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Boss FAQ

by kirbyparufo

=========================================
Wario World Boss FAQ Version 1.0
By kirbyparufo  
=========================================

1. Introduction
2. Updates
3. Bosses
4. Contact

==============================================
1.	Introduction
==============================================

This is a FAQ about how to defeat the bosses in Wario World. Included are
all of the attacks they use, multiple strategies to defeat them, and other
information. This guide does not cover the "minibosses", as I feel that
they are just normal enemies. The names for the bosses are taken from the
official website.

==============================================
2.	Updates
==============================================

Version 1- FAQ Completed.

==============================================
3.	Bosses
==============================================

This is how each boss section will be set up:

Health: The number of Skulls (think Wario's hearts) a boss has. After
Wario knocks out a boss and picks it up, he can Piledrive, Wild Swing-Ding, 
or Mega-Throw the boss to damage it by 1 Skull.

Attacks: A rundown of each attack the boss uses. At the end of each
attack description, I will post either (1/2) or (1). This indicates how
many hearts of health the attack does in damage to Wario.

Damage changes: How the boss's attacks change after it is hurt.

Strategy: How to defeat the boss.

Difficulty: Rated on a scale of 1 to 10, a personal opinion on how
difficult each boss is.

There are also a few terms you should know going into this guide.

Dash Attack: Used by holding the B button or pressing the R button (The R 
button is generally better to use). The Dash Attack is an attack that Wario 
can use to damage bosses until they become knocked out. However, I think 
that it is better used to evade attacks. It is risky to use the Dash to 
attack bosses anyway, so don't use it unless I note to do so.

Punch- A normal attack used by pressing the B button. It can be used to
knock out bosses. Punching three time quickly performs a Mega-Punch that
knocks out enemies and bosses faster, but it is a slower combo than just
using two quick punches from behind, waiting a second and repeating the
process. When I say to attack a boss, use the two-punch combo unless
otherwise noted.

Ground Pound- After jumping with the A Button while Wario is still in
mid-air, press R to use a Ground Pound. The attack damages bosses, but
like the Dash Attack, is not recommended unless otherwise noted.

Hyper Suction- Not a attack, but by holding the L button and moving around,
Wario can suck up coins, which counts as collecting them.

Wild Swing-Ding- One of Wario's three attacks that can truly damage bosses.
After picking up a boss, rotate the control stick either clockwise or
counterclockwise to start spinning. The boss grabbed by Wario is
released automatically after many spins, and is then damaged. You can end 
the spinning early by pressing B, but the Boss will not take damage unless
Wario was glowing Blue when they were released. This is the slowest of
Wario's damaging moves, and for that reason should be the least used of
your three damaging moves.

Piledriver- One of Wario's three attacks that can truly damage bosses.
After picking up a boss, jump and press R while in the air. Wario then
Piledrives the picked up boss into the ground. This is the quickest of 
Wario's three damaging moves, so use it often.

Mega-Throw- One of Wario's three attacks that can truly damage bosses.
After picking up a boss, hold B until Wario starts to glow blue. When he 
is glowing blue, release B to throw and damage the boss. This move is
faster then the Wild Swing-Ding, but slower than the Piledriver.

Pick up- To pick up a boss, you must first knock it out with normal
attacks. When you see birds flying around its head, stand next to the
boss and press B to pick it up. The same applies to enemies, except the
small ones that die after any attack. Objects can also be picked up.

Jump- Press A to jump.

Glue Globe- A sticky object that is orange-brown. If Wario touches one,
he will automatically stick to it. These items play important roles in
3 fights.

Knock out- When Wario is knocked out, he is unable to move for a brief
period of time. When a boss is knock out, they are unable to move for
a brief period of time, and they can also be picked up.

Throw- After picking up an enemy/object/boss, press the B button to
throw whatever you are holding. This usually doesn't damage bosses, so
don't use it. However, throwing an object into a boss usually knocks
them out, so keep that in mind.

