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Beacon Beach

Mario + Rabbids Sparks of Hope guide hub

Beacon Beach is the first planet in Mario + Rabbids Sparks of Hope. Complete In Deep Water to recruit Edge, then restore the Lighthouse during Come Rain or Shine. The return route covers eight battle Sparks, eighteen Memories and the optional challenges, including the Giant Goomba once twelve Sparks have been rescued.

Story walkthrough

Prologue — Peach’s Castle

For An “Overall” Nice Day, shake the sparkling bush in the castle garden, pick up Rabbid Mario’s overalls and return them to him. Follow the tutorial attack to reach Rabbid Peach, keeping Mario behind cover while learning movement and weapon targeting.

Inside the Darkmess Manta, Dash an egg, pick it up and throw it at a Darkmess Eye. Destroy the accessible eyes, use the Team Jump route to the other platform and destroy the last eye there. In Headlong into the Unknown, combine Dashes against Goomba lines with weapon attacks on the remaining enemies. Activate Starburst with the intended attackers in range before their damage actions. Escape aboard the WM ARC.

In Deep Water — reach Sunrise Temple

Reflector joins when you arrive. Follow the objective into Beacon Town and win Explosive Situation. Dash a Bob-omb to disable it, then pick it up and throw it into another enemy group before ending the turn. A throw is more useful than wasting several weapon shots on the same formation.

Talk to Augie and head east toward Sunrise Temple. Crossing the Battleground is a Reach Area mission: use Team Jumps to advance one hero to the finish, fighting Scopers only when they control the necessary route. Victory awards Pyrostar.

Inside the catacombs, clear the water channels by moving the blocks out of the stream. Use the gaps as storage spaces while shifting the remaining blocks; do not block the channel again while making the final crossing. Lower ladders for the return trip and follow Twinkle toward the inner chamber.

Temple Rescue and Driven to the Edge

Complete Temple Rescue before entering the second encounter. Check HP before the transition because the next battle follows immediately. Edge joins for Driven to the Edge with Exosphere, and the Giant Wildclaw becomes the main threat.

Keep the heroes on separated sides of the arena. The Giant Wildclaw advances toward a hero after being attacked, so alternate attacks from safe distances instead of allowing every shot to draw it toward the same exposed hero. Inspect the displayed movement response and remove a Scoper that prevents a safe firing angle. Exosphere reduces nearby allies’ damage when activated in range; Rabbid Peach supplies recovery.

Win to recruit Edge permanently and obtain the first Purified Darkmess Energy Crystal. Twinkle is an exploration character, not one of Beacon Beach’s eight equippable Sparks.

Come Rain or Shine — climb the Lighthouse

Return through the temple’s exit route toward Beacon Town, opening Basement Treasures on the way. Follow Twinkle to the Lighthouse. In Light Your Fire, use Splash attacks against Flamin’ Stooges rather than applying their own Burn element. Victory provides Aquanox.

At the bottom of the Lighthouse, defeat the enemy guarding an egg. Dash and carry the egg to the Darkmess Eye obstructing the route. Higher up, push the crate onto the glowing floor plate, collect the yellow cube behind the lowered barrier and place it in the matching device. Clear the next enemy-and-egg obstruction, then use the next crate plate to finish opening the stairs.

A Light in the Darkmess

At the top, destroy the Darkmess Eyes on the central structure. Move to obtain angles on the eyes at different heights; an eye hidden behind the pillar cannot be hit merely by choosing a long-range weapon. Rabbid Luigi’s Discruptor and Mario’s aerial attacks help with separate visible targets when the relevant skills are unlocked.

Concentrate on the eyes and remove a Flamin’ Stooge or Wildclaw when it threatens the next firing position. Keep the heroes within healing reach without placing them all in one explosive area. Winning awards Toxiquake and the second energy crystal, restores the sun and opens travel to Pristine Peaks.

Sparks on Beacon Beach

Reflector, Pyrostar, Exosphere, Aquanox and Toxiquake come from the story. Rescue Electrodash through From Bad to Worse, Aquadash through Cheep Beats and Bleepstreets, and Screech through the Secret Zone. Starburst was already obtained during the prologue.

All Spark locations and abilities

Side quests and hidden routes

Arch of Darkmess

Clear the Darkmess near the arch northwest of the WM ARC. Use Dashes against Goomba rows and throw disabled Bob-ombs into clustered enemies. Follow the displayed defeat counter rather than chasing every distant reinforcement.

The Bottom Rung of Darkmess

At the lower beach, clear the puddle covering a rock and ladder. Defeat the eight required enemies, then climb the freed route and open the nearby Bob-ombs Memory reward.

Bob-omb Hunt

Accept the request to defeat three roaming Bob-ombs. Two are readily accessible around the beach; the third is behind the obstruction cleared during Cannonball! Track all three marked battles and complete the request afterward.

Cannonball!

Behind the landing area, shake the tree near the umbrella for a blue ball. Put it in the cannon’s device, travel to the small island, Dash and pick up the egg, then take the cannon back. Throw the egg at the Darkmess Eye to open the lower beach, where the hidden propeller chest and third hunt target can be reached.

