************************************************************************** K I R B Y S U P E R S T A R U L T R A T R U E A R E N A ************************************************************************** Version 0.85 By Adam "ConeZoneCBE" Villarreal Email: conetothezone@hotmail.com Date Started: October 2, 2008 ************************************************************************** -===Table of Contents===- 1. Introduction 2. Description of the True Arena 3. Basic Strategies 4. Abilities 5. Bosses 6. Frequently Asked Questions (FAQ) 7. Conclusion 8. Credits 9. Legal Stuff ========================================================================== 1. -===Introduction===- Hello, and welcome to my first ever FAQ. My name is Adam Villarreal and I've been gaming for over a decade and over that time I have read many FAQs and I've always admired the authors that put in so much time and effort to help out people in need. I'm going to try my hand out and make a guide for anyone that needs help with the game. I played the original Kirby Super Star recently and bought Kirby Super Star Ultra soon after and it's an amazing game. I'm an avid gamer and this is my way to give back to the community that has helped me whenever I was in need or stuck in a video game. I hope you all enjoy it and hopefully learn something that will help you out in your struggles. ========================================================================== 2. -===The True Arena (description)===- The True Arena is a new mode that was added in Kirby Super Star Ultra. This mode can only be unlocked after you beaten The Arena, Revenge of The King, Meta Knightmare Ultra, and Helper to Hero. The True Arena is a boss rush mode of all the bosses in Revenge of the King, Helper to Hero, and Meta Knightmare Ultra Mode. The goal of the True Arena is to beat 10 different bosses in one sitting, however, you do get a break and can get new abilities or replenish your health with a tomato after the defeat of each boss. The True Arena is rated with a 7 star difficulty, being considered to be the most challenging mode in the game. This mode truly is hard and you will not beat it the first time. It takes many tries and a lot of practice to beat this mode. The bosses are all intelligent and take a lot of hits to take down, and instead of getting a Maxim tomato you only get a normal tomato which only heal a 1/6 of your health. You only get five of these tomatos. Still interested in attempting to beat this mode? Read on for some tips on how to successfully complete this mode. ========================================================================== 3. -===Basic Strategies===- Alright if you want to survive this madness then you must listen to the following tips. You must be serious and dedicated if you want to be this, I mean you need your own Rocky montage and some serious training if you hope to reign victorious over this mode. Here are the bare bone basic tips to beating this mode: Beat the game. Trust me on this, if you want to be successful in this mode then you must know every in and out of this game. You must know how to properly utilize each power, how each boss attack, and learn the physics of the game. Practice and experience is the key to beating this mode. Guard/block constantly. Until you get to the later bosses, you should always being guarding constantly from enemy attacks. To guard just press L or R and Kirby will brace himself and absorb most, if not, all the attack and not take any damage. Sometimes the bosses will have attacks that can break your shield so learn which moves those are and dodge them instead of guarding. Run away constantly. I know this seems like a counter productive piece of advice but in this mode your health is crucial. You cannot afford to make dumb little mistakes, you must preserve your health even if that means you can't attack. Take a shot/stab/punch/etc at an enemy and run away and try again. You don't ever want to be in a situation where you're hurting an enemy and the enemy suddenly attacks while you're less than 3 inches away from it and take a missle in the face. Learn when to attack and when to run away. Have a basic understanding of all the abilities in the game. Now, I encourage people to also enjoy themselves when playing through this mode so please experiment with all the different abilities. Do you like rock or mirror? Do you enjoy using Jet or ice? Learn everything about the ability you're going to use so you can use it to its fullest extent. There are a lot of shortcuts and helpful moves you can use to make this mode a lot easier. Helpers aren't mandatory. If you don't have a helper with you when you go to fight a boss don't sweat it. This mode can be beaten easily even without a helper so it's not mandatory. I say this because most of the abilities you will be able to run into are sleep and something else not helpful. It's better to have a good ability and be by yourself then it is to have a medicore/bad ability and have a helper. Use a helper only if it won't cripple you or force you to get rid