----------------------------------------------
3.1	Reptilian Goliath
----------------------------------------------

Health: 3 Skulls

Attacks:

The Reptilian Goliath has 2 attacks. He use an attack where he slams
his two big, metal fists at Wario if you are directly in him. Just
attack him from behind and you won't even see this attack being
used. This attack flattens Wario for a short period of time if it
connects. (1/2)

The second, much, MUCH more dangerous attack is only used while you are
beating up the Reptilian Goliath. The Reptilian Goliath glows reds, and
then runs towards Wario, punching madly. When the Reptilian Goliath has
2 or 3 Skulls remaining, this attack is easy enough to avoid. But when
the Reptilian Goliath has only 1 Skull remaining, watch out. The
Reptilian Goliath runs faster than Wario can with 1 Skull remaining, and 
even I get hit by the attack sometimes. To avoid this attack, run around 
in a somewhat small circle. The Reptilian Goliath has to slightly slow 
down to turn, which allows you to barely outrun him. The Reptilian Goliath 
is invincible during this attack. This attack burns Wario for a short 
period of time if it connects. (1)

Damage Changes: 

Every time the Reptilian Goliath is damaged, his movement speed slightly
increases, and both of his attacks increase in speed (his mad charging
attack greatly so).

Strategy: 

As the first boss in the game, the Reptilian Goliath is pretty
easy. Punch him from behind until he turns red. When he turns red, you
will have to avoid his avoid his mad dashing attack (covered above). This
attack speeds up every time he loses a Skull. When you knock him out,
Piledrive him or throw him of the cliff to damage him. When you defeat
him, he spits out a bunch of coins, which you should collect with
Wario's hyper suction.

Difficulty: 2/10

----------------------------------------------
3.2	Big Scorper
----------------------------------------------

NOTE: You can fight the Big Scorper again in Pecan Sands.

Health: 5 Skulls

Attacks:

The Big Scorper has 4 attacks, although 2 of those 4 attacks are just 
twists on the weaker two.

The first and most often seen attack involves the Big Scorper shooting
spiked balls at you. Wario hops in pain if hit by one. (1/2)

The second, more dangerous attack is used when you approach the 
Big Scorper. It will use its scythe-like claws to attack. If the attack
connects, Wario will be knocked out for a short period of time (1).

The third attack involves drastically speeding up the sand flow in
the pit so Wario gets sucked in. The Big Scorper goes into the center
of the pit during this attack and spits a lot of spiked balls quickly.
If you get sucked into the center of the pit, expect to take damage.
To avoid getting sucked in, quickly jump upwards while the sand is
sliding down, or stand on one of the bits of rock in the four corners
of the square area you are in. The Big Scorper is invincible during this
attack. The spiked balls cause Wario to hop in pain if he is hit by one. 
The Big Scorper itself does no damage. This attack is only used the 
second and fourth time you damage the Big Scorper (1/2)

The fourth attack is the same as the second one, except the Big Scorper
is invincible while using it, the attack is quicker, and it and only 
performs the attack the first and third time it is damaged.

Damage Changes: 

Every time the Big Scorper is damaged, its movement speed slightly
increases, and all of its attacks increase in speed. In addition,
immediately after being damaged the first and third time, it will use
a quick claw striking attack. The second and fourth time it is damages
it will use its "spinning suction spiked ball" attack. Both attacks are
covered above in more detail.

Strategy:

The Big Scorper is about as hard as the Reptilian Goliath. To follow
the Big Scorper, follow to trail of sand it leaves while it travels.
Use a three punch combo to damage him (he doesn't need to be picked
up). You will face either his "spinning suction spiked ball" attack,
or an attack where he tries to attack you with his claws. Both
attacks are covered above in detail. After the Big Scorper is defeated,
use Wario's Hyper Suction ability to pick up the coins it spits out.

Difficulty: 2.5/10

**********************************************
3.3	Dinomighty
**********************************************

Health: 5 Skulls

Attacks:

Dinomighty has a much wider variety of attacks than the previous two
bosses, and some of the later bosses have less attack variety than
Dinomighty as well. Altogether, Dinomighty has 5 attacks.

The attack you'll most often see involves Dinomighty jumping and
creating a shockwave when she lands. You have to be out of range of
the shockwave (easier said than done) or jump over it to avoid taking
damage and a short knockout for Wario (1/2). In the odd event that 
Dinomighty lands on you after the hop, Wario will be damaged and 
flattened for a short period of time (1). When Dinomighty is down to
two Skulls, she performs the attack three times in a row, which
leads to three shockwaves and opportunities to be squished.
Dinomighty also uses this attack immediately after taking damage
from a Piledriver, using the same numbers of hops as she normally
would.

