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Super Mario 64 DS

Copyright 2004 Brian McPhee

Author: Brian McPhee (kirby021591)
E-mail: Kirby0215@...
Originally Created: November 28, 2004
Most Recent Update: December 24, 2004
Version: 1.0

Table of Contents

Section 1*

Introduction*
Navigation*
Plot*
Controls*
Items*
Walkthrough Content*

Section 2*

Bob-omb Battlefield*
Whomp's Fortress
Jolly Roger Bay*
Cool, Cool Mountain*
Bowser in the Dark World*
Big Boo's Haunt*
Hazy Maze Cave*
Lethal Lava Land*
Shifting Sand Land*
Dire, Dire Docks*
Bowser in the Fire Sea*
Snowman's Land*
Wet-Dry World*
Tall, Tall Mountain*
Tiny-Huge Island*
Tick Tock Clock*
Rainbow Ride*
Bowser in the Sky*

Section 3*

150 Stars*
Mini-Games*
VS Mode*
Enemy List*
FAQ*

Section 4*

Credits and Legal Information*
---------------------------------------------------------------------
--------

Section 1*

Introduction*

.......... What? Oh, a reader! Welcome to my walkthrough! I'll
stop using
all those exclamations, by the way. Well, I was so excited that
this game is
coming out. Not only did it come out, but also it came out on the
new
Nintendo DS. The DS was hyped up to be awesome - a god among
insects in the
videogame world. Well, the DS does not disappoint. One of my all-
time
favorite games was Super Mario 64 for the N64. It was the best game
out as
soon as it was released. It was spellbinding and addictive. Plus,
just
about 46 % of all subsequent videogames featured the collect-the-
items theme
that Super Mario 64 sported. Also, 35 % of statistics are made up
on the
spot. All in all, Super Mario 64 was unprecedented for a while, all
ending
when everyone had played and beaten it about a year later.
The sequel to the game was Super Mario Sunshine on the Game Cube.
It wasn't
really a sequel, so to speak, but it definitely felt like it. It
had almost
the same goal (collect all the Shine Sprites) and had a similar
missions-in-
the-various-levels setup. And then, for a long time, no Mario games
of this
nature were released. Sure, Mario and company were basking in the
limelight,
but they weren't collecting Shine Sprites or Power Stars. And so, a
remake
of the original genre-defining game was released today in North
America on
November 21, 2004. It probably isn't the same "today" I'm talking
about
while you're reading this, but you understand. I chose this game to
be my
next walkthrough about a month ago. I heard news of the DS and I
was mildly
impressed (they hadn't shown all the features). About a week after
that I
found out that Super Mario 64 DS was being remade. So, I planned my
walkthroughs so that this would be my fifteenth. You probably don't
care,
but 15 is my lucky number, and it was important that this was it.
Now that
I've sung the praises of this terrific game let's get to the actual
review
for SM64DS.
First, since it is a brand-new console, I'll review the DS. The DS
graphics
are like those of the N64, but a lot better. They don't rise to the
standard
Game Cube set, but I wouldn't expect it. The only bad part, I'd
say, is the
camera system. It would be so much easier if you could turn it
without using
the Touch Screen, like with C Buttons on the N64. The DS itself is
very
nice. It has loads of special features and it looks pretty cool to
boot.
The controls are the only problem. It's not hard to learn how to
use it, but
for all our lives we've been using control sticks and pads, this was
an eye-
opener. As for Super Mario 64 DS, it couldn't be better. At first
you can
control only Yoshi, but eventually you branch out to Mario, Luigi,
and even
Wario. Each has their own special abilities and moves. There are
150 Power
Stars, not 120 like in the original, and new courses. Even pre-
existing ones
have been changed around. There's other new stuff, too. So, if you
have the
DS, I recommend getting this game.

By the way, if you see any website using this guide other than
GameFaqs.com,
please notify me. It is illegal, as this guide is copyrighted. It
is the
same as stealing and actually is plagiarizing. Please contact me if
you see
a site using this other than GameFaqs so I can stop it. With your
help, I
can stop my work from being stolen. A thousand thanks.

Navigation*

Just a little tip for navigating through this giant document. On
your
keyboard, press CTRL and F at the same time. If you have a Mac,
press Apple
and F at the same time. In the screen that pops up, type in the
name of the
section you want. That's why I put all the asterisks (*) after
section
titles, although they are pretty festive.

Plot*

Very few Mario games have spectacular plots. Like any Mario game,
the goal
is to save the princess and beat the bad guy, who is Bowser most of
the time.
This game occurs after the first Super Mario 64. Here's what
happened.

Princess Peach, called Toadstool in the earlier games, has baked a
cake for
Mario and invited him over via a letter. Mario is eager to accept,
so he
dresses his best and goes off to eat cake and spend time with his
girlfriend
Peach. Luigi and Wario come along for whatever reason (the
instruction
manual says they are party crashers). They enter the castle, but
they never
come out. From the first Super Mario 64, Yoshi has been waiting on
the roof
for Mario. A Toad told him that if he waited long enough, he'd see
Mario
enter the castle. Yoshi did, but when they didn't come out for a
while, he
got curious and dropped in for a visit. Upon entering, Yoshi
discovers that
the castle is deserted, save a few Toads scattered around. Yoshi
talks to
one and he finds out that Bowser has imprisoned Peach and the
castle's Power
Star (which protect peace in the castle) in the castle's walls and
paintings.
Determined to rescue Peach, and maybe Mario, Luigi, and Wario along
the way,
Yoshi enters a painting.

There you go. Peach should've learned her lesson about inviting
Mario over
for cake in the first Super Mario 64. Before we go to save that
cake, let me
give you the low-down on the characters in the game.

Mario: Mario is the main character of the game, obviously, and is a
well-
rounded hero. He's saved three damsels in distress in his heroic
career, but
Peach is his tried and true, and quite possibly his girlfriend
(which was
never actually confirmed). Mario and his younger brother Luigi are
plumbers,
actually, which gives them the ability to use pipes as
transportation. Mario
got his name from the landlord of the Nintendo of America building
(also
named Mario). Mario was made famous long ago in arcades around the
world for
his high jump. He later developed an enemy in Bowser and they've
been at it
ever since.

Luigi: Called the eternal understudy, Luigi is constantly shadowed
by his
older brother Mario. Physically taller and slimmer than Mario,
Luigi is
also quite skilled at the jump. There's rarely a game Mario's in
that
Luigi's not, though. Luigi finally got his chance to shine in
Luigi's
Mansion, in which Luigi actually saved Mario. Although Luigi isn't a
superstar like his famous brother, he's still won the hearts of
millions with
trademark quirks.

Wario: Wario was designed to be the "dark Mario," if you will. He
is Mario's
opposite - burly, much chunkier, greedy, and evil. Wario used to be
Mario's
villain, but they've gone their separate ways since, only meeting
occasionally while golfing or playing tennis. Wario was developed
as a sort
of filler bad guy, but he's become very popular and has his own
series of
games that have nothing to do with Mario at all. Wario even has a
brother -
who completely fit the bill for a filler character - named Waluigi,
who is
Luigi's nemesis. Although Wario and his lanky brother don't menace
Mario
anymore, even acting as "friends," Wario is just as money-hungry as
ever.

Yoshi: Yoshi is one of my personal favorites. Mr. Miyamoto, the
heart and
soul of Nintendo (he designed Mario, Donkey Kong, Link, Kirby, and
others),
said that he wanted Mario to have a trusty steed in the first Super
Mario
Bros. game, but he couldn't for technical reasons. Yoshi appeared
as Mario
and Luigi's dinosaur friend in Super Mario World, and has been
immensely
popular ever since. Yoshis, the species that Yoshi belongs to, come
in a
variety of colors that each differ from their counterparts with
special
effects. Of course, the Yoshi we all know and love is green, but
they come
in all the colors of the rainbow and a few more. He's had his own
videogames
as of late, but they are all Mario-related, making Wario the only
one of the
four to have a totally non Mario-related series of games.

Princess Peach: In the early days of Mario, the damsel in distress
was named
Pauline. Things didn't work out with her and Mario, so he moved on
to
Princess Toadstool of the Mushroom Kingdom. Although Mario strayed
away from
her once to rescue her sister (or at least I think it's her sister)
Daisy,
Mario has been true to Peach since what seems like the dawn of time.
Toadstool eventually became friendlier with Mario and signed Peach
rather
than her boring last name. It seems that trouble always arises when
she
sends Mario a letter or tries to go on vacation. What a bother it
must be,
getting kidnapped 24/7.

Bowser: The King of Koopas, Bowser is a monstrous titan that is
always either
dogging Mario or abducting Peach. The reasoning behind this was
simple at
first. In the premiere Bowser game, Peach had the ability to stop
the curse
that Bowser had cast over the land (turning the people of Mushroom
Kingdom
into blocks and coins). Bowser has abandoned his magic, though.
More often
he uses brute force or special items to achieve his goal - kidnap
Peach.
Although he claims to want to rule the world, he has a long way to
go if a
lone plumber sometimes accompanied by his brother can stop him. He
has eight
children (I think that he can lay eggs asexually, because it would
be really
weird if he had a wife), seven of whom died, I guess. Only one of
them,
Bowser Jr., Baby Bowser, Koopa Kid, whatever, has gone on to future
games.
Bowser's fiendish plot in this game was to steal the Power Stars of
the
castle and use them to lock Peach and her saviors in the castle
walls and
paintings. Over time, the painting worlds will overflow with
monsters, and
Bowser will have an army that can conquer the world. Mario must
stop Bowser
by taking back the Power Stars. The only problem is that the fate
of Mario
rests in Yoshi's hands, this time around.

Toad: Toads are the loyal subjects of Princess Peach. They are very
timid
and cowardly, jumping at the drop of a pen, but who doesn't? The
few Toads
that remain in the castle have valuable insight into Bowser's plans
and
provide hints as to how to get Power Stars. A few of them have even
found
Power Stars, so it always pays off to talk to Toads.

Bob-omb Buddy: Bob-ombs are bomb enemies that go way back with
Mario. Bob-
ombs are black and they like to explode in your face (jerks). Bob-
omb
Buddies, on the other hand, are pink. In this game, they allow
Mario and
friends to use their cannons to reach special parts of courses.
They don't
want Bowser to succeed, either (the painting world was much better
before
Bowser tainted it by hiding the Power Stars within). Viva la
renaissance!

There are other characters that are exclusive to the painting
worlds, but
these are the main characters involved with the plot and progression
of the
game. I suppose this section wasn't all that vital, but it was fun
to read.

Controls*

Don't get me started! Mario has even more moves than in Super Mario
64, and
he has three friends with their variations of the moves. Since
there are so
many and you may need any one of them at any given time, I'll list
how to
perform them here. Universal moves can be performed by every
character.
Character-specific moves can only be performed by that character.
In the
stats at the beginning of each character section, three stars is the
best
rating and zero is the worst. Power Flower moves are techniques
only usable
when that character has a Power Flower.

-Universal Techniques-

Standard Mode: This style of game play involves using the D Pad to
move
instead of the touch screen. It is the best way to play.

Touch Mode: The alternate playing method is to use the thumbs (or
fingers) on
the touch screen (lower one). This is harder to do because it takes
away
from the other buttons and it is hard to control the velocity at
which the
character moves.

Dual-Hand Mode: If you choose this style of play, you use the pen on
the
touch screen like you would your thumbs in Touch Mode. Again, this
isn't
very useful. The Nintendo DS caters to both left and right-handed
players
with the pen. If you are left-handed, hold the pen with your left
hand and
use the buttons like the control pad. If you're right, you can use
the
control pad normally.

Walk: This is the easiest move and you have to master using it.
Depending on
how you choose to play the game, you can use the D Pad (the +), the
touch
screen, or you can use the special pen included with the DS to move
around.
It is easiest to use the D Pad because most people learned to play
games that
way. However, the pen and the touch screen are useful at certain
points in
the game.

Dash: While walking, press Y. You'll run faster. This will
probably be used
more often than walking alone.

Jump: Press B to do a standard jump move. Landing on most enemies or
sometimes hitting enemies while in air will damage them. It is also
convenient for ascending steps and ledges.

Continuous Jump: I call this the Double Jump in the guide because
that's what
it was called in Super Mario 64. Just jump twice, pressing B to
jump as you
land from the first.

Triple Jump: Do two continuous jumps in a row while moving. This
covers a
great vertical distance.

Ground-Pound: Also called "pound the ground," press R while in air.
The
selected character will drop down, bottom first, and smash the
ground. Use
this to flatten certain enemies or objects.

Backward Somersault: Press R to crouch and then press B to do a
backwards
somersault. You won't use it too often, but it comes in to play a
fair
amount of times.

Side Somersault: At first you'll hardly ever use this, but it is a
very
useful jump. While running in a certain direction, make a sharp turn
opposite the way you were headed. The character you're controlling
with stop
himself with his feet and turn around. As he does, press B (or Y,
depending
on direction). Again, this move is a lifesaver. If you don't
understand the
explanation, think about it as a U-turn. Press B/Y as you get to
the turning
point in the U.

Long Jump: Another useful move is the long jump. While running
crouch by
pressing R and then press B to jump. The faster you're moving, the
farther
you'll go.

Punch: Mario, Wario, and Luigi can use punch. Press A to simply
punch the
air.

Pick Up Object: I often refer to this as "grabbing." Simply
approach an
object and press A to pick it up. Most objects cannot be picked up.

Throw: After grabbing an object or enemy, press A again to throw
it. Yoshi
cannot perform this move, nor can he pick up objects.

Crouch: Press R and you will crouch. While moving, press it to
slide. Press
it on a slope and your character will start sliding whether you move
or not.
This move is heavily used because it lets you use other moves from
the crouch
position.

Swim: If you hold B, your character will "swim steadily." This was
called a
Flutter Kick in the original Super Mario 64. Press B repeatedly
to "gain
speed." That was called a Breast Stroke in SM64.

Kick: Yoshi cannot perform this move. Punch three times in a row as
Mario,
Wario, or Luigi and you'll kick the third time.

Jump Kick: Yoshi can't do this, either. While jumping, press A to
do a
midair kick.

Slide Kick: This is a pretty risky move in the later levels. While
dashing,
press R to crouch and then press A. You will slide extended foot-
first
forward.

Sweep Kick: While crouching (a stationary crouch), press A to do a
sweep
kick, which is sometimes helpful when multiple enemies are
approaching you
(it covers more ground than a regular kick).

Slide Attack: Press A while dashing to do a slide attack, which is
very
similar to a slide kick.

