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MasterWarlord's Make Your Move 4 Story Mode: Master Hand's Royal Flush

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
INDEX:
Chapter 1: Weapons of Mass Dedede Struction
Chapter 2: Uncontrollable Chaos
Chapter 3: Apenesia
Chapter 4: Shadow Tears the World
Chapter 5: Serving a Higher Authority
Chapter 6: The Chaos within the Heart
Chapter 7: Timeless Traitor
Chapter 8: Arabian Nights
Chapter 9: Rise of Evil
Chapter 10: Ruins of Hyrule
Chapter 11: Legacy of the ****ed (Incomplete)


This SM is CANCELED! NO FURTHER UPDATES WILL BE MADE TO IT!

(Bolded character have actually appeared already, not that that's their last appearance by any means)

1: Mario
2: Luigi
3: Peach
4: Bowser
5: Donkey Kong
6: Diddy Kong
7: Wario
8: Yoshi
9: Link
10: Zelda/Shiek
11: Ganondorf
12: Toon Link

13: Samus/Zero Suit Samus
14: Pit
15: Ice Climbers

16: R.O.B.
17: Kirby
18: Meta Knight
19: King Dedede

20: Captain Olimar
21: Fox
22: Falco
23: Wolf
24: Captain Falcon
25: Pikachu
26: Pokemon Trainer/Squirtle/Ivysaur/Charizard
27: Jigglypuff
28: Lucario
29: Marth
30: Ike

31: Ness
32: Lucas
33: Mr. Game & Watch
34: Snake
35: Sonic
36: Shadow the Hedgehog (Done by mass random people) (Spadefox - MYM 3 Guest)

37: Darth Vader (Done by mass random people)
38: K. Rool (Done by mass random people) (BKupa666 - MYM 3 Guest)
39: Vaati (Done by mass random people) (Okay not really, I just like the guy.)

40: Mewtwo (Done by mass random people) (Luvtoy-Rogue-Wireframe - MYM 3 Guest)
41: Megaman (Done by mass random people) (Chief Mendez)
42: Black Shadow (Done by mass random people) (Ivoryflame - MYM 3 Guest)
43: Isaac (Done by mass random people) (Snowstalker)
44: Krystal (Done by mass random people) (JackieRabbit - MYM 3 Guest)
45: Bowser Jr. (Done by mass random people)
46: Cortex and Tiny (MasterWarlord)
47: Dimentio (MasterWarlord)

48: AI Colonel (MasterWarlord)
49: The Joker (MasterWarlord)
50: Klump and Krusha (MasterWarlord and BKupa666 - Joint production)
51: Kaptain Skurvy (BKupa666)
52: Nack (Hyper Ridley)

53: General Grevious (Hyper Ridley)
54: Superstar Helpers (SirKibble)
55: Donna (Junahu - MYM 3 Guest)
56: Headless Horseman (King K. Rool - MYM 3 Guest)
57: Snorlax (King K. Rool)

58: Electrode (King K. Rool)
59: Mach Rider (Chief Mendez)
60: Deoxys (Chief Mendez)
61: Guntz (Spadefox)
62: The King (Spadefox)
63: Dr. Robotnik (Dancingfrogman)
64: Tails Doll (Dancingfrogman)
65: Sagi (TwiltHero - MYM 3 Guest)
66: Guillo (TwiltHero)
67: Goombella (Meadow - MYM 3 Guest)
68: Black Doom (Hyper Ridley)

69: Lyon (Spadefox)
70: Powers Kirby (KingK.Rool - MYM 3 Guest)
71: Apollo Justice (Kitsuneko345)
72: Sam Lionheart (Chris Lionheart)
73: Kelsey (Chris Lionheart)
74: Ashencroft (Chris Lionheart)
75: Fatman (Koj - MYM 3 Guest)
76: Spyro (Half_Silver28)
77: Batman (Half_Silver28 - MYM 3 Guest)
78: Midna (Half_Silver28)
79: Michael (Chris Lionheart)
80: Chef Kawasaki (King K. Rool)
81: Zant (King K. Rool)

82: Bill (Spadefox)
83: Ken (BKupa666)
84: Angry German Kid (Kholdstare)
85: Cactaur (Pelikinesis)
86: Shadow Beast (Kholdstare)
87: Bonkers (SirKibble)
88: Wheelie (Hyper Ridley)
89: Kid Goku (TheSundanceKid)

90: Pyramid Head (MarthTrinity)
91: Simirror (Agidius)
92: Cortez (Hyper_Ridley and Goldwyvern - Joint Production)
93: N. Trance (Commander Blitzkrieg)
94: Sakurai (TheSundanceKid)
95: YouTube Toilet (Sonic the Baron)
96: Sync (DarkSerenade)
97: Kefka (Spadefox)
98: Gatomon (Tornadith)
99: Charley's Ghost (Cheap Josh)
100: E 123-Omega (DancingFrogMan)

101: Maria (Tanookie)
102: Alucard (Tanookie)
103: Baby Donkey Kong (SonicBoom)
104: Marina Lightyears (Shake)
105: Iago and Zazu (BKupa666)

106: Dracula (Chief Mendez - MYM 3 Guest)
107: Nightmare (MasterWarlord - MYM 3 Guest)
108: Cervantes (MasterWarlord - MYM 3 Guest)
109: Zasalamel (MasterWarlord - MYM 5 Guest)

110: Beast Boy (MasterWarlord - MYM 5 Guest)
109: Jonathan and Charlotte (Spadefox)
110: Hyper Ridley (Hyper Ridley)
111: Jafar (KingK.Rool)
112: Klavier Gavin (Kitsuneko345)
113: Hades (BKupa666)
114: Aladdin (~Cruxis~)
115: O'Chunks (~Cruxis~)
116: Death (Hyper_Ridley)
117: Aeon (Spadefox)

118: The Sandbags (Chris Lionheart)
119: Sir Aaron (Kholdstare)
120: Breloom (Iron Thorn)

121: Raphael (Lenus Altair)
122: Capsule J2 (MasterWarlord)
123: Gaara (Twilthero)
124: Peter Pan (Tanookie)

125: Wispa (Junahu)
126: Robot Santa (Chris Lionheart)
127: Ed (Mar****)
128: Prof. Rowan (The Trophy Master)
129: Daroach (Hyper_Ridley)
130: Squeak Squad (KingK.Rool - MYM 3 Guest)
131: Dynablade (SirKibble)

132: Mr. Shine & Mr. Bright (SirKibble)
133: Marx (Baloo)
134: Milliarde (TWILTHERO)
135: L (TheSundanceKid)
136: Illidan (MasterWarlord - MYM 5 Guest)

Note: If you have a moveset for one of the characters without a specific creator listed, link me to it, and if I feel it's good enough (Just not horrendously bad), I'll use your version of it for the SSE.

Also feel free to submit any bosses you may have that you wish to be included in this SSE. I have much high quality standards for bosses however, mind you, as they are actually directly displayed in my SSE. If your boss does not have at least 8 attacks, it will be in a lower class status of "Mini Boss". The majority of the bosses will be my own and I'll make them as I go along in the SSE, there being no bosses that are premade for it outside the ones in my movesets.

Oh, and when you submit a character/boss, be sure to give me a decent description of their personality and abilities, as in some cases I might end up not deciding to include them due to too little knoweledge, or possibly include them anyway but not give them much screen time due to having such a vague picture in my mind of them.

Prologue: The Final Destination of all life - Extermination

Cinematic 1: Informal Invitation of Immortality



Bowser is seen lazily slouching on his throne as usual, yawning, Bowser Jr. in a tiny throne next to him. Kamek is before Bowser, reading a scroll to his king, all that the player is able to here being a bunch of gibberish. Bowser yawns, tired of the report, and motions to his mouth, opening it up, licking his lips. Kamek sighs and summons some food for his king with a wave of his wand, which Bowser hastily begins devouring. Kamek tries to continue, but Bowser pays no attention to Kamek, much to his annoyance. Bowser Jr. tries to jump up to get some food from his father, but Bowser kicks him away, chuckling. Bowser Jr. proceeds to cry for Kamek to facepalm and go to take him into the other room, cradling him in his arms to try to make him feel better.

Before he can leave though, The Headless Horseman suddenly appears before Bowser in a pillar of flame. Bowser spits out the food he was eating in shock at the Headless Horseman, it ending up landing inside his pumpkin head. The Horseman is disgusted at this and proceeds to take off his head and clean it in annoyance. Kamek faints upon seeing the Horseman remove his head, Bowser Jr. stopping his crying and commencing laughing at Kamek. Bowser folds his arms and drums his fingers anxiously to see what the Horseman wants for the headless one to take a bow, holding his head under his arm, introducing himself. The Horseman summons a fiery portal and gestures for Bowser to come in, letting out a sinister laugh then going in himself. Bowser rubs his chin, unsure of it, but then he notices the portal slowly shrinking, alarming him. Without taking time to further consider this, Bowser rushes into the portal. Bowser Jr. goes to run in after his father but gets stuck, it closing too tightly on him. Bowser facepalms at this and helps pull him through, then both Koopas turn around to look at their new location, the camera not showing it.

Cinematic 2: Master Hand’s Grand Plan

The cutscene resumes where the last one left off, showing a gigantic version of the Final Destination stage. There are several other villains here all encircled around something. A question mark appears above Bowser’s head, shrugging, for the Headless Horseman to motion to Bowser for him to come along, annoyed. Bowser shoves his way through the other villains (Who’s names don’t yet flash across the screen, as this is a minor cameo) while Jr. goes in between their legs to get a view of what’s in the middle.






Master Hand is seen pacing back and forth on Final Destination using his pointer and middle fingers, holding his other two fingers behind his “back”. Unlike the other characters, Master Hand actually speaks, with a loud ominous voice, the camera slowly panning about to show the villains as he gives his speech. “I brought everything into existence. . .Those who call themselves heroes as well as villains. There are times when the little world I’ve created is entertaining to watch, but it becomes so annoying to watch the sheer idiocy of these people. . .While if I controlled all their actions, the show would cease to be entertaining as I would know everything that would happen, it hurts me to watch the sheer idiocy of these people. . .How can they truly think there is a difference between good and evil? “Good” and “Evil” are words you people made up. . .There do not exist. These people do not deserve the free will I have given them. . .But you lot are different. You actually make use of your intelligence. . .Which is why I have selected you all to be my enforcers and rulers in my new world order. I wouldn’t ask for your help, although I still would’ve been glad to give you this power, but when I created this world I prohibited myself from directly being able to interact with it, so I require your assistance and cooperation if my dream is to be realized. For this to come about, I will need you all to bring the various “heroes” to me. . .Those who would consider us “evil”. By their meaning of the words “Good” and “Evil”, they are in fact evil. . .They have gone against their creator’s intentions. They are trying to destroy my reality. Their reality should’ve never existed and soon it shall cease too!”.

The Master Hand bursts out into maniacal laughter and all the villains present join him in this affair. Bowser and his son don’t laugh, still somewhat weirded out by all this, for the Headless Horseman to elbow Bowser for him to start laughing. They laugh louder then everyone else to ensure that they’re noticed for the other villains to stop laughing and look at them awkwardly, raising their eyebrows, including the Master Hand himself. The Koopas hastily shut their mouths after this, and Master Hand says “Enough. . .You all know your roles. Go. Destroy this mistake, this pathetic excuse of an existence that never should’ve come to be. Bring forth my new perfect world!”. The villains nod and proceed to open up portals, the magical ones able to do it themselves while the others are able to using high technology. Bowser and his son look about as all the other villains leave, looking relatively lost in what to do in comparison to the other villains. The Headless Horseman facepalms and motions for the Koopas to come with him for them to do so, following him into a fiery portal. . .

After everyone’s gone, Master Hand chuckles subtly and mumbles to himself “What fools. . .” for the title of the Subspace Emissary to flash across the bottom of the screen.

Chapter 1: Weapons of Mass Dededestruction

Cinematic 3: Dedede’s scheming
King Dedede is seen coming out of the portal from Master Hand’s meeting to land on his throne in his castle. He casually reclines in his throne, then suddenly begins rubbing his chin, pondering, thinking up a plan to get himself into Master Hand’s favor.

A thought bubble appears above the king’s head, and he thinks back to all the times he fought Kirby, actual gameplay footage from the old Kirby games being shown of the various Dedede boss fights, him getting trounced in each and every one. After a few boss clips, a picture of him swinging his hammer is shown in the thought buble, then a red X, Dedede shaking his head, seeing he can’t beat him by force. Next, a picture of Dedede’s army of Waddle Dees is shown in the thought bubble, but Kirby then sucks them all up, another red X canceling out the thought. Next though, a massive feast appears in front of Kirby, and he begins sucking it up. Dedede thinks more about this, then pictures more mountains of food appearing, Kirby getting fat from them, then Dedede sneaking up behind him and smacking him with his hammer, a green check mark appearing in the thought bubble. Dedede give a thumbs up as a light bulb appears above his head, him rubbing his hands together and cackling lowly. . .

Dedede gives out a loud whistle for his loyal henchmen to appear, the Superstar Helpers. These soldiers of Dedede consist of Bugzzy, Sir Kibble, Knuckle Joe, and Poppy Bros. Jr. He quickly writes out a letter to Kirby to tell him that a party is going to be held at his castle with lots of food, and that he’s invited, the game actually showing the text briefly as he quickly writes it up. He gives the letter to Sir Kibble and points out of his throne room for him to take a bow and motion the others to come along with him. Knuckle Joe and Bugzzy however look disgusted at this, thought bubbles appearing above them of Kirby beating them up from footage in the Kirby games, them folding their harms and refusing to be so friendly to Kirby. Sir Kibble rests his helmet in his palm and shakes his head in annoyance, then motions for Poppy to come along with him for him to nod and do so, them leaving the throne room to go off to Kirby.

Bugzzy and Knuckle Joe leave as well to go back to their business and Dedede resumes pondering what else he can do to please Master Hand. Another thought bubble appears above his head, and in it he gives Kirby’s KOd body to Master Hand. Master Hand pats Dedede’s head and casually tosses Kirby into a mountain of other heroes whom his other villains have captured, and motions Dedede back to the portal to outside world to gather more characters. A red X appears over the thought bubble and Dedede shakes his head, dismissing only capturing Kirby as not being good enough.

Dedede comes up with a new plan, another thought bubble showing the same scenario, but Dedede also having the trophies of Mario, Luigi, Link, Zelda, and Peach. Master Hand cackles wickedly and picks up Dedede in his palm, levitating him up for the other villains to hold, them all cheering for him. A green checkmark appears in the thought bubble, Dedede looking most pleased. Dedede makes two more letters for Peach and Zelda, telling them to invite all their friends, then whistles once more, glad that not all of his most trusted minions were wasted on Kirby. He gives the letters to Bugzzy and Knuckle Joe then motions for them to leave.

Once Bugzzy and Knuckle Joe are out of Dedede’s sight, they look disgusted at being reduced to being mere messangers. Knuckle Joe puts up his fists and does a couple jabs in the air, Bugzzy nodding in agreement and spitting in disgust in Dedede’s direction. Knuckle Joe goes to rip up the letter he received from Dedede, but Bugzzy stops him, him pointing to a thought bubble that appears above his head with mountains of gold in it. Knuckle Joe reluctanty folds his arms and nods, and the two then leave in separate directions to give deliver the messages to their respective kingdoms.

Level A: Green Greens
Play as: Superstar Helpers (Sir Kibble, Poppy Bros Jr. Only)

Level B: Grape Garden-Mushroom Road)
Play as: Superstar Helpers (Knuckle Joe Only)

Level C: Dedede Pass-Hyrule Field)
Superstar Helpers (Bugzzy Only)


The camera zooms out to give an overhead view of Dedede’s castle. Sir Kibble and Poppy are seen exiting the southern entrance of the castle, Bugzzy the west, and Knuckle Joe the east. The game allows you to select Sir Kibble and Poppy together or one of the other two helpers individually. You go through three separate levels in any order you choose. Kibble and Poppy’s level have only Kirby enemies and gameplay elements, while Bugzzy’s has both Zelda and Kirby elements and Knuckle Joe’s has both Mario and Kirby elements, you being on the borderline of the territories for Bugzzy’s and Joe’s levels. It’s worth of note that Bugzzy’s level takes advantage of him being the only playable character and has puzzles where you must throw things at out of reach switches, although it’s nothing hard, seeing how early in the game it is.

Battle 1: Kirby’s Kibble
Play as: Kirby
Played Against: Superstar Helpers (Sir Kibble and Poppy Bros Jr. Only))


Sir Kibble and Poppy Bros Jr., having successfully arrived at Kirby’s house, go up to knock on the door. Sir Kibble’s knock is rather light, and after a pause, nothing happens. Kibble knocks more loudly for nothing to still happen, then puts his hands on his hips in annoyance. The camera zooms inside the house to show Kirby sleeping soundly, oblivious to the two minions outside his house. Sir Kibble goes to knock again, but Poppy points at the sleeping Kirby through a window. Sir Kibble goes to the window and yells to try to awaken him, but to no avail. Poppy laughs at Kibble’s efforts for him to sigh, then Poppy goes over to attempt to awaken Kirby. Poppy takes out bombs like with his dsmash, then blows them all up in a loud explosion for Kirby to get shocked up, falling off the bed and rubbing his head in pain. He puts his hands on his hips and looks out the window, shaking his head, seeing Dedede’s minions are up to no good again, then runs out to the door to attack them. Kibble hastily takes out the party invatation and waggles it in front of him, almost as if he wants to use it as a shield from Kirby, but Kirby simply devours it, much to Kibble’s annoyance. Kirby takes out his hammer and goes to swing it at Kibble, and a battle starts. You play as Kirby in a two on one battle, although your enemies have slight handicaps considering how early in the game this is.

Level 4: Kirby’s path to the Kastle
Play as: Kirby


Upon being bested by Kirby, a thought bubble appears above Kirby’s head with Dedede’s ugly mug in it, and he runs off for Dedede’s castle. Naturally Kirby takes a different route then Dedede’s minions, being more used to the area, taking the quickest route, meaning that he gets a different level then the one Kibble and Poppy had.

If you inhale any enemies in the level, your moveset will change drastically as you turn into Powers Kirby. You can turn back to regular Kirby at any time by taunting. For battles/bosses, you can turn into Powers Kirby by inhaling one of their projectiles.

Battle 2: Keeping Kremlings out of the Kastle
Play as: Bonkers
Played Against: Klump and Krusha


Klump and Krusha are seen being dumped out of the portal from the meeting with Master Hand. Klump comes out first, landing on his stomach, and Krusha falls on top of him, causing him to yelp in pain. After getting up and giving an annoyed glare at Krusha, the duo look around to realize they wern’t dropped off on Kongo Bongo Island like they were supposed to. Klump gets a thought bubble with K. Rool on it, and lots of “?”s pop up, then he shrugs. Krusha ignores Klump and stares at a butterfly going by, saying “Pretty butterfly. . .”, for Klump to smack him to get his attention. Klump points up to a picture of Dedede’s mug on his castle, then a flashback occurs of Master Hand’s Meeting, Klump remembering Dedede being there. Klump then has a thought bubble of going into Dedede’s castle, shaking his hand, then him giving them a boat to go to Kongo Bongo Island, him seeing them off and waving as they leave.

Klump’s thought bubble vanishes, him firm in his belief that Dedede will help them get back. He motions Krusha to follow him and they march up to the entrance of Dedede’s castle. They’re about to go in, but Bonkers steps in their way, brandishing his hammer, being the guardian of the castle. Klump starts blabbering gibberish and points to a thought bubble above his head of him talking to Dedede, but Bonkers smashes the thought bubble with his hammer, much to Klump’s shock. Bonkers puts his hammer out in front of him and points to it with his other arm, then points to the Kremlings, saying that a hammer is required for entry. Klump and Krusha comically search themselves, pulling junk out of their pockets, then shrug. They try to go in anyway, but Bonkers give them a good whack with his hammer, and you play as him in a battle against them.

Level 5: Protecting Peach
Play as: Mario, Luigi, Superstar Helpers (Knuckle Joe Only)


Knuckle Joe arrives at Peach’s Castle. The toads at the door block Joe from entry, put he brings out the party invitation for them to let him in. He searches about the castle a pit to see Mario and Luigi seated at a table, waiting for their food from rescuing Peach from Bowser for the ten trillionth time. Peach comes out with a cake she made for them, long overdue, alongside Toadsworth. Peach places the cake on the table for the Mario Bros. to hastily dig in. Knuckle Joe is seen tapping his foot with his arms crossed impatiently, Peach noticing this and going over to him. Joe lets out a sigh of relief and gives the invitation to Peach for her ands Toadsworth to read it over, Peach excited about the dancing and such promised to be at the party. Toadsworth hastily shakes his head and mumbles “Nonononono!” to Peach, not thinking it’s a good idea, but Peach ignores him and turns to Knuckle Joe, nodding to him. Joe smirks and motions for Peach to come with him, but Peach motions to the Mario Bros., who are busy eating their cake. Knuckle Joe facepalms and smacks the cake away from them, it splattering over Luigi’s face. Luigi looks infuriated at Joe, but Knuckle Joe points to a thought bubble above him that shows Dedede’s castle filled with cakes. Luigi gets a “!” above his head and nods to Joe, and the group proceeds to leave for Dedede’s castle, Toadsworth looking overly worried.

The level is the same as the one you played as Joe before, but in reverse, and this time it slowly scrolls forward. Peach will be walking along casually along with the scroll, and you must protect her from being KOd, clearing the path of enemies for her. You have three characters to do it with, so it shouldn’t be much of a problem. Peach rarely attacks, and when she does usually it’s just a tilt or two, so don’t expect much any help from her. Even a Goomba might end up giving her trouble.

Level 6: Hectic Hyrule
Play as: Superstar Helpers (Bugzzy Only)



Bugzzy arrives in Hyrule Castletown and goes to approach Hyrule Castle, but is stopped by guards, who consider Bugzzy a common monster. Bugzzy takes out the invitation and points to it, but the guards are only seen screaming “Monster!”, running from him in terror. Bugzzy facepalms as they flee and goes into the castle to deliver the message to Zelda himself. You play through Hyrule Castle, Hyrule guards being the enemies along the way, considering you invading their castle. There are more puzzles here that involve Bugzzy’s throwing mechanic, them getting slightly more complex, the game not babying you like it was in the first three levels.

Battle 3: Bugging Out Bugzzy
Play as: Link
Played Against: Superstar Helpers (Bugzzy Only)


Bugzzy is just about to finally get to Zelda’s throne room, casually throwing one guard out of his pinchers at another oncoming one. Just before he can get in, Link appears and blocks him from entering, clashing his sword against Bugzzy’s pinchers. Bugzzy clacks his pinchers together angrily, and a battle starts, you playing as Link.

Level 7: Protecting the King
Play as: Link, Zelda/Sheik, Superstar Helpers (Bugzzy Only)


Link and Bugzzy are seen continuing their battle, clashing pinchers with swords. Zelda comes out of her throne room and sees this, shaking her head. Bugzzy shoves Link away and takes out the party invitation, giving it to Zelda. Zelda quickly reads it over and looks disgusted at the dancing, unlike Peach, not being the feminine type, but her attention is raised by the offer of a peace treaty should she attend. She looks at Bugzzy, all the Hyrule soldiers KOd around him, then a thought bubble appears above her head of an army of Bugzzys coming to attack Hyrule, her thinking Bugzzy is most likely one of many. Zelda sighs and nods to Bugzzy and goes along with him for Link to facepalm and let out an annoyed grunt. Before they can leave however, Bugzzy takes the invitation from Peach and points to the part of it where it says that both the king and the princess are to attend for Zelda to sigh and nod.

Zelda opens the door to the throne room for The King to be seated at the end of the long table with a bib, fork and knife in hands. He’s pounding the table with his fists, saying “I wonder what’s for dinner”. Bugzzy raises his eyebrow, wondering how this could be the king of hyrule, Zelda facepalming at her father. Zelda hastily goes over and shows the invitation to the King for him to dismiss it and as his stomach growls, demanding dinner first. Bugzzy comes over and makes a thought bubble above his head with lots of food at dedede’s castle, pointing up to it, for the King to get a “!” above his head and hastily run out the door to Dedede’s castle for the food at the party. Zelda facepalms, Link lets out an annoyed grunt, and Bugzzy looks disgusted with the whole display, and they then go out after the King.


The level is basically the same as the one where you protected Peach, only now you’re helping along the cranky old king. The actual level you transverse while protecting the King is the first one you went through as Bugzzy (Hyrule Field), but in reverse to get back to Dedede’s castle.

Level 8: Invading the Mushroom Kingdom
Play as: Bowser, Bowser Jr., The Headless Horseman


Bowser, his son, and the horseman are seen being dumped out of the portal from Master Hand’s meeting together in Bowser’s castle. The horseman comes out first, then Bowser lands on the horseman, causing his head to go off and roll away. Kamek comes in to see the rolling head and dismisses it as a pumpkin, but it suddenly lights on fire to cause Kamek to faint once again. Bowser chuckles while the horseman’s body angrily gets out from under Bowser and backhands him, then puts his head back on in place.

The screen fades in and fades out for all of Bowser’s troops to be assembled in the grand hall of the castle, Bowser, his son, Kamek, and the Horseman in front of them all. The Horseman snaps his fingers for Kamek to unravel a large map behind him, and then takes out a pencil. He draws a path from Bowser’s castle to Peach’s and draws mass red Xs over Peach’s castle for the troops to cheer that they’re going to invade the Mushroom Kingdom. Bowser Jr. takes the pencil from the horseman and doodles all over the map, the horseman chasing him around to try to get it back. Kamek and Bowser chuckle at Jr.’s antics while the Horseman runs about, but Jr. simply draws a mustache on his pumpkin head. The Horseman is infuriated at this, his head boiling over in anger, quite literally, him having to pick it back up. The troops join in laughing at the horseman for him to scowl and point outwards to the mushroom kingdom, summoning his horse and leading the charge. They stop their laughing and charge out alongside him.

In this level, the enemies will pose little problem, as you have a massive army following you to assist you as the stage scrolls. The catch? Their AI is horribly stupid, and they’ll fall into bottomless pits if you don’t hit switches to make bridges for them to pass. If over half of them die, you lose the level. You only arrive at the Mushroom Kingdom at the end of the level, this level just being on the way to the actual raid.

Level 9: Looting Peach’s Castle
Play as: Wario


Bowser’s army arrives to attack Toad Town, easily defeating the Toads left and right due to the Mario Bros.’ lack of presence. Wario, who is by Peach’s castle, sees the guards flee the castle to help defend against the Koopa invaders. Toadsworth comes over to Wario and hastily points to Bowser’s troops invading, asking for his assitance, but Wario casually smacks him unconcious without a second thought. Wario rubs his hands together greedily and lets out a laugh, then proceeds to go inside the castle. He goes before a massive golden door with several locks on it and his jaw drops to the floor, his eyes turning into dollar signs, and the level starts.

You start in front of a big golden door with several locks, and must search the castle to find them all and bring them back to the door. Due to the Toads having gone to help defend the castle from Bowser, they aren’t the enemies here. You have to compete with Bowser’s troops to get the money, as they’re also raiding the castle in search of loot, thus they’re the enemies. Wario seemingly was left uninvited to Master Hand’s meeting.

Battle 4: Guarding the Toad Treasury
Play as: Goombella
Played Against: Wario


Wario is seen inserting all the keys to the locks, one by one. He pulls open the grand door to reveal a massive cache of treasure. He hastily goes up and begins swimming in the coins comically, putting a golden necklace around his neck as he enjoys the spoils he’s stolen from Peach. Before he can continue, Goombella appears with a stern look on her face, not pleased with Wario taking advantage of the kingdom in it’s time of need. Wario laughs at the Goomba and goes over to casually stomp on it, but Goombella lets out the light from her pith helmet to blind Wario, him holding his eyes in pain as they burn. Wario brings his hands off his eyes for them to be black, Goombella smirking slightly while Wario clenches his teeth and puts up his fists for a battle to start, you playing as Goombella.

Level 10: Raiding Toad Town
Play as: Bowser, Bowser Jr., The Headless Horseman



This level has very weak enemies, they’re mere Toads, but they’re in very large quantities. The goal of the level is to raid Toad Town to actually get some profit off of the raid. You can invade houses to find coins or simply jump over them to continue on your way if you prefer. The Toads will drop a few coins upon being KOd in addition. The level loops infinitely, only ending after you obtain a certain amount of coins.

Battle 5: Big Bad Bowser
Play as: Goombella, Wario
Played Against: Bowser, Bowser Jr.


Goombella and Wario are seen continuing their battle over the treasure, but Goombella shines the light from her pith helmet into Wario’s eyes again. Wario back into a corner, holding his eyes, putting up his hands in surrender. Goombella chuckles at this and motions out to the Koopas invading Toad Town, but Wario folds his arms and shakes his head, refusing to assist in defending Toad Town. Goombella turns back on the light from her pith helmet for Wario to let out a sigh and leave with her to attack the Koopas. Goombella hones in her sights on Bowser, motioning to him for Wario to nod. They charge through the Koopas together and Goombella jumps on Bowser’s head, causing him to turn around and laugh at the little Goomba, and the battle starts up. In the background, the Koopas can be seen surrounding the battle, spectating it and cheering for their king. There’s also a Kamek assist trophy that is constantly active during this battle.

Battle 6: Hellish Horseman
Play as: Goombella, Wario
Played Against: The Headless Horseman


The Koopas gasp upon seeing their king be defeated by a mere Goomba and a plumber inferrior to the Mario Bros., hastily going up to him to see if he’s alright. Wario dusts himself off and turns around to go back to Peach’s castle, but the Headless Horseman suddenly appears in front of him in a pillar of flame, shocking both him and Goombella. The Horseman is outraged with Bowser’s failure and summons several pumpkins to enclose a small arena for them.

While you have 2 lives due to having 2 characters and the horseman only has one, there are five pumpkins laying on the ground which the Horseman can use in his moveset perfectly normally. It’s basically fighting the Horseman with his final smash constantly active, and the AI loves to mash B to make all the pumpkins go on fire to boot. It doesn’t help the arena’s decently small. This is hard, but not terrible with two characters.

After the battle, the Koopa army hastily surrounds Goombella and Wario upon Kamek’s order, and once the dust settles both Wario and Goombella are quite dazed. Kamek laughs and opens up a portal to Master Hand, having a couple Koopas come with him to drag along Goombella and Wario. Bowser, his son, and the Horseman reluctantly follow after him, after which the portal closes.

Level 11: Mad Mirror Minion
Play as: Simirror


After 10 hectic levels, we finally rejoin King Dedede as he lazily sits on his throne while his minions prepare the party, the other villains doing all the work for him. King Dedede yawns and seems bored, then claps his hands to summon some entertainment. Simirror, the king’s magician, appears in front of him and takes a bow. Simirror performs several magical feats to entertain the king, him enjoying the show immensely as he chows down on food. Eventually, Simirror becomes tired of all the magic, panting, unable to cast any more spells. Dedede snaps his fingers, ordering Simirror to continue with the show, but Simirror shrugs, unable to do any more magic. Dedede is outraged and throws a tomato at his minion, laughing. Simiror gets hit by the tomato and scowls angrily, going up to attack Dedede. Dedede casually whistles for his Waddle Dee army to take care of Simirror, and they hastily run up and surround the mirror magician. You play as Simirror in a battle against the Waddle Dees.

Battle 7: Mashing Mirrors into place
Play as: King Dedede
Played Against: Simirror


Dedede is appalled at seeing his Waddle Dees being unable to defeat a single magician, and decides that he’s had enough relaxing. If you need a job done right, do it yourself, right? Dedede flys up above Simirror and slams down into the ground, crashing down. Simirorr barely dodges Dedede’s Super Dedede jump in time, and the two then face each other, locking into combat. You play as Dedede to teach your minion a lesson.

Level 12: Kirby, Klump, and Krusha Krash in to Khaotically Konquer the Kastle
Play as: Kirby, Klump and Krusha, Simirror


We finally rejoin Klump and Krusha, who are trying to get to talk to Dedede but are blocked off by Bonkers. Klump is seen stuffing Krusha into a cannon, then launching him at Bonkers to try to knock him down. Bonkers sees Krusha coming a mile away and casually smacks him away with his hammer, him going flying back to Krusha, landing on him, both groaning in pain. Kirby is seen finally arriving at the castle, and Bonkers hastily goes out to block him from entering. Bonkers brings his hammer forward and points to it, then points to Kirby, demanding Kirby bring out a hammer to enter the king of hammer’s castle. Kirby casually takes out his hammer and puts his hands on his hips for Bonker to step aside and let him through. Kirby motions for Klump and Krusha to follow, seeing they were trying to get in, and they nod and do so, going into the castle alongside Kirby. Before they go in very far, they see a room filled with lots of traps and Gordos. Klump and Krusha bite their claws, intimidated, Kirby facepalming. Kirby goes to charge, but suddenly Simirror appears in front of Kirby to stop him. Simirror shows the group an alternate way to get to Dedede, Kirby reluctantly deciding to follow him. Simirror still isn’t pleased with how Dedede mistreated him, it seems. . .

As you go through the level, you can sneak up on all the enemies preparing the party to take them by surprise, and there’s plenty of food for you to devour to recover your health. It seems Dedede’s plan to distract Kirby with food ended up failing miserably. . .

Battle 8: Murderous Messengers
Play as: Mario, Luigi, Link
Played Against: Superstar Helpers


Poppy Bros. Jr and Sir Kibble are seen groggily having finally made their way back to castle Dedede, the beating they took from Kirby not having particularly helped them. At the same time, Bugzzy arrives with the royalty of Hyrule while Joe brings along the Mushroom Kingdom royalty. Bugzzy and Joe gesture for the characters to all go into the castle, smiling smugly. Peach and the King think little to nothing of it, and go in without a second thought. Zelda sighs and goes in alongside them, Link and the Mario bros. heading in after them. As they go in, Knuckle Joe takes out a remote control and presses the button on it to close the entrance off, trapping the king and the princesses inside. Joe turns the Mario Bros. and Link, leaping in front of the other Superstar Helpers, and puts up his fists to get into a battle pose, excited that he finally has a battle on his hands. A battle starts up, it being 3 vs 4, you playing the side with less characters.

Battle 9: Mashing the Mario Bros.
Play as: Dimentio
Played Against: Mario, Luigi, Link


After defeating the Superstar helpers, Luigi hastily goes up to the blocked off entrance and bangs on it, letting out a cry due to having lost the princess. Mario takes the remote control Knuckle Joe had and presses it for nothing to happen, tossing it away in annoyance. Link motions for the Mario Bros. to follow him to look for an alternate entrance, but Dimentio suddenly emerges from a portal in front of Link, causing him to crash into him and fall over. Dimentio chuckles casually then proceeds to make one of his “boom boxes” around him, but Mario smacks him down before he can detonate it, freeing Link. Dimentio casually gets up and dusts himself up and wags his finger, chuckling, and a battle begins, you having a 3 on 1 playing as Dimentio.

Level 13: Dedede’s “Party”
Play as: Zelda/Sheik, Peach, The King


Zelda, Peach, and the King are trapped in the room with the massive amount of enemies that Simirror directed Kirby, Klump, and Krusha around, several Gordos and Waddle Doos hastily going up to them to attack. The King takes out his triforce of courage to protect him, but it’s a fake, as the real one was given to Link, and thus proves useless. Zelda facepalms while Peach points to the enemies, thinking they should actually pay some attention to their impending doom, for Zelda to nod to Peach and get in a fighting stance. The King is too busy looking at what’s for dinner it seems, the level starting up. There’s a battle at the start of the level against the massive amount of enemies, you able to eat the feast after defeating them to recover your health and move on with the level. The level ends when you reach Dedede’s throne room.

Battle 10: Royal Romp
Play as: King Dedede, Bonkers, Klump and Krusha
Played Against: Zelda, Peach, The King, Kirby, Simirror



Bonkers is now in Dedede’s throne room, being his personal body guard in case his plans don’t go as he intended. Both invading groups of Zelda, Peach, and the King along with Kirby, Simirror, as well as Klump and Krusha arrive shortly after the cinematic starts, causing Dedede’s jaw to drop wide open. Klump and Krusha go up to Dedede before anyone else does, and Klump points to a thought bubble above his head of Dedede giving him a ship to sail back to Kongo Bongo, exclaiming he wishes for Dedede to help him and Krusha get back to K. Rool. Dedede puts his hands on his hips and points to all the damage they’ve caused for Klump to once again point to the thought bubble, it now containing both him and Dedede bowing to Master Hand, Klump exclaiming they’re on the same side. Dedede once again points to all the wreckage they’ve caused, shrugging, asking why they did it, for them to point to Bonkers, who smiles stupidly and shrugs, Dedede facepalming in response to his monkey minion. The other characters have seen quite enough and go up to attack Dedede for both him and Bonkers to get their hammers ready while Klump and Krusha get into battle stances, and you play as the bad guys in a 3 on 5 battle.

Level 14: Sneaking into Castle Dedede
Play as: Mario, Link


We pick up where we left Mario, Luigi, Link, and Dimentio. Dimentio isn’t doing as well as he did in the gameplay, struggling to take on all three of them at once. Dimentio manages to KO Luigi by using his boom box, and hastily grabs him by the trousers, opens a portal, takes him in, then closes it before Mario and Link can get in after him, Link just barely being too slow. Mario shakes his fist in anger at where Dimentio left for Link to put a hand on his shoulder and point back to the castle for Mario to nod, and the two heroes invade Dedede’s castle from an alternate entrance.

Cinematic 4: Thunderous Titan

Mario and Link are seen arriving in Dedede’s throne room to join the rest of the characters fighting Dedede. The Superstar Helpers also arrive to assist Dedede and even up the numbers, but Dedede is already doing quite badly, so he decides to pull out his secret weapon. . .He takes out a remote control and presses a button for the roof of his castle to open up like a dome. A large thunderstorm starts, all the characters looking up at it to see it as thunder strikes into the castle. Dedede laughs maniacally as lightning strikes behind him, striking an evil pose, his minions, Klump, and Krusha coming up alongside him, joining in his laughter (With the exception of Kibble and Poppy, who don’t look too excited at the spectacle). Zelda looks ready to dismiss the flashy effects to continue fighting Dedede, but Kracko comes in from the dome, barely fitting inside the castle, being the source of the crackling thunder. Dedede does his laugh from his final smash, and Kracko lets out a loud roar at the characters, causing a boss battle to start. Kracko’s standard stance is to float in the center of the arena, although he’ll move sometimes for his attacks.

Boss 1: Kracko
Play as: Mario, Link, Zelda, Peach, The King, Kirby, Simirror


Kracko is slightly larger then he is in the Kirby games, being around 1.5X his regular size to be the average massive size of a boss in Smash Bros. Dedede can be seen watching in his throne from the background along with his minions, them laughing whenever you take a significant hit. Kracko has boatloads of health to counter your character roster’s quantity.

Attacks:

Spike Shoot: Kracko shoots all the spikes on the edges of himself out, them all going straight at a very fast speed, as fast as Shiek’s needles. The spikes do 15-16% damage, but only a flinch, doing no real knockback, just being a damage dealer. This is hard to avoid, and Kracko’s warning that he’s going to use the attack is brief as he puffs out his spikes. Kracko re-grows new spikes after finishing the attack hastily.

Miniature Minions: Kracko begins dumping Waddle Doos, common generic enemies, out of himself, at a rate of three of them per second. He’ll keep dumping them out endlessly until he’s attacked, so make sure you give him a good hit as soon as he starts doing this. While a couple Waddle Doos are nothing to worry about, they can be quite troublesome if they’re allowed to grow to large quantities.

Bouncing Bolt: Kracko fires a thunderbolt aimed at your character at you, it being paper thin and around the length of Ganondorf, also progressing at the good warlock’s running speed. If the lightning bolt hits you, it deals 13-14% damage and above average knockback. The lightning bolt will ricochet off the corners of the screen when it hits them, and will last an impressive 10 seconds or until it hits you, meaning you’ll have to deal with this thing for quite some time, Kracko still assaulting you with other attacks as it ricochets about.

Erratic Eyeball: Kracko’s single eyeball leaves it’s socket and chases you around at the speed of Ganondorf’s run, meaning it moves somewhat slowly. If it touches you, you take 18-19% damage and very good knockback, being a prime KO move. After 3 seconds of chasing you, Kracko’s eyeball will head back to it’s socket, not damaging you anymore if you touch it, Kracko being highly vulnerable during this time period to damage.

Attacks added at 75% health:

Thunderstorm: Kracko goes to one of the far sides of the stage at random, then travels to the opposite side of the field, shooting down a stream of thunder as he passes. If you’re hit by the thunder, you’ll be dragged along with the attack, taking 2-3% damage every fifth of a second for a total of 10-15% damage per second, it taking 3 seconds for Kracko to go across the screen. Once Kracko gets to the opposite side of the screen, he lets out a big thunderbolt, dealing 15-16% damage and above average knockback, though it’s very unlikely to hit you if you wern’t caught in the thunderstorm. This has potential to deal tons of damage, but is decently easy to avoid.

Crackling Charge: Kracko floats off one of the sides of the screen at random, then floats across the bottom of the arena to opposite side of the arena, stopping before he goes off the screen. As Kracko goes across, a large electric field surrounds him, anyone being within the range of Bowser of him taking 17-18% damage and good knockback. You can’t dodge Kracko with a casual roll or sidestep, and must jump over the massive thunder titan to dodge the attack.

Attacks added at 50% health:

Puff-Up: Kracko makes a bunch of rain inside himself, being a thunder cloud, causing him to puff up to an immense size. Kracko becomes nearly the entire size of the screen within a second, and if he touches you you take massive knockback and 23-24% damage that will more likely then not KO you. You can easily avoid this by going to the edge of the stage, as Kracko doesn’t puff himself up big enough to reach you there. While this move is deadly, it has bad ending lag as Kracko empties himself of rain, slowly returning to normal size, leaving Kracko extremely vulnerable.

Eye of the Storm: The pupil of Kracko’s single eye spins around rapidly, and a massive whirlwind envelops the entire stage except Kracko’s eye. If you do nothing, you’ll be swept off the stage by the intense winds, easily getting KOd by Kracko. To dodge the attack, you must jump up to Kracko’s eye, it literally being the eye of the storm, being the only safe haven from the intense whirlwinds of the attack. The whirlwinds are very brief, meaning it’ll be over before you fall down from Kracko’s eye, the brief duration being all that’s needed to sweep you off stage.

Cinematic 5: Clobbah dat dere Kirbeh

Kracko is seen exploding into a billion cloud pieces after having been defeated by the characters, his dead eye ball rolling forward. Peach screams and backs away from it for the King to laugh at her as he drinks some wine. Bonkers knocks the King’s lights down laughs, shattering his glass of wine, and Dedede and his other minions surround the characters, them being weak from the battle and having no choice but to surrender. Dedede laughs and opens up a portal, motioning into it for the characters to reluctantly do so, the majority of them scowling at Dedede’s group. Bonkers ends up having to drag along The King, as he accidentally knocked him out. Kirby spits in Dedede’s face for it to go into his eyes, blinding him, Kirby laughing. Dedede smacks him into the portal with his hammer, and the portal closes behind him.

Cinematic 6: A Master Hand of villains



King Dedede’s group, the Headless Horseman’s group, as well as Dimentio with a newly brainwashed Luigi in a fresh Mr. L costume all come out from portals on Final Destination at the same time. Master Hand applauds all the prisoners his minions have gathered and all the “good” they’ve defeated, letting out a laugh. He first turns to Dedede’s group and congratulates the penguin king. “You have done well, Dedede. Your plan has gathered me many heroes for my collection, and due to you luring away the Mario Brothers from the Mushroom Kingdom, Bowser’s army was able to capture it. My plan is going forward faster then expected due to your excellent planning, and it shall not go without reward." Dedede laughs and Master Hand laughs with him, then cuts it off by saying “Enough. I have need of your excellent strategic skills on the battlefield. Take your only useful minion, the monkey, with you, I’ll find more suitable jobs for the rest. . .”. Master Hand opens a portal to the Halberd and points into it for Dedede to nod, going into it along with Bonkers.

The Superstar Helpers look rather annoyed at being called “not useful”, particularly Joe and Bugzzy, glaring at Master Hand. Master Hand turns his attention to them and states “You four had a simple task at hand, to deliver messages to lure the lambs to the slaughter. While you did do that, you failed your task to dispose of the fools that you were tasked with, and thus cannot be trusted with another high priority task. Your new job shall be to guard the heroes we have already captured. . .You must pay the price of failure, it is not tolerated here. Off with you!”. Master Hand opens a portal and points to it for Joe and Bugzzy to scowl, disgusted with being demoted to mere cannon fodder, but they along with other helpers take all the prisoners the other have gathered inside, with the exception of Luigi, who stands alongside Dimentio, and Wario, who manages to get away without the Superstar Helpers noticing.

Wario hastily goes up in front of Master Hand and gets on his knees, clasping his hands together and pleading to Master Hand to try to join him. Master Hand states “I didn’t think you’d want to join me due to there not being enough money in this for you, Wario. . .I strongly considered you. I suppose I was wrong about you. . .If I catch you taking a single coin more then you’re supposed to though, you’ll be demoted to the same status as Dedede’s minions. Am I clear?”. Wario hastily nods to Master Hand for him to chuckle and pat him on the head, him going over with the Horseman’s group.

Master Hand attempts to speak to the Horseman’s party, but Klump and Krusha go in front of him to get his attention, them both saluting. Master Hand says “What do you two want? You were helpful to Dedede in the end, so that makes up for all the trouble you caused, but why are you not with your master, K. Rool?”. Klump points to a thought bubble above his head that shows Klump and Krusha being dumped outside Dedede’s castle for Master Hand to sigh and say “Sorry then. . .I do make mistakes sometimes. Despite being the creator of this universe, I’m not perfect, and I was making so many portals at once. . .Here. Have another.”. Master Hand opens a portal to Kongo Bongo Island for the Kremlings to salute once more and go into it, Master Hand once again turning his attention to the Horseman’s group.

Master Hand boldly proclaims “You did decently well, but you were only successful because Dedede disposed of the Mario Brothers for you. You lot had a simple task, you merely only had to take over Toad Town. There were only two pathetic people there to stop you. . .And you barely even defeated them.”. Wario scowls at being called pathetic for the other villains to laugh at him, Master Hand saying “Sorry, Wario, but you’re no match for the Mario brothers. Anyway. . .If not for Kamek, you’d of lost the whole capture of the city to those two. Thus, I am putting him in charge of you lot. . .”. Wario, Bowser, his son, and the Horseman all turn to Kamek angrily, glaring at him, for him to just shrug and smile stupidly. Master Hand continues “Moving right along, I need you lot to assist Dimentio in obtaining a treasure I long promised him that he shall use to easily destroy the remaining heroes: The Chaos Heart. Kamek shall be your leader, and Dimentio shall be your guide. Now then. . .Go. Away with you.”. Master Hand opens a portal and points to it for the remaining villains present to enter it, leaving Master Hand alone once more. He drums his fingers and mumbles to himself “Simply pathetic. . .” as the scene fades out.

Cinematic 7: Escaping the Master Hand’s Royal Flush

The scene fades back into Master Hand’s prison, where the Superstar Helpers are seen putting Mario, Link, Zelda, Peach, The King, Kirby, Simirror, and Goombella behind bars. They all stare at the Helpers putting them into their cell for Bugzzy and Joe to look uncaring, but Kibble and Poppy to look slightly guilty, especially Poppy. Bugzzy and Joe can be seen sharing a thought bubble above their hands of them beating the crap out of Master Hand, them being infuriated at him for demoting them. Peach comes over to the bars, seeing how angry they are, and points to a thought bubble above her head of the Superstar Helpers letting them go, then them together defeating Master Hand. Knuckle Joe, Bugzzy, and Poppy Bros Jr. all look ready to accept the idea, Joe pumping his fists, but Sir Kibble hastily goes in front of them before they can free the other characters. Sir Kibble points to his own thought bubble which shows Master Hand casually snapping his fingers and them all turning to ash. Peach points to her own thoughts again which have changed to them simply sneaking past Master Hand to get into a portal to freedom, and Sir Kibble reluctantly agrees to this idea, nodding. He opens their cage, and they leave through the portal Master Hand created to the dungeon. They try to sneak past Master Hand on Final Destination to a portal to freedom, but without even turning around, he casually states “Going somewhere?”, then blocks their exit and lets out a maniacal laugh, saying “It’s not wise to betray me. . .You should’ve had more sense to make your men obey me, Sir Kibble. Now you’ll join them in that dinky little cell. . .Hahahahahahaha. . .”.

Master Hand Encounter 1
Play as: Mario, Link, Zelda, Peach, The King, Kirby, Simirror, Goombella, Superstar Helpers


This is your average Master Hand boss battle, he’s not going to pull out any new tricks to surprise you, just his old moveset from Classic Mode, as he doesn’t consider these pathetic pests worth the effort. Master Hand rarely has the chance to battle, so when he’s able to he likes to enjoy it.

You can’t actually defeat Master Haster Hand by dealing a mere 300% damage, as Master Hand is far more powerful then that. Instead, when you deal 300% damage, a portal will appear at a random location for a short period, and if you jump into it you’ll of escaped from Final Destination and it’ll end. After a second, the portal will vanish, and you’ll have to deal another 300% damage to stun Master Hand long enough to try to escape again.

Once the characters have escaped, Master Hand pounds his fist (Or himself) rather on the floor of his realm in anger, stating “How did I let those fools escape?!? I shouldn’t have been so easy on them. . .I can’t afford to take any mistakes if this plan is to succeed. I underestimated them. . .But this may be a good thing in actuality that they are more powerful then I predicted. Perhaps there are strong enough to be my Royal Flush after all. . .”. Master Hand lets out a maniacal laugh as the screen fades out final time to end the chapter.

Chapter 2: Uncontrollable Chaos

Cinematic 8: The Birth of Tails Doll


Dr. Robotnik is seen in the Egg Carrier, Metal Sonic at his side. Contrary to the title of the cinematic, he is making the finishing touches on Metal Knuckles. He activates Metal Knuckles for him to come up off the operation table and let out a mechanical laugh alongside Metal Sonic, Robotnik joining in the laughter of his creations. Robotnik takes out some blue-prints for a mechanical version of Tails, but then looks at his watch and sighs, shaking his head. He looks at E 1-01 Beta using a Tails Doll for target practice and rubs his chin, pondering something, then a light bulb comes up above his head, the good doctor getting an idea. The light bulb vanishes and Dr. Robotnik hastily takes the Tails Doll away from Beta before he finishes destroying it, hastily knitting up the broken parts of it with a needle and thread and putting in more stuffing. He tosses some random mechanical parts into the Tails Doll and then places an antenna on it’s head, then takes out a remote control and presses a button for Tails Doll to get up and bow to him. Robotnik chuckles and pats his pathetic creation’s head, then goes to leave, having to go off to do other work. After Robotnik leaves, Metal Sonic and Metal Knuckles point at Tails Doll and laugh for him to look sad. Metal Knuckles digs his claw into Tails Doll and Metal Sonic rips out some stuffing, then they high five each other and leave, laughing. Tails Doll looks all the more saddened, his antenna drooping. He starts patching himself up with more stuffing to try to repair himself.

Level 15: Target Practice
Play as: E-123 Omega, Tails Doll (No Curse Enhancer)


Metal Sonic and Metal Knuckles are seen showing Tails Doll around the place, regularly pushing him around and such, laughing as they do so. Tails Doll looks very depressed as he’s shown the Egg Carrier. Eventually they come up to a prison cell which holds E-123 Omega. Omega pounds at the bars as they pass, having been imprisoned due to being so hateful of Robotnik. Metal Sonic and Metal Knuckles stop to laugh at Omega. Metal Knuckles dangles the keys to the cell in front of Omega, putting his arm into the cell and then taking it out before Omega can grab them, much to Omega’s frustration. Tails Doll sees how Omega hates Robotnik and his robots, and then a thought bubble of his own appears above his head of Metal Sonic and Metal Knuckles laughing at him and taking out his stuffing. Tails Doll’s eyebrows suddenly frown into an angry pose, and he pushes Metal Knuckles forwards as he reaches his arm into the cage, causing the keys to get knocked into the cell. Omega lets out an evil laugh and frees himself, then disposes of Metal Sonic and Metal Knuckles with brutal punches, knocking off their heads and crunching them up into scrap metal. Omega turns to Tails Doll, giving him a sinister stare, Tails Doll looking intimidated, but then remembers Tails Doll was the one who frees him and reaches out his hand to shake, which Tails Doll accepts. Omega points to the shooting range, the easiest way to get to Robotnik, for Tails Doll to nod, them heading off in that direction for the level to start.

The level consists of finding all of the Sonic, Tails, and Knuckles doll targets to destroy, you having to go to higher floors to blow them all up to unlock doors to proceed through the training area. There are other robots training here too who are the actual enemies, the E series of robots from Sonic Adventure making cameos, outside Beta and Gamma.

Battle 11: Rebellious Robots
Play as: Dr. Robotnik
Played Against: E-123-Omega, Tails Doll (No Curse Enhancer)



Omega and Tails Doll are seen destroying the last of the training target dolls to open up the final door to see Robotnik. Robotnik has his arms folded, clearly not pleased. Omega points his arm cannon at Robotnik for him to just laugh and take out a chaos emerald. Omega shoots at Robotnik, but he holds the Chaos Emerald in front of him to reflect the bullets. A bunch of Robotnik’s classic badniks form around him that he uses in his moveset, and the battle begins.

After defeating your traitorous robots, a cutscene will show Robotnik casually motioning to his Badniks to take them away. They’ll go take them to the trash compactor section of the Egg Carrier, where they’ll soon be burned and turned into scrap metal. . .Or in Tails Doll’s case, scrap fluff.

Battle 12: Rivalry between Sonic’s rivals
Play as: Nack or Shadow
Played Against: Nack or Shadow



Upon continuing on to the next chapter, you’ll see Angel Island in it’s little place crashed into the sea outside the Mystic Ruins from Sonic Adventure. Knuckles is leaning against the Master Emerald, looking as bored as ever, not being particularly fond of being bound to being a guardian forever. He starts to drift off to sleep. . .But is woken up when something starts stirring up to catch his attention. Shadow the Hedgehog is seen running in from a cave in the distance to the Angel Island area. He comes up in the bridge to Angel Island to fold his arms and shake his head, disgusted that only Knuckles is there to keep him from obtaining the Master Emerald, considering him a pathetic defense. Knuckles gets in a fighting stance with his fists. Suddenly, our view turns to that of a crosshair over Shadow, somebody eyeing up from afar. Whoever is aiming at Shadow snipes him with an explosive shot for him to barely dodge it in time with his lightning reflexes, then we see the figure who tried to shoot Shadow crouched down on top of a cliff, pounding his fist in anger at missing his target, Nack the Weasel. Nack uses his tail like a spring to bound down off the cliff to land alongside Shadow and then gets onto all fours like a feral animal, lunging at Shadow, and a battle between the two begins. The camera cuts to Knuckles who puts down his fists and chuckles, going to lean against the Master Emerald casually, his enemies taking care of each other.

Battle 13: Old Friends
Play as: Sonic
Played Against: Nack, Shadow


The fight between the two anti-heroes rages on as Knuckles casually waits for them to be done. He folds his arms and taps his foot, waiting to take on the winner, when suddenly a small puddle of liquid forms and slowly advances towards the Master Emerald, causing Knuckles to raise his eyebrow. Chaos forms up from this small puddle for Knuckles to block off the Master Emerald from Chaos, but Chaos stretches his watery arm around Knuckles to grab the Master Emerald. Knuckles swipes at Chaos’ arm, forcing him to reel it back in, angering him, and two start fighting.

Meanwhile, Nack and Shadow are still at it as much as ever. Nack goes over to the ledge and points his gun to his face, hanging onto the ledge with his tail, as if he’s going to shoot himself, but Shadow clearly wants to finish him off himself, and spin dashes in to Nack. Nack grabs Shadow as he’s still a furry ball with his tail and they both proceed to fall off the cliff to their doom. Lucky for them, Tails comes by in his Tornado plane and catches them, but they proceed to continue fighting as normal. The camera pans off to the cliff where Nack was sniping at Shadow to show Sonic with his arms folded and shaking his head, then leaping down onto the plane, pushing Nack and Shadow apart. Shadow and Nack both grin to see their old rival and nod to each other, laughing, deciding to team up on their common enemy. Sonic motions for them to come to him, smirking, for Tails to shake his head and sigh, worried about what Sonic has gotten himself into.

Cinematic 9: Brewing Chaos

Sonic surprisingly is shown able to defeat Shadow and Nack with relative ease in the cutscene, them constantly clunking into each other as Sonic dodges all their attacks and getting a smack or two from Sonic for further pain. As Nack continues to try to shoot at Sonic, Shadow has a very puzzled expression on his face, not having ever lost to Sonic so badly before. However, he suddenly notices as Sonic briefly opens up his fist for a second that he’s carrying six of the seven chaos emeralds. Shadow glares angrily at this and then Smacks Sonic’s fist carrying the emeralds for them to fall out of his hand onto Angel Island. Everybody turns to look at the chaos emeralds, but fail to notice that the sky is turning dark. Before any of the characters can get to the emeralds (Sonic, Nack, and Shadow jumping off the plane), they are suddenly sucked into the sky by a giant green beam. The characters look up into the sky to see that this beam is coming from the Egg Carrier, Robotnik’s personal ship. Chaos runs to go into the beam, but the playable characters (Knuckles having been KOd been Chaos, seen in the background) block him off from it, causing a mini boss-battle to start.

Boss 2: Chaos 0
Play as: Sonic, Nack, Shadow



Knuckles can be seen KOd in the background next to the Master Emerald, and the screen is quite dark due to the Egg Carrier hovering over the area. The arena is a typical one, not having walk off edges. Tails will sometimes fly by in his plane in the background, shooting bullets onto the foreground that hurt you for 3% damage and a slight flinch, but also can hurt Chaos’ life bar, him not being a good shot. Chaos is much smaller then the average boss, only the height of Marth, hence his mini-boss status, and doesn’t have that much health in comparison to the real bosses, especially considering you only have 3 characters. Chaos walks back and forth whenever he’s not attacking slowly like a zombie.

Attacks:

Chaos Claw:
Chaos extends out one of his arms to grab you, it able to go to wherever you are. You have to do a dodge when the arm gets to you and closes on you like a claw to grab you, it going through your shield if you put it up, counting as a grab. You’ll take 2% damage per second as Chaos reels back his arm in, then be thrown in a random direction for above average knockback and 11-12% damage.

Super Squirt: Chaos points his arms at you, then lets out a stream of water that slowly pushes you away like Mario’s FLUDD, doing no damage. The stream goes all the way off the end of the screen and is as wide as Bowser. Chaos keeps this up for 5 seconds, and it has bad starting lag, so you’ll be long out of the way by the time it starts. Chaos will slowly moves his arms about to move the stream to aim at you, but it’s easy to dodge it and beat the crap out of Chaos while he tries to aim properly. If you ever do get caught in the stream though, that’s pretty much a lost stock.

Purging Puddle: Chaos turns into a puddle on the ground, sinking down into it, then follows you around, unable to be attacked, going along the ground. After 3 seconds of this Chaos will spring out from it’s little puddle, at which point if you were already running you’ll dodge it or you can use a traditional dodge. The spring does 13-14% damage and above average upward knockback. Chaos will spring off the top of the screen, then crash down in the same position, doing 7-8% damage and below average knockback as he lands.

Jumping Frenzy: Chaos jumps about randomly, going up around 75% of the arena in a single bound. Every other jump will be aimed specifically at you, the other ones having no target in no particular. If he lands on you, you take 7-8% damage and below average knockback. This move has lass end lag then Chaos’ other attacks.

Attacks used at 50% health:

Splash Split:
Chaos turns into a puddle and then splits into four versions of himself, then they all do the jumping frenzy attack. The duplicates take no damage and deal just as much damage/knockback when they land as the real Chaos. This will last forever until you hit the real Chaos, after which the others will turn into harmless water, albeit they’ll stay on the battlefield, making those parts of it wet and more common to trip over.

Attacks used at 5% health:

Egg Evacuation:
The green beam comes forth from the Egg Carrier (Not that you can see the ship itself, this is the same beam that sucked up the Chaos Emeralds Sonic dropped) to suck up Chaos into the ship, him trying to flee due to being nearly defeated. Chaos gets sucked up slowly and does nothing to harm you in this state, slowly floating off the top of the screen. You must finish him off before he gets off the top of the screen, or you lose the battle due to having let Chaos escape.

Level 16: Chasing the Egg Carrier
Play as: Sonic, Nack, Shadow


Despite being defeated, Chaos turning into a puddle of water, his watery remains are sucked up into the Egg Carrier. The Egg Carrier begins to fly off into the distance, the playable character looking quite pissed off at it getting the emeralds. Sonic hops on Tails’ plane and motions for Nack and Shadow to come along for Nack to shrug and do so, Shadow more reluctant, letting out a grunt and folding his arms before joining them.

This level works like the “Sky Chase” level back in Sonic Adventure 2. You’ll be riding Tails’ plane, and it’ll always move so that it catches you when you jump, or moving forward when you walk forward. Due to this mechanic, you can’t be knocked off the screen, and instead have 150 stamina for each character. You must survive the onslaught of the Egg Carrier until Tails is able to land on it, destroying miniature ships from the main one and dodging large fire from the Egg Carrier itself.

Level 17: Sky Deck
Play as: Sonic or Shadow



Tails’ plane is seen getting shot down, landing on the Egg Carrier. Nack gets blown off the plane and skids along the ground into the interrior of the Egg Carrier, loud crashes being heard. Sonic gets up and tries to shake Tails about to awaken him, him having gotten KOd, but to no use. Shadow goes to run inside the Egg Carrier where Nack was blown off into, but the Egg Carrier transforms to another mode, forcing them to go through the Sky Deck to proceed across the Egg Carrier. Shadow looks off into the distance hard to see Robotnik laughing, for Shadow to shake his fist angrily. Sonic comes up to him and motions for him to come with him, but Shadow pushes him aside, knocking him down as he shakes his head, disgusted at the thought of having to team up with someone so “pathetic” any longer. Shadow rushes off for the Chaos Emeralds for Sonic to get up and go after him.

You choose your character to play a race level against the other Hedgehog. The level itself isn’t that hard, the main goal being to beat the other hedgehog to the finish line to get to Robotnik and the Chaos Emeralds. You can attack the other Hedgehog to slow him down ever so slightly, but he’ll respawn if your attack somehow KOs him, him not taking damage. The other hedgehog takes no damage from enemies or obstacles, leaving your work cut out for you.

Regardless of how you selected, once you win the race you’ll see the two hedgehogs struggling to get ahead of each other as they come up to the green dome like area of the Egg Carrier where Chaos 6 was fought in Sonic Adventure, where Robotnik resides. Upon them getting there, Robotnik sets out his army of Badniks upon them, attempting to eliminate the hedgehogs as he casually folds his arms and watches. Sonic and Shadow try to go straight for Robotnik, but he hops in his egg-mobile and flies up out of their range, continuing to watch the battle, laughing, Sonic and Shadow left with no choice but to fight the robots.