Goomba Hunt

Speak to the frightened Rabbid inside Sunrise Temple and defeat the three marked roaming Goombas. Explore the temple entrance route, the block-water puzzle’s far side and the throne-room area. In battle, line up Dashes through several Goombas before using weapon attacks.

The Riddle of the Sunrise Temple

In the statue room, turn Augie, the outcast carrying a bag, toward the sun and turn the sun toward him. Turn the king and his favored son toward each other as the other pair. The chest appears once both pairs face correctly; use the statue identities rather than assuming a fixed number of rotations from an altered starting state.

Basement Treasures

Use the temple exit leading through the basement of a Beacon Town house. Pull the crate to the right to reach the propeller chest before climbing out into town.

Ceramic Panic

In the southeastern temple side cave, help the blue Toad trapped in Darkmess. Use movement and Team Jumps to reach the marked area. Remove enemies that control the landing or have reaction shots, then continue into the freed cave for Behind the Clay Jars.

Behind the Clay Jars

After Ceramic Panic, explore behind the huge white jar. Pull the wooden crate out of the passage, collect the blue ball at the back and carry it to the empty blue device near the cave entrance. Open the propeller chest that appears.

Red Coin Challenge

Enter the red ring on the northern beach and collect all eight red coins before time expires. Sprint with X and follow the loop back toward the starting section rather than reversing midway.

Green Coin Challenge

In the upper catacomb route near the Lighthouse exit, lower the nearby ladder before starting the green ring. Follow the five successive groups, using that ladder and the pipes to reach the lower route without a detour.

Blue Coin Challenge

Take the blue pipe on the Lighthouse’s lower level. Activate the P switch and collect each blue group in order. Completing the course also provides Galactic Atlas: Beacon Beach.

From Bad to Worse

Find the talking well in the temple catacombs. Arrange the four Augie portraits so their face outlines, eyes and backgrounds connect correctly. Follow Electrodash into Kablooey Hooey; Dash Bob-ombs and throw them into the Darkmess Gate while keeping the carrier’s route clear. Ordinary enemy kills do not replace damage to the gate. Victory recruits Electrodash.

The Darkmess Outside the Lighthouse

Take the descending path left of the Lighthouse. Carry the yellow cube south along the beach to its matching device, enter the opened white pipes and climb to the Darkmess fight. Winning opens the route needed for the statue puzzle and Secret Zone approach.

The Secret of the Statues

After clearing the outside-Lighthouse route, destroy its remaining Darkmess Eye with the available egg. Carry the triangular stone to the matching device at the large shore statue and open the propeller chest.

The Dopest Catch

Talk to Victor near the pool behind the arch area. Dash a Sillyfish, pick it up and throw it when the pool highlights as a valid target. Aim for six to reach the record reward; restart if a failed pickup wastes too much of the early route. Catching a fish and throwing it into the correct pool are separate steps.

The Goomba with the Pot on its Head

On the northwestern island, survive six turns against Armored Goombas. Weapons cannot defeat their armor: Dash them over, pick them up and throw them out of bounds. Keep doing this as portals replenish the enemies. Afterward collect the Vintage Discruptor skin and nearby Memory.

The Pugilist and the Princess

Clear the southern-town puddle with the fixed duo of Rabbid Mario and Peach. Peach’s Team Barrier protects their approach while Rabbid Mario supplies close-range area damage. Remove weak support before a Wildclaw closes in. The reward includes the Steampunk Dukes skin.

Atoll of Darkmess

After the story, clear the Darkmess on the small coastal atoll. Recover HP first and choose Sparks using the enemy weaknesses in Tacticam. The limited space favors protection and controlled displacement over spreading the team beyond healing range.

Cheep Beats and Bleepstreets

After restoring the sunlight, speak to DJ Cheep Tuna east of town. Retrieve both records from the Bob-omb area and deliver them separately. In Take it to the Bridge, destroy the twelve Darkmess Eyes; use the Discruptor on several visible eyes and keep approaching Wildclaws away from the team. The reward is Aquadash and the DJ Cheep Tuna Memory.

Sunrise Gateway

Clear the southern-town obstruction and enter Madame Bwahstrella’s house. Complete her dimensional battle with a build matching the enemy lineup. Area weapons and several Dashes are more efficient against grouped Goombas than single-target attacks on each one.

Beacon Beach Secret Zone

Buy the Sunrise Key for seven Planet Coins. Reach the colorful door through the outside-Lighthouse route, then descend the Secret Zone’s pipes and ladders. Below Screech, take the lower tunnel for the green triangle and carry it back to the device near the ladder. The barrier vanishes and Screech joins. Return for the timed trial and Vintage Boom-Brella skin.

A Truly Ginormous Goomba

Return to the golden temple pipe with at least twelve Sparks. Defeat the Giant Goomba using focused physical damage and protection rather than relying on elemental status or a Dash. Keep the heroes separated and protect the one in its approach path. The first clear awards one Gold Prism; collecting every Planet Coin is not the prism’s trigger.

Finish the return visit

Complete the visible quests and hidden propeller chests, collect all eighteen Memories and finish the Secret Zone again under its timer. The Giant Goomba requires a later return with twelve Sparks. Do not count Twinkle as an equippable Spark or assume that a story clear alone finishes the planet.

Memory locations · Professor Backpack’s riddles · Gold Prisms and giant bosses

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