Bomberman Generation/TakoDesert

Balley Valley
As you enter this desert stage, you should notice some holes in the sand. You won't be able to fall into them, but up ahead will be a big creature that resembles a jack-in-the-box; he's in one of the holes and will always be turning towards another one. Hitting this creature with a blast will spook it and cause it to jump ahead, in the direction it's facing, into the next hole. Understanding this, you should spot another one of the hole dwellers ahead and to the right. This time, it'll be facing one of two walls. Spooking this one will cause it to break through one of the walls before reappearing in its original hole. Break the one ahead to get some Feed and the one to the right to proceed ahead.

Ahead is a Bandito, another Hole Dweller, and a Bandito Ghost. Unlike the ghosts of Blakinc Trench, Bandito Ghosts will move around a bit before disappearing and reapparing in one of two or three preset locations. They can still be beaten with a bomb, but their mobility makes scoring a hit difficult. Meanwhile, the Hole Dweller doesn't automatically return to its original hole once it's spooked. You can use this to herd it towards and through the wall on the right. The next Hole Dweller is behind a wall, but there's a hole in the ground that will allow you to kick a bomb through to coax it out. Past that wall is a Charabom Battle portal. This one is for Stegodon, a weak Fire-type; you should gain this Bomb Kick Charabom with little trouble.

Up ahead is your first quicksand current. Note its three elements: the mound where sand pours out, the current itself which will carry you along if you walk on it, and the pit which will suck up the sand (and you, if you step into it) and send everything back to the mound. Thus, stepping into the pit will carry you past the fallen column. Up ahead are some rolling cacti. Approaching them is not advised since it can extend its spines and spin around to attack. Two regular bombs or a Big Bomb will keep them down. Also scattered in this area are some holes covered by bones. Remember those holes guarded by flowers back in Tentasia? Use the same technique to slide bombs into the holes and match the bones withdraw. One of the holes even has a guard over it that acts just like those Tentasia flowers. The hole it guards opens the way into the quicksand maze.

Make your way across the sand currents until you spot two intact columns. Knock them over with bombs to make bridges across the quicksand. The next column is on the far side; you can stand on the platform tucked into the U-shaped sand current and throw a bomb to the other side with Andlar, or you can remote-detonate a bomb from the sand current with Pommy. From there, jump into the pit to get past the wall, then take care of another column across the sand, watching out for Bandito Ghosts along the way. Eventually, you'll reach a current going past a wall, but your end has the mound rather than the pit. But see the hole? This reveals an interesting aspect of these quicksand currents: they're reversible. Sending a bomb into a sand pit (like what you will do by kicking a bomb through that hole) will cause everything in the current to reverse for a few seconds. This means the mound is now a pit you can fall into to cross the wall. Now, only one wall keeps you from exiting the maze. But there's a door nearby you can blast. The bad news is you're gonna get sand in your suit; the good news is the sand blows out the wall, opening the path to the final part of the stage: the oasis.

Your next goal is to find the right sand pits to reach the island in the middle of all that water. From the marked path, take the second pit to your right. This leads to a halfway island. The pit there will take you to the big island.

Lightning Cards

 * 1) Lure out the Hole Dweller from behind the wall with the hole in it. It'll stay at that hole for a bit. Wait until it turns toward another wall, then spook it again to make it break down the wall leading to the Lightning Card.
 * 2) If you kick a bomb into the bone-covered hole that guards a jar in a dead-end, you will also cause a skull to open, revealing the jar with the Lightining Card.
 * 3) As you go into the quicksand maze, look to the right, past the columns you can knock over, to see a dead-end guarded by flames. Quench them with Aqua Bombs to reach the final Lightning Card.

Tako Temple
Two things you should notice as soon as you arrive. First is the little structure with an entrance in front. You can kick a bomb through the hole to destroy it. Second, and more importantly, is that imposing green head statue just in sight ahead and to the left. It behooves you to be very careful lining up directly with this things face or side. It'll quickly turn toward you and streak a powerful laser beam (one big heart powerful) in a line towards you. But you need that beam. The entrance to the temple has a light-based switch. You need to lure the statue to face the switch and get out of its line of fire. The laser will trip the switch and open the gate. Now you'll see more of those little structures. Kick a bomb into the center one to open the way ahead.

Up ahead, note the yellow switch. It and any future yellow switches you find will only trip when bombs are on them. Using Pommy, you can keep a bomb on the switch as long as you need to ride up to reach the green switch and then cross back. Cross the now-lowered platform. and turn left. At the end of this path is an important Charabom Battle Portal: Pteradon is inside, and his Bomb Jump ability is essential in later stages. Send either Andlar or Marine Eel against him and you should handle him easily. To proceed forward, backtrack until you reach a short ramp and two jars. Ahead, keep to the path you can spot the two statues. They act like the one outside, so listen for the grinding of stone to warn you of an imminent laser beam. To proceed ahead, look to your left to see a bunch of the small structures. Find the one with an open door and destroy it with a Bomb Kick. This reveals the door of the next one, and so on, until a way opens up to a green switch. This lowers a platform with a structure on it. This makes it vulnerable to the Bomb Kick, allowing you to reach the green switch behind it. This will lower a light-sensitive switch over by the left statue. By luring the statue into firing on it, you can open the gate. After dealing with two rolling cacti, you should see the quicksand current. Like in the last stage, you need to reverse this one to reach the back half of the temple.

Once past, turn right and quickly run past the first statue (one good thing about the statues in the back half of the temple: they don't turn). What you want now is the center corridor, with the statue pointing facing upward. Carefully go around to its back, but don't be too quick. Behind are two more statues, and they're firing diagonally in an X pattern. Time your run around them. Past them is a new blue portal. This is a Charabom Merge Portal: where you can merge two regular Charabom into one powerful Merged Charabom. In this one, you need Ligon and Pommy to form Pomyugar. If you've been getting every Charabom from the start, you'll have them and can perform the merge. Note that the regular Charaboms don't disappear, in case you need their specific abilities.

