Paper Mario Ascension

Paper Mario Ascension is an RPG for the Nintendo Switch. This installment serves as a direct sequel to Super Paper Mario.
==Prologue: The Fall of a Hero==
A letter addressed to the Mario Bros. arrives at their house. In the letter, Princess Peach asks if the siblings will serve as judges for an upcoming competition. Mario and Luigi accept Peach's offer and set off towards the castle. Peach explains that multiple universities will assemble in Toad Town, exhibiting inventions made by a collective body of representing students, and the winning university will receive massive funding. Peach intends to use the upcoming competition to identify candidates to serve as members of a wide-scale project dedicated to improving the quality of life in the Mushroom Kingdom.    
On the day of the competition, college deans from around the world gather in Toad Town with their handpicked teams. Among those in attendance is Mario's old traveling companion, Goombella, who now acts as the dean of the University of Goom. After catching up, Goombella introduces Mario to Goombrain, the leader of her competing team and the Goomdictorian. Mario notices Goombella's team consists of only two members, Goombrain and his roommate, Goombrawn, a rather unusually muscular Goomba. As Goombella starts explaining why that is, one of Spellbinder's students, Furrlo, interrupts their conversation. Furrlo undermines the University of Goom, claiming their university's achievements pale in comparison to the magical prowess of Spellbinder Academy. Goombrain escalates the situation until the headmaster's son, Foy Abradonicous IV, intervenes and apologizes for Furrlo's rude behavior. Goombrain refuses to accept Foy's apology and accuses him of masterminding the whole thing. Seeing Goombrain trying to pick a fight, Goombella steps in to make small talk with Foy, stopping a physical alteration from breaking out.      
After Foy takes his leave, Goombella scolds Goombrain, who promised to be on his best behavior despite his past with Spellbinder Academy. Shortly before the showcase commences, Lucan Abradonicous, the headmaster of Spellbinder Academy, casts a protective barrier around the Mushroom Kingdom to keep out unwanted guests (specifically Bowser). The University of Goom is the last to demonstrate their invention, which Goombrawn places on Goombrain's head. Goombrain's invention is a headband outfitted with two mechanical arms controlled by thought, which shall provide the Goomba race with the appendages they lack.    
Before the demonstration proceeds further, a strange man garbed in military attire suddenly stands before the crowd, demanding Mario to reveal himself. Mario confronts the man, who introduces himself as General Ecliow (surprising Lucan), and challenges Mario to a fight. Mario initially refuses, but when Ecliow threatens Goombella's safety and harms Goombrawn when he tries opposing him, Mario accepts his challenge. Ecliow emerges victorious over Mario, who expresses his disappointment with the plumber, wondering how someone of his stature managed to become the hero of the Mushroom Kingdom. Luigi and Peach's guards attempt to apprehend Ecliow but are swiftly defeated. As Mario fades from consciousness, he witnesses Ecliow launch a full-scale assault on the spectators.   
Mario awakens and finds himself lying on a bed. Goombrain enters the room shortly after and explains what happened. After Mario passed out, Ecliow attacked and kidnapped most of the crowd, including Goombella, Luigi, and Princess Peach. Goombrain managed to evade capture and had Goombrawn use his strength to carry Mario back to his dormitory at the University of Goom, after which Goombrawn collapsed from his injuries and general fatigue. After learning what transpired, Mario vows to rescue his brother, Peach, and the others. Goombrain, expecting nothingness, asks to accompany Mario on his rescue mission, as he is concerned about Goombella's safety, and Mario gladly welcomes Goombrain to his team.   
Goombrain tells Mario that Lucan's barrier should have prevented Ecliow from attacking and suspects his son Foy, who also managed to escape the scene, is somehow connected to Ecliow's unwanted appearance. With a potential lead, Mario and Goombrain hurry to the local police station where the survivors are giving their eyewitness testimony. Mario and Goombrain confront Foy and press him for answers, with Goombrain acting aggressively towards him. Foy's father was among those who disappeared and Spellbinder Academy has been in an uproar with its headmaster gone. Being the headmaster's son, a noteworthy amount of pressure has been placed on Foy, and coupled with the surge of anxiety for his father's well-being, the entire situation has been overwhelming for him. Foy tells Mario only someone with a higher proficiency in the arts of wizardry could have breached the barrier, but Foy denies any involvement and is offended by Goombrain's hostility. Foy tells Goombrain should be ashamed for making baseless accusations and treating a victim of a traumatic event so cruelly. Goombrain takes this as an insult and lunges at Foy before the local authorities break up the skirmish. Mario apologizes for Goombrain attacking him, and Foy is somewhat forgiving, believing Goombrain's actions were a result of his concern for Goombella's safety. Foy hopes that for both their sakes, they manage to find those who went missing before taking his leave. 
Goombrain is left off the hook thanks to Mario, but now left without any other leads, Mario and Goombrain ponder on their next move when suddenly a loud noise disrupts their pondering. Goombrain noticed the sound came from the direction of his living quarters. They rush back to his dormitory, only to find Goombrawn equipped with Goombrain's invention running amok throughout campus. Goombrain explains the device's neural interface was damaged in the chaos of Ecliow's attack, and in its current state, the user can no longer control the arms. Mario and Goombrain pursue Goombrawn, whose destructive rampage inadvertently releases a pack of feral Goombas from the school's laboratory. Mario and Goombrain refocus their efforts to contain the Goombas and manage to neutralize the threat before resuming their chase for Goombrawn. Mario and Goombrain follow the trail of destruction to Goombella's residence and find Goombrawn in her private chambers. 
Mario and Goombrain manage to subdue Goombrawn, after which he asks Goombrawn what he was thinking. Goombrawn reveals he overheard their early conversation and wanted to aid them in interrogating Foy. Goombrawn figured their invention would come in handy if Foy refused to cooperate but was unaware of the damage after putting it on. Despite not knowing the device's condition, Goombrain still cannot believe Goombrawn even attempted to operate the device after the prior incident he caused. Goombrain discloses to Mario that initially, Goombrain and a small batch of other students worked on the device's construction; however, before they could finalize their product, Goombrawn recklessly gave it a test drive in its unfinished state, resulting in the hospitalization of the entire team. Goombrain calls Goombrawn a reckless fool, causing him to storm out sorrowfully. As Mario and Goombrain exit the building, Goombrain notices Goombella's personal computer wide open.    
Going through the log files, Goombrain discovers someone recently accessed the computer and downloaded a file from its system. Goombrain skims through the file's contents and learns about artifacts known as the Unbridled Gemstones from it. According to Goombella's research, the Unbridled Gemstones harbor the essence of thirteen warriors who once defended the planet in a major war. After the war's end, the warriors feared another catastrophic crisis. Hence, they ultimately decided to transfer their life force into a series of gemstones, which would become known as the Unbridled Gemstones. According to the legend, whoever obtains all the Unbridled Gemstones will inherit the strength of the heroic warriors. Goombrain deduces Foy infiltrated Goombella's computer to retrieve the information for Ecliow, who Foy is in cahoots with. Mario notices Goombrain seems dead set on exposing Foy above all else, but Goombrain assures Mario that his top priority is rescuing Goombella and the others. While still unaware of Ecliow's motivations, Mario and Goombrain firmly believe Ecliow intends to use the stones for a sinister purpose. Goombrain believes recovering the Unbridled Gemstones is their best bet to finding their friends and stopping Ecliow, and the two head out towards the northern country of Drasgarda, which Goombella's research suggests may hold an Unbridled Gemstone.   
==Interlude #1==
Within the walls of Castle Megalo, General Ecliow reminisces on the past. In his flashback, a handful of individuals gather on a nearby kingdom's outskirts. Many faces gathered recognize one another, but none know who summoned them all here. Suddenly, Ecliow makes his presence known and reveals himself as their mysterious host. Demanding to know why they were called, Ecliow reveals he has been trying earnestly to retrieve mythical artifacts known as the Unbridled Gemstones, but certain "factors" are preventing him from doing so. Ecliow began seeking outside help, locating influential individuals whose skills could help him achieve his goal, and ultimately determined those standing before him were best suited for the task. Ecliow proposes allying, offering to grant their most profound desires should they agree to lend him their aid in pursuing the Unbridled Gemstones.   
After hearing Ecliow's story, one individual steps forward and scoffs at Ecliow's prospect, but not because he believes Ecliow is bluffing. Ecliow would only have gathered such an assortment of powerful and influential people if he could deliver on his word. Still, given Ecliow's request and mysterious nature, he believes Ecliow is fixated on overthrowing his superior. The man prepares to kill him, but Ecliow quickly dispatches him and assures the man he is not hellbent on succeeding the Donty, knowing full well the amount of work he has put into dismantling the Donty's syndicate. Ecliow is aware his offer sounds preposterous, so he demonstrates his power by granting one of the members present the ability to wield the legendary weapon of his homeland. After seeing Ecliow's power firsthand, the others begin fighting to have their heart's desire granted first, but Ecliow quells the scuffle and interprets their brawl as them accepting his deal. They acknowledge this, and while he does not fully trust Ecliow, the one who tried striking him down also accepts. Ecliow promises he will grant their wishes in time, asking them to return to their respective homes and await further instructions. Ecliow also alerts everyone that he can take away their gifts as quickly as he bestowed them, and should they attempt to backstab him, they will deeply regret it. After everyone begins taking their leave, Ecliow asks the one he blessed with his powers to stay behind for a second, as Ecliow has something else he would like to discuss. 
In the present, Illusia, Ecliow's right hand, appears to inform him that Mario has taken the bait, and their plans are now in full motion. Ecliow is glad to hear Illusia's report and asks Illusia to monitor the situation from afar closely. Elsewhere, Peach awakens in a prison cell, recalling the events that led to her current state. Peach manages to escape her cell but finds the remaining cells empty and wonders what happened to Luigi and the other guests. Concerned, Peach wanders the castle looking for the others. During her search, Peach encounters a guard, gets the jump on him, and uses his uniform to disguise herself. 
==Chapter 1: Conquering the Conquerors ==
Mario and Goombrain travel north until they reach Rough Roots, the region acting as the entry point into Drasgarda. As the pair proceeds through the country's icy fields, they spot Drasgardian locals fending off a horde of Bliges, wildlife indigenous to Drasgarda. The two notice the Bliges' superior numbers overwhelming the Drasgardian fighters, and unable to sit by idly, Mario and Goombrain join the battle. With their help, the Drasgardians emerge victorious, after which one of the combatants approaches the heroes to express his gratitude. He introduces himself as Sledge, a warrior and expert blacksmith of the Forge Bros., a unique race of Hammer Bros. specialized in forging weapons and tools. Sledge is one of the members that make up the Forgers Three, a trio of exceptionally skilled Forge Bros., alongside his brothers-in-arms, Beat and Pound. When questioned about the Unbridled Gemstone by Mario and Goombrain, Sledge claims to be unaware of its existence and believes his leader, Ragnashock, may have the answers they seek back at his village, Tulrades.
At Tulrades, Sledge introduces Mario and Goombrain to Ragnashock, leader of the Forge Bros. Like Sledge, Ragnashock has also never heard of the Unbridled Gemstone but assumes the artifact the pair is looking for slumbers within Divine Passage, an altar sacred to Drasgardian soil. Ragnashock mentions his clan will embark on an expedition to Divine Passage during the next sunrise and invites the heroes to join, which they accept. Ragnashock takes his leave to finish preparations for the upcoming journey while the Forgers Three prepare for a village banquet they are holding later that night. As Mario and Goombrain assist the Forgers Three with the finishing touches, one of the members, Beat, tries to ask the duo something but fails to speak his mind.   
Night falls, and Ragnashock officially initiates the start of the banquet. Mario and Goombrain attend the feast as guests of honor for their heroic feats earlier that day. As the festivities end, Mario and Goombrain depart for their resting quarters, but on their way back, they spot Sledge and Pound getting into a heated argument with Beat. The two Forge Bros. believe their earlier struggle was a direct result of Beat's "shoddy" work, and the clan would have overcome the situation single-handedly had they been equipped with finer weaponry. The conflict escalates further when the two Forge Bros. begin assaulting Beat, causing Mario and Goombrain to intervene, but the two suddenly collapse.   
When Mario and Goombrain regain consciousness, they are stuck inside a hollow pit. While trying to make sense of their current situation, maniacal laughter catches them off guard. The pair find Ragnashock laughing at them from the hole above, revealing that he drugged their food at the banquet last night. Ragnashock discloses he knows of the Unbridled Gemstone's existence, throwing them into the pit to prevent them from getting their hands on it. Before Ragnashock departs, he tells Mario and Goombrain to enjoy the playmate he left for them. Mario and Goombrain are confused by Ragnashock's sudden betrayal, but Beat, who had been dumped into the pit, too, speaks up from the shadows and explains everything to the heroes.   
The Forge Bros. clan was established by a mighty warrior named Roth, who wielded the divine hammer, Nirstrea. After his passing, the clan was left leaderless, so they decreed whoever could harness the power of Nirstrea would be the rightful ruler of the entire Forge Bros. clan. Despite many attempts, Nirstrea remained unclaimed, and the Forge Bros. clan remained unruled. An equal share of power was distributed between every clan member, allowing them to maintain order and flourish into a thriving civilization. However, everything changed when someone claimed Nirstrea; this person was Ragnashock.    
Ragnashock once served alongside Beat as a blacksmith, forging weapons for those who risked their lives to ensure the clan's survival. The duo possessed exceptional craftsmanship skills, ranking them high above the rest of the batch, but Ragnashock strove for greater heights. One day, Ragnashock was contacted by someone named Ecliow; he promised to help Ragnashock become the next ruler of Drasgarda in exchange for his cooperation with finding the Unbridled Gemstones. Ecliow desecrated Roth's burial site and, using his dark magic, outfitted Ragnashock with Roth's hands, allowing him to lift Nistrea and become the new king. Only Beat knew the truth behind Ragnashock's rise to power and attempted to convince the other Forge Bros. behind Ragnashock's back, but they did not believe him.   
Beat attempted to stop Ragnashock from leaving Mario and Goombrain for dead, but Ragnashock's time as a leader corrupted his personality, and having learned of Beat's attempted betrayal from Sledge and Pound, left his former friend to perish alongside the heroes. Beat blames himself for their current predicament, as he wanted to ask for Mario and Goombrain's help to recover the Eyes of Mir, an artifact that would reveal Ragnashock's deception, from Parcel Caverns but couldn't muster up the courage to ask them. After hearing Beat's story, Mario and Goombrain decide to help Beat stop Ragnashock, and Beat officially joins their party. A Blige Snapper, a more substantial variation of the Blige species, rushes into the pit, and the three engage it in battle.   
After defeating the Blige Snapper, Mario and Co. escape from the pit and raid Parcel Caverns, finding the Eyes of Mir in possession of the Drasgardian serpent, Jormin. Jormin is slain, and now holding the eyes, the three heroes rush towards Divine Passage to stop Ragnashock from claiming the Unbridled Gemstone. En route to confront Ragnashock, Mario and Co. are intercepted by Sledge and Pound, who are disappointed to see Beat still breathing. Unlike the rest of the clan, the pair despised Beat's work and believed they could surpass Beat by replacing him as the primary blacksmith. Sledge and Pound reveal they abused their position to manipulate Ragnashock into detaching himself from Beat to make their dream a reality. Enraged by this revelation, Beat, alongside Mario and Goombrain, battles and defeats the Forge Bros. duo in combat.      
Mario and Co. finally reach the summit of Divine Passage in the nick of time to stop Ragnashock from seizing the Unbridled Gemstone. Beat tries convincing Ragnashock to abandon his crusade, but Ragnashock claims to be doing what is best for his people. Drasgarda's wildlife and environment have drastically evolved over the eons; the tactics and weaponry that allowed them to fight against these harsh conditions are beginning to burn out. Ragnashock reveals Roth founded the Forge Bros. clan to form an unstoppable army and conquer every nation bordering Drasgarda's mountain range. Ragnashock plans on using his newfound status to mold the Forge Bros. clan into a ruthless army of conquerors once more, expanding their base of operations and preventing their collective demise. Unable to let this stand, Beat uses the Eyes of Mir to expose Ragnashock as a fraud in front of the entire clan, initiating the battle between Ragnashock and the heroes.   
On the verge of defeat, Ragnashock hurls a mighty bolt of lightning at the heroes, but to his disbelief, Beat uses his hammer to withstand the full force of Nirstrea. An incredulous Ragnashock questions how Beat's ordinary hammer can endure Nistrea's wrath. Beat claims the quality of a weapon is not determined by its craftsmanship but by the person who wields it, and Ragnashock's reliance on Roth's strength makes him unworthy to harness the full potential of Nirstrea. With the aid of the entire Forge Bros. clan, Beat repels Ragnashock's attack back at him, ending the battle. Ragnashock is unable to comprehend his defeat until Beat opens his eyes. 
While it is true that Roth was a ruthless conqueror, his reign was short-lived because his lust for power got the better of him. After his death, the Forge Bros. feared another tyrant would rise from the ranks and established the law of having Nistrea's next master become their new ruler, but their ancestors knew deep down that no one was capable of this feat. The law was conscribed to give the clan the freedom to carve their path together, instead of their destiny being preordained by a single individual. Beat reminds Ragnashock that a blacksmith's duty is not to forge weapons for great heroes but to forge weapons to make great heroes. Having seen the error of his ways, Ragnashock profoundly apologizes, promises to make amends for his crimes, and starts by offering the Unbridled Gemstone to Mario, which he gladly accepts. 
==Chapter 2: Whisked and Whittled==
With the conflict in Drasgarda behind them, Mario and Co. prepare to disembark and continue onwards with their journey. Before departing, Mario and Co. ask Ragnashock, if they could tell them more about Ecliow. Ragnashock reveals he and several others were summoned to a designated location of Ecliow's choosing, where Ecliow proposed forming an alliance. Ecliow required their unique set of skills to seize the Unbridled Gemstones he is searching for and in exchange for their services, Ecliow would grant their deepest desires. Mario and Co. proceed to ask Ragnashock if he knows what Ecliow intends on using the Unbridled Gemstones for, but Ragnashock never asked as he was not interested in Ecliow's motives, he only willingly accepted his terms after witnessing Ecliow's powers first hand. 
After learning other powerful figures are in liege with Ecliow, the heroes brace themselves for what lies ahead of them as they proceed with their hunt for the Unbridled Gemstones. Despite having one already in their possession, the heroes are clueless as to where to head next until Ragnashock pipes in. Ragnashock neglected to tell them Ecliow gave him an additional task aside from retrieving the Unbridled Gemstone, he was to craft a bow of the finest quality for another member conscripted into Ecliow's cabal, a renowned archer named Toxophilis. Toxophilis's fortress is stationed just outside a Whittle community known as Timbering Village and he suggests they head there. With this knowledge in hand, Mario and Co. head off to Timbering Village but make a slight detour at Beat's workshop to retrieve materials for a "special project" he has been working on. 
Returning to campus, Goombrain informs Mario that their best shot at reaching Timbering Village is by train, as the path to Timbering Village is too far to travel by foot. The last train bound for Timbering Village departs from the station shortly after Mario and Co. arrive, and another train is not scheduled for departure for another several days. Unsure of what to do next, Mario and Co. discover a decommissioned handcar by the tracks and despite their initial skepticism of the idea, they ultimately decide to use the handcar to catch the train currently on its way toward Timbering Village. After battling their way through Swoopers and Scaredy Rats, all while avoiding incoming trains, Mario and Co. finally, catch up to and board the locomotive. Exhausted from their previous endeavor, Mario and Co. decide to rest until they reach Timbering Village. 
As the train approaches its destination, Mario and Co. are awoken by a mysterious noise. Mario and Co. explore the compartments to locate the origin of the sound, and their search draws them into the luggage compound, where they discover a horde of Tumblefiends, small prickly round-shaped critters, running amok. The Tumblefiends begin infesting the train's compartments, terrorizing the passengers, forcing Mario and Co. into action. Mario and Co. exterminate the Tumblefiends from each compartment until they finally reach the engine room, where they find the train's conductor, Trevith, incapacitated and a trio of marauders attempting to hijack the train. 
Mario and Co. realize the Tumblefiends were a diversion planted by the marauders so they could seize control of the train. Mario and Co. engage the marauders and give them a run for their money, but just as the heroes are about to deliver the finishing blow, the marauders use a smoke bomb to make a hasty retreat. Mario and Co. are unable to locate Trevith within the dense cloud, and without anyone helming the controls, the train derails and crashes into the open field. Trevith and the passengers are critically wounded from the crash, and an injured Trevith begs Mario and Co. to tend to the passengers. Mario and Co. walk the remaining distance to Timbering Village, intending to seek help from the locals. 
Upon arriving, Mario and Co. are awed by the sight of colossal trees stretching high into the sky. A lift near the entrance transports Mario and Co. hundreds of feet above ground level, where they learn the entirety of Timbering Village is built among the tree tops. Mario and Co. ride a series of gondola lifts, traveling between each sector of the village, but find the place deserted. Eventually, the gang stumbles into a trap, where they are subsequently captured by none other than the inhabitants: the Whittles. 
The Whittles transport Mario and Co. to a chamber deep below the village's roots, where they are held prisoner. A female Whittle named Lumbette approaches the heroes demanding to know what Mario and Co. have done with the mayor and the missing Whittles. Mario and Co. have no idea what she is talking about, and attempt to explain themselves, but Lumbette refuses to believe their story. She accuses Mario and Co. of being in cahoots with Toxophilis and threatens them with execution if she is not given answers. Despite their efforts, Mario and Co. are unable to convince Lumbette of their innocence and are sentenced to death. 
