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by kingpiggy087

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Boss Guide by kingpiggy087

Version: 1.0 | Updated: 06/08/2017

KIRBY'S RETURN TO DREAM LAND
BOSS GUIDE

Guide © 2017 by Sylas Norton
Game © 2011 by Nintendo and HAL Laboratory, Inc.

This guide was made by me, and me only. You do not have permission to post this on your website. All rights reserved.

Introduction

It's time to delve into one of my favorite games of all time, Kirby's Return to Dream Land! I was originally going to do a full walkthrough of the game, but since I haven't completed any of the challenge stages with a platinum medal, I decided I'd just do a guide to my favorite part of the game, the bosses. I'll be covering all the fights with the bosses and mid-bosses. It took me a while to get all of their attacks written down, so I hope you appreciate it. If I find any new attacks they have, I'll update it.

Mid-Bosses

There are two types of mid-bosses: regular mid-bosses, which appear part-way through many of the levels and can be inhaled for an ability once defeated, and Sphere Doomers, which appear at the end of the "Another Dimension" segments and reward you with two Energy Spheres when defeated. Like regular bosses, they also have harder EX versions for Extra Mode and the True Arena. I'll be covering every individual fight with each one, since the terrain is different for each fight. Note that attacks in italics only occur when the mid-boss loses half of its health.

Regular Mid-Bosses

Gigant Edge

A large soldier with green full-body armor, a sword, and a shield. Gigant Edge EX is colored brown instead of green. Gives the Sword ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
ChopGigant Edge slashes you with his sword. After he loses half his health, he can do a double sword combo. Simply run out of the way, or float above it.Up to 2 (1 per slash)
ChargeGigant Edge charges across the screen with his sword in front of him, and hits the wall. Jump or float over him. 2
GuardGigant Edge raises his shield for a moment, preventing damage to him. Not so much an attack as it is a defensive move. Just don't hit him during this time. None
Sword WaveGigant Edge's sword starts glowing, and he slams it into the ground, creating a shockwave, Stay away from Gigant Edge, then jump over the shockwave. 1
Attacks (EX)
NameWhat it doesHow to avoid itAmount of ammo
Sword WaveGigant Edge EX's sword starts glowing, and he slams it into the ground, creating a shockwave. After losing half his health, he does a little leap before doing so. Stay away from Gigant Edge EX, then jump over the shockwave. 1
ChargeGigant Edge EX charges across the screen with his sword in front of him (though he may skid to try to prevent hitting the wall). He then stops and charges a second time, usually to the other side. Jump or float over him. Up to 4 (2 per wall hit)
GuardGigant Edge EX raises his shield for a moment, preventing damage to him. Not so much an attack as it is a defensive move. Just don't hit him during this time. None
ChopGigant Edge EX slashes you with his sword. He can also perform a quadruple sword combo (he slashes you 4 times). After losing half his health, he can do up to a sextuple combo (up to 6 times). Simply run out of the way, or float above it. Up to 6 (one per slash)
Sword BeamGigant Edge EX's sword starts glowing, and he slams it into the ground, creating three beams that fly forward and into the air. Stay away from Gigant Edge EX, then float between the beams. 3
Strategy

Gigant Edge is among the easiest mid-bosses. Not only are most of his attacks pathetically easy to avoid, but you can't be hit by him at all if you float above him for the entire fight (unless he's Gigant Edge EX; his sword beams can hit you). Here's how each fight with him goes:

Stage 1-2
Given abilities: Fire, Beam
This fight just takes place on a flat plane with no special gimmicks. You can easily avoid all of Gigant Edge's attacks here. I'd recommend you go with the Beam ability and just keep spamming your Wave Beam on him--he'll croak in no time.

Stage 4-1
Given abilities: Ice, Beam (from enemies)
This fight is pretty much the same as the last one. The only real difference is that the floor is icy, which makes it slightly harder to dodge Gigant Edge's attacks. Still not too difficult, though. You should go with Ice this time, since it makes it easier to move around on the floor. Just keep using your Ice Breath and you should be fine.

Stage 5-5
Given abilities: Fire, Bomb, Beam, Stone (from room prior)
This fight is not much different from the first match with him. You should once again go with Beam, and spam your Wave Beam on him until he dies. Try not to take too much damage--he's only the first of many mid-bosses.

Stage 5-5 (secret door)
Given abilities: Spark (from previous mid-boss), Whip (from enemy from room prior)
This time, Gigant Edge will be fighting you alongside Kibble Blade, the only mid-boss I can think of who's easier than him. As a result, you should get rid of Gigant Edge first since he's the harder of the two. You should keep the Spark ability from Dubior to mow their healths down quickly.

The Arena
Given abilities: Varies
Once again, you just fight Gigant Edge on a flat plane without any gimmicks whatsoever. You might have to improvise here, given that you only have two random abilities to choose from, but he's not too bad. Just try not to get hurt--you still have to fight King Doo and Bonkers afterwards!

The True Arena
Given abilities: Varies
This is basically the same as the fight with Gigant Edge in the regular Arena, except this time, it's his EX counterpart, who's slightly harder. Regardless, you shouldn't really have too much of a problem--I used the Leaf ability for the entirety of the True Arena, and "breezed" through this fight without too much hassle. Be extra careful not to get hit--this is the True Arena, after all, plus you have to fight King Doo EX and Bonkers EX after.

