The Duel of the 100 begins
After entering the dark blue world door, you reach Sammer’s Kingdom. Already at the first glance into the sky it is noticeable that the emptiness here is much larger than in the previously visited worlds.
Run right over the bridge and enter the first gate. In the following area, you will meet a frightened adventurer who has apparently fled from one of the local warriors.
Continue to the right and you will meet Jade Blooper, the guardian of the first gate. He challenges you to a duel.
The first stretch is not very dangerous yet. Switch to Bowser and use his fire breath or attack Jade Blooper with Cudge. After a few hits, the fight is over.
Then King Sammer appears. He explains to you the rules of his traditional tournament: Whoever defeats all 100 stretches of his kingdom receives the Pure Heart.
Since the heroes desperately need the Heart, they have no choice but to take on the challenge.
Important: In the normal course of history, you do not have to defeat all 100 stretches at this point. The chapter will begin after the 20th. Fight interrupted. The complete duel of the 100 can only be completed after the main story has been completed.
Go through the next gate and face the other fighters.
The best tactic against militaries
The following rooms are structured very similarly: After a short speech, a corner attacks you each. Once you defeat him, the gate opens on the right.
Most fights can be ended quickly with Bowser. His fire breath causes great damage and pushes back many stretches. Stay on the left edge of the battlefield, wait until the opponent approaches, and spew fire toward him.
Bowser becomes even more agile in combination with Carrie. While standing on the Pixl, you can quickly retreat and use Bowser’s fire breath at the same time.
If the opponent wears a smooth helmet, you can also jump it from above. Due to Bowser’s increased attack power, few hits are often enough.
For a helmet with Spike Trap you should refrain from jump attacks. Used instead:
Bowser’s Fire Breath Boomer Cudge Thoreau
Mario is a good alternative against particularly fast or jumping opponents. Briefly switch to the 3D view when a corner sets you in a corner. You can walk past it sideways and reposition yourself.
Princess Peach can protect herself under her umbrella. This method is especially helpful if an opponent rushes towards you immediately after the start of the fight.
Some stretches receive support from a ninjoel attacking from above or from the side. You can turn off the helper first or focus exclusively on the actual stretches. But be careful not to get caught between both opponents.
Piekso is also useful. Activates its shield immediately before an enemy hit. The barrier protects you and hurts the stretch when touched.
If necessary, heal yourself between the duels over the inventory. Especially a Life Mushroom can be helpful if you suffer damage in several fights in a row.
The first ten stretches
In the first ten goals you will meet the following opponents:
1. Jade Blooper 2. Hills With Eyes 3. Puffing Fist 4. Squatting Birdo 5. Leeping Cheep 6. Master Wiggler 7. Shoe of Kuribo 8. Guy Who Fry 9. Screaming Mantis 10. Koopa clan clan in Winter
The first nine stretches differ mainly by their speed, their jump height and their helmets. Against the normal variants, Bowser’s fire breath almost always works without problems.
Some party members jump towards you right at the beginning of the duel. In this case, first runs back a bit and waits for their landing. Attack only after that.
Koopa clan in Winter at the tenth gate is significantly larger and more resistant than its predecessors. However, its size makes it slow at the same time.
Stay at a distance with Bowser and continuously breathe fire. Koopa clan in Winter is repeatedly pushed back by the hits and hardly gets the opportunity to attack himself.
After the victory, use a healing object if necessary before going through the next gate.
The stretches eleven to twenty
In the second half of the chapter, you can expect:
11. Footsteps of Coins 12. Urchin Lung 14. Swollen Tongue 15. Slipping Grip 16. Clammy Hand 17. Forbidden Slap 18. Hairy Arantula in the Grass 19. Another Castle 20. Rolling Thwomp
From the eleventh goal, faster variants and opponents with spiky helmets occur more often. Therefore, check before a jump exactly whether you can hit the stretch safely from above.
Coin aisle and side stachi can still be fought well with Bowser. Stay away with your fire breath.
Crow Who Eats moves more hectic. Mario can easily avoid his jumps. Wait until it lands and then attack with Cudge or a normal jump.
The three stretches Slipping Grip, Clammy Hand and Forbidden Slap belong to the so-called Watschenakademie. Their dialogues are connected, but playfully you can still use the same basic tactic.
Bitewicht is particularly small and fast. Don’t stay in the middle of the battlefield. Place Boomer on the floor and lure him into the explosion or use Bowser’s wide-ranging fire breath.
Another Castle is more resilient, but moves relatively slowly. Attack him with Cudge or Bowser and pull back after each hit.
At the twentieth gate awaits the great rollwummp. He tries to roll you over and crush you through the battlefield.
Switch to Bowser and keep as much distance as possible. As soon as Rolling Thwomp comes to you, you breathe fire. Avoids its rolling attack by jumping or briefly switching to the 3D view.
Alternatively, you can drop Boomer in his career. Wait until Rolling Thwomp gets into the explosion radius and detonate the bomb.
Repeat the attacks until the twentieth corner is defeated.
The Void Devours the Sky
After the 20th victory, the tournament is suddenly interrupted. The Void over Sammer’s Kingdom continues to grow and now covers much of the sky.
Count Bleck appears and has a tense conversation with Tippi. Further references to his past and his connection to Timpani become clear.
The inhabitants now realize that there is hardly any time left for their kingdom. The duel of the 100 will be aborted for the time being and the following stretches will no longer compete against you.
Run immediately to the right and go through the next gates. You don’t have to fight another fight.
Crosses the areas of the gates in succession:
21 – 22 – 23 – 24 – 25.
Some of the stretches are already exhausted on the ground or have fled from the growing void. Do not stay longer than necessary and continue to the right.
After a total of five more gates you reach the Star Block. Jump against it to close chapter 6-1.
Although you have only defeated 20 of the announced 100 Recken, but the imminent end of Sammer’s Kingdom does not allow any more regulated tournament operation.
In Chapter 6-2: Sammer’s Early Duels, you must visit King Sammer and try to get the Pure Heart in time.

