*********************************************************************
********
New Super Mario Bros. FAQ/Walkthrough
For the Nintendo DS
Version 1.0 (Last Updated 5/20/2006)
By Devin Morgan
This file is Copyright (c)2006 Devin Morgan. All rights
reserved.
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********
Table of Contents
1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Items
8. Mini-Games
9. Secrets/Tips and Tricks
10. Credits
11. Copyright Notice
12. Contact Information
*********************************************************************
********
-=-=-=-=-=-=-=-=-=-=
-= 1. What's New -=
-=-=-=-=-=-=-=-=-=-=
Version 1.0 (5/20/06): The main walkthrough, as well as the other
sections of
this guide, are fully complete! If there is more to be added, let me
know via
email, otherwise thanks for reading!
Version 0.8 (5/20/06): The walkthrough is complete up to the end of
the first
castle in World 8. The final stages of the guide will be added later
today,
and the supplementary sections will be worked on as well.
Version 0.6 (5/19/06): Right now, the walkthrough is done through
World 6.
Version 0.45 (5/17/06): The main walkthrough is now complete up to
the start
of World 5.
Version 0.3 (5/16/06): Walkthrough now covers through World 3.
Version 0.1 (5/15/06): The first version, which covers all of World
1. More
to come shortly.
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********
-=-=-=-=-=-=-=-=-=-=-=
-= 2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=
After so many years of having a successful franchise, Mario returns
to his
roots for a brand new adventure on the Nintendo DS. It is a
wonderfully fun
game, which absolutely delivers, despite being an old-style
platformer. This
title definitely has plenty of new tricks, and uses the power of the
DS to
bring life and depth to this platformer. When you play New Super
Mario Bros.,
you will be reminiscent of Super Mario Brothers 3 and Super Mario
World
especially, if this were to be compared with any previous Mario
game. Without
a doubt, Mario is back with another hit of a game, and this is it!
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********
-=-=-=-=-=-=-=-=
-= 3. Story -=
-=-=-=-=-=-=-=-=
EMERGENCY NEWS FLASH!
Princess Peach has been kidnapped! While enjoying a nice walk with
Mario, the
beloved ruler of the Mushroom Kingdom was whisked away by an unknown
assailant. How could this happen with Mario around?
According to eyewitnesses, the walk was going swimmingly when Mario
and the
princess spotted smoke billowing out of Peach's Castle. The
mustachioed
marvel immediately jumped into action and sped off toward the fire.
The
moment he left her side, the princess vanished!
Who's behind Princess Peach's disappearance?
Who's behind the attack on Peach's Castle?
Are the two incidents related?
Didn't Bowser Jr. once think Princess Peach might be his mother?
Looks like Mario's going to need all the Mega Mushrooms he can find
to get to
the bottom of this mess!
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********
-=-=-=-=-=-=-=-=-=
-= 4. Controls -=
-=-=-=-=-=-=-=-=-=
Control Pad: Move Mario, move cursor on menu screens
Down: Go down pipes, slide (press while running/going down a
hill)
Up: Climb vines, ropes, etc., climb onto a ledge when hanging,
enter
doors, grab onto fences
Start: Pause game, view menu screens
A: Jump (press Down while in air to ground pound; press again when
landing
and while dashing to perform double or triple jumps), wall jump
(press
Control Pad in direction of wall you are sliding on, then jump),
confirm
selection on menu screens
B: Same as A for Mario's functions, cancel selection on menu screens
X/Y: Dash (hold while moving to go faster), pick up an item in front
of you
(hold to carry it), use current special ability, punch through
fences
L/R: Scrolls the map screen to the left and right
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********
-=-=-=-=-=-=-=-=-=
-= 5. Overview -=
-=-=-=-=-=-=-=-=-=
================
Main Menu Screen
================
Mario Game: This option will let you enter the single-player
adventure. You
can pick one of three save files to play, or you can
copy/erase
already existing data.
Mario Vs. Luigi: Here is where you can connect to another player
with a DS in
the same room, and play against them. You will have
to
choose if all players have this game card, or if
you will be
the host of the match. In the actual game, you can
pick 1 of
5 courses to run around in, collecting Stars. Based
on your
settings, whoever collects the most stars during
the course
of the game, wins.
Minigames: Here, you can access the various mini-games included with
the
game. You will be able to choose to play them by
yourself, or
enter multiplayer mode, and play against other people in
the same
room with a DS and this game.
Options: You can change the audio settings and control scheme here.
=========
World Map
=========
If you have played Super Mario Bros. 3 or Super Mario World, then
you will be
familiar with the overhead map view in this game as well. The map
shows the
individual levels, which you can access by walking along the map
with the
Control Pad. There are many levels in each world, and not all of
them are
accessed by conventional means; that said, you will have to do some
extra
exploring to find all the secret routes to "hidden" stages.
On the touch screen, you will see a dotted map of the current world.
It will
show your current position, the world's tower and castle, and all
stages you
can access (they appear as white dots), secret or otherwise. On the
top
screen, you will see a graphical version of the world map, which you
can move
around on. The next course you have to beat is designated by a red
circle,
completed courses are blue, and courses you are unable to reach yet
are
black.
Also on the world map, you will find that each time you exit a
stage, either
a Winged Block or a Hammer Bro will move around to a new location on
the map.
If you enter the stage where either of them is located, you will
find a
Winged Block at the start of the stage which yields a good item, or
a Hammer
Bro to fight. They are optional, but can prove to be quite helpful
as you
play through this game.
================
Saving Your Game
================
As you may have already figured out, you can't just save your game
at any
given time. You will be given the option to save when you complete
Towers and
Castles (the first time only). Also, when you pay out Star Coins to
open up a
new path on the map, you will be allowed to save then as well.
==========
Star Coins
==========
As you may have guessed, there are two varieties of coins found in
this game.
The regular kind are plentiful, and give you an extra life if you
collect
100, but these Star Coins are much larger and rarer. There are three
of them
to be found in each stage (1000 points each). While they may be
optional to
collect, you will need to have them in order to pay and access
certain areas
on the world map.
===========
Toad Houses
===========
Another aspect of Super Mario Bros. 3 returns to this new title as
well. When
you go to this house, depending on the color/size of the house, you
will get
to do one of three things, outlined below.
Green House: In this house, you will play a mini-game of sorts.
There will be
several blocks lined up: most will have 1-Ups, one will
have 3
1-Ups, one will have a multiplier to increase your
winnings, and
the last one will be a Bowser Card. You can hit blocks
and gain
more 1-Ups, but if you hit the Bowser Card, the game
will end.
You get to keep what you won up to that point, though.
Item House: In the regular colored house, there will be a giant item
box in
the middle of the room, visibly alternating between
several items
(Mushroom, Fire Flower, Blue Shell, and Mini Mushroom).
Whichever
item is displayed when you hit the box, is what you will
receive.
Mega House: This large-sized house will give you a Mega Mushroom
when you
enter, that's all.
==============
Midpoint Flags
==============
As you run through a stage, you may notice a white flag suddenly
appearing at
a certain point in each stage. When that happens, you have just
passed the
stage's midpoint. If you die or exit/reenter the stage, you will be
able to
start from the midpoint (as long as you don't enter another stage
before
returning).
============
Progress Bar
============
When you are playing in an actual level, if you look at the touch
screen
there will be a horizontal bar along the top. It will show your
current
position (as shown with Mario's head), the level's midpoint
(assuming you
passed it already), and the stage's goal. The Mario icon will move
to the
left or right as you progress through the level. It is a good way of
judging
how far into a given stage you are, and in some places, if you're
even going
the right way!