Bonkers

A gorilla wearing purple armor and blue fur. Wields a wooden hammer. Bonkers EX has black armor and red fur, and has a metal hammer. Gives the Hammer ability.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
Hammer NailBonkers raises his hammer, and slams it on the ground in front of him. Bait him into starting the attack, then run away.1
StompBonkers jumps in place 2 or 3 times. Just stay away--it's unlikely he'll ever hit you.None
Exploding CoconutBonkers throws a coconut at you, which lands on the ground and explodes. The coconut can be inhaled. After losing half his health, Bonkers throws three at a time. Run away from it or destroy/inhale it. And whatever you do, don't touch it.1-3
JumpBonkers takes a long leap across the screen. Run under him when he's in the air.2
Hammer SwingBonkers moves forward while spinning around with his hammer. This move will deflect any attacks sent at him. Jump or float over him.None
Hammer FlipBonkers sets his hammer ablaze, and does an uppercut. Bait him into starting the attack, then run away.None
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Exploding CoconutsBonkers EX throws three coconuts at you, which land on the ground and explode. The coconuts can be inhaled. After losing half his health, one of the coconuts will be a giant one, which can only be inhaled with a Super Inhale. Run away from them or destroy/inhale them. And whatever you do, don't touch them.3
StompBonkers EX jumps in place 2 or 3 times. Just stay away--it's unlikely he'll ever hit you.None
Hammer SwingBonkers EX moves forward while spinning around with his hammer. This move will deflect any attacks sent at him. Jump or float over him.None
JumpBonkers EX takes a long leap across the screen. Run under him when he's in the air.2
Hammer FlipBonkers EX sets his hammer ablaze, and does an uppercut. Bait him into starting the attack, then run away.None
Coconut SwingBonkers EX jumps into the air and spins around, scattering three exploding coconuts across the ground. They can be inhaled. After losing half his health, one of the coconuts will be a giant one, which can only be inhaled with a Super Inhale. Run away from them or destroy/inhale them. And whatever you do, don't touch them.3
Strategy

Bonkers isn't that hard of a mid-boss, but he is harder than Gigant Edge. Some of his moves can now hit you if you're in the air, so staying in the air won't work. He's still not too much of a problem, though--a lot of his attacks give ammo, which can give you a lot of opportunities to hit him. He's also the only enemy that can give you the Hammer ability.

2-1
Given abilities: Parasol, Beam (from enemy), Sword, Whip
The simplest fight with Bonkers; it's just a flat plane with a high ceiling. This makes all of his attacks incredibly easy to dodge. Sword is the ability you should go with, due to its extreme versatility. Plus, it's my favorite. :)

5-5 (secret door)
Given abilities: Sword, Cutter (from previous mid-bosses), Ninja (from enemy from room prior)
This time, you're fighting Bonkers alongside Moundo, so it's quite a bit tougher than the last fight with him. I'd recommend you either keep the Sword or take the Ninja ability--either one works. Just keep spamming attacks on Moundo first, then use him to finish off Bonkers so you can take his hammer. These two are the last mid-bosses you fight in this level.

The Arena
Given abilities: Varies
Once again, you're given a simple fight against Bonkers with no gimmicks. This guy comes after both Gigant Edge and King Doo, so you might be all worn out by now. Just be cautious, and don't get hit! You'll have to improvise with the copy abilities, since your options are randomized.

The True Arena
Given abilities: Varies
Man, this fight is really tough! Probably one of the toughest in the True Arena, excluding the secret boss. You're pitted against both Bonkers EX and King Doo EX, which can cause a lot of trouble since you're fighting two at once. Even with Leaf or Hammer, this fight is a challenge. Take care of King Doo first, since he's the most annoying. And whatever you do, do NOT get cornered by them! Good luck...

King Doo

A giant yellow Waddle Doo with a blonde ponytail, a purple eye, and orange feet. King Doo EX is white and has a red eye and feet. Gives the Beam ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
Beam WhipKing Doo starts glowing, then shoots a beam of energy from his eye, and slowly brings it down like a whip. The beam's range is fairly short, so just stay away.None
ChargeKing Doo does a small jump backwards (while doing a flip), charges across the screen, and hits the wall. Jump or float over him.2
Wave BeamKing Doo's eye starts glowing, and he shoots a wave of energy across the screen. After losing half his health, he'll start shooting two in a row. Jump or float over it.Up to 2 (1 per beam)
Midair Beam WhipKing Doo starts glowing, then he jumps into the air and shoots a Beam Whip below him. Run under him when he's in the air--he'll never hit you that way.None
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Beam WhipKing Doo EX starts glowing, then shoots a beam of energy from his eye, and slowly brings it down like a whip. The beam's range is fairly short, so just stay away.None
Wave BeamKing Doo EX's eye starts glowing, and he shoots two waves of energy across the screen. After losing half his health, he'll start shooting three in a row, and will actually aim them at you. Jump or float over it. For the ones he aim, I'd recommend you stand behind him--he won't turn around.Up to three (1 per beam)
Midair Beam WhipKing Doo EX does a small jump backwards (while doing a flip), then he jumps into the air and shoots a Beam Whip below him. Run under him when he's in the air--he'll never hit you that way.None
ChargeKing Doo EX does a small jump backwards (while doing a flip), charges across the screen, and hits the wall. Jump or float over him.2
Midair Wave BeamKing Doo EX's eye starts glowing, then he jumps into the air and shoots five Wave Beams diagonally downwards. Run under him when he's in the air--he'll never hit you that way.None
Strategy

King Doo isn't super hard in normal mode--but in Extra Mode, he can be super annoying with the right setup. His attacks can potentially hit you while you're floating, so it's less effective here. Don't be afraid to use copy abilities to take this guy down.