Level 18: Hot Shelter
Play as: Nack


Nack is seen getting up off his arse after having been knocked inside the Egg Carrier, rubbing said buttocks. He looks around the place curiously, scratching his head, not used to being around such high technology, starting to walk through the place curiously. He goes up to a currently unactivated robot and pokes it curiously for it to turn on and try to hit Nack with a laser, being ZERO from Sonic Adventure. Nack fires some shots into ZERO, but this just pisses him off, having no effect on his hard steel body. Nack tries to whack ZERO with his tail for a similar result, ZERO grabbing onto Nack’s tail and tossing him away. Nack goes to try to run from ZERO for the deadly creation to go into pursuit after him.

This is a chase level, ZERO constantly being on your tail. You can attack him to stun him slightly up to 3 Times, but then he’ll just get pissed off and become immune to your attacks, although he’ll become reset when you enter a new screen. Zero isn’t all that powerful on his own, but he’s quite annoying when he’s constantly attacking you while you try to solve a puzzle or defeat other robots. There are a few puzzles like the Hot Shelter level in Sonic Adventure, and you’ll also see Big the Cat fishing as a cameo in the background. One puzzle will require you to shoot all three types of Nack’s ammo into a slot to unlock a door. This can be quite hard to do with ZERO attacking you, interrupting your aiming, but there’s a hidden platform higher up you can use to aim from where ZERO can’t get to you.

Level 19: Trash Compactor
Play as: E-123-Omega, Tails Doll (No Curse Enhancer)


Tails Doll regains conciousness weakly in the trash compactor, being slowly pushed forward along with trash into a giant furnace. Tails Doll see this and becomes alarmed, his antenna standing on end, and hastily shakes Omega to wake him up. Omega sees this and becomes alarmed as well, and both hastily start running against the conveyer belt away from the furnace for the level to start.

The level has malfunctioning robots who are also trying to escape as enemies, and you’re constantly going to the left away from the furnace, which is an instant KO should you get knocked into it. The main obstacle though is the large piles of trash that you have to jump over or destroy depending on the type to make sure you go more forward away from the furnace then pushed back towards it.

Battle 13: Robotnik Romp
Play as: Dr. Robotnik
Played Against: Sonic, Nack, Shadow, Tails Doll, E-123-Omega



Omega and Tails Doll escape the trash compactor to find Nack being chased by ZERO. Omega shoves ZERO into the trash compactor conveyor built and hastily begin throwing trash onto it to block him from escaping, Tails Doll and Nack eventually getting the message and assisting him in doing so. Nack tips his hat to the two robot outcasts and points up to a thought bubble with Robotnik in it for Omega to motion to Nack to follow him, and he does so. The three get up onto the exterrior of the Egg Carrier with little trouble to see Robotnik and the hedgehogs, who are still fighting off Robotnik’s badniks. They finish off the few remaining ones easily with their help, and Omega manages to convince a few to join their side in his campaign against his creator.

Robotnik takes out his chaos emerald (Not the 6 he sucked up) and laughs, driving his egg-mobile into the ship’s core, crashing through the glass. The characters look down the hole he made to get blown back as a massive Robotnik mech from Sonic the Hedgehog 2 comes out of it and looks down at them menacingly.

Surprisingly, this isn’t a boss fight, and you instead play as the Robotnik mech from Robotnik’s final smash against the five characters, along with the occasional badnik Omega’s recruited. You have a grand total of 350 stamina in this form, and if you’re defeated you can still play as Dr. Robotnik normally. This obviously isn’t too hard considering your immense power, and due to no time limit you can just spam up B until the computer is stupid enough to get hit by it. This battle is for some variety.

Battle 14: Curse of the Tails Doll
Play as: Dr. Robotnik
Played Against: Tails Doll (Maxxed Curse Enhancer)



Robotnik opens up the hatch of his gigantic mech (The head) for him to be seen inside of it, laughing. He looks down at the defeated characters and lets out a loud laugh, holding his sides. Robotnik pounds the controls of his machine in his laughter, causing it to spit out it’s power source, his Chaos Emerald. Robotnik gets an alarmed look on his face, his mustache twisting about as he frantically presses buttons, but Tails Doll goes up and obtains the Chaos Emerald. Dark Energy pours out of it and covers Tails Doll, his eyes turning red as he lets out a demonic laugh. Tails Doll flies up to Robotnik and knocks him out of his mech for Robotnik to bite his nails, causing a battle to start.

The other KOd characters and your mech can be seen in the background this time around. Tails Doll is horribly imbalanced being at full curse level obviously, so you have your work cut out for you here. This is one of the harder character vs character battles in the game, especially without abusing gigantic numbers.

Cinematic 10: Chaos Champion

Robotnik is seen getting backed into a corner by the psychotic cursed Tails Doll, foaming at the mouth with darkness. Robotnik mutters whimpily, not having any weapons or badniks to defend him, stuck with the monster he’s created. Tails Doll goes in for the kill. . .but he hears the sounds of water splashing and turns around to see Chaos having come up onto the deck, turning his glare on the other 6 Chaos Emeralds he’s holding. Tails Doll runs over to Chaos, but Chaos absorbs the Chaos Emeralds, undergoing a massive transformation into a deadly beast. Robotnik laughs maniacally and comes up alongside his pet and motions for it to attack Tails Doll and the other characters who have regained conciousness, but Chaos just roars in Robotnik’s face, causing him to hastily go hide behind Sonic. Sonic laughs at Robotnik while Shadow looks disgusted, Omega and Nack more focused on the beast about to devour them, whom lets out another roar.

Boss 3: Chaos 6
Play as: Sonic, Nack, Shadow, Tails Doll (Curse Enhancer Available), Dr. Robotnik


Unlike Chaos’ regular form, Chaos 6 is massive, taking up a large portion of the stage, and constantly stays in the middle of it. Chaos 6 is a HP monster, being very durable and hard to take down. Only natural he’s so much harder when he has 6 chaos emeralds, is it not?

Attacks:

Super Squirt:
This attack is taken from Chaos’ normal form, but the blast comes out of Chaos 6’s massive mouth, the stream of water being massive and hard not to get caught in. Below is the description from Chaos 0’s version of the attack.

Chaos points his arms at you, then lets out a stream of water that slowly pushes you away like Mario’s FLUDD, doing no damage. The stream goes all the way off the end of the screen and is as wide as Bowser. Chaos keeps this up for 5 seconds, and it has bad starting lag, so you’ll be long out of the way by the time it starts. Chaos will slowly moves his arms about to move the stream to aim at you, but it’s easy to dodge it and beat the crap out of Chaos while he tries to aim properly. If you ever do get caught in the stream though, that’s pretty much a lost stock.

Suction Swallow: Chaos faces you and rapidly begins sucking in a fashion like Kirby, trying to devour you. The suction has good range and is very forceful, the easiest way to dodge it being to just hide on the ledge. If Chaos swallows you, he’ll chew on you for 8% damage a second until you button mash out, it being as hard to get out as a grab, and then spit you out straight upwards for above average knockback and 18-19% damage, you being frozen in a cube of ice (Like from PK Freeze or other moves) which you must button mash out of.

Icy Minions: Two icy robots of Robotnik’s appear, apparently malfunctioning and attacking their creator. They float around a Ganondorf and a half up in the air, going back and forth across the arena. Whenever they come over you, they’ll fire down an icy beam that does 7-8% damage and freezes you like the Mr. Freezie item. If they are hit by any attack, they’ll fall to the ground, deactivated, and can be thrown for minor damage. If you throw them into Chaos’ mouth when it’s open for Suction Swallow (Or a similar attack, burp blast), it’ll interrupt the attack and cause Chaos to become frozen solid, giving you 5 seconds to dish out major damage before Chaos breaks free. This attack is more of a weakness to Chaos then a strength, take full advantage of these.

Super Shockwaves: Chaos jumps up and down three times, not going off the top of the screen, but close to it. When he lands, if you’re under his giant body you’ll take 25-26% damage and huge knockback. Each time he lands creates a shockwave around the height of 1.5 Ganondorfs that go out at a fast speed (A bit below Captain Falcon’s running speed), dealing 15-16% damage and good knockback. After the 3 jumps, Chaos will be dizzy, giving this move bad ending lag that you should take advantage of to use to get some good damage in on Chaos.

Watery Minions: Chaos hurls out four versions of himself with no Chaos Emeralds, who have a mere 30 stamina. They jump around randomly like with Chaos 0’s jumping frenzy attack, doing the same damage and knockback. They’ll vanish after 10 seconds automatically if they’re not destroyed.

Tail Spin: Chaos wraps it’s tail around itself, the move having bad starting lag, then spins it about rapidly, the tail having massive range. You can crouch under it if you’re a small character, or jump over it as it swings about. The tail wings around quite quickly, and does 15-16% damage and good knockback. The tail will hit you if you’re on the edge, so you can’t simply hide there. You’ll have to jump over each swing of the tail, then quickly go touch the ground to regain your jumps then jump up again to dodge it as it spins around once more, quite tricky.

Water “Basket”ball: Chaos spits out water in front of himself to slowly form a gigantic ball of water around 4X the size of Bowser, then starts “dribbling” it with his tail, making it bounce up and down quickly at immense speeds. Chaos will turn around constantly to try to get the giant ball he’s dribbling to be on top of you for 3 seconds, going at a decent speed due to his size and able to follow you with it anywhere on the battlefield without even moving from his position in the center due to said size. If the ball bounces down on you, you take 18-19% damage and very good knockback.

Attacks added at 50% health:

Burp Blast:
Chaos rears it’s head back, facing the camera, then lets out a massive burp that pushes you to the right if you’re to the right of the chaos and visa versa if you’re to his left from the massive winds of the burp. You’ll be whisked right off the ledge if you hide on it, so don’t think that’ll save you. The only place that’s safe is directly above chaos. If you fall into his mouth, he’ll begin his suction swallow attack, chewing you then spitting you upwards, making this one of the beast’s most fearsome attacks with no room for error in dodging.

Attacks used at 1% health:

Chaos Blast:
If Chaos barely has more then 1% health and you do enough to finish him off, he’ll still end up using this attack. Chaos spits out the six chaos emeralds to revert back to his regular form from the first boss battle, then the chaos emeralds proceed to rotate around him, him being invulnerable. He’ll then proceed to launch each of the Chaos Emeralds at you, one by one, in a last ditch effort to finish you off. The Chaos Emeralds go insanely fast, around that of Sheik’s needles, and go through anything to get to you, which means hiding on the ledge won’t help, then go off the side of the screen. These will destroy shields automatically to leave you vulnerable for the next emerald launched, as well. The actual damage and knockback of the emeralds is 22-23% and massive knockback. The best way to dodge it is to stand in place and time a bunch of sidesteps, similar to Tabuu’s red rings of death. After this, Chaos will sink into a little puddle, defeated.

Cinematic 11: Chaos over Chaos’ defeat

Tails Doll continues savagely attacking the puddle in his mindless rage, while the others all rush to the edge of the Egg Carrier to see the Chaos Emeralds falling down into the sea the Egg Carrier’s going over from Chaos having launched them away. Robotnik reaches out his arms regretfully towards them while Nack shakes his fist angrily. Shadow facepalms at the loss of the Chaos Emeralds and leaves the edge of the ship to turn back to Tails Doll, then notices the Chaos Emerald in his possession. Shadow runs up to take it to use Chaos Control, but the ship suddenly takes a nose dive, knocking all the characters off of it into the sea, the Egg Carrier crashing due to having no pilot with a giant splash.

Chapter 3: Apenesia

Cinematic 11: Kruel King




Klump and Krusha are seen coming out of their portal inside their king’s lair. Their king is seated up on his throne on a platform, facing away from them. Klump clears his throat and waves his arms, stating some gibberish, for the throne to slowly turn around and show K. Rool, drumming his fingers. He lets out an angry cry, making the platform come down into the ground, and points to his watch, his bloodshot eye twitching, angry about what took them so long. Klump points to a thought bubble above his head of being sent to the wrong place by Master Hand’s portal for K. Rool to immitate his voice mockingly, mumbling “Excuses excuses!”. Klump lets out a sigh and just gives a salute to his king, apologizing for his “insolence”. Klump elbows Krusha to salute, but instead he lets out a fart for Klump to try to send it away with his arms, flailing them about, while K. Rool facepalms. K. Rool hastily moves on and points to a TV screen with the crystal coconut on it for both Klump and Krusha to stop what they’re doing and nod to their king.

Level 20: Metal Gear Solid: The Twin Kremlings
Play as: Klump and Krusha


Klump and Krusha are seen coming up outside the Kong’s village. Krusha goes to casually waltz into the place, but Klump hastily pulls him back, putting his finger to his snout and letting out a quick “Shhhhh!”. Klump motions for Krusha to follow him, tip toeing inside, and the two begin to slowly sneak their way through the town, where some of the various kongs such as Lanky can be seen, and plenty more generic ones, the level starting.

You have to sneak your way through the level without being found out by the Kongs, or else a hoard of tough monkies will attack you. You’ll sneak through homes of the actual kongs, passing by DK and Candy making out, Cranky making potions, Funky trying to teach Chunky dance moves, and other such happenings, one of the longer portions of the levels being having to go through Bluster’s barrel factory. You’ll get to Cranky’s cabin at the end of the level, where the Crystal Coconut rests. . .



Level 21: Forbidden Forest
Play as: Donkey Kong, Diddy Kong




Diddy Kong is seen going into Cranky’s cabin to check up on the Crystal Coconut. . .Or so we think, until he casually takes some from Cranky’s banana stash, not even bothering to notice the crystal cococnut is gone. Diddy starts pigging out on the bananas lazily, the camera fading out then back in to show all the bananas replaced with peels, Diddy letting out a big burp and patting his belly. Cranky Kong then comes into the cabin and is alarmed to see the missing Crystal Coconut, not noticing Diddy. He lets out a fit, jumping up and down. He goes to take a banana from his stash. . .to find a fattened Diddy lying on the ground, having eaten all his bananas. Cranky smacks Diddy over the head with his staff, pointing to the coconut he was supposed to guard, for Diddy to just let out another palm. Cranky facepalms and motions to a thought bubble above his head with DK in it for Diddy to nod and go off to get him.



Diddy goes off to DK’s house where Donkey Kong is still busy making out with his girlfriend, Candy. DK motions to his bed for Candy to smirk. . .When Diddy comes in and cuts off “the next step” early. Both DK and Candy look quite aggravated at him for him to just shrug. He then motions outside, a thought bubble of the Crystal Coconut appearing up above his head.



DK reluctantly leaves with Diddy, and goes out to ask the people to see if they know anything. The duo go to ask Funky Kong. . .But he turns to see the Egg Carrier crash into the sea nearby. Funky’s eye sockets enlarge at the massive wave, knocking off his sun glasses, yelling “Surf’s up, dude!”, grabbing his surf board and going off to ride the wave. DK facepalms, then he and diddy go off to Bluster’s barrel factory to ask the rich kong. Bluster is seen working lazily at his job, pushing a single button, whining and moping as if it’s hard work. DK points to a thought bubble above his head with the crystal coconut for Bluster to smack DK’s thought bubble apart and point to his own thought bubble with a picture of Candy Kong pressing the button, wanting to know where his employee is. DK just shrugs and looks both ways, letting out a big dumb grin, while Diddy chuckles. Bluster facepalms and motions to a new thought bubble above his head showing Klump and Krusha heading into the forbidden forest with the crystal coconut, him apparently having seen them. DK nods and the two apes go off to the entrance of the Forbidden Forest.

Diddy goes to go into the forbidden forest casually. . .But DK grabs him and pulls him back, shivering in fear. Diddy shrugs, wondering what’s the matter, for DK to point to a thought bubble above his head of a gigantic monster that only has it’s legs visible due to being so huge, a bog monster. Diddy laughs and motions for him to come on in, assuring him that there’s no such thing. DK goes along with him, but his fear is far from dispelled. . .

Kremlings and various beasts from Donkey Kong are the enemies here, the Kremlings being sent by K. Rool, although in limited numbers due to the deadly beasts which lurk in the forest. When you’re playing as DK, every 30 seconds you’ll hear a loud roar, which will stun you for a second assuming you don’t do a dodge when it occurs.

Battle 15: Banana Slamma!
Play as: Donkey Kong and Diddy Kong or Klump and Krusha
Played Against: Klump and Krusha or Donkey Kong and Diddy Kong


Klump and Krusha are seen continuing on their way back to K. Rool’s lair, having successfully retrieved the crystal coconut. They’re running at a hasty speed, anticipating being pursued by DK. Klump suddenly skids to a stop to avoid running straight into some quick sand in the swampy area of the forbidden forest, but Krusha doesn’t get the memo, not slowing down, bumping him into it and causing him to slowly get sucked in. Krusha tries to help Klump out of the quick sand, but ends up getting stuck in it as well. Klump and Krusha flail about to try to get out, but this only increases their descent into the pit.

DK and Diddy arrive when Klump and Krusha are a good ways into the quick sand, Klump holding his arm with the crystal coconut up above the sand to avoid it being sucked in. DK comes up to casually take it, but Klump allows the arm with the coconut to go into the sand and extends his other arm to DK, forcing him to save him if he wants to get the coconut. DK folds his arms and shakes his head, refusing to do so, for Diddy to point to a thought bubble with the coconut. DK sighs and reluctantly helps Klump out (Krusha holding on to Klump as he gets helped out). Klump hastily backs away and gets in a fighting stance with the coconut for DK to do the same, and the battle starts up.

Level 22: Smashing Survivor Show
Play as: Ken




A modern day airplane is seen landing in the forbidden forest, a good ways away from the quarreling monkies and crocodiles. It lands on the ground for the various contestants of the gabon season of survivor to stampede out of it, along with a massive camera crew. Ken comes out of the plane after everyone else, somewhat taken aback at the massive rush caused by everyone else. The camera crew starts setting up the set while the host of the show hastily comes over and herds the contestants into two groups as they are in the survivor gabon season. The screen fades in and fades out to show Ken away from the production crew out in the wilderness of the forbidden forest, along with his team. One of Ken’s team members points to him, then points to a thought bubble with food in it, then gives Ken a dismissive motion, telling him to search for food for the team. Ken reluctantly does so as most of the team splits up from their little base.

This level has you searching for as many of the food item as you can, getting it from attacking trees to make them drop it, KOing enemies, and some just lying on the ground. The stage eventually becomes a repeating loop, not ending until you get the required quota of food. Thankfully this means you’re constantly getting your damage percentage healed from eating the food, although you’ll need it, as the beasts here are nothing to sneeze at.

After completing the level, Ken will be seen coming back to his team’s camp with a massive stockpile of food. His team will applaud him and some will pat him on the back, then they’ll dig in to all the food he brought. Typically, they all devour the food before Ken gets a single bite hungrily, leaving not a crumb. Ken looks somewhat pissed, but the host comes over and says “Time for the immunity challenge!” for Ken and his team to come back to the production crew’s area.

Battle 16: Melee Champion’s Challenge
Play as: Marth
Played Against: Fox




Both teams are awkwardly brought back to the production crew’s location for a special first immunity challenge. . .The host gets out a gamecube and turns on a gigantic plasma screen TV. He turns the console on for the game to be none other than Super Smash Bros. Melee. He takes the two gamecube controllers and holds them out in front of the two teams, looking for people to take the controllers. Ken hastily takes the controller on his side while the other one takes a while longer to choose. The host takes Ken’s controller and rapidly mashes start to just start a game as soon as possible. . .But this causes the game to be on the default settings, 2 minute timed match with items, and causes the stage to be random. Ken looks horrified as he sees an item spawn on the screen, and the camera zooms in on the gameplay for a battle to start.

You play as Ken’s main, of course, who else? It’s still Brawl mechanics, but all the features are melee only. You play on Hyrule Temple, the worst possible randomly selected stage from Brawl’s Melee stages, and all of the items in Brawl that were present in Melee are turned on very high. Melee wavedashing is enabled for the battle, along with all the other various Melee techniques, there being L canceling and more hitstun and what not. The Fox has dumb AI due to being a random person playing, but Fox is considerably buffed to be in his broken status from Melee.

Cinematic 12: A big scary monster’s coming after you. . .

Ken barely manages to defeat his opponnent, letting out a sigh of relief. He hastily turns to the host and a thought bubble of no items final destination fox only appears above his head, but the host just shrugs and casually tosses the gamecube in the trash, having just done that to please the smash bros fans who were watching the show due to Ken. He motions the two teams to go back to their camps and they proceed to do so. . .But a loud roar is suddenly heard. Everyone turns to look where it came from for a gigantic bog monster, only legs being visible, to storm through the camp. Everyone flees from the massive beast, and the bog monster decides to focus on Ken, typically. Ken runs off into the forbidden forest, being chased by the bog monster all the while, and he runs into the kongs fighting Klump and Krusha, who join Ken in fleeing from the beast. The Bog Monster corners them and lets out a roar, going to stomp down on them, and a boss battle begins.

Boss 4: Bog Monster
Play as: Donkey Kong, Diddy Kong, Klump and Krusha, Ken


The Bog Monster himself is unseen; all you see is two giant, mossy monster legs leading up and out of sight. You must attack these to damage him. He's quite a large mini-boss, but with the proper know-how, players can tackle him with relative ease. He has around 450 HP on Normal Mode.

Attacks:

Ghostly Grove:
With a beastly roar, the Bog Monster summons several small misty ghosts to fly across the screen. A good deal of them appear at a time, but they are slow and can be dispersed with a single attack. This attack is used at the start of the battle, and after every three attacks from there on out. They do about 7-8% each.

Dripping Fangs: With a cackle, the monster bends down, and several large fangs protrude from the top of the screen. These are high enough to stay away from, but if a character jumps up and touches them, they receive 30% and massive knockback. These fangs occasionally drip yellow liquid. This nasty stuff deals 5% plus poison damage to anyone it hits, and when it hits the ground, increases the likelihood of slipping for several seconds. This is a fairly long attack, lasting about 20 seconds. Foes should go to the sides of the screen to get out of the way of the dripping fangs.

Drowning in Mud Pies: The monster roars and reaches down from the ceiling with two giant muddy beastly arms. He then follows your character around, occasionally reaching down to snatch up him or her. If you are caught in the grasp, you are dealt constant damage (about 8% per second) until you escape by mashing the control stick. He grabs 3 times before pulling his arms back up, and releases grabbed foes after 5 seconds, which deals good knockback. This can be dodged in a similar way to several of the Master Hand's crushing attacks; by running or air dodging.

Attacks added at 50% health:

Beastly Breath:
The fangs appear on the screen top again, but only for a short time period. With a deep breath, the monster breathes in and blows out a cloud of foul breath. The only way to dodge is to stay at the edges of the screen, otherwise you take 3% per second in poison damage, occasionally tripping if you try to move. The breath lasts about 10 seconds.

Swampy Slash: This attack is prefaced by the legs leaning back for about a second. The Bog Monster then reaches an arm down and slashes powerfully across one half of the stage. This deals 29% and high knockback to any foes it hits. Spot or air dodging is the best way to dodge this. He uses this a lot as his health drops low, so damage him well while you have the chance.

Slime Sucker: The Bog Monster cackles, and a second later, a pool of mud covers the entire screen. If anyone touches the center of the stage, they are trapped in a pitfall effect for the duration of the attack (15 seconds). You must run towards the edges, as the mud sucks you to the center with moderate force. Attacking the monster becomes difficult at this time; it's best to wait out the move before attacking again. The monster can use other attacks while the mud is out.

Upon defeat, the Bog Monster's legs explode in a mess of mud and swampy plants.

Level 23: Crystal Caves
Play as: K. Rool




K. Rool is seen still seated on his throne lazily, looking at Klump and Krusha’s “progress” on a small screen. He sees them fleeing in horror from the bog monster alongside the kongs to facepalm. He swipes the TV’s screen into thousands of pieces with his claw, outraged, letting out an angry bellow, then marches off to go after the crystal coconut himself, seeing this his minions are far too incompetent. If you want a job done right, you’ve got to do it yourself! K. Rool takes a mine cart to a shortcut to where he thinks the Bog Monster will eventually end up chasing them, having an exceptional intellect, going off into the crystal caves. . .

Plenty of tricky platforming is present here due to the slippery ice and icicles falling from the ceiling. The enemies are various non kremling DKC enemies, them being wild animals rather then K. Rool’s minions. This level wouldn’t be notably hard, but there’s a time limit constantly ticking down in which you must pass the level in, not giving you the time you need to be cautious on the slippery terrain, boosting up the difficulty significantly.

Battle 17: Mean Old Yeti
Play as: K. Rool
Played Against: Eddie the Mean Old Yeti
(White DK Recolor with a night cap and stupid looking eyes/teeth, along with a different stupid sounding voice actor.)


K. Rool comes up to the peak of the crystal caves, getting up a tall platform to overlook all of Kongo Bongo Island to see the current location of the bog monster. He looks off into the distance to see the massive beast chasing them towards the shore of the island just as he predicted, and an easy path down from the mountain to it from where he stands. K. Rool goes to go down the slippery slope, but he makes an icicle fall down as he takes a step, causing enough noise to wake up a nearby yeti, who lets out a stupid angry growl. Eddie the Yeti jumps down from higher down on the mountain in front of K. Rool, beating his chest, angry that his slumber has been interrupted, and a battle starts.

This battle has a time limit in a similar fashion to the level K. Rool just went through, K. Rool having to hurry to get down to meet up with the group being chased by the bog monster to get his claws on the crystal coconut. This is easier then the level due to the slippery terrain making it easy to get early KOs, although it also makes it harder to avoid accidentally KOing yourself.

After defeating Eddie, K. Rool sees that the Bog Monster is almost to the shore, alarming him that he’s taking too long. K. Rool ponders what to do, rubbing his chin, when suddenly he gets an idea, raising his pointer finger, then rubbing his hands together eargerly as he looks down at Eddie and chuckles slightly. He hops on top of the KOd yeti and uses him as a sled as he slides down the mountain, getting him down at top speed. The king laughs maniacally, enjoying himself, and the screen then pans off to two ships at sea off the shore. . .A small, cartoon-like ship, and a big bad kremling ship.

Level 24: Great Sea
Play as: Toon Link




Kaptain Skurvy is seen on top of his mighty sea ship off the coast of Kongo Bongo. He’s here to claim his birth right, the crystal coconut, with his two best mates, Cutlass and Green Kroc, at his side. Unlike the cartoon, Kaptain Skurvy commands a ship filled with fellow pirates, them being the various pirate themed Kremlings from Donkey Kong Country 2. Skurvy’s parrot, Polly Roger, off in the crow’s nest sights Toon Link’s ship then flys down onto Skurvy’s shoulder and motions out to it, saying “Puny ship, prime for the taking! Caw, caw!”. Skurvy lets out a good chuckle and gives his parrot a cracker for it to happily fly back up into it’s position in the crow’s nest. . .Then Skurvy’s smile fades as he motions his sword out to the other ship. His mean load the cannons and start firing them at the puny ship, and Skurvy steers his massive vessel alongside it, ordering Cutlass and Green Kroc to put down the planks to connect the two ships. Skurvy’s men start running across the bridge to the other ship to raid the pathetic vessel while Skurvy and his two best mates oversee it, laughing heartily. Skurvy walks along the deck to see his cabin boy kremling, Kip, slowly scrubbing the deck, to bark out to him “Put your back into it!” for him to hastily start scrubbing faster.

On the toon ship, Tetra’s group of pirates are quite alarmed to see this new raid, and run about in terror as they proceed to get sliced to bits. Tetra tries to bark out orders to them for little to no effect, then Toon Link comes out from the insides of the ship and sees the attack, going wide eyed. He goes to attack the Kremling pirates, and a battle starts up.

The level takes place on Tetra's ship, and Skurvy’s ship can be seen in the background. The walkways will be set up between the two ships and you can see the Kremlings coming onto the ship in the background, but they cannot actually be attacked until they come on to your ship. A very large total of Kremlings must be defeated before the level ends, and they come pretty fast. However; Skurvy's cannons fire at the ship regularly, damaging anyone they hit severely. The cannons can be used as a weapon to attack large clumps of kremlings if they begin to overwhelm you, but don't rely on them too much, as you'll eventually get hit yourself.

Level 25: Gangplank Galleon
Play as: Toon Link




Toon Link manages to make a significant dent in the Kremling pirate group, to the point that the Kremlings stop coming out of fear of the hero of winds. They hastily try to knock down the planks, but Toon Link charges across them before they’re able to do so and takes a good few hacks and slashes at the Kremlings, making his way to the kaptain.



Speaking of the “kaptain”, the camera cuts to the captain’s quarters to show Skurvy having his feet propped up on a table while leaning back in a chair, drinking expensive wine. His two best mates, Kutlass and Green Kroc, are alongside him in similar positions, also drinking wine. Skurvy says “A toast. . .” for Green Kroc to reply “. . .A toast to what?”. Skurvy looks as if thinking, then just shrugs and says “to me!”. Kutlass goes ahead and drinks, but Green Kroc says “No, a toast to me!”. Skurvy laughs heartily, slapping his side, saying “Good joke!” for Green Kroc to become infuriated. He shatters his bottle of wine over Skurvy’s head, causing him to become enraged. Skurvy gets up in an instant and disarms Green Kroc, putting his sword to his neck. Green Kroc rapidly shakes his head, begging for mercy, for Skurvy to hand him a sponge and say “. . .Scrub. . .Now!”. Green Kroc begins scrubbing as told, while Skurvy continues his drinking. Kutlass can be seen drinking the wine off the floor while this is happening, not wanting to waste perfectly good alcohol. Kutlass and Skurvy resume drinking while Green Kroc scrubs the floor angrily. After this, another brief clip of Toon Link fighting the pirates is shown, and the level starts up.

The actual level is fairly standard, but now Tetra’s ship fires from the background, having much the same effect as Skurvy’s ship as it fired at you while you guarded your ship. Use it to clear big clusters of enemies. At the end of the level you’ll have to clear a barricade by having the cannon fire at it, it always firing around half of battlefield in front of you. This level is plenty tough to make up for the use of the cannon, there being swarms of enemies that you’ll indeed have to use the cannon to dispose of.

Battle 18: The First Mate
Play as: Toon Link
Played Against: Kutlass
(Kaptain Skurvy, but recolored green and with a different voice actor. An alt costume for Skurvy. Looks somewhat like Kaptain K. Rool.)


Toon Link busts into the captain’s quarters where Skurvy, Kutlass, and Green Kroc are, with a determined look on his face. Green Kroc goes up to challenge him, but Skurvy pushes him aside, and says “Keep scrubbin’!” for him to reluctantly do so. He sees Kutlass still drinking wine to take his bottle away from him, motioning to Toon Link. Kutlass goes up to challenge the hero of the winds while Skurvy takes Kutlass’ place in drinking, the battle starting.

Battle 19: Kaptain of the Krew
Play as: Kaptain Skurvy
Played Against: Toon Link


Kutlass is seen getting knocked out unconcious on the floor from Toon Link’s skilled swordsmanship skills, falling over backwards clumsily due to being drunk. Skurvy sees this and gets up from his lazy position, tossing his bottle of wine against the wall, shattering it. He wipes some rum off his jaw and gets in a battle ready position, taking out his prized hand cannon and laughing. Unlike Kutlass, Skurvy is very resistant to alcohol due to his large experience in drinking, and thus is perfectly ready for battle. . .In this battle, you finally stop playing Toon Link, and instead play the scurvy captain of the pirates you’ve been previously killing off like flies.

Battle 20: Kaptain Konquerer
Play as: Kaptain Skurvy
Played Against: Ken, Donkey Kong, Diddy Kong, K. Rool, Klump and Krusha


Skurvy’s ship comes up on the shore after Skurvy defeats Toon Link. Skurvy disarms the young hero of the winds, locking up his sword in a chest and him in a chained barrel, only his head popping out of it. He motions for Green Kroc to stay put for him to salute his captain with a “Yarr!” and Skurvy goes to leave. . .But then notices Green Kroc is no longer scrubbing and tosses the sponge at him, saying “Did I say you could stop?!?” for him to angrily continue scrubbing.

Skurvy goes out of the captain’s quarters onto the main ship and motions out to his men to charge, letting out a mighty pirate cry. . .For the camera to zoom out to reveal they’ve all been KOd by Toon Link. Skurvy facepalms and goes out onto the shore alone. He spots the group being chased by the bog monster and eyes Klump holding the crystal coconut eagerly, rubbing his hangs together. He takes out his hand cannon and fires a shot up at the massive bog monster for it to groan in pain. Skurvy fires some more shots into it for it to flee from the powerful hand cannon. Klump goes up to shake Skurvy’s hands in thanks for saving them from the bog monster. . .but Skurvy shakes his other hand and takes the crystal coconut. DK goes up to take it from him hastily, but Skurvy points his hand cannon at him, causing him to put his hands up. Everything seems to be going well for Skurvy. . .Until K. Rool suddenly slides into him riding Eddie the Yeti, knocking him down and sending the crystal coconut flying off a bit from all the characters. Outraged, Skurvy begins firing his hand cannon shots off everywhere, causing a battle to start. Due to all the characters being so busy with each other, they fail to notice Bluster Kong come by and take the unattended crystal coconut while noone’s looking, eagerly going back to his factory, laughing stupidly.

Not everyone is on a team against you in the battle, the kongs and the kremlings obviously not being on good terms. The match up as a whole is Skurvy vs DK and Diddy vs K. Rool and K&K vs Ken.

Level 26: Mindless Monkey
Play as: Diddy Kong


Skurvy comes out on top in the massive free for all between the characters due to his handy hand cannon, letting out a good pirate laugh upon having defeated the land lubbers. Skurvy eventually stops being full of himself when he realizes the crystal coconut is missing, a thought bubble of it appearing above his head then vanishing as he angrily shakes his fist. Skurvy goes off towards the home of the Kongs to look for it, and the screen slowly fades in and back out to show DK regaining conciousness. Comical birds are seen fluttering around his head as he holds it, and Diddy gets up alongside him, looking relatively fine. Diddy extends out his hand to help DK up, but DK asks “Who are you?”, very strangely. Diddy raises an eyebrow and points up to a thought bubble of his head of the two of them beating up K. Rool together, saying “Don’t you remember?!?” for DK to shake his head. DK walks off away from Diddy, ignoring him, for Diddy to get an alarmed exspression, realizing that DK has lost his memory, more probably then not from too many hits to the head from Skurvy’s hand cannon. Diddy goes off in front of DK, constantly pointing up to his thought bubble of them beating up K. Rool together and eating bananas and such, but DK continues to ignore him, becoming annoyed.

The level starts up, and a pathetically stupid computer AI DK will waltz through the level, doing virtually nothing to defend himself. The level would be relatively easy to get through on your own, but you have to keep DK from getting KOd, defending him from the enemies and making bridges over pits for him to walk across by hitting switches for him. DK’s amnesia seems to of lowered his intelligence significantly. . .

Battle 21: Stowaway Chimp
Play as: Kaptain Skurvy
Played Against: Diddy Kong


DK and Diddy are seen going through the Forbidden Forest together, DK just wandering about while Diddy constantly tries to stop him, pointing at his various thought bubbles. . .but the two suddenly bump into Skurvy, who is searching about for the Crystal Coconut. Skurvy lets out an angry “Avast ye!” and points his hand cannon at DK for him to back away, wanting no part in this, while Diddy puts up his fists, causing the battle to start.

Level 27: Kapturing the Krystal Kokonut
Play as: Kaptain Skurvy, Donkey Kong
(Alt costume with a pirate’s hat and eye patch)

Skurvy knocks Diddy out cold with a good shot from his Hand Cannon, then blows the smoke off it and puts it back in his belt. Skurvy then realizes DK is still there and hastily takes it out again, pointing it at him, but DK puts his hands in front of him and shakes them rapidly about along with his head for Skurvy to put his cannon back down. After a pause, DK asks “Who am I?” for Skurvy to go ahead and say “You’re Donkey-“ then interrupt himself as he gets an exceptional idea, a light bulb appearing above his head, saying “Donkey Kroc! That’s yer name! Ye be me first mate, now come on!”. DK looks all excited upon hearing that he’s a pirate for Skurvy to shrug in a “whatever” like fashion. Skurvy goes to leave, but DK points up to a thought bubble above his head eagerly that shows him with a pirate hat and eye patch and such. Skurvy facepalms and pulls some the piraty gear out from behind his back for DK to put them on, then the two “pirates” go off in search of the crystal coconut.

Level 28: Ken’s Run for Survival
Play as: Ken


Bluster, who was the one to take the crystal coconut while no-one was looking, is seen coming back into his barrel factory with the crystal coconut. He’s pleased to see Candy back at work, chuckling slightly to himself. . .Then shows her the crystal coconut which he found. Candy looks surprised to see that Bluster get it, looking happy. . .But then a big question mark appears above her head, pointing at his pathetic muscles, or lack there-of, the camera zooming in on them. Bluster shrugs and lets out a stupid smile and pauses, then points up to a thought bubble of him with big muscles, beating up K. Rool and Skurvy to claim the coconut. Candy, being the ****ty kong she is, goes up to hug him. . .But then Skurvy and DK bust into the barrel factory, causing her to slap him for lying to him. Skurvy goes up to claim the coconut from Bluster for him to tremble like a coward, hiding behind Candy. . .but before Skurvy can go to take it from him, K. Rool, Klump, and Krusha arrive into the barrel factory. K. Rool extends out his hand to Bluster and extends it and opens it rapidly, demanding the coconut. Bluster goes to give it to him, but then Skurvy points his cannon at him, extending out his own hand for the coconut. Bluster backs into a corner as the two beefy kremling lords approach him, and they both end up tackling him at the same time, causing the crystal coconut to go flying out of the barrel factory. Klump, Krusha, and DK run after it, watching it fly off, K. Rool and Skurvy close behind them. They find where the crystal coconut landed to find it in the hands of Ken at his survivor team’s camp, his eyes having turned into dollar signs. The kremlings and the brainwashed DK run after Ken for him to flee with the coconut, it clearly being of high value.

The level is a chase level, and there are few enemies to hinder your progress. . .But the other four characters will constantly be chasing after you, respawning whenever they get KOd. The stage scrolls at a very fast pace, giving you plenty of time to get away from them. If you must attack them, do so with quick attacks to stun them so you can get away, as KOing them is of no use. Team Attack is on between K. Rool and his minions against Skurvy and DK, although the computers will not intentionally attack each other, their goal being to obtain the crystal coconut from your grasp. You run along the coast of Kongo Bongo for this level, it being a beach themed level rather then a jungle or icy one.

Battle 22: Identity Crisis
Play as: Donkey Kong
Played Against: Donkey Kong
(Alt costume with a pirate’s hat and eye patch)

Ken runs up onto Skurvy’s ship as he’s chased by the Kremlings and DK, the Kremlings all hastily following him up on-board. DK goes to follow his “kaptain”, Skurvy, but suddenly lets out a roar of pain as he holds his head, his pirate hat coming off. He pounds his head against the ship as he holds it, rapidly “headwalling”, and the camera goes inside his ear into his head to show the pirate DK staring the normal DK straight in the eyes, both having their fists up in identical fighting positions. The fight takes place within DK’s head between his mental states, you playing as the real DK, helping it to come back into control.

After defeating yourself, the camera goes out of DK’s ear and DK hastily throws off his eye patch and stomps on it, along with his old pirate hat. Diddy comes up alongside him, pointing up to the thought bubble of them beating up K. Rool, still thinking DK has amnesia, for DK to swat the thought bubble away and shake his hand. Diddy smiles at DK, but DK points up at the ship for Diddy to nod. The two apes go up onto Skurvy’s ship to obtain the coconut. . .

Cinematic 13: Skurvy Sword

Krusha does a body splash tackle on Skurvy’s ship to knock Ken down, causing the coconut to fall out of his grasp and into Diddy’s. K. Rool runs after Diddy, but he simply runs underneath his legs. . .and straight into a shot from Skurvy’s hand cannon, dropping the coconut behind for Skurvy to pick up. Skurvy then gets smacked down from behind by DK, who is outraged at DK betraying him, them getting into a fight. The free for all continues, and the camera pans off to the camera’s quarters, where Toon Link is still imprisoned and Green Kroc is still guarding him, scrubbing the floor. Green Kroc looks out the door at the fighting, angry that he can’t join, staring at Skurvy and shaking his fist. Toon Link lets out a “hyaaah!” for Green Kroc to turn his attention to him, and Toon Link makes a thought bubble above his head with him and Green Kroc beating up Skurvy together, making him walk the plank. Green Kroc rubs his chin, pondering it, then lets out a smile and nods, releasing Toon Link from his prison. Toon Link runs out into the Brawl, motioning Green Kroc to come out one second to join him, but Green Kroc puts up his pointer finger, telling Toon Link to wait a second, Toon Link nodding. Green Kroc takes Skurvy’s most prized sword, Kleever from Donkey Kong Country 2, and lets out an evil laugh. The two then head out into battle and corner Skurvy, who currently has the crystal coconut. Green Kroc demands Skurvy to hand over the coconut, but Skurvy ignores this and points to a thought bubble above his head of Kleever glowing with an evil red aura, saying “That sword is cursed, you idiot!”. Green Kroc laughs, immitating Skurvy, saying “Good Joke!” in a sarcastic fashion, taking the coconut from him. As Green Kroc takes it, the sword suddenly absorbs the crystal coconut and gets the red aura it had in Skurvy’s thought bubble, becoming alive and levitating. Skurvy glares at Green Kroc angrily for him to just shrug and smile stupidly. While Green Kroc is doing this, Kleever slices him down, KOing him, causing everyone to stop fighting and turn to Kleever, who then proceeds to swipe at the characters furiously.

Boss 5: Kleever
Play as: K. Rool, Klump and Krusha, Kaptain Skurvy, Donkey Kong, Diddy Kong, Toon Link, Ken
Music: Bravely Folk Song



Kleever isn’t very wide at all, but he’s around 1.5X as tall as Ganondorf, meaning he’s far from a small target, although he is slightly so for a boss. The arena is fairly standard, having walk off edges, meaning there are no ledges to hide on. Kleever doesn’t have as much health as other bosses due to not being as massive as most others, but Kleever’s attacks are considerably less laggy then most bosses. Kleever levitates the height of Mario off the ground, going back and forth at an above average speed when not attacking.

Attacks:

Sword Slashes:
Kleever follows you around as he levitates doing a slash every one and a half seconds for 9 seconds. These slashes have big hitboxes and requires properly timed dodges, although you can hit Kleever in-between slashes if you’re fast enough. If you’re hit you take 10-11% damage and average knockback. Kleever has high speed during this attack, always able to stay right on top of you, meaning dodging is the only answer to this attack.

Flame Aura: The sword gets the evil red aura it had in the cutscene, and then proceeds to move directly towards you. Contact with Kleever (Who has a slightly bigger hitbox then normal due to the aura) will give you 11-12% fire damage and average knockback. Kleever isn’t terribly fast during this attack, going at the speed of Ganondorf’s run. This lasts a good 5 seconds though, making it harder to avoid being hit.

Spinning Sword: Kleever goes to the far left or right of the screen, whichever is closest, then levitates down on the ground, so his handle is touching the floor. He then rapidly spins about, going to the opposite end of the arena. You can’t use a dodge to avoid this,as he has massive range due to his size and how quickly he spins around. If you’re hit, you take 22-23% damage and huge knockback. Kleever goes across the screen pretty fast to boot, going at the speed of Meta Knight’s run. If Kleever is at 25% health or lower, he’ll go across the screen three times instead of one in a similar fashion to how Rayquaza darts across the screen three times instead of one when he has 50% health or lower.

Sword Dive: Kleever very suddenly goes straight up off the top of the screen, then comes crashing down on your current position, face downwards. This has only .75 seconds of startup lag, happening very quickly and giving you no warning, being a primary KO move of Kleever. Does 17-18% damage and above average knockback. Thankfully the move has bad ending lag as Kleever pulls himself up out of the ground and flips over back into his normal stance.

Cannon Fire: Kleever goes to the far left or right of the screen, whichever is closest, then does a single slash which has the same properties as the one in his Sword Slashes attack. This however is far from the main focus of the attack, as it’s used to summon a cannon. Kleever will levitate in place above the cannon while it fires at you. First it will fire two cannonballs at an incredibly fast speed, one after the other, which do 22-23% damage and huge knockback, although thankfully there’s a decent pause inbetween them. The cannon will then fire a barrel which does 5-6% damage and mediocre knockback if it hits, going at a very slow pace. If you jump on top of the barrel, you’ll break it open, and inside there will be a cannonball you can throw at Kleever for big damage. The cannon will repeat this process twice then vanish. If you come up towards Kleever, out of the cannon’s reach, it’ll swipe at you for the usual sword slash properties, forcing you to stay in the range of the cannon.

Sword Rain: Kleever goes to the center of the screen to slowly causea bunch of swords to materalize in the background. These sword then levitate off the top of the screen in the background, then rain down on the playing field, leaving no room to hide. You have to use a dodge to avoid the swords, a line of them filling up the entire screen in a fashion like the arrows in the micro game on the Warioware stage. If you’re hit by them, you take 18-19% damage, getting spiked down to the ground if you’re in the air or taking above average knockback if you’re already on the ground.

Fireball Storm: Kleever goes to the center of the screen and turns it’s tip to face you, continuing to turn it to keep it pointed at you. Kleever then forms a fireball on the top of it’s sword and fires it at you, it being identical in function to Mario’s fireball, although traveling twice as fast and doing a small amount of actual knockback. Kleever takes little time to do this, and will fire 10 fireballs in rapid succession at you. What makes this attack interesting is that when the fireballs hit the edge of the screen or the floor, they’ll ricochet off of it, them lasting until you get hit by them or until 15 seconds pass. If the fireballs bump into each other, they’ll merge together, becoming twice as large and doubling their damage/knockback. This has little KO potential unless a lot of fireballs merge together, mainly used for racking damage.

Attacks used at 50% health:

Thunderstorm:
Kleever does a slash for the usual sword slash properties, using it to cause a thunderstorm to brew up, the background turning dark as two lightning bolts fall down from the sky on either side of Kleever, doing massive knockback and 29-30% damage. From this point on in the battle, the stage will rock back and forth regularly, messing up your traction a lot, and water will splash in from the sides, doing FLUDD like knockback to further mess you up, it having no effect whatsoever on Kleever.

Cinematic 14: The Coconut Carrier

Funky is shown where he was a long while ago, surfing in the waves from the Egg Carrier having crashed. . .But due to the storm brewing up, the waves become too massive and then engulf him in a comical fashion, him shouting out “Not cool!” as he gets taken down under the sea. We then cut back to Kleever, who blows up in a massive explosion, shattering the ship into pieces and causing the characters to go flying, along with the crystal coconut which was Kleever’s source of power. Skurvy reaches out back towards his ship, letting out a “Nooooooooooo!” as he flies off into the distance.

We cut to the Egg Carrier, where Nack, Sonic, and Robotnik get up, dusting themselves off from the fall into the sea. Shadow hastily goes over to Tails Doll to take his Chaos Emerald, but it apparently fell into the sea from the momentum of the crash. Shadow facepalms as looks into the sea to see it sinking, unable to swim. He shakes his fist angrily. . .When suddenly Krusha lands on top of him. Klump helps Shadow out from underneath him to try to apologize for his partner’s stupidity, but Shadow smacks it away angrily. Skurvy and K. Rool are seen chasing the Crystal Coconut along the Egg Carrier as it skids about, but it too falls into the sea alongside the Chaos Emerald. The various characters from this chapter act dive into the sea after the coconut, but the robots and Sonic characters are unable to join them due to being unable to swim. Robotnik, however, goes into the sea in a small mech. The sonic characters all hastily get into the mech alongside Robotnik, much to his anger. The characters are much too scrunched together inside the ship to do much of any fighting, and Robotnik drives the mech in after the chaos emerald. . .

Chapter 4 – Shadow Tears the World

Level 29: Escaping Oak’s laboratory

Play as: Breloom




To start off the new act, we get an overhead view of a laboratory on yet another island, then the camera zooms in inside the lab to show Professor Oak looking over his various Pokemon he keeps here. This lab is far off from Oak’s main one in Pallet Town, this being his lab located on “Pokemon Island” from Pokemon Snap. Oak goes about feeding his various Pokemon he uses for research, most of them being common lab Ratatta and other throwaway Pokemon. However, he then comes up to a more interesting looking Pokemon who doesn’t look at all satisfied with it’s captivity, Breloom. Oak feeds the wild Pokemon for it to hastily wolf down it’s food, staring up at Oak hatefully, never taking it’s eyes off him. Oak takes out a clipboard for the camera to show it. He marks off “feeding” on it and then looks down to “sterilization”. Oak takes out a strange looking device and goes back to Breloom, opening up it’s cage to prepare for the “mandatory check up” for Breloom to smack Oak with a Focus Punch, all that staring having been to focus for said punch. Oak is stunned long enough for Breloom to get out of the cage, and the Fighting/Grass Pokemon picks up the sterilization device Oak dropped. Breloom points it at Oak’s crotch and chuckles, him backing away and then breaking out into a sprint, the wild Pokemon close behind him.

You’ll be chasing Oak throughout this level, and while he’s an old man he’s still slightly faster then you due to his size. If you let Oak get too far ahead, you’ll lose the level. Oak will constantly press buttons on controls he passes to cause machines to get to work to obscure your path and potentially cause a threat, as well as release his other more loyal Pokemon to attack you. Don’t spend the time to fight the Pokemon when possible, as Oak is your main priority. The lab Ratattas are very fast and will constantly get up to you, being unable to be ran away from like the other slower Pokemon, although they’ll only do tiny damage and make you flinch, so they can be ignored to an extent also.

Level 30: Hunting the Hulk
Play as: Pokemon Trainer, Pikachu


Breloom is seen continuing to chase Oak throughout the lab with the awkward sterilization device, laughing a maniacal high pitched laugh. Breloom corners in Oak, pointing the device at Oak’s crotch, hungry for revenge, but a Pokeball is suddenly thrown onto the floor behind Breloom. Breloom turns around to see it open up, a Charizard being inside. The Charizard roars and lets out a massive fire blast at Breloom for the Grass/Fighting Pokemon to let out a yelp and run for dear life out of the lab. Charizard is taken back into the Pokeball as the figure who threw the Pokeball comes into view, Pokemon Trainer, along with his trusty Pikachu. Pokemon Trainer extends out his hand to help Oak up for him to take it and proceed to shake it. Pokemon Trainer takes out his Pokedex and shows it to Oak for inspection for him to nod and take it. He looks through the Pokemon Trainer’s Pokedex, scrolling through the initial 151 Pokemon, pleased to see that they’re all listed as “Caught” as he scrolls through. Oak pats the Trainer on the back as he scrolls through. . .But is appalled to come upon a slot not listed as caught, Snorlax. Pokemon Trainer points to Snorlax on the Pokedex and shrugs, a question mark appearing above his head for Oak to rub his chin, pondering where the trainer could find one. A light bulb appears above his head and he takes the trainer over to the window and points out to the dense forest of Pokemon Island, the trainer nodding. The trainer heads out along with Pikachu out of Oak’s lab to find a Snorlax, waving to the good professor. The level has lots of various wild Pokemon as the enemies.

Level 31: Pokemon Snap
Play as: Donna




The cutscene picks up from the last one for Oak to let out a sigh at the massive mess Breloom made of his lab and all the Wild Pokemon running about. He takes out a broom and starts sweeping for the screen to slowly fade out and back in. Oak is seen with his feet up on his desk with his hands behind his head, snoring, when Donna comes into the room, raising an eyebrow at the snoozing professor. Oak shocks up awake, putting his feet down and folding his hands together, letting out a hasty stupid smile, Donna just folding her arms and rolling her eyes. Oak takes out a report on Pokemon for there to be missing a picture for Snorlax. Oak points to the missing picture slot then to Donna’s camera for her to nod and go to leave to get some shots of Snorlax. Oak however puts up his hands to tell Donna to stop, and points to the Pokemon pictures he already has. A question mark appears above Donna’s head for Oak to point to a thought bubble above his own noggin. Oak’s thought bubble shows a bland, boring picture of a Graveler, A red X crossing it out, then shows a picture of several of them dancing together, a green check mark appearing over it, Oak wanting interesting pictures for his report. Donna rolls her eyes and shakes his head for Oak to take out a wad of cash, causing Donna to hastily let out a stupid smile and take the cash from him, shaking his hand, then go to leave.

The level is the first beach level from Pokemon Snap and is an infinite loop, meaning it’s not just a standard get to the goal finish. You must finish off one of each enemy Pokemon in the level with one of Donna’s moves that involve her shooting her camera to take their picture. You can pause the game to which Pokemon you’ve taken pictures of and which Pokemon you still need to take a shot of.

Battle 23: Staying up through the Opera
Play as: Donna
Played Against: Jigglypuff




Donna looks over the shots she’s got and lets out a smirk, pleased with what she’s gotten so far. She starts heading back to Oak’s lab. . .But sees a rare pink puffball Pokemon on a tree stump. The Pokemon takes out a microphone and begins to burst out into song, turning to face the camera to plainly reveal itself as Jigglypuff. Donna sees this as a prime opportunity to take a picture and proceeds to get out her camera. . .But starts falling asleep due to Jigglypuff’s infamous song. Donna holds her ears for Jigglypuff to see this, stopping her sing and putting her hands on her “hips”, glaring at Donna, causing the battle to start.

This is your ordinary one on one battle. . .Except that Jigglypuff’s Sing has infinite range due to her microphone she’s carrying, causing the sound of her voice to travel. It doesn’t help the AI is trained to abuse Sing during the battle.

Level 32: Wild Wanderers
Play as: Jigglypuff, Breloom


After the battle, the two will still be fighting each other. Donna takes out her camera and shoots Jigglypuff in the eyes, blinding her. Jigglypuff starts singing again, but Donna throws the microphone away, making Jigglypuff’s soft voice too weak to put Donna to sleep. Jigglypuff looks alarmed and rushes off after her microphone into the distance where Donna threw it while the photographer smirks and leaves, continuing her search for Snorlax.

The camera follows Jigglypuff for her to frantically search around for her microphone, unable to find it. Jigglypuff lets out a sigh and continues walking about the forests of Pokemon Island to see Breloom, who is being chased by a hoard of Munchlaxes. Jigglypuff notices this and charges up Rollout, then stampedes through the Munchlax hoard to save Breloom. Breloom shakes hands with Jigglypuff then points to where it ran from for Jigglypuff to nod, and the two head off to confront the source of these Munchlaxes.

The enemies in this level are more weak Pokemon from the previous one, but there are also a few Munchlaxes here, who are clones of Snorlax. The Munchlaxes are as weak as an alloy/wire frame. If anything the Munchlaxes are weaker then standard enemies, but they have a lot more variety in their attacks and may sometimes actually dodge your attacks.

Battle 24: Gotta Catch Em All!
[color=-"green"]Play as: Pokemon Trainer and Pikachu or Jigglypuff and Breloom[/color]
Played Against: Jigglypuff and Breloom or Pokemon Trainer and Pikachu


Jigglypuff and Breloom are seen bashing their way through the various Munchlaxes to the source of them to find a massive lump slumbering in some grass, emitting snoring sounds, being none other then a Snorlax. Breloom goes to do a Brick Break onto the great Snorlax in anger for it’s mighty punch to just bounce off Snorlax’s thick fat. Breloom and Jigglypuff continue to try to pound on the Snorlax to little effect, for a bunch of Munchlaxes to come out, alarmed at the other Pokemon attacking their master, going to defend him. Jigglypuff and Breloom get cornered by this large Munchlax horde against the sleeping Snorlax, but the Pokemon Trainer and Pikachu arrive, the PT sending out his Charizard to quickly subdue the Munchlaxes with a mighty roar, sending them fleeing away. Jigglypuff hides behind Breloom from the roar, but Breloom has a flashback of Charizard sending it scurrying away from Oak’s lab. Breloom grits it’s teeth and puts up it’s fists, and the battle starts up.

Battle 25: Mass Munchlax Mauling
Play as: Pokemon Trainer, Pikachu, Donna, Jigglypuff, Breloom
Played Against: Munchlax X 100


The battle between the trainer’s Pokemon and the wild ones continues to go on as Donna arrives on the scene. She eyes the gigantic lump and smirks, taking out her camera to take a picture. The game’s camera shows the vield of vision of Donna’s camera as she tries to get a good shot, but all she can see is Snorlax’s thick layer of fat, the rest of him being covered by various shrubbery and what-not. Donna hears the Snorlax snoring and angrily goes up to kick it to try to awaken it to just be bounced back by Snorlax’s snore attack. Donna proceeds to throw various tools from Pokemon Snap at Snorlax such as pester balls to try to awaken it, eventually resorting to apples upon running out of them. . .The apples Donna throws attracts even more Munchlaxes then before, them swarming to the area for the food and then even more so upon seeing the intruders in their master’s domain. The wild Pokemon and the trainer’s Pokemon are left with no choice but to fend off the Munchlaxes due to their numbers, the battle starting.

The Munchlaxes are horrible weak, as much as so as the Yoshi team. While this would normally be somewhat easy due to your five characters, there is a massive amount of apples spread all over the field for the Munchlax’s various mechanics to make use of. The final Munchlax (Indicated by being a shiny alt color) will use it’s final smash and not be weakened at all, making the apples turn rabid and attack you for a killer finish.

Battle 26: Sleeping Behemoth
Play as: Snorlax
Played Against: Pokemon Trainer, Pikachu, Donna, Jigglypuff, Breloom



After defeating the Munchlaxes, the hefty Snorlax will roll over out of the shrubbery, his back to the camera. Snorlax nearly runs over Donna, if not pushed out of the way by Charizard. The not-so gentle giant rises up on it’s feet and turns to face the camera, showing it’s face for the first time, Snorlax. Snorlax is still slumbering as he lets out a loud snore, and the battle starts.

Your foes aren’t weakened at all, and you have to defeat all three of PT’s Pokemon. How do you win? Simple. Snorlax’s final smash, sleep walking, is constantly in effect during this battle. It’s not easy considering two of your enemies are out at a time, but so long as you play smart and keep them from ganging up on you with spacing and keep yourself at a range to abuse your 2% heal per second, you should do fine.

Level 33: Climbing Coronet
Play as: Ice Climbers



We skip away from the current conflicts being previously shown to suddenly jump to the Ice Climbers climbing Mt. Coronet. Nana nearly falls off the mountain, but Popo catches her and helps her up, just like in Melee’s intro video. They continue hopping up the currently unidentified mountain with their retro jumping sound effect. They jump up onto a large lump along the way up the mountain for it to be none other then a slumbering Mamoswine, which angrily awakens and lets out a loud roar. This causes an avalanche to occur. Nana goes to flee, but Popo takes her hand and glares up at the avalanche, having no intention of letting such a “minor” incident destroy their famous ice climbing title.

The level has you fighting the avalanche which will constantly push you back with FLUDD style knockback as you make your way to the top of Mt. Coronet. After a while the avalanche will stop and you can continue up the level peacefully for a bit. . .But eventually you’ll have to hop on another Mamoswine to use as a platform to get higher, which will cause another avalanche to start up again as it roars angrily. There are plenty of other Mamoswines throughout the level which you must be careful to avoid awakening or have to deal with the forceful avalanches. Other enemies are wild Ice Pokemon.

Cinematic 15: Darkness and Death unite

After a considerable time of having gone without seeing Master Hand, we finally see the namesake of the SSE back in his lair. He watches Snorlax fight the characters through a portal intently and thinks aloud to himself, drumming his fingers “. . .Perhaps there are a few warriors out there worth my time. . .Perhaps my royal flush may actually succeed. . .But only time will tell. In any case, we’ll soon see if any of them are worthy. . .For now, it is time to weed out the useless ones.”.

Master Hand snaps his fingers for Zant and Death to be spit out in two separate portals in front of him. Both darkness dwellers hastily get up and dust themselves off, looking rather annoyed at being brought there so suddenly. Master Hand says “Oh come now. . .Don’t be that way, my fine creations. . .You are not here to have your time wasted. . .I have an important job for the two of you. . .”. Zant and Death’s annoyed exspressions turn to ones of glee as they rub their hands together eagerly, Master Hand opening a portal at the foot of Mt. Coronet and opening it. Master Hand goes on to give them their orders “I need you to go up to the top of that mountain you see before you. . .At the top, two magical orbs reside, the lustrous orb and the adamant orb. I need you to use your dark magics to corrupt the orbs which will summon a great dark beast into the world, creating a dimensional tear between it’s realm and those of the mortals. Those mistakes I never should’ve created shall be terminated before they knew what hit them. . .Now go!”. Master Hand points to the portal for both Death and Zant to give short bows and let out slight evil chuckles, proceeding to enter it as the portal closes behind them. Master Hand says to himself “Now then. . .Time to watch. We’ll see who’s worthy of staying in and joining my royal flush. . .”.

Level 34: Corrupting Coronet
Play as: Zant, Shadow Beast, Death



The battle against the hefty Snorlax rages on, it showing no intention of giving up. Donna is merely taking pictures while the trained and wild Pokemon get the crap beaten out of them. She looks at all the photos she has of Snorlax asleep for a thought bubble to appear above her head of Oak pointing to a picture of Snorlax awake and nodding, then shredding a picture of him asleep to pieces. Donna goes up to Snorlax’s ear and lets out a yell, but this does not wake the giant, and she is simply knocked away with a loud snore. The Pokemon Trainer sees what Donna’s trying to do, thinking she’s trying to actually help the battle, and takes out his trusty Poke Flute, which he begins playing. This wakes up Snorlax and causes him to dance in a fashion like that of Pokemon Snap, causing the Pokemon to become relieved. Donna takes the chance to hastily take plenty of prime pictures and all seems good. . .Until Zant and Death come out of a nearby portal.

The group stops what they’re doing, including Pokemon Trainer playing his flute, causing Snorlax to become quite angry. Death lets out a sinister chuckle as he spins his blade around impressively, showing off to try to intimidate them, and intimidate them he does with his scythe skills. Death goes to chop them up, but Zant puts his arm out in front of Death to block him, shaking his head. Death looks angry at being separated from his prey, for Zant to puts up his pointer finger as if to say “Just wait a second, will you?”. Zant summons tons of portals for his army of shadow beasts to come out of them and attack the characters. A Shadow Beast with a red demonic color and aura comes out of the portal last and bows before Zant, not going to attack, for Zant to pet it on the head. This Shadow Beast seems to be the general. Death applauds Zant’s army for the dark lord to chuckle, and he motions for Death and his general to come along up Mt. Coronet (Which is on Pokemon Island instead of smack dab in the middle of Sinnoh in this little continuity for whatever reason). . .

The level is the interrior of Mt. Coronet, meaning it’s a typical Pokemon cave setting, being a long upward climb. The enemies are the usual you’d find in caves in the Pokemon games along with the ones you’d more specifically find in Mt. Coronet, meaning Zubat, Geodude, and Bronzer abound, among others.

Level 35: Chasing Coronet’s Corrupters
Play as: Pokemon Trainer, Pikachu, Jigglypuff, Snorlax, Donna, Ice Climbers, Lucario, Sir Aaron, Breloom


We pick up where we left the main group of characters of the chapter, them finishing off the Shadow Beasts left to hold them off. Snorlax eyes the Shadow Beasts in the distance following Zant, his general, and Death up Mt. Coronet to let out a bleak stare and chase after them, not being fond of them invading his own and disturbing his music and rest. The Pokemon Trainer and Donna follow after Snorlax to capture him/take pictures. Breloom goes to walk off by itself, ignoring the conflict, for Jigglypuff to give Breloom a good slap to the face. Breloom looks angry for Jigglypuff to point of a thought bubble of Zant and Death destroying the island for Breloom to sigh and nod, following after Jigglypuff into Mt. Coronet with the others.