=============
Reserve Items
=============
On the touch screen, you will notice there is a large circle where
an item
can be held. When you get an item from a Toad House, that item will
sit in
that slot. Also, suppose you are playing a stage and you are Fire
Mario; if
you find another Fire Flower and you don't already have a stored
item, the
extra flower will go there. You can use the item in reserve anytime
by
touching it, obviously. When you lose a life, you won't lose that
reserve
item, which can really be useful especially in the later worlds.
Please note that certain items have higher priority and will replace
a
currently stored item if you get them (if you have a Fire Flower
stored and
you are Shell Mario, when you find a second Blue Shell it will
replace the
Fire Flower). Also, Mega Mushrooms from the Toad House will replace
any
stored item.
*********************************************************************
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-=-=-=-=-=-=-=-=-=-=-=
-= 6. Walkthrough -=
-=-=-=-=-=-=-=-=-=-=-=
=======
World 1
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
GT MT /--- 5 ----------\
* | | | |
*^x5 |^x5 | | |
S --- 1 --- 2 --- 3 --- X --- T --- 4 --------- X \---GT X -
-- C
* * * |vx5
* * * |
****RT **** **** W IT --- A
Stage 1-1
---------
In this opening stage, you should expect nothing out of the
ordinary, aside
from the basics in a Mario game. Go right and hit the second block
to get a
Mushroom, then stomp some Goombas as you continue onward. If you
jump onto
the block formation ahead and hit the high block enough times, you
will get a
bunch of coins, as well as another Mushroom (which you'll most
likely be
storing right now).
Up ahead, hit the lone block and you can take a Mega Mushroom if
you're in
the mood for wreaking havoc in the region, as well as gaining a 1-Up
or so.
Hop over a pit and jump from the pipe to reach some high blocks,
then jump to
grab Star Coin #1. At the next block formation, hit the top middle
block to
make a beanstalk appear. Climb it to a secret cloud area, where you
can jump
through a Red Ring to make 8 Red Coins appear for a limited time.
Collect
them all and you will receive a 1-Up, then drop down to the area
below
once more.
On the ground again, backtrack to the left a little and go down the
pipe into
an underground area. Collect some coins and crush some Goombas, and
collect
Star Coin #2 at the far right before going through the exit pipe.
Above
ground once more, go back left and ground pound through some blocks
to reach
Star Coin #3. With your obligations done here, simply head right to
the
steps. Jump up them and hop over to the flagpole to exit the first
stage!
Stage 1-2
---------
You start this underground stage in a ground pound, dropping through
some
blocks to collect coins below (assuming you're Super Mario). Hit the
first
block to the right to get an item (Mushroom or Fire Flower), and
ground pound
some more to collect coins if you desire. For added coinage, you can
ground
pound into a hidden area below and grab 24 coins before
springing/jumping
back to the upper path.
Run and jump onto the blocks in the air so you can reach Star Coin
#1 in the
upper alcove, then go down and continue right. Get through some
Goombas and a
Koopa Troopa, and you will reach a block formation with Star Coin #2
in the
middle. Jump on the Koopa Troopa and kick its shell to break through
the
blocks, netting you the coin in the process.
Go right some more and run/jump across the giant tilting platforms.
When you
reach the second tilting ledge, first thing you should do is get rid
of the
Koopa Troopa walking on it. Then, stand on the left side and run to
the
right, causing it to sharply tilt upward to the right.
Run up the hill and jump onto the ceiling, and run right above the
first pipe
to a hidden room (don't do this and go into the pipe only to access
the
regular exit leading to Stage 1-3). In the hidden room, pick up Star
Coin #3
and go through the pipe to reach the secret goal, which opens up a
shortcut
to the Tower on the world map.
Stage 1-3
---------
Here, you will be faced with a whole load of tall mushroom
platforms. Head
right and jump across some platforms, collecting coins and crushing
Goombas
along the way. When you reach the Spin Block, jump onto it and fly
upward to
the next ledge. If you want to land quickly, simply press Down on
the Control
Pad to perform a spinning drill stomp.
Jump onto the second Spin Block and float upward while spinning.
Bounce on
the mushroom platform to reach Star Coin #1 above you. Then, glide
to the
right while following a coin trail through the air. If you choose to
fall,
there are platforms below, so don't worry about that. You can jump
to an
upper mushroom platform to receive Star Coin #2 at the end of said
coin
trail.
Further along, there are a series of tilted platforms that move up
and down,
so jump across them to reach Star Coin #3. Up ahead is a Red Ring
which you
can jump through to collect 8 Red Coins and gain an extra life.
Either way,
continue right across a few more wobbling platforms to reach the
flagpole.
Tower
-----
In the very first tower you'll face, there are Dry Bones enemies,
which are
impervious to fireballs and will just come back to life after a few
moments
if you jump on them. Anyway, jump up the ledges and through the
openings when
the gray blocks move apart. Be careful that you don't get crushed
between the
gray blocks when jumping between them to reach an upper ledge,
though! For
the next part, wait for the entire formation of gray blocks to move
down,
then run left/right across the area when the opening appears. Then,
jump up
to the ledge above you and run back across at the next opening.
At the top of this formation, go right and collect Star Coin #1. Get
to the
left side and jump up a couple ledges to reach a pipe. Go down the
pipe and
you will be launched straight up to a small ledge. A line of coins
will also
appear below you. Slide down the left wall, collecting all the
coins, then
wall jump to the ledge with the door. Go inside and jump to get Star
Coin #2,
then exit through the lower door.
NOTE: If you are Shell Mario and you go into this room, jump to the
northeast
opening and walk into a hidden room. There, use your shell
form to
break through the blocks leading to the red pipe to the right.
Then,
jump to the flagpole and you will open up the Cannon stage
outside.
You will be to the right of the pipe now. Jump upward into the room
ahead and
wait for the gray blocks to recede, then jump up the blocks one at a
time to
reach the top. Be careful of the spikes to the left, though. At the
top, you
will find Star Coin #3. Above you are a series of gray blocks that
will come
together before withdrawing. When there are openings, jump to avoid
being
crushed. For the final part, hop into the pipe when the area above
opens, and
you will be shot up to the top section. Then, enter the door to face
off with
Bowser Jr.
The fights with Bowser Jr. are reminiscent of Koopaling/Boom-Boom
fights in
Super Mario 3. Bowser Jr. will run back and forth trying to hit you,
and all
you have to do is jump on his head 3 times to win. You can also
shoot
fireballs to defeat him from a distance. Regardless of how you do
it, once he
is defeated, the stage is over.
Stage 1-4
---------
Here, slide down the hills and defeat some enemies along the way.
You will
see a really skinny pipe below and a low passage leading to it, as
you pass
above them. Drop to the right and hit the blocks to get a Mini
Mushroom to
shrink down to Mini Mario. Then, go left and through that passage,
and head
down that pipe. Run across the water and collect the coins, then
wall jump at
the other end to reach Star Coin #1.
Go back across the water and jump up to reach the exit pipe on the
ledge.
Above ground again, go down the hill with the constant stream of
Goombas
flowing from a pipe at the top. To the right, hit the center ? block
to get a
Mushroom to become regular-sized again. Jump on the Koopa Troopa and
carry
its shell to the top of the block formation to the right, and let
go. Let the
shell break all the blocks, giving you access to the pipe below.
Go into the pipe and head all the way right (do NOT collect the
coins in the
air!). Hit the right block at the end to reveal a P switch. Hit it
to make
the coins turn into blocks; jump onto the temporary ledges and go
left to
collect Star Coin #2. Go right to exit the room, and you will be
outside once
more.
Now, backtrack to the left a bit, to the large block formation. Wall
jump to
get past it, then jump on the Koopa Troopa and pick up its shell.
Now, head
back right past the Goomba pipe and you will come to a downhill
slope. Run
down the hill and go right to a low passage which you cannot fit
through
because of a low ceiling and a pit. Throw the shell down that hill
and it'll
cross the pit, and then it will go up the other side to collect Star
Coin #3
for you.
