Boss Guide
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Boss Guide
Updated 8 years ago by footbigmike

[section=Introduction] This is a Boss Guide. This guide will teach you about how the bosses in Bomberman 64 work. It will also teach you how to beat them like a boss. Boss Guide.

This guide will assume that you have knowledge of general movement mechanics and bomb manipulation. For the 120 Cards/100% strategies, I will assume that you have 2 radius upgrades and enough bombs to spare.

One thing that should be stressed despite how obvious it is, is that these bosses require practise. Partly to ensure that you can go fast, but partly to make sure that you are prepared for the different patterns and variances that occur in each fight. Change the "I have never seen that happen before" factor to "This rarely occurs, but because I practised, I know what to do." Go. Go now. Practise. [section=Green Garden - Sirius] [big]Any% (Normal/Hard)[/big]

The most important thing to note in the Sirius fight is that if you do not move at the beginning of the fight, Sirius will also stay still. He will slightly twitch at the very beginning of the fight, but until you make a movement or kick a bomb, he will do nothing. In general, unless there is a bomb in play on the field, or you are moving, Sirius will not take any action.

Take advantage of this by picking a bomb up, and throwing it max distance without making any significant movement. To throw the bomb in this way, press B and hold forward on the analog stick simultaneously. Continue holding forward and mash B to pick up Sirius. He will escape just as you pick him up, and bounce on the bomb to his death. If he catches the bomb that you threw, this means that you moved too far forward before throwing the bomb. If you react quickly enough, you can stand right in front of him and kick a bomb to stun him. From here, hold forward and mash B to pick him up. He will escape into the water.

After you have thrown Sirius off the edge, mash A and B to confirm the textbox after this fight. A perfect fight should be under 500 on the counter.

There is no difference in this fight between Normal and Hard mode.

any% video:

[big]120 Cards/100%[/big]

Card Requirements:

  • Defeat Sirius in the required time (20000)
  • Deal 1 point of damage to Sirius.
  • Bounce a pumped-up bomb on Sirius' head.
  • Hit Sirius with the explosion of a pumped-up bomb.
  • Defeat Sirius without throwing him off the edge.

As in the any% strategy, you do not want to move at the start of this fight. Pick up a bomb, and pump it up. Again, throw the bomb without moving by pressing B and holding forward on the analog stick simultaneously. You will now want to watch the movement of the gold card that rises from Sirius. As the top tip of the gold card passes through the top of the pumped up bomb behind it, mash A to plant and kick a bomb. The bomb will stun Sirius as he wakes up, and the pumped up bomb will then explode, hitting Sirius

If the pumped up bomb does not hit Sirius, you can recover by placing a good distance between yourself and Sirius, and throwing a pumped up bomb between him and yourself. You do not want to stun him with this bomb, so ensure that there is enough space that this does not happen. After you have thrown the bomb, move directly away from the bomb and Sirius. Sirius will move towards you, and be caught in the bomb's explosion.

You now only require 2 or 3 hits (for 120 Cards and 100% respectively. The best known strategy for this is to stand diagonally from Sirius - standing in the bottom-left quadrant of the arena seems to work best. Turn to face Sirius' general direction, and place a bomb. Wait briefly, and time the kick so that the bomb explodes as it reaches Sirius.

If you mistimed the kick and the bomb hits and stuns Sirius, he can wake up as the bomb explodes, taking no damage due to invincibility. The alternative - stopping the bomb with R just before it hits him - can allow the bomb to hit successfully, however it also gives him the opportunity to kick it back and potentially hit you. Eventually, you will be able to time the bomb kicks perfectly and this will not become an issue.

Between each bomb kick, move slightly away from Sirius to compensate for the distance that he closes in on you. This movement doesn't have to be significant, but enough to maintain a relatively constant distance between you and him.

If Sirius moves away from you and the bomb that you kick at him, chase him down by moving on a parallel line - you always want to be as close to diagonal as possible, so that he moves towards you and the bombs that you kick. If you are on the same horizontal or vertical axis as Sirius, he will start kicking bombs at you. This is not wanted, so stay on the "diagonal" axis.

For this fight, you do not want to get close to Sirius. He will start kicking bombs at you like crazy, and it is nearly impossible to mount any kind of offense in this situation. Stay back, and pick him off with well timed bomb kicks.

