The Stolen Axe, 1 Turn – Mario + Rabbids Sparks of Hope



The Stolen Axe done in 1 turn. This is an improvement from the previous record, which was done in 2 turns. Thanks to natnew and jumpy23 for helping create a route for this level.

Jumpy23 made a commentary video for a theoretical run of this level. It’s outdated now, but it was the original blueprint for this route. https://www.youtube.com/watch?v=0PmYyB2wiVM

This run was done on a level 20 save file. Here’s a guide show to acquire all the tools needed without getting too much XP:

-Avoid every wild encounter and optional battle unless specified otherwise. Do not level up the Sparks used in this video besides Glitter.

-Collect the following optional Sparks: Screech, Aquadash, Zephyrdash.

-Obtain 3 Gold Skill Prisms and spend them on the characters used in the video. You need 19 Sparks to unlock the first two giant battles, which will be enough for 3. One more optional Spark of your choice is needed for this requirement.

-Complete the first three Madame Bwahstrella Gateway levels for 3 Skill Prisms. This will help collect some of the 22 Skill Prisms needed in total. The planet coins gained from these will help obtain missing Sparks.

-Finish the story levels of the first 3 worlds.

Characters:

Mario – Stomp Jumps are needed to navigate the level. Aquadash knocks the Squashette into fourth eye, destroying it. Toxiquake breaks the second and third eye with one move.
Luigi – The double team jump and increased landing range abilities help him navigate the level. Screech positions the Stooge and Ghostly Walker for attacks. Glitter lures a Depleter to get hit by Zephyrdash.
Edge – Multiple dashes with incremental boosts in movement after each one helps her navigate the level and help her teammates. Zephyrdash is used to knock characters further multiple times. Cryogeddon is used to take out the first eye.

Notes:

-Level 20 is the ideal sweet spot for playing through this level in 1 turn. It makes it so Edge’s dashes do low enough damage to where to Stooge she attacks will survive even if it flies out of bounds. Going any lower than level 19 will mean we won’t have enough skill prisms to unlock necessary upgrades. Level 19 also doesn’t work since the level itself will scale down to your level if your team is lower than 20.

-Level 4 Glitter is preferred to avoid luring in the Ghostly Walker that’s resistant to Gust. You can’t obtain level 5 Sparks until the heroes are level 21 anyway.

-Zephyrdash should be kept at level 1 to avoid dealing too much damage to the Stooge.

-The enemy threat level is set to high so the Stooge can survive Edge’s dashes until everyone can reach the jump pad.

-Many jump pad jumps require you to jump at the edge of them to get the distance needed to reach certain areas.

-There are four Spark Energy activations required for this run. Luigi and Edge need 1 while Mario needs 2. Edge has two chances to activate Spark Energy. Luigi also has two chances, but Glitter is used too late in the run to be worth the time spent getting there each try.

-Edge can swap out Cryogeddon with Electrogeddon. Mario can swap out Toxiquake with either -geddon Edge doesn’t use and Aquaquake. In order to hit both eyes with a -geddon, Mario has to approach the Ghostly Walker from the right and press into him to get the precise spot.

-Sparks that can be used earlier on were preferred to roll Spark Energies faster. For example, Aquadash can be activated at the start to destroy the fourth eye later instead of waiting all the way until that moment to destroy the eye with a -geddon Spark.

-Mario’s second and third Stomp Jumps are too far apart from each other to stay airborne through it all if he uses the Ghostly Walker for the second Stomp. That’s why the Depleter is knocked there by Edge. Luigi is positioned to stop the Depleter from rolling too far for Mario to reach.

-Edge’s dash on the first Depleter is tricky since you have to avoid hitting the Ghostly Walker who’s resistant. I find it’s best to stand with Edge’s side facing the Depleter until the dash prompt appears.

-There is no consistent set up for the Zephyrdashes. You will have to adapt to the situation given to you, especially in the first area. Aligning Mario in the general area I did avoids sending the Stooge to unhelpful areas for the most part.

-Where the Depleter gets lured by Glitter is random. If he gets lured too far, then Edge may not be able to reach him. If you notice he is far away, you need to have Edge land on Luigi’s head after her jump pad jump in that area for extra distance.

-Luigi snaps to the cover block using Screech to send the enemies to the same spots consistently.

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6 thoughts on “The Stolen Axe, 1 Turn – Mario + Rabbids Sparks of Hope”

  1. Congratulations man! It's been done for real now! This route is so much cleaner than mine was — this isn't just about grinding RNG, you really turned this into a clear to be proud of.

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