Bomberman Quest

monsters

There are 48 monsters in the game for Bomberman to recapture, and the four Commanders to defeat. This page provides battle strategies for each of them, as well as their data - their health, their location, and what item is claimed from defeating them.

All combat takes place on the screen the enemy is found - if Bomberman moves off-screen and returns, the enemy's health will be completely restored.
For information on battling the final boss, see the Final Boss page.

Japanese names are presented first. Names in brackets are from the English version.

For quick access, click the appropriate icon.
Ballom Burol Kurin Blobby Pengy Ghostey Parse Onil Grein Borey Archer Trent
Mechabomb Curansee Sandey Digadug Fruity Torton Baddo Shelterine Mad Flower Devil Ant Killer Moth Balballoon
Pinokion Iceal Matango Siballoon Despider Gell Gargoyle Krabbler Skullhead Puuyan Dragon Pup Radiobomb Jr.
Pygmin Snaky Crystal Demon Hippity-hop Jackenboxx Shadow Knight Flyball Tinklebear Walking Hat Sparky Hoopster Yeti
Water Commander Electro Commander Hurricommander Pyro Commander Mami Reuishia Deral Chaos Bomber

HP: 3 LOCATION: Field Zone, B4 REWARD: Fire Up
Can you feel the breeze? Doesn't it feel nice?
Right--now don't you go anywhere--just stay right there!

Ballom floats around slowly and aimlessly, only pursuing Bomberman if he is 1 tile away. Ballom will move towards bombs but should you get close it'll slowly pursue Bomberman. It will actually home in on bombs, so it should be no trouble even with the weakest bomb.


HP: 3 LOCATION: Field Zone, A3 REWARD: Yo-yo
N? Mu? Hoom! Hoom!
Huh? What is he trying to say, grunting like that??

Burol moves slowly and aimlessly, not responding to the presence of Bomberman or bombs.


HP: 3 LOCATION: Field Zone, C3 REWARD: Landmine
Why're you picking on me? I haven't done anything bad!
I won't do anything bad either as long as you stay where you are!

Moves a little faster, but still aimlessly. Changes direction frequently.


HP: 4 LOCATION: Field Zone, B2 REWARD: Gum / Rubber

This monster bounces aimlessly 2 tiles at a time at a medium speed. Try to box it in a corner with bombs.


HP: 5 LOCATION: Field Zone, D1 REWARD: Full Heart

This monster waddles aimlessly until it sees Bomberman, where it will begin following him. It can be difficult to outrun once it collides with Bomberman; block its path with bombs, or use Landmines to keep it at bay.


HP: 5 LOCATION: Field Zone, dungeon, screen 3 REWARD: Miracle Shoes / Safety Shoes

Floats slowly through the air; the only way it can harm Bomberman is through collision damage if it's knocked out of the air. Either use the Power Glove to knock it out of the air, or use a bomb with a circular explosion like the Flak Bomb.


HP: 4 LOCATION: Field Zone, ancient ruins 1, screen 5 REWARD: Fire Up

Wanders aimlessly, but will occasionally stop and leap to where Bomberman is standing. It can be tricky to hit with bombs, but when it prepares to lunge is a good time to lay a Landmine.


HP: 4 LOCATION: Field Zone, ancient ruins 1, screen 3 REWARD: Dash Shoes

Onil is a little faster than Ballom and alternates between walking aimlessly, following Bomberman and targetting bombs. It tends to walk in one direction for 2 seconds before changing, so landing a hit isn't too difficult.


HP: 5 LOCATION: Field Zone, ancient ruins 2, screen 4 REWARD: Scuba Gear

Grein wanders around aimlessly, stopping occasionally to shoot flame projectiles at Bomberman. Can only be harmed with the Ice Bombs. Box it in a corner.


HP: 4 LOCATION: Field Zone, C4 REWARD: Tackle Belt

This enemy wanders aimlessly, but will stop and charge at Bomberman on sight; it changes direction if it collides with a bomb or is stunned briefly if it hits a solid wall. Either lay Landmines in its path, or time your bombs to detonate while it's stunned.