2-3
Given abilities: Cutter, Fire
As you might have guessed, this fight just takes place on flat ground, with plenty of room to dodge King Doo's attacks, even in Extra Mode. To make it go by even quicker, pick the Cutter ability and spam the Final Cutter on King Doo.

5-5 (secret door)
Given abilities: Water (from previous mid-boss), Fighter (from enemy in room prior)
This fight is a huge step up from the previous fight with King Doo. Not only is the room cramped, which gives you less room to dodge his attacks, but the ceiling is also spiked, meaning you can't keep floating to avoid his attacks. Also, if you lose your ability and it bounces into the spikes, it's gone--simple as that. Be extra careful, especially in Extra Mode.

6-2
Given abilities: Spear, Parasol, Beam, Bomb (from enemies)
This time, King Doo is fighting you with Moundo by his side. This fight can be annoying since you're dealing with two adversaries at once, so I recommend you focus on one at a time. In normal mode, you should get rid of Moundo first. In Extra Mode, take out King Doo first.

The Arena
Given abilities: Varies
As with the previous two, this is just a flat area. Nothing special here, except for that fact that you have to fight Bonkers after this.

The True Arena
Given abilities: Varies
Man, this fight is really tough! Probably one of the toughest in the True Arena, excluding the secret boss. You're pitted against both Bonkers EX and King Doo EX, which can cause a lot of trouble since you're fighting two at once. Even with Leaf or Hammer, this fight is a challenge. Take care of King Doo first, since he's the most annoying. And whatever you do, do NOT get cornered by them! Good luck...

Water Galboros

A light blue, limbless dinosaur-like monster that resembles a larger version of the Water Galbo enemy. Water Galboros EX is a darker shade of blue, and also has some red in his design, among other minor details. Gives the Water ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
JumpWater Galboros takes a few small hops, then does a high jump. Run under him when he's in the air.2
Water BallWater Galboros spits a water ball, which travels in an arc. He may occasionally spit two in a row, with the second one traveling further than the first, or vice versa. After losing half his health, he starts spitting three water balls (the third goes further than the first two), or he may spit two at the same time. Just run out of the way. Or get behind Water Galboros to avoid it entirely.None
Wave AttackWater Galboros spits a glob of water, which travels along the ground. After losing half his health, he starts spitting two. Jump or float over it. Or get behind Water Galboros to avoid it entirely.None
SurfWater Galboros glows for a second, then charges across the screen while riding a wave, then hits the wall. Jump or float over him.2
Water FountainWater Galboros spins in place, causing several water balls to come out and scatter on the ground around him. The water balls don't have much range, so just stay out of his general area.None
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Wave AttackWater Galboros EX spits two globs of water, which travel along the ground. Jump or float over it. Or get behind Water Galboros EX to avoid it entirely.None
JumpWater Galboros EX takes a few small hops, then does a high jump. After losing half his health, he may occasionally do two of these jumps in a row. Run under him when he's in the air.Up to 4 (2 per jump)
BiteWater Galboros EX winds up, then lunges forward slightly. If he hits you, you'll get caught in his mouth and he'll start chewing you up before spitting you out. After losing half his health, he'll occasionally do two of these in a row. When you see him wind up, start floating to avoid getting eaten. If you do get eaten, shake the Wii Remote to escape.None
Water BallsWater Galboros EX spits two pairs of water balls, with the second pair going further than the first, or vice versa. After losing half his health, he'll spit a third pair that goes further than either of them. Just run out of the way. Or get behind Water Galboros EX to avoid it entirely.None
Water FountainWater Galboros EX spins in place, causing several water balls to come out and scatter on the ground around him. After losing half his health, the attack lasts slightly longer. The water balls don't have much range, so just stay out of his general area.None
SurfWater Galboros EX glows for a second, then charges across the screen while riding a wave, then hits the wall. Occasionally he'll do this twice in a row. Jump or float over him.Up to 4 (2 per charge)

Water Galboros is one of the more annoying mid-bosses (especially in EX mode), because very few of his moves produce stars, so the fight with him could drag out for a while without a copy ability. He's not that hard at all, just annoying.

2-4
Given abilities: Cutter, Beam
As you can probably guess, it's just a flat plain with no outstanding features. Very easy fight, to be honest. I'd go with Cutter, since you can simply spam Final Cutter to chew off his health in a hurry.

4-3
Given abilities: Ice, Sword, Leaf
If you've unlocked the door just before this fight, you can pick up a bomb and throw it at Water Galboros to immediately deal massive damage to him. After that, you should be able to finish him off in one or two hits. Otherwise, this fight is exactly the same as the last one, except with different abilities. I'd go with Sword on this one.