The level is like the last one, being the exact same level, but now in addition to the wild Pokemon there are also plenty of Shadow Beasts which you’ll have to fend off along the way. They function like the Munchlaxes from the earlier levels, being very weak playable characters to function as normal enemies.

Battle 26: Climber Competition
Play as: Popo or Nana
Played Against: Nana or Popo


Before anyone else arrives at the top of Mt. Coronet, the Ice Climbers do. Besides, how could anyone beat the two who’s entire lives are dedicated to the trade? Much less considering they started first. Anyway, they get up on top of Mt. Coronet to the Spear Pillar to do a little victory dance, continuing to make their retro jumping sound effects. . .All seems good and well until both take out flags and plant them in the spear pillar, stating that they were there first. Both climbers turn to see each other’s flags and are shocked, then turn to glare at each other. A battle breaks out between the two climbers for the ice climbing champion title. . .

Battle 27: Popo and Nana’s time outs
Play as: Lucario, Sir Aaron
Played Against: Popo, Nana



Lucario and Sir Aaron sit atop the Spear Pillar at the pedestal in the center, guarding the adamant and the lustrous orbs. You haven’t gotten a good few of the spear pillar until this cinematic, it showing the spear pillar in all it’s glorious graphical detail. Aaron looks at the Ice Climbers and sighs, shaking his head in disgust, facepalming. Lucario looks at the vigorous fighting of the Ice Climbers, them getting rather lethal, trying to hurl each other over the side of the mountain. Lucario motions out to the Ice Climbers, wanting to help them, but Aaron shakes his head and motions to the orbs, telling his Pokemon that they can’t shake up their duties as the guardians. Lucario rolls his eyes, thinking that they’ll just be gone for a second and it worth it to save a potential loss of life. Lucario goes out in between the two Ice Climbers, using his dsmash on both of them, much to Aaron’s protest. Aaron reluctantly goes over to help his Pokemon for the two climbers to glare at the guardians between them, causing the battle to start.

Popo and Nana are still quite pissed at each other, meaning that they’re still hostile towards one another. They’ll aim for each other more then they do you, and while this would normally be a good thing. . .You lose the battle if either of them are KOd, as the whole purpose of this is to knock some sense into them. How do you do this? They have 100 stamina (You having the normal damage percentages), and you must whittle down the bar to knock them out before they get knocked off the edge to their death. This wouldn’t be too hard, considering they’re at 0% the whole battle, but the arena has a lot of pits where they could easily fall down, you having to go out of your way to ensure they stay on the safe main patch of ice in the center. The fight takes place away from the main area of the spear pillar, off on the ice to the side of it. It can be seen in the background.

Battle 28: Beasts of Shadow
Play as: Lucario, Sir Aaron, Ice Climbers
Played Against: Shadow Beast X 100


The Ice Climbers continue to beat the crap out of each other until Lucario smacks them both down at once again with a dsmash. Lucario puts his hands over their heads, keeping them in place as they try to run towards each other, and Sir Aaron comes over them, giving them a stern glare. Both climbers sigh and reluctantly shake hands, Aaron folding his arms and nodding, glad to finally have it over with. The two guardians go back to guard the adamant and lustrous orbs and the Ice Climbers check out the view. . .But before long, Zant, his Shadow Beast general, and Death arrive. Lucario runs off to attack them, but Aaron blocks his Pokemon from going out to attack. The Ice Climbers hastily come over to Aaron, hiding behind him. Zant summons several more portals for a massive horde of Shadow Beasts to spew out of them, and the general leads the way for them, letting out a battle roar as they charge out to attack. Death high fives Zant, leaning back on his scythe as he watches the ensuing chaos, while Zant simply folds his arms as he watches the spectacle. Aaron, Lucario, and the climbers strike fighting poses and the battle starts.

The battle is like the Munchlax one from before, except now there are no mass apples and the enemies are Shadow Beasts. Despite the enemy having no mechanic to abuse, this is harder due to having less characters, thus less lives. The battle takes place on the actual Spear Pillar this time around, the orbs in the background. The final Shadow Beast is the general, being at full strength of a normal playable character.

Battle 29: Obtaining the Orbs
Play as: Zant, Shadow Beast, Death
Played Against: Pokemon Trainer, Pikachu, Jigglypuff, Snorlax, Donna, Ice Climbers, Lucario, Sir Aaron, Breloom


The general Shadow Beast retreats before being able to be taken down by Coronet’s guardians, letting out a roar to revive all the other Shadow Beasts with ease. The Ice Climbers and Lucario look rather intimidated at this, but Aaron is completely casual about the matter, doing a motion like Captain Falcon’s side taunt. Death grows tired of waiting for Zant’s minions and itches for a battle, going out to help the beasts to end it quicker, but Zant stops him. Death glares at Zant angrily, but this is interrupted as Snorlax stampedes past the two, knocking them over. The other characters arrive shortly after and begin helping them take down the shadow beasts, but Zant just makes even more portals for the beasts to come out of. It looks hopeless for the characters due to the sheer numbers of Shadow Beasts, but Snorlax beats his chest and roars, summoning his army of Munchlaxes, them crawling up the side of the mountain onto the battlefield. The fight the Shadow Beasts for a large war to ensue, and the characters turn their attention to the leaders of the beasts. Death smirks at Zant, glad to finall get his wish and fight, brandishing his scythe while Zant just sighs and gets ready for battle. The general of the Shadow Beasts ignores the Munchlaxes and hops alongside his master, getting ready to take down the true threats.

The battle is a fairly standard one, two enemies able to be out at a time, quite tough due to the numbers of the enemies. Thankfully, you only need to defeat one of PT’s Pokemon. The battle between the Munchlaxes and Shadow Beasts can be seen going on in the background.

Cinematic 16: Shadow Tears the World



Death catches Jigglypuff’s hair curl on his scythe, throwing her into Donna for exceptional results. He forms several deathsickles around himself then hurls them forward at Sir Aaron, who dodges the attack, then teleports to them, them swirling around him again. Death constantly moves around from foe to foe, and the characters get rather distracted by the Shadow Beasts as well. Zant mainly fights at a range, hiding behind his beasts, his general in particular. In any case, Master Hand’s dark warriors manage to take down the characters. . .But the Munchlaxes won against the Shadow Beasts. The Munchlaxes rejoice and Snorlax gives them a thumbs up. . .But the general Shadow Beast just lets out another roar, reviving them all. Their little remaining hope fades and the Munchlaxes flee in terror, jumping off the Spear Pillar, much to Death and Zant’s amusement, them letting out evil laughter. The two dark lords come up together to the pedestal with the orbs, both taking one orb, and then lift the orbs up above their heads with one arm each. They channel their darkness into the orbs, laughing maniacally. Zant loses his cool, letting out his childish insane laughter from his boss fight in Twilight Princess. Death stops laughing and turns to Zant, giving him a weird look, for Zant to stop laughing and sigh. They finish channeling into the orbs, and a massive earthquake splits the Spear Pillar in half, tearing it apart. In the hole made in the center of the Spear Pillar, a gigantic hole is made which Giratina’s shadow comes out of, as in the picture. Zant hastily makes a portal and flees into it, Death and the Shadow Beast general coming in quickly after him before it closes. Giratina lets out a massive roar as it sucks the characters into it’s torn world and all the other various surroundings, consuming the world in the dimensional tear it made. . .

Level 36: Torn World
Play as: Pokemon Trainer, Pikachu, Jigglypuff, Snorlax, Donna, Ice Climbers, Lucario, Sir Aaron, Breloom



The characters are sucked into the torn world, being dropped out from the “ceiling” of the realm with no way back up to it. The torn world is a very messed up looking place, being a bunch of strange platforms at completely random angles. The characters eye Giratina in the distance of the realm, letting out a laugh of sorts as it sees things being pulled into it’s personnal realm, and flys away. Breloom shakes it’s fists at Giratina and runs off after it, and the others follow, having little other choice for other courses of action.

The level is extremely awkward, as the gravity is very strange. There is another section of land above the one you start on at the top of the screen, and if you jump up to be closer to it then the land you're on, the gravity will suck you to it and the camera will change so you can view yourself right side up, somewhat like Super Mario Galaxy. You will be sometimes be required to do this as there will be tall objects blocking your way on the current platform you're on. Sometimes, the platform strip at on one side will end, and you'll be required to make jumps over pits on the side you're on. If you jump too high, you'll be sucked into the torn world (There being no “ceiling” to save you) and will die. The enemies are Zant's Shadow Beasts who got sucked into the portal along with you, as well as ghost Pokemon who can survive in this realm, namely Gastly, Shuppet, Duskull, Misdreavus, Drifloon, Spiritomb and their various evolved forms.

Cinematic 17: The Ghost Dragon’s Origin

The characters reach the end of the platforms, not being able to proceed any farther to chase after Giratina, it floating off into the Torn World. . .The characters all look quite aggravated at their only means of getting out of this place escaping, but the Pokemon Trainer isn’t willing to give up so easily. He sends out Charizard after Giratina, Pikachu hopping on his back. Charizard isn’t fast enough to keep up with the massive dragon, but Pikachu charges Skull Bash while riding Charizard, and then launches forwards onto Giratina. Giratina turns around to see Pikachu on it’s back, but before the beast can do anything Pikachu lets out a massive strike of thunder down onto the ghost dragon. Giratina gets knocked down onto a platform, the rest of the characters hastily going where Giratina went. Pikachu goes for another zap, but Giratina lets out a massive roar, the sheer force of it forcing Pikachu to go flying into the PT’s arms. This intimidates most of the characters, save Aaron, Snorlax, and Lucario, and a boss battle begins.

Boss 6: Giratina
Play as: Pokemon Trainer, Pikachu, Jigglypuff, Snorlax, Donna, Ice Climbers, Lucario, Sir Aaron, Breloom



This level still features the weird gravity first shown in the level, with there being a platform above which you can transfer yourself to by jumping up to it. The exact amount you have to jump up is so that you’re closer to the top platform then the lower platform. Giratina always hovers in the dead center of the arena, never leaving the position, except for a select attack or two.

Attacks:

Hyper Beam:
Giratina rears back it’s head, charging up a gigantic beam, then launches it onto the platform you’re currently on, completely and utterly enveloping it. If you’re hit, you take 30% damage and godly knockback, basically a one hit kill. To avoid it, you must transfer your gravity to the opposite platform. This has punishable ending lag as Giratina recharges after firing the beam.

Ice Beam: The same as Hyper Beam for the most part, but with less lag on both ends. This does multiple hits that add up to 12-18%, and freezes you like a Mr. Freezie item, the final hit doing average knockback. You can avoid it in the same fashion as Hyper Beam. When Giratina fires Ice Beam over a platform, the platform becomes frozen over in ice, making it very slippery.

Fire Blast: This attack is also like Hyper Beam, but does 23-24% damage in one solid hit and good knockback. This comes out as fast as Ice Beam, making it one of Giratina’s biggest threats. There is one bright side to this move though, and that’s that it burns any ice on the platform it’s fired on, stopping the terrain from being so annoyingly slippery.

Shadow Ball: Giratina’s most basic attack. These projectiles are homing and will constantly follow you even if you change your gravity. They’re as powerful as one of Mewtwo’s fully charged Shadow Balls, but travel rather slowly and can be power shielded with relative ease. Giratina doesn’t wait long before launching another attack after sending a Shadow Ball in comparison to it’s other attacks.

Ominous Wind: Giratina flaps it’s wings, causing a gust of wind that covers the entire stage, lasting 3 seconds. This attack will try to sweep you off the stage with FLUDD knockback, doing no damage, and comes out quite suddenly. To avoid the attack, keep your feet planted firmly on the ground and run in the opposite direction. If you’re in the air after Giratina finishes the start up lag, you’re done for. You can’t hide on the ledge either, this attack will pick you up right off it. At 50% health and lower, Giratina will blow the winds in the opposite way after the normal duration ends, causing you to have to shift the direction you’re running hastily.

Scary Face: Giratina levitates to the left or right side of the platform you’re on at random, then will follow you around. Not directly, mind you, but Giratina will levitate up and down from it’s position to match your exact height. After 2 seconds of this, Giratina uses the actual attack, letting out a screech as a scary face appears in front of Giratina, being a giant jack-o-lantern like smile and eyes, the face launching out a beam that goes incredibly fast, after which the face vanishes and Giratina goes back to it’s normal position. If you’re on the ground when you get hit by this, you’ll become dizzy, while you’ll go into your helpless state if in the air. Giratina will follow this attack up with another quicker then it’s other attacks to take advantage of the fact it stunned you. In the initial part of the attack, if you make Giratina follow you to the opposite platform, it’ll be upside down as it follows you to concentrating so hard, not being able to flip right side up. This will cause the attack to have bad ending lag which you can take advantage of.

Attacks added at 50% health:

Reflect:
Giratina creates a barrier between the two platforms smack dab in the middle, blocking you from changing gravity to the other platform. Giratina will proceed to use Hyper Beam, Fire Blast, or Ice Beam, where you have to flee to the other platform. To avoid the attack, you must shatter the barrier, which has 20 stamina, then get to the other side. This is decently easy to dodge Hyper Beam with, but against the quick start up of Fire Blast or Ice Beam you’ll have your work quite cut out for you to destroy the barrier and get to the other platform to escape Giratina’s wrath.

Aura Sphere: Identical to Shadow Ball, only it’s Lucario aura sphere. All of it’s stats are the same as the shadow ball. . .but it will never miss, ever, just like the attack in the actual Pokemon games. If you do a dodge, the sphere will levitate in place, not going past you, and hit you after the dodge finishes. You can shield it, but it’ll force you into your dizzy state. This attack is broken, right? Not really, because you can still flee from it forever because it’s so slow. This is okay with one, but if the fight goes on too long and there are several of them coming at you, it can get quite challenging.

Psychic: Giratina will grab you with it’s psychic powers, attempting to levitate you off the stage, you unable to resist the pull of Giratina’s magical mind powers. How do you stop this attack then? Giratina will always pull you at an angle where you’ll go across itself on the way to the edge of the screen, and if you hit Giratina with an attack (Which you’re still able to do, all you’re limited from doing is DI) as you pass it, it’ll lose it’s concentration on you and let go of it’s pull on you. This isn’t pathetically easy to dodge though and is far from a free hit, as Giratina will levitate you off the screen VERY quickly, meaning you’ll have to get the timing down on hitting Giratina as you pass. This attack can be quite devastating before you learn how it works.

Attacks added at 30% health:

Earthquake:
Giratina lets out a massive roar as the screen shakes violently, rumbling being heard, causing a earthquake over the two platforms. If you stand on either of the platforms while this attack is in effect, which lasts 2 and a half seconds, you’ll take 40% damage and unholy knockback, a guaranteed kill. You can’t casually jump to the other platform, as the earthquake affects both sides. If you just casually jump to the other side, the earthquake will still be in effect, so to dodge it you’ll want to stay levitated inbetween the two platforms. Use your first two jumps to get into the other platform’s gravity, then use your up special to go back into the other planet’s gravity. This is easily Giratina’s best attack, being hard to dodge and having insane power.

Attacks used at 5% health:

Ferocious Finish:
Giratina charges up a hyper beam longer then normal which functions normally, but does extra damage and knockback due to the extra charge, not that it needs it. More importantly, this hyper beam will destroy the platform you’re on. Giratina will proceed to fire another one of these souped up hyper beams at the remaining platform you have no choice to be on. . .And if it’s destroyed, you’re screwed, even if you have extra characters left over. When your extra characters spawn, they’ll just be sucked off the screen into the torn world instantly, you maybe able to get off a single aerial on Giratina before getting sucked away, who just does a laugh of sorts. This means that you must finish Giratina off as quickly as possible once it has virtually no health left, or else all your hard work will have been for nothing.

Cinematic 18 – From Torn World to Sea World:

Giratina groans in massive pain as it pulsates, then proceeds to explode. Where it once was, another portal out of the torn world remains, and it proceeds to suck the characters into it as well as all the other various random objects sucked in from the real world. The characters are spat out onto the top of the Spear Pillar. . .along with several other objects falling down. Pikachu darts about with agility to avoid a bunch of falling pillars that nearly fall on it, while Lucario and Sir Aaron chase after the lustrous and adamant orbs which got sucked into the torn world and now have been spat out. The orbs go over the edge and into the sea, and the two guardians hastily dive off after the orbs. Snorlax eyes the orbs for the camera to shows his vision briefly, them appearing to be donuts to him, and he proceeds to lick his lips and dive off the edge too. Snorlax knocks off Breloom, Jigglypuff, and the Ice Climbers off the edge along with him in his quest for delicious food, while Donna along with PT and his Pokemon chase after Snorlax for their various reasons to capture/snap him for Oak. The characters swim down into the sea after the orbs, Breloom, Jigglypuff, and the Ice Climbers holding onto Snorlax for dear life. . .

Cinematic 19 – The cards begin falling into place

We see Master Hand at Final Destination as usual, watching the characters dive into the sea after the orbs through a portal. Death, Zant, and the Shadow Beast general are along with him, watching also. The playable characters look rather stressed, thinking that Master Hand is angry with them for the heroes having defeated Giratina. . .But he laughs maniacally. Questions marks appear above their heads for Master Hand to extend the portal’s vision to show the groups from the other acts diving after a chaos emerald and a crystal coconut. Master Hand states to his minions “Do you honestly think I expected you lot to succeed? I am merely using you to gather all the lambs together for one gigantic slaughter. . .In the bottom of the sea resides one of my more. . .Trusted servants. Now then. . .You three are to recruit a new member into my army. . .Some foolish doctor who I wasn’t able to inform of my little alliance. Now away with you!”. Master Hand forms a portal to yet another island and points into it for Death, Zant, and the general to fold their arms and look disgusted with how Master Hand played them. Master Hand angrily states “I don’t have time for such questions. . .If I would’ve explained my plan to you, you never would’ve gone along with it, but this way everything went along perfectly. I assure you, there are no tricks this time. . .”. The villains reluctantly nod and go into the portal, it closing behind them, for Master Hand to chuckle and say “At least for a while. . .”. He turns his attention back to his portal with the view of the characters in the sea to say to himself “Soon we shall see which cards are the best. . .Which of them are worth playing in the final battle. . .”. Master Hand lets out another laugh as the screen fades out. . .

Chapter 5: Serving a Higher Authority

Cinematic 20: Crystal Collection






Cortex and Tiny are seen together in the throne room of Castle Cortex. Cortex is seated on a small throne made just for his ****** size, while Tiny stands at his side as his personal body guard. N. Gin, Dingodile, N. Brio, and Ripper Roo are also at Cortex’s side in a similar fashion to Tiny. Tiny and Ripper Roo are talking to each other in stupid sounding gibberish, it becoming rather loud and annoying. The other characters get rather annoyed at this random blabbering, N. Gin’s nuclear warhead stuck in his head nearly going off out of annoyance. Dingodile sighs and comes inbetween them, splitting them apart, before the three human doctors come over to take more forceful action. Dingodile goes to make the two minions sit in separate corners for a “time out”, petting their heads as he leaves them, them acting like stupid pets. Ripper Roo for the most part stays good and quiet, but Tiny quickly grows bored. Tiny uses his nail to draw in the wall, cutting out a horribly bad drawing of himself and Cortex. The nail sounds like screeching on a chalkboard, causing the three doctors to hold their ears, wreathing in pain. Dingodile goes over to Tiny again and smacks him, putting his hands on his hips. Tiny becomes angry and growls lowly at Dingodile from the smack, but Dingodile just rolls his eyes and casually takes out a ball of yarn, which Tiny quickly becomes fascinated with and proceeds to play with (Due to being a cat), dismissing any anger at Dingodile he had. Tiny and Ripper Roo behaving, Dingodile goes back over to the three doctors once more and lets out a sigh of relief as he slumps against the wall, relaxing.



Before Dingodile can have any real time to himself without anything happening, N. Trance and N. Tropy enter Cortex’s throne room together. Cortex folds his hands together eagerly and asks “Is it finished?” for N. Tropy to nod and reply “It’s better then ever before. . .”, him and N. Trance letting out a slight laugh. Cortex joins in the laughter as do the other doctors and Dingodile, and everything seems quit fine and evil. . .Until Ripper Roo and Tiny join in with their loud obnoxious stupid sounding laughter, causing everyone else to stop and turn to look at them in annoyance. N. Trance ends the stupid laughter session by letting out a loud cough to override them, then motions to everyone to come with him and N. Tropy to what the two of them were just working on. The entire group descends a flight of stairs into a warp room for the doctors to applaud their work. N. Tropy and N. Trance take quick bows, then Trance points to a thought bubble above his head of him going into a portal, appearing in a new area, taking a crystal, then going back through the portal, telling everyone that there the portals lead to areas with power crystals. Cortex nods to this and does a motion like Olimar’s dsmash, preading his arms apart, telling everybody to split up. All of the characters go into separate portals to retrieve crystals. . .

Level 37: Cortex’s Crystals
Play as: Cortex and Tiny (Cortex only)


The level picks up directly after the cinematic, having a jungle theme. The level itself is a fairly standard Crash Bandicoot one, featuring plenty of crates for you to break. Items don’t randomly spawn in this SSE, but there are specifically placed Aku Aku crates you can use throughout this level to gain the protection of Uka Uka. Due to Cortex being bottom tier material without Tiny, the level is fairly generous to you in the terms of combat, there not having being many enemies or any hard ones. Instead, the level capitalizes on platforming, what with Cortex’s excellent recovery and making use of the various Crash Bandicoot crates.



At the end of the level a cutscene shows Cortex finding the power crystal he came to this place to search for. Cortex goes to nab it, but a whirling blur goes past Cortex before he can claim it. The whirl reveals itself as Crash Bandicoot, holding the crystal. Crash stupidly tries to pick his nose with the crystal for Cortex to let out a single shot from his blaster, casually disposing of the orange marsupial. Cortex shrugs and says “Why did I never think of this before?”, taking the crystal and kicking Crash’s corpse into a river where it gets carried downstream. Crash’s corpse proceeds to go down a waterfall and hit several rocks, Cortex laughing as it hits each and every individual one in exceptionally painful looking positions. Cortex leaves the area to go back to the way he came into this place for the camera to resume at the location where he was. . .After a pause. . .Crash Bandicoot appears? He does the Crash dance for no apparent reason, and the camera cuts down to the Crash Cortex killed. It zooms in on him to reveal massive eyebrows and stupid looking teeth, Cortex having merely killed Fake Crash rather than the real thing. The camera cuts back to the real Crash who notices Cortex and proceeds to follow him back through the portal. . .

Level 38: Wild Cat’s Crystals
Play as: Cortex and Tiny (Titan Tiny Form, Tiny only)


You next go to where Tiny ended up after entering a portal, there being no cutscene at the start of the level, somewhat of a rarity, due to everything already having been established. This level resembles Cortex’s but takes place in a fiery environment rather then a jungle one, and focuses on combat rather than platforming in stark contrast to Cortex’s level due to Tiny being overpowered on his own and Tiny’s recovery being terrible. At the end of the level you’ll have to use Tiny’s fair to go a long horizontal distance to tether on to a ledge, but other then that you’re just walloping hordes of random enemies. Aku Aku crates are of course also present in this level, as well as plenty of other various Crash Bandicoot crates.

Battle 30: Crunching Bandicoots
Play as: Cortex and Tiny (Titan Tiny Form, Tiny Only)
Played Against: Crunch Bandicoot (Alt costume of Tiny alone)




Tiny eyes a crystal in the distance for his tongue to flail out of his mouth like a dog as he runs after it rapidly in a stupid fashion, being somewhat slow due to his tiny legs. Before he can retrieve it, Crunch Bandicoot picks it up with his big metal hand, smirking at Tiny. Tiny is outraged at this and throws his trident at Crunch for him to catch it. Crunch chuckles at disarming Tiny for Tiny to try to find another trident frantically, reaching behind his back in a carton fashion but not finding anything. He eventually pulls a spare out his *** in a fashion like Ganondorf’s down taunt for Crunch to raise an eyebrow while Tiny gets in a fighting position, and a battle starts. Crunch is a clone of Tiny alone, using the trident he caught that Tiny threw at him to use Tiny’s various moves.

Level 39: Head Count
Play as: Iago and Zazu (Zazu only)


Zazu is seen napping in the tree that he calls home, sleeping soundly. Rafiki comes up to Zazu’s tree, peeking his eye in through a small hole in the tree and letting out some various baboon noises to try to wake him up, but Zazu just mumbles “5 more minutes. . .”. Rafiki facepalms and sticks in his staff through the hole to beat him over the head for a rude awakening. Zazu wakes up, his tail feathers falling out, and hastily puts them back in, giving an annoyed nod at Rafiki who just laughs. Zazu starts tapping his foot, wondering why he was awoken, for Rafiki to throw a tablet sized for him in through the hole and says “Time for da annual royal census!”. Zazu sighs and takes the tablet and flies out of his tree and the level starts.

There are no enemies in the level, but Zazu is far from the only living thing in it. There are plenty of other animals throughout the level, but they function as obstacles rather then enemies, being unable to be attacked despite being able to damage you, although not intentionally. The king’s advisor gets no respect, eh? The level isn’t challenging at all to get through. . .But there’s a big catch. At the end of the level you’ll be asked how many of each type of animal you saw throughout the level, and you have to put in the correct number for, say, 75% of them, or else be forced to redo the level. The animals that spawn as obstacles are random, meaning you can’t just look at some guide and snap your way through. A particularly hard species to count is the rabbits what with how they multiply, but you only need to get the amount of 75% of the species correct to proceed.

Level 40: Taking Pride Rock’s Pride
Play as: N. Trance




N. Trance comes through one of the portals from his warp room to come off in a less generic enviornment then Cortex and Tiny ended up in, finding himself in Pride Rock from the Lion King. N. Trance dusts himself off and looks around in this new area. He passes by Timon and Pumba, the former riding on top of the latter. N. Trance hastily goes up to them and points to a thought bubble up above himself of a crystal for Timon to smack the thought bubble apart and just say “Relax, buddy!”. N. Trance angrily makes the thought bubble again and once again points to it, but Timon just destroys it again. The two begin to sing Akuna Matata. . .But N. Trance doesn’t have time for such foolish things and extends out his mechanical arm to grab Timon and shove him into Pumba’s mouth. N. Trance angrily glares at Pumba and once again points to a crystal in a thought bubble for Pumba to hastily point in a general direction. N. Trance pats his head and heads off in that direction for Pumba to spit out Timon, who shakes his fist angrily at N. Trance. Timon goes off to attack him for Pumba to hold him back, and the level starts up.

The first part of the level is more jungle like Zazu’s level, although now you’re able to actually attack the animals, them being enemies rather then obstacles, intentionally trying to attack you. In the second part of the level you’ll reach Pride Rock and begin ascending it, fighting off feral Lions along the way.

Battle 31: N. Trancing Zazu
Play as: N. Trance
Played Against: Iago and Zazu (Zazu only)




Zazu is seen going back inside Pride Rock to report his head count to the king, Simba. . .to find him getting knocked out unconscious by N. Trance’s mechanical arms, causing Zazu to nearly faint in shock. N. Trance goes to take the crystal hidden in the back of Pride Rock’s interior, taking a break for a stereotypical villain laugh. Zazu gets a determined look on his face and goes to snatch the crystal before N. Trance extends out his mechanical arm to grab it. Zazu instantly becomes alarmed and goes to flee from N. Trance out onto the cliff of Pride Rock that’s regularly shown, and a battle begins there.

Upon Zazu’s defeat, N. Trance casually nabs the crystal. Zazu lies on the ground weakly, still conscious, reaching out his wing to try to go after him and slowly pulling himself along. N. Trance rubs his chin, noticing the bird’s strong determination and durability for it’s small size, and decides it’d make a worthy slave, particularly upon being exposed to Cortex’s evolve-o ray that created Crash, Tiny and the gang from common animals. N. Trance picks Zazu up and his eyes start twirling as he begins hypnotizing Zazu. Zazu tries to look away, but N. Trance uses his other arm to hold his head in place to face him. Zazu proceeds to close his eyes much to N. Trance’s annoyance, who forces his eyelids open. Zazu finally becomes “N-tranced” and takes a bow to his master for him to let out a chuckle and motion for the bird to come with him, and they proceed to head for the portal to exit the realm of the Lion King.

Cinematic 21: The Bandicoot crashes the party

Cortex and all of his various minions return from their various portals with the crystals, one after the other, Cortex coming out first. They all let out evil laughs, save the hypnotized Zazu. Cortex sees Tiny and Ripper Roo about to join the laugher with their obnoxious idiotic laughs for him to hastily stop laughing, the others hastily following his lead. Tiny and Ripper Roo keep their big yapping mouths shuts and all seems will as Cortex proceeds to take and count the crystals his minions have retrieved gleefully. Cortex proceeds to tell his minions how he “finally beat Crash Bandicoot” pointing to a thought bubble of him killing Fake Crash earlier. All the villains applaud this. . .But before much celebration can take place, Crash Bandicoot comes from the portal Cortex came from, having followed him there. All the villains hastily turn to glare at Cortex for him to just shrug and smile stupidly, then get in a fighting stance towards Crash, the other villains following his lead.

Boss 7: Crash Bandicoot
Play as: Cortex and Tiny, N. Trance, Iago and Zazu (Zazu only)


This takes place on the Warp Room stage from my Cortex and Tiny moveset. The other villains, while not playable, will still be present as obstacles (See the stage for details. Be warned, it’s quite lengthy.). Crash won’t ever get knocked off the platform due to taking no knockback due to his ironic boss status, but he’ll still get hurt by the other villains. If there comes a point where he has to follow along with the stage such as N. Tropy’s section he’ll do so, but this is quite rare. Be careful, as the villains on the stage can still hurt you as well. Crash has very little health, but his attacks come out very fast, and he’s a very small target, only around Mario’s size. Crash will constantly move back and forth across the stage at high speeds, randomly jumping some as well, making him a hard target to hit for a boss. If crash is falling down from a jump and lands on you, he’ll footstool off of you to go to even greater heights and spike you to the ground with 10% damage.

Attacks:

Spin:
Crash spins around at ridiculous speeds to the point that he’s barely recognizable, his signature attack. This does 8% damage and below average knockback. The catch? Crash can do this while moving in his awkward pattern, and it’s EXTREMELY common for him to do this. No seriously, half the time he’s not doing another attack, he’ll be doing this, and the attack has near perfect priority. This makes Crash very annoying to damage, although thankfully he can’t take many hits.

Tornado Spin: Basically like the plain old Spin, but Crash will wait to land on ground before using it and do a little start up animation to indicate it. This lasts 5X as long as spin, and sucks you in like Pikachu’s dsmash for multiple hits. You’ll take 4 hits of 2% damage per second for 5 seconds, and the last hit does average knockback. Crash will move around like with Spin once he starts up the attack, though a bit more slowly. Crash will be dizzy at the end of the attack for a second, giving you a rare chance to punish him.

Bazooka Blast: When Crash has his feet planted firmly on the ground, he’ll take out a bazooka out of nowhere and start aiming at you with it. Some crosshairs will show you where he’s aiming, and they move very fast. Crash will put the crosshairs over you over the course of half a second, then fire a wumpa fruit (Apple) out of the bazooka at you. It goes the speed of Falco’s blaster and does 13-14% with above average knockback. Crash will move the crosshairs over you again as soon as he fires a wumpa fruit over another half a second, making this a rapid fire attack. Crash’ll fire the bazooka 4 times before putting it away. This is deadly at a range, but highly punishable up close.

Body Slam: Crash spins around in mid-air at the top of one of his jumps he does as he patrols the stage then plummets to the ground with a belly flop. Has a good three quarters of a second of start up, but Crash plummets to the ground extremely quickly. Does 17-18% damage and good knockback, having the most KO potential of Crash’s attacks, though it has some lag in comparison to his other attacks on both ends (The ending lag is him getting up).

Attacks added at 25% health:

Aku Aku Assault:
Crash summons Aku Aku and then wears him as a mask, his feathers being golden. The Crash Bandicoot invincibility music overrides the background music, and Crash continues running in his normal pattern, but twice as fast. If you hit him you’ll take 14-15% damage with good knockback, and attacks on him will have no effect, projectiles getting reflected off of him. This lasts 10 seconds.

Level 41: N. Sanity Clifftops
Play as: Spyro


For once in this chapter we aren’t directly looking on from where we were previously. . .We have a view of Cortex Castle from the far distance up on the top of a cliff. It looks quite intimidating from here and it’s a good ways down. There are plenty of other cliffs surrounding the castle, but they’re separated by wide gaps. The camera suddenly turns around to show the person staring from the cliff top down upon Cortex Castle, who is none other than Spyro. Spyro extends out his wings and goes to glide to Cortex Castle, shooting his breath of flame at the camera, and the level starts. You transverse the cliffs to make your way to the rooftop of Cortex Castle in this level.

Cinematic 22: Recruiting a recruit to recruit

We rejoin Death, Zant, and his general Shadow Beast come out of the portal Master Hand made to find themselves on N. Sanity island, home to Cortex Castle. Zant and Death look rather annoyed at the new job they’ve been given, considering it below themselves to recruit Cortex personally. The general points to a thought bubble above his head of them walking to Cortex’s castle to give him an invitation, but Zant shakes his head angrily, folding his arms, not wanting to do it. Death gets a lightbulb above his head then points to a thought bubble of them sending a random figure (It just being a generic silhouette) to Cortex Castle, saying that they could find somebody else to do the job. Zant applauds this and motions for them to follow him, opening up a portal which he and the other two dark lords go into.

Battle 32: Otherwordly Attackers
Play as: Guntz
Played Against: Zant, Shadow Beast, Death


Janga is seen in his lair of sorts in the Klonoa universe, seated in an expensive looking chair. He looks to the left then to the right to see if any of his men are nearby. . .Then eagerly takes out a magazine entitled “Playcat”. His eyes go all crazy and oogly over the stuff he sees inside this dirty magazine, but this is interrupted before he can get any enjoyment out of it with the arrival of Zant, Death, and the Shadow Beast general through a portal. Zant comes up to Janga and points to a thought bubble above his head of him bowing to Master Hand for Janga to nod, telling Zant that he indeed is a member of Master Hand’s force. . .Death points to a thought bubble of him going up to Cortex Castle for Janga to roll his eyes and say no. Death angrily points to his own thought bubble again for it to show Master Hand smiting him for Janga to angrily go to get up. Little did Janga know that the Shadow Beast snuck while he talked with Zant and Death. The Shadow Beast takes a look into Janga’s “materials”, then hastily turns the other way and vomits onto the ground. Zant and Death raise their eyebrows for Janga to hastily put away the magazine behind his back. Zant and Death dismiss this while the Shadow Beast continues to hurl. Zant makes a portal to leave along with Janga. . .But they all stop early before entering the portal due to hearing some gunshots and the sound of Janga’s men getting killed off, turning to look in that direction. A figure curled up with a gold black color suddenly leaps into the room then lands on the ground to reveal himself as Guntz, shooting a round of his gun at Janga, narrowly missing. Janga, Zant, and Death get in fighting poses to combat Guntz while the Shadow Beast stops hurling to turn his attention to Guntz, and the battle begins.

You only have to take down one of your enemies at a time as only one will be on screen at a time. . .But there’s a catch. Janga is constantly on the screen and is invulnerable, being a boss. He can’t be attacked and his attacks won’t harm your enemies, so he’s a very annoying stage hazard of sorts.

Level 42: N. Sanity Beach
Play as: Guntz, Zant, Shadow Beast, Death




Guntz proceeds to move about with agility, firing his mass weapons skillfully to the point where they can barely get a hit in on him. Still, things are far from in Guntz’s favor due to how outnumbered he is, him not having an easy time with this. The Shadow Beast goes to get Janga’s magazine to distract Guntz, but Janga smacks the shadow beast and hastily pockets it away. Zant is fighting Guntz all the while this is going on, but Death rubs his chin (Or lack thereof due to his flesh being long gone), watching Guntz carefully. A thought bubble above his head of Guntz going to Cortex Castle appears, Death deciding that Guntz is more then a worthy addition to their team. Death goes up between Zant and Guntz to push them apart. Guntz goes to put some more clips into Death’s skull, but he hastily puts up his hands to tell Guntz to stop, and extends out his hand to shake with Guntz, trying to earn his trust. Guntz smacks Death’s hand away in annoyance, disgusted, folding his arms. Death shrugs, wondering why Guntz feels this way, for Guntz to point to a thought bubble of Janga killing his father. Death sighs, seeing how deep Guntz’ grudge is, but then a light bulb appears above his head, getting an idea. He points to a thought bubble above his head of him bringing back Guntz’s father from the dead, him able to do that due to being the Grim Reaper, being the overseer of the underworld. Guntz raises an eyebrow, but ultimately looks interested, deciding that Death’s grim reaper status is more then enough proof that he has the power to do so. Guntz reluctantly shakes Death’s hand for him to let out an evil laugh, and he motions for Guntz to come with him into the portal back to Cortex’s island. Guntz goes along with them until he notices Janga coming along also for him to fold his arms and shake his head no, having no intention of working with his father’s murderer, but Death just points to his thought bubble of him resurrecting Guntz’s father again and laughs. Guntz sighs and goes with them, having no choice but to join them.

They go through the portal to be back on the beach outside Cortex Castle. Death points off to the castle for Guntz and Janga to nod and start running off towards it. It only takes so long before they realize that the others aren’t running along with them, them just reclining on trees and relaxing, Death letting out a yawn. They’re merely waiting for them to go do their job for them, the whole reason they want out to hire help in the first place was so they wouldn’t have to do it. Guntz and Janga look at the three dark lords who hired them angrily for Zant to just give them a dismissive flick of his hand, motioning them to go on. Janga and Guntz look rather angry at the laziness of the other three for them to just smirk at them, as if saying “And what are you gonna do about it?”. Janga reluctantly sighs and takes out his nasty magazine to show to the characters, causing the Shadow Beast to vomit as per usual and for Death’s skull to fall off in horror, the mouth wide open. Zant runs off camera, screaming in his childish manner due to being panicked, more vomiting noises heard, then comes back, firmly placing his helmet back on as he comes back on camera. Guntz raises an eyebrow at Janga for him to just let out a chuckle to him, and the dark lords reluctantly go to join Janga and Guntz on their trek to Cortex Castle, not wanting to be further exposed to the nasty things Janga gets his jollies off of.

The actual level is nothing particularly notable, just being a generic Crash Bandicoot style beach level. When you stop periodically to take down a few enemies, Janga will be there to help you with his various boss attacks, you being immune to him. The enemies are very numerous to make up for Janga’s assistance though, so don’t think this’ll just be some walk in the park.

Battle 33: Frying the chicken
Play as: Spyro
Played Against: Iago and Zazu (Zazu only)


Cortex, the other doctors, and Dingodile are busily working away in a lab outside Cortex’s throne room to make use of the various crystals they’ve found to make use of them as a massive power source. Crash’s head can be seen mounted on the wall in the background and Cortex is wearing a fine new bandicoot fur coat. After a bit of their tinkering around, a fiery explosion can be heard from above them. Cortex hastily turns to Tiny and Ripper Roo in their little corners for misbehavior to see if they’re the causes, but they just shrug, not having done anything wrong. N. Trance goes to the security cameras to see Spyro up on the roof burning up the security robots for him to facepalm. N. Trance snaps his fingers for the “N-Tranced” Zazu to come to his side and salute in an instant. N. Trance points to the security camera for Zazu to nod and fly up to the roof through an open window to take care of Spyro. Zazu screeches at Spyro upon getting to him for him to just point and laugh at the small bird attempting to stop him, but Zazu, having no reluctance to fight due to having no memories of his past life, hastily goes up and stabs Spyro in the eyes with his beak. Spyro shakes about to get him off and lets out some of his fire breath at the bird for Zazu to hastily dodge, and the battle starts.

Level 43: Descending Cortex Castle
Play as: Spyro, Iago and Zazu (Zazu only)


Spyro knocks the small bird up considerably with his superior size and strength, which while isn’t that much, easily outclasses Zazu. Zazu is quite reckless in his mindless state allowing Spyro to knock him down to the ground, pinning him. Spyro rears back his head to roast him for the kill, but the hard knock to his head against the roof of the castle causes Zazu to regain his senses. Zazu flails his wings out in front of himself hastily, letting out lots of squawks and such, trying to get Spyro to stop. Spyro raises his eyebrow, but then notices that Zazu’s eyes are no longer swirling due to him no longer being hypnotized, the camera zooming in on them to indicate it. Spyro lets Zazu up and motions for him to come with him into Cortex Castle for Zazu to rapidly shake his head no and go to fly off. Spyro lets out his flame breath at him, intentionally missing him, causing Zazu to nearly have a heart attack. Spyro once again motions for Zazu to come with him for the bird to sigh and reluctantly nod, going off with him to help, mumbling to himself. Spyro tears a hole in the roof with his claws and the two characters jump down into it, and the level starts up. Enemies are random lab assistants of Cortex and the gang and there are a good few puzzles. The level is obviously a downward descent the whole way.

Battle 34: Misguided Misunderstandings
Play as: Guntz, Zant, Shadow Beast, Death
Played Against: N. Trance, N. Gin (Cortex and Tiny Cortex alone clone), N. Brio (Cortex and Tiny Cortex alone clone)


The three dark lords, Guntz, and Janga arrive outside Cortex Castle. Janga goes to open the door for it to be locked. The Shadow Beast extends out it’s tentacles and pounds on the doar, roaring ferally, trying to bust it down. Janga, Zant, and Death go to join the Shadow Beast for Guntz to casually point to the doorbell, rolling his eyes. The other characters hastily back away from the doors, Janga smiling stupidly, and Guntz hits the doorbell.

We cut to Cortex and the gang in the lab for N. Trance to go over to the security cameras once again. He sees the characters attacking the doors to become alarmed. He hastily points to the cameras for the other characters to come over. Cortex gives a dismissive motion to the other villains, telling them to deal with the intruders, and they head off to do so with the exception of Tiny, who’s Cortex’s personal body guard. Cortex continues to watch what they do to see them stop attacking and just ring the doorbell to raise an eyebrow, then the scene cuts to the next part.

Ripper Roo is seen jumping out the window, laughing maniacally, going to land on the characters. . .But makes a jump from too high up and splats on the ground, knocking himself unconscious. Dingodile hooks his bazooka up to a massive power outlet and charges it up to prepare to send a massive beam at the characters, Zant letting out childish screams and going to flee, but the bazooka blows up in his face, knocking him out. The remaining characters, N. Brio, N. Trance, N. Gin, and N. Tropy (Yes the series overuses the N initial pun to massive extents) get into fighting stances. Zant just shrugs and motions his men to attack. The fight starts, the camera focusing on N. Trance fighting Janga. Janga goes to swipe at him with his poison claw, but N. Trance grabs his claw with his extendable arm and squeezes it. As Janga cries out in a yelp of pain, N. Trance grabs his head with his other arm and makes it face him, holding open his eye lids, and proceeds to hypnotize him. N. Trance whips Janga out on his former allies and the gameplay starts up.

N. Gin and N. Brio are underpowered Pichu tier material, but all the enemies are out at once while you only have one character out at a time. In addition, the Janga boss is also constantly out, unable to be attacked and his attacks unable to damage your enemies. As if that wasn’t enough, you’ve also got to worry about N. Tropy, who will constantly be spawning timer items from the background. If you grab them, they’ll have no effect whatsoever, but you’ll be able to keep the enemies from using them by picking them up. This isn’t terribly hard considering you have 4 characters, but it’s far from a cake walk.

Level 44: Ascending Cortex Castle
Play as: Guntz, Zant, Shadow Beast, Death


Guntz pins the feral Janga down, him rather bad with his defense in his hypnotized state. Guntz goes to blow his brains out for Zant to hastily go over and shove him away angrily and casts a spell to free him of his hypnotism. Guntz lets out a slight sigh and continues, almost having gotten away with finishing his father’s killer. He gives a glare at the tall cat for him to just tip his hat to him and chuckle. The characters continue on their way to find Cortex. . .

This has more combat then the last level, Janga helping out once again when you stop to face a party of enemies like the last level with this group. This level is decently hard to make it a significant gap from the last level where Janga helped you where they were already plenty of enemies.

Battle 35: Rejected Invitation
Play as: Cortex and Tiny, N. Trance
Played Against: Guntz, Zant, Shadow Beast, Death, Iago and Zazu (Zazu only), Spyro


Cortex looks at his security cameras to see the dark lords (Along with Guntz) as well as the two winged creatures approaching him for his jaw to literally drop to the floor in a comic fashion in horror. He drags Tiny along with him to go to the warp room (Which is thankfully right next to the lab) and proceeds to press mass buttons to set up the portals to get the hell out of there. . .But he fails to get it to work. Only N. Trance and N. Tropy know how to work the crazy contraption, having made it together, Cortex pounding his head in anger at the controls. The other characters (Save Zazu and Spyro) arrive in the warp room for Cortex to hastily go hide behind Tiny. Guntz readies his guns to fire, but Zant hastily shakes his head, the whole reason their coming having been there for Cortex. Zant extends out his hand and gives an invitation in the form of a letter for Cortex to skim through it then laugh heartily at their offer, tossing the invitation aside. Zant looks infuriated at all the times he and his group have wasted over this just to get rejected, losing his posture and letting out a loud “WHY?!?” childishly. Cortex chuckles and says Geno’s famous line “. . .I serve. . .A higher authority. . .”. Cortex’s minions who were previously defeated arrive in the room as well as Spyro and Zazu, and the battle begins.

You’ve got a crap load of characters to take down here with just two stocks. Thankfully they just spawn one at a time. . .But if that was all you had going for you, this would be a far harder version of an all star event match. How do you win? You play on the warp room stage once again where your minions help you dispose of your enemies, you being immune to their attacks.

Battle 36: Failure To Tolerate Failure
Play as: Cortex and Tiny
Played Against: N. Trance


Cortex and his allies have successfully defeated the intruders into their lair. Dingodile slowly starts up some evil laughter for the others to just point to Tiny and Ripper Roo instantly for Dingodile to stop laughing and sigh, annoyed. After a brief pause, Cortex points up to a thought bubble of his minions getting the crap beat out of them by the characters earlier in the “rejected invitation” battle for them to just shrug. He points to a thought bubble of Ripper Roo and Dingodile being defeated in the cutscene and then points to them, shouting out “You’re fired!” for Dingodile to have a bewildered expression, Ripper Roo just looking stupid as always. The thought bubble then turns to the dark lord standing over the remainder’s bodies, and he proceeds to point at the others one by one, yelling out a hasty “You’re fired!” as his pointer finger is over each one, only keeping his beloved Tiny “employed”. The villains all look exceptionally pissed and come up around Cortex, cornering him. Cortex, realizing he just fired nearly all of his minions, hastily points to a few of them at random and says “You’re hired!” for them to just laugh and keep coming, never having been too fond of his leadership. Before they can take Cortex down, Tiny sweeps them all away with a swipe of his arm and mounts Cortex on his back, them both getting in battle poses.

You get to fight all your not so loyal followers in this battle, although N. Trance is the only one you have to KO. The others are all a part of the Warp Room stage which the fight once again takes place on, and they won’t harm N. Trance.

Cinematic 23: Cortex’s shady meeting

Cortex and Tiny stand over the corpses of their former minions and the other characters and high five. Tiny ends up knocking Cortex over by giving far too hard of a high five, and then goes to help him to only squeeze his hand far too hard as he grips it, nearly crushing it. Cortex angrily gets up himself and motions for Tiny to take away all the characters they just disposed of. Cortex goes over to a computer monitor while Tiny struggles carrying the massive amount of bodies himself to the prison cell in the background. . .Cortex takes a bow before the screen for some laughter to be heard out of it, Cortex coming up out of the bow and smirking, the game not yet revealing who Cortex’s “higher authority” is.

Cinematic 24: Imprisonment Insanity

The characters all awaken inside a rather crowded prison cell, an exhausted Tiny sleeping on the job outside the cell from having had to carry all of them. Zazu is trapped within a little bird cage in the cell to ensure that he couldn’t just go out in between the bars (Who knows how Tiny thought of that). Death and Zant try to open up portals to leave, but a security gun fires some lightning at the portals as they open up, destroying them each time they try to open them, much to their aggravation. The characters go over to the bars and bang on them angrily, trying to get out, but to no avail.

The screen fades out and slowly fades in for a couple of hours to of passed, Guntz playing a harmonica and the others slumped up against the wall, looking exceptionally bored. N. Tropy is using his time twisting abilities to make time go faster for himself to pass by the boredom, oblivious to what’s happening. Ripper Roo notices this and gives him a wet willy, laughing maniacally as N. Tropy snaps out of it and beats him over the head with his tuning fork. Janga is busy “reading” his self pleasure magazine, facing away from the others in the corner. Ripper Roo, being as curious and ******** as he is, decides to go over and take a look. . .To be fascinated with it, being the insane little creature he is. He snatches it from Janga and looks at it, bounding around the room to flee from Janga as he does so. Janga grabs a hold of Ripper Roo and by the neck with his claws, starting to strangle him as he just laughs maniacally. Guntz stops playing his harmonica and notices how adamant his good buddy Janga is over the magazine to smirk and take it from him while he’s busy with Ripper Roo. Janga takes a second to notice for Guntz to just chuckle to get his attention, Janga becoming infuriated and going to tackle him. Guntz tosses the magazine to the Shadow Beast for it to chuckle and decide to join in, fleeing from Janga and then tossing it back to Guntz as the mad cat gets too close. All the other characters eventually join in this game of keep away, getting a good laugh out of it and obviously not having much of anything better to do. Eventually the Shadow Beast accidentally throws it outside the cell through the bars for it to land in Tiny’s mouth as he yawns, him swalloing it whole. Janga’s eyes twitch violently as he lets out an angry cry and extends out his claws, slashing furiously at the other characters. He ends up tossing the Shadow Beast into Zazu’s cage, busting it open and allowing him to join the brawl. Tiny finally wakes up from all the fighting and leaves the place, holding his ears, annoyed that he can’t get any sleep. He goes to leave casually, the characters seen fighting Janga in the background, and burps out a few pieces of paper from the magazine. The pieces fly over into the cage. . .One of the pieces lands in Guntz’s hand for it to be a picture of Guntz’s father (Just his upper torso, obviously there isn’t any furry nonsense actually visible in this SSE). Guntz’s eye twitches violently at the revelation of what Janga was looking at so long and he starts going all out.

Boss 8: Janga
Play as: Guntz, N. Trance, Zant, Death, Shadow Beast, Spyro, Iago and Zazu (Zazu only), Spyro




Around the height of Ridley (without tail), Janga is one of the smaller targets for a boss. He stands around for a lot of the time, but if he is moving, he's as fast as Fox when running. He has a lot of range due to his enormously sized arms (about Ike's). Janga also is a HP monster, making him a very hard opponent, putting it together his rather small size and moving speed.

Attacks
Poisonous Claw

Simple as it sounds. Janga sweeps his claws in front of him, doing below average knockback, 13-15% damage and poisoning the enemy. It's not really strong, awful, or fast. It's just there for Janga to defend himself a little, ya know.

Acid Sphere
While moving around, Janga occasionally drops green spheres in the size of Olimar's helmet. The are semi-homing (meaning they first home, but do not change directions). If the player is hit with it, they're taking 5% damage and are poisoned, but recieve no knockback. Acid Sphere can be destroyed by almost all Smash attacks and a few Tilts and Aerials.

Poison Bouncer
While moving around, Janga occasionally drops purple sphere in the size of Olimar's helmet. They aren't homing like the Acid Sphere, but randomly bounce around the stage. Basically they absolutely work like the Acid Sphere, but are only disappearing if destroyed, dropping off the stage or after 10 seconds.

Dark Split
Before doing this attack, Janga crouches (it looks like he'd be some kind of cylinder pressed down). Then he splits into a illusion image and himself. The illusion image cannot be destroyed and damaging it does not hurt the real Janga. However, to make it easier to hit the real one, the illusion is a little bit darker than the original. After Janga is below 50% of his health, he starts to split into three, when reaching 20% of his health, there are 4 Jangas, and when dropping down to his last 10%, it's 5 on screen. Touching an illusion does 5-7% crash damage and average knockback to the player. The illusions cannot attack themselves. While his illusions are around, Janga moves with them, and uses Acid Sphere or Venom Cutter. After 10 seconds of moving around, Janga and his illusions unify again, creating a "star" of Acid Spheres shooting into 8 different directions.

Death Chase
Before doing this move, Janga spreads his arms. He then quickly chases after the player, trying to scratch them with his poisoned claws. If he suceeds, his victim will be poisoned and recieves 15-20% damage with high knockback. The chase only lasts for a small distance - if you jump over him, it's easily avoided. This is a move he is not able to do when having his illusions around.

Venom Cutter
Before these projectiles are used, Janga spins around once. He then emits 5 big projectiles (around the size of Mario) circle-shaped and lilac which are going into 5 directions above and next to him (left, right, up, diagonally upwards to the right and the left). The cutters fly straight ahead, so the gaps in between them become bigger. They fly rather slow, too. If the player is hit by one of them, they will recieve 15-20% damage and above average knockback. They can be rather devastating at high damage percentages.

Venom Rush
Although Janga does the same animation than he does with Venom Cutter, this attack only occurs in the last 25% of Janga's health. He fires 4 Venom Cutters just straight ahead in front of him. However, they travel very fast. They do the same amount of damage, but insanely high knockback, and therefore could be considered being Janga's desperation attack. Watch out for these.

Shadow Teleport
Janga's only non-damaging attack. He simply teleports - the range is exactly from the center of one of the lower small platforms on Battlefield to the center of the other one. He only uses the warp when dropping below 25% health and only when he hasn't his illusions around.

Level 45: Crashing Cortex Castle
Play as: Guntz, N. Trance, Zant, Death, Shadow Beast, Spyro, Iago and Zazu (Zazu only), Spyro


Guntz stuffs the half-picture of his father into Janga’s mouth and proceeds to further beat the crap out of the already KOd Janga. Spyro and Dingodile hold Guntz back from taking further action on Janga, barely able to hold him. Guntz slowly calms down for them to let him go. Guntz gives a final literal spit of disgust at Janga, then turns away from him. Zazu, now free from his cage, flies out from the bars. All the characters hastily go up to the bars and point to a shared thought bubble of a key (Save Ripper Roo, who has his own thought bubble with pie in it) to the cell for Zazu to just shrug, not seeing it around. He goes around to look for it to find Tiny cuddling up against it in the room over, asleep. Zazu sighs, facepalming (Or is it facewinging?), and goes to take it away from the oversized titan. Zazu carefully takes the key away from Tiny for him to grab Zazu instead, holding him against himself and kissing him in his sleep. Zazu eventually breaks free and hastily wipes off the slobber from Tiny’s kisses in disgust, then goes back to the cell and uses the key on it to free the other characters. They all go to head after Cortex angrily, Zazu reluctantly coming along just to get to the portal back to his world, not interested in such petty desires as revenge. Spyro notices a big stupid kiss mark on Zazu to raise his eyebrow for Zazu to just roll his eyes as if simply saying “Don’t ask. . .”.

The level isn’t an ascension or decension, you in the middle lair. There are 5 battles you’ll have to stop at throughout the level, and one of Cortex’s 5 unplayable minions will help you at each one in a similar fashion to how Janga did.

Battle 37: The higher authority reveals itself
Play as: Guntz, Zant, Shadow Beast, Death, Iago and Zazu (Zazu Only), Spyro
Played Against: N. Trance, Cortex and Tiny, N. Brio, N. Gin, Aeon


A portal in the design of an ancient looking clock forms in front of Cortex (And Tiny) in the warp room and a figure with white hair steps out, us being shown his back. Cortex gives a bow to him for the figure to put a hand on his shoulder and start enchanting him with some sort of magic as a reward. . .But then all the other characters arrive and we get a close up of Aeon’s face with one eyebrow raised and an eye twitching at the sight of Cortex’s failure. Cortex hastily shouts out “I can explain!” for Aeon to just shake his head and give a disgusted look at him. Cortex’s minions all look more then ready for vengeance for Aeon to put up his hands and point up to a thought bubble. In said thought bubble, Cortex’s minions are seen rapidly aging up to the point of dying of old age, but before that happens Aeon appears in it and gives them a magic zap to return them back to their prime. The thought bubble poofs and Aeon extends out his hand, asking “How’d you like the gift of immortality?”. Cortex’s minions all nod eagerly and hop over to Aeon’s side for Guntz, Spyro, Zazu and the dark lords to eye the traitors angerly. Aeon turns to the remaining characters and states “Your master’s efforts to prevent the upcoming chaos are pathetic. . .There shall be no new world once this world is destroyed once –I- dictate the flow of time!”. Aeon extends out his arm to motion his allies to attack.

Yes, it’s another battle in the warp room with Cortex’s minions on the stage unable to harm your enemies. To make it harder though, N. Brio and N. Gin cannot come up on the stage and instead must actually be destroyed as playable characters, being clones of Cortex alone. Aeon has a significant handicap in his favor, his attacks doing 1.5X the damage and knockback.

Level 46: Invading the Halberd
Play as: N. Trance, Cortex and Tiny, Aeon


The battle is still raging on, and Aeon sees how badly the other minions are handling it. He looks at the unplayable characters with disgust, but looks at Cortex, Tiny, and N. Trance while rubbing his chin, deciding that their battle skills are decent enough to prove useful to his cause. He pulls them aside from the battle and motions for them to come along with him, deciding that the battle isn’t worth his time, it already having served it’s purpose of killing off those who would only be “weeds” to him. Spyro sees this and runs after them for the other characters to eventually stop the fight with the other minions and also join the chance. Cortex’s minions try to catch up to their newfound master as well, fighting with the other characters as they run along, slowing them down. Aeon and the remainder of his group get to the top of the castle, coming out the roof, for Meta Knight’s ship, the halberd, to happen to be flying by. Aeon jokingly says “Perfect timing!” and jumps onto the ship, Cortex, Tiny, and N. Trance following his example. The other characters then shortly after get onto the rooftop to be too far away from the halberd. Cortex’s minions try to make the jump to the ship even though it’s clearly far too distant to make it, and end up fluttering their arms in the air to try to get to it in a comic fashion once they fail to do so, then plummet to their doom. The dark lords shake their heads in disgust at failing to capture them for Zant to open a portal which they go through, leaving the island. Guntz tries to follow, but Death kicks him away as the portal closes, deciding he’s not worthy after his failure. The camera cuts back to the warp room for it to shaking violently from the overuse of it in the fights, and it explodes, sending it’s crystal power sources flying out the window into the sea. Guntz and Spyro eye the crystals and jump down into the water after them while Cortex’s minions are oblivious to it, already having gone back inside the castle. Zazu is left standing all alone on the rooftop now and sighs that he has no idea how to get back to his old world, and proceeds fly off in an opposite direction from everyone else, just wanting to get out of this conflict while he can. The camera finally cuts back to Aeon’s group as they fight the various cannons on the Halberd as the level begins.

Obviously the enemies on the Halberd are actual Kirby enemies and not generic subspace ones, giving the level much more of a Kirby feel. It takes place on the exterior of the Halberd, violent winds pushing against you as you advance from the speed of the ship. While you go through the level, various dialogues can be seen between Meta Knight and his minions in a fashion just like Kirby Super Star via text boxes on the bottom of the screen. You're still able to play as the text scrolls, just like Kirby Super Star.

(When you start the level)



(A bit later on into the level)



(Further still into the level)



(When you find a hidden room filled with tons of goodies)



(When you encounter the combo cannon – a mini boss of sorts that must be destroyed to proceed)



(When you defeat the combo cannon)



(After proceeding a decent bit beyond the combo cannon)



(Just before the level ends)




Battle 38: Rock you like a hurricane
Play as: Meta Knight, King Dedede, Bonkers
Played Against: N. Trance, Cortex and Tiny, Aeon


Meta Knight, Dedede, and Bonkers stand together in the control room for the Halberd. Dedede is trying to shut Bonkers up like in the text dialogues while Meta Knight rolls his eyes and waits for his challengers to arrive. Eventually pounding is heard on the door for Bonkers and Dedede to turn their attention to it, and then Tiny busts down the door and roars. Aeon comes up in front of his group and extends out his arm to motion them to attack, saying “Your time is over!”. Aeon once again does 1.5X more damage/knockback in this battle to represent his power.

Level 47: Escaping the Halberd
Play as: Meta Knight, King Dedede, Bonkers


The battle rages on. Meta Knight’s group is winning, but Aeon isn’t helping at all, just casually leaning against the wall and blowing some hair out of his face. Aeon looks at his watch, annoyed at how long it’s taking, and decides to interfere with the battle himself. He goes up and starts fighting, predicting their every movement, and punishing them for it with his powers of seeing into the time of the future (Albeit not very far). Dedede gets rather intimidated at this and goes to flee, dragging Bonkers along with him. Meta Knight does his best to hold his own against the characters, but is ultimately forced to join Dedede, shaking his fist angrily. Meta Knight looks down, depressed that he’s failed, nearly getting sliced by Aeon if not for Dedede grabbing and pulling him along, starting the level.

With Aeon now in command of the ship, the cannon and robotic enemies will now fire on you. There’s a time limit on this level, so make haste with getting off the ship.

Cinematic 25: 800 Pound Lobster

Meta Knight grabs Dedede and Bonkers and hastily brings them behind a cannon to get a free moment to open up a portal back to Master Hand. He leaps into it for the others to follow suit just before the cannon they were hiding behind turns around and fires at it, destroying it.

The camera cuts to Axe Knight, Mace Knight, and the captain of the ship watching the events on a screen in a hidden portion of the ship. Axe Knight trembles in terror for Mace Knight to hold him place and slap him to make him regain his senses. Axe Knight starts crying for Mace Knight to just facepalm. The captain is ignoring the other two as he’s busy piloting a deadly device with a remote control, seeing what it sees via a camera, smiling smugly. The two knights turn to look at the screen to see the mechanical monster’s view as it storms in on the control room with Aeon, Cortex, Tiny, and N. Trance, causing all but Aeon to have a look of terror on their faces. Aeon motions for the mechanical beast to come to him as the captain just laughs. The camera cuts to the actual place it’s in rather then just a view via a screen and shows the massive monster as Heavy Lobster, who lets out a mechanical roar of sorts.

Boss 9: Heavy Lobster
Play as: N. Trance, Cortex and Tiny, Aeon

Music: Kirby 64 Boss Battle


HP - 450
-Heavy Lobster could be compared to Porkey. He’s a similar size, the arena is similarly sized and is also a flat walk off area, and Heavy Lobster also walks around, damaging you for 10% and below average knockback if he pushes you with his body.
-However, unlike Porky, Heavy Lobster faces sideways for the battle instead of facing the screen, so when he walks backwards, he really walks backwards. He only turns around when doing specific attacks. This is what makes him a unique boss, as some attacks he can only do from the front, and vice-versa

Attacks:

1) Flamethrower
- Heavy Lobster pauses, opens one of his claws, and spews from it a stream of fire that would cover 1/3 of Final Destination. It deals 17% and good knockback if it connects, which means that it will only hit once.