Just before their fate is sealed, the deputy mayor, Nottin, having been informed of the situation by the townsfolk, orders Lumbette to free the heroes. Nottin informs Lumbette of Mario's reputation and scolds Lumbette for her impetuous behavior. Lumbette justifies her actions, claiming she was trying to protect their kind from danger. Nottin understands Lumbette's intentions were pure but argues he did not give her permission to leave the sanctuary and plant traps around the village, as exposing herself out in the open not only jeopardizes her safety but the other's safety too. Nottin reminds Lumbette that he is in charge in the mayor's absence, making him ultimately responsible for governing their people, and claims at the rate she is going, Lumbette will never become the next mayor. 
A sad, guilt-ridden Lumbette apologizes to Mario and Co. before taking her leave, after which Nottin escorts the heroes to his chambers and introduces himself there. Mario and Co. ask Nottin why their kind are currently residing underground, and Nottin gives them the whole story. Until recently, the Whittles had been living peacefully in Timbering Village, but one day a band of archers led by a man named Toxophilis attacked the village. The Whittles did not possess the manpower necessary to repel Toxophilis's assault, and most of the villagers were captured, including the current mayor, Sherwood, while the remaining Whittles fled underground. 
After the mayor's disappearance, Nottin, Sherwood's right-hand man, assumed leadership over his people and fronted a direct assault on Toxophilis's base, Fort Deadeye. Nottin's counterattack failed, resulting in more Whittles being abducted. Nottin assumes it's only a matter of time before Toxophilis discovers their whereabouts. Mario and Co. wonders if Toxophilis is kidnapping the Whittles to find the Unbridled Gemstone. Nottin tells Mario and Co. the mayor currently possesses the Unbridled Gemstone, which has been safeguarded by the Whittles for many generations. Nottin assumes if Mario and Co. manage to storm Fort Deadeye and rescue his people then the mayor would happily give them the Unbridled Gemstone. 
Mario and Co. decide to raid Fort Deadeye and save the Whittles, asking Nottin for the location of Toxophilis's stronghold. Nottin tells the heroes Fort Deadeye lies east past their village but warns them that a direct approach would likely end in meeting the same fate as the other Whittles. The only other means of reaching Fort Deadeye undetected is by using an old gondola lift connecting directly to the fort's back entrance. Unfortunately, the gate is locked, as Nottin discovered when planning his attack on Fort Deadeye, and without the key, it remains inaccessible. Suddenly, Goombrain pulls out a key from his person and asks Nottin if this is the key he is referencing. When Nottin asks where Goombrain found the key, Goombrain claims one of the marauders attempting to hijack the train they used to get to Timbering Village dropped it when fleeing.   
This revelation fills Nottin with hope, confident Mario and Co. can pull off the job. To reach the gondola lift, the heroes must travel through the underground catacombs, which lie shortly beyond their current location. Before leaving, Mario and Co. inform Nottin of the stranded and injured passengers aboard the train they used. In response to this, Nottin deploys a squadron of Whittles to the crash site and assures Mario and Co. they will tend to their injuries. On the way to the catacombs, Lumbette approaches the heroes, having eavesdropped on their entire conversation with Nottin. Lumbette begs Mario and Co. to take her along, revealing she is the daughter of Mayor Sherwood and is determined to rescue her father and prove herself to Nottin and the villagers. Mario and Co. agree to let Lumbette join their party, and they eventually arrive at the entrance to the catacombs. 
Upon further examination, Mario and Co. find an unusual lock on the entrance, preventing their entry into the catacombs. Lumbette uses this opportunity to demonstrate her powers and fashions her arm into a razor-thin blade, which she inserts into the lock and picks open the door. Mario and Co. are at first impressed with Lumbette's abilities, but as they proceed through the catacombs, Lumbette's true nature begins to show. When attempting to overcome the catacomb's obstacles, Lumbette's reliance on her instinctive feelings places Mario and Co. on death's doorstep more than once. Despite Lumbette's impulsiveness, Mario and Co. successfully navigate their way through the catacombs, and emerge from its depths having reached their destination. 
Using the gondola, Mario and Co. are slowly transported to Fort Deadeye, but along the way, the heroes notice a pack of Tumblefiends climbing along the wire. Lumbette uses her blade hands to swat away the Tumblefiends as they near the cable car, however, the last of the cretins releases a large quantity of water upon impact. Goombrain informs Lumbette that Tumblefiends absorb and retain water for nourishment, and Lumbette's blades must have struck the sac it uses for carrying water. The gushing water seeps into an exposed piece of the cable wire, causing the lift to short-circuit and halt the gondola's movement. Mario and Co. ponder what to do next, until Lumbette cuts the wire without warning. The cable car swings through the air before crashing directly into the steps leading to the back entrance. Unfazed, Lumbette steps out of the cable car, complimenting herself on a job well done, while the remaining party is paralyzed with fear. Using the key dropped by one of Toxophilis's hoodlums, Mario and Co. unlock the gate and begin infiltrating Fort Deadeye. 
Elsewhere, Toxophilis and his lackeys are pursuing Mayor Sherwood through Fort Deadeye's walls, eventually driving the injured politician into a corner. Toxophilis commends Sherwood on his efforts expecting nothing less from an old war dog but states it's now the end of the line for him. Toxophilis gives Sherwood one last chance to fork over the Unbridled Gemstone, promising to spare his life if he complies. Sherwood refuses and swears to make Toxophilis pay for his transgressions against his people. Toxophilis smirks at Sherwood's empty threat and reminds Sherwood he was the one who put his people in this situation in the first place before ordering his men to attack. Unable to withstand the assault, Sherwood collapses and has the Unbridled Gemstone liberated from his being. As Toxophilis gloats over his victory, Sherwood seizes the opportunity and musters his remaining strength to make a run for it. Toxophilis's men prepare to give chase, but Toxophilis says to let Sherwood go, claiming he is of no further concern now that the Unbridled Gemstone belongs to him. 
As Mario and Co. proceed through the fortress, a mysterious figure drops from the ceiling, and Mario and Co. recognize her as one of the marauders from the train. Realizing she failed to give a proper introduction before, she formally introduces herself as Artemis, one of Toxophilis's top disciples. Artemis does not know how Mario and Co. manage to infiltrate the fortress but is ecstatic to exact payback on the heroes for meddling in their affairs. Mario and Co. engage and defeat Artemis in battle, who is unable to accept her defeat and throws a fit at being humiliated once more. Artemis continues to vent her frustrations, stating they had a perfectly calculated plan to hijack the train departing to Timbering Village and use it to lure the remaining Whittles out from hiding, but Mario's actions foiled their plans. As Artemis storms out in anger, she leaves behind a black arrow, which Mario picks up. 
Continuing further, Mario and Co. arrive before a massive gate with a dartboard mounted to its being, but soon learn the gate is sealed shut. Goombrain believes the arrow Artemis dropped has something to do with bypassing the gate and surmises the other two marauders they encountered on the train hold the remaining pieces. At Goombrain's behest, the heroes decide to explore the pathways diverging from the room and find the instruments needed to unlock the gate. Meanwhile, Toxophilis contacts Illusia demanding to know why Ecliow has yet to uphold his end of the deal. Illusia explains it took longer than expected to craft Toxophilis's dream bow, but assures him the weapon is finished. Toxophilis is relieved to hear this news and informs Illusia that the Unbridled Gemstone has fallen into his hands. Illusia is pleased to hear this and will depart for Fort Deadeye shortly to make the exchange, after which Toxophilis prepares for her arrival. 
In the east wing, Mario and Co. encounter another of Toxophilis's disciples, Llur, who is seemingly ignoring the heroes. Beat hurls a hammer at him to get his attention, angering Llur in the process, who has been aware of their presence since they entered the room but was preoccupied with his task at hand to acknowledge them. Lumbette attempts to provoke Llur, who shouts at her to pipe down as her taunts are ruining his concentration. Llur readies his bow and aims at a swarm of Tumblefiends clinging to the wall in front of him. Llur hits all his targets in rapid succession, his arrows piercing their water sacs, causing them to violently erupt and shower the surrounding area. Llur explains long along Fort Deadeye was inhabited by a colony of Whittles, who grew tired of the stale environment, relocating and founding Timbering Village, shortly west of their current location. 
Eventually, a horde of Tumblefiends infested the abandoned fortress but when Toxophilis and his troops settled in, they rounded up all the prickly critters, locking them deep within the bowels of Fort Deadeye. As punishment for losing one of Fort Deadeye's keys, Toxophilis assigned Llur to cleaning duty, but Llur has been taking advantage of the Tumblefiends festering under the fortress to expedite the process. Lumbette presses Llur to hand over the component needed to unlock the gate obscuring their path, and Llur pulls out a glowing bow string, asking if this is the item she is referring to. Llur willingly offers the string to the heroes, but they refrain from approaching him, except Lumbette, who comes forth to claim it. Despite the other's warnings, as Lumbette is in arms reach of the string, Llur attacks her and proceeds to chastise the Whittle for her nativity before engaging the heroes. 
After defeating Llur and claiming his string, Mario and Co. explore the west wing, eventually reaching its final chamber. As they proceed through the chamber an arrow suddenly rains down from above barely missing Mario. The shooter reveals herself as Skad, the last of Toxophilis's disciples, upset that she missed her target. Skad is ranked as the third-best archer among Toxophilis's gang and is desperately trying to claim her spot as number-one. Skad believes eliminating Mario and his friends will seal the deal for her and engages the heroes. Like her colleagues, Skad is defeated in battle and the heroes gain hold of the final item: a white bow. Mario and Co. place the archery equipment in the hands of a statue of Toxophilis, facing adjacently to the gate. The arrow is released from its grasp and strikes the dartboard dead center, causing it to dissolve in a black mist. 
On the other side of the gate, Mario and Co. find themselves in the courtyard, where the gate across from them opens, as the heroes quickly hide in the courtyard's upper balcony. Toxophilis emerges from the other side, and Lumbette immediately recognizes him as her people's captor. Mario and Co. restrain Lumbette as she attempts to avenge her people while Toxophilis lounges about in the courtyard, wondering when Illusia will arrive. Suddenly, one of Toxophilis's men comes rushing through the gate and informs Toxophilis that Mario and his friends have infiltrated the castle and defeated Toxophilis's best students. Toxophilis tells his minion to put Fort Deadeye on high alert, knowing the heroes are after the Unbridled Gemstone he took from Mayor Sherwood. Mario and Co. overhear the conversation and ponder over their next move, but before they have time to act, Lumbette breaks free and lunges toward Toxophilis. Before Lumbette makes contact, Toxophilis strikes her down with his bow causing Mario and Co. to reveal themselves out of concern for Lumbette. Toxophilis swiftly incapacitates them and proceeds to throw them in the dungeon. 
Trapped behind bars, a furious Lumbette lashes at Toxophilis demanding to know what he has done with her people. Toxophilis reveals the Whittles are being held captive within his chambers and intends on using them for target practice to hone his skills. Mario and Co. are horrified by Toxophilis's plans, while Lumbette questions him further, asking what Toxophilis has done with her father, but Toxophilis only briefly gazes at her before departing. Mario and Co. notice Toxophilis left the keys hanging on a rack across from their cell, and ask Lumbette to retrieve the keys, knowing she is the only one capable of doing so. However, Lumbette is outraged by Toxophilis's behavior and begins flailing her elongated arms in a frenzy, breaking Mario's hammer and causing the keys to fall and roll away until they are out of reach. A fight ensues between Lumbette and Mario's partners, during which they blame Lumbette for their current predicament and claim her reckless behavior has nearly gotten them killed at every turn. Saddened by their words, Lumbette openly admits she is responsible for endangering the party. Lumbette reveals she was a war orphan rescued and adopted by Sherwood, a military captain at the time, before settling down in Timbering Village, where Sherwood eventually became mayor. Inspired by Sherwood's selfless heroism and desire to help others, Lumbette decided to follow in her father's footsteps and help those in need. However, due to her young age, most people did not take her seriously, and her words and actions were often ignored, but this only fueled her determination. Eventually, her eagerness clouded her rationality until she relied solely on impulse to guide her actions, damaging her reputation amongst the village community.   
As Lumbette wallows in her sorrow, Mario and Co. comfort the saddened Whittle. Mario and Co. acknowledge they have all made mistakes, as it is only natural. Lumbette believes any great leader is incapable of failure and because she lacks this quality, she is unfit to succeed her father as mayor. Beat immediately disproves Lumbette's belief by sharing the story of Ragnashock, and how his leadership fractured Drasgarda until his redemption. Mario and Co. go on to state all leaders have made their fair share of mistakes but managed to become expectational by learning from their shortcomings. Mario and Co. admit Lumbette's heart is in the right place, but since she tagged along with the heroes, she has been blindly running head first into danger instead of cooperating with the others. Mario and Co. tell Lumbette they are a team, they work together to overcome hardships, and no member amongst them should have to act alone when they have friends by their side to help them along the way. Motivated by the group's words, Lumbette promises to be a team player from now. Mario and Co. begin searching for another way out, when Beat notices a large Yellow Block between a large crevasse in the wall. Beat busts out the special project he has been working on: the Super Hammer, a more powerful version of Mario's old hammer, capable of smashing larger blocks. Beat reveals he finished work on the hammer while Mario and Goombrain were resting on the train and believes this to be the perfect opportunity to utilize his new weapon. Making full use of Beat's handiwork, Mario and Co. escape and pursue Toxophilis. 
On their way, Fort Deadeye is attacked and flames slowly start to engulf the fortress. Pressing onwards, Mario and Co. reach Toxophilis's chambers and free the captive Whittles, but Mayor Sherwood is nowhere to be found. As they reach the courtyard once more, Mario and Co. run into Sherwood and Nottin, where Sherwood reveals he escaped Toxophilis's clutches and rushed back to the village. Sherwood rallied the remaining Whittles, along with Trevith and the train passengers, who they rescued and nursed back to health, to mount an assault on Fort Deadeye. Mario and Co. intercept Toxophilis in the courtyard just as he is about to exchange the Unbridled Gemstone with Illusia for the bow he requested. Toxophilis is surprised to see Nottin and Lumbette working alongside Sherwood, knowing he betrayed their people. 
When Lumbette presses Sherwood on the matter, Toxophilis learns Sherwood never told them the truth and reveals Sherwood orchestrated the invasion of Timbering Village. At first, Nottin and Lumbette refuse to believe Toxophilis's words, until Sherwood admits it is true. Sherwood began taking notice of Lumbette's efforts to aid the village, proud to see his daughter making a difference in the community, however, gossip of the Whittles badmouthing Lumbette's actions soon reached his ears. Sherwood wanted to prove his daughter's worth, so he hired Toxophilis to capture a handful of Whittles and keep them hostage in his fortress. In exchange for his services, Toxophilis asked for the Unbridled Gemstone Sherwood's village had been safeguarding for generations, which Sherwood accepted under the condition that none of the Whittles shall be harmed. Sherwood faked his kidnapping to watch events unfold from afar, confident Lumbette would lead the charge in rescuing her people, but when he learned of Toxophilis's true intentions, Sherwood revolted against him. 
After Sherwood's confession ends, Toxophilis aims his bow towards Sherwood, promising to do the Whittles the honor of executing their unworthy mayor. Lumbette deflects all of Toxophilis's arrows, causing him to panic and snatch his requested bow from Illusia's grasp, before imbuing it with the Unbridled Gemstone and engaging the heroes. During the battle, Toxophilis notices the Unbridled Gemstone's power remains inert, and begins frantically questioning why the stone is not working. Eventually, Toxophilis is defeated and Illusia disappears shortly afterward. As Lumbette approaches a grief-struck Sherwood, the intensity of the ongoing fire grows separating Lumbette from the others. The flames start slowly closing in on Mario and the others, and Beat laments over not having any water. Beat's words strike Lumbette with an idea and she asks the others to sit tight while she departs. Just as their fate is sealed, an enormous geyser erupts from the ground below launching Mario and Co. out of the burning fortress. 
Back on the ground, Mario and Co. reunite with Lumbette, who recalled Llur mentioning earlier that a nest of Tumblefiends rested in the bowels of Fort Deadeye. Lumbette rushed to the underground chambers and once there, simultaneously punctured all the Tumblefiends' water sacs, resulting a massive stream of water to flow towards Mario and the others' location. As Lumbette soaks in the appraisal she receives from Mario and Co. her attention turns towards her father. Sherwood apologizes for what he has done, but Lumbette admits they are both at fault here. After hearing the Whittle's belittling her, Lumbette wanted to prove herself, but believed seeking help would make her look weak. Lumbette was under the pretense that a key trait any great leader has is the ability to confront and overcome any challenge or situation by themselves. 
Lumbette realizes now that while every leader inspires and guides others, they still cannot do everything alone, as a leader is only as good as their loyal followers. If Lumbette had sought guidance from Sherwood from the start, the entire predicament could have been avoided. Nottin steps forward saying neither Lumbette or Sherwood are to blame, he and the villagers treatment is the direct cause of Lumbette's sadness. Nottin underestimated Lumbette simply for being a child, but realizes he should of had more faith in the daughter of the mayor, who has sacrificed so much for his people over the years. Nottin admits he is impressed with Lumbette's maturity and skills, claiming she will make a fine mayor someday. Lumbette is touched by Nottin's words, but does not take all the credit, as she only came this far because of Mario and his friends. Lumbette expresses her deepest gratitude towards Mario and Co. alongside Nottin and Sherwood, after which the mayor rewards Mario with the Unbridled Gemstone for his heroic deeds. 
==Interlude #2==
Within Castle Megalo, Illusia informs Ecliow that Mario has seized two Unbridled Gemstones thus far, but Ecliow is surprisingly unfazed by this revelation. After hearing these updates on Mario's activity, Ecliow asks Illusia her progress on securing the Unbridled Gemstone of Muscheron Kingdom. Illusia says the denizens are more resilient than she foresaw, but assures her master that it is only a matter of time before the Unbridled Gemstone falls into their hands. Ecliow finds Illusia's difficulty with handling the combatants of Muscheron Kingdom strange, as her past experience with them grants her the advantage. Illusia claims the long timespan since she last encountered them has left her rusty, but while the subject of past relations is on the table, Illusia asks if Ecliow is comfortable with annihilating them, given his history with the kingdom. Ecliow affirms Illusia he has dropped his attachment to the past and asks Illusia if she has done the same. Illusia admits her regrets for what is to befall the Muscheron Kingdom, but does not entirely believe Ecliow has moved on from the past too. Ecliow is baffled by her claims, reminding Illusia that he has previously desolated Muscheron Kingdom and is more than willing to do so again. Illusia proceeds asking why Ecliow is taking a different approach on retrieving this Unbridled Gemstone compared to the rest, believing their involvement in Ecliow's suffering is why he is obsessed with the complete destruction of Muscheron Kingdom. Ecliow, having grown tired of arguing with himself, warns Illusia if she can not carry his orders through, he will entrust the assignment to someone else and dismisses her from his chambers. 
Elsewhere, a disguised Peach scours the castle for the remaining captives. The princess eventually unearths the whereabouts of Luigi and Goombella and after a wild goose chase, obtains the key to their cell. Arriving at her destination, Peach finds and frees Luigi and Goombella but to her surprise, she also finds Bowser, the King of the Koopas, there as well. Bowser reveals Ecliow attempted to forge an alliance with Bowser and his army, hoping to utilize the might of the Koopa Troop for his endeavor. When Bowser refused Ecliow's offer, he tried to enlist Bowser and his minions by force. Bowser was ultimately defeated and imprisoned, while his army was enslaved to do Ecliow's bidding, including his son. Bowser begs Peach to free him, but Peach refuses, however Goombella mentions that they will need all the help they can get maneuvering around a castle that belongs to the man who single-handily defeated Mario, which Luigi ultimately agrees with. Although uneasy about the situation, Peach reluctantly frees Bowser, and the four of them explore the castle. As they proceed through the castle, they stumble across a gigantic locked door, where they believe the others are being held prisoner on the other side. Peach and the others set off to find the key to the locked door.
==Chapter 3: A Mystery in the Mist==
Back at Timbering Village, Sherwood holds a town meeting where he reveals the truth to his people. Still feeling guilty about the role he played, Sherwood announces he will be stepping down as mayor and chooses Nottin as his successor, much to the latter's surprise. Some Whittles unsatisfied with Sherwood's resignation, begin voicing their objections on allowing Sherwood to live amongst them and demand Sherwood's banishment from the village. The situation escalates until Nottin manages to quell the crowd's anger, stating the events that occurred were a direct result of their actions and Sherwood was trying to make things better for his daughter, something any good father would do. The Whittles agree to let Sherwood stay as long as he continues to set a good example for his daughter. 
After the town meeting, Nottin asks why Sherwood decided to name him mayor instead of Lumbette, to which Sherwood replies Lumbette has decided to continue traveling with Mario and his allies. Lumbette recognizes she still has much to learn before she is ready to become mayor and believes continuing her journey with Mario will help her gain valuable knowledge and experience. Nottin understands Lumbette's decision and wishes her, along with Mario and Co. luck with their future endeavors. Before leaving, Sherwood tells Mario and Co. something Toxophilis mentioned to him back at Fort Deadeye. Toxophilis was planning to enter the Masterthon, a competition held in the Gameplex Gorge where competitors participate in a variety of sporting events for glorious prizes, each event offering a different prize. Sherwood hands Mario an advertisement flyer for the Masterthon, given to him by Toxophilis, and to the group's shock, they see one of the prizes is a championship belt embedded with an Unbridled Gemstone.
