a bomb that, upon reaching your altitude, splits and travels left and right, or he'll appear on the side of the screen preparing to send an impressive volley of arrows at you. Jump to avoid both. He'll eventually attempt to fire a big laser at you, which you can see coming by a rather constipated expression (you see this before he drops the ice bomb, too.) As he loses health, he'll get faster, teleport around frequently, and do one last devastating attack, the black hole. If you see him split apart, run away fast. If you're too close, you'll be sucked into the black hole the halves leave behind, which will take off approximately half of your health. Ouch. In this battle, good defense is good offense. Strike him at safe times, and you'll be fine. With practice, even the mighty Marx can be easily beaten with no damage taken. ========================================================================== Revenge of the King bosses ========================================================================== Sub Boss: Phan Phan HP: 200 Attacks: Grab Roll grab Stomp Apples* Strategy: I hate this sub boss. Four or five hits is all you get. Keep your distance. That's your best defense in this fight. Phan Phan is fast, and can close in on your position for his over powered grab in no time flat. Hit him with what you got, or hang back and use the apples to your advantage. --- Boss: Whispy's Revenge HP: 320 Attacks: Apples* Poison apples Air puffs Whirlwinds Gordos Bugs Strategy: It's Whispy Woods on steroids! And purple-ness! He (she) is as easy as ever, but improved. The HP speaks for itself, but now it has the earthquake-spin thing Twin Woods had too, as well as being able to drop both gordos, bugs, and poison apples. Of all of those, the normal apples are obviously the only safe thing to inhale. But if you're not putting yourself through that, any ability can annihilate Whispy like all the previous encounters. Also note that instead of the air puffs, it might blow out a few small tornadoes instead. These do more damage, but they still won't touch you if you stay at the tree's base. --- Sub Boss: Fire Lion HP: 200 Attacks: Fireball* Scratch Gnaw Stomp Charge and leap* Strategy: Pretty harmless sub boss if you ask me. All he can really do is move toward you. He could either then jump back and pointlessly scratch, jump above you and come down, or grab you and gnaw for some decent damage. Occasionally he'll set himself ablaze and charge. Jump to avoid it and hit him. Yawn. Oh yeah, stars can be inhaled like always. --- Boss: Lololo and Lalala's Revenge HP: 150 each Attacks: Walking across the screen with a green block or Gordo* Singular Gordos Strategy: This is like Lololo and Lalala's last encounter save a few differences, first, HP. Second, their default speed is that of the surviving one last time, and there is another row for them to walk in, to make up for the occasional singular gordo passing through the third passage. Even with all these tweaks, it's still an easy boss. Just watch out for the last one's speed increase when you take one out. --- Sub-Boss: Kracko Jr.'s Revenge HP: 180 Attacks: Spawn Waddle Doo* Wave across the screen and sweep back to position Drop bombs* Switch sides Sweep perimeter of room Strategy: Kracko Jr.'s Revenge can be a pain. The best piece of advice one can give is to not jump in the middle of the room. Stay behind him, and jump so that you'll be in the space between him, and the screen's edge. If you stay in the center, he'll sooner or later zoom to the other side and you'll get hit. The only other thing to note is that he now drops five bombs when he passes overhead, not three. --- Sub Boss: Grand Wheelie HP: 160 Attacks: Charge Spawn mini Wheelie* Strategy: A simple boss that is first found in the secret room before Kracko, and later at DeDeDe's castle. He'll try to run over you. That's all. He'll occasionally stop to send a small wheelie after you, but that's only for your no-ability self to spit at him. Given his simplicity, he's unpredictable and more than likely will hit you sooner or later when you land to attack. He goes down fast, thankfully. --- Boss: Kracko's Revenge HP: 260 Attacks: Spawn Waddle Doo* Switch sides Swoop Bouncing swoop Dual beam Raindrops Lightning Eight directional lightning beam Strategy: Kracko's strategy applies here. Except now he can move to the middle of the screen and send lightning left and right, puase, up and down, another pause then two diagonals, one last puase, and then the other two. This is best avoided by going under him after the vertical ones pass. He'll also move toward you with his rain move, so be prepared for that. Otherwise, keep attacking him like normal. --- Boss: Kabula HP: Unknown Attacks: Various shots Bullet bills Rush Strategy: This fight gets hectic. Just stay to the far left and focus on dodging whilst mashing or holding the fire button. The normal shots can be destroyed, but gordos can't. When Kabula spins, move out of the way as he is about to charge to your position and then move back to where he charged from. He'll also open up to reveal a big gun that fires what I like to call bullet bills. Go between these. He can either move up or down while firing them, or move to random heights and fire. Just keep on the defensive while staying line up with his general position, and you will win. --- Sub Boss: Mr. Tick Tock HP: 190 Attacks: Stomping Ringing Notes* Strategy: Like all sub bosses, he jumps around. His only other attacks are charging and sounding his alarm, which is about useless, and throwing notes around on a second ring. These are your projectiles, and if you aren't watching out, these can hit you. Otherwise, he's easy. --- Sub Boss: Bandanna Waddle Dee HP: over 9000 (220) Attacks: Falcon punch Mind bullets Self destruct Roundhouse kick Chocolate rain (Walking, jumping) Strategy: Waddle Dee. This is one hard battle. Impossible, even. Almost all of his attacks one shot you, and you can't avoid his mind bullets no matter what you do. Inhaling him will defeat him in one hit, but he self destructs in your mouth killing you instead. The pure awesomeness of this boss is said to cause harmful radiation