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.

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Starman's Son: on the way back from the meteorite

200 HP. An introductory battle with Buzz Buzz's support.

  1. Keep Ness's HP up while fighting, then take the brothers home afterward.
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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.

  1. In the second fight, heal between its steam-release actions; do not keep attacking without recovering from physical hits.
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Giant Ant: Giant Step

235 HP. A battle with accompanying enemies. Watch for ally calls and PP draining, too.

  1. Reduce the small enemies with all-target PSI and retain PP for Lifeup.
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Four Policemen → Chief Strong: Onett police station

Chief Strong has 140 HP. Prepare recovery for five battles.

  1. Use recovery goods during the Policemen fights and keep enough PP to attack the chief at the end.
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Tonchiki: Nusutto Square in Twoson

182 HP. The fight starts when you approach the person in the square's house.

  1. Keep your HP up and use physical attacks. Return with Paula later to receive the Wad of Bills.
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Carpainter: Happy Happy cult

262 HP. Get the Franklin Badge from Paula at the mountain cabin first.

  1. Ness can reflect lightning if he carries it. Receive the Jail Key after winning.
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Giant Mole: Lilliput Step

498 HP. Its physical attacks are strong, but Paralysis can work.

  1. Once it is paralyzed, attack with Ness and use Freeze with Paula.
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Ghost Tent: southern Threek

579 HP. Challenge it after Jeff joins.

  1. Reduce its HP with Paula's fire or attack goods. Fly Honey is in the trash can after the battle.
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Mini Belch: Threek underground passage

616 HP. Prepare for nausea.

  1. Share healing duties. You do not need to consume the important Fly Honey here.
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Belch: secret base behind the waterfall

650 HP. Have someone carry Fly Honey.

  1. Use Fly Honey first. Let its eating action stop its attacks, then reduce its HP.
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Psychic Tree's Bud: Milky Well

1048 HP. Appears with two Strong Walking Sprouts.

  1. Reduce the accompanying enemies with all-target or row-target PSI, and split attacking the main enemy and healing between party members.
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Five Masters of the Hole: buried-treasure dig site

386 HP each. They have counterattacking shields.

  1. Fight with Freeze to avoid physical reflection. Defeat all five, then report above ground.
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Department Store Monster: Fourside department store

610 HP. Paula is absent; Ness and Jeff fight.

  1. Give Jeff a share of recovery tools, and use Ness's PSI and rockets.
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Mani-Mani Demon: Moonside

860 HP. Prepare for status changes and recovery.

  1. Prioritize Ness's healing and supplement attacks with Jeff's rockets.
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Careless Robot: Monotoly Building

962 HP. Its missiles are dangerous. Paralysis is effective.

  1. Try to paralyze it and maintain HP until it stops. The Tonzura Brothers' support helps progress this fight.
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Giant Mushroom: Rainy Circle

1700 HP. Return with Ness. Healing cannot cure mushroomization.

  1. Attack with PK Fire or rockets, then have a healer cure the condition afterward.
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Giant Rat: Magnet Hill

1827 HP. Recover before the boss because traveling through the sewers wears you down.

  1. Attack while using Freeze. Collect the sound and carrot after winning.
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Thunder and Storm: Pink Cloud

2065 HP. Carry the badge for protection against lightning.

  1. Have Ness heal and Paula and Poo use Freeze. Record the sound and return.
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Kraken: boat from Toto to Scarabi

1097 HP. Prepare HP, PP and Jeff's attack items before boarding.

  1. Attack with PSI such as Freeze and with rockets. Prioritize healing after an all-party attack.
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Stone Statue Chief: pyramid

831 HP. Fight with all four characters before Poo leaves.

  1. Use attack PSI such as Freeze. Do not forget the switch farther in after winning.
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Returning Belch: Makyo

1319 HP. Unlike the first fight, this strategy does not use Fly Honey.

  1. As the three characters attack while healing, Poo returns from training.
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DX Starman: Stonehenge Base

1400 HP. Check its starting counterattacking Psychic Shield.

  1. Use Jeff's removal tools or normal attacks. Prepare for Starstorm with Paula's party-wide Psychic Shield.
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Electric Crackle: Lumine Hall

3092 HP. Attack PSI is reflected from the start.

  1. Remove the shield with the Neutralizer Machine, then use Freeze or similar attacks. One character carrying the badge can reflect lightning.
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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.

  1. 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.
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Ness's Demon: Sea of Eden

1654 HP. Ness fights alone. Use physical attacks against its starting Psychic Shield.

  1. Switch to PK Fighting Spirit when it changes to Shield β. Prioritize light resistance and healing before the drum reaches 0.
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Final battle 1: focus attacks on Heavily Armed Porky

In this phase, attacks directed at Giygas are reflected. Defeat Porky to move on.

  1. Have Paula prepare party-wide Psychic Shield while Ness heals and attacks Porky.
  2. Try to disrupt him with Poo's Brainshock or Ness's Paralysis, then reduce Porky's HP using Jeff's attack goods and Freeze.
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Final battle 2: attacks work on Giygas

After Porky retreats, damage Giygas.

  1. Progress with attack PSI or Jeff's goods. Use armor against light and the Franklin Badge while maintaining everyone's HP.
  2. After Porky returns and leaves again, the final phase begins, which attacks alone cannot finish.
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Final battle 3: Paula prays 9 times

This phase progresses through Paula's Pray. Accumulating displayed damage does not fulfill its victory condition.

  1. Keep having Paula pray. The other three divide HP recovery, PP supplies and revival duties.
  2. 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.
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