HP: 4 LOCATION: Field Zone, A2 REWARD: White Card

Archer wanders around firing arrow projectiles wherever it's facing, but will stop occasionally to take aim at Bomberman. It will kick bombs away on contact. Trapping it between bombs is ideal; be aware you cannot collect this monster's item unless you have the Jump Shoes.


HP: 6 LOCATION: Field Zone, D2 REWARD: Shield

Trent will send three roots to pursue Bomberman; they will retreat and respawn if they cannot reach Bomberman, and are easily stuck on the tree trunks. Trent will occasionally swap position between the two trees; be aware that touching its eyeballs will harm Bomberman. Can only be harmed (by bombing the eyes) with circular-explosion bombs, such as the Flak Bomb.


HP: 5 LOCATION: Forest Zone, dungeon, screen 3 REWARD: Power Gloves

This monster will follow Bomberman, throw bombs at him and kick any bombs it walks into. Put a bomb against a pillar and stand on the other side; the enemy will likely get stuck on the bomb trying to reach you.


HP: 5 LOCATION: Forest Zone, clouds, screen 2 REWARD: Jump Shoes

Moves aimlessly, but will follow Bomberman if he shares its X/Y axis. Lure it into Landmines for an easy win.


HP: 5 LOCATION: Forest Zone, dungeon, screen 6 REWARD: Full Heart

Sandey will move aimlessly, but can throw back any bombs you kick or throw at it. It can't interact with stationary bombs, though, so just try and corner it if possible.


HP: 6 LOCATION: Forest Zone, E2 REWARD: Scoop / Shovel

This enemy spends most of its time underground and following Bomberman, only briefly appearing above ground during which time it is vulnerable. Timing your bombs to detonate at the right time is very tricky. You can either use the Short-fused Bomb, or you lay a bomb and stun it (using the Tackle Belt, Hammer or Punch / Gauntlet) until it detonates.


HP: 4 LOCATION: Forest Zone, F2 REWARD: Stopwatch

This flying enemy will float in Bomberman's general direction, occasionally stopping to fire bouncing projectiles at him. Either use a circular-explosion bomb like the Flak Bomb or knock it out of the air with the Power Glove.


HP: 7 LOCATION: Forest Zone, H1 REWARD: Speed Shoes / Sneakers

Wanders aimlessly, but will speed up and follow Bomberman if he shares its X/Y axis. Cannot be stunned. Luring it into Landmines works a treat.


HP: 5 LOCATION: Forest Zone, H3 REWARD: Explosive Core

Baddo will fly left-to-right on either the top or bottom of the screen, swapping positions if Bomberman gets too close, and occasionally firing three short-range projectiles (one straight and two diagonal). Not effected by normal bombs and cannot be stunned with thrown bombs, so use a circular explosion like the Flak Bomb.


HP: 5 LOCATION: Forest Zone, well, screen 3 REWARD: Flak Bomb

Alternates between following Bomberman and retreating, but is attracted to bombs. Will occasionally jump and create four short-range shockwaves upon landing, in either straight or diagonal directions. Just lay bombs and it will come.


HP: 4 LOCATION: Forest Zone, E3 REWARD: Fire Up

Mad Flower is immobile, but will send two smaller flowers to pursue Bomberman; they have 2HP each but will respawn when defeated. Lead the small flowers in circles and lay bombs at Mad Flower's stalk - and don't stop moving!


HP: 4 LOCATION: Forest Zone, G2 REWARD: !?

Devil Ant will constantly pursue Bomberman, stopping only to throw a rock at his current position or to spin in a circle and throw short-range projectiles in eight directions. Use bombs to block its path and create some distance between you two.


HP: 4 LOCATION: Forest Zone, G4 REWARD: Skull

Slowly pursues Bomberman; will charge forward once it's lined up with him. As a flying enemy, can only be harmed by circular explosions like the Flak Bomb, though you can cancel its charge and stun it using the Tackle Belt, allowing you to damage it with normal bombs if timed properly.


HP: 4 LOCATION: Forest Zone, cavern, screen 2 REWARD: Wide-range Bomb

Flies slowly around, throwing short-range projectiles around. Use a Flak Bomb or knock it down with the Power Glove.


