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Holsigen Base[edit]

From here out the worlds get shorter but more dangerous. You're now in the territory of the Hige Hige Bandits, and they won't take your intrusion lightly. Not only that, the surface of Nekki Moon is very hostile. Professor Ein recommends you have your Attribute Bombs up to date, and you must also have found Pteradon to proceed.

Soon after passing a couple of Moon Bandits, you must carefully make your way around a place where meteors constantly crash down. Not only does the impact itself hurt, but it throws out several Fire Bombs to avoid as well. You must Bomb Jump across the next series of gaps (thus why you need to have gotten Pteradon). Past this gap, a Moon Bandit, and another small meteor, a huge meteor will crash down. This one will continually release Drillers. They're tricky to hit since if they sense a bomb nearby, they'll drill into the ground to avoid the blast and then emerge elsewhere. If you can find an opening, kick a bomb into the opening in the meteor to stop more from coming out, then take care of the ones remaining. A nearby Bomb Jump gap shows a Roller Bug. It is invulnerable as long as it's curled up and rolling around. You have to wait until it uncurls for a moment before you can blast it. Further ahead is another gap and another Roller Bug. Beyond it is the outer perimeter of Holsigen Base.

Most of the beams and shields you will encounter from here on will correspond to colored switches (blue ones are the exception; they have their own rules). If you remember the switches you found in earlier worlds, you will know you must step on green switches, place bombs on yellow switches, and blast red switches. So ingore the red laser gate on the right for now and look at the blue laser gates on the left. They switch on and off at regular intervals. Cross the first gate while they're shut off, then set up to drop bomb in the gap in front of the second set. If you use Pommy Dragon, you can simply drop or kick it into the gap and wait. When the second set shuts off, quickly Bomb Jump across the gap and race through the gate. You should see a green switch, but it's protected by red lasers. Break off to the right to discover a yellow switch. Setting a bomb here shuts off the yellow gate across the Bomb Jump gap. Beyond the gap is a bunker with a red window on one side. Throw a bomb into the window and set it off. This deactivates all the red lasers in the immediate perimeter. Go ahead and step on this switch. This lowers a green crystal, shutting off the force field it was producing.

You should now be able to make you way to a mine cart sitting on a track. Jump inside and it will take you across the canyon. Nearby you should notice a gap with a Roller Bug and a line of translucent Bomb Pedestals. Come back here once you make Light Bombs, because the fourth Heart Container is across the gap. In the meantime, watch out for the meteror and head for another mine cart. This one will hit a boulder and launch you across the canyon. You can go back by taking a similar cart on the left. Move on by taking the cart ahead. You'll be dumped off on a ledge with a Moon Bandit and a track switch. Deal with the Bandit, then blast the track switch. Now hop back on the mine cart. The switch will now divert the cart to another area.

Look for a wide Bomb Jump gap. You may think you can't come here without Fire Horn, but you can make the jump with Pommy Dragon as well. Deal with the Roller Bug, then set a bomb each on the near and far sides of the gap. This will set up a double Bomb Jump across the gap and to a Charabom Merge Portal. This one combines Stegodon and Andlar to create Angol, allowing you to use both Power Glove and Bomb Kick abilities at once (recall that there's one earlier stage where this was needed for a Lightning Card). To continue onward, throw a bomb across the gap to blast the track switch, then get back on the mine cart. You'll be taken to yet another area with a ramp that will let you climb down into the canyon itself. Nearby on the canyon floor are two panels with tiny holes in them. Also near your current position are two red switches. Blasting each of them causes one of those panels to emit waterspouts. You can now freeze these with Ice Bombs to cross gaps back up top. But before climbing back up, notice the boulder on a ledge. Throw a Big Bomb near it to have it roll onto the track. You'll see why this is important later. Back up top, cross the waterspout across from the mine cart. It leads another mine cart which in turn takes you to a Minigame Portal. The problem is that the cart dumps you into the gap in front of it instead. To reach this, you need Pommy Dragon. Set a bomb in the middle of the gap. Ride the cart back, then ride it again. This time, when it dumps you off, you should land on top of the bomb, which you can then jump off to reach the portal. This portal is for the last and most difficult minigame: Rail Bomber. Clearing this minigame earns you the final Bomb Merge Item: the Strobe. Now backtrack and take the other waterspout across to a track switch. Now hurry back and climb aboard the mine cart. The last switch will divert you...right into the boulder you set up earlier. The cart crashes into it, throwing you right over the wall and into the base!

The exit is blocked by the force field you may have seen earlier while going for Angol. Your only way forward will take you into a maze of corridors. At the end is the green switch you need to step on to deactivate the force field, but a truck is in the way. Noticing the hole on top of the truck, use Andlar or Angol to throw a bomb into it. You hope to blow it up...but instead you wake it up!