5-5
Given abilities: Stone (from previous mid-boss), Beam (from enemy in room prior)
Yep, that's right: just a regular, run-of-the-mill, boring room. Just kill this sucker so we can move along, okay?

5-5 (secret door)
Given abilities: Stone, Beam, Bomb, Fire (from room prior)
This fight is annoying. It's the same as always, but you're now in a very cramped area, which gives you less room to dodge his attacks. He's not too hard, but you do have to be more careful.

7-1
Given abilities: Fire (from enemies)
Ugh, I hate this fight. Not only are you closer to the ceiling, which makes it tougher to dodge Water Galboros' attacks, but there's also a Shotzo on the ceiling shooting cannonballs, which adds one more thing to avoid! This is especially tedious on Extra Mode, and it took me several tries to get it right. I'd recommend that you inhale as many of the Flamers from before as you can, then shoot them at Water Galboros as soon as the battle begins to land a free hit on him.

The Arena
Given abilities: Varies
Yep, you guessed it--another flat stage. Just beat up the sucker so you can get to Dubior.

The True Arena
Given abilities: Varies
Now we've got a real battle going on--it's you vs. Water Galboros EX and Dubior EX at the same time! The two most annoying mid-bosses in the game, about to take you on together! This can lead to a rather bothersome fight, so make sure you bring the Leaf ability and hide from all of their attacks. Try taking out Water Galboros EX first--it'll make bringing Dubior EX down to the ground a lot less painful.

Kibble Blade

A giant version of the Sir Kibble enemy, with silver armor, red gloves, and a yellow cutter on top. Kibble Blade EX has black armor and red pauldrons. Gives the Cutter ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
Cutter BoomerangKibble Blade takes the cutter off his helmet, and throws it. The cutter travels forward a bit, then comes back like a boomerang. The cutter can Super Inhaled. The cutter has embarrassingly short range and is cake to avoid.1
Curving CutterKibble Blade raises his arms, and throws the cutter on his helmet, which curves upwards and hits the wall behind him. The cutter can be Super Inhaled. It's unlikely that you'll ever get hit by this attack, if you keep your distance.1 (from inhaling it or from the star)
ChargeKibble Blade charges across the screen like a bull more slowly than the rate at which he moves his feet implies. Jump or float over him.2
Reverse CutterKibble Blade turns around, and throws the cutter on his helmet backwards, which curves upwards and hits the ground behind him. The cutter can be Super Inhaled. Run out of the way, or stand in front of him.1 (from inhaling it or from the star)
Midair CutterKibble Blade starts glowing, then jumps into the air and throws the cutter on his head diagonally downwards. The cutter can be Super Inhaled. Run under him when he's in the air--he'll never hit you that way.1 (from inhaling it or from the star)
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Curving CutterKibble Blade EX raises his arms, and throws the cutter on his helmet, which curves upwards and hits the wall behind him. The cutter can be Super Inhaled. It's unlikely that you'll ever get hit by this attack, if you keep your distance.1 (from inhaling it or from the star)
ChargeKibble Blade EX builds up momentum, then charges across the screen like a bull at an ultra-high speed. Jump or float over him.2
Cutter BoomerangKibble Blade EX takes the cutter off his helmet, and throws it. The cutter travels forward a bit, then comes back to him like a boomerang. The cutter can be Super Inhaled. The cutter has embarrassingly short range and is cake to avoid.1
Midair CutterKibble Blade EX starts glowing, then jumps into the air and throws the cutter on his head diagonally downwards. The cutter can be Super Inhaled. Run under him when he's in the air--he'll never hit you that way.1 (from inhaling it or from the star)
Reverse CutterKibble Blade EX turns around, and throws the cutter on his helmet backwards, which curves and hits the ground behind him. While this is happening, he also throws a second cutter to do the same on the other side. The cutters can be Super Inhaled.Run out of the way, or stand in front of him; just be careful of the second cutter.2 (from inhaling them or from the stars)
Super CutterKibble Blade EX takes the cutter off his helmet, makes it grow in size, then throws it. It curves upwards and hits the wall behind him. Cannot be Super Inhaled.Keep your distance--it probably won't hit you that way.1
Strategy

Kibble Blade is objectively the easiest mid-boss in the game. Not only are all of his attacks pathetically easy to avoid, but all of them leave ammo for you to use against him. The only time he poses any sort of threat is in Extra Mode, and even there, he's still relatively easy.

3-2
Given abilities: Spark, Sleep, Crash, Fire (from enemies)
Your first fight with Kibble Blade is extremely easy, especially since you can just grab the Crash ability and use it to one-shot him (except in Extra Mode). This sad first impression sets the stage every subsequent encounter with him...

Stage 5-5 (secret door)

Given abilities: Spark (from previous mid-boss), Whip (from enemy from room prior)
This time, Kibble Blade will be fighting you alongside Gigant Edge, who's only a little bit tougher. As a result, you should get rid of Gigant Edge first since he's the harder of the two. You should keep the Spark ability from Dubior to mow their healths down quickly.