of a useful ability. A contribution that was sent in to me by neildrawoh. Thanks again! "I'd just like to point out two things that you can add that might help in the True Arena. First thing is about helpers. If I find an ability trophy in the rest area that I think would be useful, I turn my current (better) ability into a helper and take the trophy. Then, during the boss battle, the helper helps me deal damage. If the helper loses all its health, I quickly toss my ability away from the helper, turn the helper into an item, then take that ability back. This helps to keep ability options available to you. And, if the helper survives, you now have 3 abilities to choose from in the rest area. I'd just like to point out two things that you can add that might help in the True Arena. Second is about Masked DeDeDe. The most important factor about him is that he still flinches when you hit him, just like his unmasked counterpart. By learning the timing, I can easily defeat him without taking a hit. Just smack, watch his eyes bulge, then smack again. Usually he can't execute any attack except his spinning hammer, in which case just float over him until he dizzies himself." Another contribution by Zack L. "Okay, so I was reading your guide and everything, and I noticed one ability that was a MAJOR asset to me beating true arena. The run attack. Nearly all the abilities Kirby can use make him invincible when he does his run attack!!! For example the hammer? Yeah, ever notice that when you're shot at and you're spinning around like a flippin mental patient and you don't get hurt? I'm not saying be entirely dependent on this to avoid all damage, but like for Lololo/Lalala, i personally feel you over-rated them for all you have to do is wait at the bottom with hammer or even flame, and when they pop up, do the run attack, even if it's that lil spikey-ball guy thing, you'll just go thru him and not get hurt. Honestly, it just takes practice depending on the ability your using, personally I feel the Hammer's run attack works best for me, I've mastered the timing to near milli-seconds and can get up to galactica knight before using my first tomato. But once again, I'm not saying depend on this, but I would like to see this over-looked aspect added." Tip sent from Jordan Kronyk. "If you enter the battle with a Helper, the boss(es) have more health. This is most easily seen when battling the computer virus first by yourself then with a helper (or vice versa). I just thought I'd let you know for your guide, as it may be one of the reasons why people can't beat it. Oh, and (in my opinion) Rock is the second best ability, as you are 100% invincible to all and any attacks. The only reason why it's second (or lower depending on the other abilities) is because you get hurt if you become Kirby again when an enemy's right on top of you, so it takes time and patience, about 20 minutes :(." ========================================================================== 4. -===Abilities===- I will tell you up front that not all the abilities/powers in this game are equal. Some like rock are much, much better than fire. Please keep this in mind. Below I will list all the powers you can get, the rating based on its effectiveness against the bosses, and what the best strategy with the ability would be. I won't list the moves you can do with the abilities as I assume you know them all at this point in the game. I'll cut to the chase and say that if you want to beat the True Arena as easily as possible then use either the jet, plasma, stone, hammer, or yo-yo ability. -BEAM- Description: Kirby gets to use a variety of long range projectile attacks most of which are fairly weak. One of my personal favorites. Rating: 6/10. Very weak against the bosses; not a lot of uses. The moves are weak and have a long charge up time. Strategy: This move doesn't have a lot of uses against the bosses, it's slow and weak. The dash attack will end up hurting you more often then not and the default B move is very weak even though it can attack with multiple hits. The best tactic is to stay away from the bosses and charge up your beam, then when they are far away enough unleash it at them. Keep repeating, it's the most effective move with this ability. -SWORD- Description: Kirby gets a Link like hat and a sword (obviously.) Kirby can slice and dice enemies and do a sword beam. Rating: 7/10. Fairly decent it does have it's pros but can be really tough to utilize and excel with. Strategy: This is probably the most basic of Kirby moves and it's not bad at that. The sword beam can only be used at full health but is extremely useful as you can camp back and fire the beams. The downward thrust of the sword is a mixed bag but it's good to use if you're in the air and you're sure you won't be damaged when forcing yourself down with the sword as you'll bounce back from the enemy most of the time. The dashing move is pretty good as it has some invincibilty frames but be careful with this as you'll quite often slice into the enemy and then take damage when the frames