Follow World 1 in order, then return for the secret chapter and the routes opened by Beep-0’s new exploration ability.
In this world
- Chapter 1-1: Unlikely Heroes
- Chapter 1-2: Flower ‘Bud’
- First visit to Peach’s Castle
- Chapter 1-3: Danger From Above
- Chapter 1-4: Welcome to the Jungle
- Chapter 1-5: Brother, Where Art Thou?
- Chapter 1-6: On the Bubble
- Chapter 1-7: Do U Stack Up?
- Chapter 1-8: Precarious Pillar
- Chapter 1-BOSS: Top Banana
- Secret Chapter 1-S: The Hidden Bridge
- After World 1
Chapter 1-1: Unlikely Heroes
Follow the opening tutorial with Mario, Rabbid Peach and Rabbid Luigi. In the first fight, use the available blaster attacks to remove the two weak Ziggies. The next arena introduces movement: select a path through an enemy for a Dash, then finish behind cover with a clear shot.
Plan the movement and firing angle together. In Kingdom Battle, an unused movement action can still be taken after shooting; movement and attack can be used in either order. Each action can only be spent once per turn. Use a teammate to extend a jump, but check the landing’s firing angle and enemy reach before confirming. Between fights, follow the side path and collect the eight red coins inside the ring challenge for Mario’s Rumble Bee weapon.
Chapter 1-2: Flower ‘Bud’
Use Dashes to weaken the front Ziggies, then concentrate weapon attacks until one target is defeated. A surviving enemy with little HP still gets a turn, so finishing one is usually better than spreading small amounts of damage across all four.
At the Sunflower, finish the encounters and explore the colored-pipe area. Yellow, red and blue switches change which routes are open. The wooden blocks cannot yet be moved; remember those chests for the return trip after Rabbid Kong. Continue to Peach’s Castle when the story directs you there.
First visit to Peach’s Castle
Use Battle HQ to equip weapons and later change the active team. The Museum displays collected artwork, music and models. The Time Washing Machine is the replay point once its functions become available. New weapons may be unlocked for purchase rather than placed directly into a character’s hands, so check both the shop and equipment selection.
Take the cannon back to Ancient Gardens. You do not yet have every exploration ability: a blocked side path is often a later return visit, not an invitation to keep pushing an immovable block.
Chapter 1-3: Danger From Above
Hoppers use their teammates to reach high ground. Take the TactiCam explanation, inspect their movement and avoid ending beside a pipe that lets them immediately flank you. Use a pipe or Team Jump to obtain a high-ground firing angle of your own, then finish an exposed target before the enemy turn.
The second battle is a Reach Area objective. Move one hero toward the marked destination using the right-hand pipes and a useful jumping partner; the whole team does not have to occupy the finish. Remove enemies that block the route, but leave distant reinforcements alone when the next movement can end the battle.
Chapter 1-4: Welcome to the Jungle
Mario gains Hero Sight, Rabbid Peach has Shield, and Rabbid Luigi has Super Barrier. Activate Hero Sight before an enemy is forced to move or before ending the turn. Keep the target within line of sight: activating it behind an obstructed angle does not guarantee a reaction shot.
Explosive cover can displace enemies, while full cover protects only against attacks coming from the blocked direction. Spread the heroes enough that one explosion does not hit everyone. After the battles, work through the hedge-and-stone maze by trying its open corridors and operating the colored switches; collect the red-ring reward before leaving the accessible branch.
Chapter 1-5: Brother, Where Art Thou?
Use the pipes to reach elevated positions in the first arena. Let each Rabbid handle one side while Mario obtains a high-ground angle. Take the healing Mushroom between encounters before starting Pirabbid Plant.
Pirabbid Plant fires explosive shots that can reach beyond cover and inflict Burn. Separate your heroes so one projectile does not hit several. Defeat the supporting Ziggies, then surround the plant from safe angles. Hero Sight supplies extra damage when the boss moves; Shield or Super Barrier helps a hero who cannot reach full cover.
Winning frees Luigi and opens the Skill Trees. Equip his Precision weapon and consider his Sentry and movement upgrades. Power Orbs can be reset without paying coins, so adapt the build to the next mission rather than treating an early purchase as permanent.
