Defeat the boss of Spooky Trails to unlock its ten regular Challenges. Speak to the Challenge Rabbids on the return route. Reset Power Orbs for free before a movement puzzle or a one-turn damage objective; an ordinary story build may not have the required jump distance or Dash damage.
Choose a Challenge
- So Close, Yet So Far — Reach the area, 3 turns
- Throw Caution to the Wind — Reach the areas, 1 turn
- We're Not Alone — Defeat all enemies, 2 turns
- Behind the Eight Ball — Defeat eight enemies, 1 turn
- Boo Blockade — Escort Toadette, 5 turns
- Go for a Stroll — Reach all three areas, 3 turns
- Off the Chain! — Defeat all enemies, 6 turns
- Blink and You're Inked — Defeat all enemies, 1 turn
- Return Engagement — Defeat all enemies, 5 turns
- Graveyard Tour — Escort Toadette, 15 turns
1 — So Close, Yet So Far
Location: Spooky Square between the green and blue paths. Objective: Reach the area. Limit: 3 turns.
Use a mobile hero, Itchy Feet and available Team Jump distance to work inward toward the central area. Keep jumping partners on the useful side of each ring rather than sending everyone along the same outer curve.
Avoid Boos when possible: their random warp is not a guaranteed shortcut. Remove only an enemy blocking the route or a necessary landing. A single hero reaching the center is sufficient; the other seven enemies do not all need to fall.
2 — Throw Caution to the Wind
Location: Spooky Square between the blue and red paths. Objective: Reach the areas. Limit: 1 turn.
The small yellow spots are staging positions for the tornado, not substitutes for the large destinations. Remove the Ziggy occupying the central staging tile with a weapon or Sentry before moving a hero onto that exact cell; a Dash path cannot end on the enemy’s original tile during that same move.
Place two heroes on the indicated small spots and use Luigi’s long Team Jump to place the third beside the northern destination along the tornado’s route. End the turn so the wind carries the heroes into the final areas. Preserve Mario as a jumping partner until the distant placement is complete, and avoid unnecessary shots that alter the planned enemy or hero positions.
3 — We’re Not Alone
Location: Beginning of the 3-3 battlefield. Objective: Defeat all enemies. Limit: 2 turns.
The five Hoppers act first, often bringing them close enough for combined movement damage. Survive their opening, activate M-Power and use Rabbid Mario’s Magnet Dance to gather targets for a Boomshot.
Rabbid Yoshi can Dash several enemies and use Scaredy Rabbid to force movement into a prepared Hero Sight line. Finish damaged Hoppers in the second turn rather than leaving all five partly injured.
4 — Behind the Eight Ball
Location: End of the 3-3 battlefield. Objective: Defeat eight enemies. Limit: 1 turn.
The seven weak Ziggies are efficient targets. Plan multiple Dashes through them, then use Magnet Dance and area damage on the remaining group. Mario adds Stomp and hammer damage against a tougher target for the eighth defeat.
The two Bucklers behind the start need not be your priorities if the other eight are reachable. Check which enemy remains after each action and spend the final attack on that target, rather than distributing damage to a shielded enemy that will survive.
5 — Boo Blockade
Location: Upper middle of the first 3-4 battlefield. Objective: Escort Toadette. Limit: 5 turns.
Clear the Hoppers threatening Toadette’s next position and apply Itchy Feet before she moves. Toadette cannot Team Jump. Use her walking range and pipes, with the combat heroes removing threats farther along the route.
Avoid unnecessary contact with the Boos; if a warp occurs, reassess the escort’s position instead of assuming a fixed destination. Flank or displace a Buckler only when it blocks the final approach. Keep healing close enough to recover Toadette without losing a whole movement turn.
6 — Go for a Stroll
Location: Second battlefield of 3-4. Objective: Reach all three areas. Limit: 3 turns.
Split the heroes between the three destinations. Give Luigi the longest route and keep Mario a useful Stomp target and jumping partner. The third hero should take the route that can be reached without waiting for either brother to return.
Control nearby Smashers and use protection when a runner must remain exposed. Do not attack one merely to create movement unless you have checked the knockback direction. Keep the reached areas occupied until the last hero arrives.
7 — Off the Chain!
Location: Spooky Square between the green and purple paths. Objective: Defeat all enemies. Limit: 6 turns.
Remove the Supporters before they restore the bosses. Concentrate on a reachable low-HP boss such as Blizzy, then move to the next target instead of damaging every boss at once. Leave enemies nearer to the Chain Chomps than your own heroes for extra hazard damage.
Calavera has a directional shield and must be flanked. Sandy uses a temporary protective technique, so a rear angle alone does not remove its protection. Use weakening, healing and safe cover to survive the enemy phase while reducing the number of active attackers.
8 — Blink and You’re Inked
Location: First battlefield of 3-7. Objective: Defeat all enemies. Limit: 1 turn.
The opening Ink blocks weapon attacks. Invest in multiple Dashes, Dash damage, Mario’s Stomp and any cleansing movement options before entering. Move a hero through several weak Ziggies, then use the remaining heroes’ Dashes and Stomp on the tougher Smasher.
Do all intended Dash contacts within that hero’s single movement path; you cannot return later to spend another movement action. Cleansing Jump can reopen weapon options for an affected ally, while available techniques still function under Ink. Choose the sequence before moving so the hero who needs to cleanse or jump from a partner remains in range.
9 — Return Engagement
Location: Second battlefield of 3-7. Objective: Defeat all enemies. Limit: 5 turns.
The Supporters are the first priority. Gather a reachable group with Magnet Dance and finish it with M-Power-assisted area damage. Separate Valkyries from their allies or remove them before spending several attacks into a protected formation.
Once the support is reduced, obtain side angles on the Bucklers and Calavera. Use pipes and Team Jumps while preserving the healer’s safe position. This is a full-clear challenge, so unlike a boss-only objective, ordinary survivors must also be defeated.
10 — Graveyard Tour
Location: Beginning of the 3-8 battlefield. Objective: Escort Toadette. Limit: 15 turns.
Bring sustained healing and protection for the long escort. Clear the Smasher near the start, then move Toadette between safe walking stops and pipes. Peach and Rabbid Peach can cover the recovery roles; Luigi is an alternative when extra movement is more useful.
Toadette cannot jump from teammates. Keep combat heroes ahead to remove a Supporter or Peek-a-Boo controlling the next section, while leaving a healer within reach. Use the generous limit for a recovery turn when necessary and ignore reinforcements that no longer threaten her route.
Continue exploring
Spooky Trails story route · World chests · Walkthrough overview