are over. The running dash attack is very weak but useful to use when you're running away from an enemy. Best thing to do with sword is to use sword beam until you get hit. Simply slice, move to the opposite direction, then face your opponent and slice again. Rinse and repeat. The regular slash is strong but the following attacks with the sword being stabbed mutliple times are very weak. -FIGHTER- Description: Kirby gets a headband and can attack by using a variety of kicks and punches. Rating: 7/10. Fairly decent, I may be biased since I despise this ability, but I can't find it all that effective. Strategy: This ability has never appealed to me as I think it's boring and not very effective. You can do different moves depending on if you're simply tapping the B button or holding it. The rising break move is very bad against bosses as you'll end up being hurt most of the time. The Smash Punch is an awesome move and a long range attack so you can camp back. I find the rest of the moves ineffective and annoying to pull off. Spin Kick and Leg Sweep are medicore while the Down Kick and Double Kick are bad moves and don't seem useful. If there is a secret tip with these move then please let me know. The best strategy is to sit back and attack with the Smash Punch using Leg Sweep when needed. Here's a tip that came in through email from a Matthew Cobham. Thanks to Matt for this great tip! "Hey, I read your guide and saw that you'd marked fighter down and not suggested using it, but I managed to beat true arena with only fighter and I didnt need health items until wham bam jewel.The one thing that most people dislike fighter for is smash punch's "knockback", a brief period where kirby is basically a sitting duck, well after using it for a while I noticed that if you move directly after the punch, it removes this "knockback", allowing you to throw consecutive smash punches almost instantly one after another. This is extremely helpful, considering that it deals decent damage, and you can remain a safe distance away, it also makes short work of masked dedede if you do it right ;P Try it yourself, I suggested it to my friend who was struggling to reach the final four, and he could reach it every time after (of course, fighter doesnt just beat the game for you, after a few tries he had beaten the game) Hope I've been useful" -PLASMA- Description: Kirby can use electrical moves and when you charge up with it by moving the control pad you create a big field and unleash it for massive damage. Rating: 10/10. This move is perfect, if I had the time I'd write poetry for it. Strategy: This ability is perfect for the True Arena, it's amazing. At first it can be weak when you just fire off shots without charging but the key to this ability is charging up. Here's how to charge up your attacks: while guarding, pressy up and down on the control pad very quickly and you will gain an energy field around you, stop guarding and you have 5 seconds to release the attack before the field goes away. If you release the attack while it's fully charged it will release a massive ball that will do a huge amount of damage and travel a great distance. Use nothing but this move it will make this a walk in the park. Another beauty to this ability is while you're guarding and charging your attack you are near invincible. Any attacks that drop on you will be destroyed by the electrical field and if anyone touches you while you are charging your attack they will take damage from the energy field. This is a gift from the great beyond; use it wisely. Keep in mind that you can't block ALL the attacks you will encounter and might take some damage. This ability will make this mode a lot easier and you can beat it a lot faster. -MIRROR- Coming soon to a guide near you. -STONE- Coming soon to a guide near you. -PARASOL- Coming soon to a guide near you. -JET- Coming soon to a guide near you. -YO-YO- Tip sent in from Daniel Rodriguez. "First, Yo-yo has two moves that are invincible. His dash move is the lesser of the two, as you will most likely either end it in the middle of the enemy and get hurt, or simply bounce off the enemy, doing almost nothing. The Gazer Spiral, however, is a wet dream among abilities. In exchange for being a sitting duck when you finish, you do a handstand, then rocket into the air. The stars that follow you up fire out a short distance before you fall, and the invincibility doesn't end until he grabs the yo-yo at the end. Like I said though, he's a target while he finishes falling that last bit to the ground. They both have their uses, the Lolo's and Mid-bosses can be blown through with the dash, and the Krako's and Wham Bam are Gazer bait. If you time it just right, when Wham Bam Jewel does the fast pound, the one that's hard to avoid unless you were already running, you can just use Gazer for the easiest two hits you will ever get in the nightmare arena. The regular attacks are ok too, good balance between range and damage, and the standing up- and down-attacks have good foward distance as well, good for Marx and