Side Step: When standing next to a wall (while facing it), you're
character
will "hug the wall." Move along the wall from there and you can
cross very
narrow paths safely.

Crawl: While crouching, move around to crawl. This is slow, but
effective
when getting into a small space or sneaking up on enemies.

Climb Poles: You can climb on trees and poles (and a few other thin
cylindrical objects). Press B to jump off of them in the direction
opposite
the one your character is facing.

Handstand: Climb to the top of a pole or tree and you will do a
handstand.
Jumping from that position results in a very stylish bound.

Climb: When facing the edge of a flat object, press B to jump on and
tilt the
control pad in the direction of the edge to climb up slowly. Press B
alternately to go faster.

Climb Quickly: I will refer to this as "climb" as well. When facing
the edge
of a flat object that you could hang onto, press B to jump on and
pull
yourself up with B to go faster. To drop from that position, press
R or down
on the control pad.

Wire Nets: Certain grids of wires can be used to hang on. Press B
to jump on
and hold it to hang there. Move along the wire net with the control
pad.

-Mario Moves-

Power: **
Speed: **
Jump: **


Wall Kick: One of the more useful techniques, when you jump to a
wall, press
B when Mario hits it to jump off from it.

Wings: When Mario finds the item "Wings" (based on the Wing Cap), he
can fly.
Pressing up on the control pad causes Mario to descend, down to
ascend, and
the other directions turn him. You must ascend and descend well to
gain
height and speed. Do a triple jump when you have Wings to start
flying. You
stop when you hit ground or a solid object.

-Yoshi Moves-

Power:
Speed: **
Jump: ***

Swallow: This is the Yoshi equivalent of a punch. Press A to stick
Yoshi's
tongue out. Certain enemies and objects can be swallowed, which
gives you
two options.

Egg: After swallowing an enemy, press R to lay an egg. You can also
press A
to spit out a swallowed object.

Flutter Kick: Press and hold B to sort of glide through the air for
a short
period of time. I was unaware that Yoshis could do this, but one
does in
Paper Mario: The Thousand-Year Door, too, so they all must be able
to.

-Luigi Moves-

Power: *
Speed: **
Jump: ***

Backward Somersault: Press R to crouch and then press B to do this.
It is
just Luigi's version of the regular backward somersault.

Scuttle: Hold B to slowly progress forward. This can be done in
air, too.

Water Run: Dash up to water and press Y as you step onto it. For a
short
time, Luigi can walk on water.

-Wario Moves-

Power: ***
Speed: *
Jump: *

Wario Whack: As you can see, Wario's your man for power. Press A to
do his
version of the punch, which can break blocks that other character's
can't.

Swing and Fling: This can only be done is VS Mode. Press A to grab
an enemy
and then rotate the control pad rapidly to swing them around. Press
A again
to launch them in whatever direction you happen to be facing.

-Power Flower Moves-

Floating Power: When Mario is exposed to a Power Flower, he starts
floating
upwards as if he had the old item P-Bag from Super Mario World.

Fire Power: When Yoshi gets his hands on a Power Flower, he can
breathe fire
with A.

Invisibility Power: Luigi turns invisible, as if he had a Vanish Cap
from
Super Mario 64. He is unaffected by quite a few obstacles and
enemies
altogether.

Metal Power: The new Metal Cap from Super Mario 64, this turns Wario
to Metal
Wario when he gets a Power Flower. He doesn't flinch in the face of
fire or
enemy attacks, and he sinks to the bottom of water.

Those are all the moves - every one. Phew, I'm exhausted.

Items*

There are only a few items in the game, but they have a wide range of
effects.

Mario's Cap: When your character finds this in a course, he "turns
into" that
character, or at least he can mimic their moves. Taking damage
causes you to
drop the cap, and it will appear on the second screen. It eventually
disappears. Mario's Cap turns your character into the Mario.

Luigi's Cap: This turns your character into Luigi.

Wario's Cap: This turns your character into Wario.

? Switch: The traditional switches in Mario games, these materialize
blocks
that let you get Power Flowers for a certain character.

? Block: Hitting this after finding the "?" Block lets you attain
the Power
Flower of that character.

Block: Blocks can be broken by certain characters, depending on what
kind of
block it is.

Yellow Coin: Collecting one of these restores one sliver of your
Power Meter.
If you lose all your power, you lose a life. When you finish the
course with
fifty coins, you gain a life. 100 gives you a Power Star.

Red Coin: These are worth two Yellow Coins. Find all eight in a
course and
you'll get a Power Star.

Blue Coin: These are worth five Yellow Coins. Blue Coin Blocks are
scattered
around the courses, and their main function is to help you get 100
coins.

Spinning Heart: Run through this to recover health. The faster you
run
through, the more health is recovered.

Koopa Shell: Sometimes in "!" Blocks, always from hitting Koopas,
this lets
you shell-surf over water, lava, and land. It disappears when you
run into a
wall.

1-UP Mushroom: This gives you an extra life.

Mushroom: Eating this makes your character bigger. As a bigger
self, you're
much stronger.

"!" Block: These contain other items that are released when you hit
them.

Cannon: Talking to the Bob-omb Buddy in the course lets you use the
cannon.
Use the cursor to aim and shoot with A.

And let the walkthrough begin after this short walkthrough content
guide.

Walkthrough Content*

This is just a list of where I put the guides (in what sections).
They're
not all in the same section because of lack of needed characters,
items, etc.

-Bob-omb Battlefield-
Bob-omb Battlefield: 1-4


-Whomp's Fortress-
Whomp's Fortress: 1-6, 8


-Jolly Roger Bay-
Mario as Character
The Princess's Secret Slide: 1-2
Sunshine Isles: 1
Goomboss Battle: 1
? Switch: 1
Bob-omb Battlefield: 5-8
Whomp's Fortress: 7
Rec. Room Key
The Secret Aquarium: 1
Jolly Roger Bay: 1-5


-Cool, Cool Mountain-
Cool, Cool Mountain: 1-6

-Bowser in the Dark World-
Bowser in the Dark World: 1-2

-Big Boo's Haunt-
Castle Courtyard: 1
The Secret of Battle Fort: 1
Luigi as Character
Big Boo's Haunt: 1-6
Jolly Roger Bay: 6


-Hazy Maze Cave-
Rec. Room Key x 4
Toad: 1
Hazy Maze Cave: 1-8


-Lethal Lava Land-
Lethal Lava Land: 1-8


-Shifting Sand Land-
Shifting Sand Land: 1-4


-Dire, Dire Docks-
Dire, Dire Docks: 1-2


-Bowser in the Fire Sea-
Bowser in the Fire Sea: 1-2


-Snowman's Land-
Rec. Room Key x 2
Castle: 1
Wario as Character
Chief Chilly Challenge: 1-2
Behind the Waterfall: 1-2
The Secret Under the Moat: 1
Goomboss Battle: 2
Big Boo's Haunt: 7-8
Big Boo Battle: 1
Jolly Roger Bay: 7-8
Cool, Cool Mountain: 7-8
Shifting Sand Land: 5-8
Toad: 1
Snowman's Land: 1-8


-Wet-Dry World-
Dire, Dire Docks: 3-8
Rec. Room Key
Wet-Dry World: 1-8


-Tall, Tall Mountain-
Tall, Tall Mountain: 1-8


-Tiny-Huge Island-
Tiny-Huge Island: 1-8


-Tick Tock Clock-
Toad: 1
Over the Rainbows: 1-2
The Secret Under the Moat: 2
Tick Tock Clock: 1-8


-Rainbow Ride-
Rainbow Ride: 1-8


-Bowser in the Sky-
Big Boo Battle: 2
Rec. Room Key x 16
Glowing Rabbits: 1
Bowser in the Sky: 1-2

I got a ton of e-mail between my first and second update (the
original version
1.0 was completed on the 26 of November, by the way). I decided
that, for your
convenience, I'd make a list of all the secret Power Stars in the
castle. You
can find them in the above sections. If you print this page off,
you'll have a
checklist.

Castle's Secret Stars
---------------------------------------------------------------------
-----------
? Switch: 1
Behind the Waterfall: 1-2
Big Boo Battle: 1-2
Bowser in the Dark World: 1-2
Bowser in the Fire Sea: 1-2
Bowser in the Sky: 1-2
Castle Courtyard Red Coins: 1
Chief Chilly Challenge: 1-2
Glowing Rabbit Star: 1
Goomboss Battle: 1-2
Over the Rainbow: 1-2
Secret Room in the Castle (see Snowman's Land): 1
Secret Aquarium: 1
Sunshine Isles: 1
The Princess's Secret Slide: 1-2
The Secret of Battle Fort: 1
The Secret Under the Moat: 1-2
Toad: 1-3
---------------------------------------------------------------------
-----------

That's everything in the walkthrough. You can use it to more easily
locate
the star you need. Don't e-mail me saying that I didn't cover
something
because I cover every star - all 150.
---------------------------------------------------------------------
-----------

Section 2*

Bob-omb Battlefield*

Key to the Castle

You see and hear the letter as read by Peach. Mario is invited to
Peach's
castle in Mushroom Kingdom for cake. Lakitu, the cameraman, zooms
in, seeing
Yoshi sleeping, and sees Mario, followed by Luigi and Wario, come
out and run
into the castle. Lakitu awakens Yoshi after a black screen. You
need a key
to enter Mushroom Castle. As you look around in frustration, Lakitu
comes
down and talks to you. He tells that a rabbit in the area took a
key. Use
the Touch Screen to see where the rabbit is (a star with an E by
it). Run to
it and use A to swallow it. Let him out by continuing talking to it
and
he'll give you the key for sparing him. Run northeast to the
entrance of the
castle and open it. Yoshi enters the castle and you hear Bowser
telling you
to vamoose. Inside, look left to see a Toad. He tells you that the
trio of
heroes went into the room to the left. Open the door up the mini-
stairs and
open the door. Jump into the painting.

Big Bob-omb on the Summit

Touch Yoshi to begin the level. From the start, you're asked to
talk to the
Bob-omb Buddy. Talk to it to find out that Mario went to the Big
Bob-omb on
the mountain and he never returned. Let's go to the mountain! From
the
start, run up the bridge ahead and you'll see three new enemies,
Goombas.
Jump on them or swallow them for a coin. Continue up the path to
the left
and you'll see a large enemy called a Chain Chomp. Run past it and
you'll
see a lever bridge. Quickly walk across the bridge and go up the
stairs to
the right. Further to the right is a gate with an opening. Walk
through the
opening and look right. Run into the pit and avoid the black
boulders. Run
past them and go up the path, dodging boulders as you go. Stop when
you see
a hollow part of the mountain, where the boulders come from. Walk
into it
and stand there. You'll warp near to the top of the mountain. Step
out of
the alcove you're in and go right.
Continue along the path to see the big baddie - Big Bob-omb. He
commends
Yoshi, for he made it this far, even without a mustache. In this
battle,
unlike in Super Mario 64, you can't grab him and throw him down.
You're
Yoshi, remember. Big Bob-omb also has a new strategy, throwing Bob-
ombs at
you. When he does, swallow them with A and shoot them out with A
again. Aim
at Big Bob-omb. When he gets hit by the explosion he bounces
around. Avoid
him and he'll eventually start over. Do this three times and you'll
victor.
Since you beat him (how embarrassing), he gives you your first Power
Star!
One down, one hundred forty-nine to go!

Footrace with Koopa the Quick

So far, all the missions are the same. From the start, go up a bit
and
you'll see Koopa the Quick, dying for a rematch with Mario. He asks
you to
bring Mario to him so he can race him again. KTQ, you see, lost to
Mario in
a race for a Power Star twice in Super Mario 64. But you need to
find Mario,
and you don't know where he is. That's only a minor setback,
though. From
Koopa the Quick, run up the bridge and go straight over the fence.
On the
Touch Screen, you're looking for Mario's red cap. You'll find a
Goomba
wearing it near a large gray stone. Swallow the Goomba impersonator
and dawn
Mario's cap. Suddenly, you transform into him. You have all his
abilities,
too! Get to know Mario's abilities and return to the Koopa the
Quick,
straight down. On the Touch Screen, he's the big star.
Talk to him and first, he'll insult your weight, and second, he'll
challenge
you to a race. Select "Go," and it will begin. Run straight up the
bridge
and go left past the Chain Chomp to the lever bridge. Run across
and you'll
have noticed that Koopa the Quick is going a different route. He's
going a
way you can't go, so don't bother looking for him. Head up the
stairs to the
right and continue right to the opening in the gate. Run past the
boulders
like last time to the cave in the mountain. Step in and warp to the
top.
Make sure you don't get hit by a boulder or you'll lose your cap.
Try to
retrieve it if you do. At the top, run around to the summit and to
the
flagpole. Wait for Koopa the Quick to arrive and take the Power
Star.

5 Silver Stars!

This is a new mission not in the original. At the start, approach
the Bob-
omb Buddy on the rock and talk to him. He'll open the hatch to the
cannon
for you. We're not using it now, but it will be handy in time.
Right ahead
of them is a Star Sphere. By collecting all the Silver Stars in the
level,
the Power Star appears. Let's track them down (good thing that
important
things in this game are on the Touch Screen). For the first one,
walk over
near the bridge. Climb the tree below it (along the path to it) and
jump out
from the top to get it. Now run up the bridge and past the gate to
the
north. In here, a Chain Chomp is running around with a Silver Star
tied to
it. Run to it from behind and take it for yourself. Now go right,
past the
other Chain Chomp, and over the lever bridge. Jump up the stairs
and you'll
be in the pre-mountain area. Look in the corner for the third
Silver Star is
a patch of flowers surrounded by coins. Now run through the opening
in the
gate to the mountain. You see the slope directly ahead? Instead of
going
right, dash up the slope. You'll find two Goombas near the top.
Defeat one
for the fourth Silver Star. Remember that if you take damage, your
stars
will pop out and you must recollect them. Now slide down the slope
you came
up on and go through the gate again. Run straight forward in the
direction
of the fifth Silver Star on the Touch Screen. You'll enter a gated
area with
Goombas around it. One of the Goombas has a Silver Star in its
possession.
Defeat it, taking the spoils, and a Power Star appears inside the
Star
Sphere. Jump over the gate and run northeast to the star.