Chapter 1-6: On the Bubble
You may now adjust the team, with Mario required and at least one Rabbid in the remaining slots. Luigi brings long range, a Sentry and Steely Stare; Rabbid Luigi supplies Dashes and control. Keep Luigi away from attacks rather than putting him in the front merely because he can reach it.
The Chain Chomp in the second fight attacks the nearest eligible target without distinguishing heroes from enemies. Leave a wounded Hopper closer to it than your own party, then use the resulting damage to finish the enemy. Inspect the Chomp’s next target before ending the turn; it is a battlefield hazard you can exploit, not a controllable ally.
Chapter 1-7: Do U Stack Up?
In the defeat-count encounter, eliminate the required number of enemies rather than chasing every reinforcement. Concentrate on reachable, injured targets and use Sentries against Hoppers behind cover.
The next arena introduces Smashers during a Reach Area mission. They chase the attacker after a weapon hit. Dashes do not trigger that chase, but a shot or reaction shot can pull one unexpectedly close. Use pipes and Team Jumps to pass it when fighting is unnecessary. If you choose to attack, check the new distance after every reaction; Hero Sight and Steely Stare can trigger another dangerous chase.
Chapter 1-8: Precarious Pillar
The tower combines three encounters with pipe-alignment puzzles. Use Dashes and focused shots against the first Ziggies and Hoppers. In the larger arena, keep Smashers separated from the team, attacking from a distance only when their resulting chase cannot reach a vulnerable hero.
At the first tower puzzle, move the colored segments until the attached pipe ends form one continuous route upward. At the rotating-disc puzzle, begin with the lowest blue segment and connect it to the entrance you intend to use; align the middle segment and then the top segment. The third entrance reaches five Power Orbs, while the fourth, far-right entrance continues to the next battle. Work from the current pipe connections if you have already moved a switch.
The final battle includes a Chain Chomp and Smashers. Make an enemy its nearest target, then finish weakened enemies to reach the required defeat count. Do not hit a Smasher if its chase would make your hero the Chomp’s new nearest target. Restock weapons and adjust skills before climbing to Rabbid Kong.
Chapter 1-BOSS: Top Banana
Rabbid Kong restores his health when he changes position, giving the fight three phases. His opening shockwave damages and pushes exposed characters, so use full cover. Ziggies support the first position, Hoppers the second and a Smasher the third.
Drop his bananas by activating the pressure plate in front of him. A Sentry from Luigi or Rabbid Peach can trigger it without leaving a hero beside Kong for the heavy retaliation. Once the bananas fall, combine the team’s attacks on the vulnerable boss. Prepare another Sentry or an appropriately protected approach for the next position.
Clear nearby helpers when they threaten the plate route or your firing positions. In the final phase, avoid a careless Smasher reaction chain while concentrating on Kong. Winning unlocks Beep-0’s Move ability, the world’s regular Challenges and the return route for its blocked collectibles.
Secret Chapter 1-S: The Hidden Bridge
Return to Bamboo Islands after obtaining Move. At the colored-block area, push the two wooden blocks onto their floor plates and activate the bridge switches. Follow the raised sections into the secret chapter and open the Power Orb chest at the entrance.
In the first fight, remove exposed Ziggies and Hoppers while controlling the Smasher from beyond its chase range. Use a Sentry or a pipe route when direct movement would leave a hero open. After winning, collect the side chests and activate the next bridge section.
The second fight is a stronger Pirabbid Plant encounter with more troublesome support. Remove the enemies blocking safe firing angles, then surround the boss. Spread out against the explosive shots and save healing for damage you cannot avoid. Complete the final bridge connection and collect the Power Orbs and models before returning to the main path.
After World 1
Use Move throughout Ancient Gardens before leaving: the wooden blocks reveal chests, shortcuts and Challenge Rabbids. The secret chapter and stronger purchased weapons also help when replaying earlier fights for a Perfect rating. That rating depends on the turn target and surviving heroes; losing a hero can spoil an otherwise fast clear.
Finish the return routes you can reach, then use Peach’s Castle to enter Sherbet Desert. Later abilities will still open some side paths elsewhere, so an inaccessible object does not mean the current world is broken.
Collectibles and Challenges
All collectible and weapon chests · All ten world Challenges