Galacta. In fact, those two attacks can reach a bit behind you as well, making Wispy a total joke." -SLEEP- Coming soon to a guide near you. -CUTTER- Coming soon to a guide near you. -HAMMER- Another great tip sent in by BeAuMaN. "Thanks for the guide, it was helpful in strategizing, and you were right about the plasma. However, I ended up finding that it was easier for me to use the Hammer. Assuming you plan to finish it, I wanted to point out that the Hammer should be given a high rating for two reasons: 1.) It does High Damage, especially the fiery uppercut 2.) When you do the hammer spin on the ground (Dash + swing, on the ground, not in the air), Kirby actually becomes invincible. Crazy invincible actually, as long as you keep spinning, you're invincible from seemingly -any- attack (Test yourself, I think the only one that might bypass it is the tornado galactica knight does) that the bosses can do... the only thing is you need to end the spin somewhere safe, so I suppose it doesn't leave you invincible against attacks that last for a long time (Soul Marx's laser blast comes to mind, haven't tested). Using this, I was able to beat the game. I tried to do plasma before, and it worked until I got to galactica knight, not to mention I was having trouble with DeDeDe because you need to hit him rapidly alot for good damage and dodge when neccesary. Obviously though, the hammer's vulnerability is its short range, which means that while you're invincible when spinning on the ground, in the air you're quite vulnerable. Just thought I'd add that, thanks again for the guide!" -WING- Coming soon to a guide near you. -ICE- Coming soon to a guide near you. -FIRE- Coming soon to a guide near you. -BOMB- Coming soon to a guide near you. -COPY- Coming soon to a guide near you. -WHEEL- Coming soon to a guide near you. -SUPLEX- Coming soon to a guide near you. -NINJA- Coming soon to a guide near you. ========================================================================== 5. -===Bosses===- Here we go, the bread and butter of this guide. The bosses you will be facing are quite challenging but they are not impossible at first. And with some practice they became a joke, they're not as scary as they look. You will be battling 10 bosses in a row. With the exception of the last four bosses the list is randomized and you will always be fighting the first six in an unknown order. The last four bosses will always be in the same order though. Below I will list the bosses in no particular order (with the exception of the last 4), their difficulty out of 10, their movesets, and the best strategy to use in order to defeat them. -WHISPY'S REVENGE- Difficulty: 5/10 Moves: Can breathe tornados from his mouth towards you, drop apples, dark apples, worms, and gordos around the screen. Can also spit out some wind looking thing. Strategy: Poor Whispy Woods, even in True Arena mode he's still a piece of cake to beat. Follow the same basic strategy with Whispy's Revenge as you would in any other mode. Make sure you stay on your guard more often as those apples can do some damage although not a lot. When you see Whispy's Revenge drop a dark apple or a worm make sure you run away as even if you guard against it you will take damage. The best tip is to simply run up to Whispy and start attacking like crazy, dodging when necessary, this is a very easy boss battle and the only worry you should have is from the dark apples/worms. If you can, try to land in the first strike when you drop down onto the fighting stage, it's pretty much a free shot. -KABULA- Difficulty: 7/10 Moves: Can shoot out cannonballs, gordos, and missles towards you. Will occasionally nose dive at you and then pull away. The missles she shoots are usually in a up or down pattern. Strategy: Still not a tough boss battle but it's rather hard to not take any damage from Kabula. Right off the bat, I'll tell you that any helper you chose will automatically be taken away as you will be fighting this boss on the star carrier. This boss battle will be fought in a different way than all the boss battles as it plays sort of like a game of Galaga. You're in the air on the star carrier and you have to shoot at Kabula the Blimp while dodging all the attacks she'll throw at you. It's tough to dodge everything as Kabula can be unpredictible at times and move rather frantically. Make sure you're always firing in this battle, don't ever stop tapping the A button. Kabula will shoot out cannonballs at you quite often and you don't even have to dodge them just shoot the cannonballs and they'll be destroyed. However when she shoots gordos you will not be able to destroy them so avoiding them is the key and part of what makes this boss battle hard as there can be up to 5 gordos on the screen at once and can be tough to manuever. Sometimes she'll shoot missles at you three times in a row while she's moving up or down. The missles cannot be shot down so you will have to find a space between two missles and move past them. Finally, when she attempts to dive at you just move either above/below