With their next target in sight, Mario and Co. depart for Gameplex Gorge, but before leaving, Sherwood presents Mario with one last thing, the Super Hammer having repaired the damages it sustained earlier. Arriving back at the University of Goom, Mario and Co. find the quickest way to reach Gameplex Gorge is by train, however, the universities' train station is temporarily closed to repair Trevith's locomotive. The station manager suggests Mario and Co. cut through Sporicul Valley to reach Gameplex Gorge, however, he warns the gang that rumors have been going around of hostile creatures appearing in the valley. Mario and Co. find the entryway to Sporicul Valley blocked off, but utilizing a combination of Lumbette's powers and the Super Hammer's capabilities, the heroes remove the obstacles obstructing their path and enter Sporicul Valley.
As the name suggests, the valley is covered from head to toe in mushrooms of all colors and sizes, each illuminating a mysterious glow. Proceeding deeper into the valley, Mario and Co. stumble across a strange pendant. As Mario examines the pendant, a mist envelops the valley and bizarre, unworldly creatures start popping up out of nowhere. Despite the heroes' best efforts to fend them off, they are overwhelmed by the creatures and collapse from their injuries. Regaining consciousness, Mario and Co. find themselves inside a small teepee, after which a Toad enters the teepee, and reveals he found the heroes unconscious in the valley and brought them back to his home. The Toad introduces himself as Phillo, a representative of the elders who govern Colony Eukarya, a colony home to a cluster of Toads indigenous to the valley. Phillo remarks how fortunate Mario and his friends are to have endured such a brutal onslaught, as most men would not have lasted. 
When Mario and Co. question the identity of their assailants, Phillo explains that recently a strange mist has cloaked the valley, and those caught in it encounter creatures not native to the land. Many Toads have ventured out into the valley and never returned, the remaining Toads, including Phillo, have organized search parties to locate the missing Toads, but this has only diminished their numbers further. Thankfully, the lights shining from the local fungi guided Phillo back to the colony when he came across Mario and his friends. Given the state of the situation, Mario and Co. realize they will not be able to navigate through the valley. Goombrain suggests consulting the colony's elders on how to reach their destination, but according to Phillo the elders are currently preoccupied. 
Phillo offers the gang a tour of the colony while they wait to meet with the elders, which they gladly accept. On the tour, Goombrain notices the Toads of Colony Eukarya look different from the Toads he is familiar with. Phillo explains the spores released by the mushrooms of Sporicul Valley have affected the Toads residing in the valley, causing the mushroom bulb on their head to grow differently than that of other Toads. After the tour ends, Phillo receives word that the elders are finished with their affairs, and have agreed to give Mario and Co. an audience with them. Mario and Co. enter the chambers of the three elders, Conflagra, Firmos, and Ale, and they give a rundown of their current situation. 
During the conversation, Mario and Co. reveal they are hunting Unbridled Gemstones, and the elders disclose that they hold an Unbridled Gemstone in their possession. Realizing the heroes want the colony's gemstone and a way to Gameplex Gorge, the elders offer them a solution that will benefit them all. Among the list of missing Toads is Eukarya's chief, Zephyr, the only one whose authority supersedes the elders. The elders reveal the mushrooms of Sporicul Valley contain a unique source of energy, as seen by the aura they give off. The elders and the chief can harness this energy, granting them the powers of nature itself. Zephyr's power over the element of wind would be able to dispel the mist plaguing the valley, if Mario and Co. can locate Zephyr and bring him back to the colony, the elders will relinquish the Unbridled Gemstone. Mario and Co. happily oblige to the elder's request, although they have no clues on Zephyr's whereabouts, just then the pendant Mario found earlier begins pulsating. The elders recognize it as the chief's pendant and inform the heroes the pendant's energy is tied to Zephyr's life force. Goombrain realizes they can use the pendant as a homing device to locate the chief through the mist and set off into the valley to find Zephyr. 
With a bit of luck, Mario and Co. manage to fend off the creatures appearing frequently in the mist until they eventually run into a Toad claiming to be Zephyr. Like the other colonists, Zephyr has been out searching for the lost Toads, however, the mist is somehow preventing him from channeling his elemental powers. Zephyr mentions to the heroes that harnessing the energy of the mushrooms is not the only requirement needed to tap into one's elemental power. After acquiring said energy, one must perform a dive into the depths of their subconscious and complete an arduous trial, only then will they be bestowed with the power of nature. Zephyr believes another dive might restore his powers, but he barely succeeded during his first attempt and does not know what to expect undergoing the trial a second time. Mario and Co. offer to lend their strength so he may accomplish his mission, and they alongside Zephyr enter his subconscious, where they confront the will of nature itself. 
After defeating this metaphysical adversary, Zephyr's powers are fully restored, and immediately upon recovering his abilities betrays and subdues the heroes. He reveals his true name is Empral, a colonist who researched the fungi of Sporicul Valley, having been posing as Zephyr the entire time. Furthermore, Empral confesses to being the mastermind behind the mist but refuses to elaborate on his motivations for conjuring the mist in the first place. Empral lacked the vigor to complete the trial, so he coerced the heroes into unlocking his powers for him. Thanks to their efforts, Empral now commands power over the secret fifth element of nature, Aether. Aether grants Empral control over all forms of cosmic and spiritual energy, including the very energy wielded by the elders and chief. Empral plans to use his newfound abilities to execute the final phase of his plan, before hurling Mario and Co. far into the valley. 
After regaining their composure, Mario and Co. are still reeling from the sudden betrayal, although Goombrain admits he had been suspicious when he noticed the pendant had been giving off a weak signal, despite being near its owner. Suddenly, the heroes realize the real Zephyr is still out there, and they resume following the pendant to find him. As Mario and Co. close in on Zephyr's location, they notice the surrounding mushrooms are rotting away. Ignoring the unusual scenery, Mario and Co. find Zephyr tied to a large mushroom and free him from his captivity. Mario and Co. tell Zephyr of their encounter with Empral, and Zephyr assumes Empral plans to use his aethereal powers to cut off the elder's access to the mushroom's energy, disabling their elemental powers in the process. Zephyr believes Empral's ultimate goal is to establish himself as the ruler of Colony Eukarya, though does not understand how the mist fits into his plan. Regardless, Zephyr explains the center mushroom is the Wellspring Shroom, the foundation of the valley which provides nourishment to all the local fungi. Empral's mist is damaging it, and if the Wellspring Shroom falls, so too does their civilization. Unwilling to let Empral's machinations come to fruition, Mario and Co. offer to lend Zephyr a hand in stopping him, and Zephyr officially joins the heroes. While stopping Empral is Zephyr's main objective, he is concerned about the Toads that have gone missing from the colony, so he and the others prioritize locating them first. 
Elsewhere, Empral meets with Illusia, who asks if Empral has obtained what is needed. Empral nods in response and claims he now has the power to channel all of the energy in the valley, whereas he could only channel a small fraction of it before, like the chief and elders. Empral gathers a huge supply of energy and transfers it into Illusia, who in turn creates an apparition of a colossal beast, which starts marching toward Colony Eukarya, as Empral and Illusia follow close behind. As they leave, a rift begins forming in the skies above. With Zephyr's powers, Mario and Co. clear the valley of the mist, finding several Toads from the colony in the process. However, a handful of colonists are still left unaccounted for and the rescued Toads have not the foggiest idea of their whereabouts. Frustrated, Mario and Co. turn their attention towards hunting down Empral, when off in the distance, they notice the colossal beast. Zephyr realizes the beast is heading toward his colony, and they rush back to the colony to warn its inhabitants. 
Arriving at the colony first, Mario and Co. try sounding the alarm when they bump into the elders, who are surprised to see Zephyr's return. Zephyr tells the elders of everything that has transpired before attempting to sound the alarm, but his efforts are cut short by the elder's intervention. Zephyr demands to know the meaning behind this, and the elders state they are acting on behalf of the Wellspring Shroom. The elders reveal the Wellspring Shroom's state of decay is not a consequence of the mist but a natural phenomenon. Several months prior, Empral discovered its condition and informed the elders of the impending crisis, but they all refused to take action. Since settling in the valley, the elders have come to worship the Wellspring Shroom as a divine entity and interpret its current state as a sign that the Wellspring Shroom no longer finds the colonists worthy living amongst its children. Instead of intervening, the elders simply accepted their collective demise because fate willed it as such. The elders knew Zephyr's morals would inevitability cause him to betray his faith, so they decided it best to keep the matter at hand a secret from him. 
Zephyr is visibly appalled by the elder's words, although he has come to acknowledge the Wellspring Shroom as a symbol of their people, he dismisses the notion of an overgrown mushroom serving as the law of the land. The elders chastise Zephyr for his disrespectful remarks, noting the Wellspring Shroom provided sanctuary to their ancestors after they were outcast from their homeland for committing unspeakable crimes, finding their deaths atonement for their sinful past, a past whose history was kept taboo from others because of its atrociousness. Angered, Zephyr prepares to fight the elders, and Mario and Co. stand by his side. The elders give Mario and Co. an opportunity to walk away, as their affairs do not concern them, but Mario and Co. refuse to stand down and engage the elders in combat. 
After the elder's defeat, Zephyr approaches them and states their ancestors decided to keep their history forbidden, not because of the atrocities they committed but so their descendants would not have to shoulder the burden of their mistakes. The ancestors saw the Wellspring Shroom's kindness as a second chance to start their lives anew and wanted to continue their existence so the future could amend the past, free of sin. Zephyr states the ancestors would be ashamed of what they have done before proceeding to sound the alarm. The colonists begin evacuating in response, while Mario and Co. make their way to confront the beast before it can inflict any damage upon the colony. 
Reaching Empral, Mario and Co. find the surrounding area scorched in flames and the perpetrator standing before them, a massive being composed entirely of fire, who sweeps Mario and Co. aside before continuing onward. After Mario and Co. recover, they see Empral on his knees beside a burnt corpse of the creature from earlier. Zephyr asks Empral what is going on before Empral tells the heroes his story. After the elders refused to heed his words, Empral took matters into his own hands but despite his best efforts, could not find a way to save the Wellspring Shroom. When all seemed lost to him, a girl named Illusia approached Empral, who promised to help him save his people, in return she asked for the colony's Unbridled Gemstone. Much like Zephyr and the elders, Illusia also possessed supernatural abilities, using this to his advantage, Empral hatched a plan. Empral had her conjure a mist to blanket the entire valley, and anyone who ventured into its veil would face illusions of unworldly creatures. Empral hoped these monsters would frighten and ultimately convince the elders to relocate the colony to a safer location, thus avoiding their extinction. However, Empral knew the chief's powers threaten his plans, so Empral neutralized him to prevent the chief from interfering. After witnessing the events unfold as planned, Empral proceeded to execute the final stage of his plan by having Illusia conjure an apparition of an immensely powerful creature and have it attack the colony, hoping its invasion would act as the final nail in forcing the colony's relocation. However, Illusia required a significant amount of energy to produce an illusion of such magnitude, which Empral could only obtain by awakening his elemental powers, tricking Mario and Co. into doing so for him. 
While on his way to Colony Eukarya, Illusia betrayed him, rendering him unconscious before summoning forth a more powerful being to attack the colony. Empral assumes she plans on stealing the Unbridled Gemstone for herself, having used him to gain the power she needed. Empral expresses remorse after realizing his actions will result in Eukarya's ruination, the one thing he tried to prevent. Zephyr comforts Empral, informing him that he is not blame for the events that transpired. The elders are at fault for ignoring Empral and abandoning their people, and Empral only acted the way he did, because he fervently believed his actions would save their colony. Zephyr states the elder's devotion to the Wellspring Shroom has poisoned their minds and as a result, they both wound up victims to their illogical religion. However, Zephyr remarks he should not be relying on the elders for information regarding Eukarya's state of affairs, and had he been as considerate for his people as Empral, none of this would have happened. Lumbette also sympathizes with Empral knowing what it feels like to be ignored and does not blame Empral for his behavior. Zephyr tells Empral it is not too late to save their home and asks Empral for his help, which he accepts. 
Mario and Co. race back to a burning Colony Eukarya, and fight off the fiery demon, but despite their combined efforts, it proves too much for them to handle. Just then, the elders, having a change of heart, weaken the demon for Mario and Co., allowing them to vanquish it. Afterward, Zephyr, Empral, and the elders use their elemental powers to extinguish Eukarya's flames. The colonists, having fully evacuated the colony before the fire started, return as Zephyr stands before the elders to deliver judgment. Zephyr considers exiling the elders, but after seeing how they helped save the colony from the brink of destruction, Zephyr allows the elders to remain in the colony and retain their status. After his announcement, Zephyr thanks Mario and his friends for their help before presenting them with the Unbridled Gemstone. 
==Chapter 4: A Match for the Ages==
Now having a clear path out of the valley, Mario and Co. plan to resume their trek to Gameplex Gorge, but their long crusade has left them exhausted, so they decide to spend the night in Colony Eukarya and recuperate. While on their way to their resting chambers, Zephyr and the colonists surprise the heroes with a celebration for their acts of bravery. At first, Mario and Co. are reluctant to accept this, but after some persuasion from Zephyr, they join the festivities as guests of honor. During the party, Goombrain realizes the colonist's happiness will be short-lived as the Wellspring Shroom's continuous suffering will eventually make the valley inhospitable. When Goombrain presents his concerns to the others, Lumbette offers a suggestion, before having Zephyr and the entire population of Colony Eukarya gather around the Wellspring Shroom. Using the Unbridled Gemstones Mario has collected thus far and Empral's abilities, they transfer a portion of the gem's power into the Wellspring Shroom, revitalizing it.
After Mario and Co. retire for the night, Zephyr summons Empral to his quarters. Although the valley is at peace, many of the colonists that vanished in the mist have not made their way back home, and despite exploring every corner of the valley, Zephyr could not find the remaining missing colonists. Empral explains he was concerned the colonists would be at large risk remaining inside the eye of the mist until his mission was accomplished. To this end, Illusia suggested relocating the lost Toads to a secure location far out of harm's way, Castle Megalo, her base of operations. Although Empral was uncomfortable leaving his people in the hands of a woman he did not fully trust, he could not think of anywhere else where the colonists would be safe, and ultimately agreed to her proposal, so long as the colonists would be safely returned to their homes, after the situation died down. Unfortunately, Illusia did not disclose the location of Castle Megalo, but figures the rest of their kind are most likely being held captive there. 
After hearing Empral's testimony, Zephyr asks Empral to leave while he thinks the matter over. The recounting Empral gave makes Zephyr briefly wonder if Illusia could be "her", but dismisses the notion knowing that it is impossible. However, the appearance of the fiery demon strengths Zephyr's suspicions. Regardless, Zephyr concludes that both Mario and Illusia are bound to cross paths, as they are both after the remaining Unbridled Gemstones. As Zephyr finishes his thoughts, he examines a tapestry hanging on his wall depicting thirteen warriors facing off against an unknown individual and the army of creatures at his command. 
The next morning, Zephyr announces he will continue his travels with Mario and his friends before appointing Empral as chief in his absence. The colony is shocked by Zephyr's sudden announcement; Empral approaches him questioning his decision to leave the colony behind. Zephyr reveals tagging along with Mario and the others is the best chance of finding the missing Toads. Empral asks Zephyr if he is comfortable with leaving the colony in Empral's hands after everything he has done, but Zephyr assures him there is no one better suited for the job. After walking some distance, Mario and Co. exit the valley and finally reach their original destination, Gameplex Gorge. Gameplex Gorge forms a network of inter-connected stadiums, each exhibiting a different sporting event as part of the Masterthon. Among the events held is a fighting tournament, where competitors representing various combat sports duke it out. The winner receives a champion belt containing one of the Unbridled Gemstones that Mario and Co. seek. At the registration booth, Mario and Co. learn they can enlist in all of the Masterthon competitions but only enter the fighting tournament. 
They are informed the tournament shall commence in two days before being handed a room key to one of the gorge's lodging facilities. Upon entering the lobby, Mario and Co. see the other contenders lounging about, and when they examine the competition, Mario and Co. see Goombrawn amongst the crowd. Goombrawn notices the heroes and approaches them, and they ask why he is here. Goombrawn realized during Ecliow's attack that he was too weak to protect Goombella and wanted to grow stronger. Goombrawn saw the tournament as the perfect opportunity and registered himself in the competition. Goombrawn wishes the heroes luck before taking his leave, after which Goombrain expresses concern for his roommate, believing he is way over his head. Just then, Gilded Dilaho, the defending champion of the last three tournaments, enters the lobby and is quickly swarmed by news reporters and his adoring fans. As Dilaho soaks in the attention, he spots Mario nearby and drags the plumber into the ongoing commotion for publicity. Dilaho states he is honored to meet the notorious hero of the Mushroom Kingdom, having been a big fan after witnessing his rise to stardom in the Glitz Pit arena many years ago. However, while Dilaho was impressed by Mario's feat of defeating the former champion of the Glitz Pit, Rawk Hawk, he claims Rawk Hawk is a pushover compared to himself, telling Mario that facing him in combat will be no cakewalk. Dilaho hands Mario an autograph, after which he states he is looking forward to squaring off against Mario in the arena, though he mockingly remarks that Mario has zero chance of emerging victorious. 
After Dilaho takes his leave, Mario's friends call Dilaho an arrogant, hot-headed jerk before heading to their room. Later that night, Mario and Co. head to the dining hall for supper, where they witness Dilaho cause a scene. Dilaho is infuriated that his favorite cuisine lacks any Dash Pepper seasoning, but the waiter explains their supply of Dash Peppers had gone missing several days ago. Unable to accept his excuse, Dilaho grabs his waiter by the collar, insulted that he dared serve someone of his stature such bland grub, before hurling his meal across the diner. Dilaho's food hits a large imposing Broozer named Apoplex, who gets out of his chair and stands before Dilaho, staring at him menacingly. Bothered by his presence, Dilaho tells Apoplex to get lost, but Apoplex continues staring at him. Dilaho threatens Apoplex in an attempt to get him to leave, when Apoplex ignores his threats, Dilaho gets fed up and delivers his signature Golden Punch move on him, but Apoplex is unaffected by his attack. Apoplex raises his arm delivering a powerful blow that knocks Dilaho out instantly. 
Apoplex's display momentarily petrifies everyone in the diner before security arrives at the scene. The security officers begin escorting Apoplex off the premise for his behavior before his promoter, Avari, intervenes. Avari apologizes for his fighter's outburst, claiming Apoplex does not know his own strength. Security disregards Avari's apology and states they shall report this incident to the tournament officials, resulting in Apoplex's disqualification. The butler who Dilaho assaulted vouches for Apoplex, claiming Dilaho started the fight and Apoplex was merely defending himself. The security officers decide to let Apoplex off the hook but warn him any further violence will not be tolerated outside the arena before transporting Dilaho's unconscious body to the infirmary. Avari reprimands Apoplex for his actions and ends by telling the Broozer to get his anger under control, but Apoplex retorts with a grunt before returning to his table. After finishing their meal, Mario and Co. return to their room, admitting that winning this tournament will be more difficult than they originally thought. 
After witnessing Apoplex effortlessly defeat the former champion, Mario and Co. try formulating strategies for dealing with Apoplex's overwhelming strength. Lumbette suggests asking around the lobby, however, no one has any information to offer. In the lobby, a Broozer named Mike approaches Mario and Co. after noticing they have been asking about Apoplex. Mike offers to train the heroes in preparation for the tournament, promising they can acquire the power needed to overcome Apoplex. Zephyr is wary of the ordeal and concerned for his friend's well-being, asking Mike why they should trust him. Mike says they do not need to trust him, but the upcoming tournament is Apoplex's first time participating, so no one will have any background knowledge of his fighting style. Despite Zephyr's doubts, after seeing how fruitless their attempts were for gaining intel on Apoplex and with no other leads in sight, Mario and Co. realize the mysterious Broozer is currently their best bet and reluctantly tag along. 
Mike leads the heroes to an abandoned training facility where Mike states the heroes' training shall consist of a two-part regime. The first part involves Mario and Co. clearing away all the enemies who have settled into the facility. After completing the first part of their training, Mike rewards Mario's efforts with a pair of Super Boots. Mario and Co. rest for the night before resuming their training the following day, in which Mario and his friends are pitted against a gauntlet of puzzles. Through these challenges, Mario's bonds with his allies strengthen, and after witnessing the heroes solve these puzzles with flying colors, Mike is confident they can pull off a Synergy Attack. Mike explains a Synergy Attack is a move requiring perfect synchronization between Mario and his current partner in battle. Once the requirements have been fulfilled, Mario's partner can unleash a powerful attack against their opponents. Through Mike's guidance, Mario and Co. successfully execute a Synergy Attack, after which Mike congratulates the heroes for passing his training. Out of curiosity, Goombrain asks what Mike gains from them winning the tournament, to which Mike claims he seeks nothing from the spoils of their victory but only needs a certain someone to lose. Goombrain asks Mike why he did not enter the tournament to deal with this person himself but does not enlighten them. 
After undergoing intense training, the day of the tournament finally arrives for the heroes. The officials, Koshi, Vale, and Buffor, oversee the tournament while the Papercut Twins, Cutthroat Carlo, and Shredded Sofia provide commentary. Mario and Co. face off against a series of relentless opponents, including Goombrawn, but emerge victorious in each round before reaching the finals alongside Apoplex. During their battle, Apoplex demonstrates uncanny speed, catching the heroes off-balance, but the results of their training push Apoplex into a corner. As victory is within their grasp, Apoplex delivers a sneak attack on Goombrain leaving him badly injured. Outraged, Goombrawn enters the arena, engaging Apoplex head-on, causing the referee to end the match. The judges believe Mario's team masterminded Goombrawn's interference, disqualifying them, despite the heroes' attempts to convince them otherwise. 