6-4
Given abilities: Spear, Ninja, Ice (from enemies in room prior if you take normal path), Parasol, Fighter (in room prior if you take secret path)
Now, the fight with Kibble Blade takes place on a bridge above a river. The fight is pretty much the same, except since you're closer to the ceiling, you have less room to dodge his attacks. There's a little strategy a made up to fight this guy without taking damage, though it's tough to pull off: take the Spear ability, drop down into the water, and stay on the surface while you hit Kibble Blade with your Skyward Thrust. It's tricky to do, between the water current and having to press Up and 1 at the same time, but if done correctly, you can get through the fight without taking any damage at all.

The Arena
Given abilities: Varies
As you might have guessed, this is simply a flat floor. Nothing special here, except you have to fight Moundo, Water Galboros, and Dubior after.

The True Arena
Given abilities: Varies
Exactly the same as the Arena, except you're fighting Kibble Blade EX. Not much else to say here.

Moundo

A brown, mountain-shaped rock with a face, two yellow feet with sandals, and a red and white headband. Moundo EX is colored gray, and has red feet and a yellow and black headband. Gives the Stone ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
Stone SmashMoundo jumps into the air, and pounds the ground. After losing half his health, he may do a few small hops before doing so. He doesn't actually try to hit you, so you probably won't get hit.2
ChargeMoundo does a small leap backwards, charges across the screen, and hits the wall. Jump or float over him.2
Spinning SmashMoundo leaps directly above you while spinning, and pounds the ground. Run out of the way when he stops.2
Turbo StoneMoundo chases you around on the ground while spinning. He cannot be harmed during the attack. If you keep floating in the air, he'll never hit you.None
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
ChargeMoundo EX does a small leap backwards, charges across the screen, and hits the wall. Jump or float over him.2
BounceMoundo EX starts glowing, then bounces across the ground trying to land on you three times. After losing half his health, he does it four times. Run under him when he's in the air.6-8 (2 per bounce)
Spinning SmashMoundo EX leaps directly above you while spinning, and pounds the ground. Run out of the way when he stops.2
Turbo StoneMoundo EX chases you around on the ground while spinning. He cannot be harmed during the attack. If you keep floating in the air, he'll never hit you.None
Stone SmashMoundo EX does a few small hops, jumps into the air, and pounds the ground. He doesn't actually try to hit you, so you probably won't get hit.2
Heavy SmashMoundo EX leaps directly above you while spinning, grows giant sized, and pounds the ground. Run out of the way when he stops.2
Homing StoneMoundo EX starts spinning around, and starts chasing you around, even through the air. If you stay on the ground, he'll just bounce around. He finishes the attack by pounding the ground. Just stay on the ground and run under him when he's in the air.2
Strategy

Moundo is one irritating guy at first, but he's actually not that bad once you get used to him. Being a stone, he has a lot of health, but his attacks are all easy to avoid and all but one of them give you ammo to use against him. You can take him down fairly quickly.

3-3
Given abilities: Water (from enemy)
This first fight with Moundo, as you can probably guess, is merely a regular room to get you used to him. Nothing to say here. Just take the Water ability, and beat him up!

5-2
Given abilities: Bomb (from enemies)
This fight is basically the same, except there are blocks on the ceiling that are slightly concealed by Moundo's health bar, which makes floating above all of his attacks slightly less effective. Slightly. He's still easy.

5-5
Given abilities: Sword (from previous mid-boss), Spear (from enemy in room prior)
Yup, that's right--just a boring old regular flat area. What, you were expecting something else?

5-5 (secret door)
Given abilities: Sword, Cutter (from previous mid-bosses), Ninja (from enemy from room prior)
This time, you're fighting Moundo alongside Bonkers, so it's quite a bit tougher than what you might be used to with him. I'd recommend you either keep the Sword or take the Ninja ability--either one works. Just keep spamming attacks on Moundo first, then use him to finish off Bonkers so you can take his hammer. These two are the last mid-bosses you fight in this level.

The Arena
Given abilities: Varies
Uh-huh, just a normal flat area. Nothin' special... You still have to fight Water Galboros and Dubior after this.

The True Arena
Given abilities: Varies
Basically the same as the normal Arena fight, except with Moundo EX. You still have to fight Water Galboros EX and Dubior EX after the fight.

Super Bonkers

Looks just like Bonkers, except with flame designs on his clothes and a star on his forehead. He's also glowing. Cannot be inhaled, but gives the Grand Hammer ability.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
Hammer NailSuper Bonkers raises his hammer, and slams it on the ground in front of him. Bait him into starting the attack, then run away.1
StompSuper Bonkers jumps in place 2 or 3 times. Just stay away--it's unlikely he'll ever hit you.None
Exploding CoconutSuper Bonkers throws a coconut at you, which lands on the ground and explodes. The coconut can be inhaled. After losing half his health, Bonkers throws three at a time. Run away from it or destroy/inhale it. And whatever you do, don't touch it.1-3
JumpSuper Bonkers takes a long leap across the screen. Run under him when he's in the air.2
Hammer SwingSuper Bonkers moves forward while spinning around with his hammer. This move will deflect any attacks sent at him. Jump or float over him.None
Hammer FlipSuper Bonkers sets his hammer ablaze, and does an uppercut. Bait him into starting the attack, then run away.None
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Exploding CoconutsSuper Bonkers EX throws three coconuts at you, which land on the ground and explode. The coconuts can be inhaled. After losing half his health, one of the coconuts will be a giant one, which can only be inhaled with a Super Inhale. Run away from them or destroy/inhale them. And whatever you do, don't touch them.3
StompSuper Bonkers EX jumps in place 2 or 3 times. Just stay away--it's unlikely he'll ever hit you.None
Hammer SwingSuper Bonkers EX moves forward while spinning around with his hammer. This move will deflect any attacks sent at him. Jump or float over him.None
JumpSuper Bonkers EX takes a long leap across the screen. Run under him when he's in the air.2
Hammer FlipSuper Bonkers EX sets his hammer ablaze, and does an uppercut. Bait him into starting the attack, then run away.None
Coconut SwingSuper Bonkers EX jumps into the air and spins around, scattering three exploding coconuts across the ground. They can be inhaled. After losing half his health, one of the coconuts will be a giant one, which can only be inhaled with a Super Inhale. Run away from them or destroy/inhale them. And whatever you do, don't touch them.3
Strategy