her and to the opposite direction of the screen. When she pulls back to her original position make sure you also pull back to your original posistion; mirror her moves. Also to do the most damage to Kabula aim for the pinkish spot on her. The weird nose looking area. A useful tip sent in by Dark Morphon. "A very good but rather lame strategy for Kabula is to stay at the top screen and spam your attacks. You will not hit him a lot, but he will not hit you at all, unless he uses the 4 missile version of the missile attack or the one where he spins towards you. In those two cases, just dodge. Although this strategy isn't a fast one, it's the easiest way to get no damage from this boss." -KRACKO JR'S REVENGE- Difficulty: 6/10 Moves: Moves around frantically, zig zags across the screen then moves to the bottom of the screen and moves horizontally back to its original position, can drop Waddle Doos onto the screen, can also drop bombs, and move around the corners of the screen. Strategy: Another simple boss battle and pretty easy not to get hit in. Kracko Jr will go around the screen or diagonally in an attempt to damage you so guarding and dodging are a must. Occasionally he'll drop down some Waddle Doos which you should use to suck up and throw back at him if you don't have any powers at the time. Sometimes he'll rain down water on you but it's nothing to worry about just avoid it, if you can dodge it as it will still damage you. The bombs it drops are easy to avoid and again dodging is better than shielding in this case. Don't get too close with your attacks as Kracko Jr will move around without warning and will probably damage you. Simple boss battle, shouldn't give you too much trouble. -KRACKO'S REVENGE- Difficulty: 7/10 Moves: Can move around without warning, drop Waddle Doos, will rain spears or water at you, and can shoot lightning bolts vertically, horizontally, and diagonally. Strategy: Kracko's Revenge fights roughly the same as Kracko Jr although his moves aren't quite frantic and all over the place. Don't get too close to Kracko with your attacks as he'll either shock you or suddenly move to a different place which will damage you. Guard constantly and if you don't have an ability shoot his Waddle Doos back at him. Don't get under Kracko as he'll sometimes rain spears or strike you with lightning. Instead, go a little to the right/left and attack next to him instead of under him. When of his stronger moves is when he remains stationary and fires a big bolt of lighting in different directions. Don't bother guarding, just dodge. He'll first attack with lightning bolts vertically, then horizontally, and then diagonally, so make sure you're constantly moving away from those directions. Marginally hard boss, can be annoying to predict his movements. Tip sent in from Kwakado. "Hey, I read your guide for The True Arena, and I just had a tip for Kracko's Revenge. You said he was an unpredictable boss, but he actually follows a very precise pattern. Kracko always starts the battle by moving to one side of the screen. He then drops a Waddle Doo, and immediately does one of his attacks (lightning, rain, beams). Then he just repeats the cycle. Thanks again for your help." -LOLOLO AND LALALA'S REVENGE- Difficulty: 7/10 Moves: Lololo and Lalala will just push boxes. That's basically it. Their main way of attacking is to push boxes towards you which can damage you. Ocassionally will push out gordos which can hurt you. Strategy: The boss battle will take place in a room with four different levels. You're up against Lololo and Lalala and both of them need to be defeated to move on, both of them have one health bar total so they have half a health bar sepearated. This battle is annoying because even though it doesn't present a lot of challenges it's very easy to screw up and get yourself damaged. Basically when you're on a level with either Lololo or Lalala, attack. Obvious advice, I know, but it's really the only thing to do. Attack Lololo/Lalala when they are approaching you, and when they are moving to the other side of the screen to go into the door as they pause for a second. Stay in the middle of the level so you can jump up or down if you need to get out of the way of a box or a random gordo. So the basic strategy is to attack when they are approaching, jump over them, then attack when they are retreating to another room. Repeat until they die, it's mostly common sense. -TRUE MID-BOSS ALL STARS- Section Coming Soon. -MASKED DEDEDE- Difficulty: 10/10 Moves: Masked Dedede will charge his hammer and spin across the screen, will jump up and down over the screen going in a horizontal direction, pull back his hammer and smash it multiple times or only once for a strong attack, will puff up and "fly" around the screen, can inhale much like Kirby, will shoot flames from his hammer or missles. Will also "trip" on to you. Strategy: I may be exaggerating but I think this will be the toughest boss that you will face in the True Arena. Masked Dedede seems to be the most unpredictible boss in this mode and