In one of the backstage locker rooms, Goombrain lashes out at Goombrawn for costing them the match. During his hissy fit, Goombrain reveals he never wanted Goombrawn on his team for the Mushroom Kingdom science competition, only recruiting him due to Goombella's insistence. Goombrain knows Goombella only recommended him because Goombrawn was once the universities' top student, but Goombrain only sees him as a bulky, dim-witted fool. Goombrain's harsh words cause Goombrawn to storm out of the locker room crying, leaving the others disgusted with Goombrain's treatment. Shortly afterward, Mike enters the room, expressing his frustration and disappointment with the heroes' loss. Mario and Co. try calming him down, but their words fall on deaf ears, as Mike's entire fortune and career were staked on that match. 
Mike tells the heroes he hails from a family of notorious boxers, and much like his family members, Mike also developed a passion for boxing. Roughly two years ago, Mike's parents died in an accident, and Mike was taken in by Avari, a boxing promoter. Avari began training Mike to follow in his parent's footsteps, and he proved to be proficiently skilled in the sport, but what he had in skill, he lacked in strength. The Broozer species possesses the innate ability to tap into a wellspring of raw power during bouts of rage, but Mike was incapable of awakening his dormant potential. Avari was dead set on capitalizing off of Mike, but Avari eventually became fed up with his lack of progress and sought another way to unleash Mike's latent powers. 
In his search, Avari met Ecliow, striking a deal with him. Ecliow would awaken Mike's inner strength, but in exchange for his services, Avari was to use Mike's newfound strength and win the Unbridled Gemstone in the upcoming Masterthon fighting tournament for him. Against his own will, Ecliow used his magic to extract Mike's unchanneled anger and mold it into a physical form, becoming known as Apoplex, his untamed rage incarnate. With a being comprised entirely of pure anger under his boot heel, Avari abandoned Mike, setting off for glorious new heights with Apoplex. Betrayed and deserted, Mike became obsessed with reclaiming his stolen power and demolishing Avari's chances of gaining mass fortune. To this end, Mike made a wager with Avari, if Mike could beat Apoplex in the Masterthon fighting tournament, Avari would relinquish Apoplex, but if Apoplex won, Mike would hand over his family's estate, which he inherited upon their death, to Avari. Avari accepted Mike's terms, but knowing full well he did not stand a chance against Apoplex, Mike sought someone that could fight on his behalf, and that is when he happened to stumble upon Mario and his friends. 
Zephyr recognizes Ecliow's name from Mike's story, unaware the heroes were chasing him down. Zephyr states Ecliow's name is mentioned in the history kept forbidden by his people. According to it, Ecliow started what would eventually become known as the Cinder War, wielding a race of fiery creatures that hailed from another dimension to conquer the planet. Zephyr's ancestors fought alongside humanity and a group of legendary warriors and through their combined efforts, triumphed over Ecliow. Zephyr realizes the situation is much dire than he originally thought, and they must get their hands on the Unbridled Gemstones by any means necessary. Elsewhere, after running off crying, Goombrawn comes across Avari and Apoplex in another locker room and secretly eavesdrops on their conversation. Avari is ecstatic that his financial troubles are over, but Apoplex is visibly upset by something. Through their conversation, Avari admits Apoplex's bulk physique was hampering his speed, so he stole the stock of Dash Peppers being housed in the nearby dining facility and started feeding them to Apoplex before his matches, increasing his speed. Apoplex is unhappy with having relied on dirty tactics to seize victory, but Avari states it was just a means to an end, and Apoplex would have won either way. 
Having heard everything, Goombrawn rushes to find the tournament officials when he just so happens to bump into Vale along the way. Goombrawn informs Vale of the situation, and he investigates Apoplex's locker, finding a stash of Dash Peppers inside. Before this information can be brought to light, Avari has Apoplex incapacitate Goombrawn and Vale before heading to the award ceremony. On their way to the award ceremony, Mario and Co. find Goombrawn and Vale gravely injured. Upon seeing Goombrawn's current state, Goombrain becomes horrified and asks Goombrawn who did this to him, who names Apoplex before fading from consciousness. At the award ceremony, Apoplex is moments away from accepting his award when Carlo and Sofia receive word of Vale's assault, and Apoplex as the perpetrator. After learning Apoplex harmed a tournament official, Apoplex is denied his prize before Joshi and Buffor order security to apprehend him. With Apoplex eliminated, there is no longer a victor declared for the tournament, and the Unbridled Gemstone remains unclaimed. Seizing the opportunity to his advantage, Goombrain gives Joshi and Buffor a proposition, a rematch between the heroes and Apoplex; whoever wins shall be declared the undisputed winner of the entire tournament. Given Mario's popularity and their dissatisfaction without a victor being named, the spectators enthusiastically support Goombrain's proposal. While Joshi is onboard, Buffor is unwilling to support Goombrain's proposal, but the overwhelming demand by the audience ultimately convinces him otherwise.   
Joshi and Buffor officially announce a rematch will transpire at midnight, however the heroes, having sustained multiple injuries and exhausted all their energy, realize they are unfit to partake in the match. Joshi allows Mario and Co. to chose someone who may fight on their behalf, and Goombrain suggests nominating Mike as their representative, which they all agree on. Apoplex is detained until the match occurs, while Mike outright claims he will not fight Apoplex and asks why they picked him. Goombrain says he took pity on Mike after hearing his story and saw this as the perfect opportunity for Mike to launch his boxing career while at the same time settling his score with Apoplex. Furthermore, Goombrain is unsatisfied with having Apoplex rot away in a jail cell for the rest of his life and seeks payback for what Apoplex did to Goombrawn. Despite his objections, Mike realizes it is the best course of action and agrees to battle his other half. To this end, Mario and Co. begin training Mike for the upcoming match. 
Mario and Co. return to the training facility they used earlier, there Beat repairs the equipment for Mike to use. Despite having quality equipment, Mike performs poorly in his training, blaming his loss of Apoplex for his inadequate results. Suddenly, Joshi appears, having been observing the situation afar. Joshi admits the heroes' performance during the tournament caught his eye, and he quickly grew to favor them. Joshi even voiced against the decision to have them disqualified, only failing to do so because he was outvoted. Having been interested in the heroes, Joshi followed them to the facility, where he watched Mike struggle in training. Joshi states anger is not a tool meant for winning battles but serves as a distraction that causes a fighter to lose focus and inevitably suffer defeat. Joshi claims Mike does not require his personified rage as a medium for channeling his inner strength, as the only thing holding Mike back is his lack of faith and doubt in his ability to succeed. Joshi's words open Mike's eyes, and using helpful insight, Mike begins showing promise in his training. After Mike finishes his training session, Joshi asks Mike to demonstrate the results of his training in a battle against him with only Mario at his side. Mario and Mike battle and defeat Joshi, who afterward claims Mike is ready, wishing the heroes luck before departing.   
Once midnight strikes, the match between Mike and Apoplex officially gets underway. Early in the fight, Mike struggles against his fierce opponent, but remembering what Joshi told him, Mike provokes Apoplex causing him to succumb to his anger and flail wildly about. With his concertation broken, Mike gains the upper hand on Apoplex, however, the heroes never discovered Avari had been illegally using Dash Peppers on Apoplex. During the transition into the next round, Avari secretly spikes Apoplex's water with an absurd amount of Dash Peppers, increasing his speed to outrageous proportions. Apoplex cannot control his newfound speed but still manages to unleash a barrage of attacks on Mike, who is quickly overwhelmed. Not long afterward, Mario and Co. quickly catch onto Avari's scheme and fight him outside the arena. 
During the battle, Avari reveals he served as a promoter for several boxers in the past, reaping untold riches from their matches but Avari sought to increase his profits even further. Avari's greed was his downfall, as he wagered away all his money, losing his clients and incurring huge gambling debts. Desperate to reclaim what he lost, Avari tried convincing Mike's parents, who were legendary fighters in their prime, to come out of retirement with Avari sponsoring their matches. When they refused his offer, Avari murdered them and falsified the details surrounding their deaths, making it seem they perished in an unfortunate accident. Avari believed their son Mike had the same fighting potential as his parents, so he orphaned the boy before adopting and training him as his prodigy. Avari planned on using Mike to recover his fortune and settle his debts, but when Mike did not show any promise, Avari sought another way to achieve his goals, leading to the events which birthed Apoplex. Originally, Avari planned on using his and Mike's wager to become rich once more, but after seeing what Apoplex is capable of, Avari intends on using him to eliminate his debtors and establish a new empire for himself. Furthermore, Buffor would acquit Apoplex for his crimes should he win his match against Mike. 
Mario and Co. defeat Avari, while Mike gets the idea to cling onto Apoplex's back until he burns himself out. Apoplex eventually runs out of steam, and Mike delivers the finishing blow, effectively claiming victory over his opponent. Mike briefly wallows in his victory until he notices Apoplex distraught from his loss and walks over to comfort him. Mike realizes Apoplex is not an embodiment of the rage slumbering within all Broozers but a culmination of his anger and frustration of being unable to prove himself a worthy fighter. Mike wanted to make a name for himself by any necessary, and since Apoplex is a part of Mike, Apoplex shared the same goal. However, despite his eagerness to win, Apoplex was never entirely comfortable with cheating his way to victory. Mike understands his sadness, but even though Apoplex did not emerge as the champion, a part of him did. Mike overcame an opponent surpassing him in every way, and he did it all without having to use the inner rage that all Broozers have grown reliant on, something Mike's parents would be proud of. Having made peace with his anger, Apoplex fades from existence, and Mike is crowned the champion. Mike thanks Mario and his friends for helping him finally realize his dream and gives Mario the Unbridled Gemstone located on the belt. 
==Interlude #3==
Illusia reports to Ecliow "they" have arrived, with Ecliow noting their arrival is earlier than anticipated. Nonetheless, Ecliow is confident the new batch of slaves will keep things on schedule. Ecliow notices Illusia looks troubled and asks if something is on her mind. Illusia asks Ecliow if the abduction of the Eukarya colonists was necessary, as they already have a big enough labor force. Given their previous argument, Illusia's displeasure with the colonists' enslavement does not surprise him, but figured a small part of Illusia would enjoy their suffering after what they did to her. Illusia asks Ecliow if he has forgotten those events never happened to her, but Ecliow says he remembers. Ecliow tries putting Illusia's mind at ease, stating their efforts are contributing towards a much greater cause. Illusia seemingly agrees with him and is about to say something else, but is cut off when Captain Vigore, commander of Ecliow's forces, suddenly enters the room. Vigore informs Ecliow of something forcing Ecliow to take his leave, while Illusia watches on from behind. 
Elsewhere, Peach and the others continue searching for the key that will unlock the chamber supposedly holding the citizens of Toad Town, the guests attending the competition, and Bowser's army. During the search, Peach and the others find a large enclosure filled with many beasts. Goombella recognizes them as Crosscores, viscous hybrid creatures hailing from the Muscheron Kingdom, and wonders why they are all gathered in the castle. Before moving on, Peach and the others witness the guard responsible for feeding them be torn apart by the pack. Moving forward, Peach and the others enter a vicinity of the castle where numerous guards remain stationed and notice a large chest beyond them. Peach assumes the chest contains the key, but Goombella finds it strange that so many guards are protecting a single prison key when Peach found their cell keys with little difficulty. Peach and the others wonder how they can slip past the guards and get the key undetected when Goombella suggests freeing the Crosscores they came across earlier, luring the guards away. Peach and the others sneak by the guards watching the Crosscores and set the beasts free to run amok. The Crosscores' rampage spreads throughout the castle, keeping all the guards occupied long enough for Peach and the others to steal the key. 
On their way back, they find the path blocked by the Crosscores with no way of proceeding forward. Just then, Ecliow and Captain Vigore appear, forcing Peach and the others to conceal themselves. Ecliow slays all the Crosscores in one fell swoop, knowing they were intentionally freed by the prison escapees. Ecliow orders Vigore to rally the troops and scour every inch of the castle, until they find and detain the prisoners. Despite the castle being on high alert, Peach and the others return to the locked door and use the key to open it but find the room empty, save for one person chained to the wall. The prisoner introduces himself as Inbabs and Peach and the others introduce themselves in turn, before explaining their current situation to Inbabs. After hearing their story, Inbabs asks Peach to release him from captivity, and in exchange Inbabs shall aid them on their quest. Untrusting, Bowser tells Peach to ignore Inbabs and continue searching elsewhere, but Peach refuses to leave him behind, as it is her duty to help those in need. Peach frees Inbabs from his bondage and the group ventures off further into the depths of the castle. 
== Chapter 5: The Millennial Feud ==
The Masterthon officially concludes after naming Mike the undisputed champion, and Avari is arrested for his crimes shortly afterward. Despite being a celebratory occasion, Mario and Co. are unable to commemorate Mike's victory, as they are regrettably informed the injuries Goombrawn sustained have placed him in a coma. Vale has Goombrawn transported to the University of Goom's infirmary for monitoring and treatment. Goombrain, along with the rest of the heroes, pray that Goombrawn makes a full recovery. After receiving this news, Mike formally joins the heroes as they continue their travels, with the hopes of growing stronger from the journey. Mike asks where they are heading next, but Mario and the others are unsure, as they have no clues regarding the whereabouts of the remaining Unbridled Gemstones. Their conversation is interrupted when Joshi appears to congratulate Mike on his triumph over Apoplex, with Joshi admitting he was right in placing his faith in the young lad and his allies. Joshi couldn't help but overhear that Mario and Co. were hunting Unbridled Gemstones and reveals two Unbridled Gemstones reside in his homeland, Pukupuku. 
Mike is shocked to learn Joshi hails from Pukupuku, knowing the nation is responsible for producing the most renowned warriors the world has ever seen. Joshi reveals his ancestors practiced a form of martial arts long forgotten by the warriors of Pukupuku. Joshi is the last known descendant of this dynasty and thus is the only person left with knowledge about this technique. For years, Joshi has served as the master of the Ninjis, a class of warriors specializing in stealth and deception in their ongoing war against their sworn enemies, the Bujis. Unlike the Ninji, the Buji practice the way of the sword, occupying the capital of Pukupuku, Imanim, as their territory. Recently, Pukupuku's shogun was usurped by a ruthless figure, and using his newfound power, the usurper laid siege to the Ninji's home, Ninjukun, located on the capital's outskirts. Joshi and the Ninjis planned on taking the fight directly to Imanim, but the invading forces have captured numerous Ninjis, dwindling their numbers. 
Joshi proposed venturing outside their nation's borders alone and seek additional help. The Ninji approved their master's notion, and Joshi left Ninjukun, ordering the Ninji to cease all hostilities and remain hidden until his return. Joshi saw the Masterthon as the perfect opportunity for scouting warriors he could recruit towards his cause, slowly working his way up as a tournament official. After seeing Mario and Co. in action, Joshi knew they were the warriors he was looking for and humbly begs the heroes for their help in liberating his home, promising to reward them with the two Unbridled Gemstones in the Ninji's possession. Mario and Co. happily agree to fight alongside Joshi and the Ninji, and with Joshi leading the way, they all head for Pukupuku. 
With Joshi's help, Mario and Co. infiltrate Ninjukun, now under the Buji's jurisdiction. Joshi informs the heroes their top priority is freeing the captive Ninji and leads them to his safe house to reconvene with his forces and formulate a plan of attack. To the surprise of the entire group, their safe house has been turned upside down, and not a single Ninji is accounted for. While Mario and Co. are busy investigating what happened during Joshi's absence, they are ambushed by a swarm of Buji. Amongst the Buji steps forth a masked Ninji, whom Joshi identifies as Akuma, who mockingly welcomes Joshi back home. Joshi demands to know what Akuma has done with Shruki and the others, who reveals while Joshi was gone, the Ninji launched a full-scale assault on his forces. However, the Buji overwhelmed the Ninji, leading to their defeat and detainment. After interrogating the Ninji, Akuma learned the location of their safe house, and knowing Joshi would eventually return, Akuma had his forces lie in wait to get the jump on him. 
Akuma admits he was not expecting Joshi to have found allies but states it was all for naught since they have fallen prey to his trap, ordering his men to apprehend them. Joshi tells Mario and Co. he will create an opening for them, and they must get as far away from here as possible. Mario and Co. refuse to leave Joshi behind, but Joshi argues that if they all fall here, no one will be left to save Ninjukun. Mario and Co. ultimately go along with Joshi's plan, but before Joshi can retaliate, a lone Ninji swoops in and deploys a smoke bomb. Using the cover, Mario and Co. flee from the scene, but once the smoke clears, Akuma orders the Buji to pursue them. After a harrowing chase, Mario and Co. shake off the Buji and find a safe location to remain out of sight and catch their breath. 
Joshi recognizes their savior as Gen, one of his novice students. Joshi asks Gen if Shruki and the others were captured, which Gen confirms. A while after Joshi departed from Ninjukun, Shruki, whom Joshi placed in charge of the Ninji in his stead, convinced the Ninji to launch a full-scale assault on the Buji, confident they could bring them down. However, Shruki's hubris caused their downfall as the full might of the Buji prevailed over them. Gen was the only one who evaded capture, while the rest of Ninji were imprisoned at Chu-Fu Prison. Joshi firmly told Shruki not to engage the Buji, but Joshi blames himself for putting Shruki in command, knowing her intense hatred for the Buji. 
With their numbers severely crippled, Joshi realizes breaching the nearly impregnable Chu-Fu Prison will be even more challenging than he anticipated. Joshi asks Gen if any cannons are still available, but Gen states the Buji confiscated all of Ninjukun's remaining artillery, storing it in a warehouse inside Chu-Fu Prison. Despite facing impossible odds, Joshi comes up with a plan to free their comrades. Joshi points Mario and Co.'s attention towards the tall structure in the distance. While it currently serves as a watchtower for the Buji, it is actually a Ninji training dojo. In the dojo's basement lies a supply of fireworks, set off during the ceremony where Joshi's pupils become honorary Ninji. Joshi intends to invade and liberate the dojo from the Buji's custody and launch the fireworks directly at Chu-Fu Prison's weapons depot. The resulting explosion shall allow them to bypass Chu-Fu Prison's defenses and free the Ninji. Gen reminds Joshi the dojo is currently under the domain of Musaji, one of Akuma's top enforcers, and they would be better off stealing the fireworks undetected. However, Joshi says their dojo surveys the entirety of Ninjukun and is the only vantage point where the fireworks will hit their target. Mario and Co. follow Joshi's plan, and Joshi leads them towards a secret passageway that connects directly to the dojo. 
Meanwhile, Akuma enters the throne room of Imanim Palace, relaying news of Joshi's return to his master, the usurper shogun. Furthermore, Akuma informs him Joshi has recruited foreigners to fight alongside the Ninji but regrets letting him know that he failed to capture them upon their arrival. The shogun orders Akuma to dispatch Joshi's allies at the next available opportunity, as they do not know what they are capable of. Akuma believes his master does not need to worry about Mario and the others, believing they pose no threat. The shogun states they cannot afford to underestimate them, as they must be strong to gain Joshi's trust and respect. The shogun leaves Akuma to handle the situation, and Akuma takes his leave. After Akuma exits his chambers, the shogun mutters Joshi is deceiving himself if he truly believes he has changed for the better.   
Back in Ninjukun, Mario and Co. follow Joshi through the passageway he mentioned, steadily approaching the dojo. On their way, Goombrain asks Joshi about the Ninji who sided with the Buji. Joshi claims he is not familiar with the Ninji, as all the Ninji under his tutelage never leave Ninjukun without his consent, and there have been no incidents of treason before. Joshi states that Ninji appeared alongside the Buji during their assault on Ninjukun. Once Ninjukun fell into their hands, the shogun left Ninjukun under his control. Joshi named the traitorous Ninji, Akuma, based on his mask, which resembles a flame demon mentioned in their folklore. After answering Goombrain's question, Mike asks about the one who confronted Akuma head-on, Shruki, and Joshi's relationship with her. Shruki is revealed to be the daughter of Joshi's former mentor, Kage, whom Joshi has raised as his own since her father passed away. Joshi promised her father he would look after and protect her, and although he considers the Ninji family, Shruki means the most to him more than anything. 
After a long conversation, they finally reach their destination, but Joshi has them wait until nightfall to commence the raid. Once the sun sets, Mario and Co. enter the dojo and take the Buji by surprise. The Buji attempt to sound the alarm, but Mario and Co. stop them before they do so. After defeating all the Buji standing guard, Musaji confronts them, but Mario and Co. deal with him too. With the dojo secure, Mario and Co. gather and ignite the dojo's fireworks, firing them directly at the Chu-Fu Prison's weapon depot, detonating the explosive ammunition. The blast breaches the prison's defenses, creating a point of entry for Mario and the others. With all the guards left unharmed by the explosion focused on dousing the scorching flames, they sneak by unseen. Mario and Co. locate and free the Ninji, including Shruki, but their reunion is cut short when Musaji stands before them once more, eager to redeem himself from his previous loss. Musaji is defeated again, and Shruki attempts to finish him off, but Joshi stops her. Mario and Co. make their way out of Chu-Fu Prison as it starts crumbling around them. 
