MOTHER 2: Giygas Strikes Back(Super Famicom)
Boss guide
Check starting shields, required goods and absent party members. Ness's Demon and the final battle have phase-by-phase explanations of when to switch attacks.
Scope: Japanese SFC version (released August 27, 1994) / excludes changes specific to the English EarthBound and GBA MOTHER 1+2 / Content checked: October 2, 2026
Assign the roles needed to win
Do not choose PSI or rockets solely by an enemy's HP; check the type of reflection. Giving all recovery goods to one character leaves you unable to recover if that person cannot act.
Back to contents ↑Starman's Son: on the way back from the meteorite
200 HP. An introductory battle with Buzz Buzz's support.
- Keep Ness's HP up while fighting, then take the brothers home afterward.
Frank → Frankystein 2: Onett arcade
HP: 63 in the first fight / 91 in the second. Check your remaining HP because the two fights are consecutive.
- In the second fight, heal between its steam-release actions; do not keep attacking without recovering from physical hits.
Giant Ant: Giant Step
235 HP. A battle with accompanying enemies. Watch for ally calls and PP draining, too.
- Reduce the small enemies with all-target PSI and retain PP for Lifeup.
Four Policemen → Chief Strong: Onett police station
Chief Strong has 140 HP. Prepare recovery for five battles.
- Use recovery goods during the Policemen fights and keep enough PP to attack the chief at the end.
Tonchiki: Nusutto Square in Twoson
182 HP. The fight starts when you approach the person in the square's house.
- Keep your HP up and use physical attacks. Return with Paula later to receive the Wad of Bills.
Carpainter: Happy Happy cult
262 HP. Get the Franklin Badge from Paula at the mountain cabin first.
- Ness can reflect lightning if he carries it. Receive the Jail Key after winning.
Giant Mole: Lilliput Step
498 HP. Its physical attacks are strong, but Paralysis can work.
- Once it is paralyzed, attack with Ness and use Freeze with Paula.
Ghost Tent: southern Threek
579 HP. Challenge it after Jeff joins.
- Reduce its HP with Paula's fire or attack goods. Fly Honey is in the trash can after the battle.
Mini Belch: Threek underground passage
616 HP. Prepare for nausea.
- Share healing duties. You do not need to consume the important Fly Honey here.
Belch: secret base behind the waterfall
650 HP. Have someone carry Fly Honey.
- Use Fly Honey first. Let its eating action stop its attacks, then reduce its HP.
Psychic Tree's Bud: Milky Well
1048 HP. Appears with two Strong Walking Sprouts.
- Reduce the accompanying enemies with all-target or row-target PSI, and split attacking the main enemy and healing between party members.
Five Masters of the Hole: buried-treasure dig site
386 HP each. They have counterattacking shields.
- Fight with Freeze to avoid physical reflection. Defeat all five, then report above ground.
Department Store Monster: Fourside department store
610 HP. Paula is absent; Ness and Jeff fight.
- Give Jeff a share of recovery tools, and use Ness's PSI and rockets.
Mani-Mani Demon: Moonside
860 HP. Prepare for status changes and recovery.
- Prioritize Ness's healing and supplement attacks with Jeff's rockets.
Careless Robot: Monotoly Building
962 HP. Its missiles are dangerous. Paralysis is effective.
- Try to paralyze it and maintain HP until it stops. The Tonzura Brothers' support helps progress this fight.
Giant Mushroom: Rainy Circle
1700 HP. Return with Ness. Healing cannot cure mushroomization.
- Attack with PK Fire or rockets, then have a healer cure the condition afterward.
Giant Rat: Magnet Hill
1827 HP. Recover before the boss because traveling through the sewers wears you down.
- Attack while using Freeze. Collect the sound and carrot after winning.
Thunder and Storm: Pink Cloud
2065 HP. Carry the badge for protection against lightning.
- Have Ness heal and Paula and Poo use Freeze. Record the sound and return.
Kraken: boat from Toto to Scarabi
1097 HP. Prepare HP, PP and Jeff's attack items before boarding.
- Attack with PSI such as Freeze and with rockets. Prioritize healing after an all-party attack.
Stone Statue Chief: pyramid
831 HP. Fight with all four characters before Poo leaves.
- Use attack PSI such as Freeze. Do not forget the switch farther in after winning.
Returning Belch: Makyo
1319 HP. Unlike the first fight, this strategy does not use Fly Honey.
- As the three characters attack while healing, Poo returns from training.
DX Starman: Stonehenge Base
1400 HP. Check its starting counterattacking Psychic Shield.
- Use Jeff's removal tools or normal attacks. Prepare for Starstorm with Paula's party-wide Psychic Shield.
Electric Crackle: Lumine Hall
3092 HP. Attack PSI is reflected from the start.
- Remove the shield with the Neutralizer Machine, then use Freeze or similar attacks. One character carrying the badge can reflect lightning.
Carbon Dog → Diamond Dog: Fire Spring
HP: 1672 in the first phase / 3344 in the second. Physical reflection starts immediately after the transformation; be careful with the first phase's finishing blow, too.
- Reduce the first phase's HP with PSI, then remove the shield before attacking in the second. Removal tools also erase your party's protection.
Ness's Demon: Sea of Eden
1654 HP. Ness fights alone. Use physical attacks against its starting Psychic Shield.
- Switch to PK Fighting Spirit when it changes to Shield β. Prioritize light resistance and healing before the drum reaches 0.
Final battle 1: focus attacks on Heavily Armed Porky
In this phase, attacks directed at Giygas are reflected. Defeat Porky to move on.
- Have Paula prepare party-wide Psychic Shield while Ness heals and attacks Porky.
- Try to disrupt him with Poo's Brainshock or Ness's Paralysis, then reduce Porky's HP using Jeff's attack goods and Freeze.
Final battle 2: attacks work on Giygas
After Porky retreats, damage Giygas.
- Progress with attack PSI or Jeff's goods. Use armor against light and the Franklin Badge while maintaining everyone's HP.
- After Porky returns and leaves again, the final phase begins, which attacks alone cannot finish.
Final battle 3: Paula prays 9 times
This phase progresses through Paula's Pray. Accumulating displayed damage does not fulfill its victory condition.
- Keep having Paula pray. The other three divide HP recovery, PP supplies and revival duties.
- If Paula falls unconscious, revive her first. A total of 9 prayers ends the battle.
- Poison-based strategies specific to the GBA version are not used for the Japanese SFC walkthrough.