even if you know what's coming it can be hard to dodge his moves. If you have it I would strongly recommend using either hammer, rock, or plasma against this fiend to make life a bit easier. This boss will be the start of the "Final Four" so the next bosses and this one will always be in the same order and never randomized like the preceding bosses. Okay, let's begin this trainwreck. Masked Dedede will have a variety of moves that are quite strong so I highly, HIGHLY recommend that you don't even bother guarding unless you're in a situation where you can't move out of the way. Most of his attacks will easily break your shield and do some damage to you so keep moving and jumping like a mad creampuff. When the match starts you can get in maybe two free shots of damage and take a nice chunk of his health down just get up close and attack. If you see Masked Dedede start to suck in air and inhale just stay away from him, if you have a long ranged attack use it while he's inhaling. Sometimes Dedede will puff up like Kirby and float around, at this point just simply hit him to make him go back on the ground. The majority of Dedede's moves will involve his super duper hammer and boy will it sting. If you see Dedede plant his hammer on the ground it's more than likely that he'll shoot out either missles or flames from his hammer so stay away and again hit with projectiles. Now, if you see Masked Dedede charge his hammer above his head it means one of two things. Either he'll charge up and then smash down 3-5 times in which case you should run as far as you can from him while he's charging up. Or Masked Dedede will jump high up in the air and slam the hammer into the ground, in which case you should run UNDER Dedede and turn around and rack up damage to him while he's facing the opposite direction. One thing I almost forgot to mention is to watch out for the newly added eletrical barrier around the arena. This border will prevent you from floating too high or going too far left/right so never float up too high or else you'll take damage and some considerable knockback. One of Masked Dedede's more annoying moves is when he runs into you and just trips on you. In this case guard until he gets back up, if you can jump over him, then go for it, but I find that it's easier and safer to just guard instead and wait out the attack. The most important attack to look out for is when Masked Dedede charges his hammer to the side and spins around the stage horizontally at a very fast speed, ala Link from Wind Waker. When you see Dedede charge his hammer to the side get in one or two attacks and jump up IMMEDIATELY. While Dedede is spinning he is invincible and nothing you do can damage him so don't even try, not to mention that being hit does some damage and really knocks you back. Personally, once you beat Masked Dedede the rest of the True Arena gets easier and it's all uphill from here. -WHAM BAM JEWEL- Difficulty: 8/10 Moves: Wham Bam Jewel will start this match by slamming his hand straight down on to the ground, will attempt to grab you with his hand, pour down diamonds/rocks/explosives on to the floor, can form his hand into a "man" and walk across the stage, can also shoot lasers from his index finger, will do this odd Falcon Punch move from across the screen, and slam down his hand three times in succession. Strategy: I remember when this guy gave me the creeps during Helper to Hero and he would completely dominate me. This boss battle is laughably easy now. BUT it will still be hard if you have just run into him and you have no idea how he attacks. Basically a stronger version of Wham Bam Rock (if you have the chance you should practice a few times against Wham Bam Rock to understand how Jewel roughly works) Wham Bam Jewel has some new moves which can be devastating. It's critical that you don't guard during this battle as nearly all the attacks will break your shield. Again. But dodging is critical and you can gain the upper hand if you're always moving. Wham Bam Jewel attacks by basically slamming his hand on to the stage and leaving it there for a second, moving it back up, then the hand disappearing to a new place. This boss battle can be annoying as the hand is constantly moving to a new place making it hard to attack it and deal some damage. Buy the main strategy is to hit the hand when it slams the ground, then once more when it's moving back up to it's original position. If you want to find out how Wham Bam Jewel attacks then observe it's hand positions before it attacks. If it's going to slam down on the ground it'll be open in the air, if it's going to do a super punch it'll make a fist before hand, if it's going to drop bombs it will have a open fist but with moving fingers, and when it's going to shoot lasers at you the hand will be in the shape of a gun. One of the most devastating attacks that Wham Bam Jewel has is this mean punch that can take up a nice portion of your health. When you see Jewel charge up a fist at either side of the screen then jump up in the middle of the screen and keep