Once they are out of harm's way, Joshi begins scolding Shruki for disobeying his orders and endangering their people. Shruki states Joshi had been gone quite some time and feared the worst. Shruki believed the fate of their people rested on her shoulders, so she took it upon herself to continue their people's fight. Joshi is not fooled by Shruki's story, knowing her master is not easy to kill, and Shruki only acted due to her resentment towards the Buji, which she does not deny. Joshi expresses his disappointment with her, as he taught Shruki not to let rage and anger overcome her. Shruki tells Joshi if he embraced these feelings years ago instead of letting his emotions get in the way at the last second, the Ninji would not be facing this crisis. Shruki believes putting a permanent end to their enemies is the only way to ensure their survival. Showing mercy will let their enemy live another day to take more lives, and Joshi's interference earlier with Musaji has guaranteed the death of countless Ninji. Despite Shruki's cold remarks, Joshi keeps his anger in check, and while displeased with his prized pupil, he decides to give her another chance. Joshi assigns Mario as Shruki's commanding officer, hoping she can follow orders and control her emotions under Mario's leadership. 
Shruki begrudgingly joins Mario's group, and they welcome her with open arms. Shruki does not trust the heroes but realizes they share a common enemy and willingly puts aside her disdain. With the entire fighting force of the Ninji by his side, Joshi discusses the next phase of their plan. The shogun, Ronin, lies within the walls of Imanim Palace in the capital, but the only path connecting Ninjukun to Imanim is littered with Buji, making it impassable. The only other way to reach Imanim is by traveling across the sea, but the Buji planned ahead and destroyed all the Ninji's ships docked at the harbor. Though hope is not lost, as Joshi knows of an alternative for crossing the sea, Kage knew of a technique passed down from generation to generation that allows the user to walk on water. However, this technique was decreed forbidden from usage except by the Ninji's ruler and their kin, but Kage failed to share this knowledge with Shruki before he passed. Joshi believes the technique is listed somewhere within Kage's former palace. Not only did the palace serve as a seat of power, but it also functioned as the Ninji's old training grounds. Arts and techniques performed by the Ninji were recorded via scrolls and stored in the palace cellar. However, the palace was destroyed by an attack mounted by the Buji many years ago, and the rubble is blocking the cellar's entrance. Joshi has attempted on several occasions to remove it, but the palace was constructed with sturdy material that not even Joshi can break single-handedly. Joshi is confident that with the combined strength of the Ninji supporting him, they can overcome this obstacle and make their way towards the palace. 
The surrounding area has become a nest for the hostile, indigenous creatures of Pukupuku since the palace's fall, forcing Mario and Co. to deal with them until they reach their destination. Arriving at the palace, Joshi and the Ninji begin their crusade to remove the rubble, but despite their best attempts, they are unsuccessful. Seeing them struggling, Mario and Co. help pitch in, but their efforts contribute very little, so they step away and talk things over. Having witnessed his raw strength before, Lumbette is convinced Mike is best suited for the job and suggests trying to clear the rubble himself. Mike is convinced that if a group of warriors does not stand any chance of clearing the debris, he doubts he will be able to. Mario and Co. remind Mike of what Joshi told him back at the training facility before offering their encouragement. The heroes' words give Mike the morale boost he needs, and Mike swiftly demolishes the rubble obscuring their path, surprising everyone present, including Mike himself. Shruki is impressed by Mike's power and begins wondering if this display of strength and trust between the heroes is why Joshi holds them in high regard. 
Shortly before entering the cellar, Goombrain notices something irregular with the burn marks stained into the floor. The markings running down the middle of the floor are not nearly severe compared to the rest of the surface, almost as if someone extinguished the flames there. Goombrain disregards the unusual pattern and proceeds into the cellar with Mario and Co. while Joshi and the Ninji stand guard. In the cellar, Mario and Co. search through the library of scrolls, but none end up being the one they are looking for. Shruki believes the scroll might not be amongst the collection and is hidden elsewhere, so they search the room for anything unusual. Beat stumbles across a vault with the image of a dragon on it, and Mario and Co. immediately assume the scroll is tucked away inside. 
Suddenly, Akuma reveals himself, having snuck in shortly after Mario and Co. descend into the cellar, observing things from the shadows. Mario and Co. assume their battle stances, but Akuma gives them the chance to stand down and step aside so he may claim the vault's contents. Shruki asks what possible use Akuma could have for the scroll, but Akuma ignores her question and gives them a final warning. Mario and Co. lunge towards Akuma, who promptly disappears into thin air. Akuma reappears behind them and tries catching the heroes off-guard, but Shruki intercepts his attack using the giant shuriken attached to her back, knocking him into the vault door. Unexpectedly, the dragon's body starts illuminating, and the vault opens shortly afterward, revealing a scroll sealed inside. Akuma grabs the scroll and removes its golden case, but before he can view its contents, Shruki continues her relentless barrage. Despite his experience, Shruki prevails over Akuma and snatches the scroll from his grip; she briefly considers ending Akuma for good but ultimately does not go through with it. With their mission complete, Mario and Co. head back to their allies, but Akuma goads and mocks Shruki as they leave, provoking her. Mario and Co. attempt to calm her down, but Shruki succumbs to Akuma's taunts, resuming her fight with him, during which Akuma steals back the scroll. Shruki launches her shuriken at Akuma, but Akuma vanishes, and her shuriken slices clean through one of the support beams, causing the cleaning to collapse. Zephyr generates a whirlwind to propel themselves and the falling debris upwards, avoiding getting crushed. 
Back on the ground, Mario and Co. explain everything to Joshi, who turns his attention towards Shruki, asking her if what the others say is true. Shruki acknowledges the truth of the matter, but denies being enveloped by rage once more and pulls out a scroll. Shruki reveals she pretended to let Akuma get the better of her, knowing that in doing so the scroll was guaranteed to fall back into Akuma's clutches, but she secretly swapped the sacred scroll with a random one nearby. Once Akuma hands Ronin the scroll, Shruki knows Akuma shall face the consequences for being duped. The Buji under his command will be lost without Akuma helming them, giving the Ninji the advantage they need to run them out of Ninjukun before moving to strike on the capital. Shruki expects praise after divulging her plan, but during her explanation, Joshi examined the scroll's contents and saw it was a map for a structure he does not recognize. Shruki swears she did not mix up the scrolls, but after seeing the anger in Joshi's eyes gazing towards her, she realizes her mistake and asks for her master's forgiveness. Joshi states he is not upset with Shruki for retrieving the wrong scroll but because Shruki blatantly lied to his face. Joshi says Shruki did allow her emotions to overwhelm her, otherwise, she would not have attempted to take Akuma's life, especially since her plan was for Ronin to punish Akuma. Joshi gave Shruki another chance so Shruki may prove him wrong, but her actions put innocent people in harm's way again. Left with no choice, Joshi strips Shruki of her status as a Ninji and asks that she hand over the shuriken belonging to her father that Joshi bequeathed to her. Angry and upset, Shruki gives Joshi the shuriken before running off from the group. 
After lashing out at Shruki, Joshi sits down to regain his composure when Mario and Co. ask if he is all right. Joshi claims he is fine before apologizing to the heroes for everything his pupil has put them through. Mike asks why Shruki's hatred for the Buji is so intense, with Joshi revealing it is because the Buji are responsible for her family's death. When Pukupuku was still young, the Ninji and Buji coexisted as one people, but the Buji feared the day would come when the Ninji surpassed their power. To prevent this from becoming a reality, the Buji exiled the Ninji from the capital, where they would go on to found Ninjukun. Since that day, the Ninji and Buji have been at war, their feud stretching out for over a millennium, lasting far longer than Mario and Co. originally thought. Joshi was trained in the art of the Ninji by Kage before serving as his loyal vassal and sensei of the Ninji, passing down Kage's teachings along with Joshi's style of martial arts to the next generation of warriors. One day, a man named Ronin appeared before them, asking to learn the way of the Ninji. Despite some uneasiness with the stranger, Ronin proved his worth, and Kage instructed Joshi to train him as one of their own. Through their training, Joshi develops a deep bond with Ronin and seeing his potential,  believes Ronin's destiny is to restore balance to Pukupuku. Several months after accepting Ronin into their clan, Ronin enters Kage's palace one day and confesses he is a Buji spy for the shogun, sent by his lord to infiltrate the Ninji's rankings and seize their national treasure, the Unbridled Gemstone. Ronin announces the shogun plans to lead his men and attack Ninjukun by sunrise, as Ronin could not bring himself to betray the Ninji after fighting alongside them. The shogun decided to take matters into his own hands, and Ronin came to warn them. 
Kage has Ronin imprisoned for deceiving the Ninji and plans to strike against the Buji at nightfall before the shogun can execute his attack. However, after sneaking into the capital, they find Imanim empty and see their palace ablaze on the horizon. The shogun predicted the Ninji would try and prevent his assault, so he deliberately told Ronin false information about the timing of their siege, knowing it would leave Ninjukun defenseless. Kage had ordered Joshi to watch over Ronin and protect the palace, but believing Ronin's change of heart frees him from captivity. With his help, Joshi and Ronin force the shogun to withdraw his troops from Ninjukun, foiling his plans, but they cannot stop the fire he and his troops caused from spreading throughout the palace. Joshi and Ronin rush to secure the Unbridled Gemstone before it is lost for good and rescue Kage's children, Shruki and her younger brother, Kunza, who are still inside the palace. Along the way, Joshi and Ronin become separated, and once they are reunited, Joshi sees Ronin wielding his sword and Kage's lifeless body on the floor with Shruki and Kunza standing over him. Outraged by his master's death, Joshi brutally beats Ronin to death, gouging out one of his eyes in the process, but before Joshi can finish Ronin off, he regains his senses. Joshi is horrified by what he has done but has no time to reflect on this as the ceiling collapses. Joshi manages to get Shruki out of the way, but Ronin and Kunza are left trapped on the other side. Despite his best efforts, Joshi is unable to push through the mountain of rubble and is forced to leave Kunza behind before he and Shruki are consumed by the flames. 
Until recently, Joshi assumed Ronin had perished in the fire, but now he is back seeking revenge against Joshi and the Ninji for leaving him on the brink of death, and it is all his fault. Mario and Co. try assuring Joshi that his actions were perfectly justified, given how Ronin had callously slain his master. However, Joshi knows Ronin better than that and does not think he would kill his master in cold blood. During that night, Joshi could see Ronin overcome with distraught for his actions, it was written all over his face, but seeing the man Joshi was eternally indebted to lying motionless before him caused him to snap. Joshi does not want their history defined by a cycle of blood and violence, but his brutality towards Ronin created another enemy of the Ninji, perpetuating the one thing he sought to stop. After that day, Joshi swore he would never let his emotions get the better of him and tried training Shruki under this principle so she would not make the same mistakes. However, Joshi could never convince her otherwise, as she developed a deep hatred for the Buji and sought to kill every last one of them. Mario and Co. ask if Shruki knows why Joshi is trying to enforce that philosophy onto her, but he replies that she does not. The heroes say that maybe Joshi should tell her himself, and looking down at his master's shuriken sets off to find and make amends with Shruki. 
While looking for Shruki, Goombrain says something is bothering him that he needs to get off his chest. Joshi only mentioned one Unbridled Gemstone in his story but earlier claimed that two were in their possession. Furthermore, the Unbridled Gemstone that Joshi said was in Kage's palace was nowhere to be found during their exploration and asks where it currently is. Before he can answer, Gen stumbles across a message from Akuma and hands it to Joshi. In the letter, Akuma states he has captured Shruki, and if they ever want to see her again, they must hand over the scroll taken from the palace's cellar. Upon hearing his demands, Mario and Co. realize the scroll Shruki had was indeed the scroll locked away in the vault, but wonder what use Akuma has for it. Upon closer inspection, Joshi realizes the map contained with the scroll is a layout of the old capital of Pukupuku, established during the first dynasty and swallowed by the sea centuries ago. Although still unclear of Akuma's motives, they all know his intentions are not pure and cannot hand over the scroll to him. Goombrain realizes Akuma has no way of telling whether or not the map they give him is legit since he has never laid eyes upon it and gets the brilliant idea to draw a fake one and exchange that for Shruki's safe return. Goombrain models his design based on the actual map, not wanting it glaringly obvious that it is a phony. Once he finishes the sketch, Mario and Co. make their way to the rendezvous point mentioned in Akuma's letter, the Ninji graveyard 
Akuma bides his time as he waits for Mario and his friends' arrival while Shruki struggles to free herself from the chains binding her. Akuma tells Shruki her struggle is pointless and she is wasting her energy. Shruki asks Akuma why he is betraying his people, and Akuma claims the Ninji are not his people and that his people are his family, but the war took them from him and wants Pukupuku destroyed for it. Shruki is confused by Akuma's response as Pukupuku's fall would also spell certain destruction for the Buji, who he is allied with. Akuma views the Buji as a means to an end, and his only allegiance belongs to Ronin, as they both desire Pukupuku's mutual destruction. After hearing this, Shruki sees Akuma is more of a heartless monster than she initially perceived. Akuma brushes off her remark and changes the subject by asking Shruki why she decided to spare his life back in the palace's cellar. Shruki claims it was part of her larger plan to pull the wool over his eyes, but Akuma calls her bluff, knowing full well it was because Shruki could not bring herself to take the life of a Ninji. Even when Shruki tried to finish him off, Akuma saw her holding back, allowing him to effortlessly dodge her attack. Akuma knows Shruki also yearns for Pukupuku's obliteration and figured she would make a fine addition to their cause, but her loyalty to Ninjukun and its people is a weakness that makes her unfit to do what is necessary. 
Mario and Co. meet with Akuma in the graveyard, where he asks for the scroll first, after which he will release Shruki. Akuma is given the scroll and inspects it to verify its legitimacy, but he easily sees right through their ruse. Akuma demands they immediately fork over the real scroll, or Shruki will die, however, when Akuma looks over at the spot where Shruki was last, she is no longer there. Lumbette used her powers to slice through Shruki's chains while Akuma was busy glancing through the scroll. Outraged, Akuma tries attacking them, only to be struck down by Joshi. Joshi and Akuma face off in one-on-one combat, but Akuma's fighting experience bales in comparison to Joshi putting Akuma on the ropes. Akuma admits he cannot defeat Joshi, but even so, Akuma is still the victor in the end, having swiped the scroll from Joshi's person during the fight. Shruki tries preventing Akuma from leaving with the scroll, but Akuma overpowers her, and when he is about to finish her off, Joshi jumps in the way to shield her. However, Mario and Co. deflect Akuma's attack, and this selfless act of heroism finally gains Shruki's respect for the heroes. Akuma does not wish to drag out the fight any longer after obtaining what he needs to find the Unbridled Gemstone and takes his leave. 
Mario and Co. ask Joshi what Akuma was referring to since Joshi said the Unbridled Gemstones were under Ninjukun's protection. Shruki states that the Unbridled Gemstone her father safeguarded disappeared on the night the palace fell. Furthermore, only one Unbridled Gemstone belongs to the Ninji, while the other belongs to the Buji. With the truth out, Joshi openly admits he lied about his people having two Unbridled Gemstones, as he thought it was the only way he could convince them to join and apologizes for deceiving them. Mario and Co. say Joshi has nothing to be sorry for since either way, they would have still agreed to help. Joshi questions their willingness to lend a hand when they had no reason for doing so. Mike says Joshi had no motive for assisting Mike with his training during the Masterthon yet did so anyway, as helping others is what heroes do. Shruki adds if anyone should be apologizing, it should be her. Shruki values the safety and happiness of her people above all else, yet her recent behavior put them in jeopardy, the one thing she sought to avoid from happening. Upon saying this out loud, Shruki has an epiphany, Joshi trying to teach Shruki self-control was meant to keep her from repeating her master's previous mistakes and turning into something she is not. Joshi embraces Shruki, proud of her growth and maturity, and returns her shuriken, claiming it is rightfully hers. Shruki approaches Mario and Co., apologizing for not trusting them and placing them in grave danger. Shruki understands if they no longer want her a part of their team, but Mario and Co. gladly accept her back. 
Back at Imanim Palace, Akuma finishes examining the map and informs Ronin through its knowledge, he has a clear route to the Unbridled Gemstone secured. Ronin responds telling Akuma he will have the Ryuto grant him passage, and Akuma disembarks. Before Akuma goes, Ronin tells him recovery of the Unbridled Gemstone is of the utmost importance and will not tolerate failure. Akuma understands and promises he will not disappoint Ronin again. Meanwhile, Mario and Co. guess the lost Unbridled Gemstone of Ninjukun now resides in the former capital, though it is unclear how the gemstone ended up there. Without the map, Mario and Co. have no means of finding their way through. Fortunately, Goombrain has the entire map memorized thanks to his photographic memory and can act as their guide. The only problem remaining is the capital is at the bottom of the seafloor, and they have no way of reaching it. While they try coming up with a solution, they look into the distance and see the sea splitting apart, revealing the ruined capital. The sight of the parting sea leaves the heroes in awe, though unsure of how this occurred, the capital is no longer beyond their reach, and they travel to the harbor and from there, through the newfound path. 
With Goombrain's aid, Mario and Co. steer their way through the capital remnants and close the distance between them and Akuma. Akuma hears them steadily approaching, and with his prize nearly in sight, Akuma floods the chamber in hopes of drowning Mario and his friends. Water begins pouring into the room, keeping Mario and Co. from proceeding further. Joshi stays behind to keep more water from entering, leaving Mario and Co. to deal with Akuma. Mario and Co. arrive at the final chamber in the nick of time to stop Akuma from claiming the Unbridled Gemstone. Akuma battles Mario and Co., suffering defeat at their hands, and Shruki prepares to deliver the decisive blow on him. Unlike their previous encounters, the clash between the Ninji causes Akuma to recall something about Shruki, leaving him distracted for Shruki to end the fight. Akuma retreats and Mario and Co. seize the Unbridled Gemstone just as Joshi enters the room, having patched the hole Akuma made. Joshi sees an inscription on the wall behind the Unbridled Gemstone's resting place and reads it, discovering it is the water traversing technique. Joshi realizes Kage and his ancestors brought their descendants here to learn their secret technique, hence why the map was kept in Kage's palace. With this information, Joshi and his allies now have what they need to storm the capital and stop Ronin. 
== Chapter 6: Enter the Dragons ==
Akuma's defeat causes the Buji to pull their remaining forces from Ninjukun and return to the capital, liberating the Ninji's home from their tyranny. Knowing their fight will not be truly over until Ronin is stopped, the Ninji make haste to reach Imanim. The knowledge obtained from the scroll grants the Ninji, Mario, and Co. the power of walking on water, which they use to travel along the great stretch of sea surrounding their territory. On their way to Imanim, small dragons composed of pure light spawn from the sea's surface and begin attacking the Ninji, halting their advance. Mario and Co. fend off numerous dragons, but the horde keeps multiplying by the second until their numbers dwarf that of the Ninji. Through sheer luck and endurance, Mario and the Ninji survive the dragons' wrath and arrive at Imanim. Upon catching their breath, Mario asks Joshi what those creatures are, and both he and Shruki recognize them as the Ryuto. 
According to legend, the Ryuto nest in the waters of Pukupuku, patrolling and guarding the nation from foreign invaders approaching from the sea. When the war between the Ninji and the Buji commenced, the Ryuto disappeared and has not been seen for the last millennium. Joshi and Shruki are confused by the Ryuto's sudden re-emergence and why they acted hostile towards the ones they swore to protect, but they disregard it to discuss more pressing matters. Ronin is expecting the Ninji's assault, and Joshi anticipates Ronin shall heavily reinforce the palace to ensure their coup is unsuccessful. Hoping to keep causalities at a minimum, Joshi proposes a recon of Imanim Palace until they have gathered enough intel to formulate a strategic plan of attack. Joshi provides the Ninji, Mario, and Co. outfits to blend in with the locals and remain incognito while they collect information. After exploring the capital and speaking with many townsfolk, Mario and Co. learn a large shipment of heavy artillery addressed to the palace will arrive momentarily. Knowing the dangers of the Buji getting hold of such weaponry, Mario and Co. inform Joshi, and they all rush to Rubro Harbor, where the ship containing the cargo will soon dock.   
Meanwhile, at the training grounds of Imanim Palace, Akuma is caught in a battle against a legion of Buji warriors. As punishment for failing to retrieve the Unbridled Gemstone, Ronin subjects Akuma to rigorous training against the Buji while forcing Akuma to wear strenuous armor, putting him at a severe disadvantage. Akuma attempts to take down his opponents single-handedly but is overwhelmed and suffers a relentless barrage of assaults. Despite his injuries, Akuma stands his ground, but before their fight can continue, Ronin calls the match to an end and dismisses his troops from the battlefield. Ronin approaches Akuma, asking him what is weighing him down, as Ronin knows despite Akuma's handicap, he should have no difficulty handling soldiers below his rank. Akuma reveals his doubts about Ronin's plan after fighting Mario and Co. and asks his master to consider abandoning his ambitions. Ronin questions Akuma's sudden change of heart, as he recalls Akuma's desire to see Pukupuku crumble after what the war cost him. Akuma does not deny these claims, but he believes deep down a better way exists to resolve the Ninji's and Buji's ongoing conflict, and insists they find one together. 
Ronin removes Akuma's mask to speak with him face-to-face, revealing himself to be Kunza, the eldest child of Kage, pronounced dead years ago. Ronin affirms Kunza that violence is the only language known to Pukupuku and peace is nothing more than a fantasy, promoting such ideals shall only complicate matters worse. Ronin tells Kunza he considers him like a son and much like himself, only seeks to silence Kunza's demons that haunt his past and present by ending the war, which can only be assured if no one is left to fight it. Kunza seemingly agrees with Ronin and asks his master to excuse his unusual behavior, as he is simply anxious about his upcoming rematch against Mario and Co. Ronin insists Kunza gets some rest to prepare himself for what lies ahead. As Kunza retires to his quarters, Ronin gazes at him from afar. 
