ForumsGame WalkthroughsEpic Boss Fighter 2 Walkthrough

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randomblah
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randomblah
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King

This walkthrough will more or less cover the bosses, along with some tips on builds. All of these will allow you to beat the game on single-player, without using consumables.

Boss 1: There's really not much to this fight. It's generally pretty safe to stay near the center; feel free to dodge to the left and the right as needed. The boss won't really get harder or anything, so it's pretty easy. Note that the bolts on the side kind of move faster than the bolts in the center, so staying reasonably centered is a good idea.

Boss 2: It has two attacks: aimed columns of purple balls and a shotgun barrage, both from the nostrils. You can shoot either the nose or the eyes. On easier difficulties, you can walk through the shotgun relatively easily. On higher difficulties, it's generally easier to stand near one of the eyes. There's a somewhat safe spot at about a 45 degree angle from the nostrils and directly under an eye where you only have to dodge a small amount of fire(you'll need to move around a little). For insane, it's probably easiest to go a little glassy(see below).

Boss 3: This one is built for endurance. It spits webs(which last forever) and summons bugs from the bottom of the screen. If it eats a bug, then it gets full health. The key is actually to focus on attacking the boss, and not to go after the bugs prematurely. When the spider goes after the bugs, shoot the bugs and deny the spider the meal. As a bonus, the spider stops firing when it eats. Going for a glassy build is probably the best way to win, as the webs do pile up. Webs will slow you to a crawl, but it's still slightly possible to avoid shots by continuously moving in one direction.

Boss 4: This guy has 3 attacks: the expanding circles, the V shaped attack, and the lines of fire. It also has the ability to summon drones(including a med drone), but those don't tend to be much of a threat. The medical drone won't heal much, so you can kind of ignore it if there's a firestorm. The expanding circles is by far the easiest to beat: simply move up 1/4 length of the screen or so, and all will pass by. For the lines of fire, try your best to stay between the lanes of fire. The V is rather difficult to dodge. It's almost certainly a victory if the boss leads with expanding circles, since you'll have a lot of time to deal damage for free.

Boss 5: It's invulnerable as long as its shield is up, but any of the red beetles exploding near it will take down the shield. There's a lot of red beetles, so it's generally vulnerable. If you stay at the top of the screen, you'll be generally safe. If you're feeling particularly cowardly, you can use melee drones to take it down. Note that the red shield doesn't block projectiles that are not headed for the boss, so you can shoot a beetle that's to the back and side of the boss.

Boss 6: The Yeti can be a brutal boss. It chucks indestructible ice walls and pounds tons of shots out. Thankfully, there's a cheap and easy strategy. If you observe carefully, no shots ever travel on the top left edge of the screen. So, you can simply stand there. If you're bored of watching drones take him down, you can actually move rightwards until your main shot hits his left fist, which will take him down rather quickly.

Boss 7: It has two attacks; A V-shaped attack and a more random spam. For the Vs, fly through the holes in the center; for the shot spam, the boss tends to leave holes in the center(so you'll essentially follow the boss, but time-delayed). If you can't make the holes in the Vs, you can also fly in through the sides, but this gets a little more risky/difficult. There's also soldiers; you don't have to pick them up, but they do help in point defense. My advice is to only go after the safe ones: you lose soldiers when you get hit, and you can always point defense by moving backwards a little, which brings the moths into your main field of fire.

Boss 8: It changes colors(red, green, yellow, blue) periodically, and can only be hurt if you grab a bubble with the same color. Attack-wise, it uses walls of red, hoses of red projectiles, and aimed blue shots. An endurance build is not a bad idea for this particular boss. Keep in mind it will change colors at the rate of twice/wall of bubbles. If you can't find the appropriate bubble, or the boss is about to change colors, it's probably a good idea to hold on to what you have. When attacking, dashing in from the side seems to be the best strategy, and running away if it gets difficult. Much like boss 5, if you stay near the top edge, you're mostly safe, except this time there's the blue aimed shots.
Addendum: It seems a lot of people hate this boss. There's 3 fire modes: blue, horizontal red, and red whips. In addition to the color control described above(anticipate color changes), here's some combat tips: It's very easy to attack the boss when he's using horizontal red projectiles, since all you need to do is strafe and stay out of field of fire. When the blue attacks go, traverse from left to right side of screen, which will give you some extra shots on boss. The whips are somewhat harder to dodge, but if you only get hit by them, you should do fine.

