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Unlike the three games prior, {{p4}}'s definition of a boss is unclear and inconsistent. The best way to define them is by the music cue that commonly accompanies them when they are encountered. However, some enemies use two different themes for different encounters. For instance, a [[Sovereign Bulblax]] uses a major boss cue at the bottom of the [[Subterranean Swarm]] and within the [[Cavern for a King]], but uses a minor boss drumbeat when encountered in the [[Giant's Hearth]].  
Unlike the three games prior, {{p4}}'s definition of a boss is unclear and inconsistent. The best way to define them is by the music cue that commonly accompanies them when they are encountered. However, some enemies use two different themes for different encounters. For instance, a [[Sovereign Bulblax]] uses a major boss cue at the bottom of the [[Subterranean Swarm]] and within the [[Cavern for a King]], but uses a minor boss drumbeat when encountered in the [[Giant's Hearth]].  


In terms of progression, none of these bosses are specifically required to be defeated other than the [[Ancient Sirehound]] to complete the story. Many of them house [[castaway]]s, either inside of them or behind numbered gates, requiring the boss to be defeated to rescue them. Boss battles being part of progression (seen in ''Pikmin 3'') is instead replaced with [[Dandori Battle]]s against [[Olimar]] and [[Louie]], all of which are required to complete the game's story.
In terms of progression, none of these bosses are specifically required to be defeated other than the [[Ancient Sirehound]] to complete the story. Many of them house [[castaway]]s, either inside of them or behind gates, either that requiring the boss to be defeated to open. The way of bosses acting as progression is instead replaced with [[Dandori Battle]]s against [[Olimar]] and [[Louie]].


Because of all this, the bottom classification is mostly conjecture and not finalized.
Because of all this, the bottom classification is mostly conjecture and not finalized.

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