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Neo Bowser Castle — Bridge, Koopalings and the Final Bowser Duo

Mario & Luigi: Paper Jam guide hub

After Papercraft Fire Mario defeats the formidable Papercraft Bowser, the path to the two Bowsers seems finally clear. But the joy does not last long. Kamek and Paper Kamek have already prepared another meanness: the large bridge to the last fortress tower was divided into four parts and pulled apart. Between the individual sections there are deep abysses, which can not be easily overcome even with the Trio Glider. Mario, Luigi and Paper Mario must first bring all the bridge parts back to their original positions. Only then can they reach the northern tower, where Bowser and Papier-Bowser hide with the mysterious book.

First, head to the Heart-Block in the southern area of the grand hall and fill up the HP and BP of your entire group. Then save your progress. The following puzzles lead through several vast rooms with sandy rock walls, moving platforms, saw blades and wind machines. Since we now have all trio field abilities, we can overcome all obstacles. At the same time, several valuable pieces of equipment and a total of 13 drilling sites are waiting in the side rooms, which we will collect before the final ascent to the tower.


The first bridge part in the west

Leave the large hall through the western exit. Just behind the entrance you can see several large sandy rock walls, between which there are individual moving blocks of earth. These blocks travel up and down regularly, connecting the separated wall sections only for a short time. First stand in front of the first sand wall and dig into it with the trio drill. Follow the soft surface upwards and examine the three X marks in the upper wall section. From west to east you will find a Tempo Bean, 100 coins and a Kraft Bean. Collect all three finds before devoting yourself to the moving blocks.

On the right side, the sand wall ends before a larger abyss. Wait until the first moving earth block is at approximately the same height as your position and perform a drill sprint on it. Once you’re in the Block, you can move up and down with it. Then wait until he approaches the next stretch of sand and sprint to the opposite side. It is crucial that you do not already trigger the drill sprint while the Crystal block is still clearly below or above the target wall. Observe its movement and use the short phase in which both sand surfaces are approximately at the same height.

In the next wall section, several large saw blades move along fixed tracks. They can kick Mario, Luigi and Paper Mario out of the sand if you get too close to them. Therefore, wait until the first saw blade moves upwards and then sprint through the passage underneath. For the second obstacle, you have to wait until it has moved downwards before you can use the upper connection. Do not try to overcome both saw blades during a single long sprint. It is safer to stop briefly after the first obstacle and wait for the movement of the second.

At the end of this route you will reach a larger area of sand with several lateral exits. First, examine the X marking there and take the hidden mustache bean with you. Then you leave the sand wall on the western lead and follow the path to the north. There is a large bridge switch, which was previously protected by the inaccessible wall sections. Put Mario, Luigi and Paper Mario in front of it and use the Trio Hammer.

The common stroke sets in motion an enormous mechanism. In a short cutscene you can see how the first bridge section in the central hall is pushed back to its original position. This restores a quarter of the connection to the last fortress tower. However, do not go back to the middle, because in the northern area of the western area there are other objects and the access to the second bridge part.


The hidden objects on the sand walls

After the first bridge switch, return to the lower sand wall and examine the western extension. Several other drilling sites are located here, which are a little off the direct main path. Three of them are located on a small stretch of sand on the ground and another directly on the vertical rock face. The three floor markings contain a mustache bean, a brother bean and a heart bean from east to west. Inside the wall itself lies a second mustache bean. Together with the three drilling sites at the entrance, you have already collected seven of the 13 finds of the new castle.

In the upper part of the first sand wall there is also a small platform, which you can reach through a drill sprint out of the wall. There are two? blocks with 500 coins and a maxi candy. Open both and follow the western path to the next lead. On this page there is another Treasure chest with angel clothes for Mario or Luigi. This piece of equipment is especially valuable because it is one of the better clothes for the last fights. Compare its characteristics directly with your previous equipment before returning to the lower area.

A little southwest there is also a narrow passageway that only Paper Mario can enter. Send him alone through the opening and follow the little aisle to the end. There are two more? blocks with two 1-UP DX and 500 coins. Take both finds and then return to Mario and Luigi. With this, we have fully investigated the most important sideways of the first bridge section and can now devote ourselves to the second great puzzle.


The second bridge section: bombs and sprint surfaces

Go north from the first bridge counter and enter the next room. Here, the path consists of several raised platforms, which are separated from each other by wide abysses. Between them are striking sprint surfaces that move Mario, Luigi and Paper Mario at high speed in the indicated direction. In addition, there are large cardboard constructions on several platforms, which completely block the further path. Ordinary hammer strikes do nothing against them. We must instead use explosive bombs ready on a small platform in the southeast.

First go to the first bomb site and stand on the marked surface. Use the Trio Tomb to raise one of the big bombs. Once you pick them up, their fuse starts to burn down. You therefore have little time to reach the intended throwing point. First memorize the direction of the sprint surfaces before picking up the next bomb. It is especially important that you do not stand unnecessarily during running or change direction.

For the first cardboard barrier you run after picking up the bomb on the northern sprint area. It transports you across the first abyss and then west to the opposite platform. Once you reach the edge, you point the trio grave at the large cardboard construction and throw the bomb at it. The explosion destroys the obstacle. Then stand at the exposed edge and use the Trio Grab again to pull up the wooden bridge there. This creates a permanent connection to the next platform.

Cross the bridge and follow the northern path. On the other side stand several? blocks with two maxi syrup glasses, 100 coins and 500 coins. Open them directly and then go back to the next bomb puzzle. This time the target barrier is much further north. The sprint surfaces are such that after picking up the bomb you are transported first to the east, then to the north and then again to the west. Follow this route as far as possible without interruption. Shortly before the end, you switch to the southern sprint area, which leads directly towards the second cardboard barrier.

Once you get close enough, you throw the bomb with the trio grave at the obstacle. After the explosion, you can also use the bridge behind it. Cross them and collect the accessible items on the northern platforms. Do not try to throw the bomb while driving over the abyss if you do not yet have a clear view of the target barrier. Wait until the intended throwing point, where the direction of the Trio Grab already fits the cardboard construction.


The Last Cardboard Barrier in the Bomb Room

In the eastern part of the room, a third large cardboard construction is still waiting. Therefore, return to the bomb site and pick up a new bomb. This time you use the sprint area to the east and then the northern connection. Shortly afterwards you can see two sprint surfaces on the right, both facing east. Choose the lower of the two upper lanes so that you reach the outermost eastern edge. There is the last cardboard barrier, which you destroy with a targeted throw.