Super Bonkers (who is ironically fought more times than regular Bonkers) is exactly the same as Bonkers, except he's slightly faster and gives the Grand Hammer Super Ability after you defeat him. He is also the only mid-boss not fought in the Arena or the True Arena.

4-2
Given abilities: Stone (from enemy), Sword, Beam
This plays out just like any other fight with him would, only there's a ceiling, which makes it a bit difficult to dodge some of his attacks. Regardless, it's still fairly easy.

5-4
Given abilities: Fire, Ice
Basically the same as the last Super Bonkers fight, right down to the ceiling. Except the ceiling is higher, so it's easier.

7-2
Given abilities: Hammer, Tornado
Exactly the same as the fight in 5-4. If you still have the Cracker from the last room, you can use it to shoot the gorilla to bits. If not, just take the hammer and clobber the heck out of it.

Dubior

A white and orange UFO with two yellow eyes and an antenna on top. Dubior EX is pink and blue and has one eye. Gives the Spark ability when inhaled.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
DashDubior surrounds himself with an electric shield, sweeps across the bottom of the screen, and hits the wall, stunning him temporarily. Jump or float over him.1
Super SpeedDubior moves to the other side of the screen by zipping in random directions at lightning fast speed. Just stay on the ground--he won't hit you that way.None
Dubior JuniorDubior creates two miniature versions of himself called Dubior Juniors, which then fly across the screen in a zigzag pattern, either synchronously or alternating. The Dubior Juniors can be inhaled for the Spark ability. After losing half his health, the Dubior Juniors may fly down to your level and rush directly at you. Just stay on the ground--they won't hit you that way. When they attempt to rush at you, simply jump over them or inhale or destroy them.2
Lightning StrikeDubior moves above you and charges up, then tries to zap you with lightning. He attempts to do this twice. After losing half his health, he attempts to do this three times. Run out of the way when you see him start to charge up.None
Electric OrbsDubior shoots three small electric orbs in a fan pattern. The orbs can be inhaled. Either inhale the orbs, or stand below or float above Dubior--he can't shoot downward or upward.3
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
Super SpeedDubior EX moves to the other side of the screen by zipping in random directions at lightning fast speed. Just stay on the ground--he won't hit you that way.None
Lightning StrikeDubior EX moves above you and charges up briefly, then tries to zap you with lightning. He attempts to do this three times. Run out of the way when you see him start to charge up.None
Dubior JuniorDubior EX creates four miniature versions of himself called Dubior Juniors, which then fly across the screen in a zigzag pattern, either synchronously or alternating. Or they may fly down to your level and rush directly at you. The Dubior Juniors can be inhaled for the Spark ability. Just stay on the ground-they won't hit you that way. When they attempt to rush at you, simply jump over them or inhale or destroy them.4
Electric OrbsDubior EX shoots four small electric orbs in a fan pattern. The orbs can be inhaled. After losing half his health, he starts shooting six electric orbs. He may also stay at the bottom of the screen and fire three in an upward fan. Either inhale the orbs, or stand below or float above Dubior EX--he can't shoot downward or upward.Up to 6
DashDubior EX surrounds himself with an electric shield, sweeps across the bottom of the screen, and hits the wall, stunning him briefly. Jump or float over him. 1
Shuttle LoopDubior EX surrounds himself with an electric shield, swoops down across the screen, does a loop-the-loop, and hits the wall. Stay all the way to the opposite side of the screen.1
Lightning DashDubior EX sweeps across the middle of the screen while projecting a lightning bolt below him. He then stops halfway, goes back a bit, then continues. Keep floating above him, and he'l never hit you. None
Strategy

Dubior is easily the most annoying mid-boss to take down. Why? Because he's the only mid-boss that flies, so unless he's on the ground after his dash attack, you need to use aerial attacks to hit him. Luckily, his attacks are fairly easy to dodge. Usually.

5-5
Given abilities: Water (from previous mid-boss), Sword (from enemy in room prior)
Dubior's first appearance is, appropriately, at the end of a boss rush. Like many mid-bosses' debuts, it's just a flat area with nothing special about it.