Big Bob-omb's Revenge

Once again, a brand new mission. Like the last mission and the
missions
before, run up the bridge at the start and go left past the Chain
Chomp.
Take the lever bridge across and go up the stairs and through the
opening in
the gate to the right. If you noticed, there are lots of blocks
around the
place. Go right on the mountain past the boulders straight to the
cave.
Warp there like in the first mission to the top. Run around the
path to the
summit, where you must defuse Big Bob-omb. He has a new star from
Bowser, so
it is worth your while. However, Big Bob-omb doesn't fight like
last time.
You need to pick him up and throw him, like in that first epic bout
between
him and Mario in SM 64. Run off the summit to the cave, for you
can't beat
him as you are. At the cave, go left of the door and run down to a
wooden
plank. Cross it to see a Goomba sporting Mario's Cap. Take it off
his hands
with a swallow and then return to the summit. This time around, you
can take
Big Bob-omb on. He's actually much easier as Mario. Dash behind
him and
press A to grab him. Throw him with A as well and he'll take
damage. Do
this twice more and you'll win. Take the star that appears when he
finally
explodes. What a sad ending for the baron of blasting matter.

Those are all the missions we can do for now, so we'll return to
this course
later with the proper equipment.

Whomp's Fortress*

Chip off Whomp's Block

To get to the second course, go to the castle lobby. To the right
of the sun
painting on the floor is a door with a 1 on it (ground level).
Approach the
door and Yoshi will open it using the Power Stars. Open the door
and jump in
the painting.
Once inside, jump onto the ledge directly ahead. Slowly walk
forward, for
parts of the wall extend out, trying to push you. They've changed
the way a
number of things look in this level, including the Thwomps. To
reach the
Thwomp, go ahead past the stones and over the gaps (run or jump
across when
the gap is filled by a platform). The Thwomp here looks like the
traditional
kind as opposed to the large blue kind. When it rises, run under it
and up
the ramp. Hop up the stairs, avoiding the next Thwomp as well. At
the top
of the stairs you'll see a Piranha Plant to the right. You want to
walk
slowly, or may be even crawl past it (press R and start moving to
crawl). If
it awakens, you'll be sorry. To the left of it is a bridge. Run
across it
as it collapses and stop at the end, taking Mario's Cap. Take the
plank
across the gap and take the other rotating plank across the gap.
You'll be
knocked off if you don't stand in the center (so move to the center
before it
turns). On the other side is a Whomp, an enemy introduced to the
Mario
series in SM64. Despite its rocky physique and menacing, rather-
stupid
stare, it is a total pushover. Run up to it and it will smash it's
body into
you. If you're standing right in front of it, it will completely
miss you.
Then ground pound its back (jump and press R in air). Round the
corner to
see another one. Defeat it and take the lift nearby up to the top
of the
fortress.
At the top is the Whomp King. That's not its official name, but I
call it
that. He is quite disgruntled because, he says, you "walk all over
him and
his people." Yes, the Mushroom Castle is made of Whomp stones
(that's
creepy). Regardless of his bragging and the fact that you are a
sixth of his
height (approximately), he is just like his minions - pathetic.
Since three
is his lucky number, he takes three hits. Stand between its legs
and when it
jumps up, about to fall on you, run forward between them. When he
falls,
he'll lie prone for a while. Rush in and give him a good ground
pound.
Don't stay on his back for too long or when he rises you'll slide
off the
arena. Like in Super Mario 64, he says that he's a mere
steppingstone and
that he won't gravel, err grovel (he made a funny!). Take the Power
Star.

To the top of the Fortress

It is time that you learned a shortcut. By the starting point is a
tree,
right? Jump in and have Yoshi's back face the ledge above you.
Press B to
jump off and when you land, head up the ramp to the right. At the
top, head
left past the Piranha Plant and left again, over the collapsing
bridge. At
the other side take Mario's Cap and use the wooden beam to cross the
gap.
Wait for the platform to shift in your direction and run to the
center of it
before it turns. When it changes again, cross it. At the other
side is the
familiar Whomp. Skip/fight it and continue to the next Whomp around
the
bend. Either skip over it or stay to fight. Take the lift up ahead
of the
second Whomp to where the Whomp King once reigned. In place of our
good
friend, the admirable king, is a tower like the one in the painting
of the
level. There's a Bullet Bill Blaster, too. Run past the Bullet
Bill Blaster
to the left and jump to the first platform. When the platforms to
the right
extend, jump to them, and do this to work your way up to the top
platform.
It acts as an elevator, taking you to the top of the tower where
you'll find
a Power Star.

Shoot Into the Wild Blue

I remember this mission. From the start, jump in the tree. Jump
backwards
to the ledge above. An owl comes out, but we don't need it for this
mission.
Go left to the Bob-omb Buddy of the course. Talk to it to lower the
cannon
hatch. Again, we don't use it right now, so continue along the path
down a
slope ahead. Defeat the Goombas in the area and ground the switch,
called a
Blue Coin Block. To the left four Blue Coins, each worth five,
appear.
Collect them and return to the cannon hatch. Hop in and let me
explain how
it works. The cursor shows where you're aiming, although you never
actually
go to that point (gravity prevents you). To get to where the star
is,
position the lowest arrow so that the bottom line touches the top of
the far
pillar in the distance. Now position the lowest triangle so that
its left
tip touches the side of the pillar. Lower the cursor very slightly
and
shoot. If all goes well, you'll be blasted right onto a pole.
Slide down
and take the Power Star.

Red Coins on the Floating Isle

Yes, in every level there are eight Red Coins. Collecting them all
makes a
Power Star appear. Talk to the Bob-omb Buddy to the left of the
starting
point and he'll display all eight of the Red Coin locations on the
map. Not
like you need it, since you have a guide. From the start, go up the
ramp
with the stones ejecting from it. Use the central pillar as a
stepping stone
to get the first Red Coin above it. Continue forward over the gaps
to the
Thwomp. When the timing is good, run under it and onto the stairs.
Run to
the top step and use it to jump to the Thwomp nearby. Ride it up to
the
second Red Coin. Now jump off to the top of the stairs. Crawl near
the
Piranha Plant and right behind you'll take the third Red Coin. Now
side step
around the corner and take the fourth Red Coin. To side step,
approach the
wall and walk along it. Slowly walk past the Piranha Plant to the
left and
use the rotating platform to get into the center of the gap. When
it shifts
position, get on the edge of the platform so that when it spins you
get the
fifth Red Coin. Now return to the beginning of the course, where
the tree
is. Jump in and an owl comes out. Jump to the owl where his shadow
is and
hold B to hang on. Direct it with the control pad over near the
tower. Do
you see the floating islands in the sky near it? Drop to one of
those
(release B) and take the Red Coin on it. Jump across the platform
to the
seventh Red Coin on the stone platform. Wasn't that owl music
good? I
thought so. From where you got the seventh Red Coin, look down.
Drop down
and run into the cluster of Piranha Plants ahead for the eighth Red
Coin.
Return to the beginning and take the Power Star.

Fall Onto the Caged Island

This is a nice level, short and sweet. Jump intot he tree and an
owl will
pop out. Jump to it and hold B to remain flying. You'll
automatically start
toward the tower. To the right is a caged platform with a star on
it. Fall
down (ground pound to stop yourself on it) and take the Power Star.

Blast Away the Wall

Another easy one. My favorite. At the start, jump into the tree
and back-
jump to the ledge. Ignore the owl and head left to the cannon. Get
it and
shoot Yoshi into the corner of the wall to the far right. When you
do,
you'll take some damage, but you'll destroy that part of the wall.
Get back
in the cannon and put the cursor a little above the Power Star that
appeared.
You'll take and drop down, doing the signature "Yoshi!"

100 Coins

You get one start from getting 100 Coins. First head right and go
up to the
flower patch. Defeat the Goombas around it and take the coins
around it for
a total of 10 coins. Ground pound both the stakes near them three
times for
20 coins in all. Now get the coin on top of the owl-tree for 21 and
jump
onto the ledge behind. Get the five coins on the ramp for 26 and
drop down
into the water. Get the coins here and go left to the cannon,
getting those
five, for 39 coins in all. Go down the slope north of the cannon
and defeat
three Goombas along the way for 42 coins. Ground pound the Blue
Coin Block
to have 62. Run up the slope and go right to the slope. Take it up
to a
Piranha Plant. Defeat it for five coins. To defeat a Piranha
Plant, slowly
walk up to it (so it doesn't wake up) and jump onto its head. It
can be
done. Take the Red Coin behind it, too, for 67 coins. Side step
around the
corner and take the Red Coin for 69. Don't risk it beating the
adjacent
Piranha Plant (too close of quarters). Get on the rotating platform
and use
it to get the coins there for a total of 77 coins. Cross over the
gap and
you'll see a Whomp. Before beating it, jump on its back five times
and each
time a coin comes out. Then beat it for 87 coins. Repeat this with
the
Whomp around the corner for 97 coins total. Return to the start of
the level
and collect the fives coins on the lower ramp near the start to have
102,
qualifying you for the star.

Jolly Roger Bay*

Rescuing Mario

Yes, we can finally add Mario to our arsenal. I was getting a bit
tired of
Yoshi, anyways. Go to the Rec. Room. To get there, go up the
stairs and
open the 1 Star Door to the right. Inside, go through the only door
you can,
the central one. The other doors are locked, containing Mario,
Luigi, and
Wario. Through the central door is the Recreation Room, where you
can unlock
mini-games. There's also an 8 Star Door in here. Flaunt those
stars to open
it and you'll see a picture of Mario.

Mario's Key

Jump in the painting. Welcome to this short level deep in some
creepy woods.
The music here is a bit different from the music in World 1-2 of the
original
Super Mario Bros. From the start, slide down the wood and follow
the trail
to the right. Notice the Goombas. I see a theme, here. Continue
right
until you see some moving platforms in the water (which hurts you).
Take
these platforms across until there are no more. Go left to a
Piranha Plant.
Avoid it and jump onto the log platform behind it. To defeat the
Lakitu
attacking you easily, swallow one of the Spinies it throws and press
R to
make them into an egg. Press A again to cast the egg at him (like a
homing
egg). Climb up the pole here and at the top jump off. You'll get a
1UP for
doing it. Go right over the bridge, which is infested with annoying
Goombas,
to an opening in a platform. Drop in and you'll see Goomboss, the
grand
pooh-bah of Goombas. Fed up with Mario stomping on his cohorts,
Goomboss
locked him away. At first, Goomboss has three Goomba followers.
Dash around
the arena to get behind him and swallow one of his Goombas. Press R
to make
it into an egg and press A to fire it at Goomboss. He gets bigger
and get
three more minions. Repeat and this time he'll have nine. Do it
again and
he'll lose. He explodes and leaves behind Mario's Key.

The Princess's Secret Slide

Go two rooms back and open the door with an M on it. Yoshi will
stay behind
and Mario will jump out. Now that you have Mario, we'll be using
somebody
else much more often. Now, as Mario, jump into the stained glass of
Peach to
the right. It's a secret level. Slide down to the bottom this
time -
getting there is all that's important. At the end there will be
an "!" Block
with a Power Star inside. Take it and you'll reappear in the
castle's lobby.
Reenter the slide course for the second star you can get in it.
Slide down
in less than 21 seconds, that's 20 seconds and 99 milliseconds or
less, and
you'll get another one. That's a good deal. Getting it in Super
Mario 64 DS
is way easier than I remember it in Super Mario 64 was. To do it,
always
press up on the control pad to go faster. Avoid walls, although I
hit one
and made it. Try to stay in the middle of the slide. It should be
pretty
easy to do if you concentrate.

Sunshine Isles

Another secret course already? Yes. There is. Go one room north
of where
you unlocked Mario and you'll be in the Recreation Room. Jump into
the
tropical picture in here and you'll enter Sunshine Isles, which is
obviously
a course meant to reflect Super Mario Sunshine. From the start,
look for the
buzzard flying around. Jump at its talons and knock out the first
Silver
Star. Go to the leftmost island and you'll find a Silver Star lying
on it in
plain site. The third one is at the top of the central island,
highest tier.
Drop down behind it and you'll see an opening in the back of the
island
containing the fourth Silver Star. Go to the island above that one
and climb
the tree for the fifth. With all of those in hand, return to the
first
island and take the Power Star.

Goomboss Battle

We're going back to get the Power Stars in there and then you can
leave for
good. Slide down at the start and take the first gray platform to
the right.
Take the narrow path to the right and take the ramp up behind you to
a
Piranha Plant. Defeat/avoid it and take the gray platforms across
the gap to
a road. On it, press the Star Switch to make a star appear. Run
left (I'm
assuming you're still Mario) and wall kick your way up to the star.
You
won't exit the level, though, so drop down with the fifteenth Power
Star and
go to the gray platforms. Take them back to the winding maze
reeking of
Goomba. Go right to the platform with the stake on it. Take the
path below
it to the Bob-omb Buddy. Talk to him and he shows you where the Red
Coins
are. For now, you cannot get them all, so exit the course.

? Switch

Thanks to that pit stop at Goomboss Battle, we can now press a new
switch
that will make a few old levels possible to complete. Since you
have 15
Power Stars from using the guide, the lobby is lit up.
Particularly, light
is shining to the sun symbol. Stand on the sun and look up at the
ceiling.
You'll be taken to ? Switch, a level that used to be called Tower of
the Wing
Cap. For the first time you're there, fly straight to the central
tower.
Press the switch there and all the red blocks in the courses will
materialize. We're going to be making a lot of stops at old levels,
let me
tell you. Reenter the course once you've hit the switch to get the
Power
Star lurking in the course. At the start, fly straight forward and
get the
two Red Coins grouped together. Fly right from there, getting those
two Red
Coins, and go left now, getting those two Red Coins. Turn to the
last
cardinal direction and take the Red Coins there. This way, you're
constantly
descending to get the Red Coins, which makes it much easier. Fly to
the
tower in the center to get the Power Star.

Mario Wings to the Sky

Go back to Bob-omb Battlefield so that we can get the remaining
stars there
now that Mario has his block. Go as Mario, my favorite of the four
(after
all, he is the classic). This mission's title was actually the name
of a
secret course in Super Mario 64. At the start, go to the bridge and
hit the
Wing Block right of it. Take the Wings and run up the bridge to the
large,
gray stone. Inside is a cannon. Use it to shoot to the island in
the sky.
Try to overshoot. If you do, you'll take control of Mario after a
bit and
start flying in the air. Direct Mario to the island in the sky.
Renew
Mario's Wings and do a triple jump to start flying through the rings
of
coins. Your objective is to get all five of the coins inside the
rings. Fly
through, getting the first four by regular means. Use the cannon on
the
island to give yourself altitude, and then fly to the fifth coin.
The Power
Star appears right below where the fifth and highest coin is.