After the explosion, you pull up a bridge with the Trio Grab and cross it again. Behind this, a narrow path to the north leads to a mobile platform. Stand on the marked surface and use the Trio Grab to draw the platform to you. As soon as you can enter it, you go to the large Color Switch at its northern end. Use the Trio Hammer and watch the second bridge section return to its original position in the central hall.

Thus, half of the destroyed bridge has already been restored. Follow the northern path to the green Warp Pipe and climb in. It will take you back to the central fortress area. First go to the red one! Block and beat against it from below. This opens a previously closed door and creates a permanent shortcut between the western side space and the center. Then use the nearby Heart-Block, restore all HP and BP and save your progress.


The right side room and the disappearing platforms

For the two remaining bridge parts we leave the central hall now through the eastern exit. Just behind the entrance awaits a wide stretch of vanishing cardboard platforms, which is connected to several yellow sprint surfaces. Once you enter one of the platforms, it begins to dissolve and disappears completely after a short time. Therefore, you have to run as quickly as possible over the entire route and must not stay on a single surface for a long time.

Activate the sprint socks and run east first. Jump over the first gap to the opposite platform and continue the sprint immediately. Then the path leads over several offset cardboard surfaces to the north. Observe the direction of the yellow acceleration fields and move as far as possible in a fluid sequence of jumps. Especially with the second platform row you should not run too far to the outside, as the next lead is a little further to the left. If you fall down, you can start the route again from the last fixed starting point.

On the other hand, a Shy Guy is waiting to guard the way ahead. Defeat him and then examine the small stretch of sand west of the passage. There are three new drilling sites here. From west to east, they contain a Heart-Bean, a Brothers-Bean and a Kraft-Bean. Excavate them with the Trio Drill and then follow the eastern path further north.


The narrow sawing paths

In the next section you will reach a series of narrow wooden paths over which several large saw blades move. Some run on fixed horizontal tracks, others slide regularly from top to bottom. First, observe the movement of the first saw blade. Once it moves away from your position, you jump with the trio to the next secure platform. Then follow the narrow path further west and use Paper Mario’s extended jump to overcome the moving obstacles.

In the middle of the area is a larger area of sand. Dig in there with the Trio Drill and follow the narrow underground path as the saw blades pass over you. The Trio Drill is much safer than ordinary Dash at this point because you get under the moving obstacles. At the western end of the sandy area you leave the ground again and jump to the next wooden platform. It says a? Block with 100 coins that you should open directly.

East of the second saw section, a further defensive bean lies under an X mark in the sand. On the western side of the same section are two additional drilling sites with a defensive bean and a tempo bean. With this you have examined all 13 drilling sites of the new castle. Together, they deliver two Heart, two Brother, two Power, two Defense, two Tempo and two Mustache Beans as well as 100 coins. Then distribute the beans on Mario, Luigi and Paper Mario as needed before you make your last way to the tower.

Follow the western path until the next big bridge switch. Use the Trio Hammer to push back the third bridge section in the central hall. Once the animation is complete, a new blue platform appears, which allows you to shorten part of the previous path. Before we use it, however, the main road leads north to the last bridge puzzle.


The Last Bridge: Traveling Platforms and Fans

In the northern area you can see several moving platforms that move horizontally over large abysses. In addition, there are strong fans on the sides, whose air flows are regularly switched on and off. The last bridge desk is located on a distant western platform. To get there, you have to combine several gliding flights and the favorable moments between the air blasts.

First go northeast and find the violet jump point with an arrow to the east. Launch the Trio Glider and head towards the first moving blue platform. Wait before the jump if possible until the platform approaches your position. This shortens the flight and you can save some of your additional lifts for later sections. Once you have landed on the mobile platform, stay on it until it approaches the eastern edge.

Start another gliding flight north from there. On the next fixed lead stand several? blocks with two maxi nuts and additional coins. Open them and then examine the western rim. There are other moving platforms that are regularly pushed over the field by the fans. The air flows are so strong that Paper Mario can be driven laterally when gliding. Therefore, do not try to cross the next abyss during an active blast of air.

Watch the fans and wait until they take their short break. As soon as the airflow stops, you start the Trio Glider and fly straight west as possible. If Paper Mario sinks too low during the flight, you can trigger an additional boost with Y. But lift at least one boost for the last part of the route. The next platform is slightly higher than your original bounce point and can be difficult to reach if you lose altitude too early.

On the western platform you will find another? Block with 100 coins. Open it and then go to the last section of the fans. Again, you have to wait until the airflows stop for a moment. Then start the Trio Glider to the west and stick to the visible coin trail if possible. Should one of the fans restart during the flight, Paper Mario will be driven off laterally. In this case, try not to steer hectic counter-steer, but keep the slider as stable as possible and use an additional lift thrust if necessary.

At the end you reach the last large platform of the bridge puzzle. Defeat the Enemies waiting there and open it? Block with the Perfect Brothers Gloves. Especially for the upcoming boss fights this item of equipment can be interesting, as the two brothers often have to perform several well-timed counterattacks in succession. Then you go to the big Color Switch on the western edge and hit against it with the Trio Hammer.

In the central hall, the fourth and last bridge section takes its original position. This completely restores the long connection to the last tower. Right next to the Color Switch is a green warp pipe, through which you can easily return to the starting point. Use them and then go to the red one! Block in the central area. Activate it to also open the last shortcut. After that, you should use the Heart-Block again and save your progress.


The Great Cannon is activated

Cross the now complete bridge to the north. On the opposite side suddenly appear Iggy, Lemmy and Morton, who have already prepared for the final attack on Peach’s Castle. Apparently it is not enough for the two Bowsers that they have lifted their own castle into the air and severely damaged Peach’s Castle. The Koopalings now want to destroy the last remains of the castle with the huge main cannon of the castle.

While Iggy and Lemmy argue over who is allowed to fire the Cannon, the mechanism is activated. A countdown of five minutes appears on the screen. During this time, Mario, Luigi and Paper Mario must reach and destroy the Cannon before she can fire her massive shot. The Koopalings then disappear and leave behind numerous Enemies who block the way to the Cannon. This begins the last major time-limited field mission of the adventure.


In five minutes to the main cannon

As soon as the countdown runs, you turn around and follow the bridge south again. In the first gear, several large opponent groups block the way. Unlike ordinary fights, you cannot avoid them. You must defeat each group before the next section is released. In total, several consecutive battles await here, including two groups of eight Goombas each, several stacks of paper bob-ombs, a large formation of porcupine ants and finally a Shy Guy with two chain dogs.

