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Walkthrough & guides

Bowser Jr.'s Airship Armada

Super Mario Galaxy guide hub

Sinking the Airships

Run forward on the first airship and eliminate the electric Goombas and octopods with spins. Pay special attention to the octopod shells and stun the enemies with Star Bits as needed before you approach them. On the right side of the deck is a crystal that you can destroy with a spin to collect additional Star Bits. Then jump on the left side into the opening to the large ship cannon. You have to shoot yourself to the next airship. Point the cannon at the yellow top of the high flagpole, which you can see on the opposite ship. There are two explosive mines orbiting around the pole, so you should wait before the launch until both are as far away from your trajectory as possible. Once the track is clear, press the A button and catapult Mario to the flagpole. If you have targeted something too far off, you can save yourself with the blue Pull Star above the pole. Target it as quickly as possible with the Wii remote and hold the A button before Mario flies too far into space. Before you use the first cannon, however, an optional side trip is worthwhile: If you aim a little further to the right, you will discover a tiny green trampoline planet on which several Goombas run around. Shoot yourself there and defeat all the Goombas to make a 1-Up Mushroom appear. Due to the elastic surface, Mario automatically jumps on landing, which allows you to easily eliminate the enemies with ground poundn. Collect the mushroom and then use the Launch Star on the small planet to get directly to the second airship.

On the second airship you first slide down the flagpole and run over the deck to the next cannon. Along the way, two laser robots await you, who regularly fire dangerous energy beams. You cannot permanently destroy these enemies, but they can be briefly disabled by jumping on their top. You can also just jump over their attacks and move on quickly. At the opposite end of the ship, a Magikoopa guards the next cannon. Dodge his magic bullet and defeat him with a spin before jumping into the cannon. Now aim again at the yellow tip of the flagpole of the next airship. Here, too, there is a blue Pull Star above the pole, with which you can still save yourself in an inaccurate shot. After your landing, you slide down the flagpole and first take care of the two wigglers who run across the deck. Stun them with a spin and then jump on them to defeat them. Alternatively, you can jump on their heads twice in a row. The opponents leave several Star Bits, which you can use for the next section. On the right side of the ship you will also find a? block with further Star Bits. Near the Hungry Luma there is also a large screw, which you can activate with a spin to get more Star Bits.

On this third airship is a Lumalee, which sells you either a 1-Up Mushroom or a Life Mushroom for 30 Star Bits each. Take the Life Mushroom, as your maximum health increases from three to six units. This makes the upcoming fight against Bowser Jr. much easier for you. If you still lack Star Bits, you can defeat the Wiggler, use the? block and activate the screw next to the Luma. Then you walk over the wooden bridge to the small movable platform. Along the way, a Mandibug faces you, who storms towards Mario when approaching. Jump out of his way and eliminate him with a ground pound before entering the platform. There is a blue switch, which you activate with a spin. The platform then moves and transports you through a series of enemy airships. Numerous cannonballs are now fired from both sides, while several spiders hang from the ships above. If possible, stay in the middle of the platform and observe from which side the next projectiles come. The spiders can already be stunned from a distance with Star Bits or just before the collision with a spin back. Particularly dangerous is the place where several cannon balls fly in succession over the platform. Do not try to skip each bullet individually, but dodge laterally if possible so that you are not hit directly by the next bullet when landing. On the way there is also a 1-Up Mushroom, which you can collect during the ride. Keep an eye on its position and jump in time once the moving platform is underneath. At the end of the route, three spiders hang in the way at the same time. Stun them with Star Bits or throw them aside with a spin before you reach the next wooden bridge.

Run over the bridge to the last airship and do the Magikoopa waiting for you in front of the entrance. Then you use the small Launch Star to get to the upper deck. There, Bowser Jr. appears with his massive battleship and challenges you to fight. Before you attack it, you should briefly look around on your own ship. On the right is a 1-Up Mushroom in a glass cage. Take one of the green Koopa shells you can get from the turtles on the deck and throw it against the cage to destroy the glass envelope. With a triple jump you can then reach the raised point and collect the mushroom. On the left side of the ship are also some wooden boxes, one of which contains a coin, while another hides a Goomba. Destroy the boxes with spins and collect the coin before you devote yourself to the boss. There are more coins on the deck that you can use to restore your health during the fight. In addition, yellow markings are placed in some places, from which you can expose individual coins by shelling with Star Bits. Bowser Jr. shells can also partially release Star Bits or coins if you meet them with Star Bits. Particularly worthwhile is a direct hit against Bowser Jr. himself with a star part. As a result, he loses one-time 20 Star Bits, which you can collect afterwards.

To defeat Bowser Jr., you must hit his airship five times with green Koopa shells. On your deck run several Koopas, whose shells you can use for this. Jump on the head of a Koopa to retreat into his shell and pick it up. Run onto one of the raised platforms of your ship and point Mario towards the opposite airship. Once a free trajectory arises, throw the shell with a movement of the Wii remote on Bowser Jr.’s ship. After the first successful hit, Bowser Jr. responds with a salvo of three aim-seeking Bullet Bills, chasing you across the deck. Keep moving and lure the projectiles against the superstructures or the side walls of your own ship to explode there. Then you grab the next Koopa shell and throw it again against the enemy airship. After the second hit, the cannon attacks become more frequent and a Magikoopa appears on your deck. Eliminate him as soon as possible with a spin, so that his magic bullets do not hinder you at the next shell throw. After that, get another green shell and land the third hit.

After three successful hits, Bowser Jr. turns his airship and points the big Bowser head on the bow directly at Mario. This changes the fight significantly. Instead of the wide side, you must now hit the narrower front of the ship, while the giant Bowser head regularly fires at you with three burning fireballs. These first fly close together and then spread over the deck. Therefore, wait until the next fireball volley has flown by before you get into position with a new shell. It is best to stay on one of the raised platforms of your airship, from which you can easily reach the enemy bow. As soon as the fireballs have enough distance, jump up and throw the green shell as centrally as possible against Bowser Jr.’s ship. After the fourth goal, Bowser Jr. also uses up to six Bullet Bills at the same time, which follow you from both sides. Try to lure the projectiles over one side of the deck and then quickly run to the opposite side so that they hit the ship superstructures. You can also lead the Bullet Bills past you with skilful jumps, but should not be too close to the edge, because a hit can push you into the black hole.

For the last hit you need a green Koopa shell again. First, wait until the current salvo of Bullet Bills and fireballs is over and, if necessary, eliminate the Magikoopas who continue to beat you with their magic bullets. Once you have a clear view of Bowser Jr.’s airship again, jump on the raised platform and throw the shell directly against the Bowser head on the bow. After the fifth successful hit, the entire airship sets fire and begins to break apart. Bowser Jr. can save himself at the last moment while his ship is destroyed in a massive explosion. In its place appears the Grand Star, which you can now collect. With this, you have completed the only mission of Bowser Jr.’s Airship Armada and received the fourth Grand Star of the adventure. Back in the comet observatory, the next dome, the bedroom, will be supplied with energy and accessible to you.