to come from your DS screen. He is not to be attempted by anything less than a kirby god. (Just attack him. Joke boss. His only "threat" is owning him into yourself.) --- Final Boss: Masked DeDeDe HP: 440 Attacks: Hammer* Leaping hammer/shockwave* Trip Triple jump* Inhale Puff up Flamethrower Missile launcher* Hammer spin Strategy: It's DeDeDe with numerous improvements. His HP is doubled, for one, and he has a few new attacks. The ones he already had have been improved, like his leaping hammer now has a shockwave effect upon landing, he jumps three times, he's faster when chasing after while puffed up, and finally his very arena has harmful edges. His new attacks are a Heavy Lobster style flamethrower that comes from his hammer, and missle launcher from the same place, and a crazy hammer spin. You can see it coming by a pose he strikes before going at it. Fly up, but not too high, to avoid it. On the offense, he's still easily flinched, though he now has times where he won't, like when he raises his hammer. With no ability, it's all about defense. His triple jump plays to your advantage here. Each one produces two stars for you to use. Excellent. DeDeDe is one of the hardest bosses in the game, so don't feel ashamed to take that hammer and use it. ========================================================================== Meta Knightmare Ultra bosses ========================================================================== Maybe someday I'll redo every boss here with Meta Knight in mind, but for now it'll only include the one boss unique to this mode. If you really have trouble with a previous boss, use Mach Tornado to drain the majority of it's health. I only advise against doing this to Computer Virus 2, and... Final Boss: Galacta Knight HP: 620 Attacks: Sword plant Shock wave* Slash Double sonic dash Mach tornado* Tornado pillar* Rapid thrusts* Shield beam Rotating beam Summon minions* Flame jets Strategy: Try to come into this battle with 50 points, and use them all for healing. Galacta is like Meta Knight, only most of his attack are improved or in some cases, completely new. Like Meta, he likes to stay a certain distance from you, and leaps in to attack. He will periodically go to the center of the screen, where he'll summon three of Meta Knight's minions (Hmm...) or emit a beam from his lance. It will go clockwise or counter clockwise around the screen. Just go in the direction it's going to avoid it. The flame jets are pretty easy to avoid, just stand between them. At half HP, he gets faster and some of his attacks change, such as the big tornado reaching all the way to the side of the screen like it did with Meta Knight's battle. If you have plenty of points to heal with, you should beat him even without knowing what you're doing. Also, note how he still kicks up stars after some of his attacks... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Arena/True Arena guide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is what I suspect many people will come to this FAQ for. Here, I'll cover the bosses again, except with some strategies tweaked to better fit the Arena modes. Since I left Helper to Hero out of this guide, there'll be two new bosses to be covered here as well. These guides will keep all abilities in mind, not just the normal hammer/stone. *cough* Since the Arenas are random, I'll use searchable codes so you can jump to whatever is coming next on your game. First will be the normal Arena. The order the bosses will appear in this guide will be in alphabetical order with the exception of Marx, who is always last. Bandanna Waddle Dee [bandee] Chameleo Arm [chamarm] Computer Virus (2) [compvir] DynaBlade [dynabld] Fatty Whale [fatwhle] Galactic Nova Nucleus [gnn] Heavy Lobster [heavylob] King DeDeDe [kddd] Kracko [krcko] LoLoLo and LaLaLa [lola] Main Cannon #2 [mc2] MetaKnight [meta] Mid Boss All Stars 1 [mbas1] Mid Boss All Stars 2 [mbas2] Reactor [reactr] Twin Woods [twoods] Wham Bam Rock [wbr] Whispy Woods [wwoods] Marx [mrx] ========================================================================== The Arena ========================================================================== Sub Boss: Bandanna Waddle Dee [bandee] HP: over 9000 (220) Attacks: Falcon punch Mind bullets Self destruct Roundhouse kick Chocolate rain (Walking, jumping) Strategy: Abandon all hope should Waddle Dee be your next opponent. Like covered above, he's next to impossible. Always come into this battle expecting to lose, because chances are you WILL. (Meh, attack him with what you got. Still a joke.) --- Boss: Chameleo Arm [chamarm] HP: 240 Attacks: Roll charge Tongue Diagonal and straight "punches" Paintballs* Strategy: He enters and will either charge at you or attempt to eat you. You can see the later coming by a slight movement backward, then a slow roll back into place. He'll eventually go and stick to the wall, at which point he'll stretch his claws/legs diagonally down in front of him or straight in front of him to "punch" you. He may also drop his body straight down, then snap back up into place. He'll spit paintballs after this, which you can use as ammo or to copy the unique paint ability. This boss is one of three which this ability is possible to get. The most annoying thing about this boss is that he becomes transparent. He can do it at any time, and all you'll be able to see of him is a blur. Paint will make him visable again, if not kill him outright as it seems to hurt him pretty bad. --- Boss: Computer Virus (2) [compvir] HP: 80, 180, 250 Attacks: Various Strategy: You know him, you know how useful guard is in this battle. Just don't get cocky, and you should come out minimally damaged. Oh yes, for you hardcore players aiming to no-ability the arena, you need Magician's stars (guard in the corner and inhale the third star when it rocochets of the screen behind you), the Knight's knives, and the Dragon's talons/wing flap. Since I haven't mentioned this anywhere else, I'll go ahead and say that with two players this boss has more HP. I don't know if this is true for other bosses, but here it definitely is. --- Boss: Dyna Blade [dynabld] HP: 240 Attacks: Jump* F