HP: 7 LOCATION: Beach Zone, dungeon, screen 5 REWARD: Homing Bomb

Moves slowly but throws snowballs at Bomberman from far away. Its arena is coated in spikes that are tricky to jump between. Save yourself the hassle, equip the Miracle Shoes / Safety Shoes and box it in a corner with bombs.


HP: 7 LOCATION: Beach Zone, F8 REWARD: Ice Shard

Begins as an immobile block of ice; after three hits it breaks free and will pursue Bomberman at a medium speed. Block its path with bombs.


HP: 6 LOCATION: Beach Zone, cavern 2, screen 4 REWARD: Black Card

Pursues Bomberman and stops at close-range to spray damaging spores around itself. Use that as an opportunity to lure it into some bomb blasts.


HP: 5 LOCATION: Beach Zone, cavern 3, screen 3 REWARD: Clock

Pursues Bomberman, occasionally stopping to lunge to his current position or fire a projectile. The arena is so cramped, boxing it in with a wall of bombs should work fine.


HP: 4 LOCATION: Beach Zone, H6 REWARD: Hammer

Will pursue Bomberman, but frequently stops to fire web projectiles at him. The arena is quite cramped and its projectiles large, so use bombs carefully, or even Landmines if it's safe.


HP: 4 LOCATION: Beach Zone, G5 REWARD: Boomerang

Gell bounces aimlessly, stopping occasionally to spawn a small blob to pursue Bomberman; the blob will disappear upon touching a wall, but a new one will usually replace it. Its erratic movements can be hard to box in; use the Tackle Belt to stun it if necessary.


HP: 4 LOCATION: Beach Zone, F5 REWARD: Helmet

Gargoyle walks aimlessly and will almost constantly performing a flying dash 3 tiles forward, stunning itself if it collides with a wall. It will kick bombs away on contact, so you can't box it in; take advantage of when it stuns itself to lay bombs.


HP: 6 LOCATION: Beach Zone, F6 REWARD: Aqua Bomb

This monster is immobile, but can extend its claws to Bomberman's position and fire bubble projectiles that split and multiply. It's a small arena, so equipping the Jump Shoes to avoid attacks might be beneficial; lay bombs close to it so there's less risk of blowing yourself up.


HP: 7 LOCATION: Beach Zone, dungeon, screen 3 REWARD: Armored Jacket

Skullhead moves around its platform and occasionally stops to throw two bone projectiles at Bomberman. The small arena filled with holes makes this a close-quarters affair. If you don't mind trading hits (or using the Jump Shoes to avoid attacks a lot), just lay two bombs in the centre of his platform and hide in one of the nooks. Alternately, use the Hammer to stun Skullhead and then throw it repeatedly with the Power Glove for a quick defeat.


HP: 6 LOCATION: Beach Zone, E8 REWARD: Fire Up

Hides underwater but follows Bomberman, jumping up occasionally to shoot three bullets at once in his direction. Fighting from land is a wasted effort; don the Scuba Gear and use Aqua Bombs to corner it, or carry Flak Bombs with the Power Glove and hurl them at it.


HP: 6 LOCATION: Beach Zone, E6 REWARD: Full Fire

An immobile monster that blocks the shorcut between Beach Zone and Desert Zone. Periodically spits a fireball forward that stops before targetting Bomberman; use the Jump Shoes to avoid them and use the Short-fused Bomb to defeat it faster. Immune to being stunned and the effects of Ice Bombs, and cannot be walked through or jumped over. You have to beat this thing every time you take that shortcut!


HP: 6 LOCATION: Beach Zone, cavern 2, screen 2 REWARD: Explosive Core

Wanders aimlessly but constantly charges forward until it hits a wall, usually in Bomberman's direction, spewing harmful smog and stunning itself briefly on impact. Landmines work a treat.


HP: 7 LOCATION: Desert Zone, A8 REWARD: Platinum Armor

Wanders aimlessly, but frequently stops to fire homing fire projectiles at Bomberman. Will teleport to a new position if Bomberman gets too close, except during its attack animation. Sometimes Pygmin stays put, sometimes it can be quite flighty, so it's tricky getting a good battle strategy. Typically you want to throw bombs from afar with the Power Glove, and if you stun Pygmin, pick him up and hurl him; better that than waiting for the bomb to detonate!