Boss 9: It'll seem like everything is so much tougher. The bugs are rather high hp(given the huge quantity). It may help to have ramming drones to defend against the swarm. Above all, dodge the fists. Keep moving, and quickly. Some fists may be aimed, I'm not completely sure. Being hit by a fist will deal ludicrous amounts of damage, so ignore the bugs. The fist will also squash the bugs, which helps quite a bit. Once he comes down to ground level, unleash whatever offense you have. Note: it is possible that the troll fist will insta-kill you on insane(300+ dmg).

Boss 10: Mecha-turtle. It has two attacks: some small energy pellets and a revolving blue maelstrom(of more pellets). The energy pellets aren't typically that bad, but if you find them difficult to dodge due to difficulty, move to the side, as there's plenty of opportunity to attack. Note that some energy pellets are aimed, so keep moving a little. When the blue maelstrom first starts, step through the front to get into the inner layer(just outside the second ring or so). It'll contract, so step out, then expand, so step back in, and then do so once more. It'll then spin for a while, but you'll be safe in the second layer safe zone or so. As it ends, step out via the 5:00 direction.

Boss 11: The goal is to lure the metal protector robot into the circular platforms on each side to lower the shields. Begin by moving to the left side of the screen, since that's where the guardian starts. Once you bring down the glass shields, attack the center guy. He'll aim for you with his center shot, so you'll need to jiggle between the left side and the right side, while maintaining fire. When the glass goes back up, run to the other side. It helps to stay near the top of the screen while baiting, I find. A shield drone or two might be helpful to pass through the center unscathed.
Edit: Apparently, you can get stuck in the platform with the guardian. You don't need to be very far up vertically, as it only tracks your horizontal position.

Boss 12: At the beginning, a shield sphere will drop. Don't pick it up(unless you have shield suit). It'll shoot red shots, which are somewhat difficult to avoid. If it gets too intense, you can generally survive a little better by staying to the side. After a while, it'll pop down, which is when you want to grab the shield to avoid being hit by the fire wave(does around 2x shot damage). If you manage to do so, you'll generally be able to win via pure tanking, especially if that's how you're built.
Note: Remember that being hit gives you temporary invulnerability, so you can avoid some damage by getting hit by the final shots if you grabbed the shield.

Boss 13: Mr. turbine is very aggressive, but relatively weak. If you go glassy, it's quite likely that you pound through him. The turbines aren't hugely dangerous, but avoiding stepping in them as you will be mostly unable to dodge. His most dangerous attack is his aimed columns of shots. These tend to arrive during his other shot attacks, so it may be very difficult to dodge. Overall, a glassy strategy will bring him down pretty quickly. You can find some moderate respite if you run to his sides.

Boss 14: Viral asteroidz! This one is kind of tricky, especially on insane. Having beam attack isn't a bad idea, or alternatively, try an endurance build. There's 5 forms: the first two are big but not very dangerous. The last two tend to crisp pretty easily. The most dangerous, then, is the middle form(x4). It fires very fast shots, which tend to hit you in the shot storm. My advice is to make sure that that form lasts the least amount of time, and crisp the little guys relatively quickly.
Edit: Alternate strategy, with some thanks to twilight2. The vertical ceiling is somewhat higher on this fight, so you can actually stay above the boss's projectiles. Only the smallest form can shoot upwards. Use melee drones to wear down the viruses to tier 4 or so, and when the little guys start popping up, swoop to the bottom of the screen and mow them down. Rely on the invulnerability from being hit to stay alive.

