____ ____ __ __ ____ ______ _____ __ __ _ _
| _ \ / __ \ | \/ || _ \ | ____|| __ \ | \/ | /\ | \ | |
| |_) || | | || \ / || |_) || |__ | |__) || \ / | / \ | \| |
| _ < | | | || |\/| || _ < | __| | _ / | |\/| | / /\ \ | . ` |
| |_) || |__| || | | || |_) || |____ | | \ \ | | | | / ____ \ | |\ |
|____/ \____/ |_| |_||____/ |______||_| \_\|_| |_|/_/ \_\|_| \_|
___ ____ _ _ ____ _ _ ____ _ _ ____ _ _ ___
| | | | | |__/ |\ | |__| |\/| |___ |\ | |
| |__| |__| | \ | \| | | | | |___ | \| |
______________________________________________________________________________
==============================================================================
BOMBERMAN TOURNAMENT
--------------------
FAQ/Walkthrough
Copyright (c)2008-2013 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 03/26/13
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] WALKTHROUGH...................................................... [0300]
Prologue........................................................ [0301]
MagnetBase...................................................... [0302]
PrettyBase...................................................... [0303]
PlasmaBase...................................................... [0304]
GolemBase....................................................... [0305]
Fantasy......................................................... [0306]
[4] KARABONS......................................................... [0400]
[5] KARABON BATTLE................................................... [0500]
[6] BOMBS............................................................ [0600]
[7] ITEMS............................................................ [0700]
Items........................................................... [0701]
Special Items................................................... [0702]
Powerups........................................................ [0703]
[8] BESTIARY......................................................... [0800]
Enemies......................................................... [0801]
Bosses.......................................................... [0802]
[9] THANKS/CREDITS................................................... [0900]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #30
-------------------
Version 1.0 (05/03/08) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
-----------------------------.----------------------------------------------.
| D-Pad | Move |
|-----------------------------|----------------------------------------------|
| Start | Pause Game |
|-----------------------------|----------------------------------------------|
| Select | Open Save Menu |
|-----------------------------|----------------------------------------------|
| A Button | Set Bomb, Interact |
|-----------------------------|----------------------------------------------|
| B Button | Use Karabon |
|-----------------------------|----------------------------------------------|
| L Button | View Map |
|-----------------------------|----------------------------------------------|
| R Button | Open Menu |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] WALKTHROUGH [0300]
==============================================================================
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Prologue [0301]
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Watch the short opening scene and talk to the doctor in your spaceship. He'll
pretty much go over the basic controls. You can also heal here if you ever get
hurt. Exit the ship to find yourself in a small town.
--- Alpha --------------------------------------------------------------------
From your ship, enter the house in the middle of town. Talk to the man inside
and he will give you his camera. Your first task is to take a picture of a
strange creature in the nearby forest. Enter the house to the right and talk
to the little girl. She'll ask you to retrieve a ring that was stolen and left
in the forest. Great, more problems.
If you wish, you can learn more about Karabons in the southwest house. If you
choose to pass, exit Alpha by taking the northeast path to reach the forest.
--- L. Forest ----------------------------------------------------------------
There are plenty of objects here that you can bomb. First off, check out the
symbols in the top of the screen. The little bomb icon shows how many bombs
you can lay at a time. There is a "2" next to it, which means you can place
two bombs at a time. The little fire symbol shows the power of each bomb. The
higher the number, the greater the reach of the bombs. Bomb explode in a cross
shape, so remember to avoid bombs so you don't get hurt from the blast.
Destroy the grass in the corner for powerups. Powerups can be used to increase
your Karabons' attributes, so they don't matter as of now since you don't have
any. You can use bombs to momentarily push away the vines blocking the path.
Knock away the vine to the left and enter the tree stump to be taken to
another section of the forest (it's just to the left of your location).
Defeat the Balloon and destroy the bushes in the center, then take the path on
the right. Enter the tree stump to reach an odd creature trapped in the vines.
Bombs the vines to free it. It's drop the ring as it runs away. One task down,
one more to go. Return to the tree stump and go back through.
Now take the northern route and go through the tree stump. Destroy the Balloon
and bomb the vine in your way and enter the next stump. The path through the
forest is incredibly straightforward from this point, so just go through each
tree stump and bomb any vine in your way until you reach a dead end. A green
kangaroo hops out of a bush as Bomberman takes a picture of it. Wow, that guy
knows how to pose! Now that you have the picture and the ring, exit L. Forest.
--- Alpha --------------------------------------------------------------------
Return to the little girl's house and give her the ring. She will reward you
with a Small Medicine. Exit the house. After leaving, the strange rabbit thing
you saved in the forest will thank you... by joining your party! Your first
Karabon, Pommy, has teamed up with you! Now enter the house on the left. Give
the photographer the picture of Louie to receive a Sensor.
Now that you have the Sensor, enter the bomb shop (the house with the giant
bomb logo on the front). Give the man your Sensor to obtain a new bomb type:
the Landmine! Place these bombs on the ground and wait for an enemy to walk
over it for a nice surprise.
There is nothing else to do here in Alpha, but I suggest going back to L.
Forest and bombing the bushes for some powerups. You can raise Pommy's stats
with them: the sword raises his Attack, shields raise Defense, and stars raise
Special. You don't have to go crazy, but picking some up is a good idea.
Once you have collected some powerups, return to Alpha and talk to the person
next to the bomb shop. He will only let you leave town if you defeat him in a
Karabon battle. Check out Section 6 for the basics of Karabon battles. Once
you win, exit Alpha.
--- Plains -------------------------------------------------------------------
Fairly straightforward path here. Defeat the Gels on the road and destroy all
of the bushes in the way. You should find plenty of powerups in this area for
your Karabon. Just follow the winding path to reach the next area. Watch out
for the shaking trees; they are actually Trents in disguise. Blast them as
they start walking around and clear the bushes in the southern end of the
area. At the intersection, take the left path to ColdSea.
--- ColdSea ------------------------------------------------------------------
This area is filled with islands, so you must bomb the trees here to create
makeshift bridges. Go onto the first island and defeat the Balloon, then bomb
the next tree to reach the second island. Use the next tree to reach the
southern piece of land and follow it to the left. Bomb the bushes and continue
around the bend, then bomb down the tree and continue north.
Bomb the bottom tree here and take it to the left, then go north. Keep
crossing all of the islands in your way to eventually get to the next area.
Then go north to reach ShuraRd.
--- ShuraRd ------------------------------------------------------------------
You will find some Spinning Blossoms here. Like their name implies, the trio
will spin around in a circle and then stop. Bomb them and continue north.
Enter the cave in the back corner and talk to the man inside. What a cozy
place for a cave embedded in the side of a mountain. He says that an angry
Karabon named Ceedrun has been tearing the area up.
It may be dangerous for any normal wanderer, but not for Bomberman! Follow the
trail until it's blocked by some bushes and a Trent. Defeat the tree, then
burn a path and go through. Read the sign ahead for a blunt warning. If you go
forwards, you'll be attacked by an arrow. After getting hit, Ceedrun will
appear and challenge you!
This minigame is based on luck. You have to guess whether or not Ceedrun is
going to spit a fireball up or down. It's a 50-50 chance, so choose whichever
one you want to. If you are hit three times, you lose. However, if you evade
Ceedrun's attacks three times, you will win.
When you win, Ceedrun will join you. Set him as your active Karabon and use
his special ability to pass by the canyon. Since you can shield yourself from
B, walk forward and protect yourself from the volley of arrows.
--- Beta ---------------------------------------------------------------------
Upon entering the village, you'll get dragged aside by an odd person. He tells
you that in order to prove yourself, you must find the item in his basement.
Go down the steps. Damn, this guy has a lotta barrels! Bomb them away and
proceed forward. Open the chest on the pedestal for a Radar. Leave the house
after proving yourself.
There isn't anything mandatory in Beta, but you can visit the shop to find
items or enter the Coliseum to participate in Karabon battles. I suggest
trying out some more Karabon battles to win money and get the hang of it as
well. Pick up a Large Medicine afterwards, then exit Beta to the left.
--- B. Valley ----------------------------------------------------------------
Destroy the Spinning Blossoms and burn the bushes above the entrance. Go to
the left for some more enemies. Kill them and follow the path to reach a
staircase. You should be able to notice a crack in the wall to the right of
the stairs. Doing so will reveal a cave. You can play a minigame inside, but
frankly, I think it's a waste of money.
Go up the steps and defeat the Gel, then hit the green switch to make a ledge
rise up back on the ground. Go down the stairs and head up the ledge. Hit the
switch up here to make another path open up past the first switch. Return to
the first switch and go down the path to the next area. Go south and hit
another switch to reveal yet another switch right next to you. Step on this
one to create a staircase leading to the ground.
Go down the stairs and bomb away the bushes in your way. Watch out for the
Trents down here too, there are plenty of 'em. Continue burning away the grass
(Smokey the Bear is not pleased) to reach a giant building. Time for the first
base, folks!
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
MagnetBase [0302]
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A B C You will start the dungeon off in C-10. Bomb the many
blocks in the room and defeat all of the Dancing Bots
+--+ +--+ as well. You should find plenty of powerups in this
1 | | | | room. Exit to find yourself in a nearly identical room.
+--+ +--+ More blocks and more enemies. You will encounter some
| Gulpers in ths room instead of Dancing Bots. Gulpers
+--+ are very slow, but they can eat your bombs. Blow up
2 | | all of the blocks and leave.
+--+
| Equip Ceedrun when you enter this room. Defeat the
+--+ +--+ Dancing Bots and take note of the triangular switches
3 | |--| | on the ground. If you step on one, an arrow will shoot
+--+ +--+ out of the wall. You must cross a switch to exit the
| room, so hit a switch and quickly shield yourself with
+--+ +--+ +--+ Ceedrun before getting hit. Now you can exit the room
4 | |--| |--| | in safety.
+--+ +--+ +--+
| | Keep Ceedrun with you here, because statues in the room
+--+ +--+ +--+ will fire small energy balls at you. Block any coming
5 | |--| | | | at you with Ceedrun and bomb the crack on the right
+--+ +--+ +--+ wall to access a secret area. Ignore this secret area
| | for now. Just open the chest for a Yellow Crystal and
+--+ +--+ +--+ take the northern exit.
6 | |--| | | |
+--+ +--+ +--+ You should be in B-7 right now. Zombies will crawl up
| | from the ground if you venture too close to their
+--+ +--+ +--+ location. Each Zombie takes two hits in order to be
7 | |--| |--| | defeated. Clear the blocks and defeat all Zombies to
+--+ +--+ +--+ open the doors. Take the eastern door.
|
+--+ +--+ This room is filled with more arrow slots and triangle
8 | |--| | switches. Every time you hit one, an arrow shoots out.
+--+ +--+ Go through the room with Ceedrun. You'll find a raggedy
| old man in the next room. He says that he cannot leave
+--+ this dungeon until the boss is defeated. He decides to
9 | | help you out by giving you Elifan! Elifan has the power
+--+ to move large blocks. Test it out on the red block.
|
+--+ +--+ Return to the secret room at C-8. Push the red block
10 | |--| | down, then push the blue block down as well. Open the
+--+ +--+ treasure chest to obtain a Large Medicine. Go back to
B-7 and go to the left this time. Defeat the pair of
Dancing Bots and break all the blocks. To open the door ahead of you, use
Elifan to push the red block at the south end of the room. With the door
opened, go through to the next room.
More switches, more blocks, more enemies. Destroy the blocks and enemies, then
push the two switches to open the doors. You can take the right or top door,
they both lead to the same place. The path on the right is a rather simple
room with one Laser Totem and the northern room is filled with more arrow
switches. It's up to you. Once you reach B-5, defeat the Hedgehogs (two hits
are needed to kill them) to open up the exits.