2) Light Lobster - Heavy Lobster once again stops to open a claw, and this time a little robot lobster comes out and darts along the ground. It has decent priority and deals 10% with average knockback if it connects, and it keeps going until it leaves the screen. Heavy Lobster will shoot two at a time when he’s below 50% HP.

3) Triple Jump - Heavy Lobster jumps up as high as a Super Dedede jump, then comes crashing back down. This all happens much quicker than that Dedede move however, making it harder to dodge the mechanical lobster. Hitting him at any point during the attack deals 20% and good knockback. He can jump either straight up or forwards or backwards ¼ of Final Destination. Like the name implies, he always jumps three times in a row, and he can do any combination of three jump trajectories. If he ends up jumping off screen, he will walk back onto the screen before doing any additional attacks.

4) Back Kick - Heavy Lobster simply shoves one of his feet backwards a short distance to ward off anyone who tries to hit him from behind. It deals 14% and above average knockback. This is a relatively quick move, so be cautious when approaching Heavy Lobster from the back.

5) Spin Reversal - Heavy Lobster crouches down and tucks in his limbs, turning into his “car mode”. He then spins around for 2 seconds, and anyone who is hit by this takes 18% and good knockback. This of course hits to both sides. He finishes the attack facing the opposite direction as he gets back up.

Attacks - Added at 60% HP

6) Run You Over
- Heavy Lobster goes into car mode and the thrusters on his back/butt ignite, which causes him to quickly dash forwards across the stage and off the screen. This deals 22% and high knockback if he connects, though there is enough startup lag to this move for you to have a chance gaining enough height to clear him. He also goes fast enough that you might be able to spot dodge or air doge it with precision timing, so that’s something to look into for when you attempt Boss Battles on intense. After leaving the screen, a few moments later he will dash back onto the screen from the side that he left (this is still able to damage you), now facing the opposite side of the screen, though he doesn’t go far before he stops. He will then revert back to normal

7) Turnabout Jump - No, Heavy Lobster is not related to Apollo Justice. Heavy Lobster will leap very high into the air, almost leaving the screen. As he does this, he does an about-face in midair. He then comes crashing down with a massive thud that causes a dust graphical effect to erupt from the ground around him. Hitting him as he’s rising deals 15% and good knockback, but hitting him as he’s falling deals 26% and very high knockback. You’d best leave the robo-shrimp alone as he’s doing this attack.

8) Guillotine - Heavy Lobster opens wide one of his claws as a glint if light shines off of it. After a moment, the arm it’s on quickly extends towards the position you’re at when this happens. It can extend up to ½ of Final Destination in any direction, the claw simply being held upside down if it needs to attack someone behind himself. In co-op, it locks onto the higher damaged player if both are in range. When the claw reaches that spot, it snaps shut, auto-breaking shields and dealing 30% with Falcon Punch knockback if it’s a clean hit. Fortunately this attack is clearly telegraphed, giving you ample to time to react and dodge.

Attacks - Added at 100 HP on all difficulties

9) Force Field
- The moment Heavy Lobster’s HP reaches 100, a small antennae will emerge from his back and create a green colored force field around Heavy Lobster. It follows the curves in his body and doesn’t extend far from his body, so it doesn’t interfere too much with you trying to stay out of his way. However, it never goes away, and it protects Heavy Lobster from ALL attacks, including counters, and the force field also covers the antennae so you can’t destroy the source. Heavy Lobster himself stops using his two projectile attacks since they can’t get through the force field, and he will also no longer use Guillotine since the force field would not be able to protect his hand as it extends that far. But how are you supposed to defeat him when he’s never vulnerable...

10) Slide Kick - As Heavy Lobster comes back onto the screen from attack 6, he will convert back to normal mode as he’s still dashing, causing him to slide an additional 1/3 if Final Destination in distance. This deals the same damage as the regular part of the dash, only he’s more difficult to dodge since he’s larger in regular mode. What makes this attack upgrade even more annoying is that because he’s already back in normal mode as he’s sliding, he can transition immediately into another attack if he wants. Who knew that a lobster would be the ultimate fighting robot?

11) Flying Shoulder Barge - Heavy Lobster will raise up into the air the distance of Ike’s height and hover in midair using jets on his feet. After a few moments, he will charge forwards with a motion that looks like a shoulder barge, hence the name. He goes about ½ of Final Destination before hovering again for a few moments before he lands. As you’d expect, this is very difficult to jump over considering he’s floating somewhat, so hopefully your character is able to duck under it. If you can’t you should either shield it (it does decent damage to shields, but never auto-breaks it even on intense) or try to spot dodge/roll/air dodge it. If he connects, he stops moving at that spot and you take 20% and good knockback. If you dodge it and Heavy Lobster goes past you, he turns around in the air before landing, so he’s still facing you when the move ends. Tricky little…

12) Suicide Bombs - After every two attacks, Heavy Lobster will pause, open one of his claws, and fire out a green colored robot like from attack 2. This is the one thing capable of going through the force field, and Heavy Lobster takes a few steps back after releasing it. Unlike the normal ones in attack 2, this one is actually a fully functional enemy, and it has 12 HP. It’s only attack is charge at you for 10% and below average knockback. However, this is where the fun begins. When it dies, it explodes, and the explosion deals set 25% and high knockback. If it dies from the throw, it explodes when the hit stun wears off. So remember when I said these can go through Heavy Lobster’s force field? Yeah, that’s right, if you throw one of these into Heavy Lobster and it dies from the throw, Heavy Lobster takes the 25% damage from the explosion. If you’ve done the math, that means that it takes four of these to finish off the robotic crustacean once and for all.

Cinematic 26: A crazy mastermind

Meta Knight, Dedede, and Bonkers hop out of the portal to be back with Master Hand, barely having made it back. Master Hand is drumming his fingers and says “I am most displeased with your failure. . .All of you. I really expected more of you, Dedede, after your previous successes. Meta Knight. . .You of all people I should hardly expect to fail. You’re my third in command. . .”. Meta Knight bows to Master Hand and states “I am sorry, my lord. . .There was nothing I could do. I did everything in my power to stop them. You saw that. I will do all I can to stop Aeon so your royal flush may be completed. . .”. Master Hand chuckles and says “Aeon?!? Who cares about that fool? Do you not know who his master is?”. Dedede and Bonkers shrug stupidly while Meta Knight remains silent, and Master Hand looks as if thinking, then states “Perhaps it’d be better if you didn’t know. . .You have proven that I can’t trust you like I thought I could with your failures. . .In any case, follow Aeon. With that mighty ship he may lead you to his master. . .”. Meta Knight and Dedede nod as Meta Knight tears open a portal with his sword, which the three characters enter and leave through. Master Hand looks through another portal for Zasalamel to be seen in it at the bottom of the sea. Master Hand chuckles to himself and says “At least I still have you. . .” as the screen fades out.

Chapter 6: The Chaos within the Heart

Level 48: How Babies are Made

Play as: Baby Donkey Kong


Angels are seen carrying babies away in nap-sacks from a heaven like location. Most of the babies are generic, although Baby Wario can be seen in the background. God knows who Wario managed to make that little monster with. After a bit more of this, Baby Donkey Kong falls out of one of these sacks as being carried away to his parents on DK isles, thankfully while still up in the heaven-like area. The angel who as carrying him, Pit, doesn’t notice and goes on without the baby monkey. Baby DK starts crawling around, being ignored by the angels. Baby DK stares at all the babies being carried off into the skies in horror, figuring they’re being carried off to their deaths, and goes to hide. After a while of hiding, DK quickly loses attention and goes off to venture out into this heavenly world, curious and bored.

The level is a stealth level. If you’re noticed by one of the angels, they won’t attack you, oh no. . .But they’ll pick you up and drag you off the screen to take you to your parents, “KOing” you. If you get caught, you have to button mash to get out of their grip, dispose of the angel, and then quickly hide before any others come over.

Battle 39: God General’s Wrath
Play as: Baby Donkey Kong
Played Against: Sync


Baby DK continues wandering about “heaven”. He wanders into a cathedral like building to hear mass footsteps marching towards him. Baby DK hastily goes to hide behind a support pillar. The camera shows you the baby’s perspective as mass legs stomp on by. Baby DK lets out a sneeze for the camera to shift to the general of the soldiers, Sync, leading them with a puzzled expression upon hearing that. Sync puts up his hand to tell his troops to stop a moment, then lowers his head down behind the pillar where it came from to check for what made the noise. Baby DK gets a Metal Gear Solid style “!” above his head, sound effect and all, and the battle starts.

Level 49: Delivering the Baby
Play as: Pit, Michael


Sync has an annoying time with the monkey, chasing him around in a comic fashion. Not able to use his powers due to not wanting to harm the baby, Sync has a rather annoying time chasing around the youngster. Michael, the arch angel, sees this and facepalms, coming over and casually picking up the baby with little to no effort. Sync’s men laugh at him for him to hastily turn around and shake his fists at them to shut them up. Michael goes to hand the baby to Sync, but Sync puts up his hands in rejection, him being above such simple duties what with his general status, hastily letting out “Wasn’t my fault!”. Michael retorts back “Who’s was it then?!?” for Pit to suddenly tap Michael on the shoulder and shrug, letting out a uneasy smile. Michael sighs and mumbles “Just let me show you how it’s done” for Pit to nod, and the two go off to take Baby DK to his parents, Sync continuing to move along with his troops.

The level resembles skyworld in the Brawl SSE, being a downward descent through clouds, but is much harder. The level also makes heavy use of Pit’s and Michael’s excellent recoveries, giving you treacherous long chasms to cross.

Level 50: Are you my Mommy?
Play as: Baby Donkey Kong


Pit and Michael continue on their way to Kongo Bongo Island to deliver DK and Candy Kong their baby. . .But Michael suddenly notices that Pit already dropped Baby DK, carrying an empty nap snack, having dropped him along the way. Michael facepalms at this for Pit to raise his eyebrow, not knowing what’s wrong. Michael takes the empty nap snack from him and slaps him in the face with it for Pit to shrug and smile stupidly. The two start heading straight down from where the ape was presumably dropped to attempt to locate him. . .

Cut to Baby DK landing in an egg nest with a bunch of baby ravens. DK hugs the ravens, thinking he’s finally found his home. The mother raven arrives and feeds the other ravens worms. DK eagerly waits for his turn, opening up his mouth to take a worm from his new “mother”. DK looks sick as he takes in the worm and hastily goes to spit it out, ending up spitting it back in the mother raven’s face. The mother looks angry at this and kicks DK out of the nest, him falling hard on his rump onto the ground. DK climbs up another tree and goes into a different raven’s nest, hoping they serve better food. Much to DK’s regret, this mother raven also serves worms. DK reluctantly takes the worm from the mother, forcing it down and having a disgusted look on his face, letting his tongue drool out. The mother raven pats DK’s head. . .But now it’s time for flying lessons! The mother raven flaps it’s wings and kicks the ravens out of the nest one by one, them flying as they get kicked out. DK hastily shakes his head and puts up his arms to tell the mother raven to stop, but she kicks DK out anyway. Of course, DK fails to fly, not being a bird, and collapses onto the ground. DK sighs and goes to look around, trying to found out just what the heck he is.

The actual level has you swinging through treetops like a typical Donkey Kong Country level. There are various nests along the way where ravens will either push out their young to go fly, pushing you off as well if you’re nearby, or instead be feeding worms to their children, the thrown worms doing big knockback while the children peeping up eagerly doing light hits to get you hit by the worm.

Level 51: Chunking away Duties
Play as: O’Chunks


O’Chunks is waiting outside the Yoshi village, tapping his foot and looking terribly bored. He’s hidden from the view of the Yoshies in some bushes, crouched down. O’Chunks strokes his beard to try to remember why he was even here in the first place, and a flashback occurs.

Dimentio and O’Chunks come out of a portal at the very spot O’Chunks is currently at. O’Chunks smacks his fists together, ready to take out the Yoshies, but Dimentio wags his finger and says “Tsk tsk tsk, O’Chunks. . .”. O’Chunks points out to the Yoshies and shrugs, wondering why he can’t attack, for Dimentio to simply say “Wait here. . .Ciao!” and go back through the portal, leaving O’Chunks there. O’Chunks goes over to the bushes to hide himself. . .And waits. . .And waits. . .And waits. . .The sun and moon constantly switch to show how many days Dimentio left O’Chunks there in a comic fashion, then the flashback ends.

O’Chunks pounds his fists in anger at being left so long, the flashback disappearing. He decides to leave his post, terribly bored, hoping for something he can take his anger out on to keep himself occupied.

The level is an endless loop, fairly easy to go through, and no enemies are visible in plain sight. What’s the point of the level then? To find enemies to take out your aggressions on. Shake trees, turn over rocks, find wild animals wherever you can to take out your wrath upon them. You’ll have to find and kill the majority of the wild animals before you’ll clear the level.

Battle 40: O’Crap
Play as: Kid Goku
Played Against: O’Chunks


O’Chunks is seen beating one of the mother ravens Baby DK was at against a tree in anger. It’s not the best of targets for the aggressions of the bearded barbarian, but he has little other choice, as Dimentio would be infuriated if he attacked the Yoshies early. We cut to Kid Goku going through the jungle of Yoshi’s Island nearby, who turns his head to the sounds of O’Chunks beating up the poor raven and heads over to see for himself. Goku sees the poor raven and sends a kamehameha blast at him for him to have a slight shock and let the raven go, who hastily flees. O’Chunks turns to see his attacker and cracks his knuckles together. Finally, an actual fight!

The fight’s a fairly standard battle on a walk off stage, but ravens will occasionally come by and leave droppings that will do a small bit of damage/knockback as they fill and make the areas they fall down upon slippery, making you trip over them more often.

Battle 41: Fighting Yoshi Team
Play as: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks
Played Against: Yoshi X 148, Baby Donkey Kong, Kid Goku




We finally rejoin Kamek, Dimentio, Mr. L (Luigi), Bowser, his son, Wario, and the Headless Horseman from the first chapter as they come out of a portal to attain the Chaos Heart. They come out of the portal smack dab in the middle of Yoshi’s Island. The Yoshies all glare at Bowser, his son, and Kamek quite angrily, remembering what they’ve done to them. Bowser smacks his fists together like Ganon’s side taunt, Jr. brandishes his paintbrush, Dimentio motions for Mr. L to get into a battle ready pose, Kamek summons his broom and mounts it, Wario farts for no apparent reason while the Headless Horseman draws out his sword as the chaos begins.

O’Chunks watches the chaos unfold from his post behind the bushes, having made it back just before his master arrived. O’Chunks waits by the bushes to make sure Dimentio thinks he never disobeyed his orders. Dimentio sees O’Chunks over in the bushes and motions for him to come help, but O’Chunks shakes his head and points to a thought bubble of Dimentio telling him to wait. Dimentio face palms and shoots a starburst at his thought bubble, destroying it. O’Chunks comes over and joins the brawl alongside the dark jester.

Baby Donkey Kong wanders into the Yoshi village, curious. The Headless Horseman sees the small baby and laughs at him, taking off his head to scare the child. Baby DK shows no fear and smacks the Horseman’s head out of his grasp, but the Horseman just catches it with the other hand and dribbles it back in front of him like a basketball. The Horseman bowls his head forward at DK as it lights on fire, knocking him down. The Horseman puts his head back on and chuckles, stepping on the baby as he resumes the brawl against the Yoshies. Baby DK weakly gets up and stares at the horseman angrily and joins the brawl.

The brawl goes on for a bit longer. . .But before the gameplay starts up, Kid Goku enters the Yoshi village. He looks off at the villains attacking the Yoshies in horror. . .Which shortly turns to rage. Goku lets out the usual Kamehameha blast at O’Chunks, still sore over their last encounter, who gets hit by it but shrugs it off with his chunky bulk. O’Chunks throws Goku away and laughs, doing his signature taunt, then goes back to the brawl against the Yoshies. Goku dusts himself off from the hit and decides to pick a new target, changing his focus to Wario. Instead of tackling the meaty Wario head on, Goku extends out his power pole to attack him from a distance. The pole barely reaches Wario and merely pokes him in the buttocks, causing him to scratch it. Goku, annoyed at being unable to hit him from here, goes up to Wario and kicks up some sand like in his dtilt to blind Wario and attacks him, jabbing his fingers in his eyes. Goku moves on to Bowser Jr. and Wario goes back to fighting the Yoshies and the brawl starts.

This is a big mass weak multi character battle, like the Yoshi Team in the original Super Smash Bros only with more enemies. Thankfully, you have extra characters (Thus stock) to make up for the extra quantity of Yoshi enemies. Baby DK and Kid Goku aren’t powered down like the Yoshies though, so keep yourself in a decent condition to deal with them as you fight the Yoshies.

Level 52: Yoshi’s Island
Play as: Yoshi, Pit, Michael, Kid Goku (Battle Wounds alt costume)




Kamek picks up the defeated Baby Donkey Kong and summons a nap sack to carry him in, laughing, deciding he may be able to make use of the baby later. Wario goes to pillage the Yoshi huts, but finds nothing of value, only cookies. Bowser Jr. sees the cookies and happily starts scarfing them down. Bowser drags his son away from the cookies, annoyed at him wasting time, but Jr. stuffs a cookie in his father’s mouth, saying “Try it!”. Bowser looks as if thinking while eating the cookie, but then gets a big dumb grin and shakes his son’s hand. Both Koopas hastily start scarfing down the cookies. Bowser motions for Wario to join them and he proceeds to do so, discovering that the true treasure was in plain sight. Dimentio wags his finger and shakes his head, mumbling “Tsk tsk tsk. . .”, stopping his levitating in mid-air and going down on the ground to tap his foot. The Horseman sees Dimentio’s impatience and goes over in front of the characters, putting out his hands to tell the characters to stop. However, the Horseman is ignored, and he gets knocked over, causing his head to fall off. Wario comes up to eat the Horseman’s head, it having fallen in with the mountain of cookies, causing the head to look horrified for a brief moment. This horror quickly turns into anger, though, as the head ignites with fire, burning Wario’s mouth and the mountain of cookies. Wario hastily runs to a lake to put out his tongue while the Horseman puts on his head, Bowser and his son folding their arms angrily at their cookie gorging having been interrupted. Dimentio motions the characters to come along and they do so.

Pit and Michael arrive down on Yoshi’s Island in the middle of the wrecked Yoshi village. Pit sees all the destruction and shakes his head, gritting his teeth, but Michael puts his hand on his shoulder to cease his anger. Michael goes about the area, searching for survivors, Pit following him. Michael sees a green Yoshi barely still concious and helps him up. Michael says some gibberish and shrugs, asking what happened, for Yoshi to point to a thought bubble of the villain party attacking them and making off with Baby DK. Michael nods and Yoshi points off in the way they went, and the three head off after them. Kid Goku sees this occurrence and weakly pulls himself after them, having a black eye and ripped up clothes, wanting revenge on Wario and the others. . .Pit sees the child pulling himself to come after them and picks him up in his arms like a baby for him to struggle about angrily to get out of his grasp, regaining his energy out of a rage. Yoshi laughs at Goku while Pit hastily backs away and Michael shakes his head. . .

The level has Yoshi enemies and makes use of all four of the character’s good recoveries, although not as much as before Yoshi and Goku joined the two angels. Yoshi can find lots of hidden goodies if you use his up B to hit clouds with wings and question marks, causing stairs to appear to hidden areas. They’re just optional trophies and such, so it’s more a nod to Yoshi’s Island then anything else.

Cinematic 27: Master Hand’s Misjudgment



The group of Mario villains (And the Horseman) get outside Mt. Lavalava together. Mr. L bends down and does a super jump up onto the ledge to enter the volcano while Dimentio and Kamek simply float up, the former on his broom stick. O’Chunks lets out a big fart and blasts up to the ledge, causing the characters down on the ground to hastily blow the smell away with their arms. Wario tries to imitate O’Chunks, but only lets out a cute little poot due to not having held it in, which O’Chunks laughs at.



Wario instead rides his bike off a jump to make it to the ledge. . .But barely misses it and falls onto the ground, his bike shattering and him crunched up on the ground in pain. Bowser and his son laugh while the Horseman shakes his head and forms an ethereal platform for the remaining characters to jump up onto to get enough height to get to the platform, which they all use to do so.

Dimentio motions the characters onwards what with him knowing this place, being the party’s guide to the Chaos Heart, but Kamek shoves him out of the way and motions for the party to instead follow him, pointing up to a thought bubble of Master Hand and folding his arms, chuckling, taking advantage of the leadership position Master Hand gave him. The camera cuts to the Horseman and a flashback occurs of Master Hand from chapter 1 saying to the group “Kamek shall be your leader”. The Horseman comes up and buts the laughing Kamek out of the way, motioning to himself and then for the others to come with him, for Kamek to look outraged. Kamek points to his thought bubble of Master Hand once again for the Horseman to destroy the thought bubble angrily and hurl his head at Kamek. Bowser takes a slash at Kamek, joining in this brawl, remembering that Kamek is supposed to serve him, not visa versa. Jr. naturally joins in with his father, and the rest sort of writes itself as chaos unfolds. The chaos causes Kamek to lose his hold on Baby DK who proceeds to join in attacking him. Yoshi, Goku, Pit, and Michael arrive, flying/flutter jumping/riding on a cloud up to assault the villains and protect the baby. Kamek has his hands quite full with all the characters on him, the heroes taking advantage of the villains’ chaos and joining in helping to defeat him to cross one of their enemies off their list hastily.

Boss 10: Kamek
Play as: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks, Yoshi, Baby Donkey Kong, Pit, Michael, Kid Goku




Kamek floats at the center top of the screen, out of reach of any characters save Michael and his infinite recovery, making him an excellent character for this battle, although he’ll swipe his staff at you for minor damage/knockback if you do so, it not interrupting his main attacks and keeping you from slaughtering him. Kamek will come down onto the battlefield for his various attacks into your reach where you can damage him on a regular basis. Kamek’s HP isn’t too large, but the fact he’s not always vulnerable makes the battle last a good deal longer. The arena is the platform entrance to Mt. Lavalava, being around the size of battlefield, albeit there being no platforms. You can also aim Pit’s arrows upwards to hit Kamek while he’s out of normal range, but Kamek is very resistant to projectiles in a manner not unlike Rayquaza.

Attacks:

Magic Missiles:




Kamek swipes his wand down at you for a bunch of swirling randomly colored shapes spinning about together around the size of Mario to come down to your current position at Kirby’s running speed. They do 12-13% damage and average knockback, although Kamek will use this attack three times in quick succession. This is the main means of attack actually shown in the games for Kamek and other Magikoopas.

Teleport Blasts: Kamek casts a spell and dematerializes in one of his various animations from how he does so in Yoshi’s Island before you fight the final boss, then dematerializes at the opposite side of the arena as you, albeit without his broom and having his feet planted firmly on the ground. Kamek will send one of his magic missiles at you then vanish and reappear in the same fashion two more times, then reappear back in his unreachable position. You can hit Kamek as he does the somewhat laggy animation of vanishing and appearing, thankfully.

Block Drop:



Kamek channels a spell for a second up on his perch, summoning a block above your head up high out of your reach, then thrusts his wand downwards to send the block hurtling down. The block goes down very quickly, around the speed of CF’s run. The block is the size of Bowser and the undersize of it is a hitbox as it falls, spiking you down for 14-15% damage to put you into the position to get hit as it falls onto the ground as it falls. When it hits the ground it does great knockback and another 17-18% damage.

The block will then stay on the arena for the remainder of the battle acting as an obstacle, although you can destroy it if you wish. You can get Kamek to pile up blocks on top of each other to be able to jump up to Kamek and damage him more regularly, although this is very hard, and if any magic missiles hit a box, they’ll be destroyed, turning into a random enemy. If you don’t intend to use the blocks to reach Kamek, just destroy them to prevent Kamek from turning them into enemies.

Poison Mushrooms:



Kamek fires down poison mushrooms from up at the top of the screen down at you. These have all the properties of the real poison mushroom item and Kamek fires them in mass, although as an added bonus they do 5% damage over 5 seconds. However, Kamek will sometimes accidentally throw in a real mushroom with the poison mushrooms which you can use to get up to Kamek with your massive size and damage him, doing more damage then normal to boot. Dare you risk your eyes deceiving you and becoming tiny, though?

Magic Dust: Kamek zooms across the screen, going off of the left side of it then coming back to zoom off the right side, dropping magical dust as he does so, still being out of your range the whole time. The dust does absolutely nothing to harm you, but any of the enemies created from Kamek’s magic missiles will triple in size, vastly increasing their range, power, and stamina. All the more reason to dispose of blocks/enemies that come from them quickly. Kamek won’t use this attack if no generic enemies are currently present. Kamek does this to create all the various bosses in Yoshi’s Island from mere generic enemies.

Massive Firepower: Kamek hovers down into the center of the screen and sends fireballs at you which function just like Mario’s, him sending them in your general direction. The fireballs however do double the damage and have actual slight knockback, it not being set, and Kamek fires them rather quickly at a rate of three of them per second. Kamek will never cease this attack until you interrupt it by hitting his broom, destroying it and causing him to get knocked to the floor. Kamek will do his teleport blast attack after falling to the floor and will take any damage you deal to the broom, along with an extra bonus of damage as he falls on his rump onto the ground.

Attacks added at 50% health:

Rejuvenation:
This functions just like Kamek’s massive firepower attack, but instead of sending Fireballs Kamek channels a spell that heals himself, him able to heal himself to full if you don’t do anything at all, after which he’ll go back to the top of the screen. You can end the attack in the same way as massive firepower by knocking Kamek off his broom and making him do his Teleport Blasts attack. Kamek heals 3% health per second, so be quick in going to attack him.

Magnetic Shield: Kamek destroys any blocks from his block drop attack on the field from his unreachable position, turning them into generic enemies, then drops two steel blocks on the sides of the arena that are unable to be destroyed, doing the same damage/knockback as the regular blocks. Kamek will summon a magnetic shield around himself and go to the center of the screen, then start firing red shells from his wand down into the arena, which will infinitely ricochet back and forth against the unbreakable blocks. Kamek is invulnerable to all damage in this state, you taking 5-6% electric damage and light knockback if you touch him and any projectiles getting reflected off him. To get Kamek out of this state, you must throw one of the Red Shells up at him, causing the steel blocks to vanish and Kamek to go into this Teleport Blasts attack. This is easy if you just jump on the first shell to make it stop and place and throw it up at him, but it’s not too easy as they move very quickly. If you miss jumping on the first shell, you’ll be caught in a sea of shells, being quite deadly. The attack will never cease until you hit Kamek with a shell, although thankfully the max amount of shells is 5. Still, you definitely don’t want to see that.

Battle 42: Mitsu Yoshi Clan’s Vengeance
Play as: Michael, Pit, Yoshi, Baby Donkey Kong, Kid Goku
Played Against: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks


Kamek gets knocked out as his broom gets snapped, falling off of it. Bowser gives him a good fsmash to send him flying off into the lava of Mt. Lavalava, which he sinks into. Michael goes up to shake Bowser’s hand, hoping he and the others aren’t actually evil and being thankful for the help against Kamek. Bowser roars and smacks his hand away, rejecting the invitation for peace. The villains surround the angels, Yoshi, and the children, outnumbering them, smiling smugly, and the battle begins. . .

Level 53: Flying over the Seven Seas
Play as: Pit, Michael, Baby Donkey Kong


The Horseman and the Mario villains all lay defeated together. Baby DK and Yoshi happily dance together while Goku pats the Yoshi’s head. Yoshi licks Goku’s face in happiness for him to fight off Yoshi’s tongue, trying to hold it back but only getting slobbered. Pit chuckles slightly at it but Michael folds his arms, being impatient, wanting to get the job done they came for. Michael picks up Baby DK and flies away, Pit following after the arch angel.

DK tries to break free of Michael’s grasp at first, but as they go higher and higher he holds onto the arch angel tightly, not wanting to fall. They get far above Yoshi’s Island shortly, up into the clouds. The two angels stop flapping their wings and walk across the clouds casually. . .But are shocked as a cannonball flies through the cloud suddenly right in front of them, leaping back from it. Pit pokes his head down through the clouds to see Captain Hook’s ship firing cannonballs about randomly. Pit brings his back up and points downwards for Michael to sigh and just motion him to come along. . .It’s gonna be a long way to get the little ape to Kongo Bongo. . .

The level contains Kid Icarus enemies and Kirby enemies you’d find up in the clouds. Some areas of the clouds will look very safe. . .But a cannonball will come through the clouds and make a pit you’ll have to cross. At the end of the level you’ll meet back up with Kracko, the first boss of the SSE, having to defeat him to pass. He has significantly less HP here, more around on the level of the pathetically easy to defeat bosses in Brawl, not being much of a challenge at all.

Level 54: Jolly Rodger
Play as: Peter Pan


We cut down to Captain Hook’s ship for the not-so good captain to be giving out orders to his men to fire the cannons up into the air. But why are they shooting their cannons up there?!? What purpose could THAT possibly serve? The camera scrolls up to show what Captain Hook’s pointing at with his hook arm to reveal Peter Pan flying up out of the pirates’ range and casually dodging cannonballs, taunting them in a childish manner with every free moment he gets.

The level is a timed level to survive. You aren’t required to do anything but stay in one piece. Captain Shook’s ship is rather small, so there isn’t much to transverse here. Your entire realm of movement is only around three times larger then Toon Link’s pirate ship stage in Brawl. You always want to be up in the air flying above the ship like in the cutscene, that’s even your position when the level starts.

If you fall down onto the ship. . .Things aren’t looking too good for you, as there’s a ridiculously large amount of pirates down there who are ready to tear you to bits. Pirates will respawn shortly after you kill them, so fighting isn’t much of an option. The main threat to your survival assuming you keep off the ground are the deadly cannonballs. Whatever you do, don’t get hit by those.

Sometimes pirates will climb up the mast or into the crow’s nest to attack you, and this is one of the few times it’s actually sensible to fight back, as when you kill one up there, it’ll be awhile before there’s another pirate to replace his fallen comrade. Captain Hook himself is in the background, unattackable, laughing whenever his men get a good hit on you and giving you a fair warning of when the cannons will fire by barking out the order.

Cinematic 28: Hellish Hook

Pit, Michael, and Baby DK continue to try to go through the clouds. . .But a trio of cannonballs make yet another huge chasm for them to cross. Michael’s eye twitches and he glares down at the ship firing said cannonballs, deciding that this is becoming too much of an annoyance to deal with any longer. He picks up DK and slowly descends down onto the ship, Pit following after him. They land in the middle of a bunch of pirates who laugh at the angels and baby, but are quickly silenced as they get slashed up, going to flee. Captain Hook facepalms at the cowardice of his men and goes up to challenge them himself. Peter Pan drops down in front of them and does a taunting to gesture to further infuriate Hook, and a boss battle begins as the pirates crowd around them to watch the battle.

Boss 11: Captain Hook
Play as: Pit, Michael, Baby Donkey Kong, Peter Pan




The oh-so-vile Captain Hook fights you on his ship, the Jolly Roger, alone and one on one. The ship is about the size of FD, with many more platforms and levels, as befitting of a ship. There are also some cannons in the background, but they don’t come into play until halfway through the battle.

Hook’s quite the competent swordsman; his attacks are surprisingly powerful, and, combined with his range and speed, makes him a difficult enemy to face. Not only that, but almost all of his attacks are disjointed and he’s completely invulnerable to being knocked off the side; he always manages to grab a part of the Jolly Roger before falling off. He doesn’t have as much health as some bosses, though, so just be quick and wear him down before he can do the same to you!

100% Attacks
Star Cutter -
This is a standard, three-hit slash attack. Hook waves his sword three times in a diagonal motion, making an X-shape in the air. As soon as those hits are done, he thrusts forward with his rapier, pushing you back. The two slashes do about 7% each, and the thrust does 8%, making a total of 22%. If you get caught in the first slash, you’re going to take all the hits, so be sure not to get too close to Hook’s face when fighting.

Piercing Tip - Hook lunges forward, the tip of his sword glinting. This is Hook’s main way of closing the gap between him and you, as he fights much better at close range. If you see him rear back, be sure to stay out of the way; this attack covers roughly the same area as half of Battlefield. He will use this if you get too far away, so be sure that you find a good balance. The only good thing about this attack is that it deals only 10%.There is also a very small hitbox: the tip of the sword. One of Hook’s less useful attacks; however, be warned that if you hit the tip of the sword, you will go FLYING.

Skyward Slash - The name speaks for itself. Hook leaps into the air, swinging his sword up with it. The whole blade is the hitbox this time, making it harder to avoid. The sword doesn’t do much knockback, but it does 13% and is very quick. Hook can easily pull off about three of these in the air if he wanted it do.

75% Attacks
Whirlwind -
Hook swings his sword wildly in front of him, slashing numerous times with his blade and causing approximately 26% damage when it’s done. Despite the fact it causes a lot of damage, you can easily DI out of the strikes. It doesn’t cause much knockback either; it’s purely a damage racking technique. However, its range is deceptive and make sure you stay back when Hook starts using this move.

Blazing Pantaloons - That’s right, Hook’s pants catch on fire. He flies into the air, yelping, and when he hits the ground, runs around the stage wildly, dealing lots of knockback but only 10% damage. Hook runs around for about five seconds before the fire finally dies out, and he spends about a second afterward panting and patting his burnt rump. It’s easy enough to avoid, although Hook will sometimes leap into the air while running, potentially sending you flying off the stage.

50% Attacks
Fire! -
Hook yells “Fire!” and the cannons from the background of his ship begin firing blazing cannonballs toward you. This attack is easily telegraphed and easy to avoid, but the cannonballs come out quite fast; they’re large and happen to deal 30% damage with great knockback! Don’t be foolish when you see him yell this—Hook won’t attack while the cannons are firing, and if you don’t get hit, he’ll furiously stomp the ground, leaving him open for attack.

The Hook - Ah, so he finally decided to use it…Hook swings out with his hook hand, causing 15% damage and LOTS of knockback. Be sure to avoid this attack if you can, as it does a lot of damage and is probably the captain’s most useful killing move. It also comes out very quick, and there’s nothing he does to warn you that it’s coming. Just be sure not to get too close.

25% Attacks
Final Showdown -
This is a one-time attack, and is more of an event. Hook takes the captured Tinker Bell out from her cage, and sprinkles fairy dust on himself. He then rises into the air, ready to fight to the death; for the remainder of the battle, Hook flies around, slashing you wildly with his sword. However, shortly after Hook takes to the skies, Tinker Bell escapes and sprinkles fairy dust on you, too! Now you can fly about as well—of course, you can only use aerial attacks, but you should be able to quickly put an end to the nefarious captain. During this final stage of the battle, Hook will use all of his attacks, with the exception of “Blazing Pantaloons.”

Level 55: Pirate Raid
Play as: Peter Pan




After you defeat Hook, he falls off the ship, straight into the mouth of the hungry crocodile that has been pursuing him so long. Hook manages to leap out of the beasts’ jaws, and runs across the water into the distance, screaming for Smee while the croc snaps at his heels.

Peter and Tinkerbell laugh at Hook as he swims off into the distance, fleeing from the crocodile. Peter turns to the other pirates and casually says the word “Boo” for them to scream in terror and jump off the ship, swimming as fast as they can. Peter laughs and shakes hands with the angels, who leave thereafter. Pit waves to Peter and Tinkerbell as they go to leave, Michael hastily dragging him along. Peter motions for Pit to stay for Pit to look as if considering, but Michael hastily shakes his head. They go back up into the clouds with Baby DK and continue their walk peacefully, not having any more cannonballs to deal with.

Peter goes to fly off back to Neverland. . .But what’s this? He’s come across another pirate ship! What fun! Peter dives down onto the ship to be greeted by some zombies, who he starts taunting in the same manner as Hook’s pirates, hovering up out of their range. The pirates don’t take kindly to Peter and begin manning the cannons and climbing the masts after him. . .

Instead of merely having to survive in the last level, you now have a tougher task at hand: You are required to taunt your enemies as you dodge their attacks. The level for the most part functions just like the last one, but with an undead theme and you having to pull off a certain amount of taunts before clearing the level. You have to land onto the ground to do a taunt which will put yourself in harm’s way, so be careful. Still, what fun would it be to taunt enemies when they didn’t have a chance to hit you? Tinkerbell will also be following you around, hovering alongside you.

Battle 43: Soulless Murderer
Play as: Peter Pan
Played Against: Cervantes


Peter lands down onto the ship and sticks his fingers in his mouth, pulling it open unnaturally wide and flailing out his tongue to taunt the zombies as they come charging at him, then drops the pose as he flies up out of their way at the last second, them ramming into the wall of the ship. Peter and Tinkerbell laugh heartily in the air. . .Until a swirling mix of man and blade goes past him at an alarming speed, after which Tinkerbell is gone. Peter Pan looks where the thing came from to see Cervantes land on the ship, holding Tinkerbell in his grasp. He stabs her with his sword and rips out her soul (There being no blood or gore, being like Soul Calibur when he impales someone with his sword), then casually tosses her to the side. He points his sword at Peter and shoots out some bullets from it to shoot Peter Down. The zombies go around Peter to surround him, but Cervantes motions them to leave, wanting to deal with this boy himself. It’s been a while since he was able to feed on a quality soul. . .




Tinkerbell is in the center of the arena, KOd, and Cervantes has her soul to make use of in this battle, giving him all his various soul steal bonuses. As if they wern’t enough, Cervantes has superarmor when he has Tinkerbell’s soul. To win, you have to knock the soul out of him (See his moveset for the exact math on how that works) and throw it at Tinkerbell for her to fly up at your side, Cervantes becoming unable to get the soul. Cervantes will try to steal your soul to make use of once you take Tinkerbell’s back, so be wary. You’ll have to rack up a good bit of damage while Cervy has super armor to get a decent chance of knocking out Tinkerbell’s soul, so you’re going to have to do a lot of hit and run. . .Which Peter is thankfully quite good at.

Cinematic 29: Into the Deep Blue. . .

The battle between Pan and the Undead captain rages on, Pan barely able to cope with Cervantes’ rapid strikes. A nearby zombie decides to go against his captain’s orders and swipes away Tinkerbell, smiling stupidly and stuffing her in a bottle, then throwing her overboard. Peter jumps after her and Cervantes glares at the pirate who cut hit epic battle short. The camera shifts to their feet as a slash is heard and the zombie’s head rolls to the floor. . .Cervantes steps on the head, squashing it, and the scene fades out as Cervantes’ angered mumbling is heard.

The screen fades back in to show Pit and Michael dropping off Baby DK at Candy’s house on Kongo Bongo Island, as his father is nowhere to be seen, having gone off into the sea after the crystal coconut and K. Rool. Candy thanks the angels and waves to them as they leave, then holds her new baby in her arms. The baby hugs his new mother. . .But this is quickly interrupted as Candy casually drops him as she gets a phone call, taking it and blabbing her gums off. Baby DK annoyedly folds his arms and leaves, going out to explore his new home. He goes out to the beach to see Pit and Michael flying off into the distance, wanting to go with them rather then with his uncaring mother. He tries to swim after them. . .But being a baby, doesn’t know hot to swim very well at all and sinks down into the sea. Baby DK crawls about on the ocean floor, lost as ever.

Level 56: Mt. Lavalava
Play as: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks, Yoshi (Shades alt costume)


We cut back to the villains, Yoshi, and Kid Goku. Yoshi and Kid Goku are playing a game of hide and seek in the volcano entrance area happily together, while the villains are all still unconscious. . .Until now. They all get up groggily and turn to the playful Yoshi and child. It’s currently Goku’s turn to hide, and he’s apparently quite well hidden indeed, as Yoshi can’t find him nor the camera. The villains go up to Yoshi, eager to get some easy revenge. Yoshi, all alone, hastily goes to flee, but has to go past the villains to get out of the volcano. Yoshi flutter jumps over them, but O’Chunks extends out his arm and grabs him, throwing him to the ground shortly after. Yoshi has stars spin up around his head and Dimentio casts some magic on him while he’s down. Yoshi gets up from his pained state rejuvenated and salutes Dimentio, the not-so good jester apparently having brainwashed him like Luigi. Speaking of Luigi, Mr. L comes over and pats him on the back and says “Welcome to da club!”, handing him a snazzy pair of shades. Yoshi takes the shades and puts them on, doing a bad-*** pose that makes him resemble Boshi from Super Mario RPG. The Headless Horseman motions the characters to come along and they do so, going down Mt. Lavalava continuing on their way to the chaos heart.

Goku comes out from his hiding spot and lets out a sigh of relief that the villains didn’t catch him after they leave. . .But instead of simply saving himself, he decides to follow the villains in secret. . .

This is a rather long level to make up for the large amount of characters, you actually having to make use of your roster. This is the first actual level you get to play as Dimentio in instead of a battle or boss. Due to not having deadly enemies constantly on you, you can mess around and fully charge up your beastly fsmash to see it’s ungodly powers. You can use the all powerful spirits from the more charged fsmash to make shortcuts through the level, and also use Dimentio’s up special to go through small crannies to find hidden treasures. You could also throw the Horseman’s head into the small crannies and call it back if you prefer to get it back atop your shoulders.

Level 57: Race for Chaos
Play as: Kid Goku


Dimentio is seen releasing Culex from his spirit chest to smash a massive wall with his dark star attack. Goku trembles at the sight of the mighty Culex as he follows the group, but regains his cool once he’s sucked back into the box. Goku looks as if pondering something. . . How will he beat them to the prize at the bottom of the volcano? Who knows. . .

The level has you racing the enemy group to the bottom of the volcano. . .But unlike most levels like this, your enemies are actually on screen. The enemy group will take a lower route, while you have a higher up route. The problem is there are lots of traps in the upper route that can make you fall down into the lower route to be attacked by the enemy group.. Dimentio will constantly be charging his fsmash and using it to clear paths for the lower route, and the others will protect him from the monsters (And you if necessary) as he does so. If you’re skilled enough, you can attack Dimentio to interrupt his charging to slow down the lower group, but the enemies have super armor so actually trying to fight them is pointless. If they get to the end of the level first, you lose.

Battle 44: Traitorous Jester
Play as: Bowser, Bowser Jr., Wario
Played Against: Dimentio, Luigi (Mr. L alt costume), Yoshi (Shades alt costume), O’Chunks


The villains reach the bottom of the volcano. . .The Chaos Heart rests on a pedestal in the middle of a moat of lava. Dimentio rubs his hands together eagerly and laughs. . .But then sees the Headless Horseman making one of his ethereal platforms as a bridge to the pedestal the Chaos Heart rests on. Dimentio stares at him with hate, wanting the Chaos Heart all to himself. Dimentio smacks the Horseman’s head off, him not expecting it, causing the bridge to fade. The Horseman goes off looking for his head frantically, and Wario, Bowser, and his son turn to Dimentio with shocked expressions, leaping at him to attack. Dimentio’s loyal minions come to his side to help him fend off the others who dare question his will. . .

This is a fairly standard 3 on 4 battle with only one character from each side being out at a time. . .But there’s a catch. The Horseman is also present in the battle, not being able to see anything without his head, searching for it frantically. Due to being unable to see, his AI is crazy, not aiming for any player and doing random attacks. He’ll regularly accidentally hit either side. If he annoys you too much, you can go ahead and KO him, but you could take advantage of him by avoiding him and letting him attack your enemies.

Battle 45: O’Sh*t
Play as: O’Chunks
Played Against: Bowser, Bowser Jr., Wario


Dimentio sits back and watches the battle between his minions against the other three characters casually. He watches Luigi and Yoshi fight the Koopas just fine. . .But O’Chunks seems to be having significant trouble, Wario taking advantage of his stupidity to get in free hits. Dimentio wags his finger and shakes his head, saying “Tsk tsk tsk, O’Chunks. . .”. O’Chunks turns around to his master and shrugs, trying to apologize, but this just causes him to get hit by Wario again. Dimentio facepalms and takes out a floro sprout, which he proceeds to throw at O’Chunks’ head. The sprout is weak, but one is more then enough to control the bearded barbarian’s feeble mind. O’Chunks beats his chest and knocks Wario away with impressive strength, yelling “O’CABBAGE!”. Luigi and Yoshi come over to Dimentio’s side as he personally controls O’Chunks with various magics, chuckling. . .O’Chunks comes in front of the three opponents and roars, causing battle to start.

The Horseman is also present in this battle just like the last, and O’Chunks has a floro sprout sticking out of his head. O’Chunks is 1.5X more powerful in this battle from the floro sprout, and he’ll need it, considering all 3 of his enemies are out at the same time.

Battle 46: Trumping the Traitors
Play as: The Headless Horseman, O’Chunks
Played Against: Dimentio, Luigi, (Mr. L alt costume), Yoshi (Shades alt costume)


Dimentio, Mr. L, and Yoshi all laugh evilly at Dimentio’s pet having defeated the other three characters for them. Dimentio materializes a boom box over the lava to use as a bridge to the chaos heart pedestal, but before he can levitate over to it, the Horseman gives him a swipe of his rapier, knocking him down, finally having regained his head. The Horseman doesn’t stop there, and he proceeds to swipe the floro sprout off O’Chunks head, having been able to see what happened with his head while his body frantically went around looking for it. The Horseman extends out his hand to O’Chunks for him to take and shake it. The Horseman points out with his rapier to Dimentio and his brainwashed minions for the bearded barbarian to nod and crack his knuckles, and they charge together at them for a 2v3 battle.

Battle 47: Chaos reveals the Beast within
Play as: Kid Goku
Played Against: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks, Yoshi (Shades alt costume)




The Horseman and O’Chunks successfully defeat Dimentio. The Horseman eagerly turns his attention to the Chaos Heart. . .To find some little brat riding a cloud has gotten to the pedestal! Travesty! Goku embraces the Chaos Heart for it to surge all it’s power into him causing a brilliant flash to occur as he transforms into Oozaru, the giant monkey of doom! The downed villains weakly regain consciousness and stare up at the great beast. . .

You play as Kid Goku in his final smash form. Three enemies are out at a time, and while your main body is impervious to attack, there’s a big catch. . .Your tail has a measly 30 stamina, and if it’s destroyed, you revert back to normal form, having to deal with 8 characters, 3 of which are out at once. Ouch. Play smart and use attacks that keep your tail safe from attack.

Cinematic 30: Chaos at it’s Finest

Goku lays on the ground with his clothes torn up and an anime style black eye as the chaos heart is spit up out of his body. Dimentio dives after it, but he misses it as it slides down into the lava and sinks into it. The villains all look over the edge and start cursing in gibberish. . .But suddenly a violent earthquake occurs and the lava starts to bubble up. Suddenly, a massive lava piranha comes out of the lava pit and roars, causing all the villains to be knocked back on their backs and shocking up Kid Goku. Behold the power of the Chaos Heart. . .

Boss 12: Lava Piranha
Play as: Dimentio, Luigi (Mr. L alt costume), Bowser, Bowser Jr., The Headless Horseman, Wario, O’Chunks, Yoshi (Shades alt costume), Kid Goku (Battle wounds alt costume)




The left half of the arena is stable rocky terrain around two thirds the size of battlefield, while the other half of the arena is lava which the Lava Piranha rests in, looking just like the boss battle in Paper Mario. If you jump into the lava, you’ll get knocked out with knockback/damage like that on the lava from the Metroid stages. The stages has no ceiling and has walk offs. The two smaller buds at the sides of the Lava Piranha’s main head have their own health bars, but you only have to defeat the main head to win the battle, the others automatically getting killed off if you do so. The buds will help the main head in all of it’s various attacks, and without them the Lava Piranha is a very pathetic boss who can be taken down with little trouble. It isn’t a bad idea to take down the buds first considering how much they help the boss as a whole, and they have significantly less hp then the main head, only around 20% of the main head each.

Attacks:

Fireballs:
The Piranha Plants all spit fireballs at you in your general direction. The buds’ fireballs are identical to Mario’s while the main head’s fireballs are twice as large, powerful, and fast. There is very little room to dodge the fireballs and they fire them at a rapid pace of 2 per second, 1 per second for the main head. The big fireballs have next to no KO potential and the little ones none at all, though, so it’s just a good damage racker.

Great Ball of Fire: The Piranha Plants all start spitting fireballs. . .But they all spit fireballs above themselves to form a massive fireball, them all joining together for one massive attack. Each plant will keep spitting fireballs until attacked, although if you leave one alone for 5 seconds without attacking the others it will continue to spit fireballs upwards. The fireball will fall down onto the arena after all the plants are hit/the fireball reaches maximum size, although the former is very unlikely (It takes 15 seconds to fully charge the fireball with all three plants alive without interruption), though if it does occur it can’t be dodged and is a guaranteed kill. This attack becomes much weaker without the additional bulbs and is a chance for free damage on the main head. The damage/knockback varies with how many fireballs were sent into it, but it’s always very high if any decent amount of fireballs are in it, and flies at you very fast, being hard to dodge.

Drooling Anticipation: The bulbs do nothing for this attack, but the main head comes over the battlefield and looms over you, following you around two character distances above you. Drool is coming off the Piranha Plant’s huge tongue, and if you get hit by it as it falls you take 5-6% damage and minor knockback. The drool prevents you from attacking the head during this time, it having insane priority. Once the drool falls to the ground, it causes that part of the ground to be slippery and be tripped over more often. After three seconds of anticipating devouring you, the head dives it’s head down to attack you. If it grabs you, it’ll reel it’s head back in to it’s normal location, chewing you for 30% damage over several hits, then spitting you off the top of the screen for another 15% and high knockback. You can use button mashing to escape before you get spat out, but you’ll still take 30%, so just avoid getting eaten in the first place. Besides, if you dodge the head when it dives down to devour you, it’ll get stuck in the ground, having to pull it’s mouth out from the dirt and shaking dirt off it’s tongue in disgust, giving you prime time to damage it.

Chomp Down: The main Piranha Plant comes over to the far side of the battlefield and slams it’s head down, as well as the vine connecting it to the lava. If you’re hit by the head as it slams down, the piranha plant will devour you in the same fashion as the drooling anticipation attack, and if you’re hit by the vine you take 10-11% with average knockback. The head will drag itself backwards after this, slowly reeling itself in, creating a trail of drool over the entire arena but being highly vulnerable to damaging. However, the other two bulbs will be sending fireballs at you for the whole duration of the attack, keeping you from damaging the main head too badly if you haven’t taken them out yet.

Dim Bulbs: The main head lets out a laugh as the two bulbs smack together as if they were the main head’s arms, then slam down together in the same fashion as the main head does in the chomp down attack. The main head sends it’s fireballs at you as it reels the bulbs back in to the lava pit, although they won’t drool like the main head. Getting hit by any part of the bulbs as they slam down does 8-9% and average knockback, being doubled if both bulbs are still alive. This is a prime chance to damage the bulbs as they’re stacked together like the Ice Climbers, you able to damage both at once. This attack will not occur once the bulbs are defeated.

Tidal Waves: The main head does a quick laugh to give a cue for the attack, then each plant splashes down into the lava to create a tidal wave of lava, one after the other. The waves the bulbs create can be jumped over, but the main head’s wave is so huge that it requires a perfectly timed dodge. The first two waves do 13-14% and above average knockback while the giant ones does 22-23% and insane knockback. Each bulb missing will cause one less wave to appear in the attack what with them not there to slam down and create it. The lava will burn away any drool on the arena, stopping all that annoying tripping.

Rain of Fire: The Piranha Plants fire a ridiculous amount of fireballs off the top of the screen rapidly, doing nothing at first. . .But shortly after, three pillars of flame that go across the entire screen rain down. Due to their massive width, you have to do a dodge to avoid the pillars of flame as they go off the bottom of the screen, you being unable to simply go around them. The pillars of flame do no knockback, but catch you in them for multiple hits, and the stun time is lone enough that you’ll be hit by any pillars that come after the one you get hit by. For each bulb you kill, there will be one less pillar to dodge. The bulbs’ pillars can be entirely dodged and do 9-13% damage if hit for their entire duration, while the main head’s pillar of flame does double the damage and is double the height of the other pillars. The increased size of the main head’s pillar means you can’t dodge the entire pillar, it being impossible, you forced to take a light amount of damage. This is a fantastic damage racker and can be very troublesome until you learn how to deal with it, requiring a series of timed dodges like Tabuu’s Red Rings of Death when both bulbs are alive.

Attacks added at 25% health:

Living Club:
The main head rips out one of the bulbs if they’re still alive at this point, killing it and holding it by the bottom of the stem in it’s mouth. The main head will then points the head of the bulb at you and wave it’s head up and down to rapidly slam the bulb up and down. This lasts a lengthy 10 seconds and while each hit only does 8-9% and average knockback, the main head swings his “club” very fast, pounding it up and down. This is very annoying to dodge, but kills off one of the bulbs. . .Although you already should’ve killed them off by this point if you have any sense.

Cannibalize: The main head devours one of it’s bulbs, healing itself of a massive 25% health, being an alternative to attacking you with it and a better one overall. This obviously kills off one of it’s bulbs, which you should’ve already killed off by now.

Spawn Bulb: The main head laughs maniacally as it pulsates in it’s position in the lava for another bulb to spring up out of the lava to replace one of it’s deceased ones! This battle can really drag out if you’re not careful. Also notice that the above header says attacks “added” at 25% health, not “usable” at 25% health. . .Once it hits 25% health, the Piranha Plant can spawn bulbs and devour them to it’s content, so you’ve gotta make sure you leave it with no bulbs when it gets to 25% health then finish it off fast.

Cinematic 31: Blasting Off Again!

The Lava Piranha pulsates violently as it keels over, dead, sinking into the lava. The characters all hastily go up, searching for any traces of the chaos heart, not wasting any time. . .For the volcano to erupt from it’s master having been defeated. The characters all panic and go to flee Mt. Lavalava. Wario looks as if he might actually be able to make it on his bike. Bowser Jr., Dimentio, Luigi, Kid Goku, and even the Headless Horesman hop on to catch a ride with him and the bike remains stable awkwardly enough. . .but the bike simply can’t take any more when Bowser and O’Chunks try to catch a ride, bursting into a million pieces. The characters go to flee from the tidal wave on foot, but it’s too late. Bowser and his son tuck themselves inside their shells to protect themselves while Dimentio motions everyone else to come over to him. Dimentio forms a boom box around them all to protect them, and the characters get carried along with the lava in relative safety. The characters all get spat out on the beach of Yoshi’s Island for the characters to come out from their box and shells. They all dust themselves off and such. . .But their attention is drawn to the Chaos Heart being blasted off far into the distance and into the sea. The characters swim after it without a second thought, seeking it’s tremendous power. . .

Chapter 7: Timeless Traitor

Level 56: Halberd Pursuit

Play as: Meta Knight, Pit, Michael


We find Meta Knight, King Dedede, and Bonkers coming out of the portal up in the clouds. They turn to see the Halberd flying off into the distance. . .Meta Knight glares at it angrily then hastily starts going through the clouds after his stolen ship, the fat penguin and ape following after him. They keep going for a bit. . .But Dedede and Bonkers quickly become tired, panting, what with being the slow behemoths they are. Meta Knight eventually notices them not being alongside him and turns around to see them having stopped, panting, and taps his foot angrily, pointing off to the Halberd. Dedede puts up his hands and shakes his head rapidly for Meta Knight to sigh and just keep going, leaving them behind. Dedede takes out a remote control and presses a button on it to form a portal, deciding that he’ll find another job. Dedede and Bonkers both go through it as it vanishes. . .Meta Knight keeps chasing after the Halberd. . .But suddenly Pit comes up through the clouds smack dab in front of him, colliding with him. Michael comes up afterwards and shakes his head, motioning Pit to come along back to “heaven”, but Meta Knight holds up his hands, then motions to the Halberd. A thought bubble appears above the masked swordsman’s head displaying Aeon and his group stealing the Halberd from him and using it to destroy a random city for Michael to reluctantly nod. The two angels follow after MK as he continues his pursuit of the Halberd.

More Kid Icarus and Kirby enemies found in the clouds are present in this sky level, but you have a time limit due to chasing the Halberd. It’d be easy to get through the level without the time limit, and the enemies are positioned in such locations to make it harder to progress through the level faster. There are lots of tricky parts where you have to glide through a sea of Gordos. Michael is the easiest one to go through these parts, but making use of Pit or Meta Knight’s gliding will get you through far faster, albeit takes much more skill. If you clear the level under a certain time which requires extensive use of Meta Knight (His run speed and gliding are faster then Pit’s), you obtain a trophy of Meta Knight’s mask.

There are more Halberd conversations between your minions as you play through the level! Joy of joys!

Conversation 1:



Conversation 2:



Conversation 3:



Conversation 4:




Cinematic 32: Killing Desire

Dedede (And Bonkers) comes out from his portal to come out in front of. . .Zasalamel? Zasalamel sits on a throne of sorts in an underwater cavern. Zasalamel nods to the penguin king and says “Your help in taking the Halberd was much appreciated, Dedede. . .Nobody saw it coming, and with how well you acted, they still think you're on their side.”. Dedede lets out a big grin and chuckles, looking confident, and the “scythe guy”, as the first mate Waddle Dee called him, continues “Master Hand still thinks I’m on his side as well. . .But I’m only going to be with him a bit longer to see if I can earlier achieve my ultimate goal through his plan. If it should fail, I’ll still need you on Master Hand’s side as a spy. . .Go to Master Hand. Have him assign you another job to dispel any possible suspicion towards you.”. Dedede bows before Zasalamel and then salutes, opening up a portal back to Master Hand. He and his minion Bonkers hop through it for it to close shortly after. Zasalamel folds his hands and says "Soon we’ll be able to see if these fools have gathered enough power to kill me. . .” and laughs slightly as the screen fades out, it doing so over his golden eye.

Level 57: The King’s coming to town
Play as: King Dedede, Bonkers (Reindeer alt costume)


Dedede and Bonkers come back out from the portal before Master Hand for him to say “Why are you back so soon, Dedede? I told you to go chase after the Halberd!”. Dedede hastily points up to a thought bubble above his head of him and Bonkers panting as they try to keep up with Meta Knight as they chase the Halberd. Master Hand sighs and states “Fine. . .Perhaps you two are not nimble enough for that job. You two are more suited for destruction I suppose. . .”. Dedede and Bonkers hastily nod and pound their hammers about excitedly, and Master Hand opens a portal to a Animal Crossing snowy village where various Animal Crossing characters are happily singing around a Christmas tree and decorating for the holidays. Master Hand states “Good lord, these people sicken me. Nothing could come out of this village. . .But just to make sure, destroy the town and see if any heroes rise up out of it who could prove useful.”. Dedede and Bonkers smirk and nod, heading through the portal. This job will be easy!

The two of them arrive on the top of a great mountain overlooking said snowy village (We’ll just call it Smashville), and the following comic plays in fully animated cinematic form, albeit Bonkers replacing the Waddle Dee and there being random Animal Crossing villagers replacing the non-Dedede Brawl characters.



You don’t play as Dedede and Bonkers with their actual movesets in this level. Instead, Dedede is mounted on his sled (Transformed from his hammer), and Bonkers will be pulling the sled along. You constantly move forward at all times. You can press B to whip Bonkers to go faster, press backwards on the control stick for Bonkers to put on the brakes, A to jump, and shield for Bonkers to do a heabutt to hit foes with the horn tied to the top of his head for average damage/knockback. The only way to harm foes is to sled down into them during the downhill segments (Which Bonkers can’t keep up during and gets knocked back onto the sled with Dedede) or Bonker’s horn headbutt. If you go too fast you’ll more likely then not sled into a sharp rock and knock yourself away with heavy damage/knockback or sled off a cliff to your doom, so be careful. The level’s constant downhill segments will constantly speed you up and enemies will encourage you to speed up as they flee from you, but don’t be fooled by them. That said, if you DO manage to make all the jumps going at the ridiculous speeds, not slowing down, which requires lightning reflexes, you’ll get a trophy of Dedede’s hammer sled. The enemies are various Ice Kirby enemies, although they’re very weak to compensate for your very limited quantity of actions.

Level 58: How the King stole Christmas
Play as: King Dedede, Bonkers (Reindeer alt costume)
Music: How the King stole Christmas (The music is mandatory to get the feel for this level, there’s a reason this is listed. Make use of it.)




Night has arrived as the fake santa claus and his reindeer arrive at Smashville, the last of the villagers going into their houses and turning off the lights. Dedede rubs his hands together eagerly as Bonkers beats his chest. Bonkers lets out some baboon cries for Dedede to hastily shut him up like back on the halberd in chapter 5. He motions for Bonkers to come along with him as he comes up to a house with his sack. Bonkers goes to bust the door down for Dedede to hastily shake his head and put up his hands, taking his hammer away from him angrily. Dedede motions for his reindeer to follow him as they make their way onto the roof. Dedede motions down the chimney for Bonkers to hastily jump down with no problem. . .but land on a burning fire at the bottom, burning his buttocks. The fat king sighs and goes down after him, but of course gets stuck as he tries to go down due to his girth. Dedede exhales to become skinny enough to go down after getting stuck, then inhales to regain his composure once down. Dedede exhales once again to blow out Bonker’s rear end fire, then once again inhales to regain his size. Dedede motions for Bonkers to come along and the level starts. . .

There’s a time limit to this level, and you have to steal 75% of the presents and various loot of Smashville before it expires. Inside houses you can see the various references shown in the video with the music that you must steal, such as a picture of Sakurai and a painting of K. Rool on Gangplank Galleon, a seasick crocodile. These are few and far between, most of what you’re stealing being various random Animal Crossing furniture. You’ll have to transverse the ground of the village between each of the 8 houses (And Sable and Mable’s clothing shop, the museum, and Nook’s Cranny.), and in these places you’ll have to attack trees to obtain their fruit, it counting as “presents” you need to steal.

You can also attack the rocks for trophies to come out, although you’ll get slight hitstun and get knocked back from the force of hitting the rock, just like in Animal Crossing, and there’s a limited amount of time in which you can hit the rock before it’ll stop pumping out trophies. To counter this, you can move a crate over to the rock so you’ll be up against a wall and won’t get knocked away so you don’t waste time coming back to the rock, getting the max amount of trophies, just like getting the max amount of bells from the rocks in Animal Crossing.



In the museum you'll steal the fossils, bugs, and fish, being able to go into the water like normal land except it being floatier and taking 10% damage per second after 10 seconds of being in the water.



In Nook’s Cranny, it looks fairly innocent in the front, a poor man’s store. . .But once you go in the back, you can see the massive amount of bells Nook stole off everyone over the years with his shady business, being plenty of loot for you to steal in there.



Sable and Mable’s clothing shop is nothing particularly notable, although the 8 designs on display in the shop are rather notable. . .Six of the eight shirts respectively read “Lolchillinz, MYM 4, SSE, OPS, SM, BBQ”. The seventh shirt says “Mike” against a backdrop of the Smash Bros symbol, while the eighth shirt says “Generic” against a backdrop of a kid eating a taco.

At the end of the level before it loops, you’ll find the giant christmas tree the villagers were all singing around. It’s mandatory that you destroy this tree in addition to obtaining 75% of the loot. There’s a tag on the bottom of the tree, and if you sign in on it you can see that it’s copyright “Twiltree Inc.”

The level loops at the end so you won’t have to backtrack if you go through the level without snagging enough loot. The level won’t end if you get 75%, you having to wait for the timer to tick down. What’s the point? If you get every single drop of loot throughout the level, you’ll get a trophy of the Twiltree.