Jackhammer Truck

This truck will loop around the room in a specific pattern. At set points, the truck will perform one of two things:

  • At two specific points, he starts hammering the floor. This stuns you and makes you drop your bomb if you're holding one.
  • At two other specific points, the hammer bot will separate from the truck and hop around the arena in a square to cover the immediate area around it. The bot can pound you flat, so stay away from it.

Also, once the truck reaches the last turn so that it's near where it started, it'll make a surprise move by backing up. If you're behind the truck when this happens, quickly search the gap for a Bomb Pedesatal.

The only way to damage it is to throw more bombs into the open hole on the back of the truck. It's a tiny moving target that makes it unusually hard to hit, especially using the Power Glove (which is the only way to avoid getting hurt during the throw). You usually need to come at it from behind, but watch out for the hammer bot and especially for that last turn since the truck backs up there.

With the truck blown up, you can finally step on the green switch, bring down the force field, and make your way to the exit.

Lightning Cards[edit]

  1. Past the first force field, but before the mine cart, follow a path to the right to locate the Lightning Card in a lone pod in a dead end.
  2. When you go down into the canyon, go back around the ledge, past the waterspout panel, and past a Roller Bug to locate a Lightning Card in a dead end.
  3. Near the Charabom Merge Portal for Angol, the Lightning Card is in easy reach in a side path taking you near the force field. If you don't get it while going for Angol, you can try again once you shut down the force field from inside the base.

Armz Gate[edit]

Assault Bomber

"So, are you Bomberman?! Well, then...I am the master: Assault Bomber! I am the Reaper of the Crush Bombers! And I will destroy you! Bon appetit!"

In a nutshell, Assault Bomber is a psycho. His battle plan is simple: attack, attack, attack!

  • His simplest attack is to fire off his machine gun at you. Keep moving or keep your distance to dodge the bullets.
  • When you hear him rev up, he's trying to charge you, and given the caterpillar tracks on his feet, he can close distance quickly.
  • Immediately after charging you, Assault Bomber will usually turn on the vacuum on his left arm (he will usually call out, "Bon appetit!" or "I've got you!"). If he happens to grab one of your bombs with it, he'll counterattack by lobbing four cannonball mortars toward you.

Once his health is half gone, he'll unleash two much-nastier attacks.

  • One, he will try sending a three-mortar salvo in your direction. They come quickly and will move farther out with each shot, so be on the lookout.
  • Then there is his most maniacal move: the Cardio Bomber. His torso will detach from his legs and he will chase you from above, all the while dumping massive numbers of cannonballs down on you.

The bad news is Assault Bomber cannot be stunned. The good news is he lacks a defense and moves rather predictably. Though he usually won't react after being hit, he does take damage from Big Bombs pretty readily. A good strategy is to use a Remote Control Charabom like Pommy, prep a Big Bomb across the arena from Assault Bomber, and toss it nearby. Then, when he charges towards you, run away and set off the Big Bomb as he approaches.

Lightning Cards

  1. While his torso is separated from his legs during the Cardio Bomber, throw a Big Bomb so that it lands on top of Assault Bomber's legs and then goes off and damages him.
  2. Let Assault Bomber pick up a Big Aqua Bomb with his vacuum.
  3. Let Assault Bomber pick up a Big Ice Bomb with his vacuum.
  4. Let Assault Bomber pick up a Big Wind Bomb with his vacuum.
  5. When Assault Bomber fires his three-shot salvo, block one of the shots with a Bomb Barrier.

Beneath Holsigen[edit]

You have now penetrated deep into the Hige Hige Bandits' base. Step on the green switch and cross the first gate, but watch out for the searchlight. Trip it, and a bunch of Construction Bandits will burst out of a locker to attack you. Locate and booby-trap the locker first before setting off the alarm, then blow them as they emerge. Shove aside the Sliding Block with a Big Bomb. This allows you to reach a green switch that opens the gate to the next cell, but do it quickly; time is limited.

The next area has a similar setup, and the way ahead to the left is barred by a collapsing floor. Step on the green switch in the back of the room to temporarily keep the floor from collapsing, then cross over. Be careful at the second north passage. The floor will give way under you if you walk on it, trapping you briefly in the room. The left green switch will briefly hold the floor up. The right one opens the cell across the hall. If you work fast, you can trip both switches (go left then right), cross the floor, and make it through the cell door before it shuts. From here, branch off to the pipe on the very left. Walking it will take you to an earlier area, but you can now blow aside the Sliding Box that was bloking the way from the other side. You'll also be able to reach the Charabom Battle Portal for Unicornos. A well-developed Merged Charabom should be able to handle her even at her level of 40. Her Line Bomb ability is not so useful now, but she's a key ingredient for a powerful Charabom Merge shortly. Backtrack past the sliding box and make your way back to the corridor leading left. Now take the first passage north. Use a Big Bomb to send the Sliding Box onto green switch. This will hold up the trap floor that bars the way into the next corridor.