floating. After the fist passes you turn around and damage it to get in an easy shot. Seriously, that's the strategy for Wham Bam Jewel. Dodge his hand attacks til you're at a safe distance and strike before it teleports. Simple, huh? Make sure you don't get TOO close in your attacks as Wham Bam Jewel will shake his hand a bit so you can take damage from that. When Jewel rains down bombs/diamonds move all the way to the left or right and float up in the air and strike it multiple times. You might take damage from this if you are too close with your attacks and end up underneath Wham Bam Jewel. -GALACTA KNIGHT- Difficulty: 9/10 Moves: Will stab his sword in the ground, shoot a beam from his shield, slice his lance, can summon fire from the ground and bring it up, will charge up and move across the screen diagonally, can turn into a tornado and attack you, summon little waves from his sword and the ground, can bring forth various Meta Knights, and will release a beam of light and move it around in a clockwise/counter clockwise direction. Strategy: A really cool boss battle but is really tricky. Fighting Galacta Knight is a lot like fighting Meta Knight so I recommend you practice against Meta Knight if you want some experience when fighting Galacta Knight. Galacta uses a variety of sword attacks, most of which can't be guarded against so don't even bother. When Galacta Knight attacks with his lance moves just jump over him and attack him from behind, if he stabs his lance into the ground then he'll pause for a second to pull his lance out of the ground which is the perfect time to strike and attack. The thing with Galacta Knight is that he's very unpredictible even after playing against him several times I still have trouble guessing what he's going to do next. Sometimes Galacta Knight will fly off the screen and summon his minions to battle you. There's usually three at a time and during this there's no way you can hurt Galacta. Watch out for the purple knights with the giant spiky balls they'll swing around as it can do a lot of damage. When you see GK go into his tornado form then you will have to make a real effort to dodge it, try jumping over it then move to the opposite direction it's going; it's tough to not get caught into it. Most of the time when GK gets done with an attack he'll float around for a few seconds to reposition himself and that's another time you should strike. One last move that he has is when he floats in the middle of the screen, holds his lance up and releases a stream of light or wind over the place. The beam of light will usually move in a clockwise direction so you need to move with the beam and also in a clockwise direction if you want to avoid it; guarding will get you damaged still. -MARX SOUL- Difficulty: 9/10 Moves: Marx Soul will drop plant seeds on you which will sprout up to thorny plants, suck you into a black hole which does massive damage, drop a bomp that will split into two pieces and can freeze you, will split into a blue and red ball and sprinkle bits of paint across the screen, split into another blue and red ball and shoot himself across the screen vertically from the right/high and bottom/low side of the screen, can disappear from the screen and reappear from the ground, shoot hundreds of knives/swords at you, and will charge up a massive laser beam and release it on you which takes up 2/3 of the screen. Will also shoot out cutters/knives going in a circular direction. Strategy: I bet you weren't expecting to fight Marx again, huh? After defeating Marx in Milkyway Wishes he bonds with Nova and becomes a zombified version of his previous self (don't know why he's called Marx "soul") and is the final boss in the True Arena. This is the only place where you can fight Marx Soul and I want to say that I love this boss and it's my favorite in Kirby Super Star Ultra, the place where you fight him is a cool alternate dimension like place. Anyways this boss can be really tough to fight if you don't have much experience with him. If you want to have some experience with this boss then just battle Marx as Marx Soul is basically the same fight with only stronger moves and a few new ones. If you're already at this point your health may not be completely full so that's part of what makes this so tough but once you understand his strategy and how he attacks he becomes a joke. If you observe his fighting pattern you'll find out he's very formulaic. Generally, speaking you should be dodging all of his moves, don't even bother shielding most of them as his moves will break it. The battle will start with him spliting himself in half and a black hole appearing, RUN AS FAR AWAY as you can, if you get sucked it's a guarantee loss of half your health, something that you can't really afford. Marx will always be disappearing and reappearing which is also another annoying factor so hitting him becomes hard, the general rule is that if he's on the screen for more than a second, attack. Marx Soul's most common attack is going up into the sky and showering plant seeds on the