Due to there being no enemies whatsoever throughout the level or any possible way to die, you can press start to switch characters. It’s only a matter of finding every hidden package to take away from those foolish villagers.

Battle 45: Santa’s coming to town
Play as: Robot Santa
Played Against: King Dedede, Bonkers (Reindeer alt costume)


Dedede and Bonkers look into their massive sack gleefully and both laugh evily, or in Bonker’s case, stupidly. The pair of them go to take down the Twiltree, both taking out their hammers, but maniacal laughter is heard as the tree suddenly burns to the ground and a object whisks overhead at a massive speed too fast to see. Both hammer wielding grinches turn to where the object whipped by to see Robot Santa coming out of his rocket powered sleigh, laughing maniacally, blowing off the smoke from his flamethrower he used to light the Twiltree ablaze. Dedede’s gigantic mouth gapes wide open while Bonkers bites his overgrown fingernails, and Robot Santa just laughs and points the flamethrower at them, what amateurs! Don’t they know this is HIS job?

Nothing notable about the battle in terms of originality, but it is slightly challenging, considering both enemies are out at the same time and there’s a time limit so you can still wreak havoc over Smashville once you’re done with the amateurs.

Level 59: Dreaming of a Black Christmas
Play as: Robot Santa


Bonkers falls to the ground with a thud, burned to a crisp from Robot Santa’s flamethrower. The Santa impersonator says “You’ve been VERY naughty!” then turns to Dedede, who backs away in intimidation. Robot Santa takes out a harmless looking barbie who takes a bow to her master. In response, the fake Santa Claus motions for Barbie to go over to Dedede with a dismissve hand motion, her saluting and heading over to him. Cut to Dedede, who’s eyebrow is raised in a most strange fashion. As the barbie walks over to Dedede, he laughs heartily, slapping his side and literally ROFLing. The Barbie arrives up in front of the rolling laughing Dedede’s face. . .What a joke! But suddenly. . .It takes it’s dress off?!? HOLY CRAP WHAT’S UNDER THAT THING?!?



Dedede’s laughter turns to a look of terror as he hastily tries to get up and go to flee, but the suicide bomber Barbie pulls the trigger and blows herself and Dedede to kingdom come, Dedede flying up into the air then landing down on top of Bonkers, just as charred as him, also KOd. Robot Santa laughs at the two amateurs and wipes his hands of the matter. . .Then takes out his flamethrower and begins setting Smashville ablaze! Oh the WHO-MANITY!

The level takes place in an identical loop to the last one, but the buildings are now all on fire. You still can’t die unless you somehow idiotically kill yourself with your own explosives. Your goal? To kill off all the fleeing villagers before they can escape the burnings. There were apparently villagers over for the holidays, as there are far more people to kill off then houses. If you just run through the level trying to kill them all, too many will get away for you to pass. How do you beat the level then? Rather then killing off every last villager yourself, you can leave behind toys and explosive presents to do the work for you. There’s no limit to how many you can have out at a time in this level. Once you memorize the exact routes everybody flees out of the houses to try to get away, you can set traps in everybody’s running path in a quick run through the level to take out each and every single villager. Nifty, huh? Granted, you won’t have to do so much work to merely clear the level, only having to finish off 75% of them. If you do manage to leave no survivors and kill off the stragglers, though, you’ll get the suicide bomber Barbie trophy.

Robot Santa laughs maniacally at the sight of the burning village and gets off in his sled, going off to his base on the moon with it’s rocket power until next Christmas. His voice can be heard as he rockets off “A Crappy Christmas to all, and to all a good death!”. Dedede and Bonkers weakly get up from the remains of Smashville and Dedede hastily makes a portal with his remote control before the fire envelops the two of them. They hastily go through and leave the town in ruins.

Cinematic 33: The End of all Time

We once again cut to Zasalamel in his throne in the underwater cavern. He views the various characters chasing the various objects of power in the sea through 5 separate portals and lets out a slight chuckle. “Swim all you want, fools. . .The power is all coming to me through the currents. . .Should you dare try to take your precious powers back, you’ll only go down with me!”. Zasalamel lets out another laugh, then bangs his scythe down onto the ground and does a slight hand motion with his free hand to dispel the portals and bring up a portal showing the control room of the Halberd. Tiny is currently in the view of the portal, doing a stupid salute. Zasalamel does a dissmissive motion with his fingers and says “Hurry up and bring me the guardian of time.“ with an annoyed tone. Tiny nods stupidly, and leaves, some rustling and bustling heard while Zasalamel drums his fingers, then Aeon comes into view, doing a very slight bow to Zasalamel. In a dry tone Zasalamel states “I trust everything is going to plan, of course? You’re heading for Hyrule to dispose of any possible people who could join Master Hand’s Royal Flush?”. Aeon nods to Zasalamel for him to continue “Most excellent. . .Should this current plan fail, I’ll be relying on you heavily. Do not disappoint me. . .Our plan must succeed if we are to restore balance to time.”. Aeon nods once again, then Zasalamel dispels the portal. He chuckles to himself and thinks aloud “That fool thinks he’s helping to restore balance to time. . .A more worthy purpose then most, I suppose. However, I have come up with a better solution to balance time – stop what never should’ve started! The end of all time has come!”. Zasalamel laughs maniacally as the camera fades out.

Level 60: Aquatic Ambiance
Play as: K. Rool, Kaptain Skurvy, Ken, Toon Link, Donkey Kong, Diddy Kong, Klump and Krusha




We finally cut back to the characters from chapter 2 and 3 diving into the sea. The chapter 3 characters (The ones listed as playable) are swimming along while the chapter 2 characters are in Robotnik’s little submarine, stuffed inside, Robotnik at the controls, none of them being able to swim. The camera cuts to the chaos emerald and the crystal coconut being sucked down deeper at an alarming speed, then to Robotnik’s face as he pushes the controls of the ship to go faster. The characters stuck swimming without a machine see this and look alarmed, hastily swimming after the precious objects and the egg sub. The other characters in the egg sub are extremely crammed, Tails Doll being forced up against the glass by Omega’s girth, and Sonic and Shadow constantly bumping into Nack and knocking his hat off, much to his annoyance. Eventually Sonic bumps into Nack’s gun and causes a shot to go off, whizzing straight over Robotnik’s head. Robotnik faints from this and the sub comes to a halt, causing the swimming characters to pass up the sub in the race for the artifacts. The characters try to force the fat man out of the controls, but are unable to due to the limited space.

Outside Diddy Kong forms two of his fingers into an “L” at the characters in the sub, laughing, as if to say “Losers!”, enraging them all the more. K. Rool and Donkey Kong are neck and neck, constantly bashing against each other with their personal rivalry. Kaptain Skurvy rams into K. Rool from the other side to give the Kremling king all the more trouble, him turning his attention to him. Toon Link, still angry at the captain for holding him hostage at earlier, stabs Skurvy with his sword to slow him down. DK, now free from K. Rool, hastily continues on his way to the objects of power, but K. Rool’s loyal minions Klump and Krusha suddenly swim up in front of DK to block him. The characters all being so busy with each other allow Ken to get far into the lead in this little race of sorts, becoming alarmed and stopping their little conflicts and just going all out as they puts their efforts into swimming. Back in the sub, Robotnik regains consciousness and motions for the characters to calm down, which they reluctantly do, Omega giving Tails Doll some slight breathing room. Robotnik drives the sub beyond the swimming characters with ease, laughing at them as he passes and causing them to only swim faster after him.

You’re constantly going deeper in this level as you proceed as well as to the right. Control underwater functions the same as on land, but is very floaty, and you have infinite midair jumps. In this level you have unlimited air, so that’s not a problem, thankfully.

If you get too far behind Robotnik’s sub, you lose the level instantly. Fast characters/ones with good recoveries are recommended here. While you obviously don’t want to fall behind Robotnik’s sub, if you get too close it’ll fire it’s jets in the reverse direction to push you back or fire missiles at you, so you don’t want to be directly tailing the ship.

The enemies are various underwater DK ones, functioning the same as in their games. Puffer fishes will bloat up when you get near then explode, doing big damage and knockback/then spitting out bunches of little quills at you for small damage/knockback. Other enemies include piranhas, octopuses, and razor sharp starfishes and the other stuff you see underwater in the DK games.



At one point in the level there’s a straightaway where Robotnik doesn’t have to make turns with his sub so it’s impossible to keep up with him. . .How do you win? There’s a crate you can burst open to free Enguarde, DK’s swordfish animal buddy, who you can mount and use for the remainder of the level to go faster. You can use A to jab people with Enguarde’s sword like nose, B to use your character’s neutral special, and R to dismount Enguarde.

Level 61: Seeing Sea
Play as: Snorlax, Pikachu, Pokemon Trainer, Jigglypuff, Breloom, Donna, Lucario, Sir Aaron, Ice Climbers




The Pokemon group from chapter 4 are swimming after the lustrous and adamant orbs from Mt. Coronet. Lucario and Sir Aaron stay close to each other and swim after them determinedly, nodding to each other, more then aware of their duties to protect them as Coronet’s guardians. The camera shifts to Snorlax’s view, who rather then swimming is merely lazily waltzing after the orbs on the ocean floor. The camera shifts to his eye vision for the orbs to be seen as donuts, him licking his lips. While the hefty giant is slow for his size, he is still quite massive and at the head of the group. Donna is holding onto Snorlax’s back, being dragged along with him, dollar signs in her eyes and a thought bubble above her head of her giving Prof. Oak the pictures of Snorlax. The Pokemon Trainer has out his Squirtle and holds onto it as it swims forward for him, being quite fast due to being a Water Pokemon. Pikachu also tags along via the trainer’s shoulder. The trainer has a thought bubble above his head of capturing Snorlax in a pokeball, wanting him for his pokedex for Oak. The Ice Climbers are constantly trying to out-do each other, still not really aware of what’s going on, just viewing it as a competition. Jigglypuff is going along fine by puffing herself up, but Breloom is falling behind. Jigglypuff goes back to Breloom and hastily puts her hands on it’s back and rapidly kicks to help propel Breloom forward, the grass/fighting type giving a thankful nod to the balloon Pokemon. The camera gives one last cut showing all of them at once, then the level starts.



Underwater physics function the same as the last level. Unlike the last level, there’s no hurry to clear this, but now you have a limited air supply. Due to being deep underwater and only going deeper, you can’t go to the surface for air, and thus must rely on air bubbles to replenish your supply like in the Sonic games. The enemies are various Water Pokemon. Earlier on in the level they’ll be various 1st, 2nd, and 4th gen pokemon, but once you get deeper you’ll only find water Pokemon you’d find by using Dive in Ruby/Sapphire/Emerald, such as Relicanth and Clamperl. Speaking of Clamperl, they have a rather unique function. If you stay away from them they’ll just fire projectiles, but of particular note is that they have a trophy within their shell! You can come up to claim the trophy, but be quick, as Clamperl will very quickly slam it’s shell shut for heavy damage/knockback.

As a small bonus, Squirtle’s water attacks are 1.5X as powerful, Charizard’s half as powerful, Breloom and Ivysaur take half damage from the various water attacks, and whenever Pikachu does an electric attack all enemies on screen take slight damage due to water conducting electricity.

Level 62: Chaotic Hearts Under the Sea
Play as: Dimentio, Luigi (Mr. L alt costume), The Headless Horseman, Bowser, Bowser Jr., Wario, O’Chunks, Yoshi (Shades alt costume), Kid Goku




Next up for an underwater level is the group mostly made up of Mario villains from chapter 6, Kid Goku being the sole good character. They’re swimming after the Chaos Heart. Dimentio is going the fastest by far, unaffected by the water, able to continue floating. The others are struggling to catch up with him, even his own loyal brainwashed minions. Dimentio turns around and starts floating backwards, waving his finger and saying “Tsk tsk tsk!” to mock them, but due to not looking where he’s going he wanders straight into a rock, smashing against it and falling over, stars flying around his head. The other characters laugh at him as they pass him up with the exception of his mindlessly loyal Luigi and Yoshi, who go to assist him and help him recover. Wario pulls out his bike from nowhere to try to use it to go faster, but it only makes him go slower, him falling behind, vehicles obviously not working out well underwater. Bowser and his son are also falling behind due to their large shells weighing them down as they walk on the bottom of the ocean floor. Trusting his son, Bowser hurls him forwards to help him gain some ground, Jr. letting out his trademark laugh as he goes flying forwards. The horseman sees this and hurls his head forwards to get even further ahead of Jr. . .But his body wanders aimlessly around, not going straight for his head, much to the Horseman’s dismay as he tries to bark out orders for it to come pick him up. O’Chunks isn’t doing anything special at all, just casually going after it, and is in the lead, much to everybody’s shock, due to him not having tried anything fancy. Kid Goku goes to pass him by propelling himself with his tail, but O’Chunks grabs him and tosses him backwards, keeping up his lead with his steady pace. He does his over exaggerated taunt at everyone to mock them, but by the time he’s finished everybody has caught up to him on their way to the chaos heart, causing him to stomp in anger. Now that everyone’s had their screen time, the level starts.



This level is basically like the last, but instead of Water Pokemon you now have underwater Mario enemies such as Cheep Cheeps, Big Berthas, Bloopers and the like. Among just casually stinging you with their stingers, the Bloopers will fire ink at the screen to obscure your view somewhat like the Nintendog assist trophy and just like the Bloopers’ function in Mario Kart DS/Wii. The deadliest parts of the level have a lot of snapping eels that do massive damage and knockback but are contained in walls and can only reach out to snap at you, like in New Super Mario Bros., there being plenty of spikes in these areas as well. What makes these parts so challenging? Bloopers are here in mass and you’ll be progressing through a massive amount of hazards while blinded. Good luck to you indeed.

Level 63: Chasing Crystals
Play as: Spyro, Baby Donkey Kong, Guntz, Peter Pan


The meat of chapter 5 didn’t end up underwater, only Guntz and Spyro. They’re chasing after the crystals from Cortex’s lair. They’re swimming along together, Spyro using his tail to propel himself forward as well as rapidly flapping his wings, going at a good speed. Guntz has trouble keeping up with Spyro with his large speed, but unlike the other levels these two characters are actually on decent terms, Spyro slowing down slightly so Guntz can keep up without exhausting himself. Guntz gives a slight smile then a thumbs up at Spyro and they keep on going. They find Baby DK hastily fleeing from a killer Sharpedo which has forced the little tyke to learn how to swim, dog paddling along as fast as he can to get away from the shark. Spyro tries to breath some fire at Sharpedo to stop it and save the baby, but unlike in the logic breaking Spyro games, that fails to work here (Or at least in the cutscene). Guntz puts some shots into Sharpedo from his blaster for it to swim off, then Spyro goes and mounts the baby on his back as they continue along. We cut to Peter Pan chasing after Tinkerbell, and Tinkerbell happens to fly right under Spyro’s nose, him crossing paths with them. Spyro bursts open the bottle she’s contained in, hoping it’ll be some health restoring fairy from his games, but no such luck for him. Tinkerbell, now free of her prison, goes over and flies to Pan. Peter nods at the group thankfully, but Guntz motions forward to the crystals. Peter, being a decently nice guy, decides to return the favor to the other characters.

This level doesn’t focus on any of the underwater elements introduced so far in particular, but instead combines them. The enemies are a mixture of ones from DK, Mario, and Pokemon, making use of all the elements that have been introduced in the past 3 levels though not using any of them too extensively. This level is decently harder then the others simply due to the fact you have only 4 characters.

Level 64: Timeless Cavern
Play as: Dr. Robotnik, E-123 Omega, Tails Doll, Sonic, Nack, Shadow


The Sonic group from chapter 2 first arrives in the underwater cavern due to not having to swim like the other characters thanks to Robotnik’s sub. The place where all the artifacts are being pulled somehow, probably by some magical force or current or something, is an underwater cavern. While the place is very wet, there is actual dry land to walk on here in this hidden cave. Robotnik opens the glass dome of the tiny sub for all the characters to fall out in a big clump clumsily, Robotnik and Omega of course falling on top of the ligher characters and squishing them. After an “oof!” from Nack and Shadow, then angrily drum their fingers and wait for the two hulking characters to get up, which they proceed to do so. They all look around the cave from their current position, but the chaos emerald is nowhere in sight, nor any of the other artifacts. Sonic jumps in front of the group and does a motion like Captain Falcon’s side taunt, and the level starts.



As I said earlier, this level isn’t underwater, being in a relatively dry cavern where you actually have normal physics and don’t have to constantly seek out air bubbles. That said, there are a few parts where you’ll have to dive into some water to continue and quickly make your way to the next patch of land before running out of air, but the level is for the most part on dry land. The only recurring enemies here are in the brief underwater sections of the level, them being the usual ones from the past 4 underwater levels. On the land, however, you’ll fight skeletons. Hordes of them. The skeletons will use various weapon styles from characters in Soul Calibur.

Cinematic 34: Sleeping for Eternity

Zasalamel drums his fingers as he sits on his throne in the dead center of the underwater cavern. “Just a little bit longer. . .Just a few more minutes and I’ll finally be rid of this pointless existence.” he says aloud to himself. He continues “I won’t have to deal with the pointless drivel of this world any longer, or any others for that matter. . .Soon, I shall finally have my eternal rest. . .”. Zasalamel gets up from his throne and paces about as he eagerly awaits for his imminent destruction, then sits back down. He changes his mind once more and starts pacing again, trying to find a way to make time progress more quickly. “Every second that goes by is torture. . .I cannot stand this any longer. . .” Zasalamel once again thinks aloud. Zasalamel’s annoyed waiting is finally put to an end as 5 skeletons come in from 5 separate entrances to the center of the cavern, each one of them carrying an artifact a group was chasing after, or in some cases, artifacts. Zasalamel lets out a wicked smile and takes all the objects of power, destroying his summoned skeletons with a casual slash of his scythe. Zasalamel starts channeling a spell with his free hand as a clock forms underneath him, casting some sort of ancient ritual. The objects of power all start levitating around him and spinning rapidly. Zasalamel lets out with a loud cry “Yes. . .Grant me my heart’s true desire. Free me of this meaningless life!” as the objects spin around even faster, creating a whirlwind around him of sorts. The various characters you just played as for the past 5 levels all arrive from the 5 separate entrances to the chamber the skeletons came in from with the artifacts, and a blinding flash emits from Zasalamel as he lets out a loud cry. When you can see again, Zasalamel stands in the same spot, but in an all powerful grim reaper like form known only as Abyss, and all the water of the cavern has turned into lava. Abyss extends out his hand and speaks in an otherwordly voice that only slightly resembles his human one, intimidatingly saying to the characters “You who would stand against me. . .Prepare to die!”. You’re in for one hell of a boss battle. . .

SUPREME Boss: Abyss
Play as: Dr. Robotnik, E-123 Omega, Tails Doll, Sonic, Nack, Shadow, Dimentio, Luigi (Mr. L alt costume), The Headless Horseman, Bowser, Bowser Jr., Wario, O’Chunks, Yoshi (Shades alt costume), Kid Goku, Spyro, Baby Donkey Kong, Guntz, Peter Pan, Snorlax, Pikachu, Pokemon Trainer, Jigglypuff, Breloom, Donna, Lucario, Sir Aaron, Ice Climbers, K. Rool, Kaptain Skurvy, Ken, Toon Link, Donkey Kong, Diddy Kong, Klump and Krusha




Unlike Tabuu, you actually get to use each and every one of these characters out of your insanely massive roster. Abyss’s attacks are all one hit kills, so you’re going to need your massive roster, and the attacks for the most part are all pretty fast, meaning you’ll actually *gasp* get hit by them. While you think Abyss’ HP would have to be massive to put up any challenge against so many characters, this isn’t the case considering how your character roster will be killed off like flies, and several of Abyss’ attacks damage himself, him being in quite the rush to kill himself obviously, and is glad you’re here to help the process along.

Abyss is no taller then Ganondorf, making him just around the size of the typical playable character. Don’t think just because he’s small he doesn’t have unholy range though. . .The arena is a typical walk off one, with Zasalamel’s now demonic looking throne in the background along with some lava. Abyss’ stance is at the right side of the screen.

Attacks:

1: Reeling in to Death: Abyss teleports one battlefield platform’s distance away from you, then chops down with his scythe at the position you were when he started the attack, covering a battlefield platform and a half from himself. Getting slashed is an instant kill. Abyss’s scythe gets stuck in the ground from the chop, and Abyss will struggle very briefly as he pulls it back out of the ground. As he pulls it back to himself, you can also get one for an instant kill, so if you dodge the first hit with a sidestep or a roll and don’t get out of the scythe’s range, you’ll still get killed. The best way to dodge this is to jump and air dodge, then jump away from the scythe.

2: Existence is Over: Abyss shouts out “It’s over!” as he leans back and does some sort of psychic like magic on you. This causes you to flinch no matter where you are and take rapid hits, and this eats up shields alive. You take 50 hits over two seconds, each for 1% damage, and the last hit does guaranteed kill knockback. To dodge it, you must shield until your shield’s about to break, then do a roll/sidestep, as if you just roll/sidestep then you won’t dodge the whole duration of the attack, and the only part that really matters is the final hit that kills you. Your character lets out a hurt noise for each and every one of the 50 hits, so this sounds very brutal, just like in Soul Calibur.

3: Shadow Balls: Abyss charges a shadow ball behind himself with one hand sort of like Mewtwo’s neutral special, taking about just as long to charge in full. You take a mere 5-6% damage and tiny set knockback if you touch the shadow ball as it charges, also like Mewtwo’s neutral special. Abyss then hurls it forward, it going at the size and speed of Mewtwo’s neutral special, but doing killer knockback. It’s still relatively easy to dodge though. Abyss will then fire 10 tiny shadow balls forward which do a mere 1-2% damage and a small flinch, but if you get caught in any of them you’ll be caught in all of them, and Abyss will charge up another killer shadow ball and send at you as the tiny shadow balls go over the field. So in lamen, if you get hit by the pathetic shadow balls you'll also get hit by the killer shadow ball.

4: Teleport Grab: Abyss vanishes and then appears right next to you, trying to grab you. You can dodge the grab with a simple dodge, but the thing about this attack is there is no warning for it whatsoever, there being no start up lag for the teleport and you having very limited time to react before he grabs you. Once he does grab you, Abyss impales you on his scythe and swings you around, saying “May you sleep. . .”, then flings you off the scythe for a kill, yelling out “FOR ETERNITY!”. The actual performed thhrow is his standard Soul Calibur throw.

5: Bathing in Death: Abyss teleports to the center of the screen, levitating up in the air, then yells out “Join me as I bathe in death!”. Abyss does some hand motions with his free hand to cast a spell, then the lava from the backgruond hits the stage in tidal waves. 5 tidal waves come onto the battlefield, and they must be dodged just like Tabuu’s red rings of death. Obviously getting hit here is instant death. Due to Abyss not being the source of this powerful attack though, he actually also gets hit by the tidal waves, and takes 1% damage to his health bar for each wave, resulting in 5% damage total.

6: Portal to Hell: Abyss casts a spell, and a portal appears in the center of the arena, sucking you towards it with the power of Dedede’s neutral special, nothing too terrible. If you get sucked in, you die, of course. God knows where the portal goes to. This would be easy to dodge. . .If Abyss didn’t constantly teleport after you with his teleport grab attack during this, having virtually no starting lag or ending lag for it, trying to grab you. Once Abyss grabs you, he’ll throw you into the portal. This lasts 5 seconds, and Abyss will try to grab you what, 20 times over the course of this? Just sidestep like crazy and hope you somehow survive.

7: Spinning Death Scythe: Abyss throws his scythe out as it rapidly spins about. When it goes off the left side of the screen, it’ll appear back on the right side of the screen and go off the left side attack. It goes at an average speed, and connection with it at any time is instant death. The scythe will go across the screen 5 times before Abyss picks it up as it passes by him. Abyss will do other attacks while the scythe is going about, giving you all the more to dodge. The only attacks he’ll do are Shadow Balls and Existence is Over, though.

8: Sinking Hellfire into Souls: Abyss says “Let the power of Hellfire sink into your soul!” and launches a fireball that goes at lightning speed at you. While Abyss announces his attack, the fireball goes so insanely fast that it’s hard to time a dodge properly for it. Abyss will also sometimes fake you out with this attack, doing the motion of sending the fireball to mess up your dodge timing. If you’re hit, you actually don’t die, unlike all of Abyss’ other attacks, but your controls are reversed and never return to normal, so you may as well be dead if you have “hellfire sunk in your soul”.

9: Raise Dead: Abyss lets out “How I envy you. . .Rise from your rest, skeletons!” and five skeletons appear on the battlefield from the previous level, rising up from 5 piles of bones. The skeletons are no threat on their own, but they are unaffected by Abyss’ attacks and can distract you from dodging Abyss’ deadly extremely hard to dodge attacks quite well.

10: King of Eternity: Abyss levitates up off the top of the screen as he laughs maniacally, then levitates down off the top of the screen in the background, landing on his throne. He uproots the throne and levitates it back onto the playing field, then levitates back and forth while sitting in it. Abyss will use his shadow balls and Existence is Over attacks from this stance, you having to hit Abyss and not the throne to damage him, which is quite hard considering how high up he is and the throne blocking off damage from directly below. After staying like this for 15 seconds, Abyss will suddenly teleport the throne to be directly over you and slam it down at an alarming speed, being an instant kill if it hits. Abyss struggles to uproot the throne after slamming it down so this is a very rare chance to actually punish Abyss and give him some damage. As if there wern’t enough end lag, Abyss levitates the throne back to it’s normal spot in the background before going back into his normal stance.

11: Force Choke:



Abyss lifts up his free hand as if in a choke hold as it glows, and your character levitates up into the air and hold their nack and make noises as if they’re being choked, the attack looking just like Darth Vader’s. You take 10% damage per second while in this state, but that obviously doesn’t matter, seeing all Abyss’ attacks are one hit kills. After 3 seconds of this, your character will fall to the ground, dead. How to get out? Rapid button mashing. This requires exceptional button mashing skill to get out of, but if you master it this attack is useless.

12: Chaos Crystals:



Abyss rapidly fires the crystals he absorbed out of his core at you, them being razor sharp. He tilts his body to aim at you as you jump, but he moves the stream of crystals very slowly, like Lucario when he’s using his final smash. Getting hit by the stream is instant death. Abyss takes 5% damage over the 5 seconds he shoots at you with this attack due to shooting out part of his power source.

13: Chaos Coconut:



Abyss takes out the crystal coconut from his core and stares into it, saying “I can see your past, your present, and your future!”. As soon as Abyss finishes saying this, a flash occurs over the screen, and you will repeat whatever actions you did while Abyss was blabbing his gums. Abyss will then use his “Reeling in Death” attack, so you must do the motions to dodge that attack while Abyss blabs his gums or you’ll do random crap while you get killed. This is hard to get used to, though once you know how to deal with it not a problem. Abyss puts the coconut back into himself after the attack is complete.

14: Chaos Emerald:



Abyss takes out the Chaos Emerald from his core and yells out “Chaos Control!” performing said move made infamous by Shadow the Hedgehog. Abyss vanishes from view, and the lava tidal waves come onto the stage from the background just like in Abyss’ “Bathing in Death” attack. Due to Abyss not being present, he takes no damage from the lava. After the tidal waves are done coming, Abyss appears back on the stage using Chaos Control again in his normal stance, tucking the Chaos Emerald back into his core.

15: Chaos Orbs:



Abyss takes out the lustrous and adamant orbs from his core and says “I am master of time and space!” for Palkia and Dialga to appear on the field and do a random effect that they do on spear pillar, Abyss summoning them with his orbs. Any knockback the pair do is buffed to insta kill level. After they do their things, they vanish, and Abyss puts the orbs back into his core.

Attacks used at 10% health:

16: Chaos Heart:



Abyss takes out the chaos heart from his core, and it replaces the normal orb there. Abyss will now have even less lag in his attacks, them being sped up significantly. Hurry up and finish him off!

Attacks used at 0% health:

17:
Down into the Abyss: Abyss levitates up into the air, letting out violent cries of pain. He yells “Yes, yes, finally! NOW DIE WITH ME!” and blows up in a massive flash, killing your current character. If it’s your last character, you lose. The attack can’t be dodged, so you need to have at least one extra character left over when Abyss finally dies.

Cinematic 35: Futile Existence

Abyss performs his final attack in the cinematic, and when the smoke clears. . .Every last character is dead. There are no survivors. The camera shifts for a good while over all their dead bodies with dramatic music playing. After going over every single character, the camera shifts back to the throne, where Zasalamel’s dead body landed into, back in it’s human state. The camera slowly zooms in on the body. . .For Zasalamel’s human eye to open. He’s still alive. He clenches his fist and bangs it on the throne. “CURSE THIS REINCARNATION! WHY CAN’T I DIE?!?” Zasalamel bellows at the top of his lungs. After a bit of reflecting, Zasalamel picks up his scythe, gripping it tightly, and walks over the dead bodies of the characters, looking down upon them, shaking his head. “All these fools’ efforts have been wasted. . .Just as mine have. Can nothing remove my curse? Can nothing grant me what I desire? . . .It’s not over. I prepared for this. The master I serve is more then capable of wiping out all existence. . .And me along with it. It’s pathetic Master Hand’s fools think that they’ll conquer the world. . .Little do they know they’re all a part of his hand to play on my master. No “Royal Flush” Master Hand can gather will ever stop his supreme power!”. Zasalamel laughs maniacally as he opens a portal and leaves. We cut to Master Hand, pounding his fist (Himself) in anger, viewing Zasalamel through a portal as we hear nothing but Zasalamel’s insane laughter. The camera shifts back to all the dead bodies. . .Then rapidly goes downwards, delving deep through the ground. . .We are now in a fiery, hellish place. A demonic figure laughs away from the camera, then turns around to give us a good view of himself. He is none other then Ashencroft, the devil himself.

Chapter 8: Arabian Nights

Level 65: Ratting through Agrabah

Play as: Aladdin (Down Special unavailable, Generic Up Special)




We are shown the city of Agrabah from a distance, showing off the massive palace and the houses of the nobles. . .But then zoom in to see the majority of the city, which has miserable excuses for homes and massive amounts of peasants populating the streets. We go to the market, where various food salesmen turning to the camera and offering us their products. The camera stays here awhile, but we can see a hand in the background popping about and taking a few pieces of food from each stall, it somehow traversing about among the stalls quite quickly. After a bit of this, the salesmen all turn around and go back to their stalls with exclamation points appearing above their heads and letting out angry “Hey!”s. The camera goes into an alley to show who stole the various foods, who is none other than a common “street rat” known as Aladdin. His pet monkey Abu gives him a high five as they begin to chow down on food, but they hastily move on as they hear the Arabian guards coming. The camera stays at it’s current location as Aladdin flees, then the guards come on camera, look both ways, then just shrug and leave. The camera cuts to a rooftop of Aladdin letting out a sigh of relief and wiping some sweat off his forehead. . .But the captain of the guard sees him and motions up to the roof with his sword to the other guards, yelling “After him!”. Aladdin rolls his eyes, and jumps to the next rooftop.



The level for the most part is platforming across the rooftops of Agrabah. At various rooftops the guards will catch up to you and you’ll have a battle sequence against the guards. The battles against the guards are very long and hard to deal with, especially considering you only have one stock, and you have to finish them all off before proceeding. How do you survive this level then? Sometimes there’s too much room between the next roof and you’ll have to go down onto the ground, you not dying from doing so. Down here you can steal food from the stalls, and by steal, I mean eat. Go up to a stall and mash A to start devouring the food and recover health. If you stay too long however, you’ll have to do another forced battle, as the stall owners will alert the guards, though thankfully you can take out the stall keepers to keep this from occurring. Also take note that due to Aladdin not having met Genie yet or his Magic Carpet, his down special is missing and instead of his normal up special he has a generic second mid-air jump to replace it.

At the end of the level, a brief cutscene occurs of Aladdin running through town, laughing as the guards try to keep up with him. . .When he bumps straight into the captain of the guard. The captain grabs him in a bear hug and laughs. Abu goes up to stab him in the eyes, but another guard arrives to throw the monkey away. The guards proceed to take Aladdin away as the captain says “Street Rat. . .” down to Aladdin and chuckles.

Battle 46: Brawl of the Royal Pets
Play as: Gatomon or Iago and Zazu (Iago Only)
Played Against: Iago and Zazu (Iago only) or Gatomon


We see a stout fat figure seated on a throne, but the camera never goes high enough to show his head. He is stroking a white cat who is taking a nap, known only as Gatomon. Knocking is heard on this figure’s door and the seated figure presses a button to open the door. The captain of the guard comes in first and bows to the sultan, then moves out of the way to reveal two other guards behind him, holding Aladdin. The captain of the guard points to Aladdin then shrugs, wondering what to do with him. The figure stroking the cat, who’s face still isn’t being shown, extends out his hand and gives a thumbs down. The captain of the guard eagerly rubs his hands together and nods to his two more lowly guards, and they take Aladdin away, who looks rather disgusted with his capture. The figure continues stroking his cat, then more knocking is heard. The figure sighs and presses a button to open it once more, and a poor old beggar comes up to him, shaking out a canteen, asking “Spare change?”. A close up of the figure’s eyes are shown, which are rolling. He motions for the figure to come closer with his hand, but then puts his foot over a petal of some sort. . .The figure waits for the beggar to get to a certain point, and then pushes his foot down on the petal to open up a pit which the beggar falls down into. Tired of dealing with the common folk, the figure presses another button for Jafar to shortly come in through the door, with Iago perched on his shoulder. Jafar, the figure’s advisor, comes up slowly, carefully going around the part in the trapped part of the floor, and bows to the figure, who is still busy stroking his white cat. The camera finally decides to stop parodying James Bond and it’s most famous villain and shows the figure’s face, it being the sultan of Agrabah.



The sultan stops being so serious and rushes up to Jafar to take Iago off his shoulder, Gatomon falling out of his lap with a thud onto the floor, rudely awakening. The Sultan holds Iago in a tight squeeze, him screaming in pain, and stuffs crackers down his gullet. Gatomon becomes annoyed at another pet having taken her master’s attention, letting out a hiss at Iago. Gatomon leaps up and slashes Iago out of the sultan’s hands. Iago lets out a sigh of relief at not longer being squeezed and being force fed crackers, but this is quickly taken aback as the rabid feline goes to attack him. Jafar facepalms at the whole ordeal, while the Sultan excitedly applauds this, having had a lack of entertainment.

This is a fairly standard brawl, though the Sultan will applaud any good hits either of his “combatants” make. If you’re playing Iago, the Sultan will regularly throw crackers at you from the background which deal 3-4% damage and tiny set knockback. If you’re playing Gatomon, Jafar will try to hurry along the pointless battle to stop wasting his time by forming quicksand pits from his dair on the battlefield, though they can affect Iago as well as you.

If Gatomon wins, she happily hops back up in the Sultan’s lap with a pur to continue being petted by him, while if Iago wins he takes a cracker and stuffs in it into Gatomon’s mouth. Either way, Iago goes back on Jafar’s shoulder and Jafar reluctantly takes a bow, holding back his disgust, and motions to the door, asking if he can leave, for the Sultan to give a dismissive motion, allowing him to do so. Jafar leaves, and if Gatomon lost she weakly goes back into the Sultan’s lap as he does so.

Level 66: Assassinating the Sultan
Play as: Jafar, Iago and Zazu (Iago only)


Jafar is seen on a balcony with his head in his hands, looking out at the view, being quite bored. A thought bubble appears above his head showing the Sultan rapidly pressing the button on his throne to order him in. Jafar comes in and bashes the control down with his staff, then casts a spell to levitate the Sultan out the window. Jafar then sits down on the throne and he gets the Sultan’s clothes and some guards come in to bow to him.

Jafar lets out a relaxed sigh as he pictures this, the thought bubble vanishing. . .But then Iago comes in and sees the thought bubble. Before it vanishes, Iago hastily points up to the thought bubble and nods violently. Jafar strokes his beard, then nods and lets out a cackle as the thought bubble poofs. He motions for Iago to come along with him as he leaves the balcony. . .Agrabah is long overdue for a new ruler.

Iago tries to pull Jafar back, wanting to form a plan before taking any hasty action. Jafar lets out a sigh and reluctantly nods, having been all too eager to dispose of the Sultan. Iago puffs out his gut to look fat and imitates the Sultan, standing on the railing of the balcony. He then turns back to his normal self and instantly whips behind this position and does a pushing motion. . .Iago puffs out his gut again and falls off the edge of the balcony, then stops the little demonstration and flies back up to Jafar, taking a slight bow.

Jafar rolls his eyes at Iago’s so called “Plan”. A thought bubble appears above Jafar’s head of him turning his staff into a snake and then poisoning the Sultan with it, to which Iago shrugs and nods. Basic is best, no? The two head into the Sultan’s room and knock on the door for him to reluctantly press a button to open the door (Where’d he get that tech, anyway? It doesn’t matter, it was for a James Bond parody.). Jafar casually makes his way up to the sultan. . .Then poisons him just as he planned out earlier. The Sultan cries out for help, but Jafar casually knocks him out with his staff. Gatomon awakens from her nap and claws furiously at Jafar for doing something to her master, but Jafar casts another spell to put the Egyptian cat to sleep. The captain of the guard comes in, wondering what happened, for Jafar to just motion down to the Sultan and state “He’s ill”. The captain nods and leaves as Iago weaps some sweat off his feathery forehead, and the level starts.

How exactly might this level work then, you ask? You’re making sure everything goes to plan as the slow poison does it’s work and ensure nobody can blame you for the murder. The entire level takes place in the Sultan’s throne room. Gatomon will periodically wake up from it’s unconscious state, and you’ll have to take off it’s 100 stamina to put it back to rest for another couple minutes. The Sultan will also regularly wake up and call for help and try to flee the room, you having to knock him out again. If he ever gets out of the room, you instantly lose. You can’t prevent him from calling out for help though, which will cause guards to come in to attack. When the guards come in, you have to finish them off quickly before even more come, and then dispose of their bodies by attacking them after they’re slain. If everything is sound when more guards come in to check on what’s up, they’ll just leave the room, assuming you’re taking care of the Sultan’s “illness”. If you’re desperate and can’t dispose of the corpses of the guards quickly enough, you can use Jafar’s neutral B to set up a smokescreen so the guards can’t see. They’ll still come in curiously, but they won’t call out for the other guards. Due to this being a single room, there is a celing and walls, and thus you can’t get killed in the normal manner, and instead have 300 stamina. To win the level, you must merely survive and prevent the Sultan’s escape until the poison finally kills him. So much for this plan being simple. . .

Level 67: Dungeons of Agrabah
Play as: Gatomon




Things seem to be proceeding smoothly with Jafar’s plain to execute the Sultan. He summons a quicksand pit and throws the corpses of several guards into it. . .But then Gatomon gets up to attack him once more. Iago goes into a feral battle with the wild cat. Jafar, getting annoyed with the persistence of the cat, goes to finish her off with some more complicated spells. While he does this, he fails to notice the Sultan escaping, who has gotten up once more, while he’s occupied with Gatomon. When he turns around after casting the spell, the captain of the guard is up in his face. He takes Jafar’s staff and snaps it and goes to take him away. Iago goes to flee, but the captain grabs him in one of his huge hands. The Sultan comes back in and spits at Jafar’s feet, motioning to the captain for him to take his former advisor anyway. Another guard comes in with a potion to cure the Sultan’s illness, and he goes back on his throne as if nothing happened. Gatomon, having been saved by the captain just in time, happily goes back up into the Sultan’s lap for some more napping. . .All is peaceful for a while until a servant comes in with a new pet for the Sultan – a Persian from Pokemon. The Persian comes up to the Sultan’s side for him to happily start stroking it’s fur. Gatomon claws up at the Sultan, trying to get her master’s attention, for him to just be disgusted and throw her away, having upgraded to a new royal cat. Gatomon growls lowly and leaves. . .How can she get her revenge on the Sultan for being tossed aside? A thought bubble appears above her head of Jafar trying to kill the Sultan, and she rubs her paws together eagerly, letting out a hissing laugh. She sees the captain of the guard come out of the dungeon, dusting his hands off, and the kitten goes in to see if she can free the old sorcerer for her vengeance on the Sultan.

The level is a rather unconventional one. The guards of the dungeon won’t attack you unless you attack them due to you being the royal cat, or at least having been previously. You’ll find the cell Jafar, Iago, and Aladdin share with little trouble at all, it being quite early in the level. But the level doesn’t end there as you actually have to get them out of the cell by finding a key. . .However, there are many keys throughout the level, and there’s no telling which one will open up Jafar’s cell. You can experiment to see which cells the keys do open, although the most you’ll ever get is a trophy, or worse yet have the prisoners/skeletons in the cells come out to attack you. Some of the guards hold keys as well, and you’ll have to KO them to get them to drop it. Which keys open which cells are completely random, so this level can be quite confusing, as it’s a looping maze of sorts. Not all the keys are random though, and the one you need is locked within a cell. . .And the key that opens that cell is locked within a cell. . .And the key that opens that cell is locked within a cell. . .You’re gonna know this level inside and out by the end of it. To ensure things are complicated, the cells which the keys are locked in are still different, and the one which opens the first cell is completely random. You’ll rarely have to fight guards and never prisoners/skeletons save the ones who have keys inside their cells, but there will be a few rats and bats within the dungeon for you to fight to keep the level from being too lacking in combat. It doesn’t help you’ve only got one stock while trying to figure this puzzle out, being KOd at it during any point causing you have to start the puzzle over.

Level 68: Dry Dry Desert
Play as: Aladdin (Down Special unavailable), Jafar, Iago and Zazu (Iago only), Gatomon



Gatomon is seen fleeing through the dungeon with a key in her mouth to Jafar’s cell. She leaps up to the keyhole and hastily puts it in to free the characters as the guards close in. Jafar, summons some quicksand in front of themselves which the guards run into trying to get to him and the others, and they proceed to sink to their doom. Jafar lets out a laugh, then Gatomon eagerly points to a thought bubble of Jafar whacking the Sultan with his staff. Jafar pets the cat’s head and points to a thought bubble above his own head that shows the magic lamp along with the words “3 wishes”. Aladdin was going to leave, but he notices this thought bubble and comes back, getting his own thought bubble of the Sultan’s daughter kissing him with him holding the lamp. Jafar motions for the characters to come with him as they leave the dungeon and the city of Agrabah, heading out into the desert.

The enemies in the level are desert Mario enemies such as Pokeys and Bandits from Paper Mario. Due to the immense heat of the desert you take 1% damage per second whenever your feet are on the hot sand, so damage can rack up really fast out here. You can heal yourself by busting open cactuses and drinking their milk to help counter this. . .But be careful you don’t hit the spikes or you’ll just make things even harder on yourself.

Battle 46: Spilt Cactus Milk
Play as: Cactaur
Played Against: Aladdin (Down Special unavailable, Generic Up Special), Jafar, Iago and Zazu (Iago only), Gatomon


The characters are seen walking along more slowly through the desert, Jafar using his staff as a walking stick. Iago is seen struggling to keep flying along, so he goes to take a rest on his master’s shoulder. Gatomon sees Iago go up on Jafar’s shoulder and climbs up Jafar’s leg, annoying him, making her way up onto his other shoulder. Jafar rolls his eyes at the hitch hikers, but they still aren’t satisfied by getting a free ride off of him and motion down to his water canteen, their tongues hanging out of their mouths. Jafar takes it and looks into it for a single drop of water to splash down onto his eye. Jafar extends out his tongue and shakes the canteen, trying to get any last drops out of it, but nothing more is within. Jafar casually tosses the canteen away behind him for it to hit Aladdin smack dab in the head. Aladdin lets out an annoyed grunt and continues on. Abu is on Aladdin’s shoulder, staring at Iago and Gatomon. The camera eventually shows us his vision, where Iago is a roast chicken and Gatomon is an ice cream sundae. Abu sighs as the two characters turn back to normal, not wanting to resort to cannibalism just yet. . .But he sees a cactus off in the distance. He motions the others to it frantically for Iago and Gatomon to have similar expressions to Abu, wanting to go bust it open, but Jafar looks down where his watch would be and shakes his head, deciding there’s not enough time. Iago, Gatomon, and Abu hop off the shoulders of the humans and head off for the cactus for Aladdin to just shrug to Jafar and go after them. Jafar shakes his head and reluctantly follows. Gatomon goes to slice the cactus open with her claws. . .But this causes the cactus to spring up out of the ground and get it’s signature “°o°
” face. It is none other then Cactaur. All the characters raise their eyebrows at the living cactus, and it hastily goes to run from them, rolling and springing along. The other characters hastily give chase.

While this may look bad at first considering all four characters are out at once. . .It’s a free for all. The other characters want your delicious cactus milk for themselves and are willing to beat the crap out of each other for it. It’s best to let them duke it out among themselves first, then come in and finish off the winner.

After the battle, Cactaur rolls away like a tumbleweed, letting out a laugh of sorts as he leaves the other characters collapsed on the ground.

Level 69: Arabian Desert
Play as: Marina Lightyears, Iago and Zazu (Zazu only)


Zazu is seen in the desert on the ground, slowly pulling himself forward. If you’ll recall, he wasn’t in the massive group wiped out by Abyss, and instead went out to try to find Pride Rock. . .and apparently failed miserably. Thought bubbles appear above his head showing nice cold drinks as Zazu pulls himself forward weakly. Zazu eventually turns his head up to look at his own thought bubble and tries to fly up to take the drink out of it, but the thought bubble poofs, leaving Zazu all the more depressed as he continues on in search of water. After a bit more of this, a red Goomba like creature with a blue bandana (The most common enemy of Wario Land: Shake It.) comes up to Zazu and lets out a chuckle. Zazu hastily gets up and goes to back away as the creature keeps coming towards him, but suddenly Marina Lightyears comes out from behind a sand dune and rapidly shakes the creature about, causing it to become very dizzy. The creature drops some garlic and Marina casually tosses it away, it’s head (Or the upper part of it’s body, rather) getting stuck in the sand as it flails it’s feet about uselessly to try to get out. Zazu goes after the garlic, being very hungry, taking a big bite out of it. He spits it out afterwards though. . .Who could possibly eat that stuff? You’d have to be some fat plumber on steroids to stomach that. Marina continues on her way for Zazu to hastily go to follow her, being helpless by himself.

There isn’t that annoying sandstorm from the previous level constantly going, but the 1% damage per second on the sand is still present. The enemies are the ones found in Wario Land Shake It, and you can use Marina’s various shaking moves in her moveset to cause them to drop garlic and make them dizzy, stunning them. Due to you not being an obese plumber in overalls, though, the garlic won’t heal you but will instead poison you for 10 seconds, doing 2% damage per second. As far as your shaking actually being useful, you can find moneybags to shake about to get multiple trophies out of them, you getting just a single trophy if you break it apart normally. There are several puzzles to reach hidden moneybags in a similar fashion to Wario Land Shake It, this being a great level for “farming” trophies. Still like the game the level’s based on, it’s fairly easy to complete the level and be done with this, but there are tons of hidden goodies for you to discover.

Battle 47: Restless Spirit
Play as: Charley’s Ghost
Played Against: Iago and Zazu (Zazu only), Marina Lightyears


Marina shakes about and throws away some more deadly creatures as Zazu just stays back, more tagging along then anything else. Marina finishes the group of enemies and the pair proceed. They find the corpse of a young girl out in the middle of the desert. . .Probably couldn’t take the heat. Zazu goes to pick at the corpse, being the buzzard he is and what with how hungry he is by now. Munching sounds are heard as the camera shows Marina’s face looking grossed out as Zazu begins to make a meal of the girl. After a while of this, Charley’s Ghost comes up out of the body, which Zazu doesn’t even bother to notice due to being so hungry. Charley looks quite pissed at the defiling of her grave and levitates some sand into Zazu’s mouth which he hastily spits it out. Zazu turns around to Marina angrily, still not noticing Charley, for her to casually point up at the ghost. Zazu lets out a look of terror and hastily runs behind Marina, who just shakes her head. Charley ignites her fists in shadow, and you then help her to enact her revenge upon her foes.

Battle 48: Disturbance in the Sand
Play as: Gaara
Played Against: Iago and Zazu (Zazu only), Marina Lightyears, Charley’s Ghost


Gaara is seen at a lush oasis in the middle of the desert. He has an emotionless look on his face as usual as he casually takes a drink, then he proceeds to continue training his ninjutsu. He rises some sand up out of the ground and performs various attacks, even turning himself into a sand creature at one point among other less complicated ones. Gaara eventually throws his bag of sand off his back, tired of carrying it around, and there being all the sand he could want in the middle of the desert. Gaara goes to take another drink to find Zazu and Marina Lightyears at the opposite end of the oasis, drinking from it. Gaara squints his eyes in annoyance. How dare those fools interrupt his training! Gaara hurls some sand over into the water they’re about to drink to cause them to choke and spit it out. Gaara proceeds to rush over and let out a sand blast at them, and Marina gets up to defend herself, Zazu hiding behind her as usual. The start fighting and the camera pans over to Charley’s Ghost. Having already gotten revenge on the characters, she feels a bit sorry for them considering what an *** Gaara’s being, putting her hands on her hips and shaking her head. She levitates out a tree from the oasis to whack Gaara with, and he goes over to attack her as well.

You play as Gaara and all three characters are out at once on a team against you. Sounds bad, right? It normally would be, but due to Gaara having far more sand to work with then normal due to being in a bloody desert, all of his attacks involving sand (99% of them) create twice as much sand, thus doubling their hitboxes, and also deal double damage/knockback. This gives you huge powerful disjointed hitboxes to work with, so this shouldn’t be much of a challenge.

Battle 49: Taking the Oasis
Play as: Aladdin (Down Special unavailable, Generic Up Special), Jafar, Iago and Zazu (Iago only), Gatomon
Played Against: Gaara

Gaara defeats the characters and gives a smug glare at them, chuckling subtly. He levitates sand over Zazu and Marina to bury them in sandy graves. He tries to do the same for Charley, but she just floats out due to her nature. Gaara keeps trying to bury her, annoyed, but his eye suddenly hitches again as he hears more people drinking from HIS oasis. He turns around to see Jafar’s party all slurping the water down like animals and goes off to attack them.

This time you don’t play Gaara, but he still has all the sand he could want so he’s still just as powerful. This wouldn’t be too hard considering you have 4 stocks against his single one, but due to the intense heat and your thirst you start each stock off with a ridiculous 85% damage. You can drink the water to heal yourself at a rather quick pace of 10% per second and Gaara won’t use it, but you’ll be hard pressed to find time to use it considering Gaara’s unholy range.

Battle 50: Sand Demon
Play as: Aladdin (Down Special unavailable, Generic Up Special), Jafar, Iago and Zazu, Gatomon, Charley’s Ghost, Marina Lightyears, Cactaur
Played Against: Gaara




Gaara is getting rather tired by now, what with having to of fought off 7 warriors. He relaxes a moment and takes another drink out of the oasis himself. He goes to bury Jafar’s party in a sandy grave like he did to Marina and Zazu, but he notices the evil aura coming off from Jafar’s staff, the camera zooming in on it. Gaara, intrigued by it’s power, picks up the staff. He messes around with it slightly to accidentally trigger a spell. A blast from the staff comes out and hits him, and unleashes his full potential. Gaara turns into a massive sand demon and roars everyone wide awake out of their unconscious states, blowing the sand off Zazu and Marina. Cactaur can be seen passing by, but the roar causes him to be blown off into the distance like a tumble weed. Cactaur’s normal “°o°” face turns into a “O.O” face as he looks at Gaara in terror and quickly flees from the massive beast, but it extends out it’s sandy arm to grab Cactaur and pull it back in. The characters in front of the sand demon all look rather panicked, but Jafar notices Gaara’s normal body hanging in front of the beast and points to it. The other characters nod. . .

You play against the sand demon, Gaara’s final smash, which completely invincible for the most part. . .But as the last bit of the cutscene implied, Gaara’s normal body is hanging out in front of the demon and it’s his only vulnerable point. You have to deal 300 stamina worth of damage to Gaara’s body while dealing with the great sandy beast (Just like his final smash, although more buff), although you’ve got 7 stock to do it with.

Battle 51: Battle of Wonders
Play as: Marina Lightyears
Played Against: Jafar, Iago and Zazu


The characters all finally get their fill of water now that Gaara’s finally been defeated. Gatomon licks it up slowly like the pampered kitten she is while the others slurp it all down like wild animals. Abu climbs up a tree to get some lemons and limes from the trees, but he’s too weak. Marina goes over and shakes the tree to knock the fruits down, Abu being annoyed at her so easily out doing him, and the characters have a mini feast (Save Charley and her lack of a body). Cactaur, obviously not requiring food, goes away from the characters and plants himself into the ground and closes his eyes to sleep for the night (Which is rapidly approaching), seemingly turning back into a normal cactus. The characters all look ready to go to sleep. . .With the exception of Jafar. He motions onwards into the desert, his thought bubble of the lamp and “3 wishes” reappearing. The characters ignore him for Jafar to angrily go out on his own, with the exception of his loyal Iago remaining at his side. . .Although he’s starting to fall asleep on Jafar’s shoulder. Jafar doesn’t go out into the desert far at all from the desert before smacking his staff down into the sand, causing a massive tiger head of sand to come up out of the ground.



It bellows out “WHO DARES DISTURB MY SLUMBER?” for Jafar to take a bow before the tiger head and then point to his thought bubble of the lamp. The tiger head says “VERY WELL, BUT TOUCH NOTHING ELSE. . .ENTER THE CAVE OF WONDERS.” and holds it’s mouth open for Jafar to enter. . .But he doesn’t do so just yet. The other characters (Save Cactaur) come up to the tiger head, having been awoken by it’s bellowing voice. Jafar motions to Aladdin to go in for him to nod and do so, taking Gatomon along with him. The other characters try to enter as well, but Jafar blocks them, what with them not having been in on his deal. Charley casually floats through Jafar into the Cave of Wonders, much to his annoyance, and a gust of wind blows Cactaur in like a tumbleweed, nobody paying him any attention. Jafar turns to Marina and Zazu, the only two characters he can block, and hastily gets in their way. Zazu goes up to Jafar and kisses his feet for him to chuckle, him picking the bird up and mounting up on his shoulder alongside Iago. Iago pats Zazu on the back for him to hastily dust himself off from it and back away from Iago, obviously uneasy about this. Marina rolls her eyes at Zazu’s cowardice, and rushes up to Jafar to fight her way in to the cave.

Nothing too special here, only one character out at a time, so this isn’t that hard. . .Or it wouldn’t be if there wasn’t a very brief countdown of 1 and a half minutes ticking down. You’ve got to get in to the Cave of Wonders before it closes. The stage is a flat one with walk offs, so you can get cheap kills to finish this quickly.

Level 70: Cave of Wonders
Play as: Aladdin (Down Special unavailable), Charley’s Ghost, Marina Lightyears, Gatomon, Cactaur




The group of characters progress through the Cave of Wonders to see massive amounts of golden coins and other various treasures. Gatomon and Abu stare at them in awe and rush out to pick some up, but Aladdin holds them both back. Abu shrugs, wondering why they can’t take the gold, for Aladdin to point up to a thought bubble of the Tiger Head saying “TOUCH NOTHING ELSE”. Cactaur is rolling about pretty randomly, going dangerously close to the gold. Charley creates some winds to blow Cactaur away from the gold when he nearly falls into it. Marina looks annoyed at how long the other characters are taking and motions them onwards. They keep going onwards along the path a while longer, but eventually find themselves back in the same room the cutscene started in. Aladdin goes over a carpet as he ponders which way to go and it suddenly zips out from underneath his feet, knocking him over. Aladdin turns around to the carpet to find it’s a magical enchanted one. Abu puts up his fists and goes over to fight the carpet for it to hastily back away. Charley pushes Abu away in annoyance and points to a thought bubble of the lamp for the carpet to nod and motions the characters to follow it. Marina raises her eyebrow at trusting a carpet, but reluctantly follows after it.



This level focuses on traps, meaning you’ve got a lot of platforming on your hands, so thank god you’ve finally got Aladdin’s true up special over what was previously a stereotypical second mid-air jump. The most common hazard throughout this level is surprisingly gold. If you touch it at all, you can hear the roar of the tiger head and you instantly lose your stock. This can be quite troublesome, as there are massive mountains of gold you’ll have to leap over without so much as rubbing against them, and sometimes you’ll be forced to fight some Shadow Beasts (Yet, they’re weaker versions of the playable character like back in Chapter 4) in very close quarters, surrounded by the gold. The hidden goodies within this level are all stickers, not a single trophy to be found. There will be various doors you can take to find a room literally FILLED with trophies, there being a good 50 or so for you to pick up, with no penalty. The catch? Picking one up counts as touching gold and instantly kills you. These trophy rooms will more likely then not trick you out of one of your stocks, just make sure you don’t stupidly repeat the mistake. The level isn’t entirely filled with gold, there being other more common pyramid like traps such as spikes and running away from a massive boulder and such.

Cinematic 36: Lord of Stalling

The characters all enter a room that is nothing but a sandy pit. Some bones of the upper torso of a dragon can be seen in the bottom of the pit, and more importantly, the lamp, which the camera zooms in on. The characters go to run into the sandy pit after the lamp, but suddenly our good friend Zant comes out from a portal on top of the dragon’s skull. He impales a massive sword into it to cause eyes to appear in the skull’s empty sockets, and the dragon roars and rises up from the sandy pit. If you couldn’t tell yet, the dragon skeleton is Stallord, and the room is his boss battle room. Zant lets out an evil chuckle and leaves through a portal just as quickly as he came, then Stallord roars at the characters.

Boss 13: Stallord

Play as: Aladdin (Down Special unavailable), Charley’s Ghost, Marina Lightyears, Gatomon, Cactaur




Stallord’s arena is a slanted pit with sands constantly moving towards the center, where Stallord is located. There’s an outer ring around the arena which is solid ground, not sand, thus not having any pull towards Stallord. Stallord is supported by a bone which keeps him firmly planted in the sand, and it’s his only weak point. The rest of his body is impervious to damage. The arena has both a ceiling and a wall, so you have stamina for this boss, 150 per stock. This means damage dealers are much more important to avoid then normal. Also take note that while you’re in the sand, you’ll slowly sink into it, slowing your movement and attack speed. The more you sink, the slower you become, and if you sink all the way you die. You have to spam jumps to get up out of the sand. The best idea is to keep this from happening in the first place and just constantly keep jumping. Many of Stallord’s attacks can’t reach you on the outer ring, but to damage Stallord you have to get up very close to him. The health of Stallord’s support bone isn’t terribly high, around that of a regular boss, but it’s very hard to attack, as the pull down into the sand at the bottom of the pit is very strong.

Attacks:

Claw Swipe:
Simple enough, Stallord swings his claw out at you. This can reach anywhere on the battlefield and isn’t that laggy, doing 14-15% damage and average knockback. Stallord will resort to this attack if you try to hide on the outer rim of the battlefield, and rarely use it otherwise.

Howl of Terror: Stallord lets out a massive howl that pushes you away from him, affecting the entire battlefield. You’ll get pushed away at the speed twice that Dedede’s inhale pulls you towards him, so it’s quite fast. If you splat against the wall from the force of the roar, you’ll take 25% damage and a long stun.

Sands of Time: Stallord lets out a roar, and the sand either starts pushing in the opposite direction, or starts going in it’s current direction faster. Stallord will spam this attack a lot, and he does it very quickly and moves on to his next attack without any hesitation. If you’re next to Stallord’s face when he roars (Highly unlikely), you’ll take 17-18% damage and above average knockback.

Spinning Doom: Stallord brings his arms in close to himself, then rapidly spins them around, sweeping them about. If you’re on the outer rim of the battlefield or anywhere on that vertical axis, you’ll take 20-25% damage and hefty knockback. This attack lasts a good while and gives you a chance to attack Stallord’s support bone. Stallord mainly uses this attack when you hide on the outer rim from him, as if he uses it any other time it’s more of a benefit for you.

Skullbutt: Stallord heabutts into your current position. This can’t reach you if you’re out on the outer rim. If you’re hit, you take 30-35% damage and massive knockback, but Stallord will be busy trying to pull his head out of the sand for a considerable time, it having become stuck. This has little starting lag, but loads of end lag.

Sinking Doom: If you spend long at Stallord’s support bone, he’ll snap his fingers and cause the sand at that portion to swirl around. If you stay here at this point, you’ll be sucked down into the sand and instantly get KOd. You’ll have to do hit and run attacks on Stallord’s support bone.

Fireballs: Stallord sends out fireballs down at you, them moving at high speeds and doing 11-12% damage and below average knockback. Stallord is able to send them at you no matter where you are, though they’re easy to dodge if you’re far away from him. Stallord spits out 5 fireballs over 2 seconds.

Attacks added at 50% health:

Headless Dragon:
Stallord’s head levitates off his body, and it will use it’s fireballs attack as it follows you around. The fireballs are significantly harder to dodge due to Stallord’s head being right next to you. After sending out 5 fireballs, it will try to headbutt down into you like in it’s Skullbutt attack, but it’s much harder to dodge due to how close he is and has even less lag. There is still ending lag to the attack, but not as much, and Stallord levitates back up onto his body to continue the battle before too long.

Undead Breath: Stallord leans forward and lets out a poisonous breath at you, colored green. This deals as much damage as Bowser’s neutral B, but also poisons you with a strong poison that does 4% damage per second and lasts 5 seconds, so be careful to avoid it. The range of the move can’t reach you on the outer rim or if you’re directly below Stallord at his support bone. This is a great chance to damage Stallord if you’re already close to his support bone, but otherwise flee. Stallord keeps breathing once he’s out of breath, the breath becoming very small like Bowser’s does over time. This move is deadly but highly punishable.

Spiraling Lava: Stallord snaps his fingers to cause the sand to turn into lava! It does damage and knockback like the lava on the Metroid stages. The sand will slowly turn red before fully turning into lava, so you’ll have decent warning to get to the outer ring to save yourself before the attack. This lasts 10 seconds, and Stallord will try to hit you with his one of his attacks that reaches the outer ring before it expires, you having nowhere to run. Ouch.

Attacks used at 30% health:

Endless Flame:
Stallord snaps his fingers and two pillars of flame will rapidly rotate around the outer ring. These pillars do good knockback and 20-22% damage, and destroys your one relatively safe place from Stallord. Things aren’t gonna be pretty if he decides to spam undead breath while this is in effect (Which is the entire remainder of the battle).

Attacks added at 30% health:

Stalfos Guards:
Stallord summons up some other fools who dared to challenge him from the sand, who now eternally serve him as Stalfos (Skeletons). The Stalfos stay right next to Stallord’s support bone, and while they aren’t hard to defeat or pose much threat they’re solid, meaning you can’t go through them have to kill them to get to Stallord’s support bone. Stallord mainly uses these Stalfos as living walls and will proceed to dispose of you with another attack.