The second attack has Dinomighty's eyes glow red, after which she shoots 
out her tongue. If Wario is right near the area the tongue shoots out, 
he will be knocked out for a short period of time and take damage 
(1/2). If you grab onto the Glue Globe attached to her tongue, you 
will be lifted up, giving yourself a good opportunity to jump off and 
Ground Pound her head to knock her out instantly. If you stick on the 
tongue for too long, you'll be swung onto the ground, be knocked off
the tongue, knocked out for a short period of time, and damaged (1/2).

The third attack is only used while Wario is nearby. Dinomighty
makes a SMALL hop and attempts to flatten Wario. If you get away
in time, you'll be pushed away be a non-damaging shockwave. If you
don't get away in time, Wario will take damage and be flattened for a
short period of time (1).

Her fourth attack, again only used while Wario is nearby, has
Dinomighty walking around trying to flatten you. When she has 4 or
more hearts, she stomps twice. If she has 2 or less hearts, she
stomps around five times. If you are crushed by her, she stops
stomping, and Wario gets flattened and takes damage (1/2).

Her final attack is only used when you hang onto the Glue Globe on her 
tail for too long. Dinomighty will swing her tail onto the ground, 
knocking you off, knocking out Wario for a short period of time, and
damaging him (1/2).

Damage Changes: 

After Dinomighty is damaged and has 2 or less Skulls, she speeds
up and her hopping and stomping attacks change a little.

Strategy:

Dinomighty is a lot easier than she looks. There are three main ways
to knock her out. You could stick to standard punching, but this is
long and dangerous, as it leaves Wario open to her two close-range
attacks. You can get on the Glue Globe on her tail or tongue, 
wait for Dinomighty to raise you over her head, and Ground Pound her
head for an instant knockout. However, if you hang on her tongue for
too long (and 7 times out of ten, but not always, this applies for
her tail as well), she'll slam you to the ground and Wario will
take damage, or you could misguide the distance and Ground Pound
too early or late, and leave yourself open to an attack.

The easiest way to beat Dinomighty, in my opinion, is to throw one
of the six pillars at Dinomighty. If it hits, she will instantly
be knocked out. Even better, if you hit her foot with a pillar,
Dinomighty will hop into the lava around the arena in pain (in a
comical fashion if I may say so myself), take away one of her
own Skulls, and drop a TON of coins into the arena. Collect the
coins quickly with Wario's hyper suction, and move out of the
way when Dinomighty hops back into the arena.

If you don't hit her in the foot, or knock her out some other
way, you will have to damage her with one of Wario's big attacks.
I don't recommend using the Piledriver though. If you use the
Piledriver, Dinomighty will hop back up when she recovers and use 
her hopping attack normally. All of her attacks aren't too
dangerous overall, but are covered above.

Difficulty: 3.5/10

----------------------------------------------
3.4	Brawl Doll
----------------------------------------------

Health: 5 Skulls

Attacks:

The Brawl Doll has 3 attacks.

The first attack has the Brawl Doll swiping its wings twice, 
attempting to hit Wario. This attack damages Wario on contact
(1/2).

You won't see the second attack until the Brawl doll is down
to 2 Skulls. The Brawl Doll makes a series of dives at Wario
(4 with 2 Skulls, 5 with 1 Skull). If Wario is hit, he will
be knocked out for a short period of time and take damage (1).

The third attack is only used when the Brawl Doll is damaged.
It flies out of reach and fires a series of energy blasts. The
amount of energy blasts and their pattern get tougher to
avoid each time the attack is used. It is quite hard to avoid.
The energy blasts damage Wario (1/2).

Damage Changes: 

The Brawl Doll's wing attack and movement speed increase every
time it is damaged. The Brawl Doll's energy beam attack changes
every time it is damaged. The Brawl Doll starts to use its diving
attack when it has 2 Skulls remaining.

Strategy:

The fight against the Brawl Doll is hard, but quick. Pick up a
pillar in the arena you are fighting in immediately after the
fight's cutscene ends and throw it at the Brawl Doll. This will
knock out the Brawl Doll immediately. Pick up the Brawl Doll and
Piledrive it. After this, the Brawl Doll will perform its energy
blast attack. Attempt to avoid it.