With that settled, go back left and jump to the higher ledge, and
continue to
the right. Go up another hill, watching out for the constant supply
of
Goombas coming at you, then jump to the flagpole for the finish.
Stage 1-5
---------
Here in this mushroom platform stage, much of the area will be
dominated by
the bouncy platforms. Bounce to the right, and double jump to reach
Star Coin
#1 high in the air. Then, continue to the right, past a bunch of
Koopa
Troopas on the platforms below (you can kick the first one's shell
to the
right and follow it to gain lots of points, and eventually an extra
life).
Up ahead, jump onto the hanging platforms (the ones where if you
stand on
one, it will sink and the other one rises). From there, jump onto
the higher
ledge with Star Coin #2 atop it. You will now encounter some normal
mushroom
ledges that you can walk on. Go right until you reach the next set
of hanging
platforms, and use them to jump into the upside-down pipe above.
Ride the
wobbling mushroom platform to the right in this area, while jumping
to
collect coins along the way. Near the end, you can jump to get Star
Coin #3
in the middle of a coin formation.
At the end of the ride, drop down to the main stage below. Defeat a
couple of
Koopa Troopas before continuing right onto the trampoline platforms
once
more. Jump through a Red Ring and collect the coins for a 1-Up if
you want,
otherwise keep bouncing to the right until you reach the flagpole.
Stage 1-A
---------
When you enter this area, go right and down the pipe to go
underwater to the
main segment of the stage. Down here, swim to the right as the stage
automatically scrolls with you. Hit the ? block to get an item (if
you are
Fire Mario, you can shoot fireballs at the fish enemies to kill
them; don't
ask me why fire works here, it's a video game!). Collect some coins
that are
floating in bubbles, and hit the upside-down P switch to make some
coins
appear in the area ahead.
Swim between the bubbles and grab a bunch of coins if you want, as
you head
to the right. You will spot Star Coin #1 above you, but if you try
to swim
upward at it, invisible blocks will appear. A block does not exist
below and
to the right of the coin, so quickly find the opening and grab your
coin.
Continue to the right, and swim into the upside-down pipe to reach
an above
ground area. Jump to collect Star Coin #2, then go down the right
pipe to
submerge once more.
Continue swimming to the right, being cautious of the increasing
onslaught of
sharks coming from behind. Swim through the Red Ring and collect the
Red
Coins if you want, while avoiding the sharks. Farther to the right,
swim
toward the middle area to avoid the sharks and you will spot Star
Coin #3 on
a ledge above you. You will have to swim right and then to the left
in order
to access it, though. There will be another upside-down P switch for
more
coin collecting if you wish. If not, then just keep going right to
the final
pipe leading to the flagpole.
Castle
------
The final stage in this and every world is the castle, where you
will have to
face a world boss. Anyway, start off by jumping to the right and
walking
across a tightrope of sorts. Avoid the fireball coming out of the
lava at the
other end, and jump to the next ledge. Go across another rope, then
continue
right across some rising and falling platforms. Further ahead is a
rather
lengthy segment of spiky ceilings which will slowly move downward to
the
floor before rising up again. If you are Shell Mario, you can get
through
this rather quickly.
Halfway through the area with the spiked ceilings, you will reach a
safe spot
between ceilings with Star Coin #1 above you. When the spiked
ceilings around
you are down, wall jump to reach the coin. When the ceiling goes up,
run to
the right and you will have reached the halfway point. Go across a
rope and
hit the block above you to get an item. Up ahead is a Dry Bones on a
low
platform that moves up and down. If you wait a few moments, a much
smaller
block will rise to the right; jump to it and you will claim Star
Coin #2.
From here, jump to the rope above and continue right. Jump to the
second rope
and avoid the fireballs, then bounce upward to reach a hidden upside-
down
pipe (be careful as you run back and forth trying to double jump).
In the
hidden room above, collect Star Coin #3 before going back down
again. From
here, go right to the red door.
In the final room, go right and you will face off with Bowser at the
end. The
battlefield is quite familiar as well, for those of you who have
played the
original Super Mario Bros. Bowser will slowly move towards you,
jumping every
now and then to spit a fireball in your direction. You can defeat
Bowser in a
few different ways here. You can run under him when he jumps, and
hit the red
switch to the right. Secondly, you can jump onto the platform above
you and
dash jump right over Bowser to hit the switch. If you want a more
traditional
fight, you can always use fireballs as Fire Mario.
Regardless of how you do it, when you win the fight, you will go on
to the
second world, having completed World 1!
=======
World 2
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
IT MT GT IT
| | | |
|^x5 |^x5 |^x5 |^x5
S --- 1 --- 2 --------- 3 --------- 4 --- T --- X ------- 5 --- X ---
6 --- C
*
* * *
*
* * *
W *** A --- P ***************IT
*************** P
Stage 2-1
---------
In the first area in this desert world, hit the second block to get
an item,
then head up the hill and jump over Pokey (the segmented cactus). Go
down and
avoid the Spiny, and hit the yellow block a few times, then jump
from it to
get over the next Pokey. To the right, collect Star Coin #1 in the
air, then
wait for the Pokey to come down the hill before jumping over it.
Continue
along the path, jumping over the Pokeys as the platforms they sit on
sink.
Further ahead, wait for the platform with the Pokey on it to move
upward,
then jump over the gap to receive Star Coin #2. Keep going to the
right and
hop over some more Pokeys, then hit a ? block to get another item.
Jump
across a series of solid platforms while making it over the Pokeys
(if you
are Fire Mario, you can shoot them down). Collect Star Coin #3 on
one of the
lower platforms, then continue right into the pipe. (Just before the
exit
pipe, there are smaller pipes you can enter if you are Mini Mario,
which lead
to a secret coin room.)
When you emerge, go right and hit the center block to find a P
switch. Hit it
to make the coins above the final Pokey turn into blocks. Jump onto
them and
make a running leap to the flagpole to finish off the level.
Stage 2-2
---------
Here, head to the right and you will soon see Lakitu floating
overhead,
dropping Spiny enemies on you periodically. Since he is so high up,
it may be
hard to defeat Lakitu, but it is possible. Head to the right and
jump to the
higher blocks (hit the ? blocks to get items), then shoot a fireball
at
Lakitu to knock him out of the cloud. You can then ride in the cloud
until it
disappears, so take full advantage of this. Fly to the right until
you see a
bunch of coins surrounded by blocks on the ground, then from that
point fly
directly upward to find Star Coin #1 high above.
Continue to the right and jump over a couple gaps, as well as a
Piranha
Plant. Past the first plant, ground pound through the blocks in the
ground,
and go right to grab Star Coin #2. Keep going to the right while
avoiding the
Lakitu onslaught, and you will reach yellow and green pipes. Go into
the
green one and it will shoot you high into the air. Hold Up as you
rocket
upward, and you will enter an upside-down pipe.
In this bonus room, hop into either of the green pipes to rocket
upward,
collecting a whole lot of coins on the way. At the peak of your
jump, move to
the side to collect Star Coin #3. Go down the red pipe to exit here,
then
jump to the right onto the tilting mushroom platform. Run up the
hill it
forms and jump to grab the flagpole at the end.
Stage 2-3
---------
From the start, go right and down the pipe into the sewer maze
below. Slide
down the long hill, defeating numerous Koopa Troopas, then drop down
at the
end. Go right and wall jump to the hill above the manhole, and run
up to get
Star Coin #1. Go back down and ground pound on the manhole to drop
down some
more. Head to the left and hit the block to get an item, then defeat
the bat
as it swoops down from the ceiling. Go all the way left and ground
pound
through 3 manholes, then continue right along the lower area.
In the next room with the arrow flippers, defeat the Piranha Plant
with a
fireball if you can, otherwise jump to the higher ledges to avoid
it. Make
your way around to collect Star Coin #2, then go down and right to a
new
area. There, go right past the midpoint and slide down another hill.