Go up to enter a room with four switches. All four doors are sealed, and
pushing each switch will open a door. Take the left door first, so push the
green block and go through. There is a treasure chest containing a FireUp
here, which will increase the explosions of your bombs. That means more range,
so you need to be more careful when around your own bombs.
Return to the previous room and take the right path this time (push the red
block). Defeat the Dancing Bot and head over to the red block. Push it down,
then go to the blue block and push it down as well. Move the green block to
the right and push the yellow block down. Exit the room. Take the stairs to
reach a big machine in the basement. This is SID, a machine capable of fusing
Karabons. Agree to fuse Pommy and Elifan to create P. Fangs! Of course, you
will get Pommy and Elifan back, but now you have one new crew member!
Go back to B-4 and push the yellow block to open the top door. Proceed through
and defeat the Hedgehogs and Gulpers. Bomb the cracked wall on the right to
find a secret room. Equip Ceedrun and avoid the arrows as you go through the
winding path. Open the chest in the middle for Silver Shoes. These kicks let
you move faster! Exit the room and go north this time.
The door ahead of you leads to the boss room. Unlike Zelda, you don't need a
Big Key or anything like that. Equipping P. Fangs will allow you to enter the
boss room. Bomberman meets up with MagnetBomber, who uses P. Fangs to morph
into a giant mechanical dragon! Prepare thyself for a battle.
.---------------------------------------------------------------------------.
| BOSS: MagnetBomber |
|---------------------------------------------------------------------------|
| MagnetBomber will slowly slither around the arena and spit out long |
| streaks of fire. When you see him stop in his tracks avoid the direction |
| he is facing to avoid the flame jets. The main goal is to utilize the |
| boss's lack of speed when trying to bomb his head. You can use two of |
| your bombs at a time, so make sure to do so. Similar to a Dodongo (omg |
| diz gaem is such a zelda ripoff), MagnetBomber will swallow a bomb if he |
| spots one. Though, unlike a Dodongo, swallowing a bomb won't damage it. |
| |
| Once you bomb MagnetBomber's dragon head, it will detach from its body. |
| Avoid the segments, because they will explode shortly after. Now you have |
| to try and attack the head to damage it. However, MagnetBomber's head |
| moves faster alone. After damaging him, he will regrow his body again. |
| Repeat this process a total of four times to send MagnetBomber packing. |
'---------------------------------------------------------------------------'
You'll get P. Fangs back once MagnetBomber is destroyed. Exit the boss room
and talk to the hologram of Max. I don't know how, but somehow a hologram
gives Bomberman a Medal of Bravery. You also get another heart added to your
total! You will be teleported to the entrance of the MagnetBase. Now that the
stone wall has lowered next to the base, take the path to a new area.
--- ToPlain ------------------------------------------------------------------
This place has a nice, tropical feel to it. Bomb away the flowers and orange
Gels in the way. Next, enter the small shack on the southwest end of the area.
You will find Sharkun, a Karabon that is
_ _ _ _ _ _ trapped in a cage. Agree to help him by
|_|_|_|_|_| |_| solving the puzzle in the basement. Head
|_|_|_|_|_| _|_|_ down the stairs to the basement to find a
|_|_|_|_|_| |_|_|_| large set of blocks. You must bomb the
|_|_|_|_|_| -----> _|_|_|_|_ blocks (depicted by the picture on the
|_|_|_|_|_| |_|_|_|_|_| left) so that it looks like the finished
|_|_|_|_|_| |_|_|_|_|_| product (the picture on the right). If you
|_|_|_|_|_| |_|_|_| ever mess up at any time, just leave the
building and go back inside.
After solving the puzzle, ascend the stairs to find the freed Karabon. Sharkun
will join your party. Sharkun has the ability to see hidden paths. Only really
useful for certain areas of the game, so overall Sharkun isn't that useful. Oh
well, we had to save him anyways. Exit the shack and collect some powerups for
your new partner, then exit the area via the southeast road.
--- Gamma --------------------------------------------------------------------
You will end up in another small town. If you wish, you can visit each house
and talk to the townsfolk. Other than that, your first priority should be at
the coliseum, which is at the southwest exit. Exit the town through that exit
to reach HarshMt.
--- HarshMt. -----------------------------------------------------------------
From the start, go to the right to encounter a new enemy. Defeat the Spear Pig
and watch out for their long spears. Destroy the flowers for some powerups and
head up the stairs. The guy in the cave only gives you a tip, but you don't
even have the BombKick technique yet. Head to the left side of the area and
kill the two other Spear Pigs. Bomb the flowers and enter the house at the
dead end.
Now that you're in the coliseum, you can use one of your Karabons to do battle
with other Karabon trainers. Refer to Section 5 for more info on Karabon
Battles. If you manage to win five consecutive battles, you will earn a
Transistor. Bring it to a Bomb Shop to get a new type of bomb: The RC Bomb!
Arguably the greatest bomb in the game, you can move the bomb after placing
it. If you're having trouble winning, return to the surrounding areas and
continue to collect powerups for your Karabons.
The Transistor prize isn't limited to the coliseum in HarshMt. If you want to
win the cheap way, you can return to Beta and fight five consecutive battles
here. If you win all five matches, you'll receive the Transistor. Obviously,
winning the matches here is a lot easier since the Karabons are at much lower
levels. After collecting the Transistor and creating a new bomb, return to
Gamma.
--- Gamma --------------------------------------------------------------------
Now that you're back in town, go inside the northwest house and talk to the
woman. She is shocked at the disappearance of the town exit. She brings
Bomberman and Sharkun to the cliff wall and he reveals a cave. Enter the cave
and head through to reach Delta.
--- Delta --------------------------------------------------------------------
Just like Gamma, there really isn't much to do here. Enter the house north of
the entrance and talk to the girl to refill your hearts. You can head in the
Bomb Shop and use the Transistor to create the RC Bomb if you haven't already.
There is also a shop here. Once you are ready, take the southwest exit.
--- S. Forest ----------------------------------------------------------------
Watch out for the Horned Frogs here. Even though you have RC Bombs, they are
quick and love to hop around. Take the left side of the area and continue
south. Head to the next section and follow the path to reach a house near the
seaside. Talk to the girl inside, then leave. Backtrack to the northern
section of the forest and go west. Enter the next house and talk to the
fisherman to receive a RainDrop. Return to Delta.
--- Delta --------------------------------------------------------------------
Go to the Bomb Shop and fuse the RainDrop with your bomb to create Aqua Bombs.
These bombs have no use now, since you can only use them underwater. Proceed
to the northeast exit.
--- WetWoods -----------------------------------------------------------------
Defeat the Horned Frogs and head towards the northeast corner of the area.
Destroy all of the flowers and push the green rock to reveal a secret passage.
Take the stairs and talk to the girl inside to receive a heart! Exit and move
west towards HighMt.
--- HighMt. ------------------------------------------------------------------
You may notice a giant dragon standing on an island up the mountain. Ignore
him for now and continue to the left. Defeat the Spear Pigs and follow the
road to reach two houses. Enter the one on the left and talk to the little
girl. She is taking care of a sick Karabon. She asks you to retrieve his
medicine that is found in a cave to the west. Exit and go west to the next
area.
It may look like a dead end, but the entrance to the cave is hidden. Equip
Sharkun to find the entrance to the cave.
--- DarkCave -----------------------------------------------------------------
You will have to push various blocks to continue to the next area. Push the
northern block, then push the eastern block. Push the block above you upwards,
then continue to the next room.
Follow the maze-like path to reach a treasure chest. Open it to find the
Disinfectant. You cannot go any farther in the cave, so it's pointless to try
and continue. Now that you have the medicine, return to the sick Karabon's
house and talk to the girl. The healed Karabon will join your party. Kai-Man
has the ability to travel through water. Return to S. Forest and return to the
house near the seaside. Avoid the Octopi and make sure Kai-Man is equipped as
you go down the stairs into the water.
--- BigOcean -----------------------------------------------------------------
Remember, the only bombs that work underwater are the Aqua Bombs; all other
bombs just fizzle out. Defeat the King Crabs and head west. Defeat the Mermen
in this area. Since you don't have to have Kai-Man equipped while underwater,
I suggest using Ceedrun to block the Mermen's spears.
There are two "devices" in BigOcean that can be used to your advantage. The
spinning whirlpools can be used to shoot you in a direction if you stand
between two of them. There are also geysers on the ocean floor that allow you
to spring in the air. You can use these to jump over walls or other obstacles.
Use the geyser nearby to launch towards the second one. While standing on the
second geyser, point to the right so you land right in between two whirlpools.
You will then be shot to the next area.
Use the whirlpool on the east side of the area to go forward. From here, walk
north to the next area. Enter the small hallway and use the whirlpool to
launch onto a green switch. This will lower a wall to the left. Go past the
lowered wall to reach a big whale. Walk towards him to get sucked in his mouth
and shot out of his blowhole! You will conveniently land on the island in
HighMt. where the Karabon was stranded. TwinDrag will join your party.
Return to BigOcean. Again, take the west path and use the geysers to head
north. From here, use the geyser to the left and follow the path of geysers to
move onto the next section. Walk to the left to find a green switch; hit it to
lower a wall to the right. First, go north to find a school of fish. Inspect
them to find a fish hook stuck in one of the fish. They'll move to the side,
revealing another Karabon. MarinGon will thank you for removing the fish hook
from his fish brother by joining you.
Bomb the wall behind MarinGon to find a secret cave. The fairy inside will
heal you. Exit and go to the right to find the lowered wall. Go forward to
reach the next base: PrettyBase.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
PrettyBase [0303]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
A B C D E F G First off, remove the Aqua Bomb
and either equip Bombs or your
+--+ +--+ +--+ RC Bomb. Clear the room of the
1 | |--| |--| | Dancing Bots and blocks. The
+--+ +--+ +--+ conveyor belt in the middle of
| the room will move your bombs,
+--+ so watch out when you place
2 | | them. The switch in the center
+--+ of the room will cause the belt
| to travel in the opposite
+--+ +--+ direction. Enter the next room
3 | | | | of the base (E-9).
+--+ +--+
| | Bomb the Dancing Bots in the
+--+ +--+ +--+ +--+ room. The triangular switches
4 | | | |--| | | | will remove the spike panels,
+--+ +--+ +--+ +--+ so hit the switches to create a
| | | safe path for you.
+--+ +--+ +--+ +--+ +--+ +--+ +--+
5 | |--| |--| |--| |--| |--| |--| | The next room is filled with
+--+ +--+ +--+ +--+ +--+ +--+ +--+ blocks and Flame Gels. Flame
| | Gels aren't much different than
+--+ +--+ +--+ +--+ normal Gels. In fact, they're
6 | |--| | | |--| | exactly the same aside from
+--+ +--+ +--+ +--+ some fancy fireworks. Destroy
| | 'em all and nab any powerups
+--+ +--+ under the blocks. No enemies in
7 | | | | the next room, just some lame
+--+ +--+ conveyor belts. Proceed to D-7.
|
+--+ Kill the Electric Jellyfish and
8 | | bomb the red blocks to open the
+--+ northern door. This room is
| similar to E-9, but you must
+--+ +--+ +--+ bomb the switches instead of
9 | |--| |--| | stepping on them. Use your RC
+--+ +--+ +--+ Bombs to clear the path for you
and bomb the cracked wall to
the left to reach a secret room. Destroy all of the blocks here to reach a
chest containing a Red Crystal. An easy way to destroy the blocks without
having the bombs move on the conveyor belts is to use RC Bombs. Move the bomb
towards the block and hold down A until it blows up.
Undead Mages and Drill Squids populate the next room. Undead Mages teleport
around the room and take two bomb hits to be killed. Drill Squids can burrow
under the ground and pop up at other spots. In short, both enemies like to run
away from your attacks. After clearing out the room, go east.
First off, kill the Dancing Bot and bomb the crack in the northern wall, then
go through. This next room is filled with some blocks that you have to push
around. Here's a small, but accurate diagram of the room layout. I labeled the
movable blocks as numbers "1" through "6".