Boss 15: This guy's pretty easy. An endurance build is recommended, but not required. Your normal shots do some damage, but the majority of damage will come from tricking him into crashing into the rock(exclamation mark). Move out of the bird's way when it attacks, and tank/avoid the blue shots. Can be a great opportunity to take a break and heal. It'll take damage even if it's not charging, so long as the screen scrolls him into the rock.

Boss 16: The key is to keep him not too hurt(bar goes up), and not too unhurt(bar drops too much). If either happens, you'll be stunned. I strongly recommend 2 melee drones. These keep the rhythm almost perfectly, making your job very easy. Stand to one side and hammer him with the drones, swapping sides and letting off on the attack as needed.

Boss 17: The slime throws around a lot of purple stuff, and summons mini-slimes. The mini-slimes aren't a huge threat, but they aren't very hard to kill either. A glassy build works very well, but for the most part, remember that the purple stuff detonates behind you and won't really hurt you on the way in. Stay focused on dodging, as it has no other attacks.
Edit: According to the dev, the mini-slime eyes will allow the slime to aim at you after 3 seconds or so, so focus some firepower on killing them.

Boss 18: It throws a lot of firepower, most of it somewhat aimed. There's also a laser drone that flies around. Going glassy can save a lot of difficulty/dodging, but endurance should work too. When the laser beams activate, go around within the revolving beams. You'll have to expend some effort to chase down the boss a little, but overall, should be doable(maybe with a couple of tries).

Boss 19: You can move the platform by standing on the edges of it. Your first move should be to move the platform backwards, as you start way too close. This will buy you some reaction time. It'll alternate between a barrage of tightly aimed shots and a barrage of loosely aimed shots(moving a few pixels will dodge this). The loosely aimed shots are difficult to dodge, it's quite likely you'll be hit by at least one. if you're still using the insane glassy build, make sure it takes 3+ hits to kill you. If you only take one hit every time he rises, you should be able to win without too much trouble

Boss 20: It's all about beef here. The most dangerous part is the shots that are fired. I went with the medic build, I suppose a shield build could work but I didn't like it. Fire the cannons at the open eye, keeping in mind there's a charge time on each one. When the tentacles withdraw, grab the shield. Depending on how much you want to grind, go ahead and buy as many final tech armors and final tech protectors as you can. Tank your way through; it's mostly just endurance.
Note: after some more playthroughs, I recommend having at least 2 tech protectors first, as they help you reduce the damage substantially. I also recommend staying closer to the shield, and ignoring the open eyes unless if it's safe to attack. There's plenty of free time after the coast is clear to hit the eye, and it's more of an endurance match. I've beaten it with 1 tech protector + 3 armors on heal suit, but keep trying and buying more armors and protectors until you win.
Note 2: The kraken has been updated as described in the patch notes. It is now imperative for you to pick up shield drops, or the kraken will heal 35%. The same strategy ought to apply, however, though it should now also be possible to do this with a glassy build(I'm guessing half-glassy is a good choice).

Some helpful builds:
Glassy: Focus on RoF, lucky strike, and bullets which are cappable. Lucky strike will give doubled dmg shots, which is often worth more than the raw damage. Cleaner Wrist 2000 is a very good resource for this build. I don't personally like the raw damage upgrades(Ie +90 dmg); instead, picking something like +40 dmg + 40 hp is better. Fine-tune your builds so that you can take multiple hits. A medic suit is actually not a bad idea: it provides extra hp for cheap, and has good RoF. I recommend this build for most of insane, as it generally works with a few tweaks.

Endurance: At the beginning, try to maximize your heal. That will be about 5-7 hp per 20 seconds. Later, when the first medic suit comes out(after beating boss 9), you can use that, but it only heals 2 hp. Heal II heals 18, heal IV heals 72(dunno where heal III went), and heal V heals 90. Use the heal ability as often as you can, and get 50% cooldown(or near) for heals II+. After a while, the manual heal is worth more than the automatic heal, especially on insane.