Since the watch continues during the fights, you should use as strong surface attacks as possible, which hit many Enemies at once. Mario’s bomb derby, Luigi’s dropchopper and Paper Mario’s Trio Whirligig are particularly helpful in this section. If you master the Trio Meteor reliably, you can also spread large damage across multiple targets. Try to avoid a single weak enemies with a particularly long bros. Attack if an ordinary hammer or jump hit would suffice.

With the paper bob-ombs, you should also consider that their explosion can hit other Enemies. If you use a suitable attack and explode the bombs quickly enough, you may be able to turn off several Enemies at the same time. Ordinary jumps, on the other hand, are unsuitable against the porcupine ants. Use strong hammer or bros. Attacks to defeat the entire group as quickly as possible.

The last compulsory fight includes a Shy Guy and two chain dogs. The chain dogs have a comparatively high life energy and can cause considerable damage due to their rapid rushes. Focus your strongest attacks on the two big Enemies and try to hit the Shy Guy during an area attack. Once the entire group is defeated, the southern passageway opens. Continue immediately, because the countdown is still active.


Circumvent the paper fuzzies

In the next area, numerous paper fuzzies are waiting, which crawl in several rows over narrow platforms. In total, about twenty of these Enemies are on the track. Unlike in the previous battles, however, you do not have to defeat them here. On the contrary: every fight triggered costs valuable time and makes it difficult to reach the Cannon on time. Therefore, observe the movements of the fuzzies and run through the free gaps between the individual rows.

Start with a sprint to the south and stay as far to the right as possible. The first two fuzzy series move apart regularly, so that a sufficiently wide passage is created for a short time. If necessary, wait a moment on a secure platform and then run quickly through the opening. It is especially important that you do not try to sprint through a closed opponent group. A single touch can immediately trigger a fight and cost a large part of your remaining time.

A little further south, the fuzzies move in several staggered rows. Use the joint jump here to overcome individual obstacles, paying attention to the position of the Enemies behind your landing site. If you jump too early, you may end up right on the next row and trigger a fight as well. Therefore, try first to observe the entire movement and then to run as evenly as possible through the free sections.

After the last fuzzy field, you reach another area where several Fly Guys fly over the way. They regularly drop their bombs on the platforms and try to stop Mario and Luigi. As far as possible, keep moving and avoid the falling projectiles laterally. You don’t have to attack the Fly Guys themselves. Continue on the southern path until you reach the long pier over the main cannon.


Destroy the main cannon

At the end of the route, a narrow bridge leads directly over the enormous Cannon. Run to the marked spot and place Mario, Luigi and Paper Mario so that they are immediately above the mechanism. As soon as the corresponding overlay appears, you confirm the attack with A and then execute the intended trio hammer strike. Due to the combined force of all three characters, the cannon barrel is severely damaged.

Although the large gun mechanism still tries to fire its shot, the damage no longer allows the energy to escape unhindered. Instead, there is a huge explosion within the Cannon. The entire gun structure is destroyed and the countdown disappears. This prevents the last attack on Peach’s Castle and successfully completes the temporary mission.

After the destruction, you can walk back in peace. The previous battles do not have to be completed again, so you can return directly to the central hall. Use the Heart-Block there, completely restore all of your group’s HP and BP and save your progress. The main cannon is finally switched off and the bridge to the last fortress tower is free again. Now we can finally visit the two Bowsers.


The last objects in front of the tower

Before entering the last tower, you should once again examine the platforms along the northern path. In the large central hall is located on the western upper projection? Block with 100 coins. On the eastern upper edge there is another Crystal block with golden clothes for Mario and Luigi. Both locations can be reached via the already opened abbreviations and should be collected before the final.

A little further north are several treasure blocks, some of which are only accessible after the bridge has been assembled. Open them and collect the included maxi nuts, coins and equipment. Especially the gold statue on one of the upper platforms and the Perfect Brothers gloves from the eastern bridge room are among the more valuable finds of the Castle. Then check your collective advertisement. Neo Bowser Castle contains a total of 35 blocks and 13 drilling sites. We collected the drilling points completely during the two side spaces. If individual blocks are still missing, it is worth a last detour to the eastern and western areas before you dedicate yourself to the tower.

Then cross the repaired bridge to the north and enter the last fortress tower. In the entrance area, the two wizards, who have already stopped Mario, Luigi and Paper Mario again and again throughout the adventure: Kamek and Paper Kamek.


Bossfight: Kamek and Paper Kamek

After their carton colossuses have been destroyed and the main cannon decommissioned, Kamek and Paper Kamek decide to personally stop Mario and Luigi. The two wizards have developed several new magical attacks during their collaboration and now want to use them together against the three heroes. Both float on their brooms above the battlefield and each have 1,853 HP. Since they can support and even revive each other, this fight is one of the more dangerous clashes in Bowser’s new castle.

It is especially important that you weaken both Kameks as evenly as possible. If one of the wizards is defeated much earlier, the remaining Kamek can revive his partner and thus prolong the fight considerably. Therefore, first focus on attacks that hit both Enemies. Paper Kamek is also sensitive to Fire due to its paper design. Mario’s bomb derby and Luigi’s Fire Flower can be effective here. The Trio Shuriken and the Trio Meteor are also suitable if you can reliably master their inputs.

The Magic Connecting Ray

In one of their most frequent attacks, the two Kameks connect their wands together and create a long magic ray between them. They then fly together from one side of the battlefield to the other and try to hit Mario, Luigi and Paper Mario with the jet. Jump over it with the affected characters in time. Make sure that the attack does not end after the first overflight. The Kameks then turn and move again in the opposite direction.

After several straight overflights, the two wizards also begin to guide the beam in a circular motion across the battlefield. Observe the position of the two Kameks and jump when the magic ray approaches the corresponding character. Paper Mario in particular can use his hovering ability to stay in the air a little longer. However, you should not hold Y unnecessarily long, because immediately after the first beam, the next one can follow.

The Colored Portals

In another attack, Kamek creates several colored portals that appear before Mario, Luigi and Paper Mario. Afterwards, Paper Kamek flies into one of the portals and appears shortly afterwards from another. The key is the paint: The magician always appears from a portal whose paint matches the previous entrance. Therefore, observe exactly which portal he uses first, and notice the corresponding paint.

As soon as the wizard shoots out of the appropriate portal, you jump up in time with the affected character. If you fend off the attack correctly, you can even hit Paper Kamek during its onslaught and cause additional damage. Since the portals change their position several times, you should not pay attention exclusively to the place where they originally appeared. Also observe the colors during the shifting so that you recognize the right exit.

