This Mario + Rabbids Sparks of Hope walkthrough covers the five planets, Cursa’s Stronghold and all three DLC adventures. Follow the story chapters in order, then return with new exploration powers to finish Spark quests, Memories, weapon skins and the giant-boss challenges. The base game has thirty equippable Sparks and seventy-two Memories; the DLC collections are separate.
Choose a chapter
Start at Beacon Beach for the prologue and early battles. Palette Prime’s two story branches can be tackled in either order. Use the planet pages for the story route, optional quests and return visits.
Sparks, puzzles and collectibles
Each reference guide links back to the relevant planet, so a missing collectible can be combined with nearby side quests.
- All 30 base-game Sparks and the DLC Sparks
- Professor Backpack’s riddle solutions
- Gold Prisms, giant bosses and Spark skills
- All 72 base-game Memory locations
DLC walkthroughs
The Tower of Doooom is a separate challenge mode with randomized expeditions. The Last Spark Hunter takes place in the Melodic Gardens with the nine main heroes. Rayman in the Phantom Show has its own fixed three-hero team and progression.
Build a reliable team
Use Tacticam before assigning Sparks. Check the objective, enemy movement, reaction shots and elemental weaknesses, then choose a damage dealer, a way to cross the battlefield and enough protection or healing for that particular encounter. A Reach Area battle can end as soon as one hero reaches the goal; fighting every reinforcement often makes it harder.
Move, Dash and arrange Team Jumps before committing to weapon attacks. Firing normally ends that hero’s movement for the turn. Rabbid Mario can overcome this restriction after unlocking No Limits; do not assume every hero can shoot and then retreat. Spark activations and hero Techniques also need action points, so plan the complete turn before spending the second point.
Starburst rewards keeping the attackers in its area for the activation, but they can spread out afterward. Exosphere, Peach’s Team Barrier and Rabbid Rosalina’s Ennui solve different defensive problems: damage reduction, blocked hits and disabling enemies are not interchangeable. Use Ennui after your attacks when you want its targets to remain disabled.
Plan the return visits
Decibel grants Wave Power on Pristine Peaks, Twinkle grants Scan Power on Palette Prime, and Drizzle upgrades Wave Power on Terra Flora. Revisit earlier planets when these powers open blocked or invisible routes. Secret Zones require their planet’s key, and a second timed visit rewards a weapon skin.
The giant-boss pipes have Spark requirements, so several cannot be finished on the first visit. Buy the shop Memories and weapon skins with Planet Coins, finish the hero-duo missions and check the hidden propeller chests as well as marked Darkmess puddles. The chapter guides distinguish first-visit objectives from later cleanup.