Find the 8 Red Coins

You stoked? I've come to dislike certain missions like this. The
later
levels are great, though, because the Red Coins are practically back-
to-back.
The first Red Coin is left of the bridge. Take the lift up and get
it at the
top. Then go right to an open area under the island overhead. The
second
Red Coin is in the area, on one of the rocks. Go back to the path
and to the
Chain Chomp. The third Red Coin is on the stake holding it down.
Nab it and
run. Go across the lever bridge and go right. Go to the opening in
the gate
and fall into the ditch to the left of it. Enter the tunnel and
take the
fourth Red Coin and the 1UP shortly after. Press the "!" Switch if
you want
to. Now go back up and through the opening in the gate. Run up the
slope to
the fifth Red Coin as you do. Keep dashing up the slope until you
reach a
block. Mario can break this type of block, called a brick. Hit it
for a
Mushroom. Now that Mario is gargantuan, he's super-tough. Have
your fun as
a giant and hike up the mountain, across a wooden plank, to a
cannon. Use it
to shoot to the floating island (aim for the Red Coin in tree). Now
take the
Wings and fly down to where the star from the previous mission
appeared, a
gated area directly ahead of the floating island. Gather the two
Red Coins
around the stakes and the Power Star appears right next to you.

Behind Chain-Chomp's Gate

This was a really obvious one that I remember quite clearly from
SM64. Go up
the bridge and left. Presto! It's Chain Chomp. Wait at a good
distance for
it to lunge at you. Immediately swoop in and ground pound the stake
it's
chained to once or twice. Run out quickly to avoid damage and
repeat the
process for the third ground pound. Upon doing this, Chain Chomp
will be
free. He rushes about frantically, getting used to his freedom, and
destroys
the gate near him in the process. Take the Power Star that was
behind the
gate.

100 Coins

The very last mission in Bob-omb Battlefield is to get 100 coins.
From the
start, run up to the block ahead and hit it for 3 coins. Defeat the
Goombas
on the path to and on the bridge for 6. Get the five coins beneath
the
bridge for 11. Defeat the other enemies on the ground to the left
in this
starting area for 16 coins. Now take the bridge up and jump into
the little
region of Bob-omb Battlefield with the island overhead. Defeat the
Goombas
here if you want, but the Koopa is the major haul. Find the turtle-
looking
creature and stomp it. Take its shell, the item called a Koopa
Shell, and
surf into the de-shelled Koopa for five coins, giving you 21. Surf
around
for a while, enjoy yourself, and when you lose it go get the Wings
by the
bridge at the start.
Go back to where you ran over the Koopa and jump into the cannon in
the large
gray rock. Shoot up toward the island and fly around it, landing on
the
island. Take the Red Coin atop the tree for 23 and then get new
Wings. Use
Mario at first and then the cannon to collect the coins in the rings
(from
the mission "Mario Wings to the Sky") in the air. When you have 60
or more,
stop, and fly to the mountain, where there are five coins set up by
a cannon
hatch. Collect those, go over the wooden beam, and get the other
five coins
to have 70. Now go to the area where you got the stars for the eight
coins/Mario Wings to the Sky missions. In here, collect the two Red
Coins
and defeat the Goombas to have 76 coins. Now stomp down all four of
the
stakes, each for five coins, to have 96. Go up the stairs and hit
the block
you see for three coins. Defeat any of the Bob-ombs over here for
the last
coin. Take the star and finish whatever mission you were on.

Switch Star of the Fortress

This is the last star we're getting in Whomp's Fortress. From the
start, go
right and up, jumping over a gate and a gap to do so. See the
brick? Mario
can break it, whereas Yoshi could not. Break the brick here to
uncover a
Star Switch. Press it and instantly turn left. Go down to the
start, using
the tree as a ledge to get to the watery region. Run left to the
cannon and
down the slope. Hop over the gate to the platform with the Power
Star in it.
With this route (alternate to what you were supposed to do), you'll
be there
with time to spare. I rhymed! And now, finally moving on.

Mini-Game Key

We're going to the next level, yes, but there's a secret level to do
real
quick, first. Jolly Roger Bay is on the other side of a door in the
lobby.
Find the 3 Star Door on the right side of the lobby and open it.
Reacting to
the Star Power, the door slowly opens. Inside you'll find not only
a new
level (they changed the painting picture for Jolly Roger Bay), but a
rabbit.
Catch it by luck almost, grabbing it as it runs, and it will give
you a key.
If you take it to Princess Peach's Rec. Room, you can now play new
mini-
games. Now to enter the secret course.

The Secret Aquarium

In the room where you got the key, to the left on the wall is an
opening.
Double jump to reach it and climb into the hole. You'll be in an
underwater
level where you can practice swimming and collect the eight Red
Coins. Four
are in rings of coins above the floor, and the other four are on the
floor.
Coins refill air, so get coins often to avoid suffocation. Now we
can
finally get to the next course.

Plunder in the Sunken Ship

For the first mission jump into the water and swim out to the open
area.
That is, swim until you, when you look down, there's a huge
underwater
crevice below. Now, let me explain something. You need air bubbles
or coins
to breathe underwater or else you'll run out of oxygen. For some
reason,
they made the game so that if you take damage on your Power Meter,
dive in
water, and swim to the top, all your health is restored. If you
take damage
in the water below, surface. Swim onto the sunken ship and swim to
the side
of the eel in the window. Stay completely still and it will miss
you. Plus,
it leaves its position. Swim through the now unguarded window and
you'll be
inside the ship. Swim to the top for air real quick and then
submerge again.
Near the entrance you'll find a treasure chest. I remember in Super
Mario
64, there were three. Regardless, touching the lock on the chest
makes it
open and the water drain. Jump from platform to platform until you
reach the
Power Star in "!" Block at the top.

Can the eel Come out to Play?

Cure the eel! Swim to where the ship was (now floating) and look
up. You'll
see a cave with the evil eel inside. Like last time, swim to the
side of the
eel and he will completely miss you in his attempted bite. Swim
towards its
tail when it is completely out of the cave and touch the Power Star
on it.
The Power Star moves back to the cave. Swim over and take what's
yours.

Treasure in the Ocean Cave

Swim down to where the ship had sank. From this point on, the eel
is a full-
time enemy, so watch yourself. Look for a tunnel lower than the
cave the eel
presided over. It has a circle of rings in front of it. When you
find it,
swim through the tunnel and you'll be in the cave Cap'n hid his
treasure.
Run to the left all the way. As you go you only need worry about
Goombas and
the collapsing pillars. Be careful. When you reach four treasure
chests set
up like a compass, stop. Touch the chest closest to the cave wall
first.
Then the chest left of it. Touch the right chest next, and then the
one
furthest from the wall. Take the Power Star that comes out. All
right.

Blast to the Stone Pillar

From the origin swim to the right. You'll find two gray stones with
a wooden
platform between them. Jump on the platform and use it to reach the
lower
gray stone, which has the Bob-omb Buddy on it. Talk to him and
he'll ready
the cannon for you. Jump into the cannon near the start and
position the
cursor as I say. First, be in line with the leftmost stone spire.
Now
position the upper corner of the left arrow so that it touches the
stone wall
that acts as the boundary of the course. Shoot from there and
you'll land on
the stone pillar. Climb to the top and jump off (remember, you jump
backwards) to the Power Star.

Red Coins on the Ship Afloat

From the start, swim down to a clam in the water. Slowly approach
it from
the front and its mouth opens. Grab the Red Coin inside and get out
of
there. Swim past the clam to the right of that one to find another
which has
a Red Coin in its mouth. From there, swim up to the surface while
moving
toward the starting point. You'll see a clam to the left as you do
so. It
has the third Red Coin in its mouth. For the fourth Red Coin, swim
onto the
wooden platform and jump to the Bob-omb Buddy. Hop onto the stone
pole and
take it up to a Red Coin. Jump to get it, back onto the stone with
the Bob-
omb Buddy. Return to the wooden platform and go to the other stone
ledge.
Use it to dive into the water where the ship was. Near where the
ship was is
a clam. Inside is the fifth Red Coin. Now return to the gray stony
ledge
opposite the Bob-omb Buddy. Press the "!" Switch to make blocks
appear where
the gaps ahead were. Use the blocks to cross safely to the ship
(jump onto
it). On the bow is the sixth Red Coin. Now triple jump your way to
the back
of the ship, where you'll get the seventh and eighth Red Coin. The
Power
Star appears directly ahead of them.

We can't get anymore stars here, so we're moving on.

Cool, Cool Mountain*

Slip Slidin' Away

The door is where Whomp's Fortress would be, but on the opposite
side. That
is, it is a 3 Star Door right of Bob-omb Battlefield. Open it and
jump into
the painting.
At the starting point jump down the chimney of the cottage. Welcome
to the
slide that makes this course famous. Start sliding down. Remember,
this is
not a race. Don't feel pressured to go quickly, because it might
result in
losing a life. Brake if you feel like you're going off the edge and
don't
press forward if you can't handle it. It's a really good idea to
zoom out
with X so you see more of the upcoming track. Also, stay in the
center of
the track, especially at the end. The slide finishes with a narrow,
icy
bridge across the gap. Exit the house at the end and a Power Star
pops out.
Take it, duh.

Li'l Penguin Lost

Above the chimney you'll see a little baby penguin wandering
around. Get to
it and grab him (A). Now to find the mother. Drop down to the
starting
point and notice the slope to the left. Slide down with little
penguin,
avoiding the walls (they'll make you drop the bundle of joy). At
the end
you'll slide down to a disembodied snowman. Take the bridge to the
right
across (when the snowman jump toward you, run under them) and when
it starts
to incline, jump off the bridge to some snow. You'll be stuck in
the snow
for a few seconds, and the penguin will wander around. Pick it up
and show
it to its mommy, who is right in the area. Mario, unite-r of penguin
families everywhere!

Big Penguin Race

Jump into the chimney at the start. Big Penguin, the star slider of
Cool,
Cool Mountain, wants a worthy opponent. Choose to race it and let
the good
times begin. Really, though, this isn't too hard. Always press
forward on
the control pad and stay in the center of the course (blocking Big
Penguin's
progression). At the end, Big Penguin will give you a gold medal!
Err,
star.

Frosty Slide for 8 Red Coins

You actually need to be Yoshi for this mission. Go switch from
Mario to
Yoshi. Above the chimney is a block of ice that only Yoshi can
break. To
the left of the block is some fire. Swallow it (A) and go back to
the ice.
Press A again to breathe fire, melting the ice. Now take the slope
down
until you reach the narrow bridge with coins down the center. Jump
off the
edge of it and ground pound to land on an icy platform below. Melt
the ice
here for the second Red Coin in the same way you did the first. Now
go to
the upper edge of the platform and drop down to a bridge with the
third Red
Coin on it. Now drop down the hole in the bridge and take that ramp
down to
the mommy penguin. Go right of her (do not pass go) to see a
bridge. Step
out, take the Red Coin, and go back to the main area. The Goomba
here is
wearing Mario's Cap, but we don't need it. Go right to the very
edge where
you'll find the fifth Red Coin. Now go left to a tree with the
sixth Red
Coin in it.
Continue left to a lift. Step on the wooden platform and take it to
a
platform with a Bob-omb Buddy on it. As long as we're here, talk to
him.
Wait for the lift to come back and take it up to the top, where
you'll gain
the seventh Red Coin. Now go up all the way until you see a Red
Coin against
the Snow Mountain wall. Now that you have it, we need to get the
star. Run
down the bridge with the snowmen on it. At the end, ground pound
your way to
the bottom where the penguin is. Run to the bridge near here where
the
fourth Red Coin was. Stand on the edge of the bridge and you'll be
warped to
the start of the level. Slide down the slope until you see your by
the Power
Star on the Touch Screen. There should be a low wall you can jump
over. Do
so and you'll find the star.

Snowman's Lost his Head

I totally remember this one. From the start, get on the ledge where
the
little penguin is and drop to the left twice to see a snowball on a
pedestal.
He needs a good (get this) head on its shoulders. As soon as you're
done
talking to it, slide down the slopes. You need to slide right into
the
pedestal that the snowman's head is one (right into the side). Then
run
around to the front of the head, talk to it, and get on the other
side of the
head. If you beat the snowball to the snowman, it will follow your
trail and
crash into the snowman for a more perfect union. Take the Power
Star that
results.

Mario's Super Wall Kick

Switch out Yoshi for Mario. At the start, roll down the slopes to
the
assembled snowman. Cross the bridge and take the ramp down to the
cannon.
Inside, aim the cursor at the part of the wall above the tree that
kind of
sticks out. I can't really explain it, but you want to shoot Mario
with the
cursor in line with the tree, but far above it. When you shoot,
you'll hang
onto the tree. Go around the corner, past some enemies (no need to
side
step, by the way) and round the corner again to see a trail of rings
in the
shape of an arrow. Long jump across the gap (run, press R and then
B, really
fast) and go right of the Spinning Heart you find. Wall kick off
the wall to
the right to get onto the path above. Now start a triple jump to
the left.
At the peak of the jump wall kick off the left wall to a path
above. Walk
across the icy road to the Power Star.

The remaining stars will be gotten later when we are better prepared.

Bowser in the Dark World*

To Bowser

Yes, we're finally going to face Bowser. Go up the stairs and to
the star
door to the left. Open it and enter. Walk towards the Peach
painting. As
you go, the floor swallows you. Go as Mario, by the way.

Bowser in the Dark World

There are two Power Stars here, so we'll get them along the way.
From the
start, go forward, over the gap, and press the switch when the fire
is gone.
Return to the starting point. A Red Coin has blocks leading to it.
Get the
Red Coin and go back to the fire shooter. When the fire is down,
press the
switch. Wait for the fire to return and leave again, and then get
the Red
Coin the fire continually sears. You have two so far. Go right
over the
rotating platforms. Continue right until you see a ramp, which you
should
take up to the left. Use the platforms to go left, where you'll
find three
Goombas. Now go up the bridge and go left, getting a Red Coin by
one of the
crystals as you go. Obviously, avoid the electric enemies or you
will be
electrocuted.
At the end, go right (use the yellow block that extends and
retracts). On
the other side of the platform is the fourth Red Coin. Get it and
go right
again to the revolving platforms. On the first pair, get the fifth
Red Coin
as it goes around. Now take the first pair to the second pair to the
platform with the Goomba. For the sixth Red Coin, go left or right,
depending on which way you're facing, on a narrow path to a platform
with a
spike on it. The sixth is behind the spike. Return to the platform
with the
Goomba and go right. On the lever platform, stand on the left side
to raise
the right. Get onto the next and raise the left side. Jump onto the
overhanging ledge and to the one left of it for the seventh Red
Coin. Use
the lever platforms to go right to a Goomba. If you use X, you can
see that
there's a Red Coin to the upper-left. Side step to the ledge and
walk left
to get it. Now go back to the Goomba platform and use the platforms
to reach
an "!" Switch. Press it and go up the stairs. Behind the warp pipe
is the
Power Star from the coins. Also there is the Star Switch. Press it
and
slide down the slope (that was a staircase). Fall onto the ramp and
stand on
the right side to raise the left. Make a jump for the platform
above and go
one more left to get the star. Now return to the warp pipe and take
it down.