_________________
| _ 1 _____ _ | _
| |_| |_____| |_| |_| |_
|2 _ 3 _____ 5 _ 6 _ _ Push block "3" up. Push "5" to the right, then
| |_| |_____| |_| | |_| push "6" down. Bomb the cracked wall here and
|_______ __4____| move through to F-4.
_| |_
|_ _|
| |
Okay, that wasn't that hard. In the next room, destroy the lone block, then
push the green block up. Follow the path to find Silver Armor! Return to E-5
and continue to the right to find Bibidi. Talk to him to receive P. Nucklz! We
need to find SID, so backtrack to D-5 and take the western door.
Push the two green blocks into the niches and move your RC Bomb through the
pipes. Place it on the red switch and bomb it to open up the exit. The next
room is filled with pipes and spike panels. Navigate your bombs through the
pipes to reach the switches. Once the path is fully cleared, move to B-5. Bomb
some of the blocks and open the exit by hitting the red switch in the corner.
Defeat all of the Flame Gels and Electric Jellyfish to open up all the doors.
There's a cracked wall on the eastern side of the room, so bomb it and proceed
through. Some of the blue blocks in this room shoot out spikes in each side.
Inspect each block in the room clearly: the ones that are indented slightly
are traps. Nevertheless, patrol the room slowly and carefully as you make your
way to the green switches. Once the path is clear, open the chest for a Large
Medicine. Backtrack to the previous room and go south.
This room also has spike traps (just one). Lower the spike panels by using the
green switches, then go down the staircase. You will find SID down here, so
fuse both P. Nucklz and Kai-Man to get P. Sea! Return to D-5 and go north.
Defeat the Dancing Bot and bomb the red switch to open the door ahead of you.
Go through to reach another spike-filled room. Position your bomb in the
northwest corner, so it hits both switches simultaneously. Now that the spikes
are out of the way, continue through to D-3. Same old garbage here. Bomb
blocks, hit switches, continue forward.
The next room is filled with four Drill Squids, but you cannot reach them
directly. You must use RC Bombs to travel through the pipes in order to hit
them. Once all of them are killed, the door will open up. The next room has no
enemies, so no worries. Avoid the spike traps in B-1 and destroy the blocks.
When you reach the chest on the opposite side of the room, open it for a
BombUp. Now you can place three bombs at once!
Return to the room where you found P. Nucklz (F-5) and go to the right. Equip
P. Sea to open up the boss room, then proceed through for a fight. P. Sea will
be abducted by PrettyBomber and she'll turn into a massive octopus.
.---------------------------------------------------------------------------.
| BOSS: PrettyBomber |
|---------------------------------------------------------------------------|
| For a gigantic octopus, PrettyBomber is fairly quick. She will slide |
| around and shoot out purple energy balls at you. Avoid them and randomly |
| plant bombs around the arena in hopes that she runs into an explosion. |
| Since you don't have anyone equipped yet, you can equip TwinDrag if you |
| wish. Doing so will increase your power and make your explosions bigger. |
| This can either help you or hurt you. |
| |
| If PrettyBomber gets hit by a bomb, she will morph into a giant ball of |
| jelly. As this jelly form, she can shoot two balls of jelly vertically or |
| horizontally. She will cave in after firing two jelly balls. Target the |
| caved-in sides of PrettyBomber with your RC Bomb to target the core. When |
| the core is hit, she'll explode into tiny Gels. They cannot be hurt, so |
| just avoid them as they scurry around. Eventually, PrettyBomber reforms |
| into her octopus form. Now it's just up to you to repeat the strategy. |
| Blast PrettyBomber's core four times to defeat her. |
'---------------------------------------------------------------------------'
After P. Sea joins you again, head north to find a hologram of Max. After the
conversation, you will receive the Medal of Justice and another heart. Once
you exit PrettyBase, use Pommy to teleport to Delta and go south to S. Forest.
Return to the fisherman's shack and present him the fish hook to obtain a
Large Medicine. Return to Delta and ride the blue boat near the eastern house
to reach the Jetty.
--- Jetty --------------------------------------------------------------------
Get rid of the Gel and Yeti near the forest and head east. You'll eventually
find a Karabon trapped in a cage. Approaching the cage will activate a
minigame. You have to use the three cannons to bomb the Dancing Bots guarding
the cage. After killing all three, you will rescue ToughGuy. He will join your
party. His power can be used whenever you want (you don't have to set him to
use it). You can pick up bombs with A and throw them.
Return to the previous area and go left. Defeat the Yetis and clear out the
snowmen, then follow the path to reach a dead end. Three Dancing Bots are on
the other side of the gap. Use your new technique to toss bombs their way.
Defeating them will trigger an avalanche that fills up the hole. Now head
north and follow the cliffside to the right. Bomb the Hoodlum and continue
down the straightforward road.
When you reach the ice walls, bomb all the snowmen and enemies, then go to the
left. Follow the wall all the way around to reach Epsilon.
--- Epsilon ------------------------------------------------------------------
Enter the rightmost house and talk to the person inside to receive some Flour.
Other than that... not much to do. You can talk to the townsfolk for some
trivial information, but nothin' special. Exit Epsilon and continue to the
right. Bomb the switch to stop the moving platform and continue forward.
--- SleetSt. -----------------------------------------------------------------
Defeat the Yetis and Hoodlums in your way and go across the bridge to reach a
small area filled with blue snowmen. These snowmen will somehow regenerate.
The key to move through is to toss bombs and destroy the snowmen far away,
then inch along. You'll eventually reach Upsilon.
--- Upsilon ------------------------------------------------------------------
Enter the southern house and give the woman the Flour to receive some Fresh
Bread. You can fight in the coliseum if you wish, but your main priority is to
return to Epsilon with the Fresh Bread. Once you do, you will get the Karabon
Egg. Exit Epsilon.
Go to the left and continue around Epsilon by hugging its outer wall. When you
reach the hot springs, talk to the man and place the egg inside to hatch it.
P. Beast has now joined your party! Return to Epsilon with P. Beast equipped
and use him to cross the northern bridge.
--- FairyPalace --------------------------------------------------------------
No one of importance is inside the palace, so just walk to the left. Stop the
moving platform with your bomb and continue onward. Bomb the Walruses and go
south around the ledge. Take out the Icicle Monsters and go south again.
Destroy the ice blocks to find an Ice Flower underneath. Pick it up to attract
Pteradon. He apologizes for eating your flower and joins your team.
A fairy lies in the northern area if you wish to get healed. Return to the
staircases to the left of the Fairy Palace. Ascend the steps to the ledge and
enter PlasmaBase.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
PlasmaBase [0304]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
FIRST FLOOR SECOND FLOOR
=========== ============
A B C D E F A B C D E F
+--+ +--+ +--+ +--+ +--+ +--+
1 | | | |--| | 4 | |--| |--| |
+--+ +--+ +--+ +--+ +--+ +--+
| | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
2 | |--| |========| | | |--| | 5 | | | | | |========| |--| |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
| | | | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+
3 | | | |--| |--| | 6 | |--| | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+
THIRD FLOOR
===========
A B C D E F You will start off on A-3, and as you
can tell, this is the first base with
+--+ +--+ +--+ multiple floors. Hitting the switch
7 | |--| | | | will cause the door to open, but it
+--+ +--+ +--+ will close as soon as you step off
| | | of it. Place a bomb on the switch and
+--+ +--+ +--+ +--+ +--+ run through the door. The Phantoms in
8 | |--| |========| | | |--| | this room take two hits to defeat.
+--+ +--+ +--+ +--+ +--+ Take them all out and watch for the
| | cracked floor panels here too.
+--+ +--+ +--+
9 | |--| |--| | In here, push the blue block into the
+--+ +--+ +--+ niche and follow the hall. Push the
next one to the size and head to the
next room. Destroy all of the blocks and open the chest for a Large Medicine.
Go north to find Boo, who gives you Dorako. Dorako has the ability to light up
darkened rooms. You'll certainly need Dorako in D-3. With the lights on, push
the blue block to open the exit and proceed through. Defeat the three Archers
in the hallway and continue onward.
Clear out the room of blocks and leave. Do the same in the next room, then
toss a bomb to the switch in the corner of the room. Now that the door are
open, take the northern exit. The next room has very narrow walkways, so have
Dorako equipped and hit the switch in the northeast corner to open the door.
Push the two blocks out of your way and enter the next room.
Step on the green switch to lower the first set of spikes, then toss some
bombs over to the red switch to lower the second set. With the room clear,
open the chest at the end for a Green Crystal. Return to F-2 and exit to the
left. Take the stairs to reach the second floor of the base.
There are no enemies present, so destroy the blocks, collect the powerups, and
leave. You'll find some Card Knights in E-5. They can pick up bombs and put
them on their paper-thin back. They won't detonate on their back, so use
another bomb to attack. They require two bomb hits to be destroyed. Defeat all
four Card Knights and move to the next room.
Bomb the crack in the southern wall and go through. In the dead end room, push
the block on the left down and other one to the right. Open up the treasure
chest to find a FireUp. Return to the previous room and go to the northwest
end. Push the block downward and throw a bomb onto the yellow switch. Quickly
exit before the bomb explodes and the door closes. Do the same in the next
room. In B-4, throw a bomb on the yellow switch at the bottom to open the
exit. Run through to the next room.
Destroy the blocks and defeat the Imps. The Imps can only be hit when the stab
the ground with their spears. Clear the room with blocks and use the yellow
switch the move on. This room is filled with blocks and a few movable ones.
Push the rightmost block down, then continue down the path while pushing the
other ones to the sides. Chuck a bomb onto the switch and run into the exit.
The next room is straightforward. Just destroy the blocks and go through the
door. The room up here looks strangely empty, but equipping Sharkun will
reveal a staircase. Take it to the third floor.
Use the yellow switch to enter B-8. This room is filled with Phantoms and
Archers. Tossing bombs across the wall certainly helps. After defeating them
all and clearing out the room, go to the right. Destroy all of the blocks here
and head towards the trio of movable blocks on the opposite side. We want to
take the northern door, so push the upper block down. In here, use the red
switch on the right to open up the door and go through.
Ignore the staircase for now and bomb the cracked wall to access a secret
room. Walk to the right side of the room and push the blue block down. Toss a
bomb onto the red switch to lower a set of spikes. Now step on the first
spiked panel (the spikes should be lowered) and throw a bomb down onto the
second red switch. Now that all the spikes are lowered, head towards the
treasure chest for some Gold Shoes.
Return to the previous room and hit the switch to gain access to the stairs.
Descend the steps to reach SID. Fuse Dorako and P. Beast to get P. Dragon.
Return to D-8 and push the lower block to open the southern door. This room is
filled with movable blocks, but you don't have to push any. Walk all the way
around the blocks and toss a bomb to the left. It'll fall into a niche. Toss
another one to have it bounce on top of the bomb and to the red switch. With
the door open, continue.
Kill all of the Card Knights and Imps, then proceed to the right. Equip P.
Dragon and enter the boss's lair. Like you expected, PlasmaBomber will abduct
P. Dragon and use his powers to turn into a big monster. Oh joy.
.---------------------------------------------------------------------------.
| BOSS: PlasmaBomber |
|---------------------------------------------------------------------------|
| PlasmaBomber mutates into a large harpy and flies throughout the arena. |
| He will fire groups of feathers, so your best bet is to hide between them |
| as they go your way. When PlasmaBomber lands on the ground, control an RC |
| Bomb towards him. As it explodes, he'll shriek and fly in the air. He'll |
| then drop several eggs on the ground and explode shortly after. On top of |
| that, PlasmaBomber creates a gust of wind that pushes the eggs downward. |
| |
| If you manage to avoid all of the explosive eggs, PlasmaBomber will fly |
| back up in the air. Not much changes during the battle. PlasmaBomber will |
| fire more sets of feathers, but that's really it. Hit him a total of four |
| times to kill him and win the fight. |
'---------------------------------------------------------------------------'
Enter the final room and speak with the hologram of Max. Bomberman will be
awarded with the Medal of Love and another heart. The ice in FairyPalace has
melted, so return there immediately.