At the
bottom, go down and to the right (if you go up and left, you can hit
a coin
block and jump to a hidden block containing a 1-Up).
When you can jump onto a ledge above you, do so and head left to a ?
switch.
Step on it to make the water rise in the room. So, head right and
jump to the
top ledge, and swim all the way right through to the following room.
NOTE: If you are up for exploring and swim into the opening in the
ceiling,
you will reach a coin room and a second ? switch on the
ceiling. Hit
that switch to raise the water some more, allowing you to
access a high
ledge. Note that if you don't do this quick enough, you can
hit the
first switch again and the second switch will have already been
pressed, saving you some time. When you go outside there, you
will
reach a secret exit leading to Stage 2-A.
In the next area, go right and jump over the giant plant (or kill it
with
fire), then go up the hill. At the top, jump to the left ledge. Hop
onto a
ledge to the left, then jump to the right ledge above. Run to the
right,
dropping off the ledge onto another one, and collect Star Coin #3.
From here, drop down to the lower area and head right. Go up another
hill and
jump up through the thin ledges and out of a manhole above. Go right
and jump
through the ledge to the top area, and hit the ! switch to the
right. This
will create a red walkway above the Piranha Plant below, allowing
for safe
passage to the exit. As soon as you hit the switch, drop through the
flippers
to the bottom area, then quickly jump up the ledges to the left and
run
across the walkway before it vanishes.
When you exit to the outside, jump onto the springboard if you want
added
points on the flagpole in front of you. Otherwise, jump at the pole
to exit
this stage.
Stage 2-A
---------
In this tropical oasis stage, head right and defeat some Koopa
Troopas. You
will notice the infamous giant fish in the waters below, which will
try to
jump and devour you whole. If you are Fire Mario, you can shoot it
down
temporarily, which majorly helps. Go right and when you reach the
chance to
take a lower path, do so and you will find Star Coin #1.
Jump to the upper ledges and go right some more to find some Spin
Blocks. Use
them to fly high up in the air and collect a whole lot of coins.
Farther to
the right you will see Star Coin #2 in the air, so glide downward
and to the
right to claim it. While spin gliding still, float to the right and
land on
the Koopa Troopa to launch up into the air once more. Land on the
upper ledge
and go through the yellow pipe (if you want to get the regular exit
leading
to the pipe, take the green pipe below).
If you took the yellow pipe, jump to claim Star Coin #3 in the next
room.
After you take the red pipe, go right and jump onto the secret exit
flagpole,
and you will gain access to the Cannon.
Stage 2-4
---------
In this stage, start by going right and hitting the ? block to make
a hill
form, allowing you to hit the blocks above. Continue to the right,
stomping
the Goombas and Koopa Troopas along the way. Hop over a gap and take
the low
path at the other side. Wait for the Piranha Plant to recede into
the pipe,
then jump to collect Star Coin #1.
Drop back down when the plant retreats, then jump to the upper ledge
and
continue to the right. Go down the hill when it's safe, while
avoiding the
Piranha Plants along the way. When you hit the water, swim to the
right until
you can jump onto dry land again (if you are Mini Mario, run across
the water
to the left and go into the skinny pipe, which will lead to a hidden
exit,
forming a shortcut on the world map).
Instead of going up the dry hill, sink into the water a little and
swim to
the right underneath the wall. Go down the red pipe in the hidden
area, and
swim through the room with the Cheep Cheeps. Head up the pipe at the
other
end, and run left to find Star Coin #2.
Next, hit the upside-down ? block to make a hill form leading out of
this
area. Jump up the hill to the upper ledge and continue to the right.
Drop
down and hit the blocks to reveal yet another ? block; hit that and
a couple
of hills will form on the landscape ahead. Jump over or defeat the
Piranha
Plants along the way, then jump from the second hill onto the upper
ledge to
the right. Evade or defeat the Hammer Bros here, and collect Star
Coin #3 on
the middle ledge.
After that, go right and defeat a couple more Koopa Troopas. Then,
jump up
the steps and leap towards the flagpole to exit the stage.
Tower
-----
In here, go right and jump onto the rotating ledges. Ride them to
the right,
then hop onto the next side. At the top, jump atop the blue blocks
and then
onto another set of rotating ledges. Head to the left ledge and
defeat a Dry
Bones, then grab onto and climb to the left via the rope. Hop up to
the upper
area, and ride yet another rotating ledge.
Up here, ride the platforms to the upper area, then jump to the rope
above.
Climb to the right, then drop onto the next set of rotating ledges.
Use the
Red Ring if you want to try for a 1-Up, then go down and right to
collect
Star Coin #1. Ride the platforms back up to the rope, then go back
left and
ride the first set of ledges to the upper-left corner. Jump to the
small
ledge over there to the left. Wall jump to a door high above, and
enter that
room.
You will see a couple of yellow walls hanging from a track above.
Constantly
wall jump inside this contraption as it rides all along the track.
When you
reach the upper-right area, drop down and hop up the side ledges,
then when
the yellow encasement drops down, ride it to the left and jump to
receive
Star Coin #2.
From here, jump to the upper ledge and wall jump in the next yellow
encasement above. At the top, drop down and go through the door to
exit this
room. Drop into the room below and hit the red block to make
rotating red
blocks appear. Go left and defeat a couple Dry Bones enemies, then
jump from
the far left red block onto the upper ledge. Dash and jump as high
as you can
towards the left wall, then wall jump to grab Star Coin #3 high
above (this
may take a few tries).
After this, go back to the right and hop from the red block to reach
the
rotating blocks. Jump across them, then go into the upside-down red
pipe
above. In the small room you emerge in, go through the door to meet
Bowser
Jr. The battle platform will be smaller, so you can fall off and
die, so be
careful. After the fight, you will clear the tower and move on.
Stage 2-5
---------
Over here, head to the right and ground pound the blocks if you want
some
coins. You will start to encounter block monster enemies, disguised
as blocks
with a ? block at the bottom. Ground pound through the stack to
defeat those.
Anyway, go right to the first bunch of them and you will see some
coins in
the air above a pile of blocks. Wait for the block monster to jump
upward,
then dash jump toward the coins and with luck you will grab Star
Coin #1 in
the air above.
Further ahead, you will reach several gray blocks with fire snake
enemies
jumping along them, as well as more of those block monsters. Go to
the third
set of gray blocks and lure the fire enemy into the pit, then jump
onto the
block enemy. Face the left to make it run in that direction, then
when it
jumps, hop up as well to collect Star Coin #2 (this may take some
time).
Alternatively, there are 3 blocks to the right; hit one to find a P
switch,
then jump onto the newly formed blocks to reach the star coin.
Keep going to the right and you will have to defeat a Boomerang Bro.
There
will be some quicksand below that platform; sink into it and move to
the
right. You will see a gray block under the regular exit pipe; jump
to that
block and go right to enter a hidden room. Drop down all the ledges
and go
right to a block monster. When it jumps, do a jump as well to reach
Star Coin
#3.
Finally, go back left and jump up the gray blocks to exit this
underground
room. Then, go right to the flagpole, using the block monster for
added
height if you so desire.
Stage 2-6
---------
In the opening area, jump across the ledges and jump into the upside-
down
pipe to reach the main area of the level. When you emerge, you will
be on a
large moving platform for much of the stage. Jump to collect coins,
and hit
the blocks to get an item. Up ahead you will see Piranha Plants
moving on
their own platforms. Stay toward the middle of your platform, since
two of
the plants will end up occupying the edges.
When the plant to the right leaves your platform, jump in the air as
you pass
to get Star Coin #1. Continue along and you will see a second large
platform
above you; jump onto it to get it moving. Be careful of the up/down
moving
platforms since the Piranha Plants may sit on them and move around,
so try
not to run/jump into them if you can help it. Stay on the upper
platform and
you will soon come to Star Coin #2.