I note that some people are saying that dancing fire is amazing - I don't really agree. It does a moderate amount of damage, and the fire is movable, but I'm extremely annoyed by the fact that your character stops firing/moving when you do so. This overall lowers dps(especially if you're glass), and provides relatively crappy invulnerability. It also sucks that the fire runs out.

Two players: don't, unless you have a second player or godlike ability to multitask. The devs have stated that it INCREASES boss damage and hp(by 30+%), so don't.

  • 28 Replies
randomblah
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randomblah
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King

Note: You don't need consumables or a second player to beat the game. As the dev has noted, the game does get harder when you use a second player.

Loop_Stratos
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Loop_Stratos
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Jester

Help me with naked gun achievement. Not enough patience...

randomblah
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randomblah
246 posts
King

For naked gun:

The easiest way is to do this on level 1 normal(on settings, don't skip easy bosses). Basically, you'll have to banana gun him to death without getting hit. It's kind of boring, but it should take about 15-20 minutes. If you're feeling really excited, you can try to take on boss 15(birdy) and wait for him to suicide, but that requires at least hard mode, so I don't really recommend it. When you're shooting him, the naked run has really slow RoF, so you can dash in, fire a shot, and dash out without wasting a shot. If something looks risky, pass on it - you want to do things right the first time. Try to make sure 70+% of your shots hit the boss, as it'll cut down on boredom.

EntertainmentForge
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EntertainmentForge
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Peasant

Great strategy guide randomblah! I enjoyed reading it!
I would only add that goo boss (boss 17) has eye that pops out from the ground. As it pops out after around 3 seconds boss will start aiming at you and he won't stop until you destroy the eye.
You can also make new topic and post your guide on our forum. I am sure lots of people will find it useful. http://www.entertainmentforge.com/forum/viewforum.php?f=10

Thanks for making this

riku_ullman
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riku_ullman
1,148 posts
Farmer

Wow, the glassy build works sooooo good! Thanks!

twillight2
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twillight2
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Chancellor

Boss 11: you can get stuck on the sentry's platform when it closes. Just tellin'.

Boss 12, offensive solution: you can go offensive here. If you can see when it'll do the flash. Just before the flash happens, get hit by a regular projectile, so you go invincible mode. And it dies before you run out of HP.

Boss 14: each split, except the tiniest don't shoot upwards, so you can go safe with residing there and killing things with melee bots for most of the times. Rocket-cloud is also a good special here to eliminate the incrising but lowhp mob.

Boss 16, and others in general: enable 2 player mode, and you'll have a much higher chance. Boss 16 is especially good example as it does not move, is always at the center, so an uncontrolled "2nd player" deals massive damage to it.
Oh, and drones: as generally (especially on higher difficulties) projectiles are everywhere, all non-melee bots are practically useless. You have been warned.

Boss 19: you can move the platform by moving to the four pillars of the platform. Bring a shield-special suit, or have korean reflexes.

Boss 20: the shield special is a definite advantage here, because there are just too many bullets.

Other notes:
- don't mind the multiply shot for the majority of time. There is no equipment which gives that with other (other good) bonuses.
- not tried the medic ability, but the shield suits have way more health anyway, and you only need other than offensive suits for the last boss, where you many times have to pass entire fields of projectiles w/o thinking of damage, so the shield is definitely c00l to have.
- dancing fire is a good mid-game ability. Yes, it stops you from firing, but also makes you invulnerable during that period, which worth the risk on hard levels where you can't get better suits yet.

randomblah
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randomblah
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King

@Entertainmentforge thanks for the praise Feel free to copy the guide on your forum; I don't quite want to make an account for a forum.

@twilight2 in response to your comments:

#11: Didn't know that, but it's a relatively simple fix; just don't stand in the guy's way. updated the OP.

#12: It's much easier to just pick up the shield. Yeah, you can get hurt, but why?