--- FairyPalace --------------------------------------------------------------
Enter the throne room and speak with Queen Emeralda. She will thank Bomberman
by handing over Youno and opening up a path leading to the volcano. Exit the
room and enter the northwest room. Speak with the soldier to obtain a Balloon.
Bring it to the Bomb Shop in Epsilon to get a Hold Bomb. These types of bombs
grow stronger in firepower the longer you hold it with A.
Well, lets get some stuff out of the way. If you want a Karabon, then warp to
Delta and return to DarkCave where you found the Disinfectant.
--- DarkCave -----------------------------------------------------------------
Return to the area where you found the Disinfectant and take the nearby
opening to reach a room filled with blocks. Proceed through the couple of
rooms to reach a pitch black area. Equip Dorako to brighten the room. Navigate
through the labyrinth to find a Karabon standing in a far corner. Approach it
to have it join your party. Th. Liger can slow down enemies when equipped.
Warp to Upsilon and go to the right. Destroy the blue snowman and follow the
arrow to the next area. From snowy to desert in 3.5 seconds!
--- MtRoad -------------------------------------------------------------------
Destroy the cacti here for powerups and continue down the trail. Defeat the
Gels and head up the ledges. Equip Youno and head to the next area. Youno will
calm the sandstorm and allow you to continue.
--- Zeta ---------------------------------------------------------------------
Meteors will rain down from the sky, so naturally avoid them. Enter the house
in the northeast corner and talk to the man inside. He will give you a Step
Counter. The old man asks you to walk 100 steps using his Step Counter. Exit
his house and walk around Zeta to increase your steps. View the Step Counter
in the menu to see how many steps you need left.
Once you have walked 100 steps, return to the old man and tell him the good
news. The overjoyed man will give you his Karabon, Sibaloon. He can make a one-
grid bridge when you approach a gap. Now that you have Sibaloon, we can get
yet another Karabon. Warp to Beta and go south to ColdSea.
--- ColdSea ------------------------------------------------------------------
Equip Sibaloon and follow the path to the left. Go across the two trees
leading to the right. There is a tiny gap separating the island from a
separate island and a building. Use Rainbow Bridge to reach the house and go
inside.
You will find FireKong inside. He is very easygoing and will join you in a
heartbeat. You can detonate RC Bombs at any time with B when he's equipped.
Now that you have FireKong, warp to Zeta and take the southern exit.
--- SararMts -----------------------------------------------------------------
Destroy the two Bat-Men and go up the staircase. Continue across the cliff and
avoid the Evil Rocks as you bomb the cacti. Ignore the cave and continue to
the next area. Destroy more cacti and Evil Rocks and enter the cave at the end.
Hit the two red switches to lower the spikes, then enter the next room. Use
Sibaloon's Rainbow Bridge to cross the water, then exit the cave. Go down the
stiars and enter the industrial building.
--- FrontBase ----------------------------------------------------------------
This isn't like other bases, since it's only a few rooms. Destroy the Dancing
Bots and the blocks, then go to the right to reach four Dancing Bots doing...
something to a Karabon. I don't even wanna know.
You'll be transported into a room filled with Dancing Bots. You have to
navigate through a maze entirely composed of these enemies. If you touch them
(aka: the walls), you will have to restart from the beginning. The walls will
shift up and down, so follow the flow. Avoid the spinner and continue forward.
Dodge the bots running back and forth to reach the end. It's really simple.
Once the Karabon is freed, he will join your party. P. Animal can dash if you
hold down B. You have to keep P. Animal equipped if you want to dash. Push the
blocks aside and exit the base. Go south to the next area.
--- Quicksand ----------------------------------------------------------------
Try to avoid the sand currents while attacking the Bat-Men. There isn't much
to do in here, so exit at the southern end. In Ita, take the northwest exit to
reach another part of Quicksand. Bomb the cacti and push the red rock to
reveal a hidden staircase. Talk to the woman inside for some incredibly
useless info and return to Ita.
--- Ita ----------------------------------------------------------------------
Once again, meteors will shower from above. Stop at the shop and pick up some
Teryaki Beef. Other than that, there is nothing important to do other than
talking to random people. Head to the desert to the right.
--- Desert -------------------------------------------------------------------
You can find a hidden Karabon in this area, but finding his location is
totally random. Equip P. Animal and dash around the area. Move between screens
until you find an oasis. When you do, go inside to encounter Elekong. The
oasis is really small, so be careful when entering and leaving an area so you
don't accidentally leave when finding it. Elekong will join you after
realizing how boring it is in the desert oasis. He can allow you to set
through immovable blocks.
After finding Elekong, head to the southwest end of the desert to find a cave.
The boulder to the right has a crack in it; bomb it to find a man inside of a
cave. He will give you a Large Medicine. Enter the other cave and destroy the
blocks in your way. Use Sibaloon to cross the water in the next room and exit
the cave to reach Omega.
--- Omega --------------------------------------------------------------------
This place is like a paradise! None of the houses are of importance, so walk
over to the stone giant. Your Teryaki Beef will liven his senses, so give it
to the giant to move him out of the way. Still nothin' to do in the houses
here. Instead, enter the stone building on the right to find another Karabon:
Unagi. Unagi's power is unique, since he can make it rain. Don't worry, I'll
refrain from using any Pacman Jones jokes here.
Warp back to Ita and equip Unagi and walk onto the pedestal. The rain starts
and somehow douses the entire volcano, revealing a large pyramid. Looks like
the next base! Before leaving to the desert, pick up another Teryaki Beef.
--- Desert -------------------------------------------------------------------
Isn't much to do here now. Bomb any cacti for some powerups and take down the
Sand Worms. Equip Sibaloon and take the southeast path to reach the LavaPool.
--- LavaPool -----------------------------------------------------------------
Use Sibaloon's Rainbow Bridge to cross the lava. Avoid the Flame Balls and the
fireballs they shoot out. It's rather simple to head through this area. Go
east to the island with three rocks, then head north to reach the volcano.
--- Volcano ------------------------------------------------------------------
You will have to avoid enemies, lava streams, and meteors here. Defeat the Bat-
Men at the base and go west. Avoid the lava streams that drain down the
channel. Wait for the stream to stop, then continue. At the end of the area,
cllimb the stairs. Continue up the stairs and across the ledges and avoid the
Evil Rocks to find a cave.
More lava pools. Use Sibaloon to get through the cave. When you exit out into
the open, go down the stairs and head into the next cave. Give the girl some
Teryaki Beef for a heart. Go back up the stairs and enter the cave to the
right. Proceed through the next cave and defeat the Pharaoh ahead. Ascend the
next set of stairs and enter GolemBase.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
GolemBase [0305]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
FIRST FLOOR SECOND FLOOR
=========== ============
A B C D E A B C D E
+--+ +--+ +--+ +--+ +--+ +--+
1 | |--| | | | | |--| | 6 | |
+--+ +--+ +--+ +--+ +--+ +--+
| | | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
2 | | | | | | | |--| | 7 | |--| |--| | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
| | | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
3 | |--| | | | | | | | 8 | |--| |--| |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
| | | | | | |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
4 | |--| |--| |--| | | | 9 | |--| |--| |--| |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+
| |
+--+ +--+ +--+ +--+ +--+ +--+
5 | |--| |--| |--| |--| | 10 | |
+--+ +--+ +--+ +--+ +--+ +--+
You will enter the base at C-5. Go to the left and avoid the Flame Balls. Wait
for the Flame Jets to stop, then quickly run to the next room. Destroy the
blocks and open the treasure chest to get the Blue Crystal. Watch out for the
Landmines scattered around the room. Return to the entrance and head east.
Defeat the four Mummies in the room (they take two hits) and collect all the
powerups you can find here. Avoid the series of Flame Jets in the next room
and continue to E-4.
More Landmines, more blocks. Clear out the entire room and continue north. Use
Sibaloon to navigate through the next lava-filled room. Two Storm Clouds
populate E-2. After hitting them once, they will split into two smaller
clouds. You may want to use Elekong in this room. Head to D-2. Run through all
of the Landmines and push the block on the opposite side of the room to reach
the staircase. Exit the room by cracking the wall at the north end.
_____________
| | C | | X = Trap Door
| |___ ___| | C = Chest
____| | | |_____
| ___ X _ _ _ | There are a series of trap doors strewn through
| | | |_|X|_|X|_|X|_| | the room. Chuck a bomb at the Dancing Bot and
| | | _ _ _______| follow the path shown (the long way) to reach
| |___|X|_|X|_|X| the chest. Open it for a BombUp and leave.
|__________ ___|
| |
Go south to D-8 to find a room full of Mud Hands. This is another good time to
use Elekong. Mud Hands will throw any bomb that comes near them. Two hits are
needed to take them out. Clear the room of Mud Hands to open the exit. Also
blast all of the blocks for some powerups before leaving. Before going down
the stairs in D-9, bomb open the crack to the right.
_____________ _____
| _ _ _ L| | _ | X = Trap Door
| |_| |_| |_| | | |_| | C = Chest
| _ _ _ | | _ | L = Landmine
_| |_| |_| |_| |_____| |_| |
_ _____ X _ _ _ X C| This room allows you to move around much more
| | | |_| |_| |_| |_| | freely. Clear the room of blocks and navigate
| | | _ _ _ X _ | around the treasure chest. Open it for a Large
| | | |_| |_| |_| |_| | Medicine. Backtrack to the previous room.
|_| |____L____________|
Bomb the crack at the top of the room, then head into D-3. You will find a
Small Medicine in the treasure chest. Return to the last room. Throw one of
your bombs onto the red switch in the middle of the lava pool. Once it
explodes and the door opens, go through. Head to B-4. Defeat the Gold Spiders
in this room to open up the other doors.
Go north and hit the green switch, the return to the previous room. Bomb the
red switch and use Sibaloon's Rainbow Bridge to reach the exit. Push the
blocks out of the way here and bomb the crack to the right to reach the other
side of B-3. Now that the spikes are lowered, open the chest for Gold Armor.
Return to the previous room and continue north. Bomb the next red switch and
move forward. Defeat the Storm Clouds and Mummies here. This is the room that
I first realized how awesome FireKong is. I mean, it's like cheating when you
use him! Anyways, get rid of any obstacle in the room and walk into B-1. Use
Sibaloon in here and then equip Sharkun when you reach the next room. Take the
stairs to the second floor.
Bomb the crack to the left and head through. There is only one trap door here
and it's directly in front of the chest. Just move the upper or lower block
and open it for a Small Medicine. Go back to the previous room and go east.
Talk to Rao to receive Youni. Now proceed to B-8.
___________| |___________
| _ X _ _ _ _ _ X|
| |_| |_| |_| |_| |_| |_| | X = Trap Door
| _ _ _ X _ X _ _ |
| |_| |_| |_| |_| |_| |_| | Fairly easy to go through. It's a big room, but
| _ _ X _ _ _ _ X| there are two main paths to take. Go whichever
| |_| |_| |_| |_| |_| |_| | way you wish and proceed to the next room.
|X _ _ _ X _ _ _ |
| |_| |_| |_| |_| |_| |_| |
|____X______ ______X____|
| |
Some Mud Hands and Gold Spiders are roaming around here. Take everyone out and
bomb the cracked wall at the south end. Proceed through. Avoid the Flame Jets
and make your way down the hallway to get a Large Medicine. Backtrack to the
last room and take a right.