Below you will be a giant Piranha Plant, but it won't reach you, so
don't
worry. Up ahead, the two large platforms will disappear, leaving you
on a
bunch of smaller ledges. Jump across them, being careful of the
plants above
you, and jump in the air to collect Star Coin #3. After jumping
across
several more moving platforms, you will reach the end ledge. There
is a
Piranha Plant sitting on a cork, which blocks access to the pipe.
Jump on the
air pump below a few times to remove the cork and plant. Then, go
down the
pipe and head right to the flagpole.
Castle
------
When you start, wait for the giant spiked ball to roll downward and
into the
pit, then head to the right. Jump over some smaller spiked balls
along the
way. Grab onto a rope hanging from the ceiling, and swing/jump from
it to
avoid the spiked ball below, while collecting coins in the air. Go
right
through the narrow hallway, ducking into the small pits to avoid the
spiked
balls as they pass.
When you reach the split in the path, wall jump to the upper area
and grab
Star Coin #1 in the alcove. Go back down and continue to the right
from here,
then go through the door to reach an outside area. Out there, go
right and
avoid the Bullet Bills being shot at you. When you reach the inner
segment,
wait for the Bullet Bills to be shot, then jump from them to the
upper ledge
where Star Coin #2 is waiting.
After that, go right and duck when the Bullet Bills are coming at
you. At the
end, jump onto the ? switch to form a pit below. Jump over the
spiked ball
and get across that pit, then go up the other side and continue
right. Hit a
block on the next ledge to get a Mini Mushroom, then head right some
more.
Avoid the spiked balls as they come down the steps, and run through
the tiny
passage in between the steps to reach Star Coin #3.
Hit the right block to get a Mushroom, then jump out of there and go
right.
Stomp on the ? switch and a pit will form. Avoid the spiked ball and
enter
the door at the bottom of the pit. In the next room, go right across
the sand
and you will reach the boss's chamber.
The worm boss here will come out of the sand, will sometimes shoot a
sand
ball at you, then retreats into the sand before popping up again
elsewhere.
You will know where the boss is going to appear next by looking at
the dust
that kicks up in a certain spot. To defeat it, you have to jump on
its head 3
times (or use fireballs). You won't always be able to jump and
attack, since
the boss can either re-emerge very small, or very tall.
After you beat the boss, grab the golden key to complete this world.
You will
then automatically run to the next room, with a sign leading to
World 3
pointing to the right. If you beat this boss as Mini Mario, you will
drop
into the crack in the floor, and the sign will flip around to say
World 4
instead. Try beating the boss in both forms and you will unlock both
of these
worlds!
=======
World 3
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
/--- 1 ---------\ MT --- 3 --- - ---GH --- - ---\
| | <x5 | * |
| | | * |
S --- X IT X --- 2 --- T ---/ GT **** W X -
-- C
|vx5 * | * | |
| * | * |^x5 |
\--------- A ---/ **** B --- - --- C ---------------/
Stage 3-1
---------
In the opening stage of this watery world, go right and down the
pipe. When
you reach the underwater area, swim to the right and avoid the large
and
small Cheep Cheeps you encounter. If you hit the first couple of
blocks, you
can get an item (if you are Fire Mario here, this level will be a
breeze).
You can swim through a Red Ring in the upper area and collect some
Red Coins
for a 1-Up. Further ahead, when you pass the midpoint, you will find
a mixed
item box; hit it when the item you want appears and you will get it.
Continue
right past some more fish enemies, and you will see some pipes
blowing air
upward. When you reach the formation of 3 pipes, the middle one will
not be
blowing air, so drop onto it and go into the room below. Swim to the
right in
this coin bubble room, and collect Star Coin #1.
Go up the pipe to exit this room, then continue to the right. You
will spot
Star Coin #2 up above, so swim up to it from below, being careful
not to get
pushed away by the air coming from the pipes. Try your best to avoid
the blue
fish which will home in on you and try to eat you; fireballs are
your best
bet here.
Keep going right and you will find an upside-down P switch; hit it
to turn
the blocks into coins. Then, quickly swim to the right and up to get
Star
Coin #3 before the coins revert back to blocks. Ahead is a more
difficult Red
Ring/Coin layout, followed by the exit pipe. Go up the pipe to reach
dry
land, then all that's left is for you to jump to the flagpole and
exit.
Stage 3-A
---------
Here, you will be able to swim around in the water as well as jump
along dry
land. Head to the right, stomping on the water spiders along the
way. There
is a Red Ring under the water if you want to check it out. Keep
going right
for a while until you reach an area where there are outlines of
blocks in the
air, and a ! switch underwater. Hit the switch, then jump out of the
water
and onto the red blocks so you can reach the upper-right area.
From there, go right and defeat a Koopa Troopa on the platform. Drop
into the
water to the right and you will see a bunch of blocks, and a water
spider
dropping bombs to clear said blocks. Move around to clear the entire
area
while you avoid getting hit yourself, then collect Star Coin #1 when
you are
able to.
Swim to the right and hit the underwater block to get a Mini
Mushroom. Go
back up to the surface and jump onto the barrels. Bounce off the
back of one
of the Koopa Troopas to obtain Star Coin #2 high above. Run across
the water
to the right until you reach the pipe. Go through the pipe to reach
the next
area of the stage.
In this next area, go right across the water and go into the first
upside-
down pipe you see. There, run across the water and jump to get Star
Coin #3
above you. Go down the pipe at the other end, then continue to the
right
while avoiding the water spiders. Jump across the spinning ledges to
the exit
pipe, then go into the pipe and head right to the flagpole.
Stage 3-2
---------
In this fairly simple area, make your way to the right by going
across the
wobbling mushroom platforms and stomping Goombas along the way. When
you
reach the elevator platforms, jump from them to collect coins, then
continue
right to the midpoint. Go down the yellow pipe and head right to
collect Star
Coin #1 when the platform tilts high enough for you to jump.
Go up the pipe at the far right to exit this room. In the main area
again, go
right and jump across a series of elevator platforms. At the end,
jump to the
high ledge to receive Star Coin #2. Continue to the right and you
will reach
a giant wobbling mushroom platform that moves to the right as you
stand on
it. You will spot red, yellow, and green pipes overhead.
If you want to go for the secret exit, go up the green pipe, then
down the
right pipe. In the following room, jump across a series of wobbling
mushroom
platforms to reach the secret flagpole leading to Stage 3-B.
If you aren't going for the secret exit though, simply ignore the
colored
pipes overhead. When you reach the regular platforms again, jump
onto them.
Go through a Red Ring if you want, otherwise continue to the right
and onto
another wobbling mushroom platform.
Head to the right while on this platform, and you will see a
Paratroopa in
the air. Try not to kill it early on; instead wait until you see
Star Coin #3
above, then bounce off the enemy's head to reach it (make sure your
platform
is in reach though). You can probably jump to reach it from the
platform if
the tilt is sharp enough. Continue to the right and jump onto the
solid
ground, and the flagpole will be up ahead.
Stage 3-B
---------
In this pipe-filled stage, you will have to deal with plenty of
Piranha
Plants as you progress. If you are Fire Mario, you will once again
have an
easy time getting through this. Anyway, make your way to the right
while
hopping from pipe to pipe, evading the plants if you have to. Up
ahead you
will find a star coin in an enclosed area below your feet.
To reach it, continue to the right and you will find a whole series
of pipes.
Go down the low red pipe, then head left through the room you turn
up in.
Avoid the plants and go up the other red pipe to emerge, collecting
Star Coin
#1 in the process. Go back down and hit the mix item box, then go
right and
up the first red pipe once again.