As soon as you arrive, you should encounter your first Living Flame. This is probably the first enemy you encounter that requires a specific Attribute Bomb to beat (in this case, a couple Aqua Bombs or one Big one). But if you beat the flame, another will simply pop out of a nearby lava pool. You need to close that pool off. Thankfully, a nearby Sliding Box should prove an adequate cork. Not only that, it'll allow you access to the elevator. Across a Bomb Jump gap is that Charabom Merge portal I mentioned earlier. Getting Unicornos will let you merge her with Pteradon to create Fire Horn. This Merged Charabom will allow you set up a line of bombs very quickly, and not only can you attack with them, but you can jump off them, too. And now for a secret; even though Pommy was never in the equation, these bombs are Remote Controlled, too.

Back to the room. On the floor below are an assortment of flame geysers. Take them out with Aqua Bombs from ground level before trying to navigate the rest of the platforms with Bomb Jumps. You'll soon reach a yellow switch. Setting a bomb here lets you take an elevator back to ground level. Deal with the Living Flames and cork their lava pool. Also take the time to extinguish flames on the floor. Now set a bomb on the yellow switch to activate an elevator to a new set of platforms. Before trying the Bomb Jumps, cross the one platform to the other side, past the searchlight, to blast a red switch on a pipe. This turns on a waterspout in a later area. Now make careful Bomb Jumps across the platforms. Some of the jumps work best using Fire Horn to prepare a multi-bomb jump. Eventually, you'll find an elevator that won't come to you. Drop a bomb onto the yellow switch off to the lift to turn on the elevator. Just across is another elevator. This time, toss a bomb up to the yellow switch to turn it on. Once you get up, look to the right to notice a platform in the distance. Use Fire Horn and some careful jumping to negotiate the lengthy gap. You'll be rewarded with the final Bomb Merge Portal. With the Strobe you won outside the base, you can now finally build Light Bombs.

Go ahead and return to that platform you reached by tossing the bomb up onto the switch. Bomb Jump across to the next platform to reach yet another deactivated elevator. Throw a bomb onto the yellow switch on the floor to the right to open the way back down. You must now deal with two lava pools, each one pouring out Living Flames. Once both pools are corked, you should be able to throw a bomb across a gap to a yellow switch and ride an elevator up to a final set of obstacles.

To cross the final obstacles, you must have the Ice, Aqua, and Wind Bombs. The Ice Bomb freezes the waterspout (that you turned on earlier with the red switch) to let you cross it. The Aqua Bomb is needed to extinguish the line of flames. And once another bomb dislodges it from a tree, the Wind Bomb is needed to ride a giant leaf up to the exit platform.

Lightning Cards[edit]

  1. Not far from the Bomb Merge Portal is an elevator that will let you up to the Lightning Card, but avoid taking the ramp beyond it unless you wish to perform a lot of backtracking.
  2. If you continue on the platforms past the first yellow switch, there is a small isolated platform that has the Lightning Card. Use Fire Horn to make a line of bombs to jump across to reach the card, then blow aside the Sliding Box to open a path to retrace your steps.
  3. Among the first set of platforms you access by Bomb Jumping is one dead end near the first yellow switch that has the Lightning Card.

Construction Site[edit]

In a lengthy but comical plug on the mecha genre, the two leaders of the Hige Hige Construction Corps use the power of the Bomb Element to merge together into a giant robot.

Constructor X

Constructor X will slowly walk around the arena while assaulting you with a variety of attacks.

  • Its most basic attack is to launch its drill arm towards you. It'll eventually come back, so be careful of the return trip.
  • In one of its nastier attacks, it'll yell "Drop dead!" or "You will fall!" and throw down a ring of dynamite. This dynamite remains live and potent for a while after it's deployed, so you have to watch your step in the meantime.
  • Staying too close is not advised. It has an attack where it throws down a ring of super-hot oil around it.
  • And when it gets down to around three hearts or less, it'll resort to a powerful Laser Blade. Not only does the blade itself hurt, but in the wake of the swing, a number of explosions follow in front of it.

If you can possibly do so, try to stay behind Constructor X, even though he will eventually try to turn toward you. All of Constructor X's attacks have a blind spots to the rear where you can usually avoid the effects. And every so often, after an attack, Constructor X will be forced to open its panels to vent steam. This is the only time it will be vulnerable to a Big Bomb. Using a Remote Control Charabom will help you with the tight timing. Score twelve hits on Constructor X to defeat it and win back the Bomb Element.

But as you head away from the Construction Site, take a look at the Living Flames that emerge. Seems they've overheard your conversation with Professor Ein, and they're following.

NOTE: By this point, you should possess all the Attribute Bombs and most of the Charaboms. If you haven't gone back to retrieve earlier Lightning Cards, now is an excellent time as you should now be able to reach all of the ones you've come across to this point. Also, don't forget the Heart Container back at Holsigen Base, which you can now reach thanks to the Light Bomb.