Paper Kameks to Eliminate Copies with the Boomerang

Particularly dangerous is an attack combination in which Paper Kamek generates numerous copies of itself. The characters stand like a protective wall in front of the real Kamek, while he prepares a huge magical fireball in the background. You need to get rid of the paper copies as quickly as possible before the wizard can fully charge his attack.

For this attack, Paper Mario turns into a boomerang, which Mario and Luigi alternately throw. Point the trajectory first at the outer paper Kameks and hurl the boomerang through their ranks. As soon as he returns, the other brother catches him and throws him again. Try to make as many copies as possible with a single litter. In this way, an opening is gradually formed in the protective wall.

As soon as the real Kamek is freely accessible in the background, you direct the next throw directly at him. If a hit succeeds while he charges his big Fireball, the attack is interrupted and the wizard suffers considerable damage. Therefore, do not wait too long with the direct throw as soon as a sufficiently wide gap has emerged. The Boomerang counter is one of the best ways to weaken both Enemies at the same time and prevent their most dangerous joint attack.

The command blocks are blocked

If the fight drags on longer, the two wizards resort to a particularly unpleasant trick. You can temporarily disable the command blocks most commonly used by Mario, Luigi and Paper Mario. Thus, individual types of attacks are no longer available for a short time. Especially if you have relied exclusively on a certain pair or trio attack so far, this restriction can be dangerous. Therefore, if necessary, switch to other attacks and have enough BP ready to cause high damage with an alternative technology.

In addition, Paper Kamek can summon several paper dry bones, which further complicate the fight. While their attacks are not particularly dangerous, they can take valuable time and cause further hits. If possible, use a surface attack that damages the smaller Enemies together with the two Kameks. Since paper dry bones are sensitive to fire, the Fire Flower or the bomb derby are also suitable here.

Finally, try to defeat both Kameks within the same round of attack. If one is already severely weakened, you should bring the other to a similarly low HP level and then follow up with a strong surface attack. This will prevent the surviving wizard from reviving his partner. After the win, you will receive a total of 6,000 Experience Point and 1,100 coins. In addition, the two leave a glitter combat map and Lightning Boots DX.


The last course before the Koopalings

After the defeat of the two Kameks, the northern passage opens. Follow him and enter the next room. There is a heart crystal block and a storage option that you should definitely use. A few steps away, there is also a green warp pipe that connects you to the other already unlocked tubes of the Mushroom Kingdom. This is the last particularly opportune opportunity to return to the stores and replenish your supplies completely.

Before entering the last corridor, you should also examine the two side balconies. Via the western exit you can reach a small platform with two? blocks, which contain a maxi mushroom and a 1-UP DX. On the eastern balcony stand two more blocks with a maxi candy and a double 1-UP mushroom. You should definitely take these items with you, because behind the next door there are several consecutive fights between which you can no longer heal yourself on a heart crystal block.

Then check your equipment. Especially important are a high attack value, enough BP and the best possible defense. Paper Mario should also be equipped with equipment that protects his copies or increases his speed. For the upcoming battles, a battle card deck with strong attack amplifications, healing and BP recovery is worthwhile. When you have completed all the preparations, you leave the room through the northern exit.


Bowser’s last line of defense

In the last great corridor before the throne room, several ordinary groups of opponents appear first. Bowser and Papier-Bowser have apparently gathered all remaining troops to stop Mario, Luigi and Paper Mario. The first groups consist of Goombas and Paper Goombas, followed by Koopas, Stachis, Ninjis, Hammer brothers and other stronger opponents. Especially the paper forms often occur in larger stacks and can execute several attacks one after the other within a round.

Since the fights follow each other immediately, you should use your strongest attacks as targeted as possible. Against the first weaker groups, ordinary jump and hammer attacks or cheaper Bros are often enough. Attacks. Save the particularly BP-intensive techniques for the later Enemies. Especially Paper Mario’s Trio Meteor can quickly eliminate large groups, but consumes many BP. Therefore, try not to use up all syrup glasses at the beginning of the battle track.

After several groups, the last remaining Koopalings finally appear. They have teamed up in three teams and want to make up for their previous defeats together. The order is fixed: first Roy and Wendy, then Larry and Ludwig and finally Morton, Iggy and Lemmy. Between fights, you won’t get a chance to return to a Heart-Block. Therefore, use an object of healing during the last round of an encounter before you defeat the final Enemies.


Coopaling Battle 1: Roy and Wendy

We start with Roy and Wendy, whom we fought against during our first captivity in the Twinsy Tropics rogueport underground. Their basic attack patterns have remained the same, but both now have significantly more life energy and power. Roy continues to rely on his powerful hammer strokes and big boulders, while Wendy tries to meet Mario, Luigi and Paper Mario with her magic rings.

When Roy throws a large rock at the group, you have the hammer of the affected character ready. Wait until the rock is immediately in front of Mario or Luigi and strike it back. Roy often throws the projectile at the group again, which is why you have to remain attentive even after the first successful counterattack. If you succeed in the entire episode, the rock is finally thrown back on Roy and causes additional damage.

Wendy’s rings, on the other hand, move towards the three characters at different heights. Observe which brother or Paper Mario is targeted and jump over it in time. Especially with several immediately consecutive rings, you should not jump too early. Have the affected character jump off as close as possible to the first ring so that he is back on the floor the next time he attacks.

First, focus your strongest attacks on the Enemies, whose attacks cause you more difficulty. Roy can cause considerable damage with his powerful attacks, but has comparatively easy to detect counter windows. Wendy attacks less directly, but can quickly put pressure on the group with her rings. Use as strong a bros as possible. Attacks and try to defeat both Koopalings within a few rounds. Before the last Enemies falls, you should refill the HP and BP of your group if possible.


Coopaling Combat 2: Larry and Ludwig

After Roy’s and Wendy’s defeat, Larry and Ludwig appear. They also already know Mario, Luigi and Paper Mario from the Twinsy Tropics rogueport underground and have further improved their joint strategy. Particularly dangerous is again Ludwig’s system of dark fighting cards. Whenever one of the two Koopalings successfully meets Mario, Luigi or Paper Mario, they receive dark star points. Once enough points have been earned, Ludwig can use one of his cards and increase the values of the two Enemies or cause immediate damage to your group.

The best countermeasure is to counter enemy attacks as completely as possible or avoid them. Especially with the tank combinations you should watch closely which of the two Koopalings races towards the group first. Jump over the attacking tank with Mario or Luigi in time and then have Paper Mario ready if the Enemies turn and head for him again. Use his hovering ability to stay over the second wave of attack as long as possible.