Cinematic 37: Tale of the Lamp

Aladdin goes up among the wreckage of Stallord to go over and claim the lamp. Marina takes it from Aladdin eagerly and shakes it in her signature fashion to try to get the genie to come out, but it fails to substitute for rubbing. Suddenly, the camera cuts to the tiger head, the entrance of the Cave of Wonders, which is roaring in pain. The camera cuts back to the interrior of the cave for it to be shaking about violentely as if an earthquake was in effect. . .Looks like opening the lamp will have to wait. The characters go to flee, but the carpet stands up and shakes it’s upper half (To substitute for it’s head) at this. It extends out for the characters to board it, and it hastily goes to take them all out to the entrance as lava fills the cave. The carpet eventually messes up and dumps the characters out at the exit, but that’s close enough to get out anyway, right? Apparantely not, as there’s a ledge just too high for any of them to reach. Jafar comes over and extends out his hand down to Aladdin, yelling “Give me the lamp!”. Aladdin extends out his arm, wanting to be helped out, but Jafar shakes his head once again and says once again “The lamp, boy, the lamp!”. Aladdin reluctantly takes out the lamp and extends it out to give to Jafar. He just barely manages to reach far enough, and Jafar takes the lamp off of Aladdin and laughs maniacally. Aladdin keeps his arm out extended, letting out a “Ahem!”, but Jafar just continues laughing and casts a spell to knock the characters down to the bottom of the cave. Jafar steps out from the tiger head as it sinks back down into the sand, dooming the characters to be trapped in the cave forever. . .

Battle 52: Sand Ninja’s Vengeance
Play as: Gaara
Played Against: Jafar, Iago and Zazu (Iago only), Iago and Zazu (Zazu only)


Jafar cackles maniacally now that he holds the lamp. Nothing can stop him now! Iago joins in with his laughter, and they both turn to Jafar’s other shoulder to notice Zazu just staring at the two of them blankly. Zazu weakly joins in with some amateur evil laughter of his own to get them off his case, then the two truly evil characters resume their laughter. While they’re busy having a stereotypical laughing session, Gaara appears behind Jafar and knocks him down with a sand attack, also causing the lamp to fall out of his grasp. Gaara steps between him and the lamp and smacks his fists together, more then ready for vengeance.

You have to knock out both Iago and Zazu in this battle, them both being out at once. You’re still superpowered from being out in the sand though, able to use it to your heart’s content. This shouldn’t prove a troublesome battle at all. Gaara wants to put the hurt on these guys before he finishes them, though, so you’re required to put 100% damage on them each before finishing them. This can be quite troublesome what with how the stage is a flat walk off one and your large knockback, so be careful not to finish your prey too early.

Level 71: The fall of Agrabah
Play as: Jafar, Iago and Zazu, Gaara


Gaara pins Jafar down and prepares to bury him with sand alive, but Jafar puts up his hands in a “Stop!” motion. Gaara tilts his head slightly questioningly, squinting, wanting Jafar to hurry up and talk. Jafar gets a thought bubble of him being the sultan, being seated on the throne and wearing the Sultan’s clothes, and granting Gaara more power with his staff. Gaara, wanting nothing but power, decides to accept this offer. It’d probably be more productive then mere training, and he’d get to use some live targets on the way. Jafar gets up and motions for Gaara to follow him as his two birds mount his shoulders once again. Zazu looks very uneasy about Gaara coming with them, but Iago gives him a slight push and says “Relax!”. The camera fades out as the characters make their way to Agrabah. . .



And fades back in as they reach the outskirts of the city. Jafar laughs evily and rubs his lamp for the genie to come out. Jafar grabs the genie by his chin hair and commands “I wish to be the most powerful sorcerer in the world!” for the genie to reluctantly grant his wis, after which Jafar casts a spell to force him back into the lamp. Jafar motions for the others to come along as he goes into the city, laughing maniacally. . .

All the characters at your disposal are blatantly overpowered in some way. Gaara has his sand available as normal, Jafar can use his final smash every 60 seconds (Although you can only use the giant snake part of the final smash), and Iago and Zazu have 2 stocks due to their being two of them. Unlike the invasion of Toad Town back in chapter 1, you have to actually DESTROY the buildings as you progress, having to take down 75% of those you pass. Random citizens provide weak enemies that try to flee from you for the most part, the main enemies being guards. The level is quite long and the guards are very numerous, you having to take on the captain at the end who serves as a mini-boss of sorts. At the end the captain will keep calling the guards as you defeat them, causing more and more to swarm to you, as well as attacking you himself. The level won’t end until you finish him off.

Jafar barges in to the Sultan’s throne room. The Sultan motions out for the guards to attack Jafar. . .But there are none left. The captain’s corpse can be seen falling into view in the background, causing the Sultan to become alarmed. Jafar rubs his lamp once again and says “I wish to be sultan!” for the genie to come out and cast a spell reluctantly. The Sultan’s clothes get whipped off of him, become resized, then go onto Jafar. The Sultan, left in only his underwear, goes to hastily flee, but Jafar smirks as he levitates him into the wall harshly, knocking him out. Jafar sits on the throne and laughs maniacally. . .Gaara leans against the wall and rolls his eyes, tapping his foot for Jafar to ignore him. Gaara points to a thought bubble of Jafar powering him up, but Jafar shakes his head and laughs, destroying his thought bubble with a spell. Gaara’s eye twitches and he charges forward to attack Jafar, Jafar just laughing maniacally as he gets up from his throne and casts a spell at the screen, which causes it to black out.

Level 72: Desert Rush
Play as: Aladdin (Down Special unavailable), Charley’s Ghost, Marina Lightyears, Gatomon, Cactaur


The characters who got “trapped forever” are seen in the bottom of the pit of the Cave of Wonders, there being little light to see much of anything. They’re all asleep by now, save Charley (Who doesn’t require sleep) and Cactaur. Cactaur is trying to sleep, but due to the hard rocky ground he can’t plant himself in it and thus can’t get comfortable. Despite having failed many times already, Cactaur keeps trying to implant himself into it, making slight sproinging noises that are managing to keep Abu up quite well. Abu has his hands over his ears as he rolls about, trying to get to sleep, but to no use. Charley shakes her head at Cactaur and summons a small mound of sand for him to perch himself in, him happily going over and doing so. Cactaur shortly falls asleep and Abu does so also, Charley nodding satisfaction. . .But quickly becoming bored now that she’s all alone. She paces about the little space the cave has collapses into. . .But then realizes a key factor, getting a light bulb above her head and facepalming that she didn’t think of it earlier. Charley floats up to the roof of the pit and ghosts through the ceiling, emerging out on the desert above. Charley does a fist pump of success, then starts digging out the sand to try to free the other characters.

The camera fades in and fades out to the next morning, showing the other characters in the pit. Gatomon is curled up like the kitten she is, but suddenly a beam of light comes out from above and causes her to slowly wake up. She looks up at the source of the light to see Charley having finally broken through, waving down at her. Gatomon hastily goes to awaken the other characters, and they float up out of the Cave of Wonders on Aladdin’s magic carpet. The characters look off to see Jafar’s footprints, and Aladdin clenches his fist and points out after them. He runs off into the desert, the other characters following after him for their revenge on Jafar. Cactaur looks perfectly content to just perch himself in the sands once again, but Charley picks him up and drags him along, much to the cute cactus’ protest.



This level is timed as you’re trying to chase after Jafar as quickly as possible to prevent him spending too long in control of Agrabah. The sandstorm is blowing against you like in the first desert level, and the push back effect is much more annoying now as it prevents your progress significantly. The enemies are all Ground Pokemon who take advantage of the sandstorm, you having a large chance to miss them and do nothing when you attack them. You’ll have to fight a mini boss at the end of the stage, a Sandslash, who uses many of the attacks from SirKibble’s moveset in MYM 3 and takes knockback like a playable character, having to be thrown offscreen to be killed.



Level 73: Agrabah Palace
Play as: Aladdin (Down Special unavailable), Charley’s Ghost, Marina Lightyears, Gatomon, Cactaur, Gaara


The characters reach the city of Agrabah to hear people screaming and the buildings aflame. Aladdin shakes his fist at seeing what Jafar has done with the place, and rushes off into the city along with the other characters. They reach the palace to see Gaara being thrown out of it by the guards flat onto his face, his eye twitching. Apparently Jafar went back on his deal with him. Marina goes to help Gaara up, but he rejects it and stares at the party angrily. He bolts back into the palace, and the other characters follow in after him.

Due to Jafar’s wish, the palace guard now all serve him. Other enemies include Persian, the Pokemon, the Sultan having ordered some of them before Jafar came and took over. There aren’t any traps due to the Sultan wanting to actually walk around this place, so the level revolves around combat. The level however is very large, there being a long alternate path to a treasury filled with tons of trophies and stickers, along with the ability to go back into the dungeon to find more hidden goodies there (The cells now have better stuff within them for whatever reason). There’s no map, so you’ll more likely then not end up in one of those two places and have to backtrack to find the throne room, or better yet, just a flat out dead end with nothing interesting. Gaara for once isn’t uber in this level due to the terrain being man-made flooring instead of sand.

Cinematic 38: Seeing just how Snakelike Jafar is

Jafar and his two pet birds are seen in the throne room. Iago is forcing crackers down the Sultan’s gullet, who is chained up in the corner, while Zazu is next to him with his arms folded, rolling his eyes. Jafar is drumming his fingers on his throne until some guards come in with the Sultan’s daughter, Jasmine. They push her into the room then hastily leave. Jafar lets out a slight chuckle and slowly advances towards her. . .For her to knee him in the crotch and spit in his face. Jafar is outraged at this and goes to beat her over the head with his staff, but then Aladdin’s party arrives in the throne room. Jafar turns to them all. . .How are they already here? Bah, nothing a sorcerer can’t dispel. Jafar casts a spell on himself and he transforms into a massive snake, hissing down upon the characters.

Boss 14: Giant Snake Jafar
Play as: Aladdin (Down Special unavailable), Charley’s Ghost, Marina Lightyears, Gatomon, Cactaur, Gaara




The Sultan and Jasmine can be seen in the background, along with the great serpent’s throne. Jafar stands up very tall as a snake, his head going up to the top of the screen, although he’s not particularly wide. Jafar’s standard stance is smack dab in the middle of the screen, although he’ll move out of it for some of his attacks. There are flames to prevent your escape like in the picture, but they’re in the background and don’t effect gameplay.

Attacks:

Pound:
Jafar slams his head down upon you for 15-16% damage and good knockback, able to reach you no matter what your position. Has little start up lag and no warning, but has decent ending lag as Jafar pulls himself back up.

Into Red Smoke: Jafar hisses to cast a spell, and an a cloud of red smoke appears and obscures him from your view, being the same size and having all the properties of Jafar’s neutral special in his playable form. The cloud lasts 15 seconds, and while it doesn’t directly hurt you it makes Jafar’s attacks much harder to dodge as you can’t see what he’s doing.

Ophidian Familiar: Jafar extends out his tongue fully for four snakes to appear on the battlefield that function just like the ones in his down special in his playable form. If they bite you, they do 5% poison damage, so they’re not much of a threat on their own. . .There’s no limit to the amount of snakes Jafar can have out, so take them out quick so they don’t swarm you.

Turf Thorn: Jafar rattles his tail for four spikes to jet up out of the ground. Three of them are in set locations while the fourth will appear directly under you. If you hit the tip of the spikes, you’ll take 15-16% damage and high upward knockback, otherwise taking 8-9% damage and below average horizontal knockback. The spikes are as tall as Ganondorf and are solid, you unable to go through them. If Jafar has any snakes out from his Ophidian Familiar attack, they’ll dig into the ground while Jafar rattles his tail then pop out like spikes with the same damage/knockback. This move bares high resemblance to Jafar’s dtilt in his playable form.

Tail Grab: Jafar extends out his tail to try to grab you with it. It goes out at a pretty fast speed and is quite hard to dodge. If he successfully grabs you, Jafar will pull you back to the center and squeeze you three times for 10% damage each, then bite down into you for 15% damage and high knockback. You can button mash out of it, but will at least take 20% damage. Jafar will never stop chasing you with his tail until he grabs you. . .So how do you dodge the attack? You run to either side of Jafar so he wraps his tail around himself, causing him to fall over and be vulnerable to damage. This attack can one of Jafar’s greatest strengths or weaknesses depending on how you handle it.

Birds of Prey: Jafar bellows out “Come, my pets!” for either Iago or Zazu to come onto the screen at random and attack you in their playable forms. They’re only around twice as resistant to knockback as an alloy, so they’re relatively easy to defeat. Jafar won’t use any attacks while the birds are hunting you down, and while they’re easy to kill, they can still dish out the pain with no nerfs to their movesets.

Mesmerize: Jafar leans his head into the background as he charges up a ball of energy in his mouth for a second or two, then fires it at you. It travels at a large speed and is homing. If it hits you, your controls are reversed, just like playable Jafar’s fair of the same name. This lasts 15 seconds. If you direct the homing ball of energy into Jafar, it’ll stun him for a couple seconds, and it will kill any snakes summoned by Jafar. It effects Iago/Zazu in the same way it affects you. The energy ball must hit a living creature to be destroyed and it’s quite fast, so choose who you’re directing it into quickly. This attack slightly resembles playable Jafar’s fair.

Glare: Jafar’s eyes sparkle, and you become instantly paralized unless you perfectly time a sidestep, which is quite hard considering the attack has no warning or start up lag whatsoever. If you get hit, Jafar will follow this up with a basic pound, and you have to button mash to get out of the paralsis like a monkey on crack, so you’re basically screwed.

State of Suspension: Jafar’s eyes sparkle just like the last attack, but this time the start up is much laggier and you have fair warning the attack is coming. After the start up lag, Jafar will levitate you with magic and try to slowly take you off the screen. You have to button mash to get out of being levitated off screen, but if you’re very far from the center of the screen it’s impossible to do so in time. Due to being unable to dodge being levitated at all, you must run to the center of the screen during the wind up of this attack so you have enough time to button mash out of this. This attack resembles playable Jafar’s bair.

Attacks added at 25% health:

Tail Whip:
Jafar winds up his long slithery body, then starts spinning it around rapidly. If you’re on the ground at any point while Jafar is spinning it around, you’ll take 18-19% damage and hefty knockback, thus you must stay in the air during the attack’s 3 second duration. To make matters worse, Jafar will spit fireballs at you during this attack, although they’re only twice as powerful as Mario’s. Jafar has bad end lag from the attack due to becoming dizzy from it.

Inhale: Jafar brings his head down from it’s position at the top of the screen down to the direct center of it and lets out a chuckle, then begins inhaling. This isn’t terribly hard to dodge if you run from it and go towards one of the corners of the screen as Jafar starts the attack, though if Jafar does inhale you he’ll spit you out off the top of the screen for 35% damage and unholy upwards knockback. Yeah, pretty much a guaranteed kill unless you have no damage at all. This wouldn’t be too bad considering it’s easy to dodge, but if Jafar devours inhales any snakes from his Ophidian Familiar attack he’ll heal 5% of his health. This is the main reason you have to take the snakes out, as otherwise they’re a relatively minor annoyance.

Attacks used at 5% health:

Quicksand:
Jafar spits out some magic dust down onto the battlefield for the floor to turn into quicksand, save the spot the great snake is standing on. Unlike most quicksand you’ve been dealing with throughout the game, this will instantly sink you down and kill you as soon as you touch it. Sound like fun? It’s mandatory you finish Jafar off ASAP. On one of the few bright sides, this attack will envelop any snakes on screen, them sinking down into the sand.

Cinematic 39: Sorcerer’s Bane

Jafar lets out a hiss of pain as he slowly turns back to his human form, still concious but hunched over and breathing heavily. The characters who fought against him aren’t exactly in the best shape either, but they head up after the sorcerer to finish him. Jafar flees from them, too weak to fend them off, but gets cornered by them. He jumps out the window to go flee. . .To find that it’s a massive drop off. Iago and Zazu go down after him and grab his cloak, flapping their wings rapidly to slow his descent, just barely slowing him enough to prevent him from splatting onto the ground. Jafar shakes his staff in anger up at the characters through the window and then continues on his way to flee, none of the characters crazy enough to jump out of the window after him. We cut to Master Hand viewing this through a portal, drumming his fingers. “They’ll do. . .” He mumbles to himself.

Chapter 9: Rise of Evil

Level 74: Gerudo Outskirts

Play as: Jafar, Iago and Zazu


For the first time, this chapter actually picks up instantly where the previous one left of. Jafar and his two birds are fleeing through Agrabah as the crowds throw rotten tomatos at him and boo him as he goes through the streets, angry at the wreckage he made of their city. Jafar shields himself as best he can, but Iago has fun with it. He dodges the tomatos in mass and sticks his tongue out at the citizens of Agrabah only to get hit by a huge one as he’s taunting the peasants. Iago wipes the tomato off as Zazu rolls his eyes and motions him to come along. The group eventually get out of Agrabah, getting a safe distance away, stopping a moment to catch their breath.

Iago gets a thought bubble of the genie turning Jafar into an all powerful sorceror, angrily pointing up to it. The picture of the thought bubble continues of Jafar using his power to destroy the city. Why are they running again?!? Jafar sighs and gets a thought bubble which he points up to. Jafar’s bubble shows Jafar having accidentally left behind the lamp and Aladdin picking it up, rubbing it, and having the genie make him ultra buff. Zazu sees this and hastily goes to hide behind Zazu in fear of the ultra buff Aladdin, Iago hastily pushing him out from behind him in annoyance. Jafar motions his birds to come along with him. . .They go for a while, but Iago gets yet another thought bubble of them going to Master Hand. Why are they out here in the middle of the desert? They could be getting another job! Jafar gets a thought bubble of Master Hand pointing down at them and smiting them, thinking that Master Hand would probably be angry with their failure. Iago reluctantly nods, and they continue going out into the desert. . .Hopefully they’ll find some chaos to cause sooner or later.

This level has various Zelda enemies found in desert locations, there being a good amount of Moblins along with some wildlife. This level somewhat resembles the underwater ones in that you constantly have to seek out the next air bubble to replenish your air supply every once in a while, but in this case instead of air bubles you have to seek out the next cactus to drink it’s milk to quench your thirst. You can only drink a cactus’ milk once, though, so you’ll have to constantly keep moving, you don’t have the luxury of going back to old cactuses like you can with the air bubbles. On the bright side, drinking the milk heals you of 15% and you can go longer without water then air. There are plenty of alternate paths that lead to nothing but trophies to distract you from reaching your next cactus and lots of enemies you aren’t required to fight, so try to keep your attention focused on finding the next cactus as you make your way through the desert outskirts.

Level 75: Arbiter’s Grounds
Play as: Jafar, Iago and Zazu
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Jafar and his birds come up to the entrance of an ancient temple. . .Having no better options, the trio head in. Perhaps there could be some sort of mysterious power within here or something. . .Who knows what could await them inside? Iago has a thought bubble with treasure in it while Jafar’s has a generic powerful artifact within it, both rubbing their hands (Or wings) together eagerly. Zazu rolls his eyes and pops open the thought bubbles with his beak, to get them to focus. Zazu quickly loses his cool though as a stalfos shows up and causes Zazu to gasp in horror and hide behind Jafar. Jafar casts a simple spell to reduce it into a pile of dust while Iago laughs at Zazu’s cowardice. The trio continue along through the temple. . .

This level is rather generous on combat, having little of it throughout the level. Instead, it prefers to focus on platforming. There will be various points in the level where you’ll have to ride a spinner (That one item in Twilight Princess that you ride on and virtually never get to use outside the dungeon this level is based on) through an obstacle course, it speeding along through the “Spinner track” in the wall (which is in the background). While on the spinner, you only have one jump and can’t actually move your character, but can still perform all the various moves and things like shielding/sidestepping. To get off from the spinner early, use your up special. Some of the platforming segments will take place on complicated spinner courses with lots of obstacles you have to jump over/destroy in your path, but there will be a few parts where you have to go over quicksand pits. Various sand golems will rise from the quicksand and try to drag you down into the sand. If one of them gets to you while over sand, they’ll pull you under and you’ll have to button mash like a monkey on crack to free yourself, so just don’t get grabbed by one of them. Stay away.

Cinematic 34: Stalling Vengeance

Jafar and his two birds continue along through the Arbiter’s grounds, Jafar jumping up out of a pit of quicksand and dusting himself off, the birds having merely flew over the pit. The trio enter a large room with a gigantic pillar in the middle. They look around in the room, nothing seeming suspicious, save a massive dragon skull. Zazu watches it fearfully as Jafar and Iago ignore it, going around the pillar to try to see if there’s anything else in the room. Suddenly, Zant comes out of a portal on top of the dragon skull and impales a sword into it to bring it to life, it levitating up and it’s eyes starting to glow, albeit quietly so Jafar and Iago don’t notice, Zant leaving in an instant. Zazu hastily points the others back to the huge dragon skull for them to turn around, but when they look back the skull lays motionless. Zazu’s eye twitches and he points insistently at it, but Jafar just rolls his eyes and continues. Zazu looks back at the skull for a considerable time, but it just sits there. . .He eventually shrugs and stops paying attention to it. Eventually his curiosity gets the better of him and he looks back once more to find it directly behind them. The skull (Stallord’s head if you haven’t figured it out) roars and tries to chomp down all three characters, Jafar leaping back hastily from it. Jafar runs wildly away from Stallord in circles around the room as Stallord chases him, letting out dragon laugh of sorts, spitting fireballs and trying to devour him alive. Jafar finally notices a spinner stuck in a spinner track that goes around the central pillar of the room and hops on it, and he runs over and leaps onto it for it to work it’s magic and start going along the track at high speeds around the pillar. Stallord continues chasing Jafar by levitating up to his level and lets out a roar to cue the start of a boss battle.

Boss 15: Stallord’s Revenge
Play as: Jafar, Iago and Zazu




If you weren’t able to infer it from the cutscene, this is just like the second phase of the Stallord boss battle in Twilight Princess whereas his previous boss battle was like the first. You’re constantly on a spinner for the entire duration of the battle, and cannot jump off under any circumstances. The mechanics for the spinner are just like in the previous level. You just have a single jump that causes the spinner to hop off the track for a moment, and while you can’t move you can do all your normal actions from your position, save rolling and air dodging, though you still have your precious sidestep. The spinner has already made it’s way high up the seemingly everlasting pillar, so if you fall off the spinner you fall down to your doom. If you’re hit by any of Stallord’s attacks at all, you get knocked off the spinner to your doom, so it’s MANDATORY you learn how to dodge his attacks, considering you only have 2 stock. You can only hit Stallord with projectiles when for the most part as his basic stance is hovering just out of reach of melee range, levitating backwards as you spin towards him. Stallord will sometimes come into melee range to taunt you at the end of his attacks, which is your chance to do real damage on him. Stallord’s health thankfully is rather small as he’s just a head (Albeit a head that’s around 1.5X the size of Bowser), so if you know what you’re doing this shouldn’t last long. You will more likely then not take a good few tries getting used to the battle though.

Attacks:

Chomp:
Stallord levitates in front of you in melee range and chomps down to try to devour you. A simple sidestep or jump will dodge this, although if you jump you won’t be able to hit Stallord after the chomp before he levitates back to his normal position. At 50% health or lower, Stallord will chomp three times in succession, requiring a series of timed sidesteps somewhat like Tabuu’s red rings of death.

Energy Sphere:



Stallord charges up a ball of energy up to around the size of Samus’ fully charged neutral B, then fires it at you. While you could just dodge this, this move has the potential to be Stallord’s greatest weakness if you exploit it. If you hit the sphere with any attack save a projectile, it’ll go back at Stallord and hit him, stunning him and causing him to levitate in front of you to give you a good frame of time to damage him. The energy sphere travels rather fast, so it isn’t exactly easy to hit it and the window of timing to hit it back is rather precise if you don’t want to just get hit yourself. At 50% health or lower, Stallord will play a game of tennis in a similar fashion to how Ganondorf does with projectiles like these in his various boss fights in the Zelda games. He’ll headbutt it back at you once you send it back at him! He’ll send it back at you twice before messing up the timing himself and getting stunned. The energy sphere also takes out a slight chunk of Stallord’s health if it backfires on him.

Fireballs: Stallord spits out three fireballs with a slight interval between each of them. If you jump over the first one, you’ll also jump over the second, but get hit by the third. You could sidestep them all, but a better method is to sidestep the first then use a single jump to get over the second two.

Ring of Fire: Stallord spits out a massive amount of fireballs with some sort of magic properties. They don’t come to you, instead, they levitate around you in a ring formation, constantly spinning in a wheel of flame. Due to your limited movement, this won’t affect you for the most part, but if you jump you’ll be hit by the fireballs and fall off the spinner to your doom. Thus, this attack prevents you from jumping. It lasts a solid 20 seconds.

Flight of the Skulls: Stallord materializes 5 flaming skulls with wings in his mouth, then lets them out to wreak havoc upon you. These were enemies in the level, and you’ll have to kill all 5 before Stallord will use any other attacks (Though if you hit Stallord with a projectile while the enemies are out, he’ll start attacking again). Stallord will levitate in front of you and laugh to give you a chance to hit him once it’s complete. At 50% health and lower, Stallord will still use other attacks while the enemies are out (Although he won’t make more of them if any are already out), although there’s still some incentive to kill them as no matter what he’s doing he’ll stop to do the taunt if you kill them all.

Dragon’s Jaws: Stallord comes up and catches you in his jaws in an instant. It’s impossible to dodge and there’s no visual cue even if there was. Totally cheap, right? Once Stallord has you in his jaws (He’ll levitate over your spinner during this time), he’ll chomp down on you for damage (Not that it matters as all his attacks are one hit kills) for a couple seconds, then spit you into the abyss. To get out, you need to button mash for him to drop you back down onto your spinner, you having a brief chance to hit him as he levitates back to his standard position.

Skull Crash: Stallord stops levitating backwards suddenly and without warning (His eyes sparkle for a very brief moment, that’s the only cue you get), intending for you to crash into him. You can jump over him as he does this, but Stallord will levitate backwards to his normal position after the regular attack, so if you jump over him he’ll levitate right back through you as you land and knock you off the spinner. Instead, you must properly time two spot dodges. After the attack, Stallord levitates right in front of you to laugh in your face, giving you a chance to do some good damage.

Bull Charge: Stallord starts levitating around the pillar, going into the very much 3D background on a regular basis for the visual effect. He’ll keep coming around into the playing field to try to ram you as he spins about around the pillar, and becomes faster and faster over time until you get to the point where you have to constantly be sidestepping/jumping to dodge him. When does it end? It never does! To stop it, you have to jump on Stallord’s head with the spinner as he passes you to stun him and cause him to levitate in front of you so you can damage him. You have to stop the attack as early as possible, as the longer it goes on the harder it becomes to stop to the point it becomes basically impossible.

Cinematic 35: The Twilight Zone

Stallord falls down onto the ground with a thud, lifeless once again. The spinner finally reaches the top of the massive pillar, and a heart container gets shot out of the ceiling down onto the pillar in front of Jafar. Jafar picks it up and raises his eyebrow as the Zelda “Important” item-get theme plays, then casually tosses it back off the pillar behind him without a second thought. He continues along through the temple with his birds on his shoulders, going through a passage that takes him to the roof of the temple. Here he can see the shattered Twilight Mirror, the portal to the Twilight Realm. Jafar looks down at the shattered pieces of the mirror and strokes his beard, then starts casting a spell to reassemble the mirror. After all, he’s only the most powerful sorcerer in the world now, isn’t he? As he finishes making reassembling the mirror, the sages appear up on the pillars of the roof of the temple and decide that Jafar is too evil to enter the Twilight Realm. One takes out a sword and comes down to stab Jafar, but the sorcerer levitates the sword out of his grasp and grabs it himself, stabbing the sage. Jafar takes the sage’s sword and holds it in a pose just like Ganondorf’s down taunt, chuckling to himself, then stashes it away in his *** due to video game logic, still like said taunt. The other sages gasp in horror and vanish as quickly as they came and Jafar laughs maniacally. He goes up onto the pedestal in front of the Twilight Mirror and he and his birds are warped away. . .

Battle 54: Dawn of Twilight
Play as: Jafar, Iago and Zazu
Played Against: Shadow Beast X 100




Zant is sitting on his throne in the Palace of Twilight. He views Jafar and the two birds enter his realm through a portal and chuckles to himself subtly. Surely they will not be able to withstand the horrors of his palace after having had to fight Stallord! Zant snaps his fingers for one of his many Shadow Beasts to come into the room, then points to Jafar in the portal. The Shadow Beast does a nod of sorts, then lets out a deafening war howl. Shadow Beasts all throughout the palace all start heading to the entrance in mass. . .It’s time for their dinner. The camera gives a shot of Jafar getting into a battle ready stance as the Shadow Beasts swarm to him, then the battle begins.

Unlike the previous battles against multiple characters you’ve had, this one is stamina. You can still get knocked off the ledge normally, this is far from a cage match, and the enemies are still as weak as ever with very small amounts of HP. . .But there’s a big catch. The Shadow Beasts can let out a howl to revive other fallen Shadow Beasts, them getting back up to fight once more with full health, them not hesitating to do this either. How do you ever kill them off for good then? Dispose of their bodies. You have to knock the dead bodies of the Shadow Beasts off the floating palace into the twilight abyss to prevent them from getting revived.

Battle 55: Prison Torture
Play as: Midna
Played Against: Shadow Beast


Zant watches eagerly through his portal as he sees Jafar kill Shadow Beasts left and right, them dropping off like flies. It seems he’s actually cheering Jafar on, looking excited when he does something impressive. After a bit of this, he actually enters the portal and appears at the entrance of his palace where the fighting is taking place. He lets out one of his crazy cries for all of his Shadow Beasts to stop attacking and turn to him. Zant crosses his arms then slams them down, telling them to stop. The Shadow Beasts reluctantly obey their master and go to leave. Zant heads over to Jafar who looks completely casual about all this, although his birds are rather uneasy as the usurper king approaches. Zant applauds Jafar and pats him on the back, chuckling. Jafar folds his arms, wanting to see what Zant wants. Zant puts his arm around Jafar and pulls him over to his side (Squishing Zazu in the process, who falls onto the ground comically), then opens a portal that shows Hyrule in all it’s splendor. Zant then does a pounding motion with his fist at the portal, destroying it. Zant shrugs, asking Jafar if he wants to assist him in this attack on Hyrule, who reluctantly nods. Zazu wearily gets off the floor and points up to a thought bubble he gets of Zant having Stallord attack them (He was the only one who saw it) for Zant to mumble “. . .it was a test.”. Jafar and Iago eagerly go along with Zant while Zazu rolls his eyes and reluctantly follows. Zant gives a short tour of sorts of his palace to Jafar, showing him all the “sights”.

Zant eventually gets a thought bubble of his general Shadow Beast (The one you played as in chapters 4 and 5), wanting to show him off to Jafar, wondering where he is. The screen cuts off to a prison cell where said Shadow Beast is violently attacking Midna (Who’s been forced back into her imp form), trying to devour her. The gameplay finally starts as you play as Midna and try to defend yourself.

Midna is obviously very weak from being a prisoner and forced into her imp form to boot, so she’s not really able to damage the Shadow Beast, thus you can’t do any harm to the Shadow Beast, him not taking damage (Though he will take brief hitstun so attacking him isn’t totally useless). The arena is extremely small and boxed in, around only half the size of Battlefield. You can’t get KOd normally and instead have a small amount of stamina that you must keep the Shadow Beast general from tearing apart. You have to survive for a decent while before Zant finally shows up to stop his general’s misbehavior.

Zant eventually hears Midna’s cries as he passes through the dungeon and heads over to her cell, Jafar following. Jafar and Iago raises their eyebrows at what’s going on within the cell while Zazu looks utterly disgusted with the torture. Zant goes into the cell and pulls the rabid Shadow Beast out of it, taking Jafar’s staff and whacking him with it like a man would do to his dog with a newspaper. The Shadow Beast whimpers apologetically for Zant to chuckle and pet him. Zant continues on his little tour of his palace with Jafar, them all hastily moving on, although Zazu looks back at Midna with pity. . .Is there nothing that could be done for this impish creature?

Level 76: Gerudo Desert
Play as: Ganondorf, Vaati




Ganondorf is seen seated on a throne in one of his many gloomy towers, reclining, the camera showing a view of the Gerudo Desert out the window alongside Ganondorf. Several Gerudo women are waiting on Ganondorf. . .Life is good with a tribe of women at your disposal. Ganondorf shows little sign of being attracted to any of them despite them all being very suggestive and scantily clad. One of them comes up and kisses Ganon for his eye to twitch, and push her away in aggravation, angrily letting out “Back to work, woman!”. The whorish woman leaves along with the others, sad that they’re unable to win the king of evil’s affections. Ganondorf rolls his eyes, then Vaati comes in to his throne room as the *****s leave.

Vaati gets a thought bubble showing himself bowing before Ganon, then a red X appears over it and the picture vanishes. To replace it, Vaati is seen in a throne alongside Ganondorf. . .The thought bubble poofs. Vaati smiles smugly. He wants to be on Ganondorf’s level. He wants to be a master rather then a mere apprentice, and thinks he’s more then ready. Ganondorf strokes his beard, considering this. . .Is Vaati indeed ready to graduate? The king of evil rises from his throne and says “I’ll give you one chance. . .I shall test you to see if you are worthy.”. Ganondorf motions Vaati to come along with him and the two leave the tower and the village surrounding it, heading out into the Gerudo Desert together. Vaati rubs his hands together eagerly. . .All his training under Ganondorf will soon pay off.



Due to coming out of their own village, the pair of Zelda villains have plenty of water at their disposal and thus aren’t required to seek out cactuses, though they’re still present. There are no moblins in this level as they all serve Ganondorf, and instead the enemies solely consist of wild creatures. This level introduces a platforming mechanic where you can see cracks in the ground and can bust them open with an attack down towards them for oil to shoot up out of it and flow for a moment, you having to jump up onto it before it settles down back into the ground where you have to make it shoot out again. You can use these oil fills as platforms to proceed in some parts of the level. Very few of these are actually needed though, and there are plenty of random ones that if you open up will create strong oil monsters to fight you. At one point there will be a moving switch levitating in the air out of your reach and several cracks in the ground, and you have to time busting open a crack in the ground to get some oil to shoot up to hit the switch. The level’s platforming isn’t hard if you know the basics of how the oil works, but there is also a good deal of combat.

Level 77: Cave of Ordeals
Play as: Ganondorf, Vaati




The pair of Zelda villains reach a large dune of sand out in the middle of the Gerudo Desert. Ganondorf hooks on to a floating device of some sort with a magical claw shot in a similar fashion to how Link gets up to this location in Twilight Princess with the real claw shot. Vaati simply summons some windsto carry him up. On the top of the large sand dune, some stairs down into it underground are located. Next to the stairs are a sign that says “Beware the cave of ordeals. . .”. Ganondorf scoffs at the warning and ignites his hand in flame, then runs it down through the middle of the sign to burn it in half for the two pieces to slowly disintegrate to ash. Vaati chuckles and says “Is this all?” for Ganondorf to simply shake his head and laugh and mumble “This is only the beginning, child. . .”, motioning Vaati to follow him. Vaati looks rather annoyed at being called a child, but forces himself to contain his anger. . .For now.



You have to go through 50 rooms of battles just like the Cave of Ordeals. The enemies are all various ones from Twilight Princess that are present here, and the level layout is just like it as well. For every room ending in 9 you’ll have to do a puzzle to proceed and open up the door, having to make use of one of your character’s abilities by completing one of two puzzles tailored for each character. Every 10th room is a fairy fountain where you can recover your damage percentage completely, which you’ll greatly need seeing you only have 2 stocks and there’s a massive amount of enemies. Due to the enclosed nature of the cave, you have stamina rather then damage. The toughest battles are against some Darknuts and some Aeralfos at the end.

Cinematic 36: The final Ordeal

The pair are now deep within the Cave of Ordeals. . .They’re fighting Darknuts in the second to last room. Ganondorf is taking three of them on at once, landing hard hits to knock off their armor. Vaati on the other hand is using his wind magics to literally blow it off, although he’s only taking a pair of them rather then a trio. The darknuts take a decent while to take down, but ultimately prove to not be a worthy challenge for Ganondorf and Vaati. As the darknuts fall to the ground, the final door opens. They enter it and are up on a cliff in a darkened room. Vaati looks down to try to see the monster within it, bending over, for Ganondorf to do his infamous sparta kick to send Vaati down into the pit, letting out an evil laugh. Vaati falls down into the pit with a thud and looks around him. Thunderous footsteps are heard as a massive golem comes up out of the shadows and roars at Vaati. Vaati hesitantly looks back up onto the cliff at Ganondorf for help, but he merely has his arms folded and shakes his head. “You’re the one who wanted to become a master of evil!” he says, laughing. Vaati’s eye twitches as he stares up at Ganon angrily, but he’s smacked against the wall by the golem as he neglects to give it his attention. Vaati slowly looks fully up at the golem with intimidating, the camera finally giving us a good few of it. It’s Cinderblock from Teen Titans, and lets out another massive roar for the camera.

Boss 16: Cinderblock
Play as: Vaati




The arena is enclosed, meaning you have stamina rather then a damage percentage. Thankfully this means Cinderblock’s insane knockback won’t be as much of a problem, and he isn’t terribly good at damage racking. The point still stands though that you only have a single stock. Unlike other bosses, you can’t walk through Cinderblock. He’s actually solid. His legs are in the foreground/background (One each) though, so you can run under them thankfully. The arena is very large with a ceiling as tall Hyrule Temple, and Cinderblock being three quarters as tall as the arena. Cinderblock takes up around a fourth of the enclosed arena at a time with his massive size, so you don’t have a lot of breathing room. Another very important thing is you can’t damage Cinderblock except at his head, and there’s no way you can get that high through normal means. To do it, you’re gonna have to climb up Cinderblock’s body parts when he attacks down at you then pulls them back up to their standard positions. Lastly, Ganondorf can be seen watching the battle up at the top of the screen on his little cliff, laughing whenever you take a big hit and going into a maniacal state of laughter should you get KOd. In the event you actually do something impressive, Ganondorf will have a dumbfounded look and will stop laughing until you get hit again. While Cinderblock has plenty of HP, you thankfully are given a rather generous amount of 350 stamina to deal with Cinderblock’s huge power.

Attacks:

Plop:
Cinderblock will only use this attack if you stay under his legs for an extended period of time, in which case he’ll do the splits to plop his rear end down on you to crush you for 30% damage and massive knockback. This is to prevent you from hiding under Cinderblock to dodge a good portion of his attacks.

Stomp: Cinderblock brings one of his legs from the background/foreground and stomps it down on you for 18% damage and average knockback. This is one of Cinderblock’s attacks you’ll actually be annoyed to see as it grants you zero chance to get up on his head.

Pound: The same as stomp, but he instead pounds his arm down, which has the same properties as the stomp. The difference? You can jump on his arm as he brings it down and ride it back up to his mid torso, then jump up to his head from there.

Shockwaves: Cinderblock jumps up slightly and spins slightly in midair so he’s facing the camera, then smacks both legs down on the ground firmly. Getting crushed under his feet does big knockback and 26% damage, and shockwaves will come out from his feet that go to the edge of the arena that will pull you along with them like Piplup and do multiple hits per second that add up to 7% damage per second, being large and annoying to dodge. After the attack is complete, Cinderblock makes his side face the camera, going back to his normal stance.

Earthquake: Cinderblock beats his chest and roars, turning to face the camera, and mass rocks fall down from the ceiling that cause average knockback and 12% damage. Also, if you’re on the ground at the start of the attack, you’ll be stunned. Various chunks of earth will also jab out of the wall and will do 18% damage with good knockback if they stab into you, but once they’re out you can use them to climb up to Cinderblock’s head to damage him. The earth chunks will retract back into the wall after a short period, so climb up to Cinderblock fast.

Crash of the Titan: Cinderblock goes to one side of the arena then crashes down forwards, doing unholy knockback and 40% damage if he crushes you, his entire body being a hitbox. You can only dodge the attack by going to the far side of the arena opposite of him out of his range. You can hop up on Cinderblock’s head as he slowly gets up to be mounted up there for a free ride and do plenty of damage to his head (His only weak point if you forgot).

Dirt Chomper: Cinderblock brings his head down to the ground and takes a big bite out of the dirt and rock in the ground. If you’re in the area, you take 25% damage and big knockback. If he doesn’t get you, Cinderblock will crunch on the rubble in his mouth awkwardly, then spit it out in a different location then where he picked it up. This causes slight changes in elavation of the battlefield, one part becoming lower in elevation while another becomes higher due to the mountain of rubble being spat out there, making the arena more awkward to transverse. Cinderblock will bring his head up after the attack. As Cinderblock bends down is an obvious chance to jump on his head and ride it back up to the top of the arena.

Fall of the King: Cinderblock goes into the background and jumps up to hit the cliff Ganondorf is standing on with his head, causing him to fall off of it onto the ground and into the pit. Ganondorf will slowly float his way back up after getting knocked down and go into the background onto his platform once he reaches the top and it doesn’t affect you. . .But if you hit Ganondorf by accident, he’ll get pissed and fight you as a playable character and be invincible, although he won’t affect the battle with his attacks he uses from the background. Still, having a level 9 AI that’s invulnerable (He takes knockback, but no damage or stamina) constantly chasing you is far from acceptable.

Attacks used while you’re on his head:

Headbang:
To ensure you can’t just hammer on Cinderblock’s head forever once you’ve gotten up to it, Cinderblock will shake his head violentoly back and forth to try to shake you off. This does no damage or knockback but makes his head very unsteady and hard to stay on top of, especially considering you can’t grab his head like a ledge.

Using your Head: Cinderblock jumps up slightly and crashes his head against the ceiling, crushing you between the ceiling and his head for massive knockback and 30% damage. Cinderblock will be stunned slightly after this attack, although that won’t matter seeing you can’t get up to his head.

Squashing Flies: Cinderblock claps his hands together three times directly above his head to try to squash you like a fly. If you’re hit, large knockback is given and 28% damage. This attack is the easiest of his attacks while you’re on his head to dodge, but has the most potential damage due to the three hits.

Attacks used at 50% Health:

Boring Spectacle:
Ganondorf says “Let’s make this more interesting, shall we?” then casts a spell that causes some enemies to rise up from the ground to bother you while you battle Cinderblock.

Attacks used at 25% Health:

Pathetic Test:
Ganondorf says “This is far too easy!” and casts a spell that causes a spike to come up from the top of Cinderblock’s head, preventing you from riding on top of it. This means you can only attack Cinderblock’s head when it comes down for you to attack it and cannot ride on it to continue to deal easy damage to Cinderblock. Getting hit by the spike does only 12% damage and average knockback, but you shouldn’t be stupid enough to get hit by it.

Cinematic 37: Mastering Evil

Cinderblock falls over backwards onto the ground, finally defeated. Vaati jumps up onto his body and lets out a pose for Ganondorf to leap down to his side and roll his eyes. The door to the fairy fountain opens. Vaati hastily goes over and laps up the waters of the fountain to replenish himself while Ganondorf keeps his dignity, taking out a canteen and drinking from it casually. The great fairy appears to teleport them back outside the cave and mass light sparkles appear around them, much to Ganondorf’s disgust. He sends a shadow ball at the fairy to interrupt her spell and teleports Vaati and himself out without any happy go-lucky fairy spells. THAT’S how an all powerful warlock makes an exit.

The pair appear in Ganondorf’s tower once more in the throne room where we initially found them. Vaati lets out an evil chuckle while Ganondorf rolls his eyes and leaves the room, entering a portal. Vaati looks over to Ganon’s throne and chuckles. . .He goes up and hops into it, slumping back into it. He snaps his fingers to summon the Gerudo Women. . .Looks like somebody’s finally going through puberty.

Battle 56: Determining Hyrule’s Fate
Play as: Zant
Played Against: Ganondorf


We cut back to the Palace of Twilight where Zant is continuing to show Jafar on the tour of his Palace of Twilight. While Jafar and Zazu are paying attention, Iago is nearly falling asleep from boredom. He angrily flies up in front of Zant and gets a thought bubble of them destroying a generic city, angrily pointing up to it. Zant shrugs and nods, making a portal. They all proceed to go through it.

We cut to Final Destination where Master Hand is speaking with Ganondorf, who apparently came here through the portal he made. Master Hand is heard with his ominous voice. . . “Yes, Ganon, you shall be the one to take down Hyrule as I promised you. Just be cautious of any good warriors who rise up that would make good additions to the cards in my hand. Now the-“ Master Hand is interrupted as Zant lets out one of his annoyed cries, hastily coming over and pushing Ganon out of Master Hand’s view. Zant gets a thought bubble of Hyrule and Ganondorf, then a Red X appears over Ganon. Zant then appears in Ganon’s place where a green check mark next to him. It looks as if Zant isn’t happy about Ganon being the one to destroy Hyrule and still wants to do it himself. Ganondorf comes over in much annoyance and pushes Zant out of the way in the same fashion Zant did to him, getting a thought bubble in the reverse of Zant’s. Master Hand drums his fingers and sighs “Why must you two have such petty desires over who destroys what?!? Does it really matter in the end?”. Zant and Ganon both nod and let out grunts for the camera to zoom in on Master Hand who reluctantly says “Fine then. . .To settle who attacks Hyrule, we shall have a duel between the two of you. Begin!”. The camera then zooms out from Master Hand to show Ganondorf and Zant already fighting, Master Hand mumbling “Why do I even bother. . .”.

Yep, you actually play as one of Ganondorf’s former minions over the king of evil himself this battle. Master Hand, Jafar, Iago, and Zazu watch from the background, although aside from that it’s the standard Final Destination no items match (Even 3 stock to make it all the more tourney***ish). . .Except when Master Hand gets bored with it. If the battle goes on longer then 60 seconds (More then likely with 3 stock), Master Hand will try to speed it up by coming out from the background and bringing his chaos into it. Master Hand is holding back, obviously not wanting to destroy his generals, just hurry the fight along, so he’s still at his normal power from Classic Mode and still only uses those attacks. Master Hand cannot be attacked, being a stage obstacle.

Cinematic 38: A new plan of Attack

Zant steps over Ganondorf’s body and lets out a maniacal laugh. Ganon struggles to make his way up and wants to continue fighting, but Master Hand flies inbetween them, saying “Enough! You’ve wasted enough time. It’s clear Zant is the victor, he shall be the one to attack Hyrule.”. Zant claps his hands together and eagerly jumps up and down like a child for everyone while letting out his insane laughter for everyone to stare at him awkwardly, then hastily stops and leaves with Jafar, Iago, and Zazu through a portal. Ganondorf stares at Master Hand, obviously pissed about his promised city to crush being taken away from him. Master Hand says “Don’t worry, Ganon. . .There are plenty of cities that I need you to destroy the weeds of and find the potential royal flush members. Doesn’t this city look just as inviting to a potential attack?”. Master Hand opens a portal to show the city of Altea. The camera goes up to show Marth, the Japanese prince and ruler of the city, coming out of the castle doors. Ganondorf looks disgusted and points up to his thought bubble of Link and Hyrule. Master Hand destroys Ganondorf’s thought bubble and says “The various Links have defeated you many times over the course of history, Ganon. . .I should’ve thought to have you attack someone else before. I doubt a mere spoiled prince could defeat you, but that’s why I’m sending you there, so we can see if he is indeed worthy.”. Ganondorf opens a portal and goes to leave, but before he can King Dedede and Bonkers arrive in a portal on Final Destination. They both bow and Dedede shrugs, wanting a job, for Master Hand to say “Considering you failed to defeat that robot, I don’t think you are yet ready for a job all to yourself once more. . .You shall assist Ganondorf in his conquering of Altea for the time being. Understood?”. Dedede reluctantly nods and heads off with Bonkers for Ganondorf’s portal, Ganondorf allowing them to proceed in with him. They all go into the portal. . .but Dedede comes out a second later to shake his fist at Master Hand. Ganondorf’s head comes out of the portal and he rolls his eyes, then extends an arm out of the portal to pull Dedede back to his tower. The portal closes. . .

Level 78: Feast of Kings
Play as: Chef Kawasaki


Ganondorf comes back into his throne room with his two minions appointed by Master Hand to find Vaati in his throne with two Gerudo Women at his sides with their arms around him, looking rather awkwardly at Vaati and constantly trying to back away. Ganondorf facepalms and motions for the women to leave, who hastily take the chance to get away from the horny teenage wizard. Ganondorf picks up Vaati and drops him off his thrown with his large size, then sits back it in himself in annoyance. Vaati hastily points up to a thought bubble of him defeating Cinderblock for Ganon to say “Get your own tower!” in annoyance. Ganondorf snaps his fingers for some more Gerudo Women to come in with some food for him and the other three characters. They all take a taste, but are disgusted with the food, Ganondorf literally hurling it back out on his servants. Bonkers typically loves the food and laps up all of it, even chasing around the Gerudo Woman to try to lick the splattered food off her face. Ganondorf shakes his head at the whole endeavor. . .

Dedede gets a light bulb above his head and takes out a remote control to form a portal and goes through it. We cut to Castle Dedede where Chef Kawasaki is seen cleaning up his kitchen to get it to shine, then Dedede coming in through a portal and walking over to him with his dirty feet, missing it all up. Dedede points down to the mess for Kawasaki to point to Dedede for the king to roll his eyes. His own servant blaimed the mess on him. Typical. Dedede grabs Kawasaki by the apron and drags him in to the portal to Ganon’s tower, it closing behind him. Time to make him do something useful. They emerge in Ganon’s Tower and Dedede gets out a bib, fork, and a knife in comic fashion, banging them on a table. Bonkers see this and follow’s Dedede example, sitting at a chair next to him and also banging his silverware on the table impatiently. Ganondorf and Vaati shrug their shoulders and join Dedede. The screen cuts to Kawasaki, who’s sweating up a storm over having to feed these rather impatient kings. . .


In the background is a long table with several empty seats, but Ganondorf, Vaati, Dedede, and Bonkers are at four evenly spaced out sections along the table. They’ll get various thought bubbles of what they want to eat (It’ll show the two vegetables and seasoning to make their recipe), and you’ll have to make the correct soup in the general area in front of them for you to automatically go into the background to serve it to them. There are four pots constantly in front of each character and since you can’t add pepper with your uthrow due to there being nothing to grab, the button input normally used for your pot is replaced with pepper, you not needing to get out any pots. If you wait too long to serve one of the characters or serve them something other then what they wanted, they’ll get pissed and come out of the background to fight you, you having to deal them 50 stamina worth of damage before they’ll go back to their seat. Of particular note is Bonkers, if you’ll remember he actually likes crappy cooking, and his thought bubble just has a pile of poop in it. You have to mess up your recipe to be a mistake for Bonkers or else he won’t eat it. Bonkers is the hungriest and the least patient of all the characters, but you won’t have to constantly take out random vegetables to try to get a specific one as Bonkers doesn’t care what you give him. You have to least a lengthy amount of time without your masters taking their anger out on you for everybody to finally be full to win.

Level 79: Building an Army
Play as: Ganondorf, Chef Kawasaki


King Dedede, Bonkers, and Vaati are all bloated and ridiculously fat in a comic fashion, Ganondorf raising his eyebrow at them. Ganondorf wipes some food off his mouth, keeping his dignity, then gets up from the table and nods in thanks to the chef, who gives a stupid thumbs up. Ganondorf looks at the three bloated characters and shakes his head, then motions for Kawasaki to come along with him. “It’s time to show that prince the true meaning of evil in a war they’ll never forget. . .” the king of evil chuckles to himself as he leaves the room.

This level is a smaller version of the Great Maze, and none of the enemies are hostile to you, you unable to attack them, but them patrolling about none the less. There is no goal to get to either. What’s the point of this level then? To prepare for war! You have to find all your various troops scattered throughout your tower and rally them, them following you as you find them. You can take your troops to the armory to make them more powerful to give them weapons and armor, each armory giving a specific type of upgrade. You can go to the exit of the tower at any time which is very easy to do to end the level, but you’re going to be using these troops in some of the levels to come, so you’d best make a formidable army. To keep the level from getting too dry, the troops are oftentimes doing funny things when you find them such as slacking off, and if you stay out of their line of sight you can hear them talk about you behind your back in funny conversations. There’s no map to give this level some challenge in the means of exploration, and some troops can only be found through doing various puzzles. You can press start at any time to change characters, and many of the puzzles make use of Kawasaki. For instance, several of the troops will have thought bubbles like the characters had in the previous level and will demand a meal before they’ll come with you to attack, Ganondorf having starved them. Pressing the grab button input makes pepper, as there is nothing to grab so you can’t use the uthrow which normally makes it. A couple of them however will already be fat, and you just need smack them with a powerful attack to get their attention for them to come with you. If you do indeed feed the fat ones, they’ll become bloated and unable to move and thus won’t join you. Some of the wild beasts won’t want any of Kawasaki’s soup and will instead prefer a turkey from his fsmash, their carnivore nature desiring meat.

Level 80: March to Altea
Play as: Ganondorf, Vaati, King Dedede, Bonkers, Chef Kawasaki


If you got under 50% of the total amount of troops in your tower, Ganondorf will look over a small army and raise his eyebrow at how pathetic it is, otherwise he’ll let out a maniacal laugh at his impressive force. The three bloated characters make their way out of the tower and all hurl up their dinner to regain their normal body statures, coming up alongside Ganondorf. King Bulblin, one of Ganon’s generals, comes up to his side, mounted on his warhog. He takes out a horn and blows into it, and the army proceeds to march forwards. The trek to Altea has begun. . .

This level resembles the March to Toad Town way back from Chapter 1 in the sense that your army is actually on screen and the level scrolls. Due to your massive army, the few enemies aren’t a threat, your minions taking them out instantly (Unless you didn’t get many forces). The challenge in the level is keeping your army alive because they have horribly stupid AI and walk straight into pits, you having to hit switches to make bridges over them and such. You don’t have to protect your forces, you’ll still win even if every single one dies. What’s the point of protecting them then? You’re still gonna be using this actual army in the attack, so unless you want to rip Altea apart with your bare hands, keep them alive.

Level 81: Lost Soul
Play as: Sagi (No Will Power), Guillo, Milliarde


Sagi is seen coming up onto the top of a small hill, then he helps Milliarde up behind him. Guillo puts her hands on her hips in annoyance and comes up also. They take a look at the view of Altea up from this high point, the two humans sitting down and resting slightly from what was apparently a long journey, Guillo preferring to stand and tap her foot. Guillo looks off to a large force in the distance (Which is Ganon’s attack group) but just shrugs. Milliarde gets out some food to eat which Sagi and her start consuming, Guillo waiting impatiently. Guillo stares at Milly, rubbing her stomach (Or where it would be), and eager munching sounds are heard. . .Too bad Sagi won’t let her eat that stupid girl.

Before this goes on for terribly long, a portal appears in front of the trio and Black Doom comes out of it. He extends out his hand just like in his official art, then reaches into Sagi’s chest, his hand ghosting through, then pulls out his soul and laughs. Sagi lets out a cry of pain, then Black Doom heads hastily starts levitating away. Milly puts her hand on Sagi’s shoulder, trying to see if he’s okay, for him to just angrily stare after Black Doom and shrug Milly off, running after him. Milly and Guillo hastily follow.

You chase after Black Doom throughout the level, him actually being on screen. If you fall too far behind him, you lose. Enemies are generic FE bandits and random creatures you’d find in the game, basically typical fantasy dungeons and dragons enemies. It’s quite hard to keep up with Doom as he moves at a fast pace and will fire his dsmash down at you if you get too close to him while still moving. You’ll have to take at least a few hidden shortcuts if you want to have any hope of keeping up with Doom. If you want to fight any of the enemies along the way, don’t use Sagi, as he sucks without Will Power due to having his soul stolen.

Level 82: Attack of the Greil Mercenaries
Play as: Ike


Ike is seen with his band of mercenaries (Which have apparantely picked up a bunch more generic members that have made them more numerous) he inherited from his father on the outskirts of Altea, just having come out of it. Soren has a thought bubble of him and Ike and his band going up to Marth and extending out their swords to offer their mercenaries services. Marth looks interested and rubs his fingers together, asking how much they require, for Soren to get dollar signs in his eyes. Marth rolls his eyes and motions for them to leave with a dismissive motion of his hand and the thought bubble poofs. Ike shrugs, accepting that their services aren’t wanted with relative ease. . .But Soren gets a thought bubble of Marth doing a stupid dance in a pile of money, suggesting that he has nothing to lose. Ike rolls his eyes at this and smacks his thought bubble into nothing, continuing on with the others. Ike looks down to see Ganon’s forces approaching to do his down taunt and extend out his sword to them, motioning his troops down into battle. Soren points up to a thought bubble of gold coins, aggravated that they’re not getting payed for it, Ike just destroying the thought bubble and dragging him along in a fashion like how Diddy drags along Fox/Falco in the Brawl SSE.

For a small portion of the level, it will at first be like the level where you were playing as Ganondorf’s group on your march to Altea, but around a third of the way through the level you’ll meet up with Ganondorf’s forces in an epic clash. You have to kill 50 enemies before your entire force is wiped out, which consists of the various FE chars from the Greil mercenaries. The only character who will attack you from Ganon’s group is Bonkers, though you aren’t required to defeat him. Dedede, Ganondorf, and Vaati are in the background, giving out orders, while Kawasaki is cowering.

Battle 58: Inevitable Doom
Play as: Guillo, Milliarde
Played Against: Bonkers, Ike, Sagi (Maxxed Will Power), Black Doom


Sagi’s group has finally caught up to Black Doom, who has ran straight into the battle between Ganon’s army and Ike’s mercenaries. Guillo sends one of her many energy balls at him to slow him, then Sagi leaps at Black Doom and tackles him to the ground with a thud. Black Doom hastily gets up and takes out Sagi’s soul from his cloak, then takes out a red orb of some sort. He fuses the two together and laughs evilly, then throws the orb back in to Sagi. Sagi’s eyes turn red and he leaps at Guillo and Milliarde ferally. Black Doom laughs and pats his head, getting behind him. Guillo and Milliarde dodge Sagi’s attacks and go straight for the ring leader, Black Doom.

To win the battle, you have to kill Black Doom. If you kill Sagi, you lose. Why are Bonkers and Ike there? They’re in the massive battle taking place between the two armies, and aren’t friend or foe. They won’t try to hit you or your enemies, but due to them not knowing you they won’t particularly care if they accidentally hit you. Bonkers is the only character present on Ganondorf’s side due to him being the only one fighting and not issuing commands like in the previous level. There are obviously also plenty of random enemies in the battle from both sides constantly flooding in, making the arena rather crowded, particularly with it being a flat walk off stage (Though it is rather long). Black Doom’s AI is rather evasive and defensive in this battle, him letting the mass chaos of the battle destroy you for the most part.

Battle 59: Freeing your Soul
Play as: Sagi (No Will Power)
Played against: Sagi (Maxxed Will Power), Black Doom


Black Doom gets pelted in mass by Guillo’s many annoying energy spheres, then gets knocked down by Milly’s ridiculously large ball and chain. Black Doom can see this is going nowhere. . .Pah. This was just to kill time for his real time to act. He’ll get Sagi later anyway. He opens up a portal and leaves the massive chaos. Milly and Guillo go over to Sagi and try to hold him down, but he just keeps trying to attack them. After some of this though, Sagi holds his head and lets out a scream, and the camera goes into his head through his ear. Inside Black Doom’s three eyes are shown accompanied by his laughter.

You fight inside Sagi’s tainted soul against a manifestation of Black Doom’s power and the remains and the evil Sagi to try to disspell them from your soul. The arena is a demonic version of Final Destination that constantly has awkward graphical effects that make it hard to see, with Black Doom’s three eyes in the background. You only have to kill Black Doom to win the battle once again, and he’s the easier of the two to kill anyway, seeing how imba Sagi is with maxxed will power.

Level 83: Fleeing to Altea
Play as: Guillo, Milliarde, Sagi, Ike


Sagi lets out yet another cry of pain as the demonic red orb pops out of Sagi’s chest, freeing him from Black Doom’s influence. Guillo goes up and crushes the demonic orb with her boot, letting out a triumphant pose. . .But this pose is not held for long as Ganon’s forces come to attack them. They hastily go to flee in the only direction they really can due to Ganon’s army – Altea. They join up with Ike and the few survivors of the Greil Mercenaries left, Soren among them, who gives Ike a rather annoyed look at him having forced them into the combat.

This is a scrolling level with Ganon’s army constantly behind you. The bulk army is always at the left side of the screen as the screen scrolls right, although a few will sometimes break ahead of the pack to attack you more directly (The bulk of the army just damages you for heavy damage/knockback if you touch it). The enemy playable characters will all use their various projectiles from behind the pack to attack you, although you won’t be able to see them personally.

Battle 59: Cat Fight
Play as: Guillo or Milliarde
Played Against: Milliarde or Guillo


The group arrives in Altea successfully. Ike and his surviving Greil mercenaries hastily start calling out to the soldiers to get into position for battle, warning them of the incoming danger (Though it’s just generic loud cries). We cut to Marth who is just sitting down to dinner with his wife, Sheeda, who looks out the window of his castle upon hearing this to look rather alarmed. He hastily goes to leave the room, and Sheeda goes to follow him. Marth shakes his head and points downwards, motioning her to stay, putting a hand on her shoulder. Sheeda reluctantly sighs and nods, going further up into the castle to hide. Marth continues on his way down out of the castle.

We cut back to the entrance to Altea for Milliarde to be cleaning up Sagi’s battle wounds. She gives him a slight kiss during the middle of it for Guillo to look rather annoyed, but she manages to stand it. . .Until the two go into outright making out. Guillo comes inbetween the two of them and pushes Milliarde down on her rump, then opens up her “helmet” and goes to try to chomp down on Milly to eat her, being the crazy puppet she is. Milly hastily jumps back and Guillo just keeps coming forwards towards her to start up a battle. . .

While it’s a standard walk off 1v1 for the most part, Sagi will also be in the battle. He won’t use any attacks whatsoever, and instead will try to block attacks for both of you, obviously not find of the little cat fight, much less at a time like this. If you kill Sagi (Or your opponent does), you lose.

Level 84: Defending Altea
Play as: Marth, Ike, Sagi, Guillo, Milliarde


Sagi holds Guillo back as she slowly regains her senses and eventually shrugs him off, stopping her attack on Milly. Milly reluctantly goes to shake hands with Guillo, but Guillo still refuses, folding her arms and turning away from her. We cut to Marth, who is ordering his archers up onto the walls and his troops into position. Ike also gives out orders, much to Marth’s annoyance, as he thinks he’s doing just fine without any help. A brief cut to King Bulblin blowing the battle horn is shown, then the army goes in to attack Altea, the playable characters in the very front of the guarding forces.

The attacks comes in waves, you being able to hear King Bulblin blowing his horn each time. If you take too long to clear a wave, Bulblin will still summon the next one anyway, and the waves will begin to overlap. This means you have to take them out as fast as possible to prevent yourself from drowning in the waves. Sometimes a playable character is included in a wave, and everyone eventually shows up but Ganondorf. You have to survive every single wave to pass the level, which is no easy feat.

While the force of the archers is indeed very powerful as they fire in mass at high speeds (It’s just damage with no knockback, not even flinching though), it can be one of your greatest banes as well as their arrows can still hit you. This encourages you to not go too far out and stay right back at the city entrance or else you’ll get hit in the volley of arrows. Troops regularly spawn on your side to replace your fallen ones and they’ll assist you, although you don’t have nearly enough to compete with the tougher waves Ganon has up his sleeve. Still, without their assistance, this level would be merciless with the insane amount of enemies you have to defeat.

Cinematic 39: Orcish Warlord

Bulblin Archers shoot down the archers of the city with their mass flaming arrows. Bulblin blows his horn once more to send yet another wave into battle against the sparse amount of remaining Altean forces. This time, though, he charges in with the troops himself! He whips his pig to go faster to get out ahead of the pack, snorting at the group of characters. Cut to a brief shot of the playable characters, then the warlord strikes the pose shown below as he waits for his forces to catch him, then continues the charge.