Boss: Bowser

Bowser looks a lot better than he did from Super Mario 64, but not
really
great. He's easy this time. Run behind him and grab his tail.
Swing him
around with the control pad and use the Touch Screen to show where
Mario is
facing. When the arrow is lined up with one of the spiky things
(bombs),
release A and let Bowser soar. If done correctly, Bowser will go
straight
into a bomb and all his health will be depleted. Walk up to his
squirming
body and he'll take off unscathed, but leaving behind the basement
key.

Big Boo's Haunt*

The Castle Courtyard

We're going to a new course! From the lobby, take either door next
to the
doors for Cool, Cool Mountain or Whomp's Fortress. You could open
the
basement now, or you could follow the ghost. Follow it down the
hall and
through the door to the castle courtyard. There's a secret level in
our
midst. But before that, we're getting one of the various secret
stars here.
In the courtyard you can find a plethora of Boos, enemies from
Mario's past.
Ground pound them to beat them. They disappear when you look at them
directly (very shy). Eight of the Boos here have Red Coins inside.
Ground
pound those eight for yet another one of the castle's secret stars.
Now to
get to the other star. Where to look. I know! As Mario, punch the
blocks
to reveal a hole. Fall in.

The Secret of Battle Fort

Like Sunshine Isles, this is a secret course with Silver Stars
littered
around it. For the first, run right to the corner and break the
block for
it. Follow the path north to another corner. To the left is a
Goomba with
the second Silver Star inside it. Go north again to a third
corner. Fall
into the pit diagonally below it and break the brick for the third
Silver
Star. For the last two, go to the center of the level and beat down
the
Goomba by the pole. That's one Silver Star. Climb the pole and
jump to the
fifth Silver Star. Follow the wire path right into the Power Star.

Go on a Ghost Hunt

In the courtyard there is a particularly large Boo in the
northwestern
region. Ground pound it to reveal a cage. Jump in and you'll enter
the
fifth course, Big Boo's Haunt.
From the start, run up to the mansion door and open it. First, go
to the
second door to the left. Face away from the Boo painting and let a
Boo come
out. Ground pound it and the other. Now go to the door right of
it. In
here are two enemies, a Boo and an eye monster. Run around the eye
monster
to make it dizzy and it will die. Ground pound the Boo. Now exit
this room
and go one right. Follow the path to a collapsing bridge. Ground
pound the
Boo and take the door. Side step to the next Boo and defeat it.
The master
of terror has come. Enter the main room in the mansion and Big Boo
is there
to fight. He is exceedingly easy. Ground pound him thrice (three
times) and
he will be beat. Each time he gets smaller. On the third time he
disappears
and a Power Star forms. Step on the mat and stairs pop up. Take
them to the
star.

Ride Big Boo's Merry-Go-Round

From the start, go left to an abandoned building. Inside, step on
the wire
elevator to take it down. Walk through the door. Go through the
hallway,
too. Go left, up, and through the door. In here, step onto the
large
rotating arena. Defeat all the Boos in here with ground pounds and
Big Boo
emerges. Defeat him like last time with three ground pounds and
you'll
victor quite easily. Take the Power Star that forms.

Secret of the Haunted Books

Enter the mansion at the start and take the stairs up, which are
still there.
Take the second door to the left. Inside is a vast library, filled
to the
brim with haunted books. Run down the first aisle and make a turn.
Three
books are sticking out on their shelves and you must correct that.
First
jump to hit the highest book. Hit the lowest next, and the middle
last. The
bookcase slides away to reveal a door. Enter it and take the Power
Star.

Seek the 8 Red Coins

This isn't too tough. Enter the mansion and take the first door to
the left.
Inside is a harmless piano, or is it? Take the Red Coin behind it.
Down,
piano! Now go through the door to the left. In here are two Red
Coins (two
and three) and a Boo wearing Luigi's Cap. Intriguing. Take the cap
and
you'll become Luigi. Hooray! Exit to the main room of the
mansion. Enter
the lower door right of the stairs. In here, side step to the left
to take
the fourth Red Coin. Now head up the stairs. First enter the far-
right
door. Run around the bookcase and you'll see some open space. Hug
the wall
(the floor is a trap) and take the Red Coin. Go through the door
you came
by. Go left a door to see an eye beast. Run around it in the
direction the
pupil is moving and it will die (again). Go through the archway in
the room
to see some coffins. Walk up to the lowest one to the right and
take the Red
Coin under it (six) before it collapses. Now exit and go left one
more door.
In here, navigate the wire floor to the seventh Red Coin. Now go
back to the
rightmost room. Run around the bookcase and go through the other
door. You
need to have lost Luigi's Cap by now. As Mario, hit the Red Block
and take
the Power Flower to start floating. Float to the eighth Red Coin in
the air
and then to the star to the left.

Big Boo's Balcony

You ready to take Big Boo again? Enter the mansion and take the
rightmost
door at the top of the stairs. Do you see the elevated wooden
platform. You
could either wall kick, or take the alternative (which is easier at
the time
being). That is, hit the Red Block and float up to the secret ledge
above.
Notice the painting of Luigi. We'll come back for him. For the
time being,
go through the double doors to the right. It's Big Boo! Ground
pound him
three times to get the Power Star. Man, they made this game
easier! Use the
Red Block (which is a new addition) to float up to the Power Star.

Finding Luigi

Get it? Luigi is trapped in a ghost-infested place, like in Luigi's
Mansion,
where Luigi wins a mansion in a contest he didn't enter, which turns
out to
be King Boo's plot to capture him (he already had Mario). Luigi is
afraid of
ghosts, so naturally Bowser would do this. Enter the mansion and
take the
rightmost door on the second story. Either float or wall kick to
the secret
area and open the door. Now jump into the Luigi painting.

Big Boo Battle

Ah! That laugh is creepy. Turn down the volume, folks. At the
start, take
the north door, the Red Coin included. You'll return to where you
were.
This seems to be a maze. Take the right door and you'll be in a new
room, at
least. Run across the collapsing bridge and take the Red Coin.
Follow the
collapsing bridge to the right for the third Red Coin. Don't go
through the
door, though. The obvious exit to this room is the one with the
least
incentive, the left exit. You'll enter another room. I like this
place a
lot better than Goomboss Battle. Jump across the pit to the Red
Block. Take
the Power Flower inside to float to the fourth Red Coin in the
corner. Drop
down to the fifth Red Coin on the ground. This time, take the right
door.
You see, they made us think that the path that led to nothing was
the one to
take - but they were tricking us so you take the Red Coin path. In
here,
take moving platforms to the sixth and seventh Red Coins. This
time, take
the north door (on the Touch Screen). The Bob-omb Buddy tipped me
off to
this. Unfortunately, you cannot get the eighth Red Coin, so just
run across
the bridge to the painting. At the end take the platforms up to a
hole in
the floor. Fall in.
You're in a room with mirrors in it. Notice Lakitu, the cameraman,
in the
mirror. Walk up to it and Mario's reflection becomes that of
Luigi. Talk
about insulting! Big Boo appears, wearing a crown (which leads me
to believe
that Big Boo is also King Boo). He locked away the wimpy green
mustache man,
and he will do the same to you. Big Boo sticks inside the mirror,
rarely
coming out. Ground pound his shadow, which can attack you, on the
non-mirror
side. When Big Boo fails after three hits, he takes off. Take
Luigi's Key.

The Green Machine

Go to the Switch Room of the castle where you freed Mario and this
time free
Luigi. Now we must simply rescue Wario and whoever is behind the
other door.
Now that we have Luigi, there's quite a bit to do. Let's start by
finishing
the Big Boo's Haunt levels that we can.

Eye to Eye in the Secret Room

Enter the mansion as Luigi and take the stairs up. Enter the
rightmost door
and use a backward somersault (R + B) to reach the secret alcove.
Once up
there, take the door. Take the double doors to the right to Big
Boo's
Balcony. No, we're not fighting him again. Take the Power Flower
from the
Red Block, which makes Luigi invisible, and run back into the
mansion. Go
left and through the painting of the shy Boo (as invisible Luigi,
you can).
In this secret room, run around the eye monster to defeat it.
Although this
is a particularly large one, it should pose no threat. When you
win, take
the Power Star.

Switch Star of the Bay

Return to Jolly Roger Bay to get the star there. Swim down to where
the ship
was and take the tunnel. Surface and go forward to a Red Block.
Take the
Power Flower to become invisible. Run along the wall to see the
Star Switch.
Run over it and run into the cage, taking the Power Star that
appears.

Hazy Maze Cave*

Rabbit Season

Let's start getting to the next stage by entering the basement,
finally using
the key we got from Bowser. Go to the room with the hallway that
leads to
Big Boo's Haunt and open the locked door. Welcome to the basement!
Take the
door to the right. In here, go right and you'll see not one, but two
rabbits. You must be Mario for them to be there. Catch one of them
for a
Mini-Game Key. The other also has one in its grasp. Awesome. Now
you can
play more mini-games.

More Rabbits

In the basement where the rabbits are, look at the painting of the
fireball.
Go right of it to a door. That door leads to Hazy Maze Cave, but
we're not
going there yet. Below it is another door. Take it and jump into
the water.
Swim through the tunnel and surface. Ground pound both the pillars
in the
water and it will drain. It also drains the water in the moat.
Take the
rusted door that the water had once covered out into the castle
moat. In it
is another rabbit. Chase it down for another Rec. Room Key. You'll
find
another one on the path above the moat near the waterfall. Both
give Mini-
Game Keys, so share in the wealth.

Toad

We're going to the next course, yes, but there's an extremely brief
Power
Star to get first. Hazy Maze Cave is in the area of the basement
with the
two rabbits. Find a star door with no number on it that is elevated
above
the other courses. That's the entrance. Take it and you'll see a
whirlpool
of color. Look around the corners for a Toad. When you find him,
talk to
him. He'll give you a Power Star he managed to attain. Now enter
the
whirlpool.

Swimming Beast in the Cavern

From the start, go left. Use the long jump to bridge the gap. Go
through
the door. In here, called the Black Hole region, go right over the
wire path
and to another one after a stony part. There wasn't this second
wire path in
Super Mario 64, I'll tell you that. Back in my day, you had to jump.
Anyways, cross the path to the slope the boulders are rolling down.
Run all
the way up and go right through a metal door. Now collect the coins
and the
1UP to the right and then take the elevator down. Go down the path
at the
bottom into the water. On the DS, the sea monster doesn't look as
threatening. It's even wearing Wario's Cap (how adorable). Of
course, it
has a diving mask on, too, which isn't too menacing. Ground pound
its back
to tame the beast and then step onto its head. You'll turn into
Wario, yes.
Direct the sea dragon toward the central island. As Wario you can
break the
boulder on it. Take the Power Star that pops out.

Elevate for 8 Red Coins

From the beginning, go right past the hazards to a door. On the
other side,
slide down the pole. Go left to see some stairs. Climb them up and
talk to
the helpful Bob-omb Buddy. You want to be Mario for this mission.
First,
hop onto the moving platform to the right. Use it to reach the
blocks, in
which two of the Red Coins are hidden, and the upper-left corner on
a ledge,
where the third is hidden. Drop off the elevator and return to the
stairs.
The elevator's position is now reset. Move forward to a flat
surface and
jump on. Take the purple pole up and jump backwards onto the ledge
behind
it. Step on the moving platform. As it follows the set path you'll
reach a
brick. Punch it with Mario and get the fourth Red Coin inside.
Continue to
find the fifth in the air. Further along is the sixth (jump over
the grassy
ledge so you don't fall off). Near the end is a platform with the
seventh
and eighth Red Coins on them. When you've collected all eight, drop
down to
the Power Star in the center of the room.

Metal-Head Wario can Move

Even though this is the name of the mission, it is a whole lot
easier to do
when playing the first mission. Choose to play the first mission.
Go left,
long jumping over the pit. Open the door and follow the path to the
boulder
slope. Run up, past the boulders, and right through the door. Get
the coins
and 1UP if you wish, and then take the elevator down. Take Wario's
Cap from
the swimming dragon of the Underground Lake and go back to the
elevator (not
taking it up). Hit the block to get a Power Flower. It turns Wario
to
metal, letting him walk on the bottom of the lake, among other
things. Rush
down the path (jumping is faster) and go underwater. Continue
following the
underwater path to an "!" Switch in the water. Press it with
Wario's great
metal girth and the gate ahead opens. Go through the door that is
now
accessible. In here, get hit by the spider that jumps out of the
pit to be
back to Mario. Long jump across the gaps to the Power Star.

Navigating the Toxic Maze

What, you exclaim. A mission with Wario when we have him not yet,
you say to
yourself with a mixture of curiosity and confusion. This probably
didn't
happen to you, actually, but that would be cool. From the start, go
right.
Notice the Goomba with Wario's Cap on its head? Take the cap and
become
Wario. Now go to the door further to the right. Enter the
construction site
by sliding down the pole. Go right past a location sign and left
into a
hallway with a wooden door at the end. Open it and you'll be on the
threshold of the toxic maze below. Drop into the hole (you need to
be Wario
when you do) and immediately run forward out of the gas. Hit the
Red Block
for a Power Flower. This turns Wario metal, not having to breathe
in the
gas. Go right to the first opening and take it. Go around until
you see
some green stuff - maybe moss - hanging down from a ledge. Triple
jump onto
the ledge it dangles from and use the door. In this room, head
forward to an
elevator that leads to a Power Star.

A-maze-ing Emergency Exit

From the start, head right. Defeat the Goomba wearing Wario's Cap
to become
Wario. Continue right through the door and down the pole. Go up
past the
sign and hang a left through another door. In here, drop down the
hole. The
toxic gas hurts you and racks up a lot of damage, so run to elevated
land
ahead as soon as you land. Avoid the Snifit to keep Mario as
Wario. Run
forward and take the Power Flower to become Metal Wario. You no
longer need
to breathe in the toxic gas. Head right to the first opening and go
through.
A little to the left is a Mole. From where it is (don't worry about
taking
damage - you cannot when metal from enemies), triple jump to the
metal door
on the ledge to the upper-left. When you open it, go down the hall
to an
elevator. Take it up and open the door at the top. You'll find
yourself
right over the Black Hole region. Since Wario has such weak jumping
abilities, you'll have to triple jump to reach the wire net. Hold B
to
actually hang on. Go slowly, tilting the camera to suit your needs
as you
go. Follow the narrow wire path to the trail of coins and then
right to the
Power Star.

