Zeekeeper destroyed the barrier. Enter Bowser’s castle north of Pilzwald Park and fill up your stock beforehand. Kamek links the doors together: The card and the hat blocks help you to recognize the actual connections. In this chapter you will overcome the first two floors and meet Kamek twice.Dreamy Somnom Woods — Ascent and Zeekeeper
The enchanted doors on the ground floor
In the northeast, press the turquoise color switch with ball hop. In the room with the enchanted doors you reach the first hat crystal block through the still open northeast corridor, the second on the northwestern island. Same card symbols mark connected doors.
Take one of the two northern doors. Climb the northeastern Hoohooros in the next room, cross the gap to the left and activate the hat crystal block. Through the upper left exit you reach further blocks: one is located northeast, one south of the yellow block.
The Invisible Ringways
In the unenchanted north aisle you jump as ball hop after the first ring five times left, then back, left, back. From the southern ring it goes three times forward and twice to the left. From the right ring of the northwest platform the following is: four times right, rear, right, rear, left, rear. Activate the hat crystal block; back it goes four times front, twice right, rear, three times right.
From the two east exits, the upper one offers a small Mario detour. The lower one continues on yellow platforms. Jump from the penultimate platform on its upward journey with the drill swirl to the left, press the turquoise color switch and go left to the dream portal.
First dream zone: weightless through the castle
Cross the enemy areas over the green tubes. Robo-coopas announce the order of their attack by short jumpers. Remember this order. Electrically charged copies require a different counterattack than uncharged ones: only beat them from behind in the all-round attack after they have passed you.
Activate weightlessness at the Luigision. At the red coin counter you collect first on the left, then on the bottom and last on the way back to the right. You can get yellow coins later. Open the next path with the exclamation mark block. Against the gray block walls you first stand against the neighboring wall and then push yourself strong.
Follow the tubes northwest and the narrow flight paths north. Open the connections with the further exclamation mark blocks; a gray block wall at the bottom right gives an abbreviation. In the last room you leave the Luigision on the top left and walk through the big door to Kamek.
Kamek: First fight
When copying, keep an eye on the real Kamek. His laughter also betrays him. As long as he is floating, you attack with jumps. With the magic bullets you only jump when they really reach Mario; then you can counter the approaching real Kamek with a jump on the head.
For the symbol attack, you remember order and form. You fend off circles looking down, squares looking up. A triangle with a point up comes from the right, one with a point down from the left. Turn Mario accordingly and use the hammer. As soon as Kamek flees, you can return via the left warp pipe and the dream portal.
Second Floor: Bombs and Wind Machines
Go north to the elevator in the real world. At the top you pass the rolling bombs in their gaps and use the side platforms as intermediate stops. Further north you reach the high right platform as ball hop. Activate the hat blocks in the northeast and up on the northwest pillars. The green warp pipe to the east leads to a color switch for a shortcut to the entrance.
In the eastern enemy area, you first eliminate the Wander Guys. Without their leaders, the chain dogs come together more easily; if they target a brother, you have his hammer ready. Then return to the western passage, cross the middle gap above and activate the next Hut crystal block.
The further path leads to the eastern area with three wind machines. Hit the middle and the right with the hammer. The bombs must now roll unscathed to the left up to the turquoise color switch. If the cage is open, you return to the dream access through the northeastern corridor.
Second Dream Zone: The Rising Lava
Go to the right in the dream. A large tail Goomba accompanies the robo-coopas. Steer his rush so that he takes the little Enemies with him, and jump out of his path at the last moment. If he falls down on Mario after a flip, you counter instead with the hammer.
Behind the wide passageway it goes up with the beard trees. Drag the branches against the desired flight direction and let Mario rush to the next safe platform. This is where the lava rises: Focus on the ascent and skip an optional coin swipe when it interrupts your rhythm. At the top right is the exit. Save before the next gear.
Kamek: Second Fight
The symbol counters work as in the first meeting. New are Goombas and Stachis in the attack series: You can jump on Goombas, the spiky Enemies you let pass under your jump. Continue aiming for the real Kamek and not his copies.
In the Dry Bones, you meet as many skeletons as possible with counterjumps. Then you throw them at Kamek. Aim a little ahead of his direction of flight so that the throw reaches him as he moves on. After enough hits, he also breaks off this fight. Take the green warp pipe on the way back and leave the dream world. In the next section of the castle, more wind puzzles and Kamek’s last fight await.Neo Bowser Castle — Kamek’s Final Battle and Giant Bowser