Boss 17: King Bulblin
Play as: Marth, Ike, Sagi, Guillo, Milliarde



All your troops to help you have been killed off, so expect no assistance from them. King Bulblin will first charge across the screen, hig pig being a disjointed hitbox that does 15% damage and average knockback although he himself is vulnerable. Next, a wave of enemies will come across the screen not unlike the last level. Bulblin will continue coming across the screen to lead wave after wave, and will continue to do this to summon more and more enemies until you knock him off his war pig by doing 100 stamina worth of damage to him. After this, the true battle begins as Bulblin takes out his massive battleaxe, although the masses of enemies will have undoubtedly already of worn you down.

Normal Attacks when unmounted:

Horizontal Swing:
A plenty basic attack as it sounds, although it has long range due to the length of the axe. Getting hit by the handle does 12% and average knockback while getting hit by the axehead does 35% and unholy knockback. At 50% health or lower, Bulblin will do two swings in succession.

Axe Crash: Bulblin leaps up into the air, bringing his axe up behind his head, then slams it down on your current position. Getting hit by the axe as it falls does 30% and huge knockback while getting hit by bulblin’s bulk as he falls does 20% and good knockback. A shockwave will emit from the axe as it goes into the ground directly forward, doing multiple hits that add up to 7% per second and dragging you along with it in a piplup effect, potentially carrying you off screen. This attack has little start up lag, but bad ending lag as Bulblin struggles to pull his axe up out of the ground.

Bull Charge: Bulblin ducks his head down and charges forward with his massive horns. When he reaches one end of the screen, he’ll just turn around and continue his charge, never ending. To stop the charge, you must attack Bulblin’s vulnerable backside with a physical attack to cause him to trip (Curse you Sakurai!) over in a comic fashion and be stunned for a bit as he gets up. Bulblin is immune to projectiles during this time, so don’t think you can just let him stay in this state the whole fight while you spam projectiles.

Bladestorm: Bulblin gets in a stance with his axe as if he were going to use it as a bat to his a baseball, then starts spinning around rapidly, having massive range in either direction and constantly moving in your general direction. The best way to avoid it is to run to one side of the arena, then quickly jump over him once he gets to you and flee to the opposite side. The lower Bulblin’s health, the longer the attack will last. Once the attack is over, Bulblin will be dizzy, it being a prime chance to attack him. If Bulblin hits you in any way, shape, or form, you take 30% damage and Very large knockback, so this is a mandatory attack to avoid.

Weaponmaster: Bulblin throws his axe forward, it spinning about offscreen at a massive speed and doing 25% damage and good knockback if it connects. After this, Bulblin will pull out a massive cleaver sword that takes the place of his axe. If he uses this attack again, he’ll pull out another axe, always changing his weapon to the other with this attack. The great sword doesn’t have a sweetspot, but does more damage/knockback then the sourspot of the axe.

Power up/Summon Attacks when unmounted:

Belly Drum:
Bulblin puffs out his chest then pounds on it like some sort of barbarian to make his health go down by 5%, but increase the damage of all his attacks by 5% and his knockback by 20%. Bulblin won’t use this if he has 25% health or lower already.

War Drums: A single Bulblin riding a pig playing some drums comes in from the side and stays directly behind Bulblin as he moves. The sound of the drums causes King Bulblin’s attacks and movement to become 30% faster and do 20% more knockback/5% more damage, and this can stack with Belly Drum to boot, so kill the War Drummer ASAP, he doesn’t have much health anyway.

Battle Horn: Bulblin takes out his horn and blows into it to summon another wave of enemies to come on to the screen. If you don’t take out the enemies as Bulblin is mounted on his pig, things will get very crowded and awkward as you start getting flooded in enemy troops.

Bulblin Archers: Bulblin blows his horn for the sound of some lsser Bulblins being heard saying some gibberish, then a volley of arrows comes down in an instant, them covering the entire screen in a fashion like the arrows in the Warioware mini-game, you having to time a sidestep. Getting hit by the arrows does above average vertical knockback and 14% damage.

War Pig: Bulblin once again blows his horn, but this time his massive mutant pig mount comes to pick him up, and you’ll have to do 100 stamina more damage to him to knock him off onto the ground once more so you can damage his main health bar. You can prevent this attack from happening by attacking Bulblin as he attempts to mount his pig, and it’s very crucial as otherwise the battle will drag out even longer and yet more enemies will come onto the battlefield.

On the whole, with how Bulblin can buff himself up and swarm you in more and more enemies, you’ll want to end this battle as soon as possible. Bulblin can make himself invulnerable to normal damage by mounting his pig and drag this out to get you deeper and deeper in the hole, so do your best to try to prevent him from stalling and making things go too far in his favor.

Level 85: Decimation of Altea
Play as: Ganondorf, Vaati, King Dedede, Bonkers, Chef Kawasaki


King Bulblin falls forward, dead, his horns snapped off and his two massive weapons at his sides. The normal bulblins look panicked at their king’s defeat, but Ganondorf orders them to continue the attack with an extension of his arm. The warlord’s life was a minor loss, if he couldn’t defeat them he didn’t deserve to live anyway. The characters defending the city are forced to retreat into the confines of the city. Ganondorf laughs as he sees them left with no option but to flee and clenches his fist, joining his army, the rest of his group following in after him.

This level somewhat resembles the level where you attacked Agrabah in the previous chapter as Jafar, but now you aren’t blatantly super powered. How do you take down the hordes of resistance then? You finally get to use that army you made and guided to this place in those two levels earlier on in this chapter. If you got a good army, it’ll finally pay off here and the level will be easy, otherwise it’ll be hell. Hope you made the right decision and didn’t just take the easy way out. . .You’ll find each of the playable characters as you proceed through Altea along with the few remaining soldiers, although you won’t find Marth. The level ends when you reach the Altean prince’s castle.

Battle 60: Marth’s Last Stand
Play as: Marth
Played Against: Ganondorf


Ganondorf’s theme plays as he looks out at all the chaos he’s caused from the balcony of Marth’s castle. The camera shows us his view from the balcony where Ike, Sagi, Guillo, and Milliarde can be seen being chased off from the city by Vaati, Dedede, Bonkers, and Kawasaki, and the troops destroying the various buildings and attacking the civilians. Death is on a massive display as plenty of bodies from troops and innocents alike decorate the walkway. The camera once again shows Ganondorf who lets out an evil laugh. . .All hope seems lost until Marth leaps out from behind Ganon, looking as if he’s easily going to cut his head off, but Ganondorf casually turns around and pulls a sword out his ***, doing the motion of his down taunt to parry Marth with a sword, then casually putting it away once more. Ganondorf chuckles and smacks his fists together. . .It’s time to take out this pretty boy, and he’s gonna do it with his bare hands.

The battle is a fairly standard one. The right side of the arena is a walk off while the left side is a cliff off the balcony. Ganondorf has unholy AI here and will tech chase you into thunderstomps and won’t miss any chances to spike you should you ever get off the stage. Should Ganon’s percentage get too high, he’ll try to suicide to take you down with his murder choke side special, and it’ll count as a loss for you. Ganon will stay away from the walk off edge so you can’t just get a cheap kill on him, and as if all this wern’t enough he even has a slight handicap in his favor.

Cinematic 40: The Dark Beast Within

Ganondorf sparta kicks Marth off the balcony down to his doom. He lets out a laugh, but he then notices him holding on to the ledge, causing him to raise his eyebrow in aggravation. He goes over to stomp on his fingers to make him fall, but Marth does his up special to do a sword uppercut on him as he comes over, knocking him back as Marth gets back onto the balcony. Ganon holds his face for a second then angrily takes his hand off. . .This battle has crossed the line between entertainingly close and tediously boring. His triforce of power on his hand glows, and he undergoes a massive transformation into a monstrous pig-like beast, his true form, Ganon. The balcony is unable to withstand his weight and it crashes down to the ground, Marth getting on top of the beast to lessen his fail. Marth gets knocked off Ganon and skids off into his castle, getting bruised up from the fall. He gets out from some rubble and curiously goes forward to see if Ganon survived the fall. . .There’s no way he could’ve withstood that, right? Wrong. The Dark Beast crashes through the castle wall and roars right in Marth’s face. Marth is taken aback by this, but draws his sword once more for battle.

Boss 18: Dark Beast Ganon
Play as: Marth




Yeah, you only have one character, and unlike Cinderblock, you can be KOd off all the sides and thus don’t get a generous amount of stamina to make this easier. Ganon is the same size he is as his final smash in Brawl, and the arena is massive with a very high ceiling, it going up so high that the screen doesn’t reach high enough so you can still get KOd off the top of the screen. There are walls. . .But they’re just barely off the side of the screen so you can still get KOd off the sides. Oh joy. Ganon’s health is relatively small in comparison to other bosses to make up for the fact you only have a single friggin stock with no catch in your favor, but this is still gonna take a decent while.

Attacks:

Impale: Ganon stabs his tusks forward for 10-11% damage and average knockback. This has little lag and Ganon will very commonly use this, it being his basic attack.

Thrash: Ganon thrashes about on the ground wildly as if he’s practically having a bloody seizure, his whole body becoming a gigantic hitbox and him becoming immune to projectiles. Ganon becomes slightly dizzy after this, but shakes it off pretty fast. Still, the ending lag is somewhat punishable. Ganon prefers to use this attack out of the blue when you’re close to him.

Howl of Terror: Ganon lets out a roar directly in an invisible beam in front of himself as in his final smash, you getting frozen in place if you get caught in it. After this, Ganon will charge off the screen, doing the same damage/knockback from his final smash. Ganon will slowly makes his way back onto the screen after the attack is complete.

Snort: Ganon snorts out of his piggish snout, pushing you back with an impressive force with no damage and FLUDD style knockback. Ganon generally uses this attack out of the blue when you’re close to an edge. After the attack is done, it being rather brief, Ganon will sneeze, making him vulnerable briefly.

Bucking Bronco: This attack is basically the same as King Bulblin’s bull charge, but Ganon is far harder to jump over due to his size, especially considering he goes faster. Him having more damage/knockback doesn’t hurt either. Like Bulblin, Ganon will continue the attack forever, but instead of attacking Ganon’s rear side (Which still does damage), you have to jump on Ganon and use an attack down on his back. After doing this you have to hastily jump off Ganon’s back, as he’ll try to buck you off by doing a motion like Bowser’s usmash, doing 30% and high upward knockback.

Grab by the horns: If you’re on the ground, Ganon will rush up to you at an immense speed and lock his tusks with your sword, it counting as a grab. You’ll then have to out button mash Ganon to win the little fight and push him back to stun him slightly, or else Ganon will knock you away for 15% and average knockback.

Pounce: Ganon crouches down like a wolf, then pounces down onto your current location for 20% damage and hefty knockback. At 50% health and lower, Ganon will try pounce on you three times in succession before stopping the assault. This is annoying to dodge due to Ganon’s sheer size.

Energy Sphere: Ganon spits out a dark sphere of energy at you that does 20% damage and above average knockback at a good speed, but you can hit it back at Ganon with any attack to play a game of tennis with him. It’s traditional to have this attack in Ganon’s boss arsenal, no? Ganon has grown quite used to the games of tennis with Link and has become quite good at it, though, so you’ll have to hit it back at him a ridiculous 5 times before he’ll fail to send it back to you. The timing to hit it is very precise, keeping this attack from being free damage, so you may just want to dodge this and be done with it. Still, if you do have the patience to do this, it’ll stun Ganon and do a bit of damage to him.

Portal Master: Ganon starts a charge, but then vanishes into shadow particles. Five blue portals will then appear, two on either side of the screen and three in the background at various angles. One of the portals will turn red at random, then Ganon will charge through with damage/knockback identical to his charge attack. If he goes through one of the portals on the sides of the arena, he’ll run across the screen and enter the portal on the other side and do the attack over, although you can stop it early by stabbing down into Ganon’s head just like with his charge attack. When Ganon comes in through the background, you have to do a spot dodge as Ganon charges in from the background. If Ganon misses, he’ll keep charging and crash against the camera in the foreground, then fall back over, stunned, onto the battlefield. The timing for a dodge is very difficult when Ganon comes in from the background, him coming out very quickly. At 50% health and lower, Ganon will fake you out by turning one portal red, then turning it back to blue and turning another red, coming out of that one. At 25% health and lower, Ganon won’t turn any portal red, not giving you any warning of which way he’s coming from.

Attacks added at 50% health:

Portal Demons:
When Ganon uses his Portal attack, some enemies will come out of the portals Ganon doesn’t use to attack you, making his signature attack all the more deadly.

Attacks used at 0% health:

Human Form:
Ganon lets out a roar of pain and transforms back to his normal old self. . .But he’s still not down! You’ve got to take him down in a standard Brawl. . .again. Ganon is still a smart AI, although now he doesn’t have any handicap to make for a more fair match up, meaning he’s his old bottom tier self. Finish this guy for the count already.

Cinematic 41: Gwonam’s Prophecy

Marth leaps up and stabs Ganondorf in the chest in the same fashion as Link does in the Twilight Princess ending, Ganondorf letting out a loud cry of pain. Marth collapses from the insane battle, barely able to stay conscious. . .It was a hell of a battle, but he’d done his job. . .Altea was safe. . .Right? The screen cuts to Ganondorf’s face as he opens his eyelids and takes out Marth’s sword from his chest. It is written that only Link can defeat Ganon! Ganondorf is obviously quite pissed over the beating this spoiled prince just gave him and slowly makes his way over to him with his own sword in hand, intending to finish him with it. The camera cuts to Marth’s view of Ganondorf as his vision slowly blacks out before the king of evil even reaches him. . .


Chapter 10: Ruins of Hyrule

Cinematic 42: Late return of the party goers


We’re shown a view of Hyrule Castle, then the camera zooms into it through the way Young Link snuck in back in OOT. Things speed up to get us into the throne room, where a portal appears and dumps out Mario, Link, Peach, Zelda, Goombella, King Harkinian, the Superstar Helpers, Kirby, and Simirror. We’ve finally been reunited with the non villain cast of chapter 1 after their escape from Master Hand. They come out of the portal in a big lump. Harkinian lands on Kirby, causing him to get squashed into a pancake. Mario lands on Zelda while Link lands on Peach. The two silent protagonists stare at each other and twitch their eyes while the princesses hastily get up from under them in annoyance. Mario and Link start sparring against one another, Knuckle Joe and Bugzzy eagerly watching the fight. Peach, Harkinian, Zelda, Goombella, and the other two helpers leave the room. Simirror comes inbetween the two mute protagonists and uses a mirror attack to knock them both backwards, stopping their petty little fight. The camera fades to black. . .

Level 86: Cake Baking
Play as: Peach, Zelda, Goombella




The camera fades back in to show Link, Harkinian, Bugzzy, Kirby, and Poppy Bros Jr. all in the same room together. Apparently a couple hours have passed since the last cutscene, as all the characters look exceptionally bored. A thought bubble above Link’s head appears with the text “Gee, it sure is boring around here. . .” for the other characters to nod in agreement. Suddenly, a trail of steam comes from the other room, it being a delicious smell of some sort. . .All the characters follow after this exceptional aroma to the kitchen. Harkinian attempts to open the door, saying “I wonder what’s for dinner. . .” but it’s locked. Goombella opens it up briefly and peeks from behind it, saying “It’s a surprise!”, then goes back into the kitchen and relocks the door as quickly as she came. The humanoid characters cross their arms and starts tapping their feet as the characters resume in waiting, being bored. The camera goes through the kitchen door to show the two princesses and the Goomba girl decorating a massive cake

You just play in one small little room for this level, picking up various ingredients and throwing them into the giant cake in the middle. First you have to put icing on it by grabbing little squirt guns which will let loose a fully charged FLUDD’s worth of icing on the cake. After that, you have to put on a striped coat of red icing around it, put cherries on it, and other such meaningless decorations.

This level would be pathetically easy. . .But the men waiting outside are starving and just want something to eat rather then some pink and pretty cake. Every so often one of them will break down the door and barge in to fight you with 150 stamina (Due to the walls and ceiling of the room you can’t be KOd by normal means, and you also have 150 stamina per stock), then upon being “KOd” go back out the exit into the background. As time goes on multiple characters will come at once. Still, the guys don’t really want to attack you and just want the cake. They can go up to it and start munching on it to recover their stamina and damage your masterpiece, causing you to have to put more decorations on it. If they eat up all the decorations, then they’ll start eating into the actual cake, and if they go too far into it you’ll lose.

Battle 61: Wondering what’s for Dinner
Play as: Mario, Link, Simirror, Superstar Helpers (Knuckle Joe, Sir Kibble Only)
Played Against: Kirby, King Harkinian, Superstar Helpers (Bugzzy, Poppy Bros Jr. Only)


Harkinian bangs on the kitchen door violently, trying to get in for some dinner. Kirby is assisting the king in this endeavor, banging on the door with his hammer to try to get to his precious cake. Poppy eagerly is hopping up and down while Bugzzy tries to find a way to get in to attack the door, but is being blocked off by Harkinian. Link is forcing himself to wait despite his hunger. He stands with his arms crossed, waiting patiently, but some more of the cake’s aroma sneaks out of the kitchen and Link gets a whiff of it, causing him to drool slightly and come over to the door, him getting a thought bubble of eating an octorok.

Link pushes Harkinian out of the way and plants one of his bombs at the door, but it’s a dud, the fuse not going off. Link sighs, but Poppy is more then eager to use on of his bombs and comes over to the door, stacking the bombs up in mass like in his dsmash. Bugzzy’s eyes go wide and he lets a loud cry and the characters all duck in cover as the bombs blast open the door and the section of wall around it. Inside, the women making the cake angrily stare at the impatient men awaiting their dinner, still not having been finished. Kirby, Harkinian, Bugzzy, and Poppy all hastily run up at the cake to try to devour it, but the women stop them. Link goes to join them, but Zelda stares at him sternly for him to assist her in blocking off the other characters.

Mario, Simirror, Knuckle Joe, and Sir Kibble arrive in the room, having heard all the ruckus. Mario shrugs, wondering what’s the matter, for Peach and Goombella to motion to the starving characters they’re holding back. Mario looks down at Simirror and nods to him for the small mirror magician to nod back to the italian plumber, and they go up in front of the charging characters as they finally get past the women. Mario uses his cape while Simirror uses a mirror spell to send them going back in the other direction. This only fires them up more to keep coming after the cake, Bugzzy in particular, and they come for another charge. Zelda comes up to help “defend” the cake, but Link motions her to stay back, rolling his eyes at the other characters.

You play in the same room as the previous level took place, and your enemies can still eat into the cake. If too much of the cake is eaten, you’ll lose, and even if they don’t eat enough cake to make you lose it’d a big threat as it’ll constantly restore the health of your enemies. This battle is stamina for the same reasons as the previous level.

Level 87: Hyrule Sewers
Play as: The Squeak Squad, Daroach


We’re shown a cave filled with small mouse creatures known as squeakers, moving about various bits of cheese and golden treasure about the lair with their ears, having little means of holding things. The ones carrying the cheese all seem to be carrying it in a general direction. The camera shows a close up of a squeaker carrying some blue cheese, then it bows down as a great claw takes the cheese from between it’s ears, snatching it up. The camera follows the claw as it brings it up to it’s mouth. The camera zooms out to show Daroach seated on a throne of various spoils his band has stolen. He hastily chews up the blue cheese upon receiving it, but he gets a sick look and spits out the cheese onto his poor squeaker. He gets a thought bubble and angrily points up to it, it showing blue cheese with a red X over it. Daroach gets up from his throne and kicks the squeaker away in an identical fashion to his dashing attack, greatly intimidating the other squeakers, causing them to tremble. Daroach chuckles as he motions the line of squeakers bringing cheese to him to continue. . .

Daroach continues eating cheese for a brief moment, but then The Squeak Squad barge in to the little lair. Spinni and Doc hastily salute their chief, Storo forgetting to salute until Spinni elbows him slightly to remind him. Daroach rolls his eyes and drums his fingers with one hand, holding his head in the other as he looks at the squeak in disinterest. Doc, the leader of the group due to being the most intelligent, comes out from among them and takes out a map showing the sewers of Hyrule. Daroach’s eye twitches. . .How could this possibly benefit him?!? Storo wags his finger to assure Daroach, then points to a red X on the map. Daroach raises an eyebrow and shrugs, wondering what could possibly be there, for Doc to get a thought bubble and point up to it showing them going through this portion of the sewer and emerging in the treasure room of Hyrule Castle. Daroach’s uninterested expression instantly turns to a smug one as he lets out a chuckle. Daroach jumps up from his throne and hastily snatches the map from Doc. . .This job is far too important to leave to his underlings. The Squeak Squad and a few squeakers (Who end up getting used for Daroach’s various moves) follow behind Daroach as he leads them on. The screen fades out then back in as they all emerge from a vent into the sewers (Storo crushing a few of the squeakers accidentally as he trips in), Daroach taking out the map from under his hat, taking a brief look at it, then letting out another chuckle.

This level has little threats from enemies, them just being various rats and other lowly Zelda enemies. Instead, the level plays somewhat like the Water Temple in OOT. You’re going to constantly be changing water levels so that you can use the water physics to get up higher, but you’ll also need to lower it due to your limited air when underwater. Add to the fact the waters are all murky and icky so you take 2% damage per second while swimming, and you have a really fun time on your hands. Storo doesn’t die when he hits 100% damage thankfully in gameplay levels, which means you can take advantage of his unholy weight to last forever with him. On the other hand, he has terrible recovery so he’s bad for the platforming. It’d probably best to just stick to the other squeaks, unless you manage to have trouble with the enemies.

Level 88: Pipe Maze
Play as: The Squeak Squad, Daroach




The squeaks come up out of murky sewer waters, coughing and hacking, looking sick from all the pollution coming out from Hyrule, save Doc, who’s protected from it by his UFO. Doc retracts the dome of his UFO and chuckles at the others for Daroach to slash at him, Doc hastily falling back to dodge it. Daroach takes out the map from under his hat again to find it all wet and withered. He dries it out by twisting it, but he ends up destroying the old thing, the pieces falling into the water. Daroach shrugs and continues to go on. . .Who needs a map, anyway?

They go into the next room on their trail to find it completely and utterly filled to the brim with pipes, various Mario enemies coming in and out of them regularly. Looks like this place has been long abandoned to the beasts. . .Daroach facepalms at the sight of this, what a great time to lose the map, no? Daroach spreads his arms to motion his group to split up, and they all go into separate pipes. One of them’s gotta lead to the castle. . .

There’s one main room for the level that’s utterly filled with pipes, and each one leads to a room. Some are connected to other rooms while others are dead ends. Some pipes in the central hub will lead to one connected with the room you need to get to finish, as you’re not gonna be lucky enough to pop down a random pipe and win the whole level. Which rooms the pipes lead to is randomly picked when you start up the level, so not cheating on a walkthrough for you. The main hub room is filled with respawning (Coming in and out of the pipes regularly) enemies so it’s hard to remember which pipe leads where, so this can become quite a head scratcher. If randomly trying pipes isn’t your thing, though. There’s a golden enemy in the main hub room that will either come in or out of one of the pipes that leads to the general area of the exit, although these very rarely show up and you’ll have to deal with the respawning enemies while you wait for it to show it’s face.

Battle 62: The Rat Exterminator
Play as: Kefka
Played Against: The Squeak Squad (Storo Only), The Squeak Squad (Spinni Only), The Squeak Squad (Doc Only), Daroach


Kefka is seen torturing a rat by choking it with some sort of corruptive liquid, it oozing out his hand. The camera shows Kefka after he starts doing this, not giving a view of the rat, but we can see the rat’s shadow on the wall as the liquid comes out all of the exits of it’s body, it falling over dead. Kefka chuckles then does a cannonball into the water nearby, spreading out all four limbs and shooting out various pollution magics from each of them. Looks like these sewers aren’t polluted just from the citizens of Hyrule. . .Kefka seems to have good fun with polluting the waters, moving about in the water by pushing himself back by shooting out pollution forward. . .Until he hears someone coming out from a pipe back on the land. Daroach and the Squeak Squad emerge from the pipe (Storo getting stuck and Spinni helping him out), and they continue on their way to the castle treasury. Kefka reveals himself shortly though as he springs up out of the water onto the sides of the sewers where the sewer rats are walking, letting out a maniacal laugh.

There’s a reason the whole Squeak Squad is listed separately. . .You’re fighting all four characters at once. And you still have just one stock. Sound fun? Well, while in the water your attacks are more powerful and ranged due to the corrupted waters around Kefka, and you heal 2% damage per second in the polluted water while the rats still take 2% damage per second, just like in the levels. The squeaks will be hesitant to come into the polluted waters, but you can just casually wait for them to arrive and heal up if they refuse to follow you, or better yet spike them in. You have stamina rather then damage percentages due to the presence of walls and a ceiling.

Cinematic 43: Whale Blubber

Kefka chuckles as the rats sink fall at his feet. He takes out a brush and proceeds to grafitti on the faces of the rats, chuckling. Upon finishing his masterpiece, the camera shows a shot of them all as Kefka chuckles.




Kefka then kicks them casually so that they roll into the sewer waters and get pulled along with the current, suffocating from the pullotion as they go. Kefka casually waves to the rats, wishing them happy trails as he opens up a portal and leaves the sewers. After Kefka leaves, Doc weakly regains consciousness, and he hastily drives his UFO against the current of the sewers. He extends out a claw from his UFO to grab Storo and Daroach and pulls them back onto land safely after him, but Spinni is still getting taken away with the current. Doc goes after him, but Daroach weakly gets up and extends out a claw to Doc, telling him to just let Spinni go, as it’s too late to save him. The pair watch as Spinni is sucked through the currents. . .He’ll probably be killed.

Doc looks rather worried, but Daroach casually shrugs it off and goes to awaken Storo. Daroach backhands Storo to try to wake him up, but this has no effect. Daroach jumps onto Storo’s giant backwards belly button to cause him to spit up some water and awaken, covering Daroach in the polluted stuff. Both rats stare at each other angrily before Doc comes inbetween them and motions them to go on, Daroach reluctantly nodding.

Before the rats continue, they finally notice the grafitti on each other’s faces, the camera showing mug shots of all of them as they stare at each other. They point and laugh at each other, but then each realize that the others are also laughing at them. . .They hastily run over to look at their reflections to look alarmed as they see Kefka’s grafitti. They hastily wash off the grafitti, but this just grosses them out as now the polluted cra[[y waters are all over their faces, them all doing typical “Ewww. . .” poses, shuddering.

They continue along a rickety old wooden bridge, exiting the main part of the sewers. . .Guess there’s a reason this treasure hasn’t been found, as this part of the sewers looks like so old and unmainted enough to make it seem it was made a good while back. They must be getting close now. . .

Suddenly, a geyser of polluted water rises up in front of them, destroying that part of the bridge. Several rocks start to fall from the old ceiling of the primitive sewer. Storo and Doc look scared while Daroach is constantly turning every which way to try to find the source of this. Suddenly, a massive whale leaps at the characters onto the bridge. They turn around just in time to see this and dive out of the way. The characters get a good view of the whale for it to be the fatty whale from Kirby Superstar/Ultra, except now it’s of a greenish color and looks rather sick, having been corrupted. The whale flops about to face them while on the bridge and roars.

Boss 19: Fatty Whale
Play as: The Squeak Squad (Doc, Storo Only), Daroach




It’s the same arena you always fight the fatty whale in the Kirby games, just a bridge over some water. Remember how in the games the whale was swimming along in the water and would logically be in the background, yet you could somehow hit it? Well, here, when it goes across the screen while in the water it can’t be hit due to being on a different Z axis. Due to it’s corrupted status, the whale has gained plenty of twists on it’s old attacks, but they’re all still around in some form. Thanks to it being in the background for much of the fight, the whale is rarely able to be hit, though thankfully it has a rather low amount of health to help with the fact you only have 2 stock. After all, the corruption has to have some sort of side effect, doesn’t it?

Attacks:

Rock Shower:
The whale never uses this attack on it’s own, but instead follows up several of it’s other attacks with it, just like in the Kirby games. A bunch of water splashes up to push you up to the ceiling, you having to DI downwards and have your feet planted firmly on the ground when the attack occurs or be KOd, then rocks fall from the ceiling at random. Some large, some small. Getting hit by a large one does 15% damage and above average knockack while a small one does 5% damage and no knockack but an longer then normal flinch time. This lasts 3 seconds and around 6 rocks fall from the ceiling per second.

As a tribute to the games, one of those pathetically weak flopping fish (Known as blippers) will fall from the sky along with the rocks. It does no damage or knockback except when it jumps, doing 4-5% and light knockback. The thing is though is that these fish never go away and become quite annoying, so you’ll probably waste some time killing them.

Blowhole Spout: The Fatty Whale goes across the background, swimming along at a slow speed. Once he gets to the center, he shoots out some pollution out his blowhole off the top of the screen that rains down on you, making the arena slippery to cause the rate of tripping. If you’re hit by the stream of water (Which goes down at your current location) you take no knockack but 5% damage and are poisoned from the murky water for 10 seconds, taking 4% damage per second for a grand total of 45% damage, so this is a deadly damage racker. The whale always uses it’s rock shower attack after this attack like in the Kirby games. The whale dives into the water out of sight after shooting out the shower.

Diving Tackle: The whale jumps out of the water in the background in a lunging tackle onto the stage. The whale covers the entire screen, so a timed spot dodge is required. The whale then smacks against the camera, causing it to shatter and you to lose your vision for a brief moment before it’s reassembled, then falls back into the water. The attack does 35% damage and unholy knockack.

Backflip: The whale comes in the foreground of the screen, swimming in the water in front of the dock. It blocks around a third of the screen at a time, and he constantly swims left and right to be over your character. After 3 seconds of this, Fatty Whale backflips onto the bridge to your current position, doing 38% damage and unholy knockback as he flies through the air. The whale lands in the water in the background after the attack is complete, causing his rock shower attack to take place.

Thrash: The whale body slams onto the stage from the background, doing 38% damage and unholy knockback. This is slightly hard to dodge as it’s fast and the whale is huge in comparison to the arena. After this, it flails and thrashes about on the bridge for a good 5 seconds, being rather vulneable. Still, the whale isn’t completely defenseless, as if you hit it’s flailing tail you take 8-10% damage and below average knockback and 5-6% damage from the whale’s pipe. Furthermore, the whale will sometimes slightly bounce off the ground, and if you’re under it when it lands briefly after you’ll take 15% damage and average knockback. This is a good chance to damage the whale, but don’t be careless. It’d probably be smartest to attack from the front as the pipe isn’t much of a threat and it’s a decently small hitbox. After the 5 seconds, the whale leaps back into the background causing a big splash that triggers it’s rock shower attack.

Attacks added at 75% health:

Thick Fat:
Fatty Whale swims in the foreground like the initial part of his backflip attack, but he’s even closer to the camera, covering up the entire screen. The whale’s rock shower attack takes place during this, and you have to dodge it while the whale blocks the screen. The whale chuckles as it blocks the screen to doom you. . .

However, if you haven’t killed any of the weak fish that spawn from Fatty Whale’s rock shower attack, a bunch of them will swarm up to attack the whale, stopping him from blocking your vision! If you do attack a single one though, they won’t feel like helping you any more. It can be slightly annoying to keep the little guys around, but it’s worth it to nullify this far more annoying attack.

Attacks added at 50% health:

Hurtling Crash:
Fatty Whale spins around in midair slowly as it jumps along, actually appearing on the foreground rather then the background. Due to the whale not being in the background, it smashes the dock each time it lands. Getting hit by the crashing whale each time it falls down does 30% damage and huge knockback, and wood will get shot out from the sides of the area for 3% damage and light knockback. When the whale is finished with the attack, the stage will be heavily damaged and there will be few firm places to plant your feet on. Thankfully the water is the normal one in Brawl, so it won’t kill you to go on, but you’ll be much more vulneable to some of the whale’s new attacks it gains after this occurs and you take 2% damage per second while in the corrupted waters. The whale can use this attack multiple times, it going in the holes it already created rather then destroying the remainder of the bridge. Due to it not destroying the wood, it won’t shoot out, so that part of the attack won’t happen. You can attack the whale while he’s jumping up, but his whole body is a hitbox as he crashes down with infinite priority. The whale always does this once his health reaches 50%.

Whack a whale: The whale will randomly appear out of one the holes it made inbetween the parts of the dock with it’s hurtling crash attack, and it will either chomp up to devour you laggily for 35% damage and insane knockback or shoot out it’s Blowhole Spout attack up above. The whale will pop up out of another hole at random after this, and you have to strike it while it’s in this position to knock it out of this attack pattern. There is large starting lag on the chomp, so that’d be the preferred time to attack.

Smoke: The whale appears in the water under the broken bridge and moves back and forth to constantly be underneath you. After 5 seconds of this, he’ll start puffing his pipe to emit smoke upwards that does upward knockback, having a hitbox the size of Bowser. He’ll continue to follow you as he puffs, trying to blow you off the top of the screen. This does no damage.

Due to smoking obviously being bad for one’s health, this takes away 30 stamina of the whale’s health, but it powers up his moves by 3% damage and very slightly increases the knockback as it further corrupts him, turning his skin color to an even darker green.

Attacks used at 25% health:

Breath of Corruption:
Fatty Whale comes up to block the screen like in his thick fat attack and lets out a disgusting grimace, showcasing his nasty teeth, bad breath coming out between the cracks in his teeth. After this, the whale dives back down into the water, the attack being done. . .That didn’t do anything besides disgust you, did it?

The screen is now constantly covered in green fog and will distort slightly, the picture becoming poor in certain areas at random. You constantly take 2% damage per second from having to breathe the whale’s horrendous breath, and this stacks if you go into the water for 4% per second. Any of the fish that emerge from the whale’s rock shower attack will turn into skeletons from the breath, crumbling and falling off into the background, and thus they won’t be able to help you against the whale in his thick fat attack. Whenever the whale does use his thick fat attack, he’ll let more smoke out and do another grimace as he blocks the camera, causing the distortion of the camera to become twice as worse and you to take an extra 2% damage per second.

Make sure you finish the whale off fast, or you’ll quite frankly be screwed as any attack will mean death due to your high damage and it’ll be hard to dodge them due to your poor vision and the whale’s cheap abuse of his thick fat attack.

Cinematic 44: Doctor Doc

The whale roars as it thrashes and flops towards the rats on the bridge, trying to chomp them down. It belly flops on top of them to squash them, but they jump off the bridge into the water. Fatty Whale follows in hasty pursuit, swimming along at a fast speed. It chomps down Storo with ease due to how slow he is, enjoying the fat rat, followed by Daroach. Doc’s glasses fall of in sheer shock at seeing his comrades get devoured, and he presses buttons like a madman to try to get away, hoping something will work. From Doc’s random button mashing, a tootbrush emerges from the top of the sub and starts to brush the whale’s teeth. The whale enjoys this and stops chasing Doc, obviously having several extremely bad cavities. Doc is still cringing, but he opens his eyes to see what’s happening and lets out a sigh of relief. He puts back on his glasses and presses another button to take out a second toothbrush and starts fixing the whale up in hopes that it will have mercy on him. After getting a fresh white smile, Fatty Whale happily spits up Storo and Daroach then goes back to swim into the depths of the sewer. The rat trio get back up onto the remainder of the bridge, then Daroach shrugs and raises an eyebrow, wondering what happened. Doc flexes and gets a thought bubble of him beating the crap out of the whale for the whale to come up out of the background and rolls it’s eyes, spitting some water at Doc, nearly short circuiting his UFO, then diving back down. Storo and Daroach laugh at Doc, then they continue on.

Level 89: Chasing Dinner
Play as: Kirby, King Harkinian, Superstar Helpers (Bugzzy, Poppy Bros Jr. Only)


Doc, Storo, and Daroach are seen once again as they go up an old creaky staircase. . .Storo is going up first and causing every other step to fall underneath his weight, making the way rather annoying to transverse for Daroach (Doc is going up just fine due to floating in his UFO). Daroach claws Storo out of the way to go up first and they continue on their way up. They find an old rusty vent for Storo to use ice magic to carve it out, then the three rats go up through it. Storo as usual gets stuck in it, and Doc helps Storo out with a claw that comes out of his UFO. The camera shows Daroach’s face, who looks disgusted. The camera zooms out to show that the squeaks have come up in the Hyrule Castle Kitchen where the chapter 1 group is still fighting over the cake. Doc smiles stupidly and shrugs at Daroach, but the cake is more then enough of a treasure for Storo as he runs up after it. Daroach holds Storo back, not wanting to lose his cover, but then Daroach gets a good look at the cake, the camera zooming on it to reveal that it’s a cheese cake. Cheese appears in Daroach’s eyes and he runs forward along with Storo to pick up the cake. The camera then exclusively shows the chapter 1 characters fighting. . .It takes a while before they notice the thing they’re fighting about is gone, turning to see the squeaks running off with their cake. Kirby beats his chest and roars, running after them, and Harkinian, Bugzzy, and Poppy are hasty to follow, their tongues flying out the side of their mouths, save Bugzzy who lacks one. Zelda facepalms at the entire display. . .

This is an exceptionally long level, but there isn’t that much of a threat of actually getting killed in any conventional means. Instead, the main way you’ll lose is by letting the squeaks get too far ahead of you. Yes, they’re actually visible in the level. Storo and Doc carry the cake (Doc holding it with two claws coming out of his UFO), running along, while Daroach hovers along behind them, bringing up the rear. You’ll have to chase them out of Hyrule Castle and the town surrounding it and a bit into the fields before they go into their underground lair. The only enemies are random beasts once you finally get to the field, but on the way there you’ll find plenty of citizens who’ll get in your way as the chase goes on. They’re actually solid objects meaning you can’t go through them. You can just attack them to get them out of your way, but then the guards will come after you and make things harder then necessary. Either way, Daroach will constantly be laying traps for you as you chase after him, firing beams of ice and laying bombs from his moveset, turning around and hovering backwards as he does so. If you use Harkinian, the guards won’t attack you no matter how much harm you do to the citizens due to being yours to command, but instead the citizens will form an angry mob to dethrone you. They’re far weaker then the guards but much more numerous, so it’s a relatively even trade off.

Battle 62: Squeak Den Clash
Play as: The Squeak Squad (Doc Only) and Daroach or Superstar Helpers (Bugzzy, Poppy Bros. Jr. Only)
Played Against: Superstar Helpers (Bugzzy, Poppy Bros Jr. Only) or The Squeak Squad (Doc Only) and Daroach


The squeaks arrive in their den through a hole in the Hyrule fields, it being the same place where we saw Daroach and the Squeak Squad for the first time. Daroach trips (Curse you Sakurai!) over a rock and falls to the floor with a thud, and Bugzzy and Poppy hastily go up to attack him. Harkinian and Kirby are more obsessed with the cake then the rat who took it however, and continue on. Doc sees the dire situation Daroach is in and hastily rushes over to his side, leaving Storo to carry the cake, him able to carry it fine with his massive bulk. Daroach tips his hat to Doc, then you choose your team.

No matter which side you choose, Bugzzy and Poppy end up the winners and run along after having defeated the squeaks. Bugzzy raises his hand to high five, but Poppy looks at his side and shrugs, having no hand to high five with. Bugzzy rolls his eyes then runs along with Poppy in the way Storo went with the cake. Daroach weakly pulls himself after the characters, Doc being completely unconscious.

Battle 63: Eating Contest
Play as: The Squeak Squad (Storo Only) or King Harkinian or Kirby
Played Against: The other two you didn't choose




Storo continues taking the cake further into the lair, laughing stupidly. He sets it down and hastily takes a bib out of nowhere as well as a fork and knife, licking his lips. He goes to dig in to the cake, but Kirby tackles him to the ground from behind, splatting his face in the cake. Meanwhile, Harknian takes out a knife and cuts a tiny slice out of the cake. Storo and Kirby raise their eyebrows at how modest the king is being, but instead of taking the tiny slice he takes the rest of the gigantic cake, leaving the tiny slice for the others. Kirby and Storo go to tackle him, but Harkinian takes out his finger and wags it, picking up the tiny slice of cake. “Mah boi, this piece if what all true warriors strive for!” says the King. Kirby rolls his eyes while Storo casually takes the cake slice and tosses it behind him, it being too small to even be worth eating in his opinion. Harknian shrugs, then all the characters dive into the cake, chomping it up at insane speeds.

You play as one of the three gluttonous characters to try to eat the most cake. Next to your stock/percentage, there’s a smaller number indicating the percentage of the cake you’ve consumed, and whoever eats the most cake wins the battle. The cake is in the center of the arena, and to start eating the cake you have to stand on top of it and press A to “lock yourself into place”, where your character will eat 1% of the cake per second, healing 5% damage per second. You can press B to come out of this stance at any time, but it’s slightly laggy to do so, so don’t be too greedy or else you’ll get forced off. There’s only room enough on top of the cake for one person to eat, so this plays as a king of the hill style match. You can get KOd, but your foes just respawn infinitely, so focus on eating the cake rather then harming the other characters.

Cinematic 45: Far more then a piece of cake

Bugzzy and Poppy arrive in the room where Storo, Harknian and Kirby are devouring the cake, and are outraged to see that Kirby and Harkinian have started without them. The cake is completely gone, the three gluttons being ridiculously fat, it being exaggerated in a cartoon like fashion for comic effect. Storo lets out a thunderous burp for Bugzzy to angrily shake his fists. He jumps on top of Storo and does rapid kicks down on top of him (Like Kirby/Meta Knight do in their dthrows which they stole from Bugzzy) to cause him to puke up all of the cake he ate. Poppy shows anger as well as he stuffs bombs down the throats of Kirby and Harkinian, causing them to also cough up their cake. This causes the three gluttons to lose their ridiculously fat appearances. Bugzzy and Poppy chuckle at the characters, happy with their revenge, but Daroach arrives in the room shortly after for the leader of the Squeak Squad to be far from satisfied. His eye twitches violently, then he throws off his hat and stomps on it in anger. Everyone laughs at Daroach to further infuriate him. He takes his hat off the ground, straightening it and reforming it from it’s smashed state, placing it back on his head. . .Then laughs maniacally as he takes out his wand and starts channeling a big spell. The spell takes a considerable time, long enough that Bugzzy starts tapping his foot and looking at his watch (That he gains solely for the cutscene in a cartoonish fashion). The other characters, plenty stupid for the most part, just watch the lights display as Daroach gathers power. He launches a giant sphere of energy down at the vomited up remains of the cake for it to reform into a living entity and roar at the characters. In Soviet Russia, CAKE EATS YOU!

Boss 20: Bundt
Play as: Kirby, King Harkinian, Superstar Helpers (Bugzzy, Poppy Bros Jr. Only), The Squeak Squad (Storo Only)




Bundt isn’t that insanely huge in comparison to the average boss, but is still far larger then a playable character. Bundt sits at the right side of the screen, never moving from this position, and isn’t solid at any time. It’s base is as wide as three Bowsers, but it gets less wide as it goes up like any cake of it’s kind. It’s size comes far more from it’s height then it’s width, being around twice the height of Ganondorf. There are four candles on the cake, two at the base, and two at the top. The cake is invulnerable when any of these candles are lit, which they are by default. The candles can be blown out by hitting them with any non projectile attack, but each candle re-lights every 20 seconds, and some of Bundt’s attacks can potentially re-light them early. Bundt’s health isn’t too large to counter his ability to make himself invulnerable, so the length of the boss battle is no longer then average. Daroach can be seen in the background, Daroach laughing whenever the cake gets in a big hit.

Attacks:

Wham:
Bundt leans backwards, then slams himself onto the floor, reaching his entire height forwards (Double Ganondorf’s). If you get by the cake as it falls to the ground, you take 20% damage and large knockback. A shockwave goes out from the cake as it slams onto the ground the size of Bowser, going at the speed of Ganondorf’s run off the screen. It only does 1%, but it will catch you in it in a Piplup effect and drag you off the screen, doing 1% per second. It’s not impossible to DI out of, but it’s still far easier to just avoid it in the first place. This is rather deadly for Bundt’s single simple physical attack, but has large ending lag as Bundt brings himself back up to his standard position.

Blizzard: Bundt’s top leans back and a bunch of icy winds comes out of it in mass. During this phase of the attack, you’ll be pushed to the left, although it’s not that forceful or hard to avoid being pushed off the screen. This causes the entire arena to be covered in ice, though, making the arena have terrible traction. An icicle will fall from the ceiling (Which is offscreen so you can still be star KOd) every 5 seconds while the arena is in this state, doing 8% damage and below average knockback. Bundt won’t use this attack if the arena is already icy.

Sandstorm: This starts like Budnt’s Blizzard attack, but harsh sands are blown along with the winds coming out of Bundt rather then ice. The force of the push left is slightly greater then Blizzard, and more importantly rocks will fly to the left at random. The size of the rocks vary greatly, the smallest ones doing as little as 3-4% with a non existant flinch and the largest ones doing 18-19% with large knockback. This lasts 7 seconds and will destroy the icy arena effect made from Bundt’s blizzard attack if one is present.

Drain Beam: Bundt’s top leans back to make a “mouth” of sorts, and a large green beam shoots out of it at you instantly, being the width of Marth. If you get caught in it, you get sucked into the cake where you’ll take 5% damage per second and Bundt will heal 10% per second. You must button mash to get out of this phase of the attack, and after it’s completed Bundt shoots you out of his top for average upward knockback and 10% more damage. Due to Bundt’s top being at the top of the screen, this is highly likely to KO you if you have any decent damage.

Diamond Saw: The top of Bundt sparkles briefly, then a diamond saw magically appears out of nowhere and starts following you around, hovering in the air. It moves at the speed of Ganondorf’s run, making it rather slow, but if you make contact with the saw you take a massive 30% damage and godly knockback. Better yet, the saw never vanishes, always coming after you until it hits you. . .Or does it? If you lure the saw back into the cake, it takes the 30 damage and the saw vanishes as the cake lets out a cry of pain. If any of Bundt’s candles are lit, you’ll have to blow them out before the saw will effect Bundt and end the attack, making this quite deadly if Bundt isn’t vulnerable when he uses this attack.

Lullaby: Bundt’s top leans back to make an opening in the cake, and 3 musical notes come out of the cake, the sound effect from “Sing” in the original Pokemon games playing. The musical notes richochet about for a lengthy 30 seconds, going at the speed of only Ganondorf’s run. Contact with a musical note puts you to sleep. This isn’t much of a threat at first, but it becomes very tedious to dodge them in addition to Bundt’s other attacks as they stick around for a considerable time.

Attacks added at 50% health:

Gourmet Stuffer:
Bundt shakes violentely to throw a piece of himself at you. The piece of cake travels lightning fast, the speed of Sonic’s run, and is rather hard to see due to being a normal sized piece of cake. If you get hit by it, the piece of cake will fly into your character’s mouth, making them extremely obese. You’ll be in the state Dedede is when he inhales someone with his neutral B, only able to move back and forth slowly and do a small jump. You’ll be stuck like this until you get hit by another attack, and considering the fact you can’t attack like this you’ll WANT to get hit to end it, albeit by one of Bundt’s weaker attacks. This does 15 damage to Bundt whether or not he’s vulnerable due to him having to throw away a piece of himself.

Ring of Fire: Bundt leans his top back slightly to make a gap in himself, then “breathes out fire” from his “mouth”. He keeps spitting out the fire until an entire ring of it forms around him, it lasting 3 seconds. Contact with the ring of fire only does 5% damage and small set knockback, but the ring of fire prevents you from getting to Bundt. More importantly, the ring of fire goes over all four of Bundt’s candles, re-lighting them all.

Attacks added at 25% health:

Birthday Wish:
Bundt looks as if he’s going to use Blizzard, but instead uses it on himself to blow out his own candles. What the hell?!? In big letters on the top of the screen, “HAPPY BIRTHDAY!!!”. A thought bubble will appear above your character displaying four of twelve possible wishes at random, and you can move a cursor to select one of them. If you fail to select one after a mere two seconds, you’ll just choose the wish you’re currently hovering over. Most of the wishes are bad, but there’s a few good ones hidden within the wish list. You won’t have any idea what most of the wishes do from their very vague descriptions so what happens to you will be random at first, but if you get used to the boss battle you can pick out the good wishes. The wishes are as follows:

I wanna be a star!: Star KOs you instantly. What fun!

I wanna be hot!: Gives you the superspicy curry effect.

I wanna be manly!: Turns your current character into Captain Falcon. This could be good for Falcon mains, but for the rest of us it’s bad seeing his horrendous tier position. Even if you don’t like the captain, this can –potentially- be beneficial as it resets your damage percentage to 0%. If you play as Captain Falcon in a rerun and this wish occurs, you get insane buffs to be on the level of Meta Knight.

I wanna be rich!: A shower of coins falls from the sky on top of your character, doing 20% damage and heavy knockback.

I want this to end!: Gives you a game over. Yay.

I want a woman!: ZSS spawns. . .And attacks you for bringing her here. If you replay this boss with a female character, the text will change to man, and Captain Falcon will spawn with some buffs to assault you with his manliness.

I wanna rule the world!: A model globe falls on top of your character’s head, stunning them as if their shield broke and dealing 10% damage. After this, it can be used as a throwing item.

I want a million bucks!: A herd of male deer stampede from the right side of the screen for 3 seconds. If you’re hit by them, you take 15% damage and above average knockback to the left. Hopefully you have a good recovery so you can stay in the air for the entire duration of the attack, otherwise you’ll have to get hit at least once.

I want Candy!: A bunch of candy falls from the ceiling and your character catches all of it in their mouth, becoming extremely obese in the same fashion as Bundt’s Gourmet Stuffer attack.

I want a vacation!: The arena changed to one of the islands in Delfino Plaza for the remainder of the fight, the cake being in the dead center of it. This is bad as the cake takes up the majority of the island, giving you limited space to avoid Bundt’s attacks. The water is changed to a standard pit (It still –looks- normal) so you can’t abuse it and the edge of the island isn’t grabbable, so this is far from a preferable place to fight.

I wanna see the future!: The camera shows you random clips of games from futuristic series such as Metroid and Starfox while the battle continues, you unable to see what’s happening. The normal sound effects still play to give you some indication of what’s happening, thankfully. This lasts 10 seconds.

I want a million wishes!: All of the above happens to you. The order they occur in is random, so if one of them would cancel the others out, it depends on which one was picked to go first. This ultimately will lead to a game over from the “I want this to end” wish, although if you finish off the cake before that wish happens then you could still win, though you have a very limited time to do so.

Attacks used at 10% health:

Master Chef:
Daroach becomes outraged that you have still not been defeated and joins the Brawl himself. Due to him having animated the cake in the first place, it won’t harm him. Daroach is still capable of damaging the cake, but has good AI so he’ll do his best to avoid hitting it. Your best bet is to just ignore Daroach and finish the cake off at this point, or else the fight will just drag out as Bundt’s candles re-light. Try to always stay close to the cake so Daroach will probably hit Bundt if you dodge his attacks, assisting you in finishing the cake off.

Battle 64: Top Mouse
Play as: Daroach
Played Against: Kirby, King Harkinian, Superstar Helpers (Bugzzy Only), Superstar Helpers (Poppy Bros. Jr Only)


Bundt explodes in a big gooey mess, splattering the entire room with icing. The characters who fought Bundt all start eating the icing up, save Storo, who was KOd by the cake. Daroach’s eye twitches violentely as his greatest magics proved useless against the characters. He lets out a whistle to summon his army of standard small squeaks which inhabit the lair to him. The entire place becomes utterly flooded with the squeaks as they swarm in, Daroach in the center of them all, smiling smugly.

All four of your enemies are out at once during the battle, but the entire walk off battlefield is completely flooded with your little squeaker minions (There are ten out at a time, ones coming out from the background to replace the old ones). You can make use of all of them for your various attacks, them all being able to do the same functions as the single one you can summon from your moveset. Take advantage of moves that rely heavily on the squeaker to create ten separate hitboxes to overwhelm your enemies. The icing from Bundt also covers the room, causing tripping to be much more common then normal for both you and your enemies.

Level 90: Bird of Prey
Play as: Dynablade


Dynablade is seen flying out over Hyrule Field. The great bird’s stomach growls, and she looks down at it and shakes her head, sighing. She continues flying over the field, giving us a good view of it as she looks for food. She eventually flys over entrance to the Squeak Squad’s den to see a couple of squeakers at the entrance. Dynablade licks her lips and swoops down to attack them. They hastily flee into their hideout, pursued by Dynablade as she enters their underground home.

The enemies in the level are squeakers as you make your way down into the lair, and you have to store up a certain amount of food to win the level rather then get to the end. The enemies count as food what with them being mice and you being a big bird, but there are stashes of food that count for far more points. It’s impossible to get enough food before you get to the room with the playable characters in it, where is a gigantic open room four times the length of final destination. You can devour the remains of the cake here for the remainder of what you need to eat, and there’s exactly enough that you can eat nothing on the way to the room and win the level. The thing is though that the playable characters will constantly be attacking you as you devour the icing of the cake, although thankfully they’ll beat up each other as well, the squeaks (Doc having regained consciousness and Storo having made up with Daroach) against the others.

Level 91: Escaping the Palace of Twilight
Play as: Midna


We cut back to the Palace of Twilight, Midna’s cell to be exact. She’s looking bored as ever, laying on her side in the cell, rolling her fingers. Her attention is grabbed by the general Shadow Beast passing by. She quickly goes up to her cell bars and whistles to it like a dog for the Shadow Beast to happily come over to Midna. Midna motions to the keys of the cell for the Shadow Beast to fold his arms and shake his head. Midna goes over to a skeleton of a former prisoner she’s sharing her cell with and takes a bone out from his body. The Shadow Beast starts making happy dog-like sounds as it sees the bone, trying to get at it. Midna motions to the keys for the Shadow Beast to reluctantly nod, taking the keys and trading them for the bone. Zant really needs to get more intelligent underlings. . .Midna chuckles and goes on her way as the Shadow Beast is busy playing with the bone. The camera stays with the Shadow Beast as Midna leaves, and after a bit of playing with the bone, he facepalms (Helmetpalms?), realizing what he’s done. He gets a thought bubble of Zant and hastily starts running off in his general direction to tell his master of Midna’s escape.

This level is timed, but instead of a timer there’s a meter showing how close the Shadow Beast is to Zant to further imply why the time limit is actually present. If the Shadow Beast general gets to Zant, then he’ll teleport in front of you and attack you, having buffs to be twice as powerful and having constant super armor. This is far from an easy level to rush through though, as you have to keep your cover or else Zant will find you out anyway. You have to either avoid the enemies or dispose of them before they can go into one of the doors that lead to another room to alert Zant. Tricky platforming is required to go around the enemies. The easiest option to get around the enemies is to find out their patrol patterns and walk by when they aren’t present, but this takes the most time, which you’re very low on. Naturally due to you having to hurry, there are plenty of optional goodies to distract you.

Level 92: Falbi’s Flight by Fowl
Play as: Midna


Midna exits through a portal at the entrance of the Palace of Twilight to appear in a building somewhere in Hyrule Fields. Midna raises her eyebrow at the large amount of cuccos (Chickens) present in the building. . .All of a suddden, some creepy old man comes out of nowhere, Falbi.



He takes one of his cuccos, places it in Midna’s arms, then hastily kicks her out the door. The camera is zoomed in on Midna as she has a very awkward expression, but then she looks down and lets out a scream, the camera zooming out to reveal that the crazy man kicked her out into a gigantic drop into Lake Hylia. Her fall is delayed in a comic fashion, then she starts falling like a rock, holding onto her cucco for dear life.



The length of the fall is exaggerated to make a full level out of this. You’re constantly falling downwards, and can use DI to move back and forth as well as hasten or slow your descent. You can use all your aerials and specials as much as you please. The enemies are Shadow Kargaroks (Aerial Shadow Beasts). . .This is far from the normal happy Lake Hylia. It’s just like it was in it’s shadow state in Twilight Princess. The level ends when you fall down into the water and it’s far from hard to do so, there just being a few enemies to disturb you along the way. However; there’s a large tower in the middle of the lake, just like in Twilight Princess when you play this mini game. There are multiple levels of the tower you can land on, and they’re too tall to jump up. On each level of the tower are bunches of trophies, there being more and more as you go higher and higher. Landing on the tiny platform on top unlocks an exclusive trophy of a cucco.

Battle 65: Shadow and Corruption
Play as: Kefka
Played Against: Midna, The Squeak Squad (Spinni Only)




Midna lands in the water, letting go of her cucco which has been struggling to get free the whole time. She looks about at the corrupted state of the lake. . .Who could’ve done this? She freed this place from Zant’s corruption with Link a considerable time ago. She goes up onto some land and looks at a large amount of corrupted waters coming out of the Hyrule Sewers. She continues to stare at this with disgust, but then a large rat (Spinni) of some sort gets washed into the lake from the sewers. Midna goes over to the rat and pulls it over to the land, figuring that he might know something about the pollution. Midna kicks him in the gut to cause him to spit up some water, Spinni regaining consciousness weakly, giving an annoyed glare at Midna. Midna returns the glare and points to the pollution coming from the sewers for Spinni to get a thought bubble showing Kefka, the camera zooming in on Spinni and Midna. Midna looks rather intimidated as Spinni says this for Spinni to raise an eyebrow. . .The camera zooms out to show Kefka standing right behind Spinni. Spinni whips around to let out a high pitched “Yipe!” as he jumps back a bit away from Kefka. Kefka chuckles. . .He’ll have fun playing with his food.

The water here functions like the normal kind in Brawl so you can’t abuse it as much as in the fight against the Squeak Squad and Daroach, but you heal 2% per second while in it while they take 2%. Enemies will interfere with the battle, corrupted Zoras coming up out of the water as well as Shadow Kargaroks coming down from the skies to join the fray. Despite Kefka being the corrupter of these creatures, they will still harm him as well, having become mindless beasts.

Level 93: Lake Hylia
Play as: Midna, The Squeak Squad (Spinni Only)


Kefka strikes Midna and Spinni to the ground, the later for the second time. He takes out his trusty brush and regrafittis up Spinni’s face, it having washed up in the water on the way out, as well as Midna. The camera casually goes over Spinni as he has the same basic design as before, but stops to give us a decent view of how Midna has been “Kefka-fied”.



Kefka chuckles at his “artwork”, then casually opens up a portal and leaves through it, content with the current state of the lake. The screen fades in and out slowly for Midna and Spinni to get up weakly, regaining consciousness. Both give each other weirded out looks as they see the doodles Kefka put on the other. Midna rubs below her nose where Kefka painted a mustache on Spinni for him to go look into the water to see his reflection. He facepalms upon seeing it, and Midna gives a weirded out "O.o” look at her reflection in the water as she comes over. They hastily wash off in the water, then Midna goes off to look around. Spinni, being far from familiar with the location, follows after her. The pair come in front of a strange looking house for another creepy old man to come out of it, baring some resemblance to the other one who forced Midna down into the lake, Fyer.



Midna, remembering Fyer’s canon business back from the events of Twilight Princess, gets a thought bubble of being shot out of the lake. Fyer extends out his palm and rapidly opens and closes it like Captain Falcon’s side taunt, getting a thought bubble containing a green rupee with the number 500 next to it. Midna’s eyes go wide upon hearing the price. She hastily gets a thought bubble showing the same thing but with 10 (The normal price for Fyer’s “service” in the game) for Fyer’s thought bubble to raise to 1000. Midna, reluctantly accepting the price change, tries to haggle it down to 400 for Fyer to just counter with 600. Midna facepalms and motions for Spinni to come along with her to leave.

You start smack dab in the middle of Lake Hylia on Fyer’s little island with his canon. You can go to the left of right from here to explore the corrupted lake, but there’s no clear finish to the level. Instead, you must collect Rupees by KOing the various enemies, finding them in hidden places, whatever suits your fancy. There are a multitude of places for you to search for the rupees, there being far more then 500. There are few rupees in the main area of the lake you start in, and if you expect to obtain any you must either climb the waterfall to get to Zora’s domain or dive into the water (You have unlimited air and have the water physics of the water levels in chapter 7) to go into the water temple. The enemies in the water temple are the same as those found in Twilight Princess while Zora’s domain has various corrupted Zoras and Shadow Beasts/Kargaroks/etc inhabit the main lake area. Due to you taking 2% damage per second while underwater, the Water Temple is the hardest place to go to, but contains the most rupees by a wide margin. Once you’ve got 500 rupees, you have to make you way back to Fyer where you started to pay him. Various trophies can be obtained for exploring multiple parts of the level and getting higher rupee counts before going to Fyer.


Cinematic 46: Invisible Horror

Midna and Spinni make their way back to Fyer’s little business, their arms filled with rupees, to find Fyer running around in circles in horror from what’s seemingly nothing. Spinni raises his eyebrow, but Midna regognizes this beast. She uses her shadow senses to see that it’s a gigantic shadow bug queen. Midna goes up and has an arm come out of her helmet to attack the great beast, engaging in combat against it. The camera cuts to Spinni and his perspective, Midna attacking nothing, weirding him out significantly. He sees Midna get knocked back and hears a roar, and he realizes that something’s there. He runs off to assist Midna against this beast. . .

Boss 21: Twilit Bloat
Play as: Midna, The Squeak Squad (Spinni Only)




You fight on the platform of Fyer’s little cannon, it being only around the size of the moving platform in Smashville. When playing as Spinni, you cannot see the boss due to your lacking of shadow senses. The boss will let out an electric pulse every 10 seconds to give you an idea of it’s location, and despite your inability to see it you can still damage it and be damaged by it. The projectiles are the easiest of the queen’s attacks to dodge as Spinni due to them becoming visible upon being launched while the physical attacks are more troublesome due to you having no idea what’s happening. Thankfully there are specific sound ques for all of the queen’s attacks so once you get used to the boss you don’t even have to see it. Your vision as Midna allows you to see the boss, but everything outside the range of two Bowsers becomes extremely blurry and hard to make out, like with the wolf’s senses in Twilight Princess. The queen would be an easy boss if your vision wern’t so clouded, it’s attacks not being the most powerful or fast and it’s health bar being small.

The queen always flies up double Ganondorf’s height above you in her standard stance, and randomly moves about (Though never going below that height when not attacking) to make it hard to predict where she is. The Queen is only 1.5X Ganondorf’s height, but is triple Bowser’s width.

Attacks:

Tentacle Strikes:
The queen extends out her 6 tentacles down to the platform. She swings four of them back and forth, being long skinny hitboxes that do 7% and below average knockback, while two of them try to grab you to hold you in place to be hit by the other four, although they won’t go out beyond the middle of the small platform. It’s hard to get out of this attack without damage, but it has no real KO potential.

Body Slam: The queen lets out a cry as she body slams onto the platform, covering the entire thing with her impressive width. This does an impressive 20% damage and great knockback and is one of the more deadly attacks to Spinni due to the only warning being a sound. The queen slams down on her hard back rather then her vulneable stomach, and she’ll flail about for a good couple seconds on the platforms as she tries to get up. Attacks do double damage to the queen during this time as her underbelly is exposed to make up for the lack of lag and the presence of power and range in this attack.

