[KH3] Monstropolis

One of the two worlds you can choose to go to after completing Tangled and Toy Story is the world of Monsters, Inc. The usual monsters you'd encounter are pretty straight forward but I'll write a guide for one of them and the world's last boss

Spiked Turtletoad

This is the main boss minion that you'll encounter. There is a smaller simpler version of this so you really only have to know this one. The Spiked Turtletoad has four attacks. All of them but the last are instant kills so just don't get hit.

First attack is one where it waves its hands in front while charging at you: pretty simple but hard to telegraph close up. Second is the spinning attack, it bloats up first then spins so there's an easy tell. Third attack is it jumping upwards and landing on you: the tell is the same as the second one. Last is the sucking attack, it opens its mouth then chews you to 1HP and the spits you out: it takes 3 seconds to suck you in, very easy to avoid.

I'd usually deal with the smaller unversed before going for the Turtletoad just so there are no unexpected stuns. The keyblad Favorite Deputy from Toy Box is really useful too as you can stun luck the spiked turtletoad with normal attacks of the form changes.

Lump of Horror

This is one of the more frustrating bosses to fight because it takes a lot less damage than other monsters but it is pretty simple to fight it you just need patience. In the initial phase it does its attacks in a combo with a pause in between for you to hit it. It's important to just counter and build up your form changes, saving the finishers for when you reach the alternate phase where its armor goes down and you deal a normal amount of damage.

In normal mode, it has two basic attacks: a combo of charges finished with a fireball, or a combo of fireballs. Both are easy to block and counter. It has a status move of cloudy which it can use before these two normal attacks: cloudy will make you unable to lock-on targets. Its special annoying move is one where it goes invincible and it summons a bunch of hands. You either have to wait this whole sequence out or take out all of the hands at once. Useful for charging formchanges and also a pretty good resting point if you're tired.

It goes into the alternate form starting when you damage it for 2 bars. In this mode the arena is covered with hands and the monster is up in the air. Getting rid of the hands in the center will initiate the transition back into normal mode so deal as much damage to the main body before clearing the hands. Shotlock and magic are extremely useful in reaching the boss as it always pushes you away. You'd loop through this form and the normal form until the boss dies.

For normal mode, it's mostly patience in dealing with a long boss fight. The other thing is to use Ever After's form change: by dashing, you create mirages that will attack the boss the same time as you effectively dealing a decent amount of damage. This can also be done in the alternate form but you have to be more careful as there are more hands and some of them are mobile now. So you can really just save the finishers to same one or two hands then go for the main body.

Have a fun trip!