Back in the pipe maze of sorts, go right and jump onto a yellow
pipe. When
the coast is clear, jump to the next green pipe. Wall jump between
the pipes
above you to reach the alcove to the right, where Star Coin #2 is
located.
Jump back around to reach the lower area, then continue to the right
in the
same fashion, being cautious of the Piranha Plants.
Towards the end, you will find Star Coin #3 below one of the pipes,
which you
can easily access. From there, simply go right to the flagpole.
Stage 3-C
---------
Here, you will have to deal with that giant fish that jumps out of
the water
again. If you are Fire Mario, you can shoot it down each time it
appears to
help yourself out. Either way, head to the right by jumping from
platform to
platform. Be careful because some of the smaller platforms (you'll
know them
when you see them) will fall when you step on them). Go right and
sink with
the smaller platforms to collect Star Coin #1.
Continue to the right and you will have to deal with flying Cheep
Cheeps. At
least there will be plenty of coins in the air to collect. Pass the
midpoint
and you will reach a structure with Star Coin #2 under it. If you
can kill
off the big fish, it will make things much easier for you right now.
Go into
the water and swim under the coin, then jump up to get it before
swimming
back out from under this structure.
Go right and hit the upside-down P switch to turn the coins into
blocks, and
to make some blue coins appear in the air. Go right quickly and hit
the ?
block to receive a Starman, then quickly dash/jump your way to the
right.
When you reach the platform of blocks (hopefully before they turn
back into
coins), jump into the red upside-down pipe. When you emerge, fall
with the
platform below you to get Star Coin #3, then go right to the
flagpole.
Tower
-----
When you enter, you will see 3 pipes on the floor in front of you.
The middle
one is the only working one, and it will shoot you upward to the
fences.
Don't grab onto the upper fence yet though; wait until you fall to
the second
one, then grab onto it by pressing Up. Climb to the left, then jump
to the
upper-left fence. Defeat some Koopa Troopas by hitting them from
above or
punching through the fences when they are at the other side. When
you get to
the top, jump to the upper ledge and jump again to get Star Coin #1.
Drop back down to the ground and use the middle pipe to launch a
second time.
This time, grab onto the fence at the peak of your shot. Make your
way to the
top fence, then punch through to flip around to the opposite side.
Take note
that until you hit another flip panel on the fences, you will be
behind the
fences.
Jump onto the regular platforms above and go left, then climb the
fence and
get to the ledge above. Go left and jump on the Koopa Troopa, then
jump and
toss its shell to the block wall to the right. Slide under the
opening and
jump to break the left half of that wall. Wall jump to the room
above where
another flip panel is located. Go to the right side and climb onto
the fence,
and punch it to flip back to the front side. Drop down to the left
and
collect Star Coin #2 now that you are able to do so.
Next, go back right and wall jump to the fence you can flip around.
Go right
and jump to hit the blocks above you, then enter the door there. In
this tall
room, hit the ! switch to make red blocks appear in the room, but
get ready
to move fast! Hold B and jump, then quickly climb/jump your way
through this
room, while avoiding the Koopa Troopas on the fences. If you make it
to the
top on time, grab Star Coin #3 and enter the next room.
In the final room, jump up and left, and go through the door to meet
Bowser
Jr. There is water below the battle platform that you can fall into,
but you
shouldn't really worry about that. Pounce on Bowser Jr. 3 times to
win, as
usual.
Stage 3-3
---------
Here, go right and down the green pipe to enter this underwater
stage. Down
here, you not only have to outmaneuver Cheep Cheeps, but the
Bloopers as
well. They can get annoying, so hopefully you have a Fire Flower in
store for
this stage. Swim to the right, collecting coins and hitting the
blocks along
the way, while avoiding the enemies. Up ahead, you will reach a
green pipe
followed by what appears to be a pit. Sink all the way down that pit
and you
will find a hidden room with Star Coin #1 to the left.
Also in this deep pit is a ? switch. Hit it and all the pipes to the
right
will stop shooting air bubbles for a limited time. So, swim back up
and go
right, and downward. Swim through the Red Ring if you want,
otherwise keep
going to the right. You will see a series of pipes forming steps; go
down the
third pipe and you will enter a large coin room. Swim to the bottom-
right
corner of the room to find Star Coin #2.
To exit this room, get to the upper-right area. Swim your way upward
through
the currents, and continue to the right. You will see an arrow sign
pointing
at the upside-down pipe above you. Before you go there though, sink
to the
bottom area through the currents, and collect Star Coin #3. Be quick
to swim
back up since 4 Bloopers will appear as soon as you grab the coin.
Go back up to the top and through the upside-down pipe. Once outside
on dry
land, simply jump up the pipes and leap towards the flagpole to exit.
Ghost House
-----------
In this house full of Boos, head to the right. When you reach the
steep hill,
take the lower path and hit the ? switch to make steps appear. Jump
up the
hill and slide down the other side. As a note when dealing with
ghosts: if
you turn your back to them, they will approach you; face them and
they will
turn away. With that said, continue right. Go into the door you see
and hit
the blocks inside to find a Boo and an item (Mushroom/Fire Flower).
Leave the room and continue going right until you reach the platform
that
moves up and down. Enter the door to the right of it for now, and
bounce on
the pumpkin enemies to grab Star Coin #1 in the air. Exit the room
and wait
for the platform to come down. At that point, hit the ? switch and
ride the
platform upward. Quickly jump to the steps to the right, then go up
them and
jump to the upper-left steps. If you reach the top before the steps
retract,
you will be able to claim Star Coin #2.
Go back down and hit the switch again, but this time, continue to
the right
from the first set of stairs. Go right and down the hill, then turn
left at
the bottom. Hit the block to reveal a ? switch; hit it to make a
door appear
above you. Go back right and up the steps, then drop down and head
through
that door.
NOTE: If you want to reach the secret exit that leads to the Cannon,
follow
these instructions. Hit the last ? switch in the room, then
quickly go
right and wall jump against the right wall to reach the stairs
slightly
quicker. Jump up the steps and hop to the left, and go down
the next
set of steps fast. Once at the bottom, go right and you will
see two
doors. Go into the left door and you will end up at the secret
exit's
flagpole.
In the new room, first jump up the ledges to the left and you will
come to a
mixed item box. You will need to be Shell Mario for the next part,
so try and
stop it on the Blue Shell (if you are unsuccessful, come back later
to do
this). Drop down to the lower area and head right to the ? switch.
Hit it and
jump up all the stairs to the very top. Once there, if you are Shell
Mario,
run and slide in shell form through the blocks to the right, then
continue
through the opening to get Star Coin #3.
When you're done here, go through the door. Now that you are outside
of the
ghost house, jump up the blocks to the right and leap towards the
flagpole to
exit this stage.
Castle
------
In the first area, there will be a series of giant spiked columns
that come
crashing down from the ceiling before retracting. Stay back and wait
for the
first column to go up, then jump across to the next safe ledge. Up
ahead you
will see Star Coin #1 in a small alcove below; when the spiked
columns go up,
drop down to get the coin, then stand there and wait for the column
to come
down and go up again.
Continue to the right as you have been, then hit the block at the
midpoint to
get an item. Go right, being careful of the Whomps (when they fall,
ground
pound to defeat them). Climb the rope and keep going to the right
for now.
Hop across the donut blocks in the water, then jump onto the rope
hanging
from the ceiling. Swing to the left ledge and wall jump through the
hole in
the ceiling. Up there, go left and drop down to get Star Coin #2,
which you
passed up earlier.
Now, go back to the right and swing from the second rope once again.
Jump
over the giant Whomp and jump across the donut blocks when the
spiked column
goes back into the water. On the next platform, hit the block to get
an item,
then wait for the passage ahead to clear up before dashing/jumping
through
it. It is possible to clear the entire path if you run and jump
straight
through without making mistakes.
