A Foul Windmill Blows

A Foul Windmill Blows is the first Darkmess Tentacle battle on the planet Barrendale Mesa in Mario + Rabbids Sparks of Hope. It is located at the Windmill, and is part of the main quest It's an Ill Wind that Blows. The heroes must defend the windmill's turning mechanisms from enemies for eight turns. At least one turning mechanism must remain to win the battle. Completion of the battle will grant the heroes a Purified Darkmess Energy Crystal, along with the windmill getting fixed, which gets rid of the electrical storm on Barrendale Mesa.

Objective

 * Protect Turning Mechanisms (4 of them, at least 1 must remain, for 8 turns)

Layout
The battlefield consists of a giant windmill, with high ground directly in the center of it, with even higher ground that can only be reached with a Team Jump. The four turning mechanisms are located at the four sides of the center, with a Jump Panel in front of all of them. There are four sections of the windmill, each symbolized by a different color. Each of these sections have a Jump Panel, along with two electrical orbs which cause the ground to be electrocuted, damaging anyone and causing the Shock Super Effect when attacked. The area that is shocked is symbolized by lightning bolt symbols on the ground.

Yellow section
The yellow section consists of two Riptides in the middle, along with a Sea Stooge further back. There are two barrels containing the Shock Super Effect close to the Sea Stooge.

Blue section
The blue section consists of two barrels containing the Splash Super Effect further back. No enemies are present here at the start.

Orange section
The orange section consists of two Magnafowls in the middle, along with a Sea Stooge further back. There are also two barrels containing the Burn Super Effect close to the Sea Stooge.

Purple section
The purple section has two barrels containing the Gust Super Effect further back, and no enemies are here at the start.

Battle
Each turning mechanism has three hit points, and enemies will prioritize destroying them rather than attacking the heroes. During the battle, indestructible Darkmess Portals will appear at the four sections.

Turn 1
The start of the battle. The layout consists of the enemies present at the start. At the end of the turn, a Darkmess Portal will appear at the back of the blue section, containing a Spellraiser.

Turn 2
Another portal will appear in the back of the purple section at the end of this turn, which contains two Sea Stooges.

Turn 3
No new Darkmess Portals appear at the end of this turn.

Turn 4
Two Darkmess Portals appear at the end of this turn, located at the orange and yellow sections. A Riptide appears at the yellow section, while a Magnafowl appears at the orange section.

Turn 5
4 Darkmess Portals appear at the end of this turn, with two being in the yellow section, while the other two appear in the blue section. In these sections, one portal is in the middle, while the other is in the back. Both back portals have a Spellraiser, while the middle portals have a Riptide and a Magnafowl in the yellow and blue sections respectively.

Turn 6
At the end of this turn, another four Darkmess Portals appear, this time in the orange and purple sections, with two Darkmess Portals each. Two in the back of the sections, and the other two in the middle. The back portals have a Sea Stooge and a Spellraiser in the purple and orange sections respectively, while the middle portals have a Riptide and a Magnafowl at the purple and orange sections respectively.

Turn 7
There are no Darkmess Portals on this turn.

Turn 8
Being the final turn, the battle ends, and is cleared if at least one turning mechanism remains.

Enemies

 * Sea Stooges
 * Magnafowls
 * Riptides
 * Spellraisers (Darkmess Portals only)
 * Stooges (Summoned by Spellraisers)