5-5 (secret door)
Given abilities: Beam (from previous mid-boss)
This fight is extremely annoying. Not only does it come immediately after King Doo with no break in between, and not only do you have to fight King Doo again if you die, but the floor is also uneven, making harder to dodge his attacks. What's more, the Beam ability is very ineffective against Dubior. This can really give you hell in Extra Mode, so be extra careful.

6-2
Given abilities: Whip, Leaf (from enemies)
If you still have the Mike ability from a few rooms ago (you probably don't, given how littered with enemies these rooms are), you can use it to beat this guy in a flash. Otherwise, this fight is pretty much normal.

7-3
Given abilities: Several from enemies during the battle itself
This is a rather interesting fight, as the floor is constantly scrolling to the left, meaning you have to keep moving. Luckily, there are enemies that can give you abilities and occasionally food items that can heal you placed in selective gaps in the floor covered by thin ground that you can drop through. This fight is kind of annoying, but nowhere near "5-5 secret door" annoying.

The Arena
Given abilities: Varies
Do I even have to say it?! The flat surface?!

The True Arena
Given abilities: Varies
Now we've got a real battle going on--it's you vs. Water Galboros EX and Dubior EX at the same time! The two most annoying mid-bosses in the game, about to take you on together! This can lead to a rather bothersome fight, so make sure you bring the Leaf ability and hide from all of their attacks. Try taking out Water Galboros EX first--it'll make bringing Dubior EX down to the ground a lot less painful.

Sphere Doomers

These are the creatures that you fight at the end of the "Another Dimension" scrolling levels, with spherical bodies, bat-like wings, two glowing eyes, and tail feathers. The EX versions have pointier wings, spikes on their heads, and a single eye. They all fight similarly, with a few twists and turns to each variation. They don't give any copy abilities (although many give copy abilities from their projectiles), but if you defeat them, you'll get two Energy Spheres and a Maxim Tomato.

Normal Sphere Doomer

This Sphere Doomer is purple and has two tail feathers. He is the most basic of the Doomers, and yields no copy ability. This Doomer is found in Cookie Country and the last level of Dangerous Dinner.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
SwoopThe Sphere Doomer does a little flip, then swoops down across the screen. Simply hide near the sides of the screen.None
Energy OrbThe Sphere Doomer glows white, then shoots a purple energy orb at you. The energy orb can be inhaled. After losing half his health, the Sphere Doomer starts shooting two energy orbs at you.Run or jump out of the way, or inhale or destroy it.1 or 2
Energy Orb DropThe Sphere Doomer flies around the top of the screen while spinning, dropping three purple energy orbs (first one on the right, then one on the left, then one in the middle, or vice versa) that land on the ground and explode. The energy orbs can be inhaled. After losing half his health, he instead drops one on the right, then one in the middle, then one on the left, or vice versa. Run in between the orbs.3
SweepThe Sphere Doomer does a quick flip, then sweeps across the bottom of the screen, then shoots a purple energy orb at you. The energy orb can be inhaled. Jump or float over him, then dodge the orb.1
Background SwoopThe Sphere Doomer goes into the background and flies into you. Run out of the way as he starts flying.None
Super SpeedThe Sphere Doomer zips between the background and foreground at super speed. Not really an attack--stay on the ground and he won't hit you.None
Background Energy OrbsThe Sphere Doomer goes into the background, and shoots three purple energy orbs that land on the ground and explode. The energy orbs can be inhaled. Stay between the middle and the side.3
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
SwoopThe Sphere Doomer EX does a little flip, then swoops down across the screen. Simply hide near the sides of the screen.None
Energy OrbsThe Sphere Doomer EX glows white, then shoots three purple energy orbs at you. The energy orbs can be inhaled. Run or jump out of the way, or inhale or destroy it.3
Energy Orb DropThe Sphere Doomer EX flies around the top of the screen while spinning, dropping three purple energy orbs (first one on the right, then one on the left, then one in the middle, or vice versa) that land on the ground and explode. The energy orbs can be inhaled. After losing half his health, he instead drops one on the right, then in the middle, then on the left, or vice versa. Run in between the orbs.3
SweepThe Sphere Doomer EX does a little flip, then sweeps across the bottom of the screen, then shoots a purple energy orb at you. The energy orb can be inhaled. After losing half his health, he shoots two energy orbs. Jump or float over him, then dodge the orb.1 or 2
Background SwoopThe Sphere Doomer EX goes into the background and flies into you while swerving back and forth slightly. Run out of the way as he starts flying. None
Black HoleThe Sphere Doomer EX creates a miniature black hole, which starts drawing you towards it. It doesn't actually suck you in, but it can mess up your dodging. Run away to avoid getting sucked towards it.None
Background Energy OrbsThe Sphere Doomer EX goes into the background, and shoots four purple energy orbs that land on the ground and explode. The energy orbs can be inhaled. Stay in the middle of the screen.4
Strategy

As the first Sphere Doomer in the game, this guy is pretty much a complete joke. His attacks are very slow, and the strategy for beating him is very simple--just inhale his energy orbs, and spit 'em back at him. Not much else to say, really...

1-1
Given abilities: Fire, Sword
A simple, flat plane to get you used to the fights with this guy.

1-4
Given abilities: Leaf, Spark
Similar to the last fight, except there's now a large indent in the floor. This can actually make dodging some of his attacks easier, since you can hide in the indent.