In their Wisdurm attacks, magic bullets appear first, which you have to fight off with jumps or hammer strikes. Afterwards, one of the two Koopalings can rush towards a character himself. Therefore, watch the entire combination and do not be fooled by the fact that the first successful counterattack has already caused damage. Just a premature jump after the first floor often leads to the next direct attack and Ludwig receives dark star points.

Since both Koopalings act together, it is worthwhile to reduce their life energy as quickly as possible. Larry has less HP than Ludwig and is therefore usually the easier first destination. If you prefer to turn off Ludwig’s fighting cards as early as possible, you can focus on him first. But make sure that there is enough BP left for the third and final Koopaling fight. As soon as the second Enemies is severely weakened, you should restore as much life energy as possible before the final hit.


Coopaling Combat 3: Morton, Iggy and Lemmy

Defend Plus is Morton, Iggy and Lemmy. Unlike the two previous groups, we have not yet defeated these three Koopalings together in an ordinary boss fight. They have several completely new attack combinations that can be particularly dangerous if you do not know their processes. From the beginning, Morton uses a special ability: He exchanges your prepared combat cards for less helpful cards. As a result, you can not completely rely on your usual deck at first and should adjust your strategy accordingly.

The battle consists of several successive counterattacks, in which all three Koopalings take the initiative in turn. It is especially important that you survive these combinations as completely as possible. If the counterattack succeeds, you can already inflict considerable damage on the opponents during their own round. If they fail, some of the attacks cause so much damage that even well-equipped characters can become incapacitated.

Lemmys Ball and the Paper Boomerang

The first is Lemmy. He balances on a big ball and pursues Mario and Luigi over a longer distance. At the same time, he drops several bombs towards the group. For this sequence, Paper Mario turns into a boomerang that the brothers can throw at Lemmy in turn. Direct the boomerang as closely as possible to Lemmy’s body and not exclusively to the big ball. The goal is to throw the Koopaling down from his bullet by several successful hits.

A hit is especially helpful while Lemmy is holding a bomb in his hands. As a result, he loses his balance and can fall directly to the ground. Therefore, try to align the trajectory of the boomerang with Lemmy as early as possible and pick the right moment for the throw. As soon as he falls from the ball, his attack is interrupted and he suffers additional damage. Then Iggy takes over the next part of the combination.

Iggy’s Pursuit with the Chain Dog

Iggy begins a long pursuit attack in which a massive chain dog runs after him. Mario and Luigi automatically flee forward, while Paper Mario turns into a paper plane. The Koopaling tries specifically to catch up with one of the two brothers. Especially often he chooses the character that is just further away from the paper plane. Therefore, move Paper Mario as centrally as possible between Mario and Luigi and watch whom Iggy follows next.

As soon as Iggy rushes towards a brother, you press the appropriate jump button so that the affected character holds on the paper plane. Then you drop him on Iggy’s head. If the hit succeeds, the Koopaling is stunned and the rushing chain dog catches him himself. This successfully ends the pursuit and Iggy suffers considerable damage. If the counterattack fails, the chain dog can instead reach Mario and Luigi and cause great damage.

Morton’s Chain Dog and the Trampoline Counterattack

Finally, Morton begins a particularly dangerous attack combination. A giant chain dog is hurled towards the group, while Paper Mario automatically turns into a large trampoline. Mario and Luigi must now prevent the chain dog from falling to the ground and hitting the entire group with full force. Therefore, stand with the brothers as closely as possible under the falling monster.

As soon as the chain dog touches Paper Mario’s trampoline, you press Y to throw it up again. Then move the group to the left or right so that it is again exactly under the chain dog the next time it drops. Repeat this sequence several times. With each successful impact, the projectile is hurled higher and the brothers move a bit closer to the Koopalings.

If the entire sequence succeeds, the chain dog is finally hurled directly on Morton, Iggy and Lemmy. The three Koopalings suffer considerable damage and are numbed for a short time. This counterattack is one of the most important ways to weaken the entire last opponent group at the same time. If it fails, the chain dog causes extremely high damage and can make several of your characters incapable of fighting at the same time. Therefore, concentrate completely on the trajectory of the projectile and press Y only immediately before contact with the trampoline.

Defeat Morton before the revival

After the complete counterattack sequence, Lemmy and Iggy are often already greatly weakened or even defeated. However, Morton can still remain active and has the opportunity to revive his two partners. Therefore, try to turn it off as quickly as possible after the trampoline sequence with your strongest pair and trio attacks. Especially helpful are techniques that hit individual Enemies several times, such as Luigi’s Mega Thwonk or Mario’s Cannonball Chuck. If all three Koopalings are still standing, a strong surface attack can also make sense.

Be careful not to leave Morton alone on the battlefield for several rounds. If he gets enough time, he revives his siblings and you have to redo part of the fight. Therefore, try to completely reduce his remaining life energy within the shortest possible attack sequence. Once Morton is also defeated, the final Koopaling encounter ends.


Before the final battle

After the defeat of all the Koopalings, the way to the last throne room opens. Before you challenge the two Bowsers, however, you should use the nearby storage option and the Heart-Block again. If you have already consumed many healing items during the Koopaling sequence, you can return to the shops via the green warp pipe in the previous room. Now is the last opportunity to replenish your stock of maxi mushrooms, maxi nuts, maxi syrup jars and revival items.

Especially important is the equipment of Paper Mario. His copies are regularly used in the final battle to survive longer attacks. Therefore, make sure that he has enough speed and defense and can quickly recover his copies in combat. Mario and Luigi, on the other hand, should wear as strong hammers and boots as possible in order to be able to cause high damage during the short vulnerable phases of the last opponent.

Your battle card deck also deserves one last look. Cards are particularly helpful for increasing power, restoring HP and BP, and reducing enemy values. A strong healing card can save you several own item actions during the last phase. If possible, put your deck together so that you can survive a long fight as well as a particularly strong bros at the right moment. Attack can be used.

When you are fully prepared, you go east to the last exit. Starlow asks you if you are ready for the decisive fight. Confirm the question and enter the great throne room. Bowser and Papier-Bowser are already waiting there.


Final battle: Bowser and Papier-Bowser

In the last throne room, Mario, Luigi and Paper Mario finally face the two Bowsers. The kings have still not wound their numerous defeats and are determined to finally eliminate the three heroes. Especially dangerous is their threat to imprison Mario and Luigi in the mysterious book and then burn it. This would permanently trap the brothers as well as the paper dwellers. However, Mario, Luigi and Paper Mario are not intimidated and face the last fight.