120 Cards video: 100% video:

[section=Blue Resort - Artemis]

Any% (Normal/Hard)

In runs, Artemis should always be fought after Green Garden has been completed. Because of this, the pattern that she moves in will be consistent - she will always move down towards the bottom of the screen at the start of the fight. If you start a new file and play through Blue Resort first, she will have much more random movement.

Strategy 1

As Artemis is already running towards the bottom ledge at the start of the fight, you will want to move out of the way. Hold left until you are on the lines between the tiles on the ground. Flick the control stick so that Bomberman is facing down-right, and wait briefly (note: briefly enough that it is not instantly, but not that much later) for Artemis to pass you, and then mash A to kick a bomb into Artemis and stun her. Run around the bomb and pick up Artemis, and ensure that you are holding down. When she escapes, she will fall into the water. Regardless of where Artemis is knocked by the bomb you kick, if you can position yourself correctly and face down, she will always fall into the water.

If you fail this strategy and die, you will start the fight at the very bottom of the arena. If this happens, it is possible to use the exact same strategy as above, however instead of holding left as the fight begins, hold up-left until you reach a similar vantage point.

any% video:

Strategy 2 There is an alternative strategy for this fight, which is about 1/3 of a second faster, but a little more difficult. At the start of the fight, measure the distance between Bomberman and the edge behind him. When the fight starts, run half this distance, turn around, hold up and double tap A to kick a bomb at Artemis, stunning her. You now need to hold forward and mash B to pick up Artemis, and then hold down and mash B to throw her (Note: Although the timing is tight on this, you want to make sure you are facing down before throwing Artemis, or you run the risk of throwing her diagonally to the side.)

Even if you do not get the throw off in time, Artemis will escape from your hands and, depending on your position, fall in the water regardless. A more detailed explanation of this method will come shortly.

any% video:

[big]120 Cards/100%[/big]

Card Requirements:

  • Defeat Artemis in the required time (20000)
  • Stun Artemis during her special attack.
  • Bounce a pumped-up bomb on Artemis' head.
  • Hit Artemis with the explosion of a pumped-up bomb.
  • Defeat Artemis without throwing her off the edge.

Artemis likes to move around a lot, so if you are in a fight that doesn't involve throwing her off the edge, things can get hectic. It can be very difficult to pin her down and get all the cards. Fortunately, you can move in a specific way at the beginning of the fight which will lock her in a favourable pattern and allow you to get all gold cards relatively easily.

Step 1:

Begin the fight as you would for the slightly slower strategy in any%. Hold left at the start of the fight, and then kick a bomb down-right to stun her. Once she is stunned, surround the bottom opening of the stage with bombs, preventing Artemis from escaping, guaranteeing you the first hit. Lay the bombs from left to right, and then move a safe distance away and stay on the bottom-right section of the stage. At this point, you want to pick up and pump up a bomb in preparation for Step 2. Artemis may be able to kick a bomb out and create an opening to escape, but the bombs will explode in a chain and always deal damage to her.

Step 2:

Artemis will begin moving to the left half of the arena, and use her special attack. As soon as she rises up, move so that you are on the same horizontal axis as her, and use a weak throw (i.e, not holding the control stick in any direction). You also ideally want to hit the closer half of Artemis' hitbox in order for the bomb to land as close behind her as possible. When she is hit, she will fall directly downwards. Run up to Artemis and pick her up, ensuring that you are still facing the bomb that you threw, and make no further movements. Artemis will escape from your hands, bounce on the bomb, and then will be caught in the explosion of the big bomb. You now want to position yourself directly below the path Artemis is about to take, which will be along this axis: http://i.imgur.com/hQORmLC.gif

Step 3:

Artemis will now run to the top of the arena along this path, potentially stopping to Special Attack along the way. Kick the bomb you have planted after her. If you kick the bomb too soon after planting it, and too close to Artemis, she will have the ability to wake up before the bomb explodes, and avoid taking damage. Time the kick so that the bomb will be close enough to Artemis when it explodes, that even if she is stunned by the bomb, she will still take damage.

If Artemis rises up for a special attack while running, stop your bomb with R directly underneath her. The radius of the explosion will be able to hit her even in the air. Ensure that you are safe from the flechettes that she throws at you by moving towards or away from her. Try not to deviate from the line that she is on.

With either of these two scenarios, Artemis should continue up on this axis after taking damage. If you are playing 120 Cards, this will be enough to kill, but 100% will require an extra hit. You will be able to use the same strategy to take another point of damage from her as she reaches the top of the arena.

120 Cards Video:

100% Video:

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