Lightning Bolts: The queen hovers Ganondorf’s height above the center of the platform, crackles with electricity, then two Pikachu thunder strikes strike down on either side of the queen, being just as powerful as the electric Pokemon’s down special. As an added bonus, two electric jolts that act just like Pikachu’s neutral b will emerge from the thunder strikes after the attack is complete, lasting 10 seconds and not canceling each other out by running into each other, going around the platform like hotheads. These still aren’t buffed from Pikachu’s neutral B, so they’re just a nuisance more then anything else.

Thunder Ram: The queen ignites herself with electricity, constantly sparkling which makes her completely visible in Spinni’s vision. She’ll slowly come after you at the speed of Ganondorf’s run, trying to make contact with you. If she does so, you’ll take 14-15% damage and above average knockback. She persues you for a lengthy 5 seconds. This would seem impossible to dodge what with the tiny platform, but the queen turns so her side is facing the screen to reduce her width and moves in an L shaped manner rather then going at you in the most direct fashion.

Acid Shoot: The queen shoots slimy goo out her rear end across the stage. This causes the platform to have terrible traction and also reduces your traction severely. If you get shot while the queen shoots the acid across the stage, you’ll be stunned long enough for the queen’s next attack to hit assuming you don’t button mash, and you’ll also take 16-17% damage.

Queen’s Embrace: The queen lets out a cry then dashes across the small platform, trying to grab you with with her tentacles on her underside. If she grabs you, she’ll slowly carry you off screen while you’re in her grasp, you having to button mash to get out, taking 6% per second. You can still attack the queens back as she swoops over the platform to grab you, only the tentacles on her belly being the hitbox that can grab you. At higher percentages it’s very hard to escape this attack once you’re grabbed, though at lower percentages it’s a snap.

Tidal Wave: The queen goes over to either the left or right side of the screen at random, then slams down into the water. This causes a tidal wave to wash onto the stage which tries to push you into the water, which has the Melee water physics so it’s a standard pit which you can die from. The wave is very tall, triple Ganondorf’s height, and twice as wide as Bowser so you can’t roll through it or dodge it with one of the standard dodges. The only option is to jump over it. This does no damage or direct knockback, just pushing you like FLUDD. This wipes off any goo on the platform made by the quuen’s Acid Shoot attack.

Shadow Bugs: The queen’s underlings are summoned to aid her in combat, coming out of the queen’s back. 10 in total come out, and they’ll leech on you like Olimar’s pikmin on contact, doing the same damage as a red pikmin from Olimars side B and you having to knock them off in the same way. In Spinni’s vision you won’t be able to see the Shadow Bugs in the same fashion as the queen, but you can still hit them as if you could. This makes it near impossible to kill them before they leech onto you, though.

Attacks used at 50% health:

Conduct Electricity:
The queen lets out an electric jolt down at the water, causing it to spark violentely. Contact with the water now does 50% damage and insane downward knockback for a guaranteed KO. Considering the water here has the melee physics, you have no real reason in the water anyway, but when you’re recovering back to the platform from being knocked off the stage you have to be far more careful to never touch the water. The platform isn’t much higher then the water, so you might’ve gone into the water previously when doing a horizontal part of a recovery.

Attacks added at 25% health:

Sense Reversal:
The queen casts a spell, a shady mist appearing around your character. This causes Spinni to have Midna’s vision and visa versa, further confusing you. This attack has little lag and won’t interrupt the queen from using other attacks, her able to slip this in at any time she pleases (It occurs at a random point every 20 seconds). This can become very disorienting due to how frequently it occurs.

Cinematic 47: Bugged Out Queen

The shadow bug queen crackles with electricity as she falls into the lake, becoming fully visible to all as she dies. Her electric pulsing body conducts the water, killing all the various corrupted beasts within it. Fyer comes out of hiding and wipes some sweat off his brow, coming up to shake Midna’s hand. Midna goes to shake, but Fyer pulls back his hand and shakes his head, getting a thought bubble of 500 rupees and pointing up to it, only wanting his pay. Midna rolls her eyes and takes out the rupees (God knows how she carried them during the fight) and gets a thought bubble of Hyrule Castle. Fyer takes the rupees and nods, then opens the door to his strange “cannon”, letting Midna in. Fyer mans a lever and starts spinning it around to cause some awkward music to play and the cannon to point off in the desired direction, then Midna flies off to Hyrule Castle, screaming wildly. Spinni’s shades fall off, him having an “O.o” face as he watches the entire affair. Spinni goes up to Fyer and gets a thought bubble of his squeak den for Fyer to shake his head and get his same thought bubble from before of 500 rupees, that apparantely only being enough for one. Spinni searches himself and shrugs, Midna having given all the rupees to Fyer already. Fyer just motions Spinni to leave with a dismissive motion, saying “Shoo!”. Spinni growls slightly and tackles Fyer to the ground, taking back the rupees he and Midna paid him. Spinni goes over to the lever and starts spinning it around as Fyer gets up to chase him, but before he can get to the rat he goes into the cannon to get blasted off. Fyer snaps his fingers in annoyance, then slumps himself against his awkward contraption, waiting for the next person to rip off. . .

Level 94: Mt. Dynablade
Play as: Kirby, King Harkinian, Daroach, The Squeak Squad


We see Dynablade soaring through the sky up on top of a mountain outside the boundaries of Hyrule Field. She’s carrying plenty of the Squeak’s food in her beak, as well as balancing plenty more on her wings and back, just gliding off to the mountain so it doesn’t fall off. Daroach, Storo, Doc, Kirby, Harknian, Bugzzy, and Poppy Bros Jr. come up out of the den to see this. The rats head off for their stolen food, obviously wanting to reclaim it, while Kirby and Harkinian run after it with their tongues flying out of their mouths. Poppy goes to run after it in the same fashion as Kirby and Harkinian for Bugzzy to hold Poppy back. It takes a while for Poppy to notice that he’s running in place, stopping his futile effort and turning back to Bugzzy in annoyance. Bugzzy simply points back to Hyrule Castle, getting a thought bubble of Peach, Zelda, and Goombella making them another cake. Poppy nods eagerly, and the two Superstar Helpers head back in the direction of the castle. Harkinian and the other Kirby characters persuing Dynablade arrive at the foot of Dynablade’s great mountain for Spinni to fly through the air, having been shot out of Fyer’s cannon, landing at Daroach’s feet. Spinni is most happy to see his comrades, but Daroach and Storo just shove past him hastily, uncaring. Doc retracts the dome of his UFO and comes over to help Spinni up. Spinni looks up at Doc gratefully, then Doc motions him to come along with the other squeaks, them already having fallen slightly behind the others.

The level is an upward climb and the enemies are exclusively Kirby ones. Nothing terribly special about this level, but the few platforming elements that are present are directly taken from Kirby, there being various star shaped blocks to obscure your progress. There are bomb blocks that more often then not assist you in making shortcuts, but sometimes these blocks will hinder you, much like in the Kirby games. The level ends once you reach the summit of the mountain.

Level 95: Leaving the Nest
Play as: Dynablade’s Chicks


Dynablade arrives at the top of the mountain named after her to land in front of her needy chicks. She allows her chicks to eat out of her mouth and off her back/wings. Dynablade struggles to keep firm to keep the food from falling off, getting lots of sweat drops. After the food is devoured, Dynablade collapses to the ground and breathes heavily for a moment, her chicks laughing at her. This annoys Dynablade. All that work just to get laughed at by her own chicks? She’ll show them. . .It’s time for flying lessons! She moves the nest containing her chicks over to a ledge for her chicks to have an uneasy look. Dynablade flies about and does some impressive aerial maneuvers to demonstrate for her children, but they just look bored and uninterested, folding their arms (Wings?). Dynablade sees this and stops her demonstration in annoyance, skipping to the training. She goes up and pushes one of her chicks out from the nest from behind for the other two to look down after it in horror as it struggles to flutter it’s wings.

Firstly, the chicks are clones of Dynablade, just being smaller (Giving them less range), lighter, faster and weaker versions of her. Each of the three chicks is one of your three lives. You start having been pushed off the cliff and have to simply recover back into the nest. Easy, right? After that, Dynablade will do a flight demonstration, the camera focusing on her and you losing control for a moment. Once she lands in the nest, she’ll push you out and you have to immitate the way she glided for the most part. It doesn’t have to be a mirror image, but it has to be the general way she glided or else when you return to the platform, she’ll just knock you out of the nest again. The gliding manuevers which you have to perform become increasingly difficult as it goes on, you having to do loop de loops and still make it back to the nest. Thankfully if you do get KOd you won’t have to do that particular flight exercise, meaning you can choose two you don’t want to do. This level is rather brief, but will take endless tries if you don’t have the faintest idea how to glide well, the game forcing you to learn.

Battle 66: Protective Mother
Play as: Dynablade
Played Against: Kirby, King Harkinian, Daroach, The Squeak Squad


Harkinian, Kirby, and the rats arrive at the top of Mt. Dynablade. They see the food all gone save a few scraps to be outraged at the great bird. Dynablade sees the threat and hastily steps in front of her chicks to defend them, extending out her great wings and letting out a roar. She looks quite confident and the characters look rather intimidated at her, but her chicks come out to attack the heroes, what with being young and naieve. Dynablade hastily becomes alarmed as the characters go to attack her chicks, running up to defend them.

The three chicks are present in this battle, and two of your enemies will be out at a time, so it’s esentially four on two despite the numbers being even. Pathetiaclly easy right? Wrong. If any of the chicks die, you lose the battle, and they have ******** AI worse then a level 1 cpu (Think SSB64 level 1s) while the enemies have intelligent AI. This is one of the few times in life where being an over protective parent is a good idea, as if you leave the chicks to themselves they’ll probably walk straight into a deadly attack.

Level 96: Boarding the Halberd
Play as: Kirby, King Harkinian, Daroach, The Squeak Squad, Dynablade, Meta Knight, Pit, Michael


Dynablade continues the battle against the characters, protecting her chicks as best she can. The halberd flies by in the background, but none of the characters particularly care about this, save Kirby, who stares off at the Halberd, getting a thought bubble of Meta Knight and clenching his pink fists. However, he gets a shocked expression as he sees Meta Knight, Pit, and Michael chasing after the Halberd. That’s not Meta Knight in the Halberd! Who could it be. . .? Kirby turns back to the other characters and points off to the halberd for them to be too busy in combat to pay him any attention. Daroach chuckles as he takes a bomb out from under his hat and throws it at one of Dynablade’s chicks. Dynablade goes to take the hit, but isn’t able to make it in time. Kirby blocks the hit for the chick, grabbing Dynablade’s attention. Kirby points off to Meta Knight for Dynablade to nod, allowing Kirby to mount her. Dynablade scoops up her other chicks and flies off towards Meta Knight. Daroach and Doc hover off after Dynablade, Spinni riding on top of Doc’s UFO. Storo and Harkinian were attacking the great bird’s feet to be alarmed as she takes off, them having no choice but to hold on for dear life. Upon getting over to Meta Knight, Kirby points to the halberd and shrugs. Meta Knight gets a thought bubble showing Aeon piloting the Halberd and letting out a chuckle for Kirby to nod. Dynablade flies off after the Halberd, shaking Harkinian and Storo off who land in some clouds. Harkinian and the rats continue their pursuit of Dynablade as she heads off for the halberd with Kirby, Meta Knight, and the angels.

Unlike previous Halberd pursuit levels in earlier chapters, this time you actually are required to BOARD the Halberd as the level name implies, not just keep up with it. The Halberd moves at a very brisk pace and has a significant head start on you as you go through the clouds fighting various sky Kirby enemies. The level is very long, but it all ends once you get to the Halberd, the long level just giving you more clouds to transverse before the Halberd gets out of your range. There are some hidden boosters you can use to speed up by going on small detours, although you shouldn’t go out of your way to find these as then you’ll just lose more time looking then the time you gain from the boost. If you get up close to the Halberd, it’ll shoot it’s guns at you to make the final stretch to boarding it far from easy. The beloved Halberd conversations return once again for this level.

Conversation 1:



Conversation 2:



Conversation 3:



Conversation 4:




Level 97: Halberd Interior
Play as: Kirby, King Harkinian, Daroach, The Squeak Squad, Dynablade, Meta Knight, Pit, Michael


The characters board the Halberd to get shot at in mass angles from all sorts of cannons, causing some of the more weak hearted characters such as Harkinian to cower in fear. Meta Knight hastily motions them to come into the interrior to be safe from the cannon fire for them to do so, taking a moment to catch their breath. . .Harkinian and the rats go to attack Dynablade again for Kirby to leap in front of her and block them to get a thought bubble of Aeon. Meta Knight comes up alongside Kirby and nods. Pit and Michael have already gone ahead, Michael trying to hold the eager young angel back. He motions for the others to come along, which they all do so, albeit Harkinian and the rats reluctantly after a pause. Daroach gets a thought bubble of gold coins and chuckles to himself. . .

This has the basic back drop of the many Halberd interrior levels within the SSE, but with actual Kirby enemies and platforming elements. The blocks are present, as well as several Kirby style cannons. There’s a typical Kirby cannon maze in here with the walls all being electrified, so misses aren’t acceptable. The cannons will also try to fake you out sometimes by slowing down or speeding up or changing direction, so be careful. Other puzzles present in the Halberd in Kirby Super Star are also present, such as running through a bunch of doors hitting switches open to the next one before the current door closes and you have to start the whole thing over. Once again there are more Halberd conversations for you to enjoy.

Conversation 1:



Conversation 2:



Conversation 3:



Conversation 4:




Cinematic 48: Reacting to the Halberd Reactor

Wheelie is seen running (Driving?) along a treadmill to power the Halberd Reactor. This Wheelie has the usual helmet of the Wheelie helper, while all the other Wheelies are bare. The helmeted Wheelie is seen easily able to keep up with the treadmill and being horribly bored while the others are struggling to keep up with the treadmill from exhaustion. The helmeted Wheelie rams the door of his cage to get electrocuted, more likely then not having tried it before, but keeps ramming it anyway. One of the other Wheelies in a cage facing his turns to look at the helmeted Wheelie and shakes his head (himself), telling the helmeted Wheelie it’s a bad idea, but he doesn’t listen and keeps ramming the cage. Eventually forced into submission, the helmeted Wheelie continues going along the treadmill, now being more exhausted like the others. . .

Meta Knight’s group barges into the room for the Wheelies to all stare at them, coming up against their cages (Not quite to avoid being electrocuted) in hopes of being freed, but the characters just run past them straight to the reactor. The laser shooter comes down from out of the ceiling to shoot at the characters and the cannons on the reactor start gathering energy. . .

Boss 22: Halberd Reactor
Play as: Kirby, King Harkinian, Daroach, The Squeak Squad, Dynablade, Meta Knight, Pit, Michael, Wheelie (Eventually)




This boss battle requires a few specific actions before the real fight begins. Initially there’s a shield that’s blocking you from the reactor that reflects projectiles and electrocutes you on contact for 10% damage that’s impossible to destroy, as the captain implied in the last Halberd conversation. However; the picture above isn’t entirely accurate, as the arena is about 1.5X bigger with a bunch of Wheelie cages stacked on top of each other at the opposite side of the arena. The cages are electrified just like the shield so you can’t free them. . .Or can you? The only way to get KOd here is by Star KO due to the walls on either side of the battlefield.

Laser: A small cannon comes out of the ceiling to shoot at you. Unlike in the games, it doesn’t take time to aim, making this battle far harder in that you constantly have to stick around where you want the laser to shoot rather then easily being able to guide the laser to where you want it to shoot in Kirby Super Star. The cannon shoots out a laser at you then goes back into the ceiling which goes at the speed of Mario’s run and is long and skinny. It can ricochet up to 3 times, doubling it’s power and speed each time. It initially has only 10% damage and average knockback, but at it’s top power it can do 80% and unholy knockback moving at insane speeds, so watch out!

The first use of the laser you must make is to have it shoot open the Wheelies cages on the side. After this, the Wheelies will happily flee into the background, save the more grateful helmeted Wheelie which will be added as an extra stock and the character you’ll play as after your current stock is gone. The lack of the Wheelies on the left will also open up a new way for you to be KOd. After this, the shield will be vulnerable to laser fire. However; it must of bounced at least twice to be strong enough to destroy the reactor, so you’ll have to get creative with how you aim the laser in order to ricochet twice then hit the shield. After the shield is gone, you can finally damage the reactor by guiding the lasers into it like in the game. Lasers won’t do additional damage if they ricochet on their way to the reactor, so don’t bother. It takes 10 hits to destroy the reactor. The reactor will only use this attack after it uses three other ones at random.

Flamethrowers: Four panels come under the arena rather then the usual three in Kirby Super Star due to the increased size of the arena, then they all shoot up cones of flame off the top of the screen almost as thick as Bowser. This can be dodged by standing inbetween the cones, while if you get hit you’ll be caught for multiple hits that can do up to 40% damage. This has zero KO potential and is just a damage dealer. You can destroy the panels with an attack directed at their location under the battlefield such as a spike or dtilt.

Energy Shots: Like the previous attack, but each panel shoots three tiny energy shots upward that only do 5-6% and minimal set knockback the size of an uncharged 0% Aura Sphere, then launch a much more deadly one the size of a fully charged Aura Sphere that does 20% and good knockback. The panels can be of course still be destroyed.

Charge Shot: The reactor’s two cannons start pulsing, then a gigantic shot goes out of across the battlefield at a high speed, around that of Captain Falcon’s run. This does 25% damage and very high knockback. This has very high starting and ending lag, though that doesn’t matter seeing you’re not rushing to attack anything. The larger of the two cannons coming out of the reactor has it’s own health bar and can be destroyed to stop attacks from it, though it’s health bar is insanely huge. This may trick noobs into thinking this is what must be attacked to win the battle, just like in Kirby Super Star.

Arm Crush: Two mechanical arms come out from the ceiling, long and skinny like the laser cannon that comes out from the ceiling. One of them reaches after you to try to grab you while the other swings about wildly back and forth, doing 8% and below average knockback upon contact. The arm trying to grab you will chase you for 3 seconds, being only the speed of Ganondorf’s run, but the other arm being there to make dodging both rather troublesome. If the arm grabs you, the other arm will smack you for 15% and above average knockback. If you button mash like a monkey on crack you can get out before this occurs, though you have to have lightning fingers if you want to have any chance.

Flame Bomb: The two mechanical arms come out from the ceiling once again, and this time drop a large red bomb in the center of the arena the size of Bowser. It explodes in a hitbox of it’s size for 20% damage and large knockback, then two fireballs will go out from either side of it doing 5-6% and light knockback, then making upon getting to the edges of the screen making large pillar of flames twice the width of Bowser that do multiple hits for a total of 40% like the cones of fire. This entire attack is very laggy. To dodge it just stay away from the bomb, then go to the center of the screen where the bomb was to dodge the pillars of flame.

Attacks added at 50% health:

Treadmill:
The floor turns into a treadmill rapidly going to the left, trying to push you off screen. You’ll be wiped off as fast as you would be on the track of Big Blue if you stay on it, so you’ll constantly have to jump during this attack using DI to the right. This lasts a lengthy 10 seconds, and the Reactor will use it’s Charge Shot attack during this time as well to make things all the more complicated.

Plasma Fire: A single panel comes under the ground and stays under you no matter what, charging up energy, sparkling with plasma. If left alone, it will charge for a full 10 seconds and do 100% damage with insanely godly knockback. You must destroy the panel ASAP when this attack starts occurring. When you destroy it it’ll still launch off it’s current charge at you, there not being enough time to dodge after you attacked it as it goes up very quickly. If you attack quickly enough you’ll just be shrugging off 10% and low knockback, but otherwise you’ll have to deal with something far more deadly.

Attacks added at 30% health:

Reactor Rampage:
The Reactor comes out from it’s position to charge at you! It glows and pulses violently as it pursues you. After it does it’s first shot at you, it ricochets about randomly at the speed of Sonic’s run. Moving at insane speeds in an erratic pattern, it’s easy to get hit by it, and contact with it at any time does 35% and unholy knockback. After the attack is complete, the reactor goes back into place to continue powering the ship.

Attacks added at 10% health:

Mirror Shield:
Two mechanical arms place a new mirror shield like was present at the start of the battle in front of the reactor to reprotect it from laser fire. You must have the laser ricochet twice then hit the shield again just like at the start of the battle. This is very annoying, as without the shield it would take only one more hit to destroy the Reactor at this point. This isn’t a one time use attack, and the Reactor will use this every time once it gains this attack in it’s 3 attack interval between using the laser, so once the shield is gone you MUST hit the reactor with the laser of have to destroy yet another shield.

Cinematic 49: Aeon’s Reaction to the Reactor’s Destruction

The reactor explodes and the characters all become relived that it’s finally down. The camera then cuts to Aeon, Cortex and N. Trance in the control room of the Halberd just as they were when they hijacked the battleship in chapter 5. Cortex is at the controls, mashing his over-sized cranium against it for failing to defeat the characters with the reactor, apparently having been inputting it’s commands. Aeon glares at Cortex sternly for him to just smile stupidly and shrug. N. Trance points out the window to show that the battleship is starting to crash. Aeon facepalms and motions for the characters to follow him. They go to leave, but Aeon gets a thought bubble with Tiny in it. N. Trance points to the restroom for Aeon to facepalm, taking out his watch and looking at it in annoyance as “tinkling” noises are heard. After a brief pause Tiny comes out and lets his tongue out in satisfaction, having successfully relieved himself. Aeon rolls his eyes and motions him to come along as they head out.

Battle 67: Halberd Crasher
Play as: Aeon, Cortex and Tiny, N. Trance
Played Against: Kirby, King Harkinian, Daroach, The Squeak Squad, Dynablade, Meta Knight, Pit, Michael, Wheelie


The group continue going up the halberd in search of Aeon and the others, Meta Knight leading them. . .Or until Wheelie jets out ahead of him with his speed and impatience. They go up out onto the exterior to meet up with Aeon’s group as they were coming down to attack them. Looks like they saved Aeon some time. . .He extends out his arm to motion his group to attack.

Aeon has the usual “Important villain 1.5X power buff” to keep the enemy’s numbers from overwhelming you too badly. Only one character from either side is on screen at a time, so this wouldn’t be –too- hard. . .If you didn’t have a timer. You have to KO the characters before the ship crashes so you can escape, or else you’ll lose. You fight on the standard Halberd multiplayer stage, but the platform never takes off from the Halberd and the stage rocks back and forth violently.

Level 98: Halberd Escape
Play as: Wheelie


Aeon’s group continues to tear apart the characters with ease as the Halberd gets ever closer to the ground. . .They’re nearly all defeated. Wheelie is one of the few left in good condition. He goes to ram N. Trance, but Aeon strikes him back with a powerful blow, catching Wheelie in a scissor slash as the hands in the clock from his sword go up to crush Wheelie. Wheelie gets blown back and sees Aeon coming towards him to finish him. Wheelie gets a remorseful look in his eye and turns tail, fleeing from the time guardian. Aeon shakes his fists and runs after him the living tire. . .

This level is heavily based off of the final escape from Meta Knight in the Revenge of Meta Knight sub-game in Kirby Super Star, you having to use Wheelie’s speed to get off the Halberd. Instead of Meta Knight chasing you, it’s Aeon, who levitates about after you using various attacks from his moveset as well as gaining some projectiles not within his moveset to assault you with, being invulnerable. The level is considerably longer then the escape in Kirby Super Star, easily five times as much. The level would be easy to complete, just like the one in Super Star, but there’s a very limited amount of time to complete the stage that forces you to rush and will more likely then not land you into some of Aeon’s attacks.

Cinematic 50: The Captain Sinks With His Ship

Wheelie leaps off the edge of the ship going at full speed. Aeon goes to pursue him, but takes out his watch and shakes his head. He teleports back to the other KOd characters as well as his fellow villians, then opens up a portal. He motions into the portal for Tiny to start throwing the KOd bodies of the characters into it, then the villians themselves head into it.

The camera cuts to a small room containing the captain, his first mate Waddle Dee, and the two knights you’ve been listening to in the Halberd Conversations for so long. Mace Knight and the Waddle Dee are running around in circles screaming like the idiots they are. Axe Knight goes up to the captain and shrugs, wondering what to do, for the captain to just fold his arms and close his eyes. . .It would be dishonorable for the captain to not go down with his ship! Axe Knight facepalms and gets a thought bubble of him flapping his wings for the captain to shake his head and point straight downwards. He’s not going anywhere! Axe Knight pushes the captain out the window for him to force him to use his wings to fly, then hastily jumps out and latches onto him for dear life, Mace Knight and the Waddle Dee following Axe Knight’s example. Lots of pained squawking is heard from the captain as the incompetent group fly off into the sunset in an awkward fashion. . .

The camera cuts to a cliff over Lake Hylia to show the Halberd crashing into it with a massive splash. Wheelie falls down off the top of the screen onto the cliff and gives a smirk down at the Halberd, glad to finally be free of the thing. He turns around and drives off to start a new life. . .

Level 99: The Princesses Meet
Play as: Midna


Midna is seen flying through the air waving her arms and screaming wildly from having been shot out of Fyer’s cannon. She lands outside of Hyrule Castle with a thud, letting out a moan. She weakly brings herself up and gets a thought bubble of Zelda, then levitates up to a window and makes her way into the castle to try to find her fellow princess.

This is another stealth level with Midna, although this time there isn’t a time limit, so you can be as careful as you please. The castle guards are the main enemies here, and fighting them without disposing of them quickly will more likely then not alert the others. At certain points you’ll have to sneak past playable characters on your way, you of course not running into Link or Zelda who know you’re not some evil imp. Mario, Goombella, Simirror, Knuckle Joe and Sir Kibble the foes you can potentially face should you mess up in select points, and Knuckle Joe is impossible to sneak past. You only have one stock to do this all with, so be conservative with your fighting, don’t do so unless needed.

Level 100: Defending Hyrule
Play as: Mario, Link, Zelda, Midna, Peach, Goombella, Simirror, Superstar Helpers (Knuckle Joe, Sir Kibble Only)


Midna finds Link and Zelda in a room to let out a sigh of relief. Finally, someone she recognizes. . .Link gets a thought bubble of Midna in her humanoid form, raising an eyebrow, wondering how she got turned back into an imp. Midna just sighs and gets a thought bubble of Zant, it going on to show Zant coming to attack Hyrule. Zelda nods to Midna and goes out to the other characters and guards, and gets a thought bubble like Midna’s, pointing up to it as they prepare to defend against the usurper king. . .


The camera fades in and fades out as we’re shown Hyrule Field. A massive portal forms, Shadow Beasts, Shadow Kargaroks, Wizard’s Heads, and all the other shadow enemies you’ve come to hate over the past levels coming out of in mass. Along with the standard troops comes a massive nasty Skulltula (Spider), Armogohma, joining the beasts in their assault. Lastly Zant, his Shadow Beast General, as well as Jafar (With Iago and Zazu mounted on his shoulders) come out of the portal. Zant extends out his arm to give the order to attack.

The camera cuts to the gates of the town sorrounding Hyrule Castle with guards lined up and ready to defend as well as the playable characters. Sir Kibble holds two boomerangs in either hand at the ready while Knuckle Joe goes to charge, unable to hold his anticipation of the battle. Goombella and Simirror hold the over battle hungry warrior back for him to shrug them off in annoyance but reluctantly still stay back with the others. Mario and Link motion for Peach and Zelda to leave for Zelda to roll her eyes and slap Link. Mario sees this and hastily backs away from Peach, expecting a similar reaction, but she’s hastily taking the chance to flee. Zelda grabs her by the arm and glares at her, Peach reluctantly coming back. Midna chuckles at this slightly, but this doesn’t last long as Zant’s army of shadow warriors arrive.

This is basically like the Altea defense level in that the attacks come in waves, and you once again have the help of the guards of the city you’re protecting. They can’t compete with the numbers of the enemy and quickly get wiped out, but more come to replace the ones that get killed. The catch with this defense level is though is that after a few waves, the general Shadow Beast will join every 3 waves. If you KO him, the level will end, but he won’t stick around for long, you having to KO him fast before he’ll retreat back with his many other forces. You have to KO the general sooner rather then later, as the waves keep becoming more and more powerful to the point they’re unstoppable. To tip you off you need to KO the general, the game will actually show his damage percentage when he comes on screen alongside yours. You probably won’t be able to KO the general the first two times he comes, but he keeps the damage you get on him so you should hopefully be able to dispose of him in his third attack. If you wait too long to KO the Shadow Beast it’ll literally become impossible as Armogohma, a boss, will join the attack, being completely invulnerable.

Level 101: No Survivors
Play as: Zant, Shadow Beast, Jafar, Iago and Zazu


Zant’s shadow forces have overwhelmed Hyrule, trampling over the corpses of the guards as they enter the city. Zant laughs maniacally at the sight of this and the camera gives us a view of the shadow army terrorizing the city. The people go to flee out of the city for Zant to look annoyed. He motions Jafar and his Shadow Beast general to come along with him as he goes to block off the exit to the city. . .There shall be no survivors!

You play in the entrance of the city just like the previous level, and you must stop waves that come to you in a similar fashion. However; it is highly unlikely that the enemies will be able to KO you and they won’t try to either, they’ll just try to run off the left side of the screen. If 10 people escape off the side of the screen into Hyrule Field, you lose. Citizens are the most common enemies, but there’s also the ocassional soldier who’ll actually try to attack you as you pass. The playable characters who were defending the city will come out to attack you one by one after a brief period of time, and you’ll have to fight them off while preventing the citizens from escaping which is very annoying. The level ends after all the citizens go past, and they’re very numerous. You receive no help from your minions as they’re all busy destroying the city.

Cinematic 51: The Destruction of Hyrule

Bugzzy and Poppy Bros. Jr are seen entering the city, going through a destroyed wall to look at the state of the city in horror. Think it took them long enough to get here? Armogohma, a massive Skulltula, stands in the center of it all, destroying everything in it’s path. The other playable characters see the threat this massive beast is causing and go to attack it, causing Buzzy and Poppy to come over to join them. Armogohma turns to the playable characters and roars.

Boss 23: Armogohma
Play as: Mario, Link, Zelda, Midna, Peach, Goombella, Simirror, Superstar Helpers




Armogohma isn’t very tall at all, only around 2X Ganondorf’s height, but is extremely wide, around 4X Bowser’s width. In the background you can see the shadow army terrorizing the citizens of the city and general destruction everywhere as the city is torn to ruins. The stage is a standard walk 1.5X the length of Final Destination, you fighting against Armogohma in the city square. Armogohma moves back and forth rather erratically, not content with standing perfectly still in-between attacks.

Attacks:

Spider Rush:
This is Armogohma’s most basic attack. Armogohma vibrates suddenly and rushes in your general direction off screen, it’s speed increasing to that of Captain Falcon’s run for a brief period. Contact with Armogohma as it charges does 30% damage and unholy knockback. Armogohma slowly comes back on screen to the center after the attack, allowing you to punish it.

String Shot: Armogohma shoots some webbing out of it’s buttocks at you, firing a stream of it at you for 3 seconds. Armogohma moves the stream up and down at you very slowly, but over 3 seconds it’s unlikely Armogohma won’t hit you with it. Armogohma won’t turn around to fire the stream behind itself however, so this is by far the best way to dodge the attack and punish the great Skulltula to boot. If Armogohma hits you with this, you’ll be unable to move and Armogohma will pounce on top of you for 20% and great knockback. You can escape from the webbing before Armogohma pounces on you by button mashing, but unless you’re insane at button mashing you won’t be able to get out fast enough. Just don’t get hit by it in the first place.

Skulltula Webs: Armogohma shoots webbing out of it’s buttocks like string shot, but form 3 Skulltula webs at random points in front of it in the arena. If you touch any of the webs, you’ll be stuck in it, taking 5% damage per second and being unable to move. You’ll never get out if you don’t button mash until Armogohma frees you, so mash away. Your ability to get out before Armogohma gets to you depends on how far the great Skulltula is away from the web.

Egg Sack: Armogohma crouches down to the ground to lay an egg sack the size of Bowser, this having little lag on either end. It’s a solid object and remains an obstacle on the arena until Armogohma moves through it or you attack it. Once it busts open, slime will spit out of it in a small explosion the size of the egg sack that does 10% and average knockback, and 20 baby Skulltulas will pop out, 10 running off in either direction off the side of the screen. Each do 5-6% and minor set knockback, but if you get hit by one you’ll likely get hit by all the others behind it, making it a good damage racker.

Burrow: Armogohma burrows into the ground from it’s current position, and you can see it’s trail as it moves underground as rubbles moves about on the part of ground it’s under. Armogohma comes directly under you, then springs up out of the ground with a deadly slash for 20% and high upward knockback. Armogohma comes too fast to avoid it getting under you, but you can dodge the slash when it comes out with a simple air dodge.

Impale: Armogohma pounds the ground in front of it for a bunch of spikes to shoot out of the ground in front of it, spikes coming up all the way to the end of the screen. The spikes go up around Marth’s height and do 12-13% and average upward knockback, but the spike that comes out at the end of the screen is 1.5X Ganondorf’s height and does 20% and huge upward knockback. The spikes retract into the ground after the attack is complete.

Chomp: Armogohma goes into the background, turning to face the camera. The great Skulltula will move sideways to constantly be on your X axis, it being fast enough that it’s impossible to get away. Armogohma will chomp it’s jaws once per second, doing 15% and above average knockback and requiring a dodge. Due to Armogohma not being able to jump or fly, you can stay in the air to avoid the chomps, although Armogohma will more likely then not chomp you as you suffer landing lag. Armogohma will chomp 5 times (Meaning the attack lasts 5 seconds) before coming back onto your Z axis and continuing the battle.

Citizen Devour: A horrified citizen runs across the screen, and when the person passes Armogohma the great Skulltula will devour the citizen to recover 5% of it’s health. To prevent this, you must attack Armogohma as the citizen passes by the great Skulltula to stun it long enough for the citizen to get by uneaten.

Attacks added at 50% health:

Shadow Minions:
5 various shadow enemies such as highly weakened playable character Shadow Beasts or normal enemy Shadow Kargaroks/Wizard’s Heads/etc come out from either side of the screen to assist Armogohma in it’s battle against you, leaving the destruction of the city to help defend their master.

Locust Swarm: Armogohma opens up it’s buttocks for 20 locusts to fly out. They’ll swarm you and leech onto you for 3% damage per second per locust, you able to destroy them with a single hit when they’re not leeched onto you and able to dispose of them like Olimar’s Pikmin when they are on you. This lasts 20 seconds, and Armogohma still does other attacks while this attack is in effect. After the attack is complete, any surviving locusts come back into Armogohma’s buttocks for it to close, the great Skulltula recovering 5X the amount of health the surviving locusts did in damage to you. It’s extremely high priority to kill off the locusts and it would be wiser to focus on them then attacking Armogohma during this time as they’ll probably heal her for more then you damage her. If you totally ignore the locusts, the amount of healing this attack does can be devastating.

Attacks added at 25% health:

Shadow Generals:
Zant, Iago, Zazu, Jafar, or the general Shadow Beast comes onto the screen to assist Armogohma in defeating you. They aren’t weakened at all, so they can be quite troublesome. All of them can hurt Armogohma, though, so try to stay close to the boss so their attacks will hurt you as well as the great Skulltula. They’ll try not to hit the great Skulltula, but their AI isn’t perfect. Armogohma is also able to harm all the playable characters as well, so hopefully they shouldn’t stick around too long. If Zant spawns, Armogohma’s attacks won’t effect him, though, due to him being the Skulltula’s master. You’d be best off just ignoring the character as best you can, as Armogohma is the only thing that needs to be defeated and another character will come to replace the fallen one shortly. Armogohma will most likely dispose of the character accidentally anyway unless it’s Zant, in which case you may want to actually attack him.

Cinematic 52: The Master’s Plan Proceeds

Armogohma falls over onto it’s back and shrivels up, dead. Link impales his sword into it’s chest with his dair for good measure, breathing heavily. Zelda comes over and puts a hand on his shoulder as he pulls his sword out and jumps off the great Skulltula. The pair turn to see Zant and his group finishing off the other characters, knocking them to the floor. Link and Zelda go to help, but the sheer numbers of the enemy prove their efforts useless. . .

We zoom out of the scene to see that we were watching through Master Hand’s portal. He laughs as he turns to a view of Ganondorf walking in to finish off Marth from the end of chapter 9 in another portal, then turns to yet another portal to see the Halberd crashing into Lake Hylia. “Everything is going according to plan. . .” states Master Hand, who laughs as the camera proceeds to fade out. . .

Chapter 11: Legacy of the ****ed

Cinematic 53: All Hell Breaks Loose

We see a massive red throne surrounded by flames and covered in shadow. There is a figure seated atop the throne, as massive as said throne, though he’s for the most part obscured in shadow, only his silhouette and his evil red glowing eyes visible. Ashencroft comes out of a portal, the first time we’ve seen him since his brief mug shot at the end of chapter 7, in front of this great throne. Ashencroft reluctantly forces himself to take a short bow for the massive demon seated on the throne to chuckle. “Oh come now, Ashencroft. . .Still disappointed that I managed to bring you back to hell after you escaped?”. Ashencroft clenches his fist, igniting it in flame, then grits his teeth as the demon continues. “I know just what will cheer you up. . .Today is the day you shall finally have your vengeance on the Lionhearts. I am letting you, along with all the rest of hell, break loose. . .Temporarily. Today shall be a glorious day for our kind!”. Upon hearing the good news, Ashencroft puts out the flames on his hands and folds his arms, smirking then chuckling. The demon on the throne continues “However; before I can allow you to attack the Lionhearts, there is something else I must require of you. . .”. Ashencroft stops his chuckling and his arms fall to his eyes, his eye twitching. The demon chuckles slightly. “Oh, relax, it’s nothing much, Ashencroft. . .You know of our allies roaming the world of mortals, the Undead Scourge? Recently they have gone against the wishes of our Burning Legion, trying to break out from us. . .Their loyalty has wavered. I have already instructed my Dreadlords overseeing the Scourge to execute most of the leaders as they come into one of their conquered cities, but there will be far too many stragglers. That’s where you come in. I need you to destroy Ner’Zhul, the Lich King, for me. He’s located in Northrend, and Ner’Zhul refused any demons to oversee his forces there. Destroy Ner’Zhul and the undead shall be crushed once and for all. Did your puny mind manage to conceive all that?”. Ashencroft gives a reluctant nod, his eye twitching, for the demon to just give a dismissive motion in response, flicking his hand at Ashencroft. Ashencroft leaves through the portal he came into for it to close. The demon laughs as he stands up, getting off his throne, coming out of the shadow to reveal himself as Kil’Jaeden.

Battle 68: Recruiting a Traitor
Play as: Ashencroft
Played Against: Illidan


We’re shown a shot of hell, it being the stereotypical place you’d expect with massive demons, flames, and such, along with a good few people being heard screaming faintly in the background. Ashencroft is pacing back and forth in front of his throne (Which is much smaller and fancy then Kil’Jaeden’s) here with his arms behind his back. He gets a thought bubble of him incinerating the Lich King, but then a watch appears next to the image in the thought bubble, spinning rapidly, Ashencroft obviously not wanting to spend that much time. A light bulb appears over the other items in the thought bubble, then a picture of a generic silhouette beating up the Lich King while Ashencroft beats up Chris Lionheart. What a brilliant way to save time! Ashencroft opens some portals and looks over various Dreadlords at the command of the legion through them. . .Which of them would be good to reassign this task to? None of them look like they could even get the job done as they laze about, sitting on thrones, drinking blood or coughing feebly. Then, through a view in another portal, Ashencroft sees Illidan slaying a horde of demons alongside his Blood Elf and Naga forces, finishing off a massive Pit Lord (Magtheridon for any of you Warcraft junkies out there). Illidan stands atop the slain Pit Lord and laughs maniacally. Ashencroft steps through the portal to appear inside this demon’s throne room alongside Illidan. Illidan, assuming Ashencroft is yet another demon with Magtheridon, goes to attack him. Ashencrofts puts up his hands in a “Stop!” motion, but Illidan ignores this and slashes at him with his two blades, Ashencroft blocking with his sword in defense.

The dead Pit Lord’s body is on your Z axis, making a giant hill in the middle of the walk off stage. In the background the throne and the corpses of the demons can be seen, as well as Lady Vashj and Kael’Thas, Illidan’s two generals, among his other troops. They’ll just sit back and watch, but should Illidan get to 100% they’ll come in to help, the troops being enemies while the two generals are assist trophies, so the best way to win is in a cheap shot off the walk off edges before Illidan hits 100%.

Level 102: Outcasts of Outland
Play as: Illidan


Ashencroft lands a large blow on Illidan and puts a blade up to his neck. Illidan’s forces rush to his side, but Ashencrofts puts up a hand to tell them to stop as he forms a portal showing Kil’Jaeden. Ashencroft lets Illidan go as both of them come into the view of the portal, Illidan gulping upon seeing the demon within the portal. Kil’Jaeden chuckles. . .”It’s been a long time, Illidan. . .How are you doing in disposing the Undead Scourge as I asked you so long ago as payment for the additional powers I gave you?”. Illidan stays in silence, dumbfounded and in fear of the great demon. Kil’Jaeden chuckles and continues “I noticed how you abandoned me, Illidan. Don’t think I was going to let you off free. I needed to get the job done, so I had this fine representative of hell take your job for you.”. Ashencroft gives a smirk to Illidan, Illidan just sighing and shaking his head. Kil’Jaeden goes on “So what have you been doing slaying Magtheridon the Pit Lord? He abandoned the Burning Legion, otherwise you would be smite for the acts you have committed. . .But you’ve still raised my curiosity.”. Illidan gets a light bulb above his head, then a thought bubble showing himself being defeated by the Lich King. However, Illidan then gestures to the demons forced into submission behind him and his various Naga and Blood Elf troops. The thought bubble reappears and shows Illidan successfully defeating the Lich King alongside them, and he gives a thumbs up to Kil’Jaeden, the thought bubble poofing. Kil’Jaeden considers this. . .”So you came out here to form an army to take down the Scourge, you say? I suppose it is acceptable that only a half demon such as yourself would be incapable of defeating the Lich King without assistance. . .”. Kil’Jaeden chuckles while Illidan scowls at Kil’Jaeden’s insult. Kil’Jaeden’s portal closes as he says to Ashencroft “Put him to work” to which Ashencroft nods. The demon lord casually slumps himself against the wall and gives Illidan a dismissive motion to get to work for him to scowl but reluctantly comply, having no choice but to do so. Illidan motions his troops out towards the waters on the coast of Outland, the camera showing a view of it in the distance out the palace window.

The camera fades out and fades in to show all Illidan’s troops outside heading for the waters, Ashencroft overseeing them. Illidan goes to slink away from the rest of his troops so as to not have to deal with Ashencroft, chuckling to himself, but ends up bumping right into him. “Going somewhere?”, Ashencroft asks Illidan for him to reluctantly sigh and shake his head.

You make your way to the coast of Outland to the seas in this level. Enemies are various Warcraft ones found in this setting, which means Nether Dragons and various demons who are not allied with the Burning Legion, such as Void Walkers, Chaos Orcs, Bloodfiends, and Eredars, among others. Unlike some earlier levels, you do not have to guide your troops through the level, your subordinates Kael’Thas and Lady Vashj taking care of that, them being seen in the background. Ashencroft, however, is personally watching your every move, on your Z axis. He has constant super armor and will follow you, not offering any help and regularly taunting when you perform poorly. Should you accidentally attack him, he’ll fight you with impressive AI, not letting up for 30 seconds. Should you guide enemies into him, he’ll actually help you with them, and you’ll more then probably need his assistance on the hordes of beasts, you going through a Chaos Orc base on your way. Just keep in mind he still is very uncaring of you, team attack being on at all times, so don’t get hit by his strikes, and take even more care to not hit him yourself and piss him off.

Level 103: Walking on Water
Play as: Illidan



Level 104: King Arthas
Play as: Arthas

Level 105: The Flight From Lordaeron
Play as: Arthas

Level 106: Underworld to Hell
Play as: Hades, Death

Level 107: Hell of an Inferno
Play as: Chapter 2-5 characters

Battle 68: Devil’s Torturing
Play as: Ashencroft
Played Against: Chapter 2-5 characters

Battle 69: Masters of the Afterlife
Play as: Hades or Ashencroft
Played Against: Ashencroft or Hades

Level 108: Slaver’s Trail
Play as: Hades

Boss 24: Groudon
Play as: Hades, Chapter 2-5 cast

Level 109: Nerubian Caverns
Play as: Illidan

Boss 25: Anub’Arak
Play as: Illidan

Level 110: The Return to Northrend
Play as: Arthas

Battle 70: Super Smash Brothers Brawl
Play as: King Dedede or Falco or Meta Knight or Wolf
Played Against: The other 3 you didn’t choose

Level 111: Peeking Tom
Play as: Sam Lionheart

Battle 71: Tough Love
Play as: Kelsey
Played Against: Sam Lionheart

Level 112: Masterful Warlord’s Charge
Play as: The Sandbags (MasterWarlord Only)

Level 113: Wrath of the Betrayer
Play as: Illidan

Level 114: Into the Shadow Web Caverns
Play as: Arthas

Level 115: Rallying the Troops
Play as: The Sandbags (Chris Lionheart, SirKibble Only)

Level 116: The Forgotten Ones
Play as: Arthas

Boss 26: Palutena
Play as: Sync

Level 117: Ascent to the Upper Kingdom
Play as: Arthas

Level 118: Defending Fort Walker
Play as: The Sandbags (Chris Lionheart, SirKibble, MasterWarlord Only), Sam Lionheart, Kelsey

Level 119: Finishing Fort Walker
Play as: Hades, Ashencroft, Sync

Battle 72: Lionheart’s Fate
Play as: Ashencroft
Played Against: The Sandbags (Chris Lionheart Only), Sam Lionheart

Boss 27: Fyrus
Play as: The Sandbags (Chris Lionheart, SirKibble, MasterWarlord Only), Sam Lionheart, Kelsey

Level 120: A Symphony of Frost and Flame
Play as: Arthas

Battle 73: The Ascension
Play as: Arthas, Aeon, Cortex and Tiny, N. Trance
Played Against: Illidan, Ashencroft, Hades, Sync

Boss 28: Kil’Jaeden
Play as: Arthas, Aeon, Cortex and Tiny, N. Trance

Chapter 12: Miserable Little Pile of Secrets

Level 120: Soul Hunting
Play as: Nightmare

Battle 74: Claiming Soul Edge
Play as: Raphael
Played against: Nightmare

Level 121: Kaptain K. Rool
Play as: The Sandbags (KingK.Rool Only)

Battle 75: Pirate King’s Spirit
Play as: Cortez
Played Against: The Sandbags (KingK.Rool Only)

Level 122: ****ed City
Play as: Jonathon and Charlotte

Battle 76: Cheating Death
Play as: Jonathon and Charlotte
Played against: Death

Level 123: Harvesting ****ed Souls
Play as: Nightmare

Battle 77: Soul Clash
Play as: Jonathon and Charlotte or Nightmare or Raphael or Death
Played Against: The other 3 you didn’t choose

Boss 29: Inferno
Play as: Jonathon and Charlotte, Nightmare, Raphael, Death

Level 124: Gangplank Galleon
Play as: Cortez

Level 125: Ghost Ship
Play as: Cervantes

Level 126: Dread Ship
Play as: The Sandbags (KingK.Rool Only)

Battle 78: Pirate Clash
Play as: Cervantes or Cortez or The Sandbags (KingK.Rool Only)

Boss 30: Shining Gyarados
Play as: Cervantes, Cortez, The Sandbags (KingK.Rool Only)

Level 127: Horror Movie
Play as: Maria

Battle 79: Shower Scene
Play as: Pyramid Head
Played Against: Maria

Level 128: Pirates in their Graves
Play as: Cervantes, Cortez, The Sandbags (KingK.Rool Only)

Level 129: Vampire Slayers
Play as: Jonathon and Charlotte

Battle 80: The Residence’s Evil
Play as: Pyramid Head
Played Against: Jonathon and Charlotte

Level 130: Father’s Castle
Play as: Alucard, The Sandbags (Chief Mendez Only)

Level 131: Vampire Hunting Contest
Play as: Alucard or The Sandbags (Chief Mendez Only)
Played Against: The Sandbags (Chief Mendez Only) or Alucard

Battle 81: Polar Opposites
Play as: Dracula or Alucard
Played Against: Alucard or Dracula

Level 132: Soul Race
Play as: Raphael or Nightmare or Cervantes or Cortez or The Sandbags (KingK.Rool Only)

Battle 82: Butcher’s Work
Play as: Pyramid Head
Played Against: Raphael, Nightmare, Cervantes, Cortez, The Sandbags (KingK.Rool, Chief Mendez Only)

Level 133: Vampire Hunting Race
Play as: Raphael or Nightmare or Cervantes or Cortez or The Sandbags (KingK.Rool, Chief Mendez Only) or Maria and Jonathon and Charlotte

Level 134: Butchering a Feast
Play as: Pyramid Head

Battle 83: Making Your Final Move
Play as: Dracula or Cervantes
Played Against: Cervantes or Dracula

Boss 31: True Dracula
Play as: Raphael, Nightmare, Cervantes, Cortez, The Sandbags (KingK.Rool, Chief Mendez Only), Maria, Jonathon and Charlotte, Alucard

Chapter 13: Dethroning the Undead Scourge

Level 135: Defending Agrabah
Play as: Aladdin, Gatomon, Gaara, Marina Lightyears, Charley’s Ghost, Ike, Sagi, Guillo, Milliarde

Level 136: Invading Agrabah
Play as: Ganondorf, Vaati, King Dedede, Bonkers, Chef Kawasaki, Marth

Battle 84: Proving your Worth
Play as: King Dedede, Bonkers, Chef Kawasaki
Played Against: Aladdin, Gatomon, Gaara, Marina Lightyears, Charley’s Ghost, Ike, Sagi, Guillo, Milliarde, Ganondorf, Vaati, Marth

Level 137: Defending Castle Dracula
Play as: Dracula, Pyramid Head, Death

Level 138: Scourging Castle Dracula
Play as: Aeon, Cortex and Tiny, N. Trance

Level 139: Twilight Dungeon
Play as: Mario, Link, Zelda, Midna, Peach, Goombella, Simirror, Superstar Helpers

Battle 85: Shadow Guardian
Play as: Shadow Beast
Played Against: Mario, Link, Zelda, Midna, Peach, Goombella, Simirror, Superstar Helpers

Level 140: Defending The Twilight Palace
Play as: Zant, Shadow Beast, Jafar, Iago and Zazu

Level 141: Freeing Prisoners of Time
Play as: Ashencroft, Hades, Sync, Illidan, Chapter 2-6 Group

Level 142: Dethroning the Undead Scourge
Play as: Ashencroft, Hades, Sync, Illidan, Chapter 2-6 Group, Chapter 8-12 Group

SUPREME Boss: Lich King
Play as: Ashencroft, Hades, Sync, Illidan, Chapter 2-6 Group, Chapter 8-12 Group
 

TWILTHERO

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Yo Warlord!!!

Do you think that my future Trunks moveset can be in?



Also, if you can, My future Guillo moveset too?



Just tell me if you need to know there personalitys or something LOL
 

TWILTHERO

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Okay, for Guillo:

Guillo has an unknown gender (so hes not a guy or a girl.) Guillo seems to be a combination of both a robot, and a human (like the way Guillo attacks like a robot and does have the emotions of a human.) Guillo is more like a human however. Guillo is pretty harsh though. Guillo ain't the nicest person/whatever he/she is on earth. Guillo doesn't like kids. He gets pretty annoyed by them. Though he does help others when the time is needed. Guillo is a magicaster in a way. He/she is kind of like a hero with an attitude problem.

2. Trunks
A DBZ character. If you watch the DBZ show, you would know that Trunks cares a lot about people he cares about (like the time when Future Gohan died, Trunks exploded in anger and sadness and turned super saiyan.) He can be a valiant fighter, that knows (or thinks) that he can win a fight (like that time when Trunks told Freeza that he stood no chance against him, and utterly destroyed Freeza.) Trunks is a hero thats brave, but occastionally foolish sometimes.

And yeah, i'll be guaranteed to enter these guys in 4.0. Trunks will be my first moveset, but Guillo might come kinda late.
 

BKupa666

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Great to see Klump and Krusha and Skurvy there. Your DK knowledge should be great in the project, as well as the pirate chapter on DK Island you mentioned. However, since those three characters are all from the cartoon series, the levels in that world could be named after locales from the show (e.g. Kongo Bongo Island, K.Rool's Mines, Forbidden Forest, White Mountains, etc.). Also, once they are finished and posted, I request my OC Doggy & Bear for the story. Thanks a bunch, and here's to the success of yet another amazing SSE by MasterWarlord. BTW, are the characters going to talk or not?

On a side note, when Klump/Krusha and Skurvy meet (if they do), are you going to include a scene in which Klump and Skurvy recognize each other as long-lost brothers (which they are)?
 

MasterWarlord

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I've decided against dialougue in the end, as it only hampered my Supreme Realm SSE when I look back on it. I've learned much since then, and I think I can make this on the scale of the supreme realm while making the individual worlds longer like MLPoS. The only character who will have dialougue will be the main villian, Master Hand, as you can probably tell from the title.

I'll be sure to make other DK characters cameo on Kongo Bongo Island, such as Bluster, Cranky, Candy, and Eddie the Mean Old Yeti. Some more might be included (Such as Dixie and the DK64 apes), but those four are to be in without question.

I've added another late MYM 3 moveset to the list, Goombella by Meadow. I'd add Shaman, but I already put her in my MYM 3 SSE, so I feel I've already done some favors for that one.
 

BKupa666

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I'll be sure to make other DK characters cameo on Kongo Bongo Island, such as Bluster, Cranky, Candy, and Eddie the Mean Old Yeti. Some more might be included (Such as Dixie and the DK64 apes), but those four are to be in without question.
Dixie and Funky should be included for sure as well, being the other two main apes.
 

Hyper_Ridley

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If you want, you can add Black Doom. He's definitley gonna happen, He's pretty much who I'm betting on becoming my epitome of move set making.
 

BKupa666

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Thanks for adding my boss! Of course, the Bog Monster song has to be the BGM, hehe.

Here are character descriptions for Doggy and Bear. PM me if you need more info to fit them in the story, but be sure to check out the finished moveset when it is posted before adding too much (you'll want to see their unique attacks), this is just a basis of info.

Doggy Dogsmackle is a middle-aged, middle-class yellow lab, who lives in the small suburban town of Oakington, Maryland. Doggy enjoyed a peaceful dog's life, until the evil Emperor Sibex and his army attacked Oakington, believing Doggy and his best friend Bear to be the fulfillers of a mystical crystal prophecy. Doggy and co. then had to adventure into the great unknown and defeat the tyrant to save the world from destruction. Doggy is full of unmatched endurance, wisdom, and talent on the banjo. Although he has a strict exterior, Doggy is quite playful, and loves adventures in the great outdoors.

Bear Munchmaster is an extremely wealthy college-aged overweight grizzly bear, who lives in a massive Oakington mansion, complete with a pool, luxurious dining room, and a vast rainforest basement. Bear also owns an expansive vacation island in the Atlantic Ocean, named Bear Island after its owner. Bear was raised by neglectful yet rich parents, and spent most of his childhood looking up to Doggy, whom he met on a treasure-hunting expedition. Alongside his canine friend, Bear saved the world from destruction at the hands of Emperor Sibex. Despite his explorer's heart, Bear is an extreme coward, and is quite dense at times. With extreme power, logic-defying body functions, and an insatiable lust for fast food, Bear is a unique force to be reckoned with.
 

Chief Mendez

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The alliteration and rhyming in the chapter titles make my head hurt. >.<

Other than that, I'm liking it so far! \o/
 

BKupa666

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Excellent start. Is Bowser Jr. playable? His name is highlighted, unlike Kamek's, but he is not on your list...
and is it possible to use Doggy & Bear, or do you need more info.
 

MasterWarlord

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Yeah, Bowser Jr. is playable, I thought he was on the list. The "Done by mass random people" are the Brawl hopefuls who didn't make it, along with Shadow and Darth Vader, who are also highly spammed in MYM. Anyway, I added him onto it, thanks for pointing that out.

I'm waiting for the topic to start before I actually start writing the main part so I can do these movesets more justice by. . .Y'know, actually reading them. I'd prefer to wait and see your Doggy and Bear moveset before I put it on the list as I'm not totally sure, but odds are it'll be in.

Although the sooner you give info on them, the sooner they'll be in my plans.
 

KingK.Rool

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Looks great so far! It seems you're using The Horseman both as a serious villain and as an occasional comic relief, which is all good. I'm actually kind of honoured that he's the first (and only, so far) character to appear who actually has a moveset.

Anyway, I look forward to the main-er part. Oh, and in case I didn't mention it, "Master Hand's Royal Flush" is an awesome name.
 

BKupa666

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I don't mind the 'the'. It makes Master Hand sound like more of a force and less of a personality, like such a badass final boss should be.

I question the symbolism behind 'Royal Flush'. Are the villains Master Hand's "royal flush hand" of sorts, or is he royally flushing his world of existence?
 

MasterWarlord

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The basic idea behind the name is that a "Royal Flush" is the best hand you can possibly get, thus being "The Master Hand". Now that Master Hand finally has all his trump cards in place, he has his desired hand, and is ready to play it.

There is another hidden meaning though that will -eventually- become clear as the SSE goes on.

And special for you Mendez, I removed everything that referred to Master Hand as "the".
 

Hyper_Ridley

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Pretty cool so far. So this is basically "Super Smash Bros. Armaggedon". Let's hope this has a better ending than the Mortal Kombat game of the same name.
 

BKupa666

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One more small comment; you have Powers Kirby as a character and yet you still have Kirby listed under 'The Entire Cast from SSBB'. Surely they won't fill up two slots, will they?
 

MasterWarlord

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As far as SSE roles go, it's actually easier to include transformations rather then add entirely new ones. Kirby will at some point gain the ability to use his various powers at will, at which point his moveset will switch to that, or something like that. I'm not totally sure yet. Same goes for Fierce Diety Link.

Glad you liked it Hyper Ridley. . .Although I honestly don't know what you mean by that Mortal Kombat game.
 

Red Arremer

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Gee... =/

That means I have to alter Janga from his game appearances so he has 8 attacks and is not counted as a "mini boss", which would definitely not do him enough justice.
Also, the King of Sorrow will not rely on attacks but a complicated mechanic, as well... He in fact won't have a real attack at all. Will that make him a mini boss, too? D:
 

MasterWarlord

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My policy in the MYM 3 SSE was 8 attacks or I won't use it, but your Janga boss was of much higher quality then most bosses, so I decided to make an exception. By "mini boss", he might not necessairily even get less screen time, it's just that he won't be one of the 2 mandatory bosses that I'll have each and every chapter like the 2 present in my MYM 3 SSE chapters, he'll be an extra one.
 

Hyper_Ridley

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Glad you liked it Hyper Ridley. . .Although I honestly don't know what you mean by that Mortal Kombat game.
In Mortal Kombat Armeggedon the point was that all of the heroes and all of the villians were about to face each other in one final battle that would threten the end of the MK world. And it had the most anti-climatic ending ever that didn't resolve anything.

So I was saying that your prolouge sounds like a similar deal, with all of the villians preparing to end the entire world. And I don't want to see your SSE have a crappy ending like MK.
 

Red Arremer

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My policy in the MYM 3 SSE was 8 attacks or I won't use it, but your Janga boss was of much higher quality then most bosses, so I decided to make an exception. By "mini boss", he might not necessairily even get less screen time, it's just that he won't be one of the 2 mandatory bosses that I'll have each and every chapter like the 2 present in my MYM 3 SSE chapters, he'll be an extra one.
<_<"

I will just add some minor attack to him, so you will properly use him.

Also, as said, King of Sorrow will be based around the physics that make him out, he will have only, like... 2 attacks, and even those are more the physics than attacks.
 

BKupa666

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I came up with an idea to put him into one of my more planned chapters, so he's in. Are you actually sure you're going to get him done though? Will you still put in some filler attacks if survivor doesn't provide you with everything?
Yeah, I want to commit myself to that. With Survivor and Smash combined, he has tons of moveset potential. He can use Melee ATs as attacks, as well as mindgames, Jacob's ladder, and Tribal Cancelling.
 

Hyper_Ridley

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I cannot believe no one's commented yet on chapter 1.

Becuase that was great! I love how you implemented lots of actual game locations, and how you made the Kirby Helpers be actual Dedede minions.
 

MasterWarlord

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There were somem comments on chapter 1 in the MYM 3 thread when I first posted the link on a brand new page with size 7 bold print, but it still wasn't huge.

Yeah, I felt that the Superstar Helpers should serve Dedede, it felt all too natural. Making Dedede the main villain was an excellent way to include all the generic Kirby enemies, and what's better, I made them all abandon Dedede in the end, save for Bonkers.

Glad ya liked it and somebody actually bumped this blog. Now if only K. Rool and SirKibble, who's movesets were included in here, would actually read this thing. . .

As for your movesets, Ridley, they're coming in later chapters with enviornments that more suit them, the futuristic characters will come later, but rest assured, they're far from forgotten.

How could one NOT make locations from the actual game? It astounds me Sakurai didn't make use of them. . .I intend to take advantage of actual game enviornments the best I can.
 

KingK.Rool

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Awesome!

I really liked this. There are plenty of fun scenarios (coin collection, protect Peach, etc) and everyone seems true to character.

Powers Kirby had a small role, which is all right. Kirby in general isn't a very interesting character. He's very simple and two-dimensional.

The Headless Horseman, on the other hand... I do enjoy how Bowser and his son were the typical two bumbling big bosses, while The Horseman waited to spring into action until later, and his battle was very interesting. However, KAMEK??? Ooooh, that's low. I do hope The Horseman is planning some sort of mutiny or betrayal, there...

All in all, great so far.
 

MasterWarlord

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Trust me. . .The Horseman isn't fond of Kamek. I normally wouldn't of made him upstage the horseman, but I have a plan for Kamek.

I almost ended up making the Horseman turn into a giant jack-o-lantern or mount his horse to be a boss to go with my standard two boss per chapter standard for MYM 3, but I decided I'm going to vary the boss total per chapter more this time. Chapter 2 is gonna have tons of bosses.

As for Kirby, he wasn't in any SSEs in MYM 3, and he was one of your better movesets, so I felt a need to include him in some way.

Thanks for reading.
 

darkserenade

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Do you think you could include Sync?
I have the Backstory taken straight from the moveset.

Sync is a God-General, one who works as a general that has very high ranking. He, along with 5 others (Legretta the Quick, Largo the Black Lion, Arietta the Wild, Asch the Bloody, and Dist the Reaper) make up the 6 God-Generals. He is the strategist, the one who prefers tactics over brute force, and the one who has to constantly remind everybody when they blow battle out of proportions. He truly, however, doesn’t care about any of the other God-Generals, and even less for his opponents. His cold and cool demeanor proves useful in battle, though his cockiness can sometimes get to him when he battles those he deems weak.

Sure, its not finished yet, but I'm almost done. Thank you regardless of your decision.
 

BKupa666

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Alright, Doggy and Bear are almost finished on page one. They should have enough up that you can make a decent role for them, so please add them.
 

MasterWarlord

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Added YouTube Toilet, Sync, Sakurai, and Doggy and Bear to the roster. Chapter 2 is going to be delayed due to being very large (Not that I've started, but I've made the basic outline in my mind) and all the reviews I have to do. But hey, unlike the others, I've actually started my SSE.
 
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