Follow the above strategy twice, but the third time that you
pick up the Brawl Doll, don't do anything to it until the pillars
you destroyed regenerate. After they regenerate, proceed with
the strategy until the Brawl Doll is defeated. Just make sure
you perform the strategy quickly, and the only damage you'll
take is from the energy blast attack.

One last thing. NEVER attempt to grab a pillar during the energy
blast attack.

Difficulty: 5/10

----------------------------------------------
3.5	Clown-A-Round
----------------------------------------------

Health: 5 Skulls

Attacks:

The Clown-A-Round only has 1 attack.

Every once in a while, the Clown-A-Round will get onto its giant
ball and move across the tightrope to the opposite platform. It
will then throw its ball onto the platform it isn't on. The ball
makes a big explosion upon landing that knocks out Wario and
damages him (1). There are two ways to avoid this attack. The
Clown-A-Round's ball has, depending on its Skulls remaining, up
to 4 Glue Globes on it. If you jump onto one of the Glue Globes,
you'll follow the Clown-A-Round to the next platform. 

There is another method of avoiding the attack. On each of the two
platforms there are two balconies on opposite sides. Standing on 
either of the two balconies lets you avoid the attack. Keep in
mind that if there are any of the Clown-A-Round's heads on the
platform you are on, they will try to get onto one of the two
balconies too. The heads could potentially push you off into the
pit, damaging Wario (1/2). To avoid this, continuously punch the
Clown-A-Round's heads until the explosion is over.

Although not technically an attack, the Clown-A-Round will throw
sets of two heads at you throughout the fight. These heads can
perform a charging attack to hit Wario for damage (1/2).

Damage Changes:

The Clown-A-Round becomes faster every time it is damaged. Also,
one Glue Globe is removed from the Clown-A-Round's ball every
time it is damaged. Also, if you attempt to beat up the 
Clown-A-Round when it has 2 or less Skulls, it will likely
flee the first time.

Strategy:

The Clown-A-Round is a simple boss. Just beat up on it with a
three-punch combo to knock it out, and than Piledrive/Wild
Swing-Ding it into any heads it may have thrown into the
arena to create many coins. After doing that, follow the
Clown-A-Round onto the next platform by hanging onto a
Glue Globe on its ball. Repeat the process until it reaches
two Skulls. At that point, beating up on the Clown-A-Round
once will cause it to run away. Follow it and beat it up for
good to take away another Skull, then repeat this process one
more time to defeat it.

Difficulty: 1/10

**********************************************
3.6	Dual Dragon
**********************************************

Health: 5 Skulls

Attacks:

The Dual Dragon has 3 attacks. All of its attacks can be used
by both of its heads.

The first attack is used when you approach one of its spiked
tails(?) on either side of the arena you are fighting in.
The Dual Dragon raises up the tail(?) and strikes you, causing 
Wario to hop around in pain if this attack connects (1/2).

The second attack is... odd. One of the Dual Dragon's heads
will spit out a bunch of Glue Globes. After a LOT of them are
in the arena, the head (or sometimes the other head) will 
inhale them. If Wario is on a Glue Globe and is sucked up by 
this attack, he will be eaten, and spat up while knocked out for 
a short period of time, and Wario will also take damage (1).

The third attack is the key to beating the boss. One of the
Dual Dragon's heads will spit (a lot of) fire, while the
other head moves out of the way. To avoid this part of the
attack, stick on the bottom half of the arena's platform.
However, when the Dual Dragon has 3 or less hearts, a bunch 
of small fireballs come out of the stream of fire and fall
onto the bottom half of the platform. This part of the attack
is very hard to avoid. The main stream of fire does damage (1)
and burns Wario, while the fireballs only damage Wario (1/2).

Damage Changes: 

All of the Dual Dragon's attacks speed up as it loses Skulls. 
The Fire stream attack also starts spitting out fireballs once 
the Dual Dragon has three or less Skulls, and more fireballs 
appear from the stream as the Dual Dragon loses Skulls.

Strategy:

The key to defeating the Dual Dragon is to use the Fire Stream 
attack to your advantage. You have to beat up one of the Dual 
Dragon's two heads until it lies down, and hope the other
head decides to use the Fire Stream attack, at which point the
unconscious head gets toasted, and the Dual Dragon loses one
Skull. Just beware of the Glue Globe attack and the fireballs
that come out of the Fire Stream attack when the Dual Dragon
has 3 or less Skulls.

