ActRaiser(Super Famicom)
12 Regular Bosses and Final Gauntlet Guide
Names, attack windows, and evasion actions by ACT. Includes Satan's final form.
Scope: Japanese Super Famicom original (1990; separate from Renaissance) / Content checked: October 2, 2026
Fillmore's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Centaur | Retreat or crouch to dodge spear charges, then slash during the return after an attack. | Stay outside the short lightning attack's range. |
| ACT 2: Minotaur | Dodge sideways at its large-jump landing, then attack during the axe swing's opening. | Choose your position while it is off-screen. |
Bloodpool's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Manticore | Approach and slash after it lands on a platform. Position yourself so fire cannot push you into the poisonous swamp. | Make sure your jump to avoid fire also lands on a platform. |
| ACT 2: Wolf Zeppelin | Approach after the magician appears low down and fires projectiles and lightning. Attack the werewolf as it lands or howls. | If using Stardust, wait until the body enters its range. |
Kasandora's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Dagoba | Attack when the face emerges from the sand. Jump outward to avoid claws coming from the slope. | Time Stardust magic to the exposed face. |
| ACT 2: Pharaoh | Dodge its fall sideways, then jump-slash the floating body. Destroy small arrow-firing masks on the walls. | Do not remain directly underneath and get crushed. |
Aitos's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Azure Dragon | Watch its flight path and slash the head from a platform. Sword Energy found along the route makes reaching it easier. | Do not jump into a chasm while chasing the body. |
| ACT 2: Flame Wheel | Dodge its central projectiles, then slash as it passes back and forth. | Decide your platform and return position beforehand. |
Marahna's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Rafflesia | Attack only when the core emerges. Jump ground tentacles and first reduce floating projectiles. | Another option is to get Light in Northwall first, then return. |
| ACT 2: Kalia | Dodge its dive sideways and slash. If riding a falling platform, attack a few times and dismount. | Aura works when it approaches. Ceiling spikes kill instantly. |
Northwall's Two Bosses
| Opponent | Attack opening | Caution / preparation |
|---|---|---|
| ACT 1: Merman Fly | Jump-slash while it shoots from above. Recovery after a dive also gives an attack opening. | Splashes when projectiles hit water also have hit detection. |
| ACT 2: Frost Wyvern | After it starts breathing ice, move behind it and slash. Dodge charges backward. | Use Aura when it approaches. |
Final Six-Boss Gauntlet and Satan
| Stage | Response | Caution |
|---|---|---|
| Six previous ACT 2 bosses | Use each region's tactics. They are faster, so do not greedily add slashes during openings. | If defeated partway through, restart from that boss. |
| Satan's First Form | Dodge meteors; when the face descends, crouch at a distance and use Sword Energy. | Attacks do not connect during meteors. |
| Satan's Second Form | Use Sword Energy when the core fires. Destroy lower homing shots with the sword. | Do not try to cut light orbs; dodge through crouching and positioning. |