7-3
Given abilities: Water, Sleep
Not much special here--except for the fact that there's TINY FIREBALLS IN THE CORNERS!! Oh yeah, and you're also fighting two of these Doomers at the same time, one of which is a Fire Sphere Doomer, but who really cares about that?

The Arena
Given abilities: Varies
Basically the same as the fight in 7-3, only without the fireballs. You fight them after the Spark Sphere Doomer.

The True Arena
Given abilities: Varies
Similar to the fight in the normal Arena, only with the Doomers' EX counterparts. You fight them after the Spark Sphere Doomer EX.

Fire Sphere Doomer

This Sphere Doomer is red and has three tail feathers. Most of his attacks are fire-related, and as such, his projectiles give the Fire ability. This Doomer is found in Raisin Ruins, Onion Ocean, and the last level of Dangerous Dinner.

Attacks
NameWhat it doesHow to avoid itAmount of ammo
SwoopThe Sphere Doomer does a little flip, then swoops down across the screen. After losing half his health, he does it twice in a row. Simply hide near the sides of the screen.None
Energy OrbsThe Sphere Doomer glows white, then shoots two red energy orbs that leave behind flames when they hit the ground. The energy orbs can be inhaled for the Fire ability. After losing half his health, he starts shooting four energy orbs. Run or jump out of the way, or inhale or destroy it.2-4
Energy Orb FrenzyThe Sphere Doomer flies to the top of the screen and spins around, releasing four red energy orbs that land on the ground and explode, leaving flames behind. The energy orbs can be inhaled for the Fire ability. Stand in the middle of the screen.4
SweepThe Sphere Doomer does a little flip, then sweeps across the bottom of the screen. Then he turns around and does it again. After that, he fires a red energy orb at you. The orb can be inhaled for the Fire ability. Jump or float over him, then dodge the orb.1
Energy Orb DumpThe Sphere Doomer flies across the top of the screen, dropping three red energy orbs as he goes, which land on the ground and explode, leaving flames behind. Then he does it a second time. The energy orbs can be inhaled for the Fire ability. Run in between the orbs. 6
BurnThe Sphere Doomer engulfs himself in flames, and positions himself at your altitude. Then he goes off the screen for a moment, and zooms across the screen while spinning. Lure him to a certain position, then jump or duck.None
Background SwoopThe Sphere Doomer goes into the background and flies into you while spinning. Run out of the way as he starts flying.None
Super SpeedThe Sphere Doomer zips between the background and foreground at super speed. Not really an attack--stay on the ground and he won't hit you.None
Background Energy OrbsThe Sphere Doomer goes into the background, and shoots four red energy orbs that land on the ground and explode, leaving flames behind. The energy orbs can be inhaled for the Fire ability. Stay in the middle of the screen.4
EX Attacks
NameWhat it doesHow to avoid itAmount of ammo
SwoopThe Sphere Doomer EX does a little flip, then swoops down across the screen. After losing half his health, he does it twice in a row. Simply hide near the sides of the screen.None
Energy Orb DumpThe Sphere Doomer EX flies across the top of the screen, dropping three red energy orbs as he goes, which land on the ground and explode, leaving flames behind. Then he does it a second time. The energy orbs can be inhaled for the Fire ability. Run in between the orbs.6
Energy OrbsThe Sphere Doomer EX glows white, then shoots three red energy orbs, either from a high or low altitude, that leave behind flames when they hit the ground. The energy orbs can be inhaled for the Fire ability. After losing half his health, he starts doing it twice in a row. Run or jump out of the way, or inhale or destroy them.3
Energy Orb FrenzyThe Sphere Doomer EX flies to the top of the screen and spins around, releasing four red energy orbs that land on the ground and explode, leaving flames behind. The energy orbs can be inhaled for the Fire ability. Stand in the middle of the screen.4
SweepThe Sphere Doomer EX does a little flip, then sweeps across the bottom of the screen. Then he turns around and does it again. After that, he fires a red energy orb at you. The orb can be inhaled for the Fire ability. Jump or float over him, then dodge the orb.1
BurnThe Sphere Doomer EX engulfs himself in flames, and positions himself at your altitude. Then he goes off the screen for a moment, and zooms across the screen while spinning. He will also stop halfway to reposition himself once more before continuing. Lure him to a certain position, then jump or duck. Make sure you stay to the side so you can dodge the second one.None
Background SwoopThe Sphere Doomer EX goes into the background and flies into you while spinning. Run out of the way as he starts flying.None
Black HoleThe Sphere Doomer EX creates a miniature black hole, which starts drawing you towards it. It doesn't actually suck you in, but it can mess up your dodging. Run away to avoid getting sucked towards it.None
Energy Orb DropThe Sphere Doomer EX flies around the top of the screen while spinning, dropping red three energy orbs (first one on the right, then one in the middle, then one on the left, or vice versa) that land on the ground and explode, leaving flames behind. The energy orbs can be inhaled for the Fire ability. Run in between the orbs.3
Background Energy OrbsThe Sphere Doomer EX goes into the background, and shoots four red energy orbs that land on the ground and explode, leaving flames behind. The energy orbs can be inhaled for the Fire ability. Stay in the middle of the screen. 4