Difficulty: 4/10

----------------------------------------------
3.7	Winter Windster
----------------------------------------------

Health: 5 Skulls

Attacks: 

The Winter Windster has a total of 5 attacks.

The first, most common attack is used while the Winter Windster
is flying around. It will drop 2 large stones in an attempt to
hit Wario. Wario becomes flatted and takes damage if one of the
stones fall on him (1/2).

The second attack will usually lead to damage for the Winter 
Windster. The Winter Windster blows ice-cold air at Wario. If
the air connects Wario will become frozen (wiggle the Control
Stick rapidly to break out of the ice). The Winter Windster
will then jump off of its cloud and attempt to smash Wario
with its head. If that part of the attack connects, Wario will
be knocked unconscious and take damage (1). In the more likely
scenario where you break free of the ice before this can
happen, you can damage the Winter Windster yourself, although
it will still try to attack you.

The third attack is just a generic energy beam attack. The
Winter Windster will just fire a few beams down from the sky.
If Wario is hit by one, he will take damage (1/2). As the
Winter Windster loses Skulls, it will fire more energy beams.

The fourth attack is quite easy to avoid and escape from. If
at any point the camera zooms in on the Winter Windster, it
is trying to perform this attack. The Winter Windster's eyes
glow red, and if Wario is facing him, the Winter Windster
will fly into him. The Winter Windster will make Wario hover
until he is over the spike pit surrounding the arena. The
Winter Windster then drops Wario, and Wario takes damage and
hops around in pain (1/2). To avoid the attack altogether,
don't look into the Winter Windster's eyes when they are
glowing red. If you do look into its eyes, wiggle the 
Control Stick rapidly to force the Winter Windster out of 
Wario.

The final attack you won't see often. The Winter Windster
hops into one of the lava pits in the arena and starts
spinning, creating shockwaves that must be jumped over. As
the Winter Windster loses Skulls, shockwaves in sets of 3 
are added into the attack, and the total number of shockwaves 
also increases.

Damage Changes:

As the Winter Windster's number of Skulls decreases, its
attacking and movement speed greatly increase. During its
generic beam attack, it fires more beams when its number
of Skulls is lower. During its Lava Pit Shockwave attack
the number of shockwaves increases, and shockwaves in
sets of 3 are added into the attack.

Strategy:

The Winter Windster has good variety in its attacks, but
that is about it. There are three times you can attack
the Winter Windster. The first is after breaking free
from the ice after the freezing attack. Just use a
standard combo to knock out the Winter Windster and than
Piledrive drive it to damage it.

The second time that the Winter Windster is open to attack
is right after its Lava Pit Shockwave attack. It hops out
of the lava pit and shakes. After this, beat it up with a
standard combo.

The third, hardest way to damage the Winter Windster is to
throw one of the stones from the stone-dropping attack into
one of the lava pits. After a short time, that lava pit
explodes, and if the Winter Windster is above it, it will
take damage and fall to the ground. This method is not
recommended, as it is long and leaves Wario vulnerable to
attacks.

Difficulty: 3.5/10

----------------------------------------------
3.8	Spideraticus
----------------------------------------------

Health: 5 Skulls

Attacks:

Spideraticus has 5 attacks.

The first attack you will see at the beginning of the fight
and every time you damage Spideraticus. Spideraticus jumps,
creating a shockwave that must be jumped over. This
shockwave is slow and easy to jump over, but knocks out and
inflicts damage to Wario if it connects. When Spideraticus
has 3 or less Skulls, it will jump a second time and create
a MUCH faster shockwave that you will need to jump over.
This shockwave has the same effect as the first shockwave
if it connects (knockout and damage) (1/2).

The second attack is about a generic as it gets.
Spideraticus, after the shockwave attack, will shoot out
energy beams at Wario. The energy beam(s) follow Wario
a little bit, so a simple step to the side won't let Wario
escape them, but a Dash Attack is overkill. Spideraticus 
fires 1 generic energy beam with 5-4 Skulls left, 4 generic 
energy beams with 3-2 Skulls left, and 9 with 1 Skull left. 
The energy beams move faster as Spideraticus takes damage. 
If Wario gets hit by an energy beam, he takes damage (1/2).