When you make it to the end, you will see the red boss door. Don't
enter it
at first, instead wait for the spiked column to the right to go back
upward.
Then, slide under the wall and swim against the left wall until the
column
goes down and up again. As it goes up, jump to the upper ledge and
then onto
the high ledge with Star Coin #3 on it. When it's safe to leave, go
back down
and left, and enter the boss's door.
In here, jump over the water pit and go right to face the giant
Cheep Cheep
boss. The large fish, as well as 3 regular-sized Cheep Cheeps will
be
swimming around below, periodically jumping out to hit you. The
battle plan
here is to move around and wait for the giant Cheep Cheep to jump
out, then
you have to jump on its head to cause damage. Do this 3 times to win
the
fight.
With the fight over, collect the golden boss key and you will be on
your way
to World 5 (or you can select World 4 on the touch screen if you
unlocked
it)!
=======
World 4
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
IT IT --- A ---\ GT
IT
| <x5 | |
| |
|^x5 |^x5 |
|^x5 |^x5
S --- 1 --- 2 --------- 3 --- T --- - --- X X ---GH ------- 5 ---
6 --- C
* * | | *
* * | | *
**********GT ********** \--- 4 *** W
Stage 4-1
---------
Starting off this new world, make your way to the right, while
stomping Koopa
Troopas and hanging spiders along the way. There will be some blocks
you can
hit, which will give you items. You can also rack up the points
rather
quickly by bouncing from enemy to enemy. Along the way you will have
to
bounce from the enemies to reach Star Coin #1 in the air.
Continue to the right and you will find Nessie, the friendly sea
monster, in
the water. When you jump on her back, she will start to move to the
right. Be
careful of the enemies along the way. When you see Star Coin #2 in
the air,
jump and bounce off a hanging spider to retrieve it. Continue riding
along
Nessie until you reach the dry land again, then jump onto the next
ledge.
NOTE: While riding Nessie, you can reach a secret exit. When you
come to the
part with 5 blocks you can stand on, jump above the middle one
to
reveal a hidden block containing a beanstalk. Climb it and go
up the
pipe, then hop across the spider enemies to reach the secret
flagpole.
This path will lead to a Green Toad House, as well as provides
a
shortcut to the Tower.
Assuming you didn't take the shortcut, continue riding Nessie until
you reach
dry land, then jump off her back. Continue to the right by jumping
across
donut blocks and defeating some spider enemies. Towards the end,
drop to the
lower donut blocks and hop over the poisonous water to grab Star
Coin #3.
Then, continue to the right and jump to the flagpole to finish the
stage.
Stage 4-2
---------
In this area full of mushroom platforms, head to the right by
jumping from
ledge to ledge. There are purple and orange platforms here as you
will see;
those are the ones that will tilt sharply as you stand/walk on them,
so be
very careful. To safely travel across them, keep hopping. When you
reach the
area with several blocks, hit the first one to get a 1-Up, then
continue to
the right. When you spot Star Coin #1 in the air, stand on the
mushroom
platform to tilt it slightly, then wall jump from the high ledge
above to
reach the coin.
From here, hop across a few more purple mushroom platforms and you
will come
across Star Coin #2 below one of them. Defeat the Koopa Troopa on
that
platform, then stand at the right edge so it tilts enough, allowing
you to
get the coin. Make sure you quickly jump up to avoid falling to your
death,
though.
As you continue to the right, you will see some steps and a single
block in
the ground. Go right and drop onto the mushroom platform, then jump
to the
left ledge and hit that block from below to reveal a beanstalk.
Climb it to
reach a hidden cloud area. Jump from the pipe to the upper clouds,
then hit
the next block to reveal another beanstalk. Climb to the very top of
the area
to find Star Coin #3, then drop to the bottom cloud and go down the
pipe.
When you land, simply continue to the right by hopping from platform
to
platform, until you reach the flagpole. Then, jump onto the pole and
the
level will be over.
Stage 4-3
---------
In here, go down the steps and into the pipe to submerge into the
watery area
below. There, swim to the right and the screen will start to
automatically
scroll along with you. Stay along the lower area of the screen,
since a giant
eel (from Super Mario 64) will pass through the area above you. Up
ahead,
collect the coins and hit some blocks as you swim along. You will
see Star
Coin #1 under an alcove ahead, so swim around from the right side to
grab it.
Swim upward to avoid the eel as it crashes through some blocks. Go
through
the Red Ring ahead if you want to do the red coin challenge,
otherwise move
around to avoid the smaller eels popping out of the walls, as well
as the
giant eel when it makes another pass above you. Near the bottom of
the screen
is Star Coin #2, so swim down to get it while avoiding the small
eels on both
sides.
Further ahead, you will spot a ? switch on the ceiling. If you hit
it, the
pipes ahead of you will stop shooting air bubbles for a limited
time. Stay
low to avoid the eel, but try to get as far to the right as
possible. Before
the timer for that switch goes off, go down the green pipe into a
hidden
room. Swim counter-clockwise through here to get Star Coin #3, then
exit
through the same pipe you came down through.
From here, continue to the right until you reach another structure
in the
way. Avoid the Cheep Cheep and stay toward the ceiling to avoid the
eel's
final pass through the area. Then, swim right to the final upside-
down pipe
and enter it to reach dry land. After that, simply hop up the steps
and
defeat the Goomba, and jump to the flagpole to exit here.
Tower
-----
In the starting room, defeat the Dry Bones and wall jump your way up
to the
top area (be careful not to get crushed by the walls though). At the
top, hit
the block to get an item, then go into the next room. In there, you
will
notice that the lava is rising from below, and you must hurry up to
avoid
being killed. Jump and climb your way up the fences, as you head
towards the
top of this room. When you reach the part where a gray block moves
up and
down in the center area, go left. Jump to the upper fence and punch
the flip
panel to appear on the back side, then drop down to get Star Coin #1.
Continue jumping and climbing your way upward on a few more fences.
When you
reach the wide, long fence with the electrical ball enemies above
it, climb
to the right and jump to collect Star Coin #2. Climb to the left and
jump
onto an upper ledge from there. Hop up the steps when the spiked
blocks move
up, then continue climbing the fences.
Defeat the Dry Bones as you cross the room, then go directly upward
by
jumping from fence to fence when the gray blocks move away. When you
reach
the ledge with an opening and a long gray block moving back and
forth, jump
onto the block and squat down as you pass under the wall. At the
other side,
jump up to get Star Coin #3. Then, stand on the left edge of that
gray block
and duck down to get back under the wall.
From here, climb up the left fence and jump through the Red Ring if
you want.
Then, climb/jump up along the remaining fences to the top area. Once
there,
go through the door to meet Bowser Jr.
The battle plan here is slightly different than what you're used to.
If you
try to jump at him, Bowser Jr. will go into his shell, causing you
to take
damage upon impact. The key here is to jump over him when he charges
at you,
and wait until he throws a green shell at you. At that point, jump
onto the
shell and grab it, then toss it back at him to flip him over. Then,
jump on
Bowser Jr's belly to cause damage. Do this three times to win the
fight.
Stage 4-4
---------
In this stage, go right and you will meet the caterpillar known as
Wiggler,
from Super Mario World. You cannot destroy them normally, unless you
were
Shell Mario, but if you jump on them they will become mad, as you
will see.
You can also bounce on their backs to reach areas high above.
Anyway, go
right through the first part of the area by jumping across platforms
and
defeating various enemies.
When you reach a formation of steps, followed by a pit, take a Koopa
Troopa
and throw it at the walls of the pit. It will land on the lower
platform and
kill the Wiggler for you. Next, drop down onto that ledge and go
right to
obtain Star Coin #1. Wall jump out of that pit and continue right a
bit.