Watch for Rolling Rocks

Start as Mario and go right. There is a way to bypass the long jump
needed
to enter the Black Hole region. Take Wario's Cap from the Goomba
along the
way, first off. Then enter the construction site. When you slide
down the
pole, you land near a tunnel. Enter it and go to the elevator at
the end.
Take it up and go through the door. You're in the Black Hole
region. Go
around the path to where the boulders roll down. Using the Touch
Screen,
look for when a Power Star is moving down the slope. When that's
happening,
have Wario smash that boulder. Take the Power Star that comes out.

Underground Switch Star

From the start, head right. Take Wario's Cap from the Goomba (boy,
this sure
would be easier if we actually had Wario) and go right to the
construction
site. Slide down the pole and go to the corner, where you'll find
one of the
abundant black blocks that have been frustrating us lately. Wario,
however,
can break them. Give it a good punch and you'll reveal a Switch
Star. Press
it and then run over to the right up the stairs. Take the stairs up
and then
the elevator across the gap to the Power Star. Being Mario would
make it
faster.

100 Coins

Yes, we're actually going to get every star in this level on our
first try -
no leaving. Play on any mission but the first. From the start,
defeat the
spider enemy for 3 coins. Go right, defeating the Goombas to become
Wario.
Defeat the spider to have 6 coins and collect the trail of coins to
have 11.
Now go right through the door. Take the pole down into the
construction
site. Defeat the enemies on the ground to have 19 coins. Collect
the eight
Red Coins in here to have 35. Break the block that has 3 coins on
it in the
air for 38 and defeat the eye monster (walk around it) to have 43.
Now,
making sure that you are indeed Wario (you may have to return to the
first
room using the poles), destroy the black block for 46 coins. Now
enter the
Toxic Maze pre-area. Collect the five coins for 51 and then drop
into the
maze. Quickly become metal, first off. Defeat the Snifit nearby
for 53
coins and then go right to a Blue Coin Block. Hit it and run left.
Assuming
you collect 15 (because it is a low number and it may be true),
you'll have
68. Return to where the Blue Coin Block was and go north. Redeem
your Power
Flower and defeat the bats for 72 coins. Now find your way back to
the
construction site. Take the elevator up to the Black Hole region.
Run to
the slope and collect the five coins on them for 77 coins. Now go
right and
you'll see an "!" Block by some coins. Collect the coins to have
85. Now
take the elevator down and defeat the three Goombas here to have 88
coins.
Swim over to the central island and take the coins around it to have
96. Now
go back to the Black Hole. Defeat the spider and bat there (very
carefully)
for 99. Return to the starting point and break the crate for the
last coin,
getting you the star.

Lethal Lava Land*

Boil the Big Bully

The painting is of a large fireball in the main basement area, left
of the
entrance to Hazy Maze Cave. You can't miss it.
I love this course for one reason - the major shortcut within. Look
behind
you at the start and you'll see an island with a Red Block on it.
Long jump
there (you must be Mario) and take the Wings inside to start
flying. You're
headed northeast, past a volcano. On the touch screen, it's the
brown square
platform left of one at the end of the somewhat M-shaped winding
path. On it
you will see Big Bully. Don't worry though, because he's a pushover
(ah, I'm
so punny). Big Bully cannot physically hurt you. He can only knock
you into
the lava, which hurts you. Lure Big Bully to the edge. Dodge left
or right,
depending on where you are. Now Big Bully will be running at you
from either
left or right. Ground pound him when he comes and you'll have him
in the
lava. Use the stairs that appear to reach the Power Star.

Bully the Bullies

Yeah! Give them a taste of their own medicine. From the start,
long jump to
the island behind you. Take the Wings (again, must be Mario) and
fly to the
platform that is east of where you fought Big Bully. Like last
time, ground
pound is your friend. However, you don't have to lure them to the
edges;
repeated ground pounds work. After beating the three little
bullies, Big
Bully comes to take his revenge. This time, stand near an edge and
he'll
charge you. Dodge out of the way to get behind him and punch him
in. Take
the Power Star that appears.

8-Coin Puzzle With 15 Pieces

This is so easy it's frightening. Long jump to the island behind
you and
take the Wings. Start flying dead ahead to the north to see one of
those
sliding puzzles, only with Bowser on it. Land and collect all eight
Red
Coins right there, no catch. The Power Star appears in the upper-
right
corner.

Red-Hot Log Rolling

Yes, we're supposed to use a log for this course, but we've found it
much
easier just to fly. Take Mario into the lava land and long jump
backwards to
the Wings on the island. Fly in the direction of the starting point
until
you see a large caged wall. Fly left of it onto a brown platform
with two
bullies on it. Do a triple jump from there to fly into the cage.
Go over
the log and fly right to the Power Star in the upper-left hand
corner.

Hot-Foot-It Into the Volcano

Take the Wings on the island behind you and fly into the volcano to
the
northeast. Inside, start by jumping forward onto the long
platform. Now
head up the path. As you do you'll pass a fire shooter and you'll
reach a
Bob-omb Bully. Ignore the latter and continue up the trail. Watch
out for
the huge weight that falls from the wall. As you continue up you'll
need to
hop across some floating platforms and pass more fire shooters to
reach
another Bob-omb Bully. If it knocks you off, you'll be really
angry, so just
avoid it. Cross the narrow path and you'll reach some poles, the
most
dangerous part of all. Actually, it's very easy. In Super Mario 64
there
were more poles and it was tricky. In this remake, jump to the pole
and
backwards jump to the pole behind it. Climb up as much as you can
without
performing a handstand and jump backwards. Take the Power Star.
You earned
it.

Inside the Volcano

Been there, done that. But really, we must venture into the unknown
yet
again. From the start long jump to the island behind you and take
the Wings.
Fly into the volcano (sound familiar?). When you land, look behind
you.
There's more to the volcano than the regular path. Take the smaller
platforms behind you to Luigi's Cap. Being Luigi has its perks in
here, so
take it. Jump to the last platform and take the lift. Jump to the
second
lift when you can and take it to the pole. Climb it and jump onto
the next
pole (you may want to stop for the 1UP). Take it to a chain of
three small
islands. With tremendous caution (because they are so tiny) jump
across to
the Power Star.

Flaming Silver Stars

Ooh, my favorite type of mission. not. I'm glad to say that every
single
easy mission from Lethal Lava Land made it into the remake. From
the start,
long jump behind you to the island with the Red Block. Take the
Wings and
long jump again to the crescent-shaped platform ahead for the first
Silver
Star. Jump onto the long, gray platform to the right. Take it to
the
sliding Bowser puzzle. From there, go north until you can long jump
to
another island in the lava to the right with the second Silver Star
on it.
Long jump back to the path connecting the sliding puzzle to the
rotating
fiery island. Get on that rotating island and long jump to the
third Silver
Star. You could've used the Wings already, but if not, let's start
flying.
Fly to the "hill" right of where you fought the three Bob-omb
Bullies in the
second mission and take the fourth Silver Star. Now long jump to the
platform south of that, which has an eye monster on it and the fifth
Silver
Star. From there, long jump to the nearby Red Block. Don't take
it; it's
just a regular Power Flower. Take the path down to some gray panels
in the
lava. Jump from them to gray platforms to one further left/south
with a
bully on it and an eye monster at the far end. Return to the
starting point
from here and long jump to the Power Star.

100 Coins

Just like in Hazy Maze Cave, we aren't leaving until we get all the
stars.
Good thing we didn't need Wario once in this entire course. Pick
any mission
and start by long jumping back to the Red Block. First fly to the
long gray
platform before the sliding puzzle. Take the coins there and those
on the
puzzle (remember that yellow coins appear after you've gotten the
red) for
about 30 coins. We'll assume 30, since you probably didn't get all
the
yellow coins. Go north twice to be on the spinning platform with
the flame
chain. Collect the coins there to have 36. Jump to the platform to
the
right and again to the right (onto a long platform that lava seeps
in on).
Get the coins here to have 41. Jump onto Big Bully's platform.
Don't fight
Big Bully, because violence isn't the answer, but instead get the
coins to
have 45 total.
Use the wire platform to the right to traverse the lava and end up
on the
platform with the three Bob-omb Bullies. Take the coins here and
you'll have
53. Now jump south and get the four coins on the platforms in the
lava to
have 57. Long jump to the platform with the eye beast to the
right. Defeat
the eye monster and take the coins. The grand total will be 70.
Long jump
to the winding, slightly M-shaped, platform to the left and collect
the three
coins along it as you go south (73). Go left again, collecting the
coins
along the gray platform in order to have 78. Collect the coin on
the gray
platform to the right and on the platform circling the volcano to
have 85.
Jump south, to platforms with more coins (88) and then jump to where
the
bully is, further to the south. Go to the eye monster on the other
side of
the bridge and beat it to have 93 coins. Stand in the indentation
beneath
where the eye sat and you'll warp to the island with the Red Block.
Use the
Wings to fly in the direction of the starting point, a bit more to
the left
though, to a platform with two Bob-omb Bullies. Take the coins here
and
you'll get the Power Star.

Shifting Sand Land*

In the Talons of the Big Bird

This cleverly hidden course is left of the painting of Lethal Lava
Land. As
you go, you'll see a dead-end. Jump into the wall here and you'll
enter the
eighth course.
Although I despise this course, it is made much easier by the
presence of a
Red Block near the start, much like Lethal Lava Land. Go right from
the
start to see a pavilion. The large, cactus-looking creature is
called a
Pokey. Nonetheless, go in front of the pavilion and use a backward
somersault to get on top. Triple jumps and side somersaults also
work. Once
on top, hit the Red Block and fly toward the huge buzzard with a
star in its
talons, which should be directly ahead near a reddish pillar.
Simply touch
the star and the buzzard will drop it. Take the star on the ground.

Shining Atop the Pyramid

Another laborious task made easy thanks to Wings. Head right and
backward
somersault onto the pavilion. Take the Wings from the Red Block and
fly
directly at the pyramid. The Power Star is right there, in a little
indentation into it.

Inside the Ancient Pyramid

Let it be known to all that I absolutely hate this mission and one
other much
like it. Head right and hop onto the pavilion. Take the Wings from
the Red
Block and fly onto the pyramid (there's a flat ledge with an "!"
Block on it
to land on). Enter the pyramid if you dare. Inside, head right.
Pass the
Goombas and continue along that path until you reach a huge Thwomp.
This is
a special breed that has been mummified. As it rises, wall kick off
of it.
You'll be by two Goombas and a pole. Take the pole up and go right
upon
landing. Use the wire net to cross over the slope and continue
right over
some steps. As you go right here, you'll see another special Thwomp
that
rolls. When it is rolling away, run towards it until you see a nook
you can
slip into. Stay there until it rolls by and go right again. Take
the rising
platforms up and go right again. What'd you expect, going left?
Dodge the
electric enemies and side step right at the end to reach a pole.
Take it up
and jump off. Look left to see a Thwomp. Run under it as it jumps
and go to
the other side. Go right up the slope and jump to reach the Power
Star.

Stand Tall on the Four Pillars

If you've been using this guide throughout the playing process, you
have
exactly 64 Stars right now, the ideal number for Super Mario 64 DS.
This is
an interesting mission to say the least. At the start run right and
get the
Wings atop the pavilion. Fly to each of the pillars around the
pyramid (four
in all) and stand on them, getting the coin you find. You can run
up the
pillars without the Wings. By one of them you need to talk to the
Bob-omb
Buddy (we'll use the cannon later). Keep in mind that there's a
tornado near
one of the pillars and one of them is completely surrounded by quick
sand.
When you step on all four, the point of the pyramid explodes,
revealing a
hole. Fly in if you still have the Wings. If not, long jump onto
the flat
part of the pyramid. There's a Red Block there. Either way, fly
into the
pyramid via that special entrance.
Inside a cage, you descend into the center of the pyramid. When you
stop,
get on the rail and enter the hole in the red block. To assure that
you're
not Yoshi, who cannot complete this mission normally, you must punch
a brick
in your way. Follow the path down to the heart of the pyramid where
the
"ancient ones" have slept forever. Step on the brick altar before
you and
two hands form. Now you must battle them (hand-to-hand). While one
hand
tries to push you off the edge, the other stands there acting as the
eye.
Run up to the second hand and punch its eye. They have a few new
attacks
since Super Mario 64, such as crushing you and a move in which both
hands
attack at once. After three hits to one, it dies. The other tries
to shove
you right out of the arena. Punch its eye before it can and you've
won.
Take the Power Star.

And that's the last star we can get. We will return, though, with
that
powerhouse Wario.

Dire, Dire Docks*

Board Bowser's Sub

We're finally opening the star door! When you do (it's in the first
room of
the basement), you won't see Bowser's level, but a new course. Jump
in and
you'll begin.
When you fall in, dive down. Note that the sharks and orange fish,
called
Cheep Cheeps, can hurt you. Swim through the tunnel, which is right
after a
ring of coins. Follow the arrows through the tunnel and you'll enter
Bowser's personal dock. In the dead center is a huge submarine
branded with
the face of Bowser. Swim around it and you'll find land. Hit
the "!" Switch
to make bricks appear. Take them onto Bowser's submarine where
you'll find
the Power Star.

Chests in the Current

You could face Bowser right now, but there's still a star to get in
the
docks. The remaining six will be available after defeating Bowser
for the
second time. Dive down and locate the chests. You must open them
in a
particular order. The first chest's lock faces the vortex and is by
a clam.
Open it and take the air bubble. Follow the trail to the second
one, which
is by some sea plants. The third chest is right by the vortex.
Swim to it
and open it. An air bubble and a Power Star comes out. Take the
Power star
and be prepared to take Bowser down.