The third attack is usually usable for Wario's benefit.
Spideraticus shoots 5 Glue Globes out of its mouth. If
you do nothing, Spideraticus will eventually pull the
Glue Globes back in and perform the next attack. What
you probably want to do is jump on a Glue Globe, though.
If you hop onto a Glue Globe, Spideraticus will pull them 
back in, one by one. When you're close enough to Spideraticus, 
jump over its back and Ground Pound it to knock it out 
instantly (and create a lot of coins). Be warned: The first 4 
Glue Globes reel in slowly enough, but you'll need good timing 
avoid being eaten if you're on the 5th one. Regardless of which 
one you're on, stay on too long and Spideraticus will spin 
Wario and around in its mouth, knocking Wario out and causing 
damage (1).

If you follow my strategy, you will never see the fourth
attack. If you do not jump onto a glue globe (or jump on
and then jump off) Spideraticus will use this attack.
Spideraticus turns around and shoots web onto Wario.
Spideraticus then attempts to reel Wario in. If it does
so successfully, Spideraticus will pounce on Wario,
knocking him out and causing damage (1). This attack
can be used to your advantage though. While Spideraticus
is attempting to reel Wario in, you can Dash Attack in
the direction opposite to Spideraticus to reel IT in.
You can then proceed to punch it to knock it out, but
be aware that Spideraticus can lunge at Wario to knock
HIM out.

The fifth attack is used only when you are foolish enough 
to attempt the fight Spideraticus in its web. Spideraticus 
will lunge at Wario, knocking him out and causing damage 
(1).

Damage Changes:

Spideraticus' attacks speed up as it loses Skulls. In
addition, Spideraticus fires 1 generic energy beam with 5-4 
Skulls left, 4 generic energy beams with 3-2 Skulls left, 
and 9 with 1 Skull left. Spideraticus also creates an extra 
shockwave, faster shockwave during its jumping attack when 
it has 3 or less Skulls left.

Strategy:

Very, very, VERY easy for a boss. Jump over the shockwave(s) 
during its first attack, avoid the beam(s) during its second 
attack, and then ride one of the Glue Globes Spideraticus spits 
out during its third attack until you can Ground Pound its back 
to knock it out. Mega Throw it and quickly get out of its web 
and repeat the process 4 times to defeat it.

Difficulty: 1/10

**********************************************
3.9	Red-Briefs J
**********************************************

Health: 5 Skulls

Attacks:

Red-Briefs J has a bunch of attacks and one attack you
must you against him to defeat him. In total, Red-Briefs J
has 6 attacks.

You should NEVER be hit by Red-Briefs J's first attack.
While Red-Briefs J walks around, fire comes out of his
hooves on his feet... or something. If Wario gets hit by
the fire, he will take damage and become burned and hop
around in pain for a short period of time (1/2). To avoid
the attack, just don't stand next to him.

The second attack is the key to taking Red-Briefs J down.
Red-Briefs J glows orange and quickly dashes towards Wario.
If he hits Wario, Wario takes damage and is knocked out for
a short period of time (1). However, if you avoid getting
hit, Red-Briefs J will have to stop short at the edge of
the arena and will lose his balance. At that point, you
should have Wario Ground Pound the center of the arena 
(NOT on any areas under which you can see lava). After
that, Red-Briefs J will fall into the lava, spit a lot of
coins into the center of the arena, and take damage.
Every time Red-Briefs J is damaged, the attack speeds up,
you will have less time the Ground Pound the center of the
cage, and most importantly, Red-Briefs J adds an additional 
dash to the attack.

The third attack is generic. Red-Briefs J fires... fire
at Wario. If Wario gets hit by the fire, he takes damage 
and hops around in pain from the burn for a short period
of time (1/2). Just run around to avoid the attack. As
Red-Briefs J loses Skulls, he fires more... fire.

Red-Briefs J's fourth attack is hard to avoid. Red-Briefs J 
hops up high and later crashes down. To avoid this attack
move around quickly, but make sure Wario is still in the
center of the arena. If Red-Briefs J lands on Wario, Wario
becomes flattened and takes damage (1). If Wario is not on
the center of the arena when Red-Briefs J and is hit by
lava that comes through the grating, he will hop around in
pain from a burn and take damage (1/2).