The two Bowsers first attack together. Since paper bowser is made of paper, it has a clear weakness compared to Fire. Mario’s bomb derby and Luigi’s Fire Flower can cause particularly high damage against him. The ordinary Bowser, on the other hand, is much more resistant to fire attacks. Therefore, focus on strong hammer, pair and trio attacks, whose key inputs you can reliably master.

At the beginning, you should renew Maria’s paper copies as quickly as possible and then use your first attack cards. Especially cards that increase power, in conjunction with a strong special attack, can reduce a large part of the enemy’s life energy. Since the first phase is only the prelude to the actual final battle, you should not already consume all healing objects. In particular, hold back a sufficient BP stock and several maxi nuts for the following second phase.


The joint fire attacks

Among the most common attacks of the two Bowsers is a joint fire attack. The kings first stand next to each other and spit several shallow waves of fire on Mario and Luigi. Watch the movements of their heads and jump over the flames in time with the affected brother. After Mario and Luigi dodge, the Bowsers direct their next attack on Paper Mario. Use his hovering ability to stay above the Fire as long as possible.

In a particularly strong variant, the two kings first take a deep breath and then begin to spit out a huge fire jet together. Wait until her inhalation is over and let Paper Mario jump off only then. Press Y to stay in the air as long as possible. The right timing is important here: If you jump during the inhalation, Paper Mario can land again, while the actual fire jet still moves over the battlefield.

Fight back the spine balls

Another attack begins with Bowser and Papier-Bowser throwing large spiked balls at Mario, Luigi and Paper Mario. Observe exactly which character is attacked and have the appropriate hammer ready. As soon as a bullet appears immediately before the target, you strike it back. In a successful counterattack, the projectile is thrown directly at the attacking Bowser and causes additional damage.

However, the two kings try to confuse you with several tricks. Some spine balls deliberately fly past the characters without meeting anyone. Other balls appear a little later than the rest of the salvo. Therefore, do not automatically press the hammer button for each passing projectile. First, observe whether the ball is actually heading for a character, and strike only when a hit is imminent.

It is especially important to remain attentive after the first row. Frequently follows another projectile with slight delay. A premature hammer strike can cause the character to be unprotected at the last ball. If you counter the entire episode cleanly, the repulsed bullets will cause considerable damage to both Bowsers.

The protective tanks of the two Bowsers

Once one of the two kings has suffered enough damage, he temporarily retreats into his tank. In this position, it is almost completely protected against ordinary attacks. Therefore, do not try to continue on the rolled-up Enemies. Instead, focus on the other Bowser who remains vulnerable. As soon as the protected Enemies leaves their tank, you can switch between both targets again.

Especially against paper bowsers you should take the opportunity as soon as his fire sensitivity can be exploited again. A strong fire attack can quickly weaken him further. At the same time, keep the CP of your three characters as high as possible, as the second phase begins immediately after the following event and you can not return to a heart crystal block.

After enough hits, Bowser and Papier-Bowser finally declare that they have only played with Mario and Luigi so far. Now they want to demonstrate their true strength. Papier-Bowser summons his entire paper army and begins to absorb their forces. Subsequently, the many paper shears form a huge shiny armor into which the ordinary Bowser jumps. This creates the last and most dangerous form of adventure.


The Real Final Opponent: Bowser with Shiny RoboBowser

In front of Mario, Luigi and Paper Mario is the formidable Bowser in his Shiny RoboBowser. The armor consists of paper bowsers and numerous other paper opponents who have joined together to form an extremely resistant armor. From the outside, Bowser looks almost like a huge mechanical version of himself. The actual body is protected by several layers of shiny paper, while its arms can be transformed into massive weapons.

The most important feature of this fight is that you must first destroy the Shiny RoboBowser before Bowser himself becomes attackable. As long as his big helmet is intact, the armor will take up most of your attacks. Once she has suffered enough damage, the helmet shatters and Bowser’s head comes to light. Only at this moment should you use your strongest trio attacks. A trio attack against the still protected head is repelled by the boss and instead triggers a dangerous counterattack.

Fire attacks are particularly suitable for the first phase against the armor, as the shiny paper armor is sensitive to fire. Mario’s bomb derby and Luigi’s Fire Flower can therefore achieve high damage values. Once the armor is damaged, its appearance changes and finally the actual head is exposed. In this vulnerable state, you should use strong trio attacks as quickly as possible before Bowser calls in enough paper enemies to restore the armor.


The punches and the subsequent fire breath

Among the most common attacks of the armored bowser is a long combination of fist strokes and fire. The boss begins by beating his two huge fists against each other several times. The number of these moves tells you how many strokes follow Mario and Luigi. Therefore, watch this preparation closely and count how often Bowser brings his fists together.

After that, the actual attack combination begins. Bowser hits Mario with his right fist and Luigi with his left fist. Jump with the affected character in time over the attacks. Be careful not to let both brothers jump at the same time if only one is attacked. Especially in the case of several quick strokes, it is important that the affected character is back on the ground in time after each jump.

After the punches, Bowser directs his next attack to Paper Mario. He spews out a long jet of fire that passes over the lower part of the battlefield. Let Paper Mario jump in time and hold Y down so he floats over the flames. However, the combination has not yet ended. Afterwards, a particularly large fireball appears, which slowly flies over the screen. Watch his movement and jump over it again at the right moment before you let Paper Mario land again.

This attack combination can cause significant damage if you already fail the first jumps. The best approach is to recognize the number of fist strokes during preparation and then wait for each movement individually. Just after the last stroke of your hand, you should not immediately go back to your own attack, but complete paper Mario’s fire defense.


Bowser falls from the sky

In another attack, Bowser suddenly jumps up into the air and disappears completely from the visible battlefield. Shortly thereafter, a large elliptical air vortex begins to form over one of the two brothers. From this vortex you can see which character Bowser will fall on. Hold the hammer ready with the affected brother and watch the movement of the airflow.

As soon as Bowser falls immediately on Mario or Luigi, you swing the hammer upwards. In the case of a successful hit, the boss is thrown back and suffers additional damage. He often repeats the attack several times, although he can also change the target. Therefore, after each successful counterattack, watch the air vortex again and align the next hammer on the corresponding brother.

If you miss the hammer strike, Bowser lands directly on the affected character and causes extremely high damage. In addition, a big shock wave arises, which can also affect the other members of your group. Especially at low HP, this attack is therefore dangerous. Try to fully observe the motion of the air vortex before you strike, and do not rely on a fixed rhythm.

As long as his armor is fully intact, Bowser can then carry out another attack. He turns his arms into large paper wings and throws himself with a strong kick on one of the brothers. Press the corresponding button repeatedly or press it several times quickly one after the other to ward off the attack. If the defense succeeds, Bowser is pushed back and suffers additional damage.