HP: 6 LOCATION: Desert Zone, A6 REWARD: Poison Ivy

Saky wanders aimlessly, but charges forward upon seeing Bomberman until it collides with a wall, similar to Inoshi / Borey. It's easy to box Snaky in the top-left corner of its arena, and laying Landmines between the two cactuses as it charges forward works effectively.


HP: 6 LOCATION: Desert Zone, cavern, screen 2 REWARD: Glasses

Crystal Demon flies around (often flying on top of impassable walls) and throws its boomerang sickle at Bomberman. The arena has a ring of lava that's hazardous without the Miracle Shoes / Safety Shoes, but throwing circular-explosion bombs from a distance with the Power Glove is the ideal tactic. If you can stun Crystal Demon, pick it up and throw it at the bottom wall; it'll always recover an ideal position to be stunned again by the Hammer.


HP: 5 LOCATION: Desert Zone, dungeon, screen 2 REWARD: Explosive Core

This monster will hop around the arena, occasionally stopping to lunge at Bomberman. The spiked arena is cramped and tough to navigate, but time your bomb to detonate so it leaps straight into the explosions.


HP: 8 LOCATION: Desert Zone, D6 REWARD: Wings

This monster has two forms. In its first form it hides in a pot, extending its neck out to shoot three projectiles at Bomberman before treating. It can only be damaged by lifting and throwing the pot with the Power Glove.
At half health the pot shatters and it begins to slither aimlessly around the arena. Its turning circle is large and it can only fire projectiles in the direction its facing. Box it in a corner with bombs.


HP: 7 LOCATION: Desert Zone, dungeon, screen 9 REWARD: Honey Card

Shadow Knight hops around and throws projectiles in three directions at once (one straight and two diagonal). Bombs do not harm Shadow Knight; it can only be damaged by picking him up and throwing him with the Power Glove. Once thrown he is easy to pick up and repeat, effectively trapping him.


HP: 6 LOCATION: Desert Zone, B7 REWARD: Fire Up

Flyball flies around and drops bombs around itself. Use Flak Bombs, or use Homing Bombs if it won't harm you in the process.


HP: 7 LOCATION: Desert Zone, dungeon, screen 7 REWARD: Fire Up

Tinklebear follows Bomberman and will kick away bombs on contact. Use Landmines to defeat it easily.


HP: 6 LOCATION: Desert Zone, clouds, screen 2 REWARD: Leather Armor

Walking Hat walks aimlessly but stays in close proximity to Bomberman. It can shoot fireball projectiles, as well as create a fake double which cannot be harmed. Box it in the top part of the arena and wall it off with bombs.


HP: 6 LOCATION: Desert Zone, dungeon, screen 4 REWARD: Full Heart

Sparky bounces towards Bomberman, occasionally stopping to either shoot bolts of electricity or to do a large leap. It can leap over bombs, so try and lure it towards long-range bomb blasts.


HP: 5 LOCATION: Desert Zone, D8 REWARD: Fire Up

This enemy keeps its distance and teleport to a new location if Bomberman gets close. It will stop to fire its boomerang ring periodically, which homes in on Bomberman before returning to the enemy. Use the Power Glove to throw bombs at it from afar.


HP: 7 LOCATION: Desert Zone, B5 REWARD: Punch / Gauntlets

Yeti generally bounces towards Bomberman at a fair speed, too fast to outrun without speed-boosting equipment. Use the Jump Shoes or Wings to avoid collision damage and try to lure it towards your bombs.


HP: 6 LOCATION: Field Zone, dungeon, screen 5 REWARD: Explosive Core, +1HP

Water Commander will wander aimlessly and deploy two bombs that bounce around the room. Occasionally she'll spin in the air and spray water that defuses all bombs you've laid. If she doesn't blow herself up with her own bombs, create chain reactions with her bombs to fill the arena with explosions.