#14: They all fire downwards, but you don't want to collide with them. And the little guys generally crisp anyways. I've also had problems targeting them with the rockets because they move around quite a bit.

#16: This guy is the musical dude. He moves around. Are you talking about #17(slime)? It's pretty easy to out dps #17 anyways(glass build), so 2 player is really quite silly.

#19: The first step is to move the platform backwards. That way, you only need decent(versus Korean) reflexes to win. For the most part, it's about jiggling on the small platform, since basically all the shots are aimed.

#20: There's a lot of bullets, but I disagree about how to handle them(see below). Shielding requires a lot more skill, and reduces overall endurance. If you take a single hit every volley, the medic suit will basically negate the damage.

Shot multiplier is not a bad upgrade. Starting from the skull aim pro(late game for hard), you can get pretty decent bonuses. Most suits give you +2 bullets, so that'll leave you needing only 2 more. The skull aim pro essentially gives +30% to dmg(+20 for bullet, +10 lucky), more than a lot of other things. Anyhow, the point is to optimize dps, which anyone can calculate.

The medic ability is one of my favorites. It doesn't take much coordination to do right, and it makes a big difference(obviously, 2 player medic=OP). But even for one person, healing 72 or 90 is a big deal(1 extra hit), which makes up for the slightly lower hp(95 vs. 125 for endgame) imo. There's also a lot less shield suits(2 of them, really, since the basic is worthless). Remember, exploiting invulnerability from being shot gets you through that same firestorm, and doesn't require good reflexes. The reload of the shield suit is also not great, even at 50%, and forces you to suffer through at least one volley of kraken fire.

I prefer medic/shield over dancing fire. There's some invulnerability, but I only see it as valuable when the boss has a 3 second phase that's intensely damaging, and does weak damage the rest of the time. I don't know of any bosses that's like that, so medic is better imo. You basically need a boss that has long, big cycles for it to work.

twillight2
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twillight2
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Chancellor

you need the same gear for shield-build and medic-build (hp, healing and faster charge rate), so it is no true you'd need sacrifice anything. In exchange you gain a lot (like +100) HP, and temporal invulnerability. The last shop-available suit is shield-suit.

Also, as I said dancingfire is only good for some mid-game bosses. They are exactly like you describe would make a firedancer good (and at that time that suit gives the highest damage).

And again: while smultiplayer is decent, it never gives any other ability along it, while you can cover 2-3 other stats by other stuff, and if you rly need that minor addition, you can always buy some food.

#12: I never understood the shield-pickup until #20. Szill useful tip in case of bad situation.

#14: so you don't want to collide. Not that they'd do any damage if you do, but still no point, as I could 99% just hover over them. My poroblem here was that all the bottom quickly got filled totally, so I went up therefor. Went down when the was a good-enough nook on the side, and when the rockets arrived the blobs just went to their way.

#16-17: well, might be. Anyway,the player 2 addition might be "silly", and "only n00bs use it", but it is still should be mentioned for a walkthrough,right?

#19: I got bored there, and for #20 you start to go defensive anyway. So good for practice. And it is really much more easy that way.

randomblah
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randomblah
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King

in response:

As I noted, heal IV and heal V suits both have 95 hp. The Heal II suit has 60 hp. The last shield suit has 125 hp. It's not a big difference, considering how the heal suits are so much more accessible than the shield suit. The final shop-available suit is the hotpot suit, which has 170 hp, but its ability is basically a line blast. I prefer the heal suit because it's a no-brainer to use, and has much better recharge time, generally giving better endurance. The shield works well when you know you will fail, but most of the time(at least for me), mistakes are a sizable cause of injury, which shielding doesn't protect from.

Dancing Fire: I don't know what boss I'd actually recommend this for. All the bosses cycle much faster than 3 seconds(last I checked), and that leaves you with plenty of time where you need to dodge. It's definitely outdated by insane, which is where you'd need the most help, and insane makes the 3 seconds worth less. It doesn't do that much more damage though, and in hard mode, the hp for longer runs is worth more imo.