ground. Guard against the plant seeds and keep guarding because they will sprout into thorny vines usually 5 or 6 at a time in succession. If you see Marx staying in one place and his mouth is getting bigger then JUMP UP AS HIGH AS POSSIBLE as he'll shoot a massive laser beam which will do a nice chunk of damage to you. Sometimes he'll split himself into two different colored balls and rain paint on the screen when this happens try to just dodge the paint as guarding will still damage you. Marx Soul will use other odd moves that may throw you off. When his body changes into a light bluish color that means he's about to shoot a storm of knives/arrows at you so it's best to dodge the attacks, get behind him, and start chipping away at his health. When Marx is high up in the sky and looks like he's about to spit something out, guard. Marx Soul will drop out a bomb that will split into two other bombs and keeping moving horizontally until they touch the edges of the screen. Keeping guarding until the bomb disappears as touching it will freeze you and Marx Soul will get a free shot off you. Another thing to look out for is when Marx goes underground. When he's trying to look for a place to go up he'll have a sort of tracking signal that's a golden circle so you know where he is, Marx Soul will follow you until you stop. Get Marx Soul to stop moving around underground then jump out of the way, guarding against it will still damage you (surprise, surprise.) Marx Soul is a walk in the park when you learn his attack pattern and how to avoid him. He's really not all that scary as he seems just keep on the defensive when he's moving/attacking but as soon as he stops teleporting, go crazy on him. ========================================================================== 6. -===Frequently Asked Questions===- Here are a series of questions that are the most common when dealing with the True Arena. Q: How do I unlock the True Arena? A: Beat the Arena, Helper to Hero, Revenge of the King, and Meta Kightmare Ultra mode. Q: Who is the easiest boss in the True Arena? A: Whispy's Revenge. Without a doubt. Q: Who is the hardest boss in the True Arena? A: Answers will vary but my opinion is Masked Dedede. Q: What's the best ability to use? A: Plasma ability. Q: What's the worst ability? A: Copy ability. Not very helpful unless you're using TAC and even then it's not that great. Fire is a close second. And if you want to nitpick sleep is the worst ability in the game but it's so worthless that I forget it even exists. Q: Who's the most effective helper? A: Bonkers is pretty good, his hammer moves can destroy bosses. Q: What do I get for beating the True Arena? A: You need to beat the True Arena if you want to achieve 100% completion in the game and you can unlock a hidden bonus film. Q: How awesome is that Sailor Waddle Dee/Bandana Waddle Dee? A: I'm not going to lie, he's the best character in video game history. ========================================================================== 7. -===Conclusion===- Well, this is the end of my first ever FAQ. I hope that the people who are reading this guide have benefited from it and have hopefully mopped the floor with the True Arena and made it look like a joke. I enjoyed composing this guide and helping out anyone who needed it. I'm glad I can give back to the community that has helped me countless times whenever I was stuck in a video game and was pulling my hair out. ========================================================================== 8. -===Credits===- I would like to thank the following people/sites that contributed in the composition of my guide: GameFaqs - For hosting my guide on their website. Kirby Super Star Ultra Message Board - Providing information. My brother - For buying this game and helping me with information. Nintendo/Hal - For making the best Kirby game to date. Kirby's Rainbow Resort - Additional information about this game. Litbut - Spelling/information corrections. IIIMaloneIII - Correcting my information. Alex Chicken - Spelling errors. And I would like to thank everyone who read this guide, you make this all worthwhile. ========================================================================== 9. -===Legal Stuff===- Copyright 2008 Adam "ConeZoneCBE" Villarreal This guide may not be reproduced under any circumstances with the exception of personal or private use. It may not be reproduced or placed on any other website or distrubted in any way publicly without the consent or permission of Adam Villarreal. Using this guide on any other website other than GameFaqs as a public display is strictly forbidden and is copyright infringement. All rights reserved. If you would like to use this guide on any website or personal website then please ask permission. Send any and all emails regarding this guide to: conetothezone@hotmail.com Please contact me if you see any mistakes in this guide, need assistance in any way in Kirby Super Star Ultra, or if you have an extra tip you would like to send in. You will be credited for any contributions to this guide.