__| |________
| _____ _ | X = Trap Door
_______| | | |_|F|___ F = Flame Jet
| _ _ X| | _ _ |
_| |_| |_| |_____| |_| |_| | Gosh, I didn't really want to make an ASCII
_ _ _ _ F X _ _ | diagram of every room with trap doors, but
| |_| |_| |_| |_| |_| |_| | after making the first one I felt like I had
|_______ X _ _ _ ___| to make them all. Anyways, there isn't much
| |_| |_| |_| | goin' on here. The traps force you to get in
|_____________| real close with the Flame Jets.
Drop down into the giant hole to reach the room leading to the boss's lair.
Since we don't have the required Karabon, use Pommy to warp to the entrance of
the base. Return to E-2 and go north. Avoid the Flame Jets and head to the
next room. Go down the stairs to reach SID. Fuse Unagi and Youni to get
SeaWing! It'll take a while, but go all the way back to C-3 and use SeaWing to
open the door. GolemBomber waits behind the door. He steals SeaWing's power
to... wear a cape?
.---------------------------------------------------------------------------.
| BOSS: GolemBomber |
|---------------------------------------------------------------------------|
| GolemBomber doesn't really transform into a giant monster, he looks just |
| like his ol' self aside from his new cape. In fact, this battle has a new |
| pattern and it totally unlike the previous bosses. If you have played the |
| multiplayer mode in any Bomberman game, then you will be familiar with |
| GolemBomber's battle plans. |
| |
| Aside from shooting fireballs, GolemBomber will call upon four Bomber |
| Zombies onto the playing field. They will only walk around and do not |
| attack other than walking into you. If you bomb a Bomber Zombie, they'll |
| be killed and ride around the perimeter of the arena in a ship. Just like |
| multiplayer mode. When they ride around in their ships, they will shoot |
| bombs down on the room. You cannot target them, so wait for GolemBomber |
| to destroy them. When GolemBomber moves his cape and fire lightning bolts |
| out of his hands, any remaining Bomber Zombie will explode. |
| |
| While you are dealing with the Bomber Zombies, GolemBomber will either |
| shoot fireballs at you or detonate the zombies. GolemBomber is of course, |
| your main priority, but always try to clear the room of Bomber Zombies |
| before trying to target the big cheese himself. A funny note: the bombs |
| shot from the defeated Bomber Zombies can also hurt GolemBomber, so they |
| will help you out. Hit GolemBomber 11 times with your bombs to win. |
'---------------------------------------------------------------------------'
After killing GolemBomber, go north and talk to the hologram. Like always, you
will receive another medal, the Medal of Friendship, and a heart. Now that we
have all four medals, we can access Fantasy!
Warp back to Ita and enter the desert. Take the new path that has been opened
up to reach Theta.
--- Theta --------------------------------------------------------------------
Enter the shop and pick up the Hammer. Return to Ita and fuse the Hammer with
your bomb for Power Bombs. Return to Theta and go to the right to enter T.
Forest.
--- T. Forest ----------------------------------------------------------------
Talk to the old man at the northwest end of the forest and battle is Karabon.
Best two out of three, so use your strongest Karabons. KameKing is at level
57, so he is a tough opponent. My two strongest Karabons were SeaWing and P.
Dragon, who started off at level 64 and 51 respectively. After winning,
KameKing will be yours. If you have been following this guide from top to
bottom, you should have all Karabons.
Continue through the simple layout of the forest. If you move the gold rock,
you will find a secret shop. Pick up a Large Medicine and exit the forest to
reach AccessPt.
--- AccessPt -----------------------------------------------------------------
Equip Youni and dig up all four access points. You must remove every patch of
dirt before you can set the medals on the points. After setting all four
medals, the gateway to Fantasy will open up. Equip KameKing and stand in the
center of the area to transport to Fantasy.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Fantasy [0306]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
A B C D E F G H Well, here we are. This
is the final dungeon in
+--+ +--+ the game, so don't screw
1 | |--| | up now. Bomb the blocks
+--+ +--+ and go in the teleporter
| to reach the other side
+--+ +--+ +--+ +--+ of the room. Continue
2 | |--| |--| |--| | through to C-6.
+--+ +--+ +--+ +--+
| | A hole in the center of
+--+ +--+ +--+ +--+ +--+ +--+ the room will dispense
3 | |--| | | |--| | | |--| | four Yellow Cones. All
+--+ +--+ +--+ +--+ +--+ +--+ they do is hop around, so
| | | just bomb the heck out of
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ 'em. The next room is
4 | |--| | | | | | | |--| | | | | | filled with Buzzsaws. You
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ cannot destroy them, so
| | | | | | | | just avoid them. Move on
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ to the next room.
5 | | | | | |--| |--| | | | | |--| |
+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ Ignore all the schematics
| | | in the room and just push
+--+ +--+ +--+ +--+ +--+ +--+ the blue block to open up
6 | |--| | | |--| | | |--| | the exit. Move on the
+--+ +--+ +--+ +--+ +--+ +--+ conveyor belt as you
| | | dodge the Flame Jets and
+--+ +--+ +--+ +--+ fireballs. Bomb the crack
7 | | | |--| |--| | in the left wall to reach
+--+ +--+ +--+ +--+ a secret room. In here,
| hit the top and bottom
+--+ +--+ red switch to remove the
8 | |--| | spikes. Now bomb the last
+--+ +--+ switch to open the exit.
Dodge the first two Flame Jets and avoid the Buzzsaw. Throw a bomb south to
hit the red switch. It'll lower a set of spikes near the southern Flame Jet.
Run past and bomb the next red switch to lower a spike panel near the chest.
Open the treasure chest at the end of the path to get a Small Medicine. Return
to B-4 and head north.
Defeat the Soldier Bot in the center of the room and clear the area of blocks.
Avoid the Buzzsaws as you proceed to C-3. Defeat the Reapers in the next room.
You can use the teleporters to move around the room, but they're pretty much
pointless. Leave the room. The blue switches in the next room will trigger an
arrow to shoot out of the wall at you. Hit the switch and block the arrow with
Ceedrun. Avoid the Buzzsaws and continue to the next room.
Move the blue block down, then move the bomb through the pipe and at the
switch. Once the door opens, continue. More Buzzsaws in this room. Wait until
they pass by and head to the next room. Triggering all four green switches in
the room will cause the exit to open up. Hit all four while dodging the
obstacles to leave.
The Assembly Bots will toss any bomb that goes near them, so use FireKong. A
Block Bot is hiding in the southwest corner. Walk towards it to scare it, then
destroy it to open the exit. Use the northeast teleporter to reach the green
switch, then hit it to open the door. The northwest teleporter leads to the
door. In G-4, use Sibaloon to hit the green switches. Once all three triangle
switches are up, the the spikes will disappear.
Use Sibaloon to reach the teleporter on the left, then avoid the fireballs
being shot out of the statues. Bomb the cracked wall and the blocks, then
enter the room to the right. Go across the conveyor belts and hit the switch
next to the door to open it. All the same stuff in this room, too. Hit the
green switches to lower the spikes and open the chest for a FireUp.
Return to G-5 and go south. Equip FireKong and defeat the four Block Bots to
open the doorway. Your mail goal here is to destroy the holes dispensing
Yellow Cones. after all three are taken care of, go to the next room. Hit the
green switch to open the exit, then use the teleporters to actually reach the
exit.
Take out the Rollerpillars and Glutton to open up the doors, then go through.
More Flame Jets and switches. Yawn. This is the most boring game to FAQ. Enter
the next room to find even more switches and Flame Jets. Hit the triangular
ones before hitting the square one. In the next room, defeat the Crazy Bombs
and take the northern door. Destroy the blocks and hit the green switches to
reach the northern side of the room. Toss a bomb on the yellow switch, then
run through the door before it explodes.
Use Sibaloon to travel across the pools of water and hit all of the switches
to reveal a path leading to a Small Medicine. Return to E-4 and go to the
right. Equip Sibaloon and bomb the switches to get outta this room. Lower the
spikes by hitting the red switches with your bombs. Open the chest at the end
for the Purple Crystal. Open the exit by stepping on the green switch.
Backtrack to E-5 and go west.
Head past the room that leads to the boss room and enter the room on the left.
Equip FireKong and defeat the Gluttons, then continue forward. Bomb all three
red switches, then hit the green ones. Open the treasure chest to obtain a
Large Medicine. Return to D-5 and equip KameKing to reach the boss room.
A mysterious figure will tell Max to attack you, so he does. Easy enough.
.---------------------------------------------------------------------------.
| BOSS: Max |
|---------------------------------------------------------------------------|
| Switch to your RC Bombs if you don't have them on and equip FireKong. The |
| ultimate combination. Max is very fast and will lay bombs around the room |
| just like you. As you've noticed, this room is much, much smaller than |
| the previous boss rooms. He is very smart in terms of being safe, so just |
| stalk him with one RC Bomb and detonate it with B once it comes near him. |
| This battle isn't very tough if you play it safe. Hit Max five times with |
| your bombs to end the fight. |
'---------------------------------------------------------------------------'
Max will get up as you find out that he was brainwashed. The mysterious figure
from before drops onto the platform and Max agrees to team up with you to
fight the masked menace.
.---------------------------------------------------------------------------.
| BOSS: BrainBomber |
|---------------------------------------------------------------------------|
| Lucky for you, BrainBomber doesn't use the giant robot in the background |
| during this boss fight. BrainBomber will drop three Water Bombs on the |
| ground at a time. These bombs can bounce around like rain droplets. They |
| usually form a line, so they're rather easy to avoid. After, he will fly |
| in the air and ready his next attack. Avoid the target reticules on the |
| ground. When they stop, BrainBomber will fire bolts of lightning at the |
| intented location. The lightning also spreads in a cross-like direction, |
| so it basically has the same effects of a bomb. |
| |
| After using lightning attacks a certain number of times, BrainBomber will |
| drop to the ground and scamper back and forth. Use RC Bombs with FireKong |
| equipped to attack him. You'll probably only get to hit him twice before |
| he uses his Water Bombs again. These are the only attacks BrainBomber has |
| during the entire fight. The only difference is that BrainBomber uses his |
| lightning attack more and more before he lands on the ground. As a final |
| boss battle, this is not that difficult. You must hit BrainBomber 13 |
| times to win the battle. Remember, Max will try and help out too. |
'---------------------------------------------------------------------------'
After defeating BrainBomber, the ending scene will commence. I don't feel like
talking about it, so just wait for it to end and the credits to roll. That's
it for Bomberman Tournament!
______________________________________________________________________________
==============================================================================
[4] KARABONS [0400]
==============================================================================
Here is a list of all the Karabons in the game. If you're looking for in-depth
strategies for obtaining all of the Karabons, consult to the walkthrough.