#12/14: added some sections.

#17:I've added a section. Remember, bosses scale when you 2p, so don't 2p unless you have a second player. And honestly, it's dumb to do so.

#19: Shield doesn't last long enough, or recharge fast enough. Practicing your reflexes and tankbotting is worth more.

Amnaperik
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Amnaperik
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Nomad

Fire dance is mostly useful mid-game as a finishing move or a quick save to get you through a bad situation. If you time it right, there's actually two parts to the shield and you can use both of them: first is the immobile shield where you sit pretty and let your ring of fire (and your droids) deal mid-to-large damage to the boss, and second is the mobile invincibility that comes afterwards, similar to when you get damaged. During that invincibility, you can walk right up to the boss and blast them point-blank.

I'd probably recommend it the most on number 12, because the extra damage goes a long way and the shield will protect you from the fire wave in a pinch. It also helped me quite a bit with 8 (which has very low health and relies on its shields and rapid attacks to keep you from hurting it, making dancing fire a great way to finish it from the corner), 9 (clearing the bugs off my back while shielding from the fists and waiting for the head to pop down again), 13 (a quick guard/finisher if he's about to kill your glassy), and if I'm feeling generous 16 (invincibility while he cools off, as well as a quick defense just if you can't avoid pushing him over the edge).

As for the hot pot suit, it actually does more than a line blast - when you use it, it will clear all projectiles on the screen that you could potentially be in danger of hitting. If you get 50% cooldown reduction, this makes it very useful for avoiding that one shot per round you otherwise couldn't avoid in boss 19 while still dealing lots of damage. It also makes it a viable suit for the final boss (I just won with it) and it deals a fair amount of damage to the open eye, but your protection won't last as long as the shield suit and you don't heal like with the medic suit, so your mileage may vary.

On the final boss, I'd also like to note that it's worth getting a final tech movement boot and a night helmet, which will together improve your movement and reduce your cooldown enough to let you use your healing/shielding/blasting ability roughly twice as often.

Medicacion
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Medicacion
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Marquis

Great game.

bakkart
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bakkart
636 posts
Prince

Great walkthrough! One minor point -- the Heal III Suit has 72 hp healing.

Am stuck on Insane 3 (spider); can't seem to figure out a good combo here. (Yes, I have a "glassy" build.)

By the way, where did you get that term? (glassy)

randomblah
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randomblah
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King

Insane spider is pretty tough - I almost quit because of it.

If i recall correctly, my build was some mix of:

Dangerously Hot Medic(heal IV)
Skull Aim Pro
Cleaner Wrist
Spike Head
Mechanic Sun
Phoenix?(don't remember)(at least 1 I think?)
Diamond Protector?(don't remember)

I believe it had enough hp to take 3, maybe 4 hits(heal acted as extra hp, activated once/twice)? One big thing is that you have to be good at dodging - I believe a mild center strafe is a fairly good dodging maneuver(the middle 3-5 bullets are aimed). The other thing(as mentioned in my comments) is that the bugs come fast and furious, so don't bother killing them until the spider tries to eat them. You'll probably mess up the first few times, but it's better in the long run once you get the hang of it, especially since it stops firing.

In regards to the other comments:
The 3rd medic suit has team heal IV, which now seems to heal 65 actually, but the point is, there's no team heal III ability(unless it was updated). There's 4 heal suits, with team heals I, II, IV, and V.

The term glassy is fairly prevalent in RPG type games, which is probably something I play a little too much. From my understanding glassy comes from 'glass cannon', which is something that packs a massive punch but is extremely fragile.

bakkart
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bakkart
636 posts
Prince

Medic Suit -- I have a "Silver Medic Suit" with a Heal Level 3.

bakkart
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bakkart
636 posts
Prince

Thanks for the spider info. Got through it finally and breezed through #4 and #5. Stuck on #6 (Yeti). That "safe spot" you talk about -- it's safe most of the time from the ice bullets (?) but not from the ice walls ....

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