The cannon arms and their shells

Bowser can also turn his two arms into massive cannons. For this he jumps first on the right side of the battlefield and points the two weapons at Mario and Luigi. At the same time, he opens his mouth and prepares more fireballs for Paper Mario. Then a longer sequence of different types of bullets begins, which you have to fight back with the right character.

The large purple crystal balls are shot from Bowser’s arm cannons and aim at Mario and Luigi. The bullets from the right Cannon fly to Mario while the left Cannon targets Luigi. Therefore, hold the hammers ready with both brothers and strike the bullets back at the right moment. The fireballs from Bowser’s mouth are directed against Paper Mario. Observe their trajectory and also use the hammer on him as soon as a projectile comes within range.

When successful counters, the crystal balls and fireballs fly directly back to the boss and cause additional damage. However, the order of the projectiles is particularly important. Bowser does not always shoot Mario first and then Luigi. Therefore, watch from which Cannon the next bullet is fired, and have the appropriate hammer ready. Sometimes there is another fireball against Paper Mario after the crystal balls. Therefore, only go back to your own attack when the entire combination is complete.

The crystal balls can cause dizziness when hit, while the fireballs can set Paper Mario on fire. You should eliminate such changes as quickly as possible with a suitable healing object. Especially a dazed character is severely endangered during the next long attack combination.


The persecution attack with the paper plane

In a particularly elaborate attack, Bowser transforms his Shiny RoboBowser into a construction with large paper wings and pursues Mario and Luigi over a long distance. Paper Mario automatically turns into a paper plane and hovers over the two brothers. As Mario and Luigi run across the ground, numerous goombas, barbed tanks and other obstacles appear, which you must overcome with timely jumps.

First observe the Enemies on the ground and jump over it with Mario or Luigi in time. At the same time, several Fly Guys appear in the air, heading directly to Paper Mario. If possible, control the paper plane so that the Fly Guys do not touch it. When hit, Paper Mario is removed from the flight for a short time. Thus, Mario and Luigi lack the opportunity to hold on to him during Bowser’s subsequent fire attack.

Once Bowser begins to prepare his fire breath, you must let Mario and Luigi hold onto the paper plane with a jump. As a result, both brothers are carried over the flame flow. Be careful not to make the jump too early. Wait for Bowser to visibly attack the fire and then press the appropriate button. Of particular importance is that Paper Mario has not been hit by a Fly Guy before. Otherwise, the plane cannot help in time and the two brothers may suffer significant damage.

After several successful evasive moves, Bowser finally approaches one of the brothers. Watch who he is targeting and let the affected character jump on his head as soon as possible. If this counterattack succeeds, the armored Bowser is repelled and the pursuit ends successfully. The hit will cause additional damage without you having to use up your own attack move.


The Second Tracing Sequence and the Chain Dog

Later, Bowser can turn his arms into large wheels and pursue the three heroes over a longer distance. This time, the entire group moves to the left on the ground, while Bowser rolls behind her at high speed. Before Mario, Luigi and Paper Mario appear numerous ordinary Enemies, which serve as obstacles. Some Goombas walk directly towards the brothers, while Fly Guys fly through the air at different altitudes.

Jump over the Goombas and run as far as possible under the higher flying Fly Guys. Pay attention to their positions. A jump too early can cause you to touch a Fly Guy, even though he would have flown safely over the characters. At the same time, Bowser shoots several fireballs, which you also have to avoid. Keep the group together as completely as possible so that all three characters are still active at the end of the pursuit.

Shortly before the end, a massive chain dog suddenly appears, racing directly towards Mario, Luigi and Paper Mario. Jump over it with the group in time so that the chain dog shoots past the hero and hits Bowser instead. If the counterattack succeeds, the boss loses his balance and is repelled by the force of the impact. This ends the pursuit attack and Bowser suffers additional damage. On the other hand, if one of your characters is hit by the chain dog, this Bowser can no longer reach and the pursuit ends with a dangerous attack on the remaining characters.


Why Trio Attacks Are Dangerous at First

One of the most important features of this final battle concerns Paper Mario’s Trio attacks. As long as Bowser’s big helmet is still fully intact, you should not use any of these particularly strong techniques. The armored Bowser can counter them with its own trio ability. Once you select a Trio Attack, he summons a huge paper hammer and turns Mario, Luigi and Paper Mario into flat paper figures. Then a special defensive sequence begins, in which the three characters are trapped on a paper surface.

During this sequence, Bowser watches the three heroes and directs his fire breath at individual characters one by one. Particularly important is the movement of his eyes. They reveal which character he wants to attack next. As soon as Bowser visibly targets Mario, Luigi or Paper Mario, you must jump in time with the appropriate character. Be careful not to jump off hastily with another character, as Bowser can react to it and change his actual goal.

Sometimes Bowser first looks up before firing his next jet of fire. This is a deliberate delay, with which he wants to tempt the players to a premature jump. So wait until he actually targets one of the characters and jump just before the fire blast. If you successfully survive all the flames, Bowser ends the sequence with a major body attack. You also have to avoid this with a timely jump.

Starlow tells you after this counterattack that Bowser can only use his own Trio Attack as long as his helmet is still intact. Once you have caused enough damage to the paper armor and his head is exposed, he can no longer use this defense. Therefore, lift your strong trio attacks for this moment. The right combination is, first with ordinary and Bros. Attacks to destroy the helmet and then immediately follow up with the strongest possible trio attack.


Destroy the Shiny RoboBowser

At the beginning of the armored phase, you should aim for paper armor with fire attacks if possible. Mario’s bomb derby is particularly suitable because the Shiny RoboBowser is sensitive to Fire as a paper opponent. Luigi’s Fire Flower can also cause a lot of damage if you fire the fireballs reliably one after the other. Try not to use your strongest trio attacks at first, but focus on destroying the outer paper case as quickly as possible.

While causing damage, the armor begins to visibly break. Individual paper plates fall off and the helmet gets bigger cracks. After enough hits, Bowser’s own head is finally exposed. This also changes the target selection in combat. Now you can directly target Bowser yourself and injure it with all available attacks. Use this short phase as offensively as possible, as the boss will soon try to restore the armor.

The Trio Meteor is especially helpful now if you have already received the corresponding rescue reward. Trio Shuriken and other strong trio attacks can also cause significant damage if you use them during the exposed phase. As soon as possible, play a combat card that increases your power and then try to get all the key inputs from the Bros. Attack cleanly executed. Since Bowser is no longer protected by his helmet in this condition, he cannot answer the Trio Attack with his own special ability.