Red-Briefs J's fifth attack is surprisingly easy to avoid.
Red-Briefs J hops into the air, spins around, and crashes
into Wario. If this attack connects, Wario gets knocked
out and takes damage (1). Running should be enough to
avoid this attack.

Red-Briefs J only uses his last attack if he has 1 Skull
left, or if you attempt to beat him up. Red-Briefs J
glows pink and spins rapidly towards Wario. Run along
the outside of the arena to avoid this attack. If it
connects, Wario is knocked out for a short period of
time and takes damage (1).

Damage Changes:

Red-Briefs J's attacks speed up as it takes damage. In
addition, Red-Briefs J fires more fire at Wario during
its firing fire attack as Red-Briefs J takes damage.
Every time Red-Briefs J is damaged, he also dashes an
additional time at Wario during his dashing attack.
Red-Briefs J also starts to regularly use his spinning
attack when he has only 1 Skull remaining.

Strategy:

To beat Red-Briefs J, you must Ground Pound the arena
(the center, unless you like taking damage) after he is 
done with his dashing attack and is wobbling on an edge of 
the arena. When Red-Briefs J isn't damaged, he only dashes 
at Wario once. He dashes 1 additional time at Wario for each 
Skull he is missing.

One last thing: NEVER, EVER, EVER try to beat Red-Briefs J 
up normally, as he will counterattack.

Difficulty: 6.5/10

----------------------------------------------
3.10	The Mean Emcee
----------------------------------------------

Health: 5 Skulls

Attacks:

The Mean Emcee has 2 attacks.

During the Mean Emcee's first attack, the Mean Emcee
spins his cane. If Wario is hit by the cane, he is
knocked out for a short period of time and takes damage 
(1/2). Just run away (or beat up the Mean Emcee from his 
opposite side) to avoid taking damage.

The Mean Emcee uses his second attack occasionally if
you are beating him up. The Mean Emcee curls into a
ball and tries to spin into Wario at breakneck speeds.
If the attack connects, Wario gets knocked out and takes 
damage (1).

Damage Changes:

The Mean Emcee's attacks speed up when it takes damage.
In addition, the speed of the cup game increases, and
the enemies that come out of the cup you chose if the 
Mean Emcee wasn't inside change as well:

No Skulls Lost- 3 Magician Dogs
1 Skulls Lost- 6 Magician Dogs
2 Skulls Lost- 2 Straightjacket Vampires
3 Skulls Lost- 2 Straightjacket Vampires
4 Skulls Lost- 3 Ninja Birds

Strategy:

Since the Mean Emcee is such an easy and simple boss, I've
put together some steps to beating him instead of a
traditional strategy:

1. Beat the Mean Emcee up until he flees into a cup.
2. At this point, you'll need to play a cup game. Guess
which cup the Mean Emcee is in and hit it (once the cups
stop spinning).
3. If you're wrong, enemies come out. If you're right,
the cup lifts up to reveal nothing. Repeat steps 1-2 if
you're wrong.
4. Hit the raised cup with a jumping punch to knock the
Mean Emcee out of the cup.
5. Damage the Mean Emcee and repeat 4 times to win.

Difficulty: 1.5/10

----------------------------------------------
3.11	Ironsider
----------------------------------------------

Health: 5 Skulls

Attacks:

Ironsider has 2 attacks.

The first is a standard shockwave attack. Ironsider leaps
up, and when it hits the ground it creates a shockwave
that must be jumped over. If the shockwave hits Wario,
he'll be knocked out and take damage (1/2). If Ironsider
lands on Wario, he'll take damage and become flattened 
(1). When Ironsider has 2 or less Skulls, he'll create 
more shockwaves, and add a quick shockwave in at the end of
the attack.

The Second attack is much harder to avoid. Ironsider
spits out a giant stream of fire while slowly spinning.
To avoid the fire, you must either Ground Pound into
the dirt in the arena (not the square stones) or run
around the fire while far too close to Ironsider. Obviously, 
the first choice is preferred. If Wario is hit by the fire, 
he takes damage and hops around in pain from a burn (1).

Damage Changes:

The speed of Ironsider's fire stream attack speeds up as it
loses Skulls. In addition, when Ironsider has 2 or less
Skulls, it adds a bunch of shockwaves into its shockwave
attack, the one at the end being faster than normal.