Back at Rubro Harbor, Mario and Co. witness the ship carrying the weapons Ronin ordered arrive. While the Buji stationed at the harbor are unloading the ship's cargo, Mario and Co. slip past the guards, slowly working up toward the ship. Mario and Co. ambush and subdue the Buji, keeping the cargo from being delivered to its designated recipient. Goombrain examines a nearby clipboard detailing Ronin's order and discovers Acmetopia, the most highly advanced civilization on the planet, manufactured the weapons. According to Goombrain, Acmetopia's engineers dedicate their knowledge and resources solely to the betterment of humanity and not to dabbling in warfare, leaving Goombrain confused as to why weapons developed in Acmetopia are in their presence. Realizing the capacity of the firepower they now possess, a stray Ninji offers Joshi the suggestion of using it against the Buji. Joshi refuses, knowing the arsenal's magnitude would not just eliminate the Buji but annihilate the nation as a whole, though he knows they cannot hold control over Rubro Harbor forever. 
Joshi orders several Ninji to commandeer the delivery ship, return to Ninjukun, and safely deposit the weaponry there. One of the Ninji expresses concern with the mission, believing the Ryuto shall rip the ship apart before they can land at Ninjukun. Upon hearing this, Joshi wonders how the ship reached Imanim unscathed and notices the emblem of the Buji plastered on the sails. Joshi speculates the Ryuto does not identify the Buji as a threat, and to test his hypothesis, Mario and Co. and Joshi take the ship out on the open waters for a joyride. When it returns unharmed, Joshi proves that as long as the ship is waving the Buji's banner, the Ryuto shall remain neutral. Relieved by this news, the chosen Ninji prepare to disembark, but before they can do so, Joshi asks them to return with the crates upon storing the weaponry in Ninjukun. Nightfall hits while everyone awaits the ship's return, upon its arrival, Joshi gathers everyone around to relay the plan for infiltrating the palace. Joshi and the others will hide in the empty crates housing the weapons while a single Ninji disguised as a Buji delivers Ronin's "shipment" to the palace. Once they have successfully infiltrated the palace, the Ninji will commence their assault. 
Shruki volunteers to pose as a Buji while Joshi and the others stow away inside the crates. At the front gates, the palace guard complains the shipment was expected hours ago. Shruki fabricates a cover story for her tardiness, claiming unprecedented weather delayed her arrival. The guard does not care for her excuses but is satisfied nonetheless, and directs Shruki to the palace's armory. After the guard takes his leave, Shruki breaks her allies free from the sealed crates. Once freed, Joshi orders the Ninji to go ahead and get into position while Joshi stays behind to assign Mario and Co. a mission separate from the Ninji's current task. Joshi bestows Mario and Co. with a single plasma rifle he secretly held on to from the weapons batch delivered from Acmetopia. Joshi asks Mario and Co. to work their way toward the upper levels of the palace and fire a single shot into the courtyard, planning to use the commotion to distract the Buji and catch them off guard. Joshi departs to get into position alongside the Ninji and awaits the signal from Mario. 
As Mario and Co. ascend, they stumble across a hallway flooded with guards. Mario and Co. crawl through the palace's attic to avoid getting spotted, but along the way, Mario accidentally loses the plasma rifle. The rifle falls through a hole in the ceiling and lands on a large T-bone steak in the kitchen, which they are directly above. Not paying attention, a waiter places a dish cover over the steak and loads it onboard a service cart, transported out of the kitchen. Mario and Co. follow the waiter until he eventually loads the platter onto a dumbwaiter, which the heroes follow upward. Mario and Co. reach the area where the dumbwaiter stops just as Komuttu, the watchdog of Imanim Palace, is about to be served his dinner. Before Komuttu's caretaker has a chance to feed him, Mario and Co. battle him and emerge victorious, but during their fight, Komuttu devours the entire meal, including the rifle. Shruki scolds Komuttu for ruining their plan, provoking the creature, who in turn takes its anger out on Mario and Co. After dealing enough damage, Komuttu's rage reaches its zenith, and Komuttu manages to break free from its chains before rampaging through the palace. Despite their initial plan going awry, the havoc wrought by Komuttu keeps the Buji occupied and slowly dwindles their numbers, allowing the Ninji to take them by surprise. 
While Mario and Co. enter the fray, Joshi confronts his former student in the palace's throne room. Joshi asks Ronin if he is comfortable with this chosen path, claiming that he taught Ronin better than this. Ronin holds no regrets about the path he is treading and calls out Joshi's hypocrisy, pointing to his missing eye. Joshi agrees he has no right to speak and does not deserve forgiveness but asks if Ronin can honor one last request from his master and tell him the truth about what transpired that night in the palace. Ronin obliges and reveals after they were separated, he continued scouring the remaining accessible parts of the palace until he located Shruki, Kunza, and the Unbridled Gemstone. Once he found them, Ronin rushed to get the children and the stone to safety, coming across Kage during his escape. Kage misread the situation and assumed Ronin was kidnapping his family and making off with the Ninji's most prized possession. Ronin cannot convince Kage of his innocence and is thrown into a battle against Kage. Although Ronin does not wish to harm him, Kage's relentless attacks put Ronin in a tight spot, and in an act of self-defense, Ronin takes Kage's life. Knowing what preceded shortly afterward, Joshi asks what happened to Kunza, and Ronin claims Kunza died that night, unaware that Kunza is secretly eavesdropping on their conversation. 
Much like the Ninji, the Buji also have a secret technique passed down through generations: the ability to cut fire. Ronin parted the flames and escaped the palace with the Unbridled Gemstone before it was fully engulfed by the inferno. Afterward, Ronin used a dinghy to return to Imanim, but while crossing the sea, a Ryuto appeared before him and attacked his vessel. Ronin barely managed to make it back in one piece, but the Ryuto's assault caused the Unbridled Gemstone to fall overboard and land in the undersea capital ruins. To this day, Ronin is unsure why a Ryuto showed itself but theorizes it was due to him removing the Unbridled Gemstone from its natural resting place. After hearing the story, Joshi thanks Ronin for giving him closure on Kage's death before drawing his weapon. Ronin mocks Joshi for resorting to violence, stating he has fallen from grace, but Joshi says Ronin is getting the wrong impression. Joshi knows Ronin well enough to see once he is committed to a cause, he intends to see things through to the very end, so he won't bother wasting his breath, knowing his words will fall on deaf ears. However, Joshi is also committed to his cause and cannot allow Ronin's transgressions to carry on, triggering the fight between Joshi and Ronin. 
On the battlefield, Mario and Co. fight through a seemingly endless wave of Buji. Despite the odds, the heroes prevail and rush into the throne room during the heat of Ronin's and Joshi's battle. Ronin gains the upper hand over his former master, putting Joshi on the brink of defeat. When Mario and Co. attempt to lend their aid, Joshi tells them not to interfere. Shruki asks why Joshi refuses their help, and Joshi states his former pupil strayed off the righteous path because he could not resist succumbing to his rage. Ninjukun's suffering is a direct result of his weakness, and this battle serves as his penance. Knowing what is to come, Shruki breaks down in tears, begging her master to reconsider, but he refuses to back down, as he would be too ashamed to face Kage in the afterlife. While still harboring great animosity towards Joshi, Ronin admires his resolve and decides to grant him the honor of finishing him with the full extent of his powers, channeling forth the Dragon of Darkness, Yamitch. Recognizing the dragon, Joshi and Shruki are left speechless in the wake of its presence. Before anyone can act, Yamitch mortally injures Joshi. 
Shruki rushes to Joshi's side, who is barely clinging to life. Joshi tells Shruki not to be upset as he intended to die here from the start. Shruki implores her master to hang on until they can treat his wounds, but Joshi states it is too late for him. Joshi calls himself a relic of the past who failed to steer the next generation, however, it is not too late for Shruki and Joshi leaves the fate of their nation to the future. Joshi begs Shruki to save Pukupuku before drawing his last breath. Sadness courses through Shruki's body, but she is left with no time to grieve as Yamitch resumes attacking. Mario and Co. grab Shruki and hastily retreat, along with their Ninji allies, as Yamitch's rampage courses throughout the palace. Backed into a corner, Mario and Co. are rescued at the last second when an unknown group busts a hole in the palace walls and guides everyone out. 
Mario and Co. follow the war party back to their hideout, where they learn their savors are loyalists to Imanim's former shogun, Shima. Shima's followers helped their lord evade death at Ronin's hands after he annexed the throne, and much like the Ninji has been fighting against Ronin's tyranny. Shruki and the other Ninji question Shima's motives, wondering why he would go out of his way to help their sworn enemy. Shima knows his forces are no match for the power Ronin now commands, figuring the best way to deal with Ronin is by forming a temporary alliance with the Ninji. The Ninji reject Shima's proposed truce, knowing aiding Shima in regaining power will not end the cruelty inflicted on the Ninji by him and his predecessors. While not denying his treatment towards the Ninji, Shima tries convincing the Ninji that Ronin's brutality shall be worse than his own under Ronin's rule, especially with Yamitch. Unfamiliar with Pukupuku's lore, Mario and Co. ask about the malignant dragon that serves Ronin and are given a history lesson about the nation's past. 
During the early days of Pukupuku, when the Ninji and Buji were still considered allies, the seven-headed dragon, Ouro, descended upon their land. Pukupuku was nearly brought to ruin by Ouro's onslaught, but through the collective efforts of both the Ninji and Buji, they severed five of its heads, forcing Ouro to withdraw. Decades later, the two remaining heads split from the original body, becoming two separate entities, the Dragon of Darkness, Yamitch, and the Dragon of Light, Raiuxos. Raiuxos developed remorse for its actions and instated itself as Pukupuku's guardian deity, dedicating itself to protecting the land with its offspring, the Ryuto. While Raiuxos strove towards peace, Yamitch sought to finish the job its progenitor started and rained down on Pukupuku once more. The outcome of Yamitch's revenge resulted in its imprisonment within a device gifted to the people of Pukupuku by Raiuxos. Recently, Shima's men heard rumors that Yamitch's freedom at the hands of Ronin caused Raiuxos' re-emergence, who disappeared long ago after the commencement of the war between the Ninji and the Buji. Supposedly, Ronin overpowered Raiuxos and sealed it within the same device used to hold Yamitch, placing it in the location where Yamitch remained trapped for centuries, the sacred altar residing at the peak of Mt. Iwata. 
Mt. Iwata lies in the territory of a Buji clan who live in the mountains, having isolated themselves, refraining from getting involved in the war. The mountain Buji boasts the best swordsmanship within all of Pukupuku, and Shima intends to travel there, recruit the mountain Buji in their crusade, and free Raiuxos. Mario and Co. pull Shruki away momentarily despite sharing Shruki's distrust for Shima, they believe aligning themselves with Shima is their best option. With virtually every Ninji badly injured, they lack the manpower to stage another assault against Ronin. Still unconvinced, Shruki and the other Ninjis prefer taking their chances with Ronin. Mario asks Shruki if she would be comfortable falling in battle, knowing Joshi's death went unavenged. Upon hearing these words, Shruki swallows her feelings and ultimately agrees to fight alongside Shima, under the condition Shima ceases all hostilities once Ronin is defeated. After Shima agrees to her terms, Shruki, now succeeding in the chain of command, orders the Ninji, except Gen, to return to Ninjukun and recuperate. Shruki asks Gen to remain in Imanim, survey Ronin's activities, and alert the others should Ronin make his move. After the Ninji leaves Imanim via the cargo ship they seized earlier, Shruki wonders how Ronin commands the Ryuto, as even with Yamitch, only Raiuxos can do so. 
Mario and Co. accompany Shima and his loyalists up the mountains until they reach the village of the mountain Buji, Kakuma. The mountain Buji escorts Mario and Co. to their leader, Buaga, who demands to know why they have intruded on their homeland. Shima gives Buaga the rundown of the situation, after which Shima asks for Buaga's help, but he refuses their plea. Buaga states the ongoing war led to Pukupuku's decline and Raiuxos' abandonment, hence why the mountain Buji deserted the capital years ago. Shima tells Buaga that Ronin's machinations will destroy Pukupuku, including the mountain Buji. Buaga replies should this threat reach their dominion, the mountain Buji shall face it head-on and asks Shima and the others to leave. Shruki informs Buaga that Raiuxos has not vanished but is instead being held prisoner by Ronin, who now commands Yamitch. Mario and Co. understand Buaga's desire to avoid conflict, but they seek passage to Mt. Iwata to release Raiuxos from Ronin's grasp and ask if Buaga shall grant their request. Mt. Iwata is considered sacred grounds by the villagers, and cannot allow a group of outsiders to desecrate its soil. Shruki begs Buaga to honor their request, as Shruki lost her master, the only person left she considered family, and does not want the entirety of Pukupuku to suffer a similar fate. Buaga remembers Joshi, having met him once before, and earned Buaga's respect for his skill and compassion. After learning of Joshi's death and being moved by Shruki's words, Buaga agrees to grant them passage to Mt. Iwata if Mario and Co. can best their mightiest warrior, Tokusu, in combat, which they accept his challenge. 
Back at Imanim Palace, Kunza approaches Ronin, the latter asking him where he was during the Ninji's raid. Kunza confesses to having been secretly listening in on Ronin and Joshi's conversation before lashing out at Ronin for lying about what happened to his family. Ronin tells Kunza everything he did was to protect Kunza, figuring it was only a matter of time before Shima desolated Ninjukun and wiped out the royal bloodline. Not buying Ronin's words, Kunza accuses Ronin of acting in self-interest, filling Kunza's head with lies to take advantage of his despair. Until now, Kunza has been under the notion that Pukupuku was his enemy but now sees its people are not responsible for the endless warfare and losses but rather the abhorrence they carry. Unless the citizens can put aside their differences, Pukupuku will not have a future. 
Ronin admits he too once harbored prejudice against the Ninji, it was not until Joshi opened his eyes that he saw how wrong he was. Joshi's influence convinced Ronin to abandon his principles when he returned to Shima years after training alongside the Ninji, he advocated for peace, believing it was the only way forward. Shima disregarded Ronin's plea for pacifism and charged Ronin with treasonous intent. Shortly afterward, Ronin lost everything he held dear. While Ronin failed in the past, Kunza states the situation is far different for Ronin presently, with the dragon's power, Ronin could have easily ended the war, even if it was through force. However, Ronin could not rid himself of his hatred and betrayal and instead chose a darker road. Kunza calls Ronin a madman and intends to expose him for what he truly is. Just then, Ronin strikes Kunza down. Ronin expresses his disappointment, having not wanted to reach this outcome, but Ronin will not tolerate anyone interfering with his plans, not even Kunza. 
At Kakuma, Mario and Co. best Tokusu in combat before the entirety of the village, earning the respect of the mountain Buji. Afar on a balcony, Buaga has been watching their fight, and while heading down to congratulate them, Buaga notices the Unbridled Gemstone he has been caretaking for generations is resonating. After witnessing this with his own eyes, Buaga concludes Mario and Co. are the ones the Buji have been waiting for. Having proved their worth, Buaga allows Mario and Co. to climb Mt. Iwata but before they make their ascent, Buaga gives Mario and Co. a Warp Whistle, a musical instrument that once played shall summon a whirlwind and safely transport everyone back to the village. Mario and Co. scale Mt. Iwata until they reach the summit and find the containment device sealing Raiuxos, validating the rumors Shima heard. Just as Shima is in arm's reach of the device, Shruki plays the Warp Whistle, and the summoned whirlwind scoops up Shima and his men before whisking them back to Kakuma. Mario and Co. demand to know the meaning behind this, and Shruki reveals her deception. From the start, Shruki planned on turning against Shima, only pretending to ally so Shima could help Shruki track down Raiuxos. Instead of having Raiuxos aid in overthrowing Ronin, Shruki intends to use its power to eradicate the Buji for what they did to Joshi. Unable to reason with Shruki and unwilling to take her side, Mario and Co. battle and overcome their comrade. Refusing to admit defeat, Shruki fires her shuriken at Raiuxos' prison, shattering the device, but to everyone's surprise, Yamitch emerges instead of Raiuxos 
From Mt. Iwata, Yamitch descends upon Kakuma and unleashes a blitz of destruction while Mario and Co. watch the tragedy unfold from a distance, unable to do anything. Amidst the carnage, Buaga sees Shima and his men, demanding an explanation for Yamitch's sudden appearance. While unsure of the details surrounding certain events, Shima tells Buaga that Shruki betrayed him and his followers on Mt. Iwata and is under the impression she brought Yamitch here to destroy them all. Suddenly, they are caught in the crossfire of Yamitch's attack, obliterating Shima and his followers, but before Buaga falls victim, Ronin appears and seals Yamitch away. Buaga expresses his gratitude for saving them all and asks if Ronin can shed some light on the situation. 
Ronin tells Buaga he did usurp Shima, believing securing his position as shogun could allow him to usher in peace. Ronin offered the Ninji a permanent ceasefire and welcomed them into Imanim with open arms. The Ninji seemingly accepted Ronin's generosity, but it was all a ruse so the Ninji could move freely in the capital and launch a surprise attack against Ronin. When this plan failed, the Ninji sought to free Yamitch and utilize its powers to claim vengeance against the Buji, deceiving the mountain Buji and Shima into helping them. Having known of their plans, Ronin grabbed a spare containment device, designed in case Yamitch was released upon the world once more, and rushed to Kakuma before it was too late. Despite another setback, Ronin knows it is only a matter of time before the Ninji retaliates and asks if the mountain Buji are willing to combine forces so they may strike back. To repay his debt and prevent further losses, Buaga pledges his allegiance to Ronin and steels his troops for war. 
Back at Mt. Iwata, Mario, and Co. attend to Shruki as she tries piecing together why Yamitch rose from the remnants of the device instead of Raiuxos. Suddenly, a wounded Kunza makes his presence known to Mario and Co. when declaring he can answer Shruki's question. Mario and Co. assume their battle stances until Kunza tosses his mask, and Shruki instantly recognizes her brother. Having thought Kunza perished years ago, a weeping Shruki embraces her brother, afterwards, Mario and Co. treat Kunza's injuries as he explains everything. Ronin saved Kunza the night Ninjukun's palace fell, but a piece of debris struck Kunza's cranium shortly before they escaped, knocking Kunza unconscious. Kunza awoke in the morning and found he suffered from amnesia. Ronin told Kunza his family died in the war and only managed to save him. Having lost everything Kunza cared about blackened his heart, Kunza sought to take revenge upon the people of Pukupuku for the death of his loved ones. 
On that day, Ronin took Kunza under his wing, training him in both the way of the Buji and the Ninji and enforcing his ideals upon Kunza. Much like Kunza, Ronin also desires Pukupuku's mutual destruction, but it was not until a man called Ecliow appeared that Ronin put his plan in motion. In exchange for Ronin's aid in securing Pukupuku's Unbridled Gemstones, Ecliow summoned Raiuxos and gave Ronin the power to command it. Over time, Ronin's malicious intentions corrupted Raiuxos, altering its appearance to resemble Yamitch, and Ronin decided to take advantage of it. Ronin spread the false rumor about Raiuxos being detained on Mt. Iwata, knowing the Ninji would unintentionally free Yamitch. Once Yamitch was released, Ronin would swoop in and save the mountain Buji, pin the blame on the Ninji, and gain the mountain Buji's trust to fight alongside him. 
Kunza's last confrontation with Shruki triggered his suppressed memories, and when he confirmed the truth of his relationship to Shruki, Kunza rushed to inform Mario and Co. of Ronin's plot. With Ronin's plan coming to fruition, Shruki realizes Ninjukun is in grave danger, but Kunza tells her they are not the only ones at risk. At Ninjukun, having been observing Ronin, Gen returns and warns the Ninji about the Buji's impending attack. Aware of the threat the mountain Buji poses and with most of their fighters still recovering, the Ninji are powerless to stop the Buji. Just then, Gen reminds them of the weapons cache they confiscated at Rubro Harbor, knowing it would give them the upper hand. The Ninji defy their late master's ban on using such firearms and begin equipping themselves before marching onward to confront the Buji. On Mt. Iwata, Kunza reveals Ronin wanted the Ninji to steal the weapons, knowing the Ninji would have no choice but to use them once the mountain Buji joined his side. 
The scale of such a battle between the Ninji and Buji will result in no victor, thus fulfilling Ronin's desire to see Pukupuku obliterated. When Shruki runs off, Kunza asks where she is heading, and Shruki replies she will honor Joshi's final wish and save Ninjukun by killing Ronin. Kunza reminds her that Joshi did not ask her to save Ninjukun but to save Pukupuku, and killing Ronin will only make him a martyr for someone else to follow in his footsteps. If Shruki truly wishes to save her people and change her country, then she must first change herself. Shruki ignores Kunza's words and uses the Warp Whistle to transport herself off Mt. Iwata. Kunza begs Mario and Co. to stop Shruki, but more importantly, to ensure Pukupuku lives to see another sunrise. Mario and Co. head to the battleground of the showdown between the clans, while Kunza stays behind, promising to catch up. 