-------------------------------------.--------------------------------------.
| #1: POMMY | ELEMENT: Electric |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can warp to almost all | MAX STATS: Level 60 ATK: 45 |
| visited towns. | HP: 180 DEF: 65 |
| | SPE: 70 |
|-------------------------------------+--------------------------------------|
| FOUND: Alpha | SPECIAL ATTACK: Electric |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #2: CEEDRUN | ELEMENT: Fire |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can block attacks with | MAX STATS: Level 60 ATK: 75 |
| shield. | HP: 180 DEF: 60 |
| | SPE: 45 |
|-------------------------------------+--------------------------------------|
| FOUND: ShuraRd. | SPECIAL ATTACK: Flame |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #3: ELIFAN | ELEMENT: Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can push special | MAX STATS: Level 60 ATK: 60 |
| blocks anytime. | HP: 180 DEF: 50 |
| | SPE: 70 |
|-------------------------------------+--------------------------------------|
| FOUND: MagnetBase | SPECIAL ATTACK: Quake |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #4: P. FANGS | ELEMENT: Electric/Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Unlocks last door in | MAX STATS: Level 70 ATK: 60 |
| MagnetBase. | HP: 210 DEF: 60 |
| | SPE: 90 |
|-------------------------------------+--------------------------------------|
| FOUND: MagnetBase (SID) | SPECIAL ATTACK: Shock |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #5: SHARKUN | ELEMENT: Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can see hidden and | MAX STATS: Level 60 ATK: 55 |
| invisible things. | HP: 180 DEF: 85 |
| | SPE: 40 |
|-------------------------------------+--------------------------------------|
| FOUND: ToPlain | SPECIAL ATTACK: Icicle |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #6: TH. LIGER | ELEMENT: Electric/Fire/Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can slow down nearby | MAX STATS: Level 85 ATK: 90 |
| enemies. | HP: 255 DEF: 65 |
| | SPE: 100 |
|-------------------------------------+--------------------------------------|
| FOUND: LiteCave | SPECIAL ATTACK: FireRing |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #7: KAI-MAN | ELEMENT: Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can enter the sea. | MAX STATS: Level 60 ATK: 65 |
| | HP: 180 DEF: 70 |
| | SPE: 45 |
|-------------------------------------+--------------------------------------|
| FOUND: HighMt. | SPECIAL ATTACK: Wave |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #8: TWINDRAG | ELEMENT: Fire |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Bomb power goes up one | MAX STATS: Level 60 ATK: 80 |
| level. | HP: 180 DEF: 60 |
| | SPE: 40 |
|-------------------------------------+--------------------------------------|
| FOUND: HighMt. | SPECIAL ATTACK: DblFire |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #9: P. NUCKLZ | ELEMENT: Electric |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can kick bombs at | MAX STATS: Level 60 ATK: 45 |
| anytime. | HP: 180 DEF: 60 |
| | SPE: 75 |
|-------------------------------------+--------------------------------------|
| FOUND: PrettyBase | SPECIAL ATTACK: Bolt |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #10: P. SEA | ELEMENT: Electric/Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Unlocks last door in | MAX STATS: Level 70 ATK: 40 |
| PrettyBase. | HP: 210 DEF: 90 |
| | SPE: 80 |
|-------------------------------------+--------------------------------------|
| FOUND: PrettyBase (SID) | SPECIAL ATTACK: Storm |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #11: TOUGHGUY | ELEMENT: Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Use A to throw bombs | MAX STATS: Level 60 ATK: 60 |
| anytime. | HP: 180 DEF: 55 |
| | SPE: 65 |
|-------------------------------------+--------------------------------------|
| FOUND: Jetty | SPECIAL ATTACK: Boulder |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #12: P. BEAST | ELEMENT: Electric |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can fly over cliff | MAX STATS: Level 60 ATK: 35 |
| near FairyPalace. | HP: 180 DEF: 55 |
| | SPE: 90 |
|-------------------------------------+--------------------------------------|
| FOUND: Epsilon | SPECIAL ATTACK: Stunball |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #13: PTERADON | ELEMENT: Fire |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Bomb power goes down | MAX STATS: Level 60 ATK: 85 |
| one level. | HP: 180 DEF: 55 |
| | SPE: 40 |
|-------------------------------------+--------------------------------------|
| FOUND: IceValley | SPECIAL ATTACK: FireBow |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #14: DORAKO | ELEMENT: Fire |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Lights up room in | MAX STATS: Level 60 ATK: 70 |
| bases. | HP: 180 DEF: 65 |
| | SPE: 45 |
|-------------------------------------+--------------------------------------|
| FOUND: PlasmaBase | SPECIAL ATTACK: HeatFire |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #15: P. DRAGON | ELEMENT: Electric/Fire |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Unlocks last door in | MAX STATS: Level 70 ATK: 80 |
| PlasmaBase. | HP: 210 DEF: 40 |
| | SPE: 90 |
|-------------------------------------+--------------------------------------|
| FOUND: PlasmaBase (SID) | SPECIAL ATTACK: Squall |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #16: YOUNO | ELEMENT: Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Calms down the | MAX STATS: Level 60 ATK: 60 |
| sandstorm. | HP: 180 DEF: 65 |
| | SPE: 55 |
|-------------------------------------+--------------------------------------|
| FOUND: FairyPalace | SPECIAL ATTACK: Monsoon |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #17: SIBALOON | ELEMENT: Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Use RainbowBridge to | MAX STATS: Level 60 ATK: 60 |
| cross a ditch. | HP: 180 DEF: 80 |
| | SPE: 40 |
|-------------------------------------+--------------------------------------|
| FOUND: Zeta | SPECIAL ATTACK: Bubbles |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #18: P. ANIMAL | ELEMENT: Electric |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Hold B to dash. | MAX STATS: Level 60 ATK: 40 |
| | HP: 180 DEF: 60 |
| | SPE: 80 |
|-------------------------------------+--------------------------------------|
| FOUND: OldBase | SPECIAL ATTACK: Thunder |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #19: UNAGI | ELEMENT: Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Go to alter in Ita for | MAX STATS: Level 60 ATK: 60 |
| rain. | HP: 180 DEF: 75 |
| | SPE: 45 |
|-------------------------------------+--------------------------------------|
| FOUND: Omega | SPECIAL ATTACK: Blizzard |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #20: ELEKONG | ELEMENT: Electric/Earth/Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can pass through | MAX STATS: Level 85 ATK: 75 |
| breakable blocks. | HP: 255 DEF: 80 |
| | SPE: 100 |
|-------------------------------------+--------------------------------------|
| FOUND: Desert | SPECIAL ATTACK: Plasma |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #21: YOUNI | ELEMENT: Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Use Youni to reveal | MAX STATS: Level 60 ATK: 60 |
| access pts. | HP: 180 DEF: 60 |
| | SPE: 60 |
|-------------------------------------+--------------------------------------|
| FOUND: GolemBase | SPECIAL ATTACK: Typhoon |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #22: SEAWING | ELEMENT: Earth/Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Unlocks last door in | MAX STATS: Level 70 ATK: 60 |
| GolemBase. | HP: 210 DEF: 90 |
| | SPE: 60 |
|-------------------------------------+--------------------------------------|
| FOUND: GolemBase (SID) | SPECIAL ATTACK: Whirl |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #23: KAMEKING | ELEMENT: Electric/Fire/Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Unlocks last door in | MAX STATS: Level 85 ATK: 100 |
| Fantasy. | HP: 255 DEF: 65 |
| | SPE: 90 |
|-------------------------------------+--------------------------------------|
| FOUND: T. Forest | SPECIAL ATTACK: Spin |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #24: MARINGON | ELEMENT: Fire/Water |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Set bomb, then set | MAX STATS: Level 70 ATK: 90 |
| linebombs with A. | HP: 210 DEF: 80 |
| | SPE: 40 |
|-------------------------------------+--------------------------------------|
| FOUND: BigOcean | SPECIAL ATTACK: AquaBomb |
'-------------------------------------'--------------------------------------'
-------------------------------------.--------------------------------------.
| #25: FIREKONG | ELEMENT: Fire/Earth |
|-------------------------------------+--------------------------------------|
| DESCRIPTION: Can detonate your | MAX STATS: Level 70 ATK: 90 |
| bombs whenever. | HP: 210 DEF: 60 |
| | SPE: 60 |
|-------------------------------------+--------------------------------------|
| FOUND: ColdSea | SPECIAL ATTACK: HeatDash |
'-------------------------------------'--------------------------------------'
______________________________________________________________________________
==============================================================================
[5] KARABON BATTLE [0500]
==============================================================================
Karabon battles may seem strange at first, but they are essentially just a
game of rock, paper, scissors. Choose your Karabon first to be taken to your
strategy list. Each battle consists of three rounds, and each strategy is a
compilation of the three rounds. Since you can only use Punch, Defend, and
Special in a Karabon battle, each strategy consists of a different order
between the three.
.----------.------------------------. Each round consists of three attacks,
| STRATEGY | ORDER | so you must pick three strategies to
|----------|------------------------| fill the three rounds. To win a
| PnchBlck | Punch, Defend, Special | Karabon battle, you must either KO
| KwikPnch | Punch, Special, Defend | the opponent or simply have more HP
| Dfns 1st | Defend, Punch, Special | then the opponent by the end of the
| Nice End | Defend, Special, Punch | third round. It is possible to get a
| ShowTime | Special, Punch, Defend | tie in which you have the same amount
| Technque | Special, Defend, Punch | of HP as your opponent. If that is
'----------'------------------------' the case, you lose anyways.
A Karabon's element can play a factor as well. .------------.
A Special Attack is based on their element, | DEFEND |
and since some elements have different .-------.-------.-------.-------|
effects on others, Special Attacks | FIRE | WATER | EARTH | ELECT |
are risky in a Karabon battle. .-------|-------|-------|-------|-------|
.---| FIRE | o | o | + | - |
As for damage. A Karabon's ATK | A |-------|-------|-------|-------|-------|
will determine how much damage | T | WATER | + | o | - | o |
they deal. For example, if your | T |-------|-------|-------|-------|-------|
ATK is 20, an unblocked Punch | A | EARTH | o | - | o | + |
will deal 20 damage. Then you | C |-------|-------|-------|-------|-------|
have to take into account if | K | ELECT | - | + | o | + |
the opponent blocked or not. '---'-------'-------'-------|-------'-------|
An opponent's Defense is based | o = Normal |
off of their DEF. Lets say an opponent used Defend when | + = Strong |
you attacked. If your ATK is 20 and the opponent's DEF is | - = No Effect |
10, then you will deal 10 damage instead of 20 (20-10=10). '---------------'
However, if your ATK is 20 and your opponent's DEF is 30,
then you deal no damage (20-30<0).
Now Special Attacks are a little more complicated if you factor in the table
above, which basically means that some elements deal more damage than others,
and some deal none at all. It all depends on the element of your opponent. For
example, lets say you have TwinDrag and use your Special Attack on ToughGuy.
Since TwinDrag is Fire and ToughGuy is Earth, you will deal double the damage
as normal (ATK*2).
Of course, that would only be if your opponent did not block. If they did, it
would be a tad different ([ATK*2]-DEF). Your ATK is still doubled, but you
must subtract your opponent's DEF to get a final product. If your Karabon is
multi-element, you have to take into account each element and their effect on
the opponent's element. Kinda complicated, but you'll get the hang of it.
______________________________________________________________________________
==============================================================================
[6] BOMBS [0600]
==============================================================================
All bombs are made at Bomb Shops, but you must have the required parts. I will
list all of the bombs, the part needed, and its uses.
--- BOMB ---------------------------------------------------------------------
Part Needed: None
- Normal bomb. Set it with A and wait for it to explode.
--- LANDMINE -----------------------------------------------------------------
Part Needed: Sensor
- Enemies won't see this kind of bomb. When placed, it'll resemble a small
gray dot. It will only explode if something walks on it.
--- RC BOMB ------------------------------------------------------------------
Part Needed: Transistor
- Can move bomb while holding A. Probably the best bomb. Hold down A to move
the bomb as you place it. Easy to surprise enemies.
--- AQUA BOMB ----------------------------------------------------------------
Part Needed: RainDrop
- Only works in the water. Yep, that's it. You can only use it in BigOcean,
since other bombs will just fizzle out. Has same qualities of a bomb.
--- HOLD BOMB ----------------------------------------------------------------
Part Needed: Balloon
- Gets stronger the longer it's held. If you place the bomb and then pick it
up with A, a number will appear over your head. The higher the number is,
the bigger the impact will be. Can only go up to five.
--- POWER BOMB ---------------------------------------------------------------
Part Needed: Hammer
- Goes through all breakable blocks. That's the jist of it. The explosion
doesn't stop at a block, so you can destroy multiple blocks in one hit.
______________________________________________________________________________
==============================================================================
[7] ITEMS [0700]
==============================================================================
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Items [0701]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
--- BRONZE COIN --------------------------------------------------------------
Worth 1 G.
--- SILVER COIN --------------------------------------------------------------
Worth 5 G.
--- GOLD COIN ----------------------------------------------------------------
Worth 10 G.
--- SMALL MEDICINE -----------------------------------------------------------
Recover 1 heart.
