Creator: DarklordKeinor
BGM: "Tenchi Hou Take" from Fate/Stay Night
Fight BGM: "Final Destination" from Super Smash Bros. Brawl
Main Power-Up: Fire Flower
1-Ups: 1
Kelly: No
8-8 Final Destination
This is it, the Final Destination! Except it's not, because there's still at least one level after it, but who's counting anyway? This stage is themed after the final level of The Subspace Emissary from Super Smash Bros. Brawl. It features some tough platforming challenges out in the vast void of subspace, as well as other locales that were brought into the dimension.

Master Hand greets you at the start and awaits you at the end. Bring your A-game, because this level doesn't hold back!


8-8 Life

At the start of the stage, a Primid leaps down at you from a pair of bricks. You can bounce off it to reach them, and you'll find an invisible block with a 1-Up above. It's the only one in the level, too.

Other SecretsEdit

8-8 Secret1

At the end of the first section, a Primid on the bottom right seems to be jumping on nothing. It's actually the entrance pipe to a bonus chamber absolutely loaded with coins. An RMN coin is down there as well.

8-8 Secret2

An extension of the previous secret; jumping along the right wall of the bonus vault reveals an invisible block with a fire flower. In a level as tough as this, you need all the fire power you can get.

8-8 Secret3

In the right of the two doors, you'll find another bonus fire flower hidden in a block against the right wall. If you didn't use up all the ones in the nexus, then you'll be all set when you hit the checkpoint up above.

RMN CoinsEdit

  1. Above the Hammer Bro near the start.
  2. Inside the bonus vault.
  3. In the middle of the nexus.
  4. In an alcove shortly after the checkpoint.
  5. Over a small pit before the level's end.

Mini-Boss: The Koopa KlanEdit

8-8 Fight1
Taking the left door in the nexus leads to an SMB1-style section that's crawling with Koopas. In the spirit of Smash Bros., you have to beat them all to advance. The pits at the bottom are a bigger threat than the Koopas, though. Place your jumps carefully so you don't take a spill. Fireballs help a great deal with the Hammer Bros., but you can kick shells if you're out of ammo. Beat three waves to advance.

It's important to note that you only have to complete one of the two paths to move on from the nexus. If this battle proves too tough, you can always try the door on the right instead.

Boss: Master HandEdit

8-8 Fight2

It's a showdown with the big boss of Smash Bros.! Master Hand's two forms of attack consist of firing flaming bullets and jumping/slamming his fist down. The platform won't break, so the only way to win is to wear down his unbelievable 20 HP (100 if you're spitting fireballs).

The key to beating Master Hand is in your little pink friend, Mr. Saturn. When thrown, Saturn can score multiple hits on Master Hand, tearing down that 20 HP like it's nothing. You still need to be sharp at dodging fireballs and slams, but the fire flowers can help you stay alive, too.


Originally, the fire flowers that spawned during the fight were hammer suits. This was changed out for balance purposes in favor of more Smash-style weaponry.