As the Buji advance, Ronin confirms Buaga of Joshi's demise, claiming he met his end during the siege of Ronin's palace, having died standing by his convictions. After hearing this, Buaga hands Ronin the Unbridled Gemstone, which he originally planned to give to Mario and Co. after they returned from Mt. Iwata, seeing him worthy of inheriting its power. Eventually, the Buji and Ninji meet each other head-on, initiating a bloodbath that Pukupuku has never seen. Shruki arrives and faces Ronin, who asks the young Ninji if she has come to claim vengeance for Joshi. Shruki screams for Ronin to keep Joshi's name out of his mouth, which causes Ronin to burst into laughter. Ronin says Shruki mirrors her deceased master by allowing raw anger to quickly envelop her on a whim's notice, but unlike Joshi, her emotional outbursts are more frequent. Ronin says Shruki proved easier to manipulate than her brother, provoking Shruki to strike Ronin. Ronin effortlessly overpowers Shruki and asks Shruki to give Joshi his regards in the afterlife as he prepares to deal the finishing blow. At the last second, Mario and Co. intervene, saving Shruki's life before entering the fight alongside her. 
With the cavalry having arrived, Ronin calls forth Raiuxos but before Mario and Co. battle him, Goombrain asks why Ronin orchestrated such events when he could have decimated Pukupuku with the power he now wields. Ronin reveals he sought to prove to both sides of the war that he was irrefutably right about peace being their salvation and that bloodshed would result in their collective demise. Ronin wanted the Ninji and Buji to acknowledge this as they faded away on the front lines. Having grown tired of talking, Ronin engages Mario and Co. but proves more formidable than Ronin perceives. With his back against the wall, Ronin tries channeling the might of the Unbridled Gemstone, but the stone remains inert and Ronin is defeated. 
Shruki arms herself to end Ronin's madness, but she begins taking notice of the carnage transpiring around her, finally accepting the truth behind Joshi's, Kunza's, and even Ronin's words. Shruki chooses to spare Ronin's life, taking him aback, but in the ensuing chaos, the device sealing Yamitch breaks, and the Dragon of Darkness begins unleashing its terror. The Ninji and Buji fight Yamitch independently, but they are all swatted aside by Yamitch's enormous strength. Shruki gets their attention, reveals Ronin's deception, and explains the only way for them to emerge victorious is if the Ninji and Buji work together. Kunza arrives to back Shruki up, recounting how Yamitch was brought to justice through the combined efforts of the Ninji and Buji. Kunza states their growing hatred steered them wrong, as it once steered Kunza wrong. Their despise for one another caused Raiuxos' departure, which led to their current predicament. Shruki and Kunza ultimately convince the Ninji and Buji to coordinate their attacks, significantly weakening Yamitch. 
In a surprising turn of events, Ronin unshackles Raiuxos from its bondage, restoring the dragon to its natural state, and Raiuxos vanquishes Yamitch. Ronin asks Shruki why she showed him mercy, despite being responsible for the war and deaths of innocent people. Shruki informs Ronin he is not directly responsible for this war, as their blood feud has been ongoing for centuries. Shruki does not wish for the story of the day their people united, marked by the spilled blood of a man who was just another war victim. Ronin admits he was wrong about Shruki, and Joshi would be proud of her accomplishments and maturity. Buaga apprehends Ronin for his crimes and takes back the Unbridled Gemstone he gave Ronin earlier. Buaga apologizes to Mario and Co. for placing his trust in Ronin when in actuality, Mario and Co. were the ones the mountain Buji prophesized would unify Pukupuku. With the war finally over, Buaga bestows Mario and Co. with the Unbridled Gemstone. 
== Interlude #4 ==
Ecliow places Castle Megalo on high alert after receiving word that Inbabs has been freed and prioritizes his recapture above all else. Ecliow summons Captain Vigore to his chambers and asks for a status update on Inbabs' pursual and Illusia. Vigore debriefs Ecliow, stating that Inbabs is currently fleeing with the other escapees to the west wing. Knowing only one direct entrance exists, Vigore has deployed all available troops to ambush them. As for Illusia, she is currently occupied with affairs in the Muscheron Kingdom and is unable to return. Despite following Ecliow's orders to a tee, Vigore wonders if all this is necessary for one prisoner, whose powers Ecliow neutralized long ago. Ecliow tells Vigore not to underestimate Inbabs' capabilities, as that mistake cost Ecliow gravely in the past. Ecliow dismisses Vigore, who plans to rendezvous with his men, and after Vigore leaves, Ecliow mutters to himself that Inbabs must sense the time draws near.
Following Inbabs' guidance, Peach and the others continue navigating through Castle Megalo, hoping to find those who remain imprisoned. As they make their way, Goombella asks how Inbabs came to obtain extensive knowledge of Castle Megalo's layout. Long ago, Ecliow unleashed a formidable, menacing power that plagued the entire world. In response to the threat, a resistance was formed to counter Ecliow's tyranny, and amongst its members was Inbabs. Inbabs and his insurgent allies breached Castle Megalo's defenses on many occasions until they victoriously triumphed over Ecliow's forces. In an act of desperation, Ecliow encompassed his stronghold with an impenetrable barrier and went into hiding, intending on returning to exact his revenge. Ecliow rounded up the freedom fighters who fell hostage to his spell, imprisoning and torturing them day after day, until Inbabs was left the only captive remaining. Peach and the others arrive at the west wing, where Vigore and his troops surround them. Bowser uses his flames to keep their enemies at bay, Inbabs being unaware Bowser could breathe fire, increases the severity of Bowser's flames, blocking off Vigore. Inbabs explains he specializes in pyromancy and while Ecliow sealed off this ability, a small fraction of his powers has slowly begun resurfacing. With this distraction, Peach and the others flee towards the lower levels of Castle Megalo.
== Chapter 7: Seeing is Believing ==
With the conflict between the Ninji and Buji now buried in the past, the Ninji intend on making Imanim their permanent new home, with the Buji helping their gradual migration to the capital. With Ronin behind bars, the Ninji and Buji discuss who shall serve as the new shogun, with Shruki placing Kunza up for nomination. Kunza believes he is unfit for the role, viewing Shruki as a better-qualified candidate. Shruki announces her plans to continue traveling with Mario and therefore cannot be shogun. Given how Kunza is Ninji by blood and raised as a Buji warrior, she believes there is no else better cut out for the part, with both sides supporting her advocation. With the vote essentially unanimous and after some convincing, Kunza accepts the role of Pukupuku's ruler and protector. With matters now resolved, Mario and Co. return to the University of Goom, and on the way back, Goombrain shares something on his mind. Earlier, when Ronin attempted to use the Unbridled Gemstone, it did not respond to his command. Goombrain noticed the same thing during their fight with Toxophilis. Given how the Unbridled Gemstones hold the essence of mighty warriors, Goombrain wonders if the stones possess a will of their own. 
Back on campus, Mario and Co. pay Goombrawn a visit at the infirmary, where they are informed that Goombrawn has gone missing. While the local authorities are busy investigating, Mario and Co. do their own detective work. Mario and Co. examine the recovery room, finding a wooden stick underneath Goombrawn's bed. Goombrain instantly recognizes it as a wand used by the students of Spellbinder Academy, believing a wizard is behind Goombrawn's capture. Mario and Co. decide to visit Spellbinder Academy, consulting Goombrain on how to get there. Goombrain says the campus train frequently stops at Spellbinder Academy, but with it still out of commission, there are no other means of passage. Just then, Mario encounters a Bob-omb named Goldbob, a wealthy entrepreneur, whom Mario met on one of his previous adventures. Goldbob explains his son Bub, who is now fully grown since Mario last saw him, had recently enrolled at the University of Goom, and he and his wife Sylvia were dropping him off. Goldbob asks Mario if he would like to spend the afternoon catching up with one another. Mario declines, informing Goldbob of their urgent business at Spellbinder Academy and how they lack transportation. Seeing their predicament, Goldbob offers usage of his private train for their mission, the Golden Luxury.   
Goldbob had the Golden Luxury custom-made for his son due to Bub's fascination with trains. The Golden Luxury is currently docked at the station, having ridden it alongside Goldbob's family en route to the University of Goom. Goldbob informs the conductor ahead of their arrival, and Mario and Co. take the opportunity to unwind aboard the lavish vehicle until they reach their destination. Mario and Co. find Spellbinder Academy in disarray since their headmaster, Lucan Abradonicous, disappeared at the science competition. After speaking with several facility members, Mario and Co. learn that Rodfield, Spellbinder's wand crafter, can identify the wand they found at the crime scene. Mario and Co. visit Rodfield's workshop and show him the wand, asking for the name of its owner. Rodfield reveals he is only responsible for handcrafting each wand while the academy distributes the wands to its students, so Rodfield is unaware of its current master. However, Rodfield states he can run the magical instrument against the list of wands registered in Spellbinder's database to find who it belongs to. The only problem is that Rodfield cannot access the database at their request, as they must receive permission from Lucan, but with his current whereabouts unknown, Mario and Co. have no way of locating the culprit.   
Mario and Co. head to the courtyard to consider their remaining options. Mario suggests asking Lucan's son, Foy, for assistance, believing Rodfield would be comfortable accessing the database with Foy's consent. One of the students passing by overhears their conversation, notifying them that Foy is currently away from campus for the time being. Goombrain stands by his belief that Foy is in cahoots with Ecliow, speculating the wand belongs to him, which is fortified by the fact that Foy is conveniently not around while they are on campus grounds. Shruki asks why Goombrain has it out for Foy, but before he answers, Mario and Co. hear someone screaming. Running towards the direction of the shriek, they witness a Magikoopa chased by a flaming creature and step in to defend him. After dealing with the creature, the Magikoopa extends his gratitude to the heroes. Zephyr asks why the creature was after him, but he is unsure and states it appeared out of the blue and started pursuing him. The Magikoopa protests with Lucan's disappearance and the batch of students who are suddenly unable to use magic, the last thing Spellbinder needs is monsters terrorizing people. Having not heard about this, Mario inquires about the students he mentioned whose magic is disabled. 
The Magikoopa explains that near the end of the academic year, all students must undergo a series of trials to apply the skills and knowledge they have obtained throughout the year. These trials act as their final exam, and passing allows one to proceed to the next grade, while those who fail must repeat their corresponding grade. Ragir, an alumnus of Spellbinder Academy and the exam's moderator escorts students one group at a time into Folklore Sanctuary, a patch of land composed of varying biomes and a haven for magical beasts often hunted for sport. Their caretakers have trained the mythological creatures to assist with the trials while Ragir watches from afar, monitoring the student's progress, ensuring their safety, and reporting any misconduct. Lately, those who have returned from Folklore Sanctuary can no longer use magic afterward, and no one has figured out why. Mario and Co. talk things over and decide to investigate the cause behind these events. Goombrain voices his objection, believing locating Goombrawn is more critical than involving themselves in Spellbinder's affairs. While still skeptical about Goombrain's accusations of Foy, Mario and Co. use that to convince Goombrain. If Foy is indeed Goombrawn's captor, then he may also be responsible for Spellbinder's current conundrum, and restoring the powers of Spellbinder's students might put them closer to finding Goombrawn. The Magikoopa overhears their decision and, wanting to repay their kindness for rescuing him earlier, asks if he can tag along, introducing himself as Koopdini, a second-year student. Goombrain opposes the idea, but the others believe Koopdini's familiarity with the academy could be helpful in their quest. Although reluctant, Goombrain acknowledges that his friends have made a good point and agrees to let Koopdini join the team. 
Koopdini tells Mario and Co. a band of students are en route to Folklore Sanctuary, and Koopdini directs them there. In the nick of time, Mario and Co. catch Ragir just as he and the students are about to enter the exam site. Mario and Co. give Ragir the rundown and insist they be allowed to undertake the exam. Ragir initially refuses but rescinds his decision after learning that the man before him is the famous Super Mario. However, given their inexperience, Ragir cannot permit Mario and Co. to take the exam and shall only let them observe from a safe distance. Inside the sanctuary, Ragir informs the students of the exam's trials before dismissing them, while Ragir teleports himself and the heroes to a platform floating above the refuge. With this bird's eye view, Mario and Co. can view Folklore Sanctuary in its entirety and notice each section consists of a different environment. Ragir explains the platform they are standing on pumps out magical energy 24/7, altering the surrounding climate and generating a distinct ecosystem suitable for all the inhabiting life forms. Mario and Co. keep an eye on the exam participants but do not find any clues regarding the mystery behind the students' inability to use magic. Suddenly, a monstrous wave of the creatures that attacked Koopdini before swarm the platform and commence their assault. Mario and Co. and Ragir defend themselves, but the beast's attack knocks the platform off-balance, causing Mario and Co. to plummet. Mario and Co. land before Smut, a first-year student, who revives them with a spell just as the creatures descend to the surface, as Mario and Co. ready themselves for another fight.      
Despite the odds, Mario and Co. manage to hold their own, but more creatures appear one after another with no end in sight. When it seems like the battle is lost, Furrlo appears and forces the remaining creatures to scatter. Furrlo says he saw the creatures heading toward Folklore Sanctuary and rushed over as quickly as possible to stop them. Shortly afterward, Ragir shows up and asks if Mario and Co. are unharmed, but Goombrain lashes out at Ragir. Goombrain states that Ragir's duty is to ensure the safety of all individuals, but he failed to maintain this standard. Furthermore, Goombrain blames Koopdini for their failure; given how Spellbinder Academy often boasts about its potency, Koopdini should have been able to handle the situation with no trouble. The bickering between them skyrockets until Mario and Co. put an end to it, saying they should refocus their efforts to check up on the other students. After gathering the students, Mario and Co. discover they can no longer use their magic, except for Smut. Given the circumstances, Ragir cancels the exam and places it on hiatus for those still waiting to take it.   
Mario and Co. leave Folklore Sanctuary without having learned anything, except someone is deliberately trying to stop them from unraveling the truth, as the creature's ambush was a coordinated attack. Soon afterward, Mario and Co. hear Foy has returned and decide to speak with him about persuading Rodfield to examine the wand. Foy recognizes Mario from before and formally welcomes them to Spellbinder Academy, apologizing for being unable to do so sooner. Foy explains he has been preparing for the Council of Occults, a committee comprised of the headmasters of Spellbinder's neighboring universities, who are due to arrive within the coming hours. The council intends to discuss the misfortunate events that have befallen Spellbinder Academy and find a temporary headmaster in Lucan's stead. Mario and Co. bring Foy up to speed, and Foy honors their request, promising to speak to Rodfield personally. Goombrain calls Foy out for "playing dumb" and declares the wand is Foy's property, but Foy disproves Goombrain after showing his wand to him. Goombrain is still unconvinced, as Foy could have acquired a replacement for the wand he lost. To ultimately refute Goombrain's erroneous assumptions, Foy demonstrates his wand in action by casting a spell, but when he attempts to do so with the other wand, it is unsuccessful. Foy tells Goombrain that Spellbinder Academy has a contingency for dealing with thievery. When students receive their wand, a slight trace of their blood is engraved into it, ensuring only the person with the matching genetic material can wield it.        
Foy accompanies Mario and Co. to Rodfield's workshop, and given Rodfield's strong relationship with Lucan, Rodfield makes an exception and scans their wand with Mario and Co., awaiting the results. As Spellbinder's technology searches through the registry, an unseen figure breaks into Rodfield's workshop and swipes the wand from underneath the heroes' noses before escaping. Mario and Co. immediately suspect the thief as the perpetrator they have been trying to track down and give chase, while Foy stays behind, having other business to attend to. The thief flees into Folklore Sanctuary with Mario and Co., pursuing them through its numerous biomes until they reach an ominous swampland. Koopdini cautions Mario and Co. about embarking through the bog as the sanctuary's more hostile creatures occupy the region. Meanwhile, the Council of Occults arrives at Spellbinder Academy, with Foy greeting the respective headmasters of each university. The council plans to conduct their meeting in a chamber located on campus, but before the council can head there, a fiery creature like the ones Mario and Co. have encountered gravelly wounds one of the council members while his guard is down. Foy saves the councilmen's life before the creature can deliver the finishing blow. Foy instructs nearby staff members to treat the councilmen's injuries while Foy takes the rest of the council somewhere safe.          
Back at Folklore Sanctuary, Mario and Co. venture through the swamp and stumble across a shack, which they assume is the thief's hideout. Mario and Co. enter the shack, and while scrummaging through the inside, Mario and Co. inspect a collection of framed photos hanging on the wall. Koopdini identifies Ectio as the person from the pictures, a former student of Spellbinder Academy. According to Koopdini, Ectio was a victim of harassment and bullying at Furrlo's hands until, one day, the abuse had taken its toll on Ectio. Having suffered enough, Ectio performed a forbidden spell, Eradicus Homosium, which erases the target from existence and their entire bloodline. Ectio missed Furrlo when casting the spell and was apprehended before he could try again, with his fate left in the hands of the Council of Occults. Typically, the punishment for such a crime is death, but Lucan took pity on the young lad and convinced the other council members to show mercy. Instead of the death sentence, Ectio was expelled from Spellbinder Academy and stripped of his wand, but despite his exile, Ectio invades Rodfield's workshop from time to time, searching for his lost wand. Since that incident, Spellbinder's law enforcement has been looking for Ectio, but their efforts have been in vain. Koopdini realizes Ectio managed to evade capture for so long because he built his hideaway within the sanctuary, the one place no one ever thought to look. Eventually, Mario and Co. discover a secret room and find Goombrawn, still comatose, and Lucan in chains.    
Lucan reveals that Ectio is in league with Ecliow, the latter having retrieved Ectio's wand for him. Ectio's prize is the Unbridled Gemstone, which is in the care of the Council of Occults, as Ecliow promised, conferring untold magical powers to Ectio should he bring Ecliow the relic. Unaware of its actual location, Ectio kidnapped Lucan and has been torturing him for answers, all while stealing magic from Spellbinder's students as revenge for the university robbing Ectio of his. Furthermore, Ectio kidnapped Goombrawn to lure Mario and Co. and seize the Unbridled Gemstones they have collected thus far. Mario and Co. free Goombrawn and Lucan and make their way out, but Ectio returns home and confronts the group, demanding to know who they are. Mario says Ectio is already familiar with them, and the heroes are familiar with Ectio and the transgressions he has committed under Ecliow's name. Ectio denies knowledge of Mario's claims but recognizes Lucan and speculates they have come to confiscate his wand once more. Not wanting to surrender it, Ectio challenges Mario and Co. to a battle and loses to the heroes. However, Ectio feigns defeat, and when Mario and Co.'s backs are turned, Ectio unleashes the Eradicus Homosium spell, but it strikes Lucan instead, causing the headmaster to vanish into thin air. Enraged, Mario and Co. forcibly restrain Ectio and turn him over to the proper authorities upon returning to campus.        
Goombrawn is transported back to the University of Goom while Spellbinder Academy mourns the loss of Lucan, with Foy taking it the hardest. Students and faculty begin arranging a funeral service in Lucan's honor for dusk tomorrow. The Council of Occults imposes the death penalty on Ectio for the assassination of Spellbinder's headmaster and places him in solitary confinement until the execution transpires. Furthermore, after witnessing Foy's bravery against the creature from earlier, the council decides to instate Foy as the new headmaster of Spellbinder Academy, with the inauguration ceremony set to commence in three days. Now inheriting his father's office, Foy summons Mario and Co. to his chambers, where the heroes offer Foy their condolences before Foy reveals why he called them here. Although Ectio has been brought to justice, the students whose magic he stole have not had their powers restored, but there is still hope for them. Looking for an answer to the ongoing dilemma, Foy consulted Spellbinder's records and uncovered schematics of a magic restoration device created when the university once faced a similar problem. Unfortunately, the schematics are beyond Foy's understanding, and wonder if Mario and Co. could take a look. Mario hands the schematics over to Goombrain, and after examining it, Goombrain claims he can build the device but refuses to aid in the endeavor. Zephyr shames Goombrain for being so heartless, but Foy manages to change Goombrain's mind with an offer.                            
Before assembling Mario and Co., Foy spoke with the Council of Occults, and they agreed to relinquish collective ownership over the Unbridled Gemstone to Foy. In exchange for the device's construction, Foy promises to reward them with the Unbridled Gemstone. Knowing it is the key to finding Goombella, Goombrain accepts, estimating it will take two days to complete the device. Koopdini offers his assistance, but Goombrain crudely denies his help, intending to work on the project alone. Foy provides Mario and Co. with rooming accommodations, and after a long day, Mario and the others decide to get some rest. However, Lumbette, having just talked to Nottin over the phone, reveals the hostility against Sherwood has remained strong, and a small handful of Timbering Village's citizens have formed a movement dedicated to evicting Sherwood from their home. Unable to handle the situation, Nottin has asked Lumbette to return home and help dissolve the matter. Given the urgency, Mario and the others offer to accompany her, but Lumbette states their priorities lie at Spellbinder Academy and decides to make the long journey back to Timbering Village alone.    
Being the workaholic he is, Goombrain gets a head start on the device's construction, working throughout the night. Goombrain's labor bears fruit as he completes an essential part of the device, but when Goombrain tests its functionality, it fails. Stirred from his slumber by the racket, Koopdini stumbles upon Goombrain, venting his frustrations. After reading the room, Koopdini pieces together what is happening. Koopdini presents Goombrain with a solution but is ignored by Goombrain, who continues his work. Annoyed, Koopdini tries implementing the solution himself, but Goombrain repels his interference with brute force, causing a skirmish between the two and damaging the device. Koopdini apologizes, stating he was trying to help, but seeing his efforts gone to waste, an infuriated Goombrain calls Koopdini an incompetent buffoon and demands he leaves his sight. Fed up with his behavior, Koopdini asks Goombrain what his problem is, as Goombrain has had it out for him since joining the party. Goombrain enlightens Koopdini by outright declaring that he despises wizards. Frequently, members of Spellbinder Academy visit Goombrain's university, spending their time on campus poaching students. Goombrain hates how those recruited by Spellbinder Academy are robbed from putting their intellect to good use, brainwashed into believing that anyone can breeze through whatever life throws their way via magic. Goombrain reveals Goombrawn was among those convinced to abandon the University of Goom and attend Spellbinder Academy instead. Before joining, Goombrawn was the former Goomdictorian of their university, but during his time at Spellbinder, Goombrawn suffered an accident that converted his brain power into pure muscle, dampening his intelligence.                            
