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The Tower of Doooom

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The Tower of Doooom is a ten-floor expedition with changing heroes, Sparks and battlefields. A fixed floor-by-floor route cannot account for every run. This guide explains how to choose rewards, preserve the party, clear the two guaranteed boss floors and complete Classic Mode plus all eight Premium levels.

Start with Classic Mode

Classic Mode begins with four heroes, four Sparks and 150 coins. Check who is available before buying skills: your usual campaign composition may not exist in this expedition. Allocate movement and survival upgrades before committing every prism to a damage combination that needs a missing hero or Spark.

Classic Mode allows difficulty changes outside battles. Clear all ten floors to rescue Spawny, obtain Mario’s Sassy Dual Slinger and unlock Premium Mode. The campaign’s tutorial systems are useful preparation, but campaign levels and equipment do not simply turn the Tower into a continuation of your main save.

Choose the next portal by what the team needs

Each floor presents one to three battle portals with rewards shown in advance. You take one battle on that floor, so compare its objective and enemy field with the reward. A new hero can provide a missing healer or an additional team option; a new Spark can supply the element needed for a boss; healing may be more valuable than another damage upgrade when the current party is close to defeat.

For Reach Area, invest in a safe movement chain instead of eliminating the whole field. For a limited enemy count, defeat exposed targets and stop pursuing distant ones once the requirement is within reach. For Destroy Darkmess Eyes, first check which heroes can get a clear angle. In a Survive battle, protect the team and control enemy turns rather than overextending for an unnecessary kill.

Once a battle ends, the thirty-second coin round begins. Sweep a planned loop through nearby coin groups and use the traversal options instead of changing direction repeatedly. Those coins matter because the expedition does not offer the campaign’s paid Team Heal option.

Keep enough recovery for the next floor

SALESBOT appears between rounds, but coins cannot be exchanged for a Team Heal. Save healing items for when they prevent a defeat, and value healing rewards when choosing portals. A party with excellent damage but no answer to several injured heroes can lose to an ordinary transition floor.

The Tower-exclusive cards The Strongman, The Healer and The Weakling provide randomized attack, recovery and protection effects respectively for the user and nearby allies. Read the item description and position allies in range before use. Their variable results are a bonus; do not build the only possible survival line around receiving the best roll.

Use recovery before a dangerous enemy turn rather than waiting for every hero to be critically injured. Rotate available heroes when that produces a healthier team for the next objective, while keeping a movement plan and enough damage to finish the floor.

Floor 5 — survive the Giant Wildclaw for five turns

The fifth floor always uses the Giant Wildclaw and a five-turn survival objective. You do not need to defeat the giant. Inspect its approach and separate the heroes so one advance cannot threaten the entire team.

Attacking a Wildclaw can provoke movement toward the attacker. Avoid unnecessary hits that bring the giant into an injured hero’s position. Fight supporting enemies when their firing lanes or reaction shots prevent your escape, then move to the next safe area. Fortify, Barrier, invisibility or disabling support can be more useful than a small amount of boss damage.

Plan the last survival turn as carefully as the first. Ending with one unnecessary attack is not worthwhile if its retaliation removes the last healthy party member.

Floor 10 — defeat the giant boss

The final floor chooses from Giant Goomba, Giant Squashette, Giant Depleter, Giant Magikoopa and Giant Magnafowl. Unlike floor 5, the giant must be defeated. Inspect the actual boss and supports instead of assuming the same strategy works for all five.

Against a Squashette, spread out before its landing attacks. Against a Depleter, check its active counter and avoid a string of weak attacks that lets it retaliate or recover safely. Against a caster-heavy field, remove the support that can disrupt the planned boss turn. Use the turn’s strongest damage combination only after the route and protection are established.

Keep a recovery item or ability available for the point where the boss survives with low HP. Spending every resource on an incomplete burst can leave the team unable to finish. The goal is a completed expedition, so a controlled extra turn is better than a failed damage gamble.

Premium Mode — all eight levels

Premium Mode starts with 50 coins and adds harder modifiers as levels are cleared. Starting Sparks fall from four to three at level 4; starting heroes fall from four to three at level 5. The difficulty is fixed for the selected Premium expedition. Each cleared level unlocks the next and awards a skin:

  1. Sassy Bowzooka — Bowser
  2. Sassy Boom-Brella — Peach
  3. Sassy Blade — Edge
  4. Sassy Discruptor — Rabbid Luigi
  5. The Sassy Dukes — Rabbid Mario
  6. Sassy Kaboomer — Rabbid Rosalina
  7. Sassy Sharpshooter — Luigi
  8. Sassy Triple-Troll — Rabbid Peach

Before starting a harder level, adjust the approach to the modifier rather than repeating the last team automatically. With fewer starting options, a recruitment reward is more valuable, while reduced resources make early needless damage harder to repair. Keep a reserve of coins for recovery instead of buying every attractive offensive item.

Complete the Tower collection

The mode tracks thirty Sparks, nine heroes, twenty-five enemy types and nine weapon skins. These discoveries accumulate across expeditions; they do not all have to appear in one ten-floor run. The nine skins are Mario’s Classic reward plus the eight Premium rewards.

If the collection remains incomplete after Premium level 8, identify the missing hero, Spark or enemy type and choose future portals accordingly. Replaying a route that only offers already registered rewards will not fill that last gap. The Tower does not use a list of hidden Memory probes like the story planets.

Full walkthrough · Spark abilities and Tower level gates · Next DLC: The Last Spark Hunter