Bowser in the Fire Sea*

Bowser in the Fire Sea

Drop into the hole on the other side of the Star Door and you're in
the
second Bowser level. From the start head right onto a wire
platform. Jump
over the block and onto the gray platforms as the cage is dunked in
lava. At
the end, take the 1UP (in Bowser levels they bend over backwards to
give us
1UP's), and use the panels ahead to cross the gap. Take the wire
ramp up to
a Red Coin. Take it back down and go right past a Spinning Heart.
Take the
pole and use it to jump onto the lever platform to the left. On it
you'll
get the second Red Coin. Continue left to a pole. Take it up and
jump off
to the northeast to get the third Red Coin. Now run onto the
elevator to the
left and then quickly run off. Drop down from where the elevator
was and
take the fourth Red Coin it was hiding.
Now go right, up the pole, left, and back up the pole to be in the
cage where
you were. Take the elevator up. At the top go left. Use the
platform to
cross the lava (avoid the fire, obviously). Run up the ramp to the
flat part
and go across the wood beam to another ramp. Avoid the bully here
and take
the fifth Red Coin. Drop down onto the wire net. Head left, past
some Bob-
omb Bullies and moving platforms, to a rising path. Follow it up to
the
third blue platform and wait. As the path rises you'll be able to
reach the
sixth Red Coin. Now continue up the path to reach a classic
Bowser's Castle
road. Take it up until you see a Star Sphere. A Star Switch is
nearby. Go
right very slowly to avoid damage and you'll get the seventh Red
Coin along
the way. Use the pole to the right to get in through the stone
slot. Wall
kick your way on top of the platform and you'll see the Star
Switch. Drop
down to the right once more and on the pole you'll get the eighth
Red Coin.
Use the pole to go left again and use that pole to go up. Wall kick
to the
Power Star.
Now to get the other star in here with the Star Switch. Jump to the
right
and step on it. Instantly jump to the left and straight down into
the panels
in the lava. You should have full health from the Power Star, so
don't worry
about the lava. Just go right and take the Power Star (you only
have to
watch out for being burnt after being burnt twice). If you time it
right,
the panels will be clear of lava and you'll have no trouble at all.
With the
second Power Star in hand, go right. Cross the panels, heal at the
Spinning
Heart, and use the pole to go through the slots in the stone. Wall
kick to
the Star Switch and jump right onto another ledge. Go right over the
collapsing bridge and down the funnel.

Boss: Bowser

My, you've grown, Bowser. Bowser's arena is designed to give him the
advantage, and it does tenfold. He'll start the fight off by
jumping, which
causes the arena to shake. If you don't make it, you'll slide into
Bowser,
or off the arena on the rebound. He also has a new type of fire
breath that
sends multiple flames out. His most annoying new trick, though, is
his
ability to warp around the arena. Get close to his tail and he
warps like a
maniac. But he also charges you, which is his greatest weakness.
Stand on
the opposite end of the arena as him and he'll start running to you
in a vain
attempt to tackle you. Run around him (he won't be able to stop)
and grab
his tail as he tries to stay on the arena. Swing him around and so
long,
Bowser! Throw him right at the bomb. You beat Bowser again, even
with his
careening arena of doom and his dumb teleportation trick. Talk to
him and
he'll excuse himself, leaving the key to the second floor behind.

Snowman's Land*

Green Rabbit

Time to enter the second floor of the castle. Go to the top of the
stairs in
the lobby and use that key. Take the stairs up and you'll find a
rabbit.
Catch it and you'll get another Mini-Game Key. Oh happy day!

The Great Beyond

You have to be Luigi to do this next part. We are going to FINALLY
add Wario
to our team. Look around on the second floor for a door with an
arch over
it. Enter it, as Luigi, and you'll be in the room that begins
Snowman's
Land. There's a huge mirror in here, too. Take a Power Flower from
the
pedestal so that Luigi becomes invisible. Run through the mirror
and go down
to the door. Open it and you'll be in a white void with a Power
Star in it.
Take the star and go back through the door. See the picture of
Wario to the
right? Jump in.

Chief Chilly Challenge

I don't see what icy people have got against Wario, but I don't
care! We're
going to get Wario, who seems to be needed for just about every
course in
some mission. Very rarely does a level come along that only one
character -
Luigi - may enter. Take the slide down and you'll land in a huge,
windy
crevice. It blows you to a platform with two Bob-omb Bullies on
it. When
you've dealt with them hop onto the gray platforms and take them
across to
another icy ledge. Use the wire platform to cross the gap, taking
the first
Red Coin as you go. On the other side, go right. Use the winds to
get the
second Red Coin in the sheet of coins and go forward into an icy
pond. Take
the third Red Coin in it and get out; the water hurts you. Jump
over the
fence to the arena of bullies.
In it, take the fourth Red Coin and quickly jump over the fence to
the arrow
sign (to avoid being pummeled by the Bob-omb Bully army). Use the
moving
platforms ahead to bridge the gap. The second platform should be
used to get
the fifth Red Coin and the fourth platform the sixth Red Coin.
Cross over
and then use the platforms to reach the next tier, which has a Red
Block on
it. Hit it to become invisible. Drop down to the first tier and
pass
through the bars to take the seventh Red Coin. Renew your Power
Flower and
run around the tiers to get Mario's Cap. Go back to the Red Block
and take
the Power Flower. Use it to float to the huge icy island in the air
ahead.
On it is the eighth Red Coin and a Red Block for you to use to
return to
where you were. Do so and take the Power Star. Now take the
platforms up to
a hole in the ice. Fall in.
Chief Chilly is undoubtedly the stupidest of the captors. He
captured Wario
because his mustache was better than his. Well, the arena is the
hardest
part of the battle. He's basically just like Big Bully, but he is
much
smarter. He doesn't fall for all the tricks. Just about the only
way to
beat him is with relentless ground pounds. Try to knock him off the
arena.
Remember that he cannot directly damage you, so as long as you don't
fall off
the arena, you're invincible. When you knock him off the first time
he pops
back up and remodels the arena. Repeat the process and the arena
becomes
even smaller. What Chief Chilly doesn't realize, though, is that he
makes
the battle easier each time. The arena falls into a frigid lake.
Knock him
in one more time and you'll have won!!!!!! Take the key. We've got
a whole
lot of catching up to do.

Luigi to the Rescue

Go now and rescue Wario, that muscle-bound titan. He is the key to
a whole
lot of Power Stars, my friend. Although he is jump-challenged, he
is really
strong and we can at last break those pesky black blocks. First we
will
return to Chief Chilly Challenge to get the last star there. That's
only the
beginning.

Return to Chief Chilly Challenge

Go back to the room where you entered Chief Chilly Challenge as
Luigi. Turn
invisible and go through the mirror to the painting. Now that we
have Wario,
his cap can be found on the course. Slide down the slopes and use
the gusts
of wind to cross the gorge. Use the gray blocks to cross another
gap.
Defeat the Bob-omb Bully here and take the cap to become Wario.
Cross the
pit with the cage and go left. Hit the Red Block to become metal.
Walk over
the windy path further to the left to a black brick. Hit it and a
Power Star
comes out.

To a Secret Course

Go become Wario, please. We're going to a secret course located in
Hazy Maze
Cave. Once inside Hazy Maze Cave take a right. Jump over the fiery
pit to a
door. Open it and you're in the construction site. Slide down the
pole and
go through the first hallway to an elevator. Ride it up to a door.
You're
in the Black Hole region. Follow the path up the slope and through
the door
to the right. Take the elevator down and you'll find yourself in the
Underground Lake. Climb on top of the sea dragon and direct it at
the metal
double doors. Drop onto the wire platform before it and go through
the
doors. Go down the hall to a whirlpool, which you should drop into.

Behind the Waterfall

Go forward past some Snifits and you'll reach a Red Block as the
hallway
opens to another. Take it to become metal and drop into the water.
Go to
the platform with Luigi's Cap on it (don't take it) and jump to the
platform
to the left. Use the bridge to cross the water and then jump from
platform
to platform to the one with two Red Coins on it and a Red Block.
Take
Mario's Cap, also on the platform, and hit the Red Block. Float up
above the
Red Block to a Power Star.
Return to Behind the Waterfall for the second star. Run out of the
tunnel to
the other one and hit the Red Block to become metal. Walk through
the water
to the platform with Luigi's Cap on it and jump to the one to the
left.
Cross the bridge to enter an alcove with two Red Coins in it. Now
exit the
alcove and go north to the Red Block platform. Take the two Red
Coins around
it and then the Power Flower. As a metal man drop into the water
and collect
the fifth, sixth, seventh, and (you guessed it) eighth Red Coin.
The Power
Star appears right there in the water, so take it. Good-bye, Hazy
Maze Cave,
forever!

The Secret Under the Moat

Go to the castle moat as Wario. Since you drained it there's been
an ugly
black brick in the way and I hate it. Punch it for me, would you?
Whoa, a
secret course was just "accidentally" revealed. Drop in.
This used to be where Mario got the Vanish Cap in Super Mario 64.
Behind the
Waterfall was where he got the Metal Cap. From where you start,
roll down
the slope and ground pound to stop yourself at the first Red Coin.
Jump to
the right and slide down to the second Red Coin. From here, roll
directly
down to a Red Block. Become metal and slide directly down again to
the third
Red Coin. Jump to the right and take the fourth Red Coin, too. Now
slide
all the way down. Go right and up to a wooden platform. Go up to
the next
ledge, dodging the electric enemy, and become Mario, a better
jumper. Go up
again and jump onto one of those extremely sluggish platforms to the
right.
In Super Mario 64 they were much faster. Take them right to a lever
platform
and collect the fifth and sixth Red Coins. Continue right across
platforms
to the seventh. At the end, take Luigi's Cap and hit the Red Block
to become
invisible. Pass through the eighth Red Coin and take the Power
Star. Life
is good, getting better.

Eight Red Coins of Goomboss Battle

Time to go back to Goomboss Battle. I know that it is a terrible
place to
be, but we have to in order to get all 150 Power Stars. If you
forgot where
it was, go north two rooms from the Switch Room. You want to go as
Wario, of
course. At the start slide down and take the gray platform to the
right to a
narrow path. Take it to a larger one and go right on it. Go to the
log with
the stake on it and pound it down in one hit. Go north to a Goomba
wearing
Mario's Cap. Take it and jump on the gray platform in the middle
for the
first Red Coin. Jump to the gray platforms to the right to a Red
Block.
Take the Power Flower inside and float onto the large log to the
right. On
it is the second Red Coin. Drop down in front (use the Touch Screen
to drop
safely) and takes Luigi's Cap. Run back to where the Red Block was
and
become invisible. Run back to where you got Luigi's Cap quickly and
triple
jump to a cage in the tree. Get the third Red Coin within and use
the Red
Block there to get out. This may take a few tries.
Go back to where you got Mario's Cap and the first Red Coin. Jump
forward to
the shadowy star on the log. Take the rising logs right to a
Piranha Plant
at the end. Crawl past the Piranha Plant, take the fourth Red Coin,
and inch
away. Go to where the shadowy star was to the left and jump forward
onto the
narrow path infested with Goombas. Take the path to a rising log,
where
you'll find the fifth Red Coin. Now work your way over to the wire
net to
the upper left. Cross it halfway and take the Red Coin. Then go
back to
where you entered. You need to have lost Luigi's Cap by now, as in
be Wario.
Near the wire net are moving platforms that trek over the edge of
the arena.
As Wario, take them across to a log in the blackness. Hit the black
brick on
the log for the seventh Red Coin. Now return to the mainland. Go
left, past
a Piranha Plant and a Lakitu, to a pole. Climb up and take the Red
Coin you
find there. With all eight in hand, take the pole down and jump
over the
Piranha Plant. Go left to the log with the Power Star on it.

Switch Star in the Basement

Go to Big Boo's Haunt. We'll finish it and go to the last secret
level on
our list that we need to clear with Wario. From the start go left
into the
brown building. Upon entering use the wire platform as an elevator
to go
down. Open the door and go through the hallway. Go down to the
black brick.
Smash it to reveal the Star Switch. Don't touch it yet, though. Go
down the
path to some water. In it you can find Mario's Cap. Mario is a
much faster
character than Wario, so dawn his cap in favor of speed. Go over to
the Star
Switch and press it. Run around the basement, avoiding the water,
and take
the Power Star.

100 Coins

This is hardly a challenge at all, really. Select any mission but
the first.
Start out by going left. On one side of the brown building are two
black
bricks. Hit them for 6 coins total. Now go to the back of the
mansion. Hit
the "!" Block to have 16 coins. Defeat the spiders here for 22.
Now enter
the mansion through the back door. In here defeat the two Boos and
become
Luigi with his cap for 32 coins. Now go around and enter the
mansion by the
front entryway. Go to the second room to the left first. Collect
both Red
Coins in here and you'll have 36. Walk up to the bookcase and a
book comes
out. Jump at it and you'll get five coins (41). Leave this room
and go to
the next one to the right. Clear out the enemies in here and you'll
have
yourself 51 coins. Now go to the first room right of the stairs.
Follow the
path past a collapsing bridge to a Boo. Defeat it for 56. Go
through the
door and side step for a Red Coin (58) and defeat the Boo for a Blue
Coin
(63). Now return to the main room of the mansion. On the second
story take
the first door to the right. Defeat the eye monster in here (68)
and get the
Red Coin in the other room to have 70 total. Now exit the mansion.
Enter
the brown building to the right. Defeat the eye monster inside for
75 coins.
Take the elevator down and go through the next two doors. Enter the
merry-
go-round and defeat five Boos there to have 100 coins. Take your
Power Star
and take down Big Boo to end the mission.

Big Boo Battle Star

The reason we went to Big Boo's Haunt before Jolly Roger Bay or
Cool, Cool
Mountain was because it has a secret inside. Enter the mansion and
go
through the rightmost door on the second floor. Step on the wooden
platform
in the corner of this room and Wario can just barely triple jump to
the
secret ledge above. Go through the door and jump into the painting
of Luigi
where you found the key to his door.
In the first room go north, getting the first Red Coin. Now go
through the
right door, taking Mario's Cap before you do. Cross over the
collapsing
bridge, taking the second Red Coin, and then over the right bridge,
taking
the third Red Coin. Now that you have those three, exit through the
left
door. Now jump to the Red Block and float to the Red Coin in the
corner of
the room. Now get the fifth Red Coin on the ground. Go through the
door by
that Red Coin. Use the platforms in here to collect two more Red
Coins.
Exit through the north door on the Touch Screen. Now, in the last
room, hit
the black brick as Wario. Take the eighth Red Coin and get the
Power Star.
Now you can finish Big Boo off to exit the course. Boy, Big Boo
sure is rude
to Wario.

Through the Jet Stream

This is such a long section. We haven't even gotten to the actually
course
in the title yet. As Wario, of course, swim to the right. Get on
top of the
far gray ledge (backward somersault). Hit the Red Block to become
metal and
then long jump into the water where the ship was once sunk. The
Power Star
is right in the center where a jet is. As metal Wario, though, you
are way
too dense to float up. Take the Power Star.