After hearing his story, Koopdini discloses that Goombrawn was not persuaded into transferring universities and did so on his own accord, with Goombrain needing clarification on the reasoning behind Goombrawn's decision. While he does not have the answer, Koopdini figures it might have been for the same reason he came to Spellbinder Academy. From a young age, Koopdini dreamed of pursuing a career in quantum physics, but hailing from a family of Magikoopas, Koopdini was expected to carry on the family legacy and become a wizard. To get his family off his back, Koopdini agreed to attend Spellbinder Academy for a semester, but after being exposed to the world of magic, Koopdini decided to stay permanently. Koopdini views magic as a form of science the world cannot yet comprehend, and if Koopdini can decipher its secrets, he believes it could greatly benefit humanity. Furthermore, Koopdini states magic cannot solve everything, which is proven by the fact that a skilled wizard such as Foy requires Goombrain's hand in constructing the device. For a wizard, wielding magic is not simply waving around a wand; it takes years of study and practice before one can be deemed a full-fledged wizard, and even after graduating, there is still much to learn. Koopdini's words cause Goombrain to experience a change of heart, and he permits Koopdini to work alongside him, fixing the damages they caused, before giving Koopdini's proposed solution a shot. Koopdini's solution resolves the problem, with Goombrain praising Koopdini on a job well done before the two move on to the next component.   
When nightfall hits the following day, Mario and Co. attend Lucan's funeral, with Foy reciting a eulogy he pieced together for his late father. As per tradition in the wizarding community, the deceased's body is placed in a coffin, which is then magically sealed so the soul may rest for eternity undisturbed. However, with no trace of Lucan's body remaining, the only remnant of his existence is laid to rest: Lucan's wand. Foy is among the wizards responsible for sealing Lucan's casket, but Foy's wand does not respond to his command. After the service, Foy stops by Rodfield's workshop to have him inspect Foy's wand, believing it may be defective. On the proceeding day, Goombrain and Koopdini finish the magic restoration device and deliver it to Foy's chambers. However, Goombrain and Koopdini have yet to test the device's capabilities. Foy has Ragir, whose magic Ectio siphoned shortly before recovering his wand from Mario and Co.'s custody, summoned to conduct a formal test. During the assessment, the light fixtures suspended from the ceiling went out, and they could not witness the device in action. Foy reactivates the light with his magic before apologizing for the inconvenience, as Lucan's former office suffers from occasional blackouts due to its old, faulty wiring. Despite not seeing it, the test yields successful results, leaving Goombrain and Koopdini to bask in their accomplishment. Foy plans on relaying an announcement for students who have lost their powers to gather outside his office if they wish to have their magic restored. Before broadcasting the announcement, Goombrain apologizes to Foy and Koopdini for acting so callously. Goombrain admits his behavior was unjustified, deriving from a baseless belief of Foy's involvement in a major conspiracy and his resentment towards wizards. Goombrain seeks to start over with Foy and Koopdini, to which Foy and Koopdini reply by accepting Goombrain's heartfelt apology.      
During lunchtime, Smut, spared from Ectio's machinations, has been romantically attracted to his classmate, Peony, for some time. Smut intends to profess his feelings for her but fears Peony will not reciprocate his emotions. Not wanting to embarrass himself in front of the whole cafeteria, Smut uses a mind-reading spell to see whether she feels the same way, but in doing so, Smut uncovers a horrifying truth. The Peony standing before him is an imposter as are all the other students who have lost their magic, having been replaced with identical duplicates. What is more, Smut learns the real culprit behind the series of nefarious crimes that befell Spellbinder Academy is the current headmaster, Foy Abradonicous IV. Foy arranged the kidnapping of numerous students, planning to slowly drain them of their magic before installing doppelgangers so no one would notice their disappearance. Peony notices Smut quaking with fear and concern for his well-being, approaches, and asks what is bothering him. Smut pretends to act like nothing is bothering him while slowly and nervously backing away from Peony when she attempts to grab Smut's arm. Peony's hand phases right through him, causing Smut to flee in panic. 
Back in their room, Mike starts worrying about Lumbette, and Shruki assures Mike not to fret as Lumbette can take care of herself. Suddenly, Smut barges in, telling Mario and Co. everything he just learned. After hearing Smut's discovery, Goombrain is outraged by Foy's deception and storms out in fury, set on exposing Foy for who he truly is. Mario stops Goombrain in his tracks, stating that the rescue of the captive students is of greater importance, and asks Smut where Foy is keeping them detained. According to Smut, a student entered a forbidden sector of Spellbinder's former library centuries ago and consulted an esoteric tome. Through its pages, the student came into contact with a malevolent specter, hoping it would impart knowledge of the Dark Arts beyond Spellbinder Academy's teachings. Inadvertently, the student released its spirit, and while the threat was contained, the specter infected the entire area with black magic. Smut states Foy is keeping the students held at the abandoned library, but the black magic covering the facility makes it inaccessible. Koopdini proposes combining their magic to place a protective charm that will shield the group from harm's way, and after doing so, Mario and Co. head towards the library posthaste.        
At the library, Mario and Co. confront more of the fiery creatures, along with other cretins corrupted by the sinister atmosphere, before locating the students. Mario and Co. see dozens of innocent students in bondage; when attempting to free one such student, a portal spawns before them. Peeking through the portal, Mario and Co. see the student's lookalike impersonating him, standing inside the magic restoration device and vanishing into nothingness. An unseen force then releases the captured student, levitating his body through the portal and into the device, which produces an indistinguishable copy before the student is strapped back into his restraints. After watching these events unfold, Mario and Co. try to make sense of the situation when they are knocked unconscious. When Mario and Co. regain consciousness, they find themselves imprisoned in a dungeon. More surprisingly, Goombrawn, who has stirred from his coma, and Lucan occupy the same cell. Mario and Co. are astonished to see Lucan breathing, questioning how Lucan is alive. Lucan stares at them perplexed, claiming he has been held prisoner since Ecliow's attack. Having witnessed Lucan's demise with their own eyes, Mario and Co. are confused until Foy reveals himself and indulges his entire plan. 
Within every person lies a unique strain of DNA harboring bountiful traces of magical energy, but most people either lack awareness of its existence or cannot harness it. Those who exemplify the rare talent are scouted by veteran wizards and offered a place at Spellbinder Academy, where they spend the next several years training to wield magic. However, the wands each student is provided channel only a tiny fraction of magical energy, thus limiting the number of spells a student can perform. Upon graduating, a student is briefly exposed to the Magnus Infinium, an artifact of untold magic, which unlocks a student's full potential. The Magnus Infinium is stored within a pocket dimension, along with the Unbridled Gemstone, which can only be opened by a member of the Council of Occults. Foy intends to bathe in the Magnus Infinium's full might and become the world's most powerful wizard. To this end, Foy begins carrying out his plan. Having teamed up with Ecliow, the general removed Lucan from the picture so Foy could manipulate the council into appointing him headmaster. Securing the title of headmaster would allow Foy to have his powers awakened early during the inauguration ceremony and the way to the Magnus Infinium revealed. To secure the time Foy required to absorb the Magnus Infinium's powers and steal the Unbridled Gemstone for Ecliow, he obtained a horde of creatures to act as a diversion for the council, the Seraphins. 
The Seraphins violent nature deems them impossible to control under normal circumstances, but with the right spell, the Seraphins shall become subservient. While Foy's magic is sufficient to coerce the weaker Seraphins, the council can easily defend themselves against such an attack and, therefore, would require the more robust variants to serve as an adequate distraction. However, executing a spell of such magnitude demands significant quantities of magical energy, forcing Foy to resort to other tactics. Initially, Foy considered extracting the necessary power from his father, but Lucan proved too resilient and settled on exploiting Spellbinder's students. Foy's subordinates, Ragir and Furrlo, carried out his dirty work; Ragir herding students to Folklore Sanctuary, while Furrlo binds the unsuspecting students during the middle of their exam, bringing them to Foy's base of operations. Once in Foy's custody, Ecliow's second-in-command, Illusia, conjured perfect replicas of the kidnapped students, with Foy instructing them to mimic their counterpart's daily lives. However, Foy overlooked a crucial detail: the illusions do not contain the genetic material of the original, and as such, they cannot use the student's wands. Foy worried investigations into this matter would expose his scheme and reassessed his options to avoid being caught. Thanks to Ecliow, Foy obtained schematics for a cloning machine, and although he could not manufacture the device himself, Foy knew a certain Goomba that might.      
Foy lured Goombrain and, by extension, Mario and Co. to Spellbinder Academy by kidnapping his roommate, foreseeing the chain of events Foy set in motion would ensure the machine's construction. Foy also took the liberty of pinning his crimes on Ectio by placing his wand near Goombrawn's bed and having Illusia place fakes of Lucan and Goombrawn in Ectio's shack. Finally, as one last precaution, Foy planted a spy within Mario's squad to relay information on Foy's behalf. The spy in question emerges from the shadows, Koopdini. With Koopdini on the inside, Foy monitored Mario and Co.'s activities and intervened when necessary. In one such instance, Foy unleashed the Seraphins to content with Mario and Co. during their excursion in Folklore Sanctuary, as Furrlo could not move with the heroes watching the exam's progress. Unfortunately, Furrlo did not manage to nab Smut, as the Seraphins inadvertently launched Mario and Co. right into his line of sight before Furrlo got the chance to pounce. Furthermore, when the Seraphins ended up being more than Mario and Co. could handle, Furrlo was forced to come out of hiding and lend his support, not wanting Mario and Co. to bite the dust when they still had a role to play.    
Goombrain is beyond furious at Koopdini, having thought that the heart-to-heart conversation they shared the other night was genuine. Goombrain calls himself a fool for allowing this moment to blind him from the truth that wizards are nothing more than wicked, despicable beings. Foy states Goombrain's assertion is inaccurate, as Foy's motivations originate from personal trauma and tension. Foy does credit Goombrain's keen intuition but mocks Goombrain for not listening to his conscience, claiming that if Goombrain truly cared for his friends, he should have done more to keep them safe. Foy ends his long-winded speech by declaring the heroes' endangerment is all Goombrain's fault before he and Koopdini leave to enact the final phase of Foy's plan. Mario and Co. exert their combined strength for the next hour to eliminate the supernatural barrier caging them in, except for Goombrain. Foy's words have gotten under his skin, and Goombrain holds himself personally accountable for how things have turned out. Goombrawn knows their efforts are pointless, as he and Lucan have attempted shattering the barrier on many occasions, but Goombrawn refuses to give up on Goombrain, as Goombrain did not give up on finding him. Lucan tells Goombrain he holds himself responsible for Foy's actions, believing he failed his son, and yet despite everything, Lucan knows Foy must be brought to justice and shall not rest until he is. Goombrawn's and Lucan's encouragement inspires Goombrain, and he joins the others in dealing with the task. Goombrain recommends charging all at once, but just as they are about to make contact with the barrier, the barrier dispels, and the group lands flat on their stomach. When Mario and Co. look up, they see Lumbette, Rodfield, and Ectio standing before them.   
Back when the heroes were at Ectio's shack, Koopdini mentioned how it eradicates all of its target's family members in his description of the forbidden spell. However, when the spell struck Lucan, Foy survived, arousing suspicion from Lumbette. Sensing foul play, Lumbette reported her findings to Rodfield and formulated a plan to confirm Lumbette's doubts about Foy. Given Shruki's knack for sneaking around undetected, Lumbette confidently asked Shruki to creep into Foy's room while he was asleep, purloin his wand, and swap it with an ordinary twig. Upon noticing his wand no longer worked Foy brought it to Rodfield's workshop for repairs, during which Rodfield switched the decoy wand back to Foy's actual wand. Unbeknownst to Foy, Rodfield had bugged Foy's wand, allowing Rodfield and Lumbette to eavesdrop on Foy. When Foy disclosed his plot to Mario and Co., Lumbette and Rodfield heard Foy's entire confession and realized the academy was in grave danger. After learning of his innocence, Lumbette and Rodfield freed Ectio from incarceration, who in return helped Lumbette and Rodfield rescue Mario and Co. and take down Foy together. Lumbette apologizes for being dishonest about why she needed to temporarily depart the team, as she did not want to take any chances. Furthermore, Shruki apologizes for withholding information and risking their safety, but Mario and Co. fully understand and are not upset at either of them.    
Reaching the dungeon's exit, Mario and Co. are intercepted by Foy's henchmen, Ragir and Furrlo. Suddenly, Ragir and Furrlo collapse after being dispatched by Koopdini. Koopdini informs everyone there is still time to stop Foy and reveals a shortcut to the auditorium where the ceremony is being held. Viewing it as a trap and not wanting to make the same mistake twice, Goombrain lunges at Koopdini with Mario and Co. holding him back. Goombrain demands that his friends release him, knowing full well that Foy and Koopdini's motives are identical. Koopdini states his and Foy's ambitions are not aligned, having only formed a partnership to get revenge on Goombrawn. Koopdini explains that Goombrawn's enrollment in Spellbinder Academy was all a ruse so Goombrawn could sabotage Koopdini's invention for the then-upcoming academic competition, ruining what Koopdini considered his greatest accomplishment. Despite Koopdini's loathe for Goombrawn, Koopdini puts his feelings aside, aware he cannot defeat Foy alone. Koopdini came to his senses upon witnessing the harm inflicted on the students, having been previously unaware of the true depths of their suffering, alongside Foy's attempted murder of a councilman. After acknowledging his mistakes, Koopdini rejoins Mario and Co. again, and the gang rushes to end Foy's madness.                                                                          
Taking full advantage of the shortcut, Mario and Co. crash Foy's initiation just in the nick of time. Lucan's presence leaves the crowd speechless, and the Council of Occults demands an explanation for this sudden development. Having recorded Foy's earlier monologue on his wand, Rodfield plays it before the entire school community. With this irrefutable evidence, the council turns their attention to Foy, pointing their wands directly at him. Lucan begs his son to come quietly, promising to reduce Foy's sentence, but Foy refuses to accept defeat and calls forth the Seraphins. With the council preoccupied with the Seraphin's incursion, Foy passes through the gateway where the Magnus Infinium and Unbridled Gemstone reside on the other side. Lucan, Rodfield, Ectio, Smut, and Goombrawn stay behind to back up the council, urging Mario and Co. to finish the job. Before Mario and Co. enter through the portal, one of the Seraphins fires a projectile at Goombrain, but Koopdini pushes him out of the way, finally earning Goombrain's trust. Within the realm, Foy is seconds away from procuring both artifacts when Mario and Co. confront him. Foy voices his disappointment in Koopdini's betrayal, although he states Koopdini's treason only moved his punishment further up Foy's timeline. Initially, Foy intended to deal with Koopdini after the ceremony since Koopdini intentionally concealed that he could develop Foy's machine by his lonesome so that Koopdini could get payback on Goombrawn. Having grown tired of the heroes' meddling, Foy faces Mario and Co. in battle but is denied victory.      
Mario and Co. force Foy to withdraw the Seraphin legion, after which Foy is arrested by security. With the academy now saved, Goombrain addresses Goombrawn, apologizing for treating his roommate so harshly in the past. Goombrawn's deformity was a constant reminder of Goombrain's disdain for Spellbinder Academy, and Goombrain gratuitously took his anger out on Goombrawn. In a display of maturity, Goombrawn takes full responsibility for causing this mess and approaches Koopdini to amend his wrongdoings. Year after year, their university kept losing to Spellbinder Academy in the academic science competition, and Goombrain poured every fiber of his being to keep this from repeating. Seeing Goombrain push himself to exhaustion made Goombrawn fear for Goombrain's health, and his fear eventually developed into contempt. Goombrawn grew angry with Spellbinder Academy, their students capable of designing outstanding creations with little ease, thanks partly to their magic. At the same time, people like Goombrain put their blood, sweat, and tears into devising their creation. As Koopdini previously stated, Goombrawn enrolled in Spellbinder Academy to sabotage the invention Koopdini planned on showcasing at the next competition. However, Goombrawn's brief time at Spellbinder Academy altered his perception; Goombrawn saw Spellbinder's curriculum required students to exert the same level of hard work and dedication that Goombrain exhibited. Realizing his misjudgment, Goombrawn tried reversing the damage he caused, but Koopdini caught him tampering with his invention and mistook it for vandalism. Koopdini retaliated, and in self-defense, Goombrawn fought back, but his naive understanding of magic caused the spell to rebound, triggering the accident that morphed his body.           
Goombrawn labels himself an idiot, but Goombrain refutes his self-opinion, stating that Goombrawn's actions at the Masterthon helped expose Apoplex and unlock Mike's inner strength. Goombrain also apologizes to Koopdini, as his and Goombrawn's prejudice caused Koopdini to suffer. While they cannot remedy the past, Goombrain offers to help Koopdini create a better tomorrow. Koopdini admits that aside from Foy's insanity, the other reason he turned traitor was the bonding moment he and Goombrain shared the other night. Koopdini also thought that the University of Goom's students were similar to Goombrawn, but now knows his assumptions were wrong. The three pledge a vow never again to let their preconceived opinions get the better of them, officially forming an everlasting friendship. As a token of gratitude for everything they have done, Lucan and the council impart Mario and Co. with the Unbridled Gemstone.  
== Party Members== 
Mario's partners who accompany him on his journey. 
*Goombrain - Goomba
*Beat - Forge Bro.
*Lumbette - Whittle
*Zephyr - Toad
*Mike - Broozer
*Shruki - Ninji
*Koopdini - Magikoopa
*Claude - Monty Mole
*Hosh - Luma
*Poon - Tropical Wiggler
*Ha-Hack - Bomb-omb
==Gameplay==
Unlike the last sleuth of Paper Mario titles, Paper Mario Ascension reverts to its traditional Role-Playing Game (RPG) genre. Ascension builds upon the battling system seen in Paper Mario: The Thousand-Year Door. The player can now modify the layout of the fighting arena using specific themes unlocked throughout the game (stage, opera theater, boxing ring, etc.). Furthermore, the in-game battle music is no longer limited to a single track, and the player is given the freedom to preset the tune from a wide selection of soundtracks (including music from past Paper Mario and standard Mario titles!). Finally, as seen in The Thousand-Year Door, the volley of random hazards that affect both friend and foe alike during battle can be switched off entirely, only remaining active based on the player's preference. 
Among the features returning in Paper Mario Ascension is the audience, who spectate the ongoing battles between Mario and his many adversaries. The audience members still play a crucial role in Mario's fights, but the purpose they serve has changed. The audience will now contribute small bonuses of Experience Points (EXP) towards Mario, the amount of which is determined by his overall performance and crowd size. Furthermore, the type of item Mario receives from the spectating crowd is also influenced by his battle performance, but unlike The Thousand-Year Door, it strictly consists of healing items. On top of that, Mario can no longer pocket items for future usage and will automatically recover any Health Points (HP) or Flower Points (FP) upon receival. 
Special Attacks, acquired from completing a chapter, can still be executed alongside a new variation known as Synergy Attacks. Synergy Attacks are devastating attacks Mario's current partner can unleash once per battle. The energy required to pull off such a move is gathered slowly through combat, but if at any point Mario's partner faints, the energy meter will be reset. Each partner on Mario's team possesses a unique Synergy Attack, which can be powered further by collecting Power Moons. Power Moons also grant party members new attacks and increased health.
==Special Attacks==
Move 	Cost 	Description
Patch-Up 	1 SP 	The entire party recovers a small portion of HP and FP.
Thunderous Fury 	2 SP 	A wave of lightning bolts strikes all enemies on screen.
Cash Cow 	2 SP 	Earn double the amount of coins after battle.
Witch Doctor 	4 SP 	Inflict random status conditions to all enemies (Does not work on bosses.)
Sunburn 	4 SP 	Mario hurls an orb of intense heat at his enemies. The damage and blast radius grow the longer Mario charges the attack.
Endurance 	6 SP 	For the next turn, Mario will be able to withstand any attack without fainting.
Peachy Keen 	7 SP 	The entire party recovers a large amount of HP and FP.
Coin Toss 	8 SP 	Flip a coin, if it lands on tails, all enemies will have their health reduced to half, but if it lands on heads, the effect will apply to Mario and his partner (Does not work on bosses.)
Double Trouble 	9 SP 	Grants Mario and his partner one additional turn in battle. (Cannot be stacked.)
Supportive Audience	10 SP	Audience members will swarm the battle arena and assault all enemies. (The bigger the audience the greater the damage!)
Robust 	11 SP	Briefly increases the party's attack and defense.
Power House 	12 SP	Divert all strength into a massive attack that deals wicked damage.
==Synergy Attacks==
Move 	User
Cranium Perishdive 	Goombrain
Cinderspark Mallets 	Beat
Deforestation Chiselswing	Lumbette
Ancestral Skylance 	Zephyr
Bludgeoning Tantrum 	Mike
Cherrycut Twister 	Shruki
Blackrune Laser 	Koopdini
Constellation Gyroraze 	Hosh
Hollow Plague 	Claude
Lungerush Accordion 	Poon
Grandiose Termination 	Ha-Hack
Category:Games
Category:Mario (series)
Category:Mario Games
Category:Paper Mario (series)
Category:Paper Mario Games
Category:Sequels
Category:Nintendo Switch Games