Strategy:

Ironsider is simple, but hard. To defeat it, beat up and
pick up one of the giant stone hands in the arena and
throw it at Ironsider to take away one of its Skulls and
create a bunch of coins. This is much easier said than
done though, as there are three hands that attempt to
hold you in place until Ironsider attacks. The hands
are also destroyed by its fire stream attack. If you
ever see Ironsider preparing for the attack, throw the 
hand quickly or get rid of it.

Difficulty: 7/10

**********************************************
3.12	Captain Skull
**********************************************

Health: 5 Skulls

Attacks:

Captain Skull has 5 attacks, including the most dangerous
attack in the game.

The first attack has Captain Skull firing a bunch of
cannonballs at Wario. The cannonballs damage Wario if he
is nearby when they explode (1/2). In addition, when
Captain Skull has 2 or less Skulls, touching a cannonball
while it is blinking red in the air damages and burns
Wario (1/2).

The second attack is a generic ray gun attack. Captain 
Skull shoots out 1 to 7 ray gun blasts that travel in a
straight path. If a blast hits Wario, he takes damage 
(1/2).

The third attack is similar to the second. Captain Skull
fires a bunch of ray gun shots that home into Wario.
These blasts are harder to avoid than the regular ones,
but still can easily be avoided by running. If one of
these blasts hits Wario, he takes damage (1/2).

The fourth attack is used if you attempt to beat up
Captain Skull when he has 2 or less Skulls. Captain Skull
curls up into a ball and hurls himself into Wario. If
this attack connects, Wario gets knocked out and takes
damage (1).

The fifth attack is the most dangerous attack in the
game. Captain Skull fires a HUGE cannonball towards
Wario. When the cannonball lands on ground, it explodes
with a HUGE blast radius. You pretty much have to flee
the platform you are on to avoid this attack. If
Wario gets blown up, he takes damage and gets knocked
out (1).

Damage Changes:

Captain Skull and his attacks become much quicker as he 
loses Skulls. He fires more cannonballs during his 
cannonball attack, and when he has 2 or less Skulls left, 
the cannonballs will burn Wario on contact while in the air. 
Captain Skull fires more energy blasts of both varieties as
he loses Skulls. When Captain Skull has 2 or less Skulls and
you attempt to beat him up he will use his rolling attack.
As Captain Skull loses skulls, he will use his giant
cannonball attack more frequently.

Strategy:

Captain Skull isn't quite as you'd think. Beat him up
until he has 2 Skulls left. At that point, throw a barrel
at either side of the ship at him or throw one of the normal
cannonballs he shoots at you at him to knock him out. The
only attack you REALLY need to look out for is his giant
cannonball attack. As soon as you see it charging up, run like 
mad to another area.

Difficulty: 5/10

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
3.13	Black Gem
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Health: 10 Skulls

Attacks:

The Black Gem has 3 attacks.

For its first attack, the Black Gem shoots a beam from its eye
that creates a line of fire that can't be passed for a short
while. Whether Wario touches the beam or the line of fire, the
result will be the same: A burn and damage (1/2).

The second attack is used when the Black Gem has trapped you
inside 2 walls of fire from its first attack, but you still
have a good bit of walking room. The Black Gem fires fire out
of its eye at Wario. If Wario is hit by the fire, he gets
burnt and takes damage (1/2).

The third attack is used when the Black Gem has trapped you
inside 2 walls of fire from its first attack, and you have
little room to move around. The Black Gem goes on the ground
and makes lots of shockwaves that must be jumped over. If
Wario is hit by a shockwave he is knocked out and takes
damage (1/2).

Damage Changes:

As the Black Gem loses Skulls, its attacks speed up.

Strategy:

While 10 Skulls of health is a lot, this boss fight is very
simple. You have to break open 5 green crystals to free 5
Spritelings around the arena. Doing this knocks out the boss,
so you can then damage it. Repeat 9 times to win. For a
laughably easy win, run a bit and stop shortly before you
think the Black Gem is going to use its beam attack. Once
it does, dash quickly to pass the beam before it can trap you
with it. Run around and break the Spritelings this way, and
the Black Gem won't even be able to hit you!

Difficulty: .5/10 with strategy listed above
             3/10 without strategy listed above

==============================================
4.	Contact
==============================================

You can email me at [email protected] with alternate 
strategies, typos, or any general info you may have found. 
Please do not send hate mail.