100 Coins

Now it is time to finish Jolly Roger Bay once and for all by getting
100
coins in it. On the starting shore defeat the Goombas and break the
blocks
for five coins. Get the Power Flower in the block and walk into the
water.
Get the Red Coins in the clams and the coins around the spike on the
sea
floor for 19 coins. Get on the first gray platform from the wooden
one and
climb the rock spire for the Red Coin (21). Go to the other gray
platform
and use a backward somersault to get on top. That's 26 coins right
there.
Now press the "!" Switch and go over the wooden planks, collecting
the coins
as you do, and jump onto the switch. Collect all three of the Red
Coins on
the ship and you'll have 47 coins. Now hop into the water. Swim to
the
spire in the water (on the surface) and collect the coins around it
for 55.
Now dive down to where the ship was and get the Red Coin in the
clam's mouth
to have 57. Collect the coins on the ground and you'll have 66.
Collect the
coins before the tunnel to have 74. Take Luigi's Cap from the sea
bottom and
return to the starting shore. Practice Water Run, Luigi's move for
walking
on water. As soon as you hit water, press B. Ground pound the Blue
Coin
Block and Water Run to get as many as you can. Assuming you didn't
get very
many of the coins, you have 89. Now swim down to where the ship was
and go
through the tunnel. Defeat the five Goombas in here to have 94
coins. Now
go right of the chests and take whatever coins you're lacking.

Switch Star of Cool, Cool Mountain

Go back to Cool, Cool Mountain so that we can finish it off, too.
From the
start go right and stand on the broken bridge to warp. You warp to
another
broken bridge of the course. Go left to the penguin. As Wario,
ground pound
the ice by the penguin. Now go to the lift further to the left.
Stand on it
and jump off at the Bob-omb Buddy halfway. When the lift is coming
down,
press the Switch Star. Take the lift down and rush over to the
penguin.
Drop into the pit Wario made and take the Power Star.

100 Coins

That's what I call easy! Select to play the first mission so you
don't feel
pressured. Get the five coins on the chimney and then fall into
it. Slide
down slowly so you can get every coin you can. There are so many
coins here
it makes this the most elementary mission ever as far as 100 coins
are
concerned. You can more, but we'll assume you got at least 70 from
the
slide. Go through the door at the end and go left of the house at
the end
right to the broken bridge. Take the Red Coin to have 72 and warp
on the
bridge to the starting point. Go down the slope to the left,
getting up to
87 coins as you go. Jump over the gray ledge at the end and ground
pound the
Blue Coin Block. Take the Blue Coins to have 97. Drop down to the
broken
bridge and take the Red Coin to have 99. Drop down from the crack
in the
bridge and defeat the first enemy ahead. Take a coin and you're done
already.

Tox Box Switch Star

Yes, this one's coming to you from Shifting Sand Land. Go to the
pavilion to
the right and then to the maze ahead. Follow the block until the
path ends,
at which point you should go as far to the right as you can. Long
jump to
the platform in the middle of the quick sand and long jump again to
the path
ahead. Now I hope that you spoke to the Bob-omb Buddy earlier. If
you
didn't, it's by the lake to the north. Step on the Switch Star
beneath the
black brick and run to the cannon. If you're a skilled cannon-
operator, use
the cannon. If not, run along the path to the Power Star to the
north. The
second is actually easier to do. Long jump over unnecessary gaps
and time it
so that you can avoid the blocks and it's cake.

Pyramid Puzzle

Be Mario for the next missions in Shifting Sand Land; we don't need
Wario for
that level anymore. Now, to make the mission a whole lot easier,
we're
actually going to play "Stand Tall on the Four Pillars." If you do
that you
can save a ton of time.
At the start, go right to the pavilion. Backward somersault onto it
and take
the Wings. Fly around to each pillar and stand on it. The top of
the
pyramid explodes and reveals a hole to the top. Fly into the
pyramid via
that entrance and you'll be in a cage going down. This is where a
major
shortcut comes into play. Stand on the rail and jump to one of the
platforms
on the side. This way, we got to the top level with a lot less
effort than
normal. Go to where you got the third Power Star. Near it is a
Silver Star
(the first). You know, back in my day (Super Mario 64), we had no
Silver
Stars. We had to go around guessing where the secret was. Of
course, it's
not SM64 anymore, now is it? From where you got the first silver
star hang
in the opening in the little rail and drop down to the second. Make
a short
jump to the other side of the sand waterfall and take the third
Silver Star
on the platform you land on. Now fall down the sand waterfall to a
conveyor
belt of sorts. Follow it down to the last two Silver Stars. Make
sure to
jump while in this sand as it is quick sand. Take the sand to the
very end
where the Power Star forms.

Free Flying for 8 Red Coins

Let's go as my main man Mario. Yes, Wario got us past the fifth
mission, but
Mario gets us the rest. At the start, go left all the way to get
the first
Red Coin. Be careful, though, because the edge of this course is
quick sand.
Now go to the pavilion to the right. Hit the brick in it and you'll
uncover
the second Red Coin. Now jump onto the pavilion and take the
Wings. First,
fly into the maze. Fly near the corner where you'll find the third
Red Coin.
Now fly back to the pavilion and renew your Wings. This time, fly
past the
pyramid to the lake. Take the fourth Red Coin in it and fly back to
the
pyramid to renew your Wings. Fly around to every single pillar and
take the
Red Coin near it. Each time you get one or two of the coins you'll
want to
go back to the pavilion to get new Wings. When you all eight,
return to the
pavilion and take the Power Star.

100 Coins

Yes, we're almost through with the basement levels. I'll save Dire,
Dire
Docks for later, or else you might flame me in various e-mails. To
start
with, head right. Defeat the Bob-ombs and the Shy Guy to have 4
coins. Go
right to a Pokey, the cactus-creature. Punch out the layers of its
body and
take the five coins that result for 9. Hit the brick in the
pavilion for 12,
the crate against the pillar for 15, the Goombas for 17, and the
other brick
for 19. Defeat the Pokey on the hill for 24 coins in all. Get on
top of the
pavilion and take the Wings. Fly to the lake and take the Red Coin
in there.
Take the coins on top of the two pillars and the five coins between
them for
a grand total of 33 coins. Break the crate by one of the pillars
for 36.
Defeat the Pokey left of the left pillar and the Pokey right of the
right
pillar to have 46 coins. Now long jump to the flat part of the
pyramid.
Defeat the Goomba wearing Wario's Cap for 47 coins. Go to the end
of the
flat part of the pyramid and jump up twice to different flat parts.
On the
third part you'll see five coins. Take them to have 52. Now enter
the
pyramid.
Inside, look to the left as you go up. When you see the Blue Coin
Block, hit
it and run forward. Take all four of the Blue Coins to have 72.
Already
it's paying off. Go right to see three Goombas. Defeat them for 75
coins.
Now go left to a Thwomp. Jump on top of it and continue left.
Defeat the
Goomba (76) and go left to the wire net. Hang on it and go around,
getting
the coins to have 84 total. Go right now, over the Thwomp, and
defeat the
Goombas (86). Go up the pole and use the wire net to the right to
collect
coins. You'll have 91 coins when you reach the end. Go up the
steps to have
94. Now continue right past the rolling Thwomp and to some rising
platforms.
Collect the coins here to have 98. Now go right to the pole and
climb it up.
Pass the Thwomp and you'll have all the coins you need right here.
You can
finish quickly with the newly acquired Power Star by getting the
star from
the third mission.

Toad Recovery Mission

On the way to Snomwan's Land, talk to the Toads in the castle's
lobby. One
of them will not only give you two useful tips, but he'll give you a
Power
Star. Nice talking to you, Toad.

Rec. Room Key

Rabbits only seem to appear for Mario. Go to the area with the
entrance to
Snowman's Land, which is where you found Wario's Key. Catch that
pesky
rabbit (why do rabbits suddenly appear every time Mario is near?)
and take
the key. In your face, rabbit! Now jump into the wall, for that is
where
the next course is hidden.

Snowman's Big Head

Our first mission. If I was as cruel as you think I am (yeah, I
read minds,
so you can't hide your thoughts from me) you'd be doing Dire, Dire
Docks
missions. Now, go right all the way until you reach the corner of
the
course. Stand under the tree nearby and you'll warp to a different
region of
the course. Hop to the island in the water to the right. Snow is
shooting
out down the aisles. Jump over the waves of snow and double jump to
the
ledge at the end. Take the wooden path up to another one. Follow
it to an
icy road. Step onto the icy road and the snowman will talk to you,
snow
flea. Hop on the penguin's head to bypass the wind. At the end,
jump off
and get onto the platform above for the Power Star.

Chill With the Bully

This one's real quick. From the start go right all the way and then
go up.
You'll see a path leading to a frosty arena over a lake (the water
is treated
as lava, so don't touch it). Get on the arena and you'll face Big
Bully's
frozen counterpart. He may be a bit faster or harder, but that
doesn't go
very far. Lure it to an edge and ground pound to knock it off the
arena.
The ground pound/punch combo is pretty effective, too. After all,
Chief
Chilly was a hard act to follow in the world of bullying. Now take
the Power
Star.

Yoshi's Ice Sculpture

You actually have to be Yoshi for this one. Yes, the green dinosaur
has
functions. He's the only one who can destroy ice blocks. Start
with just
Yoshi, no cap. Go to the very right and you'll see some fire.
Swallow it,
not any of the Goombas, and return to the start. To the left is
some ice.
Use the flutter kick (hold A when you jump) to get up the ice blocks.
Release the fire on the third block from the bottom from the two-
block tall
platform. Return to the fire, swallow it, and go back to the ice.
This time
around, burn the ice block the star is in. Now jump to the Power
Star.

Whirl From the Freezing Pond

You can be anybody for this one, but Mario, Luigi, or Yoshi does the
best.
We're taking a shortcut. Go right all the way to a tree. Warp to
another
tree further along in the course. Jump into the tree and jump
backwards to
the slope. Yoshi's flutter kick is ideal for the situation, but if
you jump
as you land you can do it as Mario or Luigi. From the top, go left
until you
reach two "!" Blocks. Hit the left one and take the Power Star.

Snowman's Silver Star

This one's laid out for us quite nicely. Go right all the way and
go north
just a bit. There's a Silver Star hovering by the fence. Continue
north
past the bully and you'll see the second Silver Star by a flower-
snowman
enemy. Go left to the first tree and get on. Jump backwards onto
the slope
behind you (not from a handstand). Yoshi can make it in one jump,
making him
the best choice for this level. When you land there, go right to
the third
Silver Star. Go right for the fourth Silver Star. Now notice
the "!"
Blocks. Hit the right one for a Koopa Shell. Whether you're
familiar with
these or not, there's only one thing you need to know, and that's
not to run
into walls or other solid objects. Surf forward, over the slope.
Surf over
the water and past the sign to the bully's arena. Under it is the
fifth
Silver Star. The Power Star appears right near the starting point.

Into the Igloo

Be Luigi for this mission. Now, I've found two ways to do this
mission, and
one of them is definitely easier than the other. Guess what we're
doing. Go
right all the way and warp under the tree to the other one. Jump
onto the
tree you warped to. Position Luigi to jump backwards onto the
slope. Before
jumping, hold Y to run faster and make sure you hold B to scuttle
before you
land. When you do land, run forward just a bit, jump again, and
press A
while in air to lunge forward. That's how Luigi gets up the slope
the easy
way. Now go left. See the "!" Blocks? Good, you're not blind.
Hit the
right one and start shell-surfing into the frozen pond. Go around
the T-
shaped island in the pond and you'll see some coins leading up a
slope. Take
them over a fence and into an igloo.
Once inside, it's all Luigi. The igloo is extremely different from
how it
was. For one, all eight of the Red Coins weren't in the igloo in
Super Mario
64. Two, it had icy walls and such. The list could keep going, but
let's
start playing and stop analyzing. Of course, the water is infested
with
enemies, so don't swim in it. Go to the only platform that touches
the
starting point. Jump to the one left of it and then above. You'll
be by a
block with an "!" mark, which turns out to have a 1UP. Now jump two
platforms to the left to talk to the Bob-omb Buddy. Now jump up one
platform
and hit the Red Block. And so Luigi becomes invisible. Run
forward, jumping
first to the Bob-omb Buddy and then to the platform below it. Jump
as far as
you can into the water and swim out quickly. Drop through the wires
in the
floor and take the Power Star.

Red Coins in the House

Hmm, I wonder where they could be. You can be anyone for this, but
Yoshi and
Luigi are the easiest to pull it off with. Go right all the way and
stand
under the tree you find to warp to another one. Climb the tree and
jump
backwards up the slope. If you use Yoshi, his flutter kick can do
it for you
in one jump. When on the slope, go left. Take the Koopa Shell in
the right
block and ride it into the frozen pond. Ride up the steep path with
coins on
it from the pond and enter the igloo by crawling.
Once inside look around. There are five Red Coins in the air. Jump
to the
platform with three coins hovering over it and do a backward
somersault to
get the first Red Coin. Jump one platform left and do the same
thing to get
the second Red Coin. Now go right one platform to an "!" Block with
a 1UP in
it. Go left again to take the third Red Coin. Now jump left again
into the
corner. Punch the flower enemy before anything else. Then backward
somersault for the fourth Red Coin. Get out of the water and jump
for the
fifth Red Coin floating below that platform. A long jump works
perfectly.
Assuming you land by the shadowy star, jump left once and do a
backward
somersault for the sixth Red Coin. Now return to the starting
point. Jump
to the platform with the "!" Block and jump one left to an L-shaped
platform.
In the water near it is the seventh Red Coin. Jump north a platform
and fall
in the water, nabbing the eighth and final Red Coin. Now take the
Power
Star. Well-earned.

100 Coins

Be Yoshi for this mission. Yoshi is very useful in ice levels. Go
left to a
crate. Break it for three coins and then go up some. Defeat the
enemies and
take the coins here (including the fake coin) to have 19. Now go
right all
the way and warp under the tree. Climb up the tree you warped to
and jump
(using a flutter kick, too) to the slope behind you. Go left,
taking the
Koopa Shell, and surf to the igloo. Along the way you'll have
accumulated 27
coins. Enter the igloo by crawling. Raid the place. I mean I want
you to
defeat every snowman, take every coin in the water, and take every
Red Coin.
To get coins more efficiently from snowmen enemies, swallow them,
press R to
make them

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Super Mario 64 DS Copyright 2004 Brian McPhee Author: Brian McPhee (kirby021591) E-mail: Kirby0215@... Originally Created: November 28, 2004 Most Recent...
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