--- LARGE MEDICINE -----------------------------------------------------------
Recover all hearts.
--- COMIC #1 -----------------------------------------------------------------
Tips on how to defeat MagnetBomber.
--- COMIC #2 -----------------------------------------------------------------
Tips on how to defeat PrettyBomber.
--- COMIC #3 -----------------------------------------------------------------
Tips on how to defeat PlasmaBomber.
--- COMIC #4 -----------------------------------------------------------------
Tips on how to defeat GolemBomber.
--- COMIC #5 -----------------------------------------------------------------
Tips on how to defeat BrainBomber.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Special Items [0702]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
--- CAMERA -------------------------------------------------------------------
Snap pix of Louie with this camera.
--- LOUIE PIC ----------------------------------------------------------------
Photo of Louie. Press A to view.
--- RING ---------------------------------------------------------------------
Return the ring to its owner.
--- FISH HOOK ----------------------------------------------------------------
Return to hook to its owner.
--- DISINFECTANT -------------------------------------------------------------
Karabon medicine. Not for Bomberman.
--- FLOUR --------------------------------------------------------------------
Bring this flour to Ghin.
--- BREAD --------------------------------------------------------------------
Give it to a hungry person.
--- KARABON EGG --------------------------------------------------------------
A Karabon Egg! If I warm it up...
--- ICE FLOWER ---------------------------------------------------------------
Ice flowers! Once petal's been eat'n.
--- STEP COUNTER -------------------------------------------------------------
Step counter, ___ steps left.
--- TERYAKI BEEF -------------------------------------------------------------
Teryaki beef! But I'm already full...
--- RADAR --------------------------------------------------------------------
Detects bosses.
--- YELLOW CRYSTAL -----------------------------------------------------------
Shows map of MagnetBase.
--- RED CRYSTAL --------------------------------------------------------------
Shows map of PrettyBase.
--- GREEN CRYSTAL ------------------------------------------------------------
Shows map of PlasmaBase.
--- BLUE CRYSTAL -------------------------------------------------------------
Shows map of GolemBase.
--- PURPLE CRYSTAL -----------------------------------------------------------
Shows map of Fantasy.
--- MEDAL OF BRAVERY ---------------------------------------------------------
Found after defeating MagnetBomber.
--- MEDAL OF JUSTICE ---------------------------------------------------------
Found after defeating PrettyBomber.
--- MEDAL OF LOVE ------------------------------------------------------------
Found after defeating PlasmaBomber.
--- MEDAL OF FRIENDSHIP ------------------------------------------------------
Found after defeating GolemBomber.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Powerups [0703]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
--- SILVER SHOES -------------------------------------------------------------
Location: MagnetBase
Increases Bomberman's speed.
--- GOLD SHOES ---------------------------------------------------------------
Location: PlasmaBase
Increases Bomberman's speed even more.
--- SILVER ARMOR -------------------------------------------------------------
Location: PrettyBase
Increases Bomberman's defense.
--- GOLD ARMOR ---------------------------------------------------------------
Location: GolemBase
Increases Bomberman's defense even more.
--- FIREUP -------------------------------------------------------------------
Location: MagnetBase, PlasmaBase, Fantasy
Increases bomb power.
--- BOMBUP -------------------------------------------------------------------
Location: PrettyBase, GolemBase
Increases number of bomes you can place.
--- HEART -------------------------------------------------------------------
Location: MagnetBase, L. Forest, Wetwoods, PrettyBase, PlasmaBase, Volcano,
GolemBase
Increases number of hearts.
--- SENSOR -------------------------------------------------------------------
Location: Alpha
Sensor + Bomb = Landmine
--- TRANSISTOR ---------------------------------------------------------------
Location: Coliseum
Transistor + Bomb = RC Bomb
--- RAINDROP -----------------------------------------------------------------
Location: S. Forest
RainDrop + Bomb = Aqua Bomb
--- BALLOON ------------------------------------------------------------------
Location: FairyPalace
Balloon + Bomb = Hold Bomb
--- HAMMER -------------------------------------------------------------------
Location: Theta
Hammer + Bomb = Power Bomb
______________________________________________________________________________
==============================================================================
[8] BESTIARY [0800]
==============================================================================
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Enemies [0801]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Here is a list of all enemies, in order of appearance. Enemies that have "Low"
health can be destroyed with one bomb explosion, and ones with "High" health
need to be hit twice.
--- BALLOON ------------------------------------------------------------------
Health: Low
Not to be confused with the item you find later in the game, Baloons will just
float around and mind their own business. Since they don't have arms or legs,
you can tell that they aren't much of a threat.
--- GEL ----------------------------------------------------------------------
Health: Low
Gels are found all throughout the game and come in a wide variety of colors.
However, they are all pathetically weak. Gels will squish and slide all over
the place and they occasionally stop, allowing you to bomb them.
--- TRENT --------------------------------------------------------------------
Health: Low
Trents are disguised as trees, but their sneaky plan isn't always fullproof.
They are easy distinguised from normal flora due to their habit of shaking.
Approach a Trent to scare it out of hiding, where they will begin to scurry
around. After they are spotted, lay a bomb in hopes of hitting one.
--- SPINNING BLOSSOM ---------------------------------------------------------
Health: Low
Spinning Blossoms always come in groups of three and are almost always found
spinning. Hitting one of the three is not that difficult, but wait for them to
stop to lay out your attack. Other than spinning, they have no attacks.
--- DANCING BOT --------------------------------------------------------------
Health: Low
Dancing Bots are found in nearly every base and do just what their name
implies. They will slowly walk around most of the time, but sometimes they'll
stop moving and bust a move.
--- ZOMBIE -------------------------------------------------------------------
Health: High
Like typical Zombies, these enemies will rise from the ground and try to feast
on human flesh. When you walk towards a Zombie's location, they'll pop up and
slowly walk around. Their main weakness is their lack of speed.
--- LASER TOTEM --------------------------------------------------------------
Health: N/A
Laser Totems cannot be destroyed. They are situated in a specific spot and
cannot move. They will fire lasers at your location, so all you can do is
avoid their attacks and leave them be.
--- HEDGEHOG -----------------------------------------------------------------
Health: High
These Hedgehogs aren't as fast as that blue one (forget his name, lol), but
they are fairly quick. They like to bounce up and down and roll after anyone
they see as a threat. If a Hedgehog spot Bomberman, they will curl into a
spiny ball and roll towards you.
--- GULPER -------------------------------------------------------------------
Health: Low
Gulpers are small snakes that don't look like much, but they are big pests. If
they spot a bomb on the ground, they'll slither over and eat the entire thing.
They can only eat one bomb at a time, so while they are still digesting the
first one, surprise them with another bomb.
--- SPEAR PIG ----------------------------------------------------------------
Health: Low
These purple-clad pigs wield large pikes and can jab you from a distance. You
really need to keep your distance from Spear Pigs and try to flank them. Avoid
facing them and try to place bombs on their side or back.
--- HORNED FROG --------------------------------------------------------------
Health: Low
Horned Frogs love to hop around, just like any frog would. They can easily hop
over bombs and explosions and rarely take a breather. However, when they do
stop and rest for several seconds, make sure to plant a bomb nearby to
take 'em out before they start on another hopping craze.
--- OCTOPUS ------------------------------------------------------------------
Health: N/A
Like Zoras in The Legend of Zelda, Octopi will pop out from underwater, fire a
rock at you, then submerge again. You cannot attack them from dry land, so all
you can do is avoid the projectiles.
--- KING CRAB ----------------------------------------------------------------
Health: Low
King Crabs are not only big, but they are very fast. They also like to jump
around like the Horned Frogs, but not nearly as much. When they finally manage
to stop moving around, blast them.
--- MERMAN -------------------------------------------------------------------
Health: Low
Mermen will walk around the ocean floor and throw their seemingly unlimited
amount of spears at their prey. Due to their long-range attack, try to get
around to their back and attack with bombs. Either dodge the spears or block
them with Ceedrun.
--- FLAME GEL ----------------------------------------------------------------
Health: Low
Flame Gels are exactly like Gels, so I'm not really sure why I categorized
them differently. Flame Gels will slide around the area and occasionally pause
to spit their ball of fire up in the air.
--- ELECTRIC JELLYFISH -------------------------------------------------------
Health: Low
Electric Jellyfish are slow moving creatures and will electrify themselves
every once and a while. Their electricity can hit you from a distance, but you
can still hurt them when they are shocked.
--- UNDEAD MAGE --------------------------------------------------------------
Health: High
Undead Mages look just like your everyday skeleton, but they will use some
sort of magical powers to teleport all over the place. When you see puffs of
air jut out from them, that means they are about to teleport. Quickly bomb the
Undead Mages before they have a chance to move again.
--- DRILL SQUID --------------------------------------------------------------
Health: Low
Drill Squids have large drills on their head and will use it to burrow under
the ground. The good news is that they don't use the drill to attack you, but
the bad news is that you cannot hurt them when they're underground. Follow the
Drill Squid as the patrol underground, then bomb them as they resurface.
--- YETI ---------------------------------------------------------------------
Health: Low
Judging by their size, I expected Yetis to be more durable. They will slowly
walk around and throw snowballs when spotted. The snowballs are easy to dodge,
and the Yetis are so big and slow that they aren't too hard to hit.
--- HOODLUM ------------------------------------------------------------------
Health: Low
Hoodlums are small creatures that wear green cloaks. They are very quick and
can attack you from a distance with their flail. They have the unique ability
to jump over explosions, making them difficult to kill. Try to surprise them
with RC Bombs.
--- WALRUS -------------------------------------------------------------------
Health: Low
Walruses will slide across the icy floor, making it somewhat difficult to hit
them with a bomb. On top of that, they will pick up any bomb they see and
throw it away (usually near you). Try to trap them by putting two bombs next
to each other.
--- ICICLE MONSTER -----------------------------------------------------------
Health: High
Icicle Monsters will burrow in the ground and pop up when spotted. When they
make their presense known, bomb them as they awkwardly stare at you. After
hitting them once, the Icicle Monster will split into three smaller replicas.
These lil' guys will spin around and ricochet off of anything they hit.
--- PHANTOM ------------------------------------------------------------------
Health: High
They may be strong, but Phantoms don't do much at all. They are big and float
around, but are very easy to hit. The only main concern you should have for
them is that they can float through walls and blocks.
--- ARCHER -------------------------------------------------------------------
Health: High
Archers may be tiny, but they can pack a punch. These little knights can shoot
arrows at you with their trusty crossbows. Stay away from them and either toss
bombs or use RC Bombs to attack from a distance.
--- CARD KNIGHT --------------------------------------------------------------
Health: High
Card Knights are pretty annoying enemies. These paper-thin foes can carry
bombs on their back if one lands nearby. The bomb cannot detonate while it
rides the knight, so either attack it with a second bomb or wait for the Card
Knight to toss the bomb off of its back.
--- IMP ----------------------------------------------------------------------
Health: Low
Imps will fly in the air, allowing them to safely avoid any bomb explosion.
The only time you will be able to attack them is the small opening when they
stab the ground with their spear.
--- BAT-MAN ------------------------------------------------------------------
Health: Low
Bat-Men love to dash across the floor like a maniac, but they also love to fly
in the air. They will shoot out energy pellets when they begin their flight,
so avoid it and attack once they land.
--- EVIL ROCK ----------------------------------------------------------------
Health: Low
Evil Rocks do a good job at impersonating gray rocks, so there isn't really
any way to spot them until they surprise you. When they glow and start to run
around, bomb them before they revert back to their clever disguise.
--- SAND WORM ----------------------------------------------------------------
Health: Low
Sand Worms are only found in the desert and stay underground for the most
part. When they want to attack, they rise from the ground and create a small
pool of quicksand (with the worm in the center). The quicksand will slowly
draw you towards them, so avoid the quicksand. Sand Worms will also fire
energy blasts at you. Destroy them before they can hide in the sand again.