The Paper Army and Regeneration

Bowser can summon more shiny paper goombas, paper coopas and paper shy guys during the fight. They do not necessarily attack the group themselves, but serve as supplies for his Shiny RoboBowser. Once enough of these Enemies are on the battlefield, Bowser can absorb them, both repairing his armor and restoring some of his life energy. This process is particularly dangerous if you have just destroyed the helmet and actually want to attack the boss directly.

Therefore, try to eliminate the called paper enemies as quickly as possible. This is particularly suitable for surface attacks such as the Fire Flower or the bomb derby. Since the paper enemies are sensitive to Fire, they can often be switched off with a single strong fire attack. In this way, you prevent Bowser from using them completely to regenerate his armor.

Once Bowser has restored its armor, the battle cycle begins again. The Shiny RoboBowser must be damaged again before his head is exposed again. You should therefore hold back part of your BP for this very phase. Do not try to use all special attacks at the same time as the first cracks appear. It makes more sense to first completely destroy the helmet and then aim for the real Bowser with the strongest trio attacks available.

The further the fight progresses, the more angry Bowser becomes. Its attacks are faster and some of the previous combinations are added with additional hits. Especially the punches, cannon bullets and pursuit attacks can now cause considerable damage. Therefore, keep your HP as high as possible and renew paper Mario’s copies as soon as a larger part of it has been lost. If necessary, you can use a maxi groove or a suitable combat card for joint healing.


The last rounds of attacks

If Bowser’s life energy is finally largely depleted, you should proceed as offensively as possible. First, focus on eliminating the remaining paper armor with fire attacks. As soon as his head becomes visible, you play your strongest attack card available and then immediately use a well-controlled trio attack. Especially with the Trio Meteor, you can cause very high damage through an error-free sequence and possibly defeat the boss within a single vulnerable phase.

If Bowser rebuilds the armor, you do not necessarily have to defeat all Enemies individually. A strong surface attack can injure several paper shears at the same time and additionally damage the armor. However, be careful not to use up unnecessarily many BP for weak Enemies if you already have them through ordinary attacks or a short Bros. Attack can be eliminated. The key is that you quickly get an opportunity to meet Bowser directly.

Towards the end of his last phase, Bowser uses all previously known attacks again particularly aggressively. Continue to count the preparatory movements in his hand punches, watch the air vortices during the jump attack and strike back the cannon bullets with the right hammers. In the pursuit attacks, you should make sure that Paper Mario is not hit by the Fly Guys. Only in this way can you carry Mario and Luigi over the fire breath in time.

After enough successful hits, the last shift of the Shiny RoboBowser finally breaks apart. Bowser loses control of his massive construction and staggers over the battlefield. Mario, Luigi and Paper Mario take the opportunity for a final attack together. The shiny paper armor completely breaks and a huge explosion shakes the entire throne room.


Bowser and Papier-Bowser are defeated

After the explosion, nothing remains of the huge Shiny RoboBowser. The ordinary Bowser is hurled by the force of the last hit from the floating castle and plunges far down towards the Mushroom Kingdom. Paper Bowler, on the other hand, lands near the mysterious book that fell to the ground during the fight. Although he is already badly damaged, he tries one last time to take the book and prevent Mario, Luigi and Paper Mario from restoring the paper world.

But Paper Mario reacts faster. He runs to the book before Papier-Bowser can reach it, and opens the pages. Together with Mario and Luigi, he finally succeeds in returning the defeated Paper Bowler to his own world. Once the paper king has disappeared in the book, the three heroes close it and thus prevent his renewed flee. This finally eliminates the biggest threat of adventure.


The End of the Adventure

With the defeat of both Bowsers, Mario, Luigi and Paper Mario can finally return to Peach’s Castle. Princess Peach and Paper Peach are already awaiting the return of the three heroes. Toadette, Starlow and the numerous rescued paper toads are also happy that the mysterious book is finally safe again. After the many adventures together, the inhabitants of the two worlds, however, the farewell is not easy.

Paper Mario must finally return to his own world together with Papier Princess Peach and the rest of the paper dwellers. Mario and Luigi say goodbye to their new boyfriend, with whom they have passed numerous dangerous adventures. The book is then closed and returned to its original place. This puts an end to the connection between the ordinary mushroom kingdom and the paper world.

After the final scenes, the end credits of Mario & Luigi: Paper Jam Bros begin. Once again, numerous figures and events from the entire adventure are shown. After the end of the credits you get back to the title screen. You can then reload your previous point and catch up on missing collectibles, additional rescue missions and challenges. The free play starts again before the final fight and not in a new game world after the action.


Final Tasks for a Full Point

Although the main story is concluded with the defeat of Bowser and Papier-Bowser, there are several additional challenges for a point that is as complete as possible. Especially the combat arena offers numerous possibilities to challenge already defeated bosses in stronger variants again. The Enemies have higher values there and must be defeated with a limited number of objects. For particularly good performances, you get additional points and can complete the respective fights with an S rating.

Especially important is the Boss series, in which all major regular boss opponents have to compete one after the other. These include Paper Petey Piranha, the two Pokey bosses, Wiggler, King Boo and King Bob-omb. At the end of this particularly long challenge awaits an additional secret Enemies: Dry Bowser. He has completely new attacks and is one of the strongest opponents of the game. This battle is not necessary for completing the normal main story, but is among the main optional challenges for a full point.

The Papercraft Arena also offers several additional tasks. There you can play the previous fights against Papercraft Goomba, Kamek, Bowser Jr., King Boo and Bowser again. The respective challenges have special scoring rules that take into account, among other things, the time you need, the hits you have suffered and the accuracy of your attacks. If you want to finish all cardboard colossuses with an S rating, you should now master their attack patterns as well as possible.

In addition, the difficult variants of the Lakitu missions, the additional quizzes and races, as well as all uncollected blocks and drilling sites remain open. Since Mario, Luigi and Paper Mario now have all trio field abilities, you can also explore the last previously unattainable platforms and secrets on a renewed tour of the Mushroom Kingdom. Especially the raised cardboard surfaces on the Sunbeam Plains, in the Doop Doop Dunes, the Twinsy Tropics, in the Gloomy Woods and on Mount Brrr should be checked again.

With the end of the main story, however, all important field abilities and regular pair and trio attacks are unlocked. If you have completed the previous chapters, you already have most of the available equipment, all the paper toads needed for the story and the most important special items. For the final complete point, possible overlooked collectibles as well as the optional arena and expert challenges are missing.