HP: 8 LOCATION: Forest Zone, dungeon, screen 7 REWARD: Explosive Core, +1HP

Electro Commander will generally wander around, dropping bombs and kicking your bombs if he encounters them. Occasionally he floats and fires three homing projectiles at Bomberman that are tough to avoid, or will try to ram into Bomberman at high speed. Those dangers aside, his movements are predictable and trapping him with bombs or Landmines should work fine.


HP: 10 LOCATION: Beach Zone, dungeon, screen 9 REWARD: Explosive Core, +1HP

Hurricane Commander flies around, and as such can only be harmed with circular-explosion bombs. He can launch bombs that have huge blast radiuses, and generate winds that blow your bombs against the wall. He will also teleport if in close proximity to Bomberman or thrown bombs, so landing hits can be tricky. Either lay Flak Bombs in hopes he'll fly over them, or use the Power Glove and Homing Bombs, particularly after he's teleported or recovering from damage.


HP: 10 LOCATION: Desert Zone, dungeon, screen 10 REWARD: Explosive Core, +1HP

This guy floats, so only circular-explosion bombs will do damage to him. He drops bombs with huge blast radiuses, and can shoot projectiles and waves of energy from his hands; staying on the ground is very risky. The easiest tactic is to equip the Power Glove and throw Homing Bombs at him all day.


HP: 10 LOCATION: Forest Zone, dungeon, screen 5 REWARD: +1HP

Mami will only appear after Electro Commander has been defeated.
You cannot change weapons/equipment or leave the arena during this fight. Be sure to equip a loadout before entering the arena!
Mami cannot lay bombs, and her only attack is a Hammer, which she'll use to stun Bomberman at close-range. As such, try not to be in range of your own bombs when this happens. When reduced to 4HP she will use a Shovel to dig up the arena for Mini-Hearts; she pays little notice to bombs, so it's easy to box her in.


HP: 10 LOCATION: Forest Zone, dungeon, screen 7 REWARD: +1HP

Lewysia will only appear after Hurricane Commander has been defeated.
You cannot change weapons/equipment or leave the arena during this fight. Be sure to equip a loadout before entering the arena!
Lewysia is equipped with the Poison Bombs and the Jump Shoes; her bombs have huge range, and she will jump whenever any bomb detonates. The trick is to time your bombs to detonate shortly after hers so she has no time to avoid them; the Remote Control is one way of simplifying this. She wears Teleport Armor and will teleport to a new location when damaged.


HP: 10 LOCATION: Beach Zone, dungeon, screen 9 REWARD: +1HP

Deral will only appear after Burning Commander / Pyro Commander has been defeated.
You cannot change weapons/equipment or leave the arena during this fight. Be sure to equip a loadout before entering the arena!
Deral is fast. She zooms around the room, occasionally teleporting, dropping bombs, and often picking them up and throwing them at you. That speed is often her downfall, though, as she has a habit of running straight into explosions, even her own. It's possible to fly around with the Wings all day and she'll blow herself up eventually.


HP: 20 (10 per form) LOCATION: Bomber Shuttle (D4) REWARD: n/a


In his first form Chaos Bomber will fly around, creating bombs around the arena which detonate quickly and have 5-tile blast radiuses. When he raises his arms, he shoots two projectiles to his sides that return as screen-filling energy waves that enter from both sides of the screen; you need to use the Jump Shoes or Wings to avoid it.
Chaos Bomber can only be harmed by circular-explosion bombs (like the Flak Bomb, but he will teleport if Bomberman is too close or a bomb is thrown his way. However, he cannot teleport for a few seconds after re-appearing or taking damage, so that's your chance to strike; be aware he has temporary invincible for one second. If you time it correctly, it's possible to keep hitting him in such a way that he can't get up or teleport. The Power Glove is essential, and the Homing Bombs are recommended.
If avoiding damage is an issue, equip the Leather Armor; the Silver and Gold Armor will not reduce damage from his attacks.

In his second form Chaos Bomber turns into an orb. He flies around and frequently fires projectiles that track Bomberman for 1 second, and occasionally stopping to shoot electricity in the four cardinal directions. He is even more prone to teleporting in this form; however, he cannot teleport while shooting electricity, so that's a good time to strike. His attacks are little less overwhelming in this form, so keep at it.

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page last modified: 11/12/2017