Back at the temple, go back to that statue you passed earlier. Lure it into firing straight ahead and it will trip a switch. Carefully go through into a room full of statues. One thing: don't dawdle in the center. Out of sight is a statue that shoots down the middle. Carefully maneuver between the beams of the statues. Behind the last one, the one that shot back towards the entrance, is a green switch. This lowers one of the platforms with a structure on it. Now carefully make your way back out. Pass the center corridor and get past the statue on the right and onto the platform. Up there is a Bomb Eater: so called because if it sees a bomb, it'll jump up, consume it, and get fat and slow (and explosive once it goes down). Deal with it and you'll spot two structures guarding a green switch in the corner. Tripping the switch lowers a light-sensitive switch the nearby statue can now hit. Beyond this is a narrow bridge guarded by a statue (hint: keep to the sides of the bridge). The last part is tough, though, since you need to set a bomb on the platform to raise it to your level, but if the statue wakes up (which it probably will once you cross), it'll set off the bomb, so move fast. Behind this statue is another green switch which lowers another structure on a platform.

With both platforms lowered, you can now begin a sequence of bomb kicking and structure-smashing. The ultimate aim is to uncover a green switch under the last structure (which happens to be one of the ones you lowered earlier). This will lower a light-sensitive switch so that the middle statue (the one facing in the opposite direction to the other two in the room) can shoot a beam at it. Hitting this switch will finally open the door to the temple's exit.

Lightning Cards

 * 1) Try out Pteradon as soon as you get him. Cross the two nearby gaps using Bomb Jumps (use a Big Bomb at the second gap) to reach the platform where this Lightning Card is kept.
 * 2) You need Light Bombs. In the back right of the first area of the temple is a light-sensitive switch already in place. Lure the statue into shooting it to open the gate to the room. The Light Bombs are needed to solidify a bridge that lets you cross over to the Lightning Card. Be careful, though; unlike other translucent things, the bridge only remains solid temporarily.
 * 3) You need Wind Bombs. Right next to the Charabom Merge portal for Pomyugar is a big leaf. Use a Wind Bomb to ride it up to the Lightning Card on the adjacent platform.

Takos' Coliseum
{{Bomberman Generation/Boss
 * type = crush
 * title=Eagle Bomber
 * contents="People call me the Prince of the Wind: the Blue Falcon of the Crush Bombers. The Eagle Bomber is what I'm called! So, you are the foolish Bomberman who defies our master Mujoe. If you don't fear these beautiful wings of white silver, then come battle with me!"

Eagle Bomber's basic movement is to hover a little off the ground as he crosses from one side of the arena to the other and back again. Those jets will spoil any attempts to hit him, so you need to react to his moves to get a Big Bomb on him. His attacks are as follows:
 * His most basic attack, called the Eagle Comet, involves him jetting across the arena at speed. Upon reaching the edge, he'll reflect off in somewhat wild angle. This makes avoiding him difficult at times. He will bounce off anywhere from four to eight times before coming out of it. A hit is only one small heart, but it also means you drop a carried bomb, likely spoiling your chance to score a hit. He doesn't call out this move, but it's easy to see it coming once he cuts his jets in preparation for the move.
 * Another basic move of his is the Twister (he'll call this move out). This works similarly to Eagle Comet, though instead of jetting forward, he'll spin like a top as he bounces around the arena. Twister is a little less predictable and a little tougher to avoid than Eagle Comet, but the damage and consequences are similar.
 * At two hearts down, he starts using his Eagle Bomb Drop. He laughs out loud and rises out of sight. Then, he'll jet over your head (usually from behind you) and make a carpet bombing run across the arena. When he begins the move, stand over in one corner. When you hear a sound like a dive bomber, he's about to make a bombing run. Rush over to one of the corners to either side of you; these will be the safest places against the bombs. The explosions hurt for two small hearts, and he'll make anywhere from two to four passes before finally coming back down to earth.
 * At one and a half hearts to go, he may lift higher into the air and try his Afterburner technique (he'll call out, "Burn!" when he goes into this). A more powerful version of his basic movement, the backwash from his jets will make a rather wide area around Eagle Bomber a hot zone.
 * Finally, at one heart to go, he'll unleash his most dangerous move: the Piledriver. He'll silently zoom around the arena and then suddenly home in on you, whereupon he grabs you, lifts you sky high and then slams you for a big heart of damage. There's no way to escape the move, nor does Eagle Bomber ever miss in his approach. Your only safeguard against the Piledriver is to disrupt it.

Like Beauty Bomber, Eagle Bomber is vulnerable to stunning with Big Bombs. The trick, though, is finding an opening with which to land that bomb on him. Most of his attacks, though, have distinct openings (usually immediately following them) that allow for this if you're quick enough and perceptive enough. Unlike before, Pommy is probably preferable to Andlar in this battle, since even if you miss the throw to stun, you can quickly set it off while Eagle Bomber is still in range to damage him.

Lightning Cards

 * 1) Defeat Eagle Bomber in under 4:00.
 * 2) Stun Eagle Bomber with a Big Bomb after he comes down from his Eagle Bomb Drop.
 * 3) Stun Eagle Bomber with a Big Bomb after he finishes his Eagle Comet attack.
 * 4) Disrupt his Twister by stunning him with a Big Bomb before he gets up to speed.
 * 5) Disrupt his Piledriver by hitting him with a Big Ice Bomb as he makes his approach.}}