--- FLAME BALL ---------------------------------------------------------------
Health: N/A
Similar to the Octopus in earlier levels, Flame Balls will jump out of lava
pools and spit fireballs at you before falling back into the lava. Since you
cannot go into the lava or target them from dry land, all you can do is avoid
their attacks.
--- PHARAOH ------------------------------------------------------------------
Health: Low
One of the rarest enemies, you only encounter Pharaohs at the base of the
Volcano. There are only two or three of them, too. They are still fairly
dangerous. Pharaohs will shoot long streams of fire out of their mouth. It can
cover a lot of ground, so stay away from their face.
--- FLAME JET ----------------------------------------------------------------
Health: N/A
Flame Jets cannot be destroyed and are only found in bases. Flame Jets blink
once they are about to turn on. When they turn on, long streams of fire will
shoot out of the Flame Jets. Avoid them when they are turned off.
--- MUMMY --------------------------------------------------------------------
Health: High
Mummies don't really do much other than walk around aimlessly. That makes it
easy to attack them, since the only way they can hurt you is if you walk into
one. Then again, they are mummies. They are just slow-moving dead guys.
--- MUD HAND -----------------------------------------------------------------
Health: High
Despite being nothing more than a hand sticking out of the ground, Mud Hands
are very annoying. Not only are they durable, but Mud Hands will pick up and
throw any bomb they see back at you. Their one weakness is their speed, since
hands composed entirely of mud cannot be that fast.
--- GOLD SPIDER --------------------------------------------------------------
Health: High
I hate spiders, and these guys aren't an exception. Gold Spiders will fire
sticky webbing out of their backside if you're spotted. The web can travel a
long distance and expands once it connects with a wall, so it is a deadly
attack.
--- STORM CLOUD --------------------------------------------------------------
Health: High
Sporting an evil grin, Storm Clouds hop all over the place and tend to jump
over blocks and other obstacles. After hitting one with a bomb, they will
split into two smaller clouds. Attack both of these to finish it off.
--- BOMBER ZOMBIE ------------------------------------------------------------
Health: Low
Bomber Zombies are only encountered during the boss fight against GolemBomber.
They don't do anything other than walk around, but after you kill one, they
will enter a ship and fire bombs at you while flying around the perimeter of
the stage. You cannot attack Bomber Zombies once they enter their ship, so you
will have to wait for GolemBomber to kill them on his own (which he'll do).
--- SOLDIER BOT --------------------------------------------------------------
Health: Low
Soldier Bots are almost identical to Dancing Bots, but these guys have picked
up a new hobby. Instead of dancing like a loony, Soldier Bots carry around
guns. For whatever reason, they choose to attack you with the butt of the gun
instead of shooting you.
--- YELLOW CONE --------------------------------------------------------------
Health: Low
Yellow Cones like to bounce up and down on their head, so they aren't much of
a threat. Make sure to destroy the holes that dispenses the Yellow Cones,
since they shoot out an unlimited amount of these baddies.
--- BUZZSAW ------------------------------------------------------------------
Health: N/A
You cannot hurt Buzzsaws, and any bomb they touch will explode instantly. They
follow a set path and move back and forth across it. Since you cannot hurt
Buzzsaws, just avoid them. Equipping Th. Liger makes this an easy task.
--- KNIGHT STATUE ------------------------------------------------------------
Health: N/A
Knight Statues do not move (they're statues, duh) and will fire energy balls
at you. Similar to the Laser Totems, you cannot do anything other than avoid
their projectile attacks.
--- REAPER -------------------------------------------------------------------
Health: Low
Reapers carry around an unlimited amount of scythes and enjoy chucking them at
you. These guys also float in the air, so wait for them to land before setting
down your bombs.
--- ASSEMBLY BOT -------------------------------------------------------------
Health: Low
Assembly Bots seem like hard workers, but unfortunately, they are out to get
you. If they spot a bomb, they'll run over and throw it away. Either use an RC
Bomb to surprise them or plant two bombs next to each other to kill the robot.
--- BLOCK BOT ----------------------------------------------------------------
Health: High
Block Bots resemble the blocks found in Fantasy, and as a result, they are
nearly impossible to tell apart from normal blocks. The only thing you can
look out for are patterns in the block layout. Block Bots usually hide away
from other blocks or mess up the layout of the room. Once spotted, they will
slowly walk around before hiding again.
--- ROLLERPILLAR -------------------------------------------------------------
Health: High
These crazy bugs will squiggle all over the place and roll into anything they
want. However, you are one of its main targets. Avoid the Rollerpillar's ball
form and blast it twice with bombs to destroy it.
--- GLUTTON ------------------------------------------------------------------
Health: High
Resembling jumping rocks, a Gluttons' diet is mostly composed entirely of
bombs. When you plant one, it'll dash towards the bomb and eat it. It has a
big appetite and will eat multiple bombs one after the other, so be quick when
attacking it.
--- CRAZY BOMB ---------------------------------------------------------------
Health: High
Even though I decided to call these guys Crazy Bombs, they aren't that crazy.
They like to bounce and hop around, but they aren't too special. One thing you
should watch out for is when they detonate. If you see one flash red, it will
explode and lose some of its health.
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
Bosses [0802]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
.---------------------------------------------------------------------------.
| BOSS: MagnetBomber |
|---------------------------------------------------------------------------|
| MagnetBomber will slowly slither around the arena and spit out long |
| streaks of fire. When you see him stop in his tracks avoid the direction |
| he is facing to avoid the flame jets. The main goal is to utilize the |
| boss's lack of speed when trying to bomb his head. You can use two of |
| your bombs at a time, so make sure to do so. Similar to a Dodongo (omg |
| diz gaem is such a zelda ripoff), MagnetBomber will swallow a bomb if he |
| spots one. Though, unlike a Dodongo, swallowing a bomb won't damage it. |
| |
| Once you bomb MagnetBomber's dragon head, it will detach from its body. |
| Avoid the segments, because they will explode shortly after. Now you have |
| to try and attack the head to damage it. However, MagnetBomber's head |
| moves faster alone. After damaging him, he will regrow his body again. |
| Repeat this process a total of four times to send MagnetBomber packing. |
'---------------------------------------------------------------------------'
.---------------------------------------------------------------------------.
| BOSS: PrettyBomber |
|---------------------------------------------------------------------------|
| For a gigantic octopus, PrettyBomber is fairly quick. She will slide |
| around and shoot out purple energy balls at you. Avoid them and randomly |
| plant bombs around the arena in hopes that she runs into an explosion. |
| Since you don't have anyone equipped yet, you can equip TwinDrag if you |
| wish. Doing so will increase your power and make your explosions bigger. |
| This can either help you or hurt you. |
| |
| If PrettyBomber gets hit by a bomb, she will morph into a giant ball of |
| jelly. As this jelly form, she can shoot two balls of jelly vertically or |
| horizontally. She will cave in after firing two jelly balls. Target the |
| caved-in sides of PrettyBomber with your RC Bomb to target the core. When |
| the core is hit, she'll explode into tiny Gels. They cannot be hurt, so |
| just avoid them as they scurry around. Eventually, PrettyBomber reforms |
| into her octopus form. Now it's just up to you to repeat the strategy. |
| Blast PrettyBomber's core four times to defeat her. |
'---------------------------------------------------------------------------'
.---------------------------------------------------------------------------.
| BOSS: PlasmaBomber |
|---------------------------------------------------------------------------|
| PlasmaBomber mutates into a large harpy and flies throughout the arena. |
| He will fire groups of feathers, so your best bet is to hide between them |
| as they go your way. When PlasmaBomber lands on the ground, control an RC |
| Bomb towards him. As it explodes, he'll shriek and fly in the air. He'll |
| then drop several eggs on the ground and explode shortly after. On top of |
| that, PlasmaBomber creates a gust of wind that pushes the eggs downward. |
| |
| If you manage to avoid all of the explosive eggs, PlasmaBomber will fly |
| back up in the air. Not much changes during the battle. PlasmaBomber will |
| fire more sets of feathers, but that's really it. Hit him a total of four |
| times to kill him and win the fight. |
'---------------------------------------------------------------------------'
.---------------------------------------------------------------------------.
| BOSS: GolemBomber |
|---------------------------------------------------------------------------|
| GolemBomber doesn't really transform into a giant monster, he looks just |
| like his ol' self aside from his new cape. In fact, this battle has a new |
| pattern and it totally unlike the previous bosses. If you have played the |
| multiplayer mode in any Bomberman game, then you will be familiar with |
| GolemBomber's battle plans. |
| |
| Aside from shooting fireballs, GolemBomber will call upon four Bomber |
| Zombies onto the playing field. They will only walk around and do not |
| attack other than walking into you. If you bomb a Bomber Zombie, they'll |
| be killed and ride around the perimeter of the arena in a ship. Just like |
| multiplayer mode. When they ride around in their ships, they will shoot |
| bombs down on the room. You cannot target them, so wait for GolemBomber |
| to destroy them. When GolemBomber moves his cape and fire lightning bolts |
| out of his hands, any remaining Bomber Zombie will explode. |
| |
| While you are dealing with the Bomber Zombies, GolemBomber will either |
| shoot fireballs at you or detonate the zombies. GolemBomber is of course, |
| your main priority, but always try to clear the room of Bomber Zombies |
| before trying to target the big cheese himself. A funny note: the bombs |
| shot from the defeated Bomber Zombies can also hurt GolemBomber, so they |
| will help you out. Hit GolemBomber 11 times with your bombs to win. |
'---------------------------------------------------------------------------'
.---------------------------------------------------------------------------.
| BOSS: Max |
|---------------------------------------------------------------------------|
| Switch to your RC Bombs if you don't have them on and equip FireKong. The |
| ultimate combination. Max is very fast and will lay bombs around the room |
| just like you. As you've noticed, this room is much, much smaller than |
| the previous boss rooms. He is very smart in terms of being safe, so just |
| stalk him with one RC Bomb and detonate it with B once it comes near him. |
| This battle isn't very tough if you play it safe. Hit Max five times with |
| your bombs to end the fight. |
'---------------------------------------------------------------------------'
.---------------------------------------------------------------------------.
| BOSS: BrainBomber |
|---------------------------------------------------------------------------|
| Lucky for you, BrainBomber doesn't use the giant robot in the background |
| during this boss fight. BrainBomber will drop three Water Bombs on the |
| ground at a time. These bombs can bounce around like rain droplets. They |
| usually form a line, so they're rather easy to avoid. After, he will fly |
| in the air and ready his next attack. Avoid the target reticules on the |
| ground. When they stop, BrainBomber will fire bolts of lightning at the |
| intented location. The lightning also spreads in a cross-like direction, |
| so it basically has the same effects of a bomb. |
| |
| After using lightning attacks a certain number of times, BrainBomber will |
| drop to the ground and scamper back and forth. Use RC Bombs with FireKong |
| equipped to attack him. You'll probably only get to hit him twice before |
| he uses his Water Bombs again. These are the only attacks BrainBomber has |
| during the entire fight. The only difference is that BrainBomber uses his |
| lightning attack more and more before he lands on the ground. As a final |
| boss battle, this is not that difficult. You must hit BrainBomber 13 |
| times to win the battle. Remember, Max will try and help out too. |
'---------------------------------------------------------------------------'
______________________________________________________________________________
==============================================================================
[9] THANKS/CREDITS [0900]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
------------------------------------------------------------------------------
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This document is copyright (c) DomZ Ninja 2008-2013.
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http://faqs.ign.com
* Super Cheats -
http://www.supercheats.com
* Neoseeker -
http://www.neoseeker.com
* HonestGamers -
http://www.honestgamers.com
The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
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If you have any questions, comments, or anything that you would like to add to
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"The fox, the fox lied, eyes under my prize"
- Nada Surf
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END OF DOCUMENT