Cross the donut block bridge, collecting coins along the way. Hit
the regular
block ahead to sprout a beanstalk, then hit the mixed item box to
get what
you want (hopefully).
Climb the beanstalk and go left to another couple of blocks. Jump to
the left
of the formation to hit a hidden block, which causes another
beanstalk to
grow. Climb it, then jump from it to reach Star Coin #2 in the upper
corner.
Head to the right from here and stomp on a Koopa Troopa to get its
shell,
then carry it up the hills ahead. Try not to hit another enemy with
the shell
since you will need it soon.
When you reach the edge, drop down to the skinny pipes and throw the
shell to
the left, giving you Star Coin #3 in the process. Now, jump across a
couple
more pipes via the Wigglers. Stomp a bunch of Paratroopas, including
a
vertical formation of them at the end to get a 1-Up, then go through
the
yellow pipe. When you emerge, go right and jump to the flagpole to
finish up.
Stage 4-A
---------
Starting off here, go right and jump to the next platform where you
can hit
an item block. Then, jump and swing from the vine to reach the
following
platform. Do this for the next several platforms, and then you will
come to a
wheel-like device in the water with several ledges around it. Jump
on the
side ledges to move the wheel across the poisonous water, making
sure to jump
to avoid dying. You'll have to use those wheels to get across the
next
several stretches of water, so you will have lots of practice using
them.
After the level's midpoint, use the wheel and jump from the
Paratroopa to
reach the upper ledge. Move to the right with the next wheel, then
jump onto
the Paratroopas to reach Star Coin #1 in the air. Continue to the
dry
platform on the right, and bounce from the green Paratroopa to a
vine high
above. Swing from it to reach the pipe to the right.
In the room the pipe leads you to, jump on the blocks to reach the
top of the
structure and go right. Step on the P switch to turn the blocks into
coins.
Kick the shells around to get lots of points and even an extra life
or so.
Also, make sure to collect Star Coin #2 in the middle of the room.
Go down
the pipe at the right side to exit here.
When you land, go right and jump onto the pipes when the Piranha
Plants go
back inside. Up ahead you will see 3 pipes with 3 Piranha Plants
inside them;
wait for them to go down, then jump over and go down the lowest
pipe. In the
room below, wall jump to get Star Coin #3. Go back up through the
rightmost
pipe. When you're above ground again, go right into the exit pipe.
Swing on
the vine to reach the upper platform if you want, then jump to the
flagpole.
Ghost House
-----------
In here, start by jumping to the upper ledge and hitting the ? block
to get
an item. Head to the right by jumping from platform to platform
while
avoiding the Boos. When you reach a doorway on the low ledge, enter
that
room. Hit the ? switch to make 4 hanging boxes fall from the
ceiling. Hit
them if you want, but make sure to stand atop one before the timer
goes off,
and you will be whisked away to a new area.
Now that you are on top of the previous room, go right and jump onto
the
upper ledges to find Star Coin #1. Jump into the cup platform to
spin around
the wall. Jump out at the other side and you will be faced with a
giant Boo.
When you face away, it will get smaller, but if you are facing it,
it'll suck
in air and become larger. You can't kill it, so your best bet is to
keep it
small while staying far enough away.
At any rate, head right and jump up the ledges to the top area. Go
left to a
! switch and hit it to make red blocks appear. Jump across the red
ledges to
the door, then enter that room. In there, go left and pound the !
switch
again. The first thing you should do here is wall jump between the
red walls
above, then jump from the platform you land on to get Star Coin #2.
Drop back down to the lower area by falling into a hole on the left
side.
Then, hit the switch again and go right. Jump from the regular ledge
onto the
red platform, then go into the pipe.
NOTE: If you are Mini Mario, wall jump from the side of the pipe to
a high
ledge in the upper-right corner. Then, wall jump all the way
up to get
Star Coin #3. Go through the door that's up there and you will
reach
the secret exit leading to the Cannon.
When you emerge from the pipe (assuming you didn't take the secret
exit), go
left and jump up the ledges to the top area, then go right to the
door. Go
through the door to reach the flagpole.
Stage 4-5
---------
In the first area, go forward and through the pipe to reach the
underground
segment. Down here, go right and you will see a Bob-omb walking
around in a
block formation above; hit the blocks below it to stop the bomb,
causing
those cracked blue blocks to be destroyed (this will apply
everywhere in this
level, so keep an eye out for the rugged-looking blocks). Go right
some more
to some steps, then jump on a Bob-omb to clear the way onward.
Continue to the right by jumping from platform to platform, and you
will soon
reach the midpoint. Pass that and you will see a couple of Bob-ombs
walking
along. You will also see one in a small room below you. Ground pound
through
the blocks to reach it, then place the bomb next to the cracked
blocks to the
left, so you can grab Star Coin #1.
Go right across a drawbridge, making sure to jump to avoid falling
into the
pit. When you reach the second drawbridge, stand towards the middle
so you
move upward as the bridge goes up. You will see a Bob-omb walking on
the
platform above you; wait for it to reach the middle area, then hit
the block
below it to destroy those blocks. Then, when the bridge goes up,
jump onto
the now-accessible ledge to reach Star Coin #2.
Further ahead in the level, you will come across an upside-down pipe
with
Bob-ombs falling from it onto the drawbridge below. Jump on a Bob-
omb when it
comes down, then drop through the opening when the bridge goes up
and leave
the bomb there to clear the blocks covering the pipe. Then, go down
the pipe
into a new room. Use the Bob-ombs in here to reach Star Coin #3 in
the middle
of the block formation, then go up the pipe on the right side of the
room.
When you emerge, go right and into the pipe to get back above
ground. Once
there, go up the steps and leap to the flagpole to complete the
stage.
Stage 4-6
---------
In this area, start by heading to the right and stomping the enemies
you see.
When you reach Nessie, jump onto her head and begin the ride across
the
poisonous waters. When Nessie's head goes down, do not worry, as you
will not
touch the water as long as you are somewhere on Nessie. Jump in the
air to
collect coins along the way. When you reach the Red Ring, ignore it
and jump
to the dry ledge so you can collect Star Coin #1.
Hop back onto Nessie and continue to ride until you reach the
platform with
Piranha Plants hanging from the pipes above. Cross this platform and
drop
onto Nessie at the other end, then continue right. When you reach
the next
ledge, jump onto it and hit the P switch to make the blocks ahead
turn into
coins. Drop onto Nessie and jump in the air to collect those coins,
but make
sure you jump onto the ledge and collect Star Coin #2 as you pass.
The next part of the ride with Nessie will send you through Piranha
Plant
territory. Squat down on Nessie's body to avoid the plants, then
when you
reach the Paratroopas, stomp on the lower one to avoid getting hit.
When you
pass the final pipe, jump onto Nessie's head and look up to see
the ! switch
on the ceiling. When Nessie raises her head, quickly dash and jump
to hit the
switch, then hop onto the red blocks that appear to enter the pipe.
In the new room, go right and slide down the hill, defeating several
Goombas
on the way. At the bottom, run and jump to collect some coins, as
well as
Star Coin #3. Continue right and hit the block at the end to get a 1-
Up, then
go down the pipe. When you land in the main area, go right and
defeat the
Koopa Troopa and Goombas, then head through the final pipe. When you
pop up,
go right and you will reach the flagpole to exit.
Castle
------
For the first part of this stage, you will have to jump between
swinging
platforms to avoid the lava below. When you reach the third
platform, hit the
Dry Bones and wait for the platform to swing to the right. At its
peak, run
and jump to a high ledge to the right, where you will find Star Coin
#1. Drop
to the lower ledge and continue right past the Thwomps (you can make
it past
them in one pass if you run without stopping).
When you reach the giant Thwomp, you will see 3 rows of cracked
blocks below
it. Trigger the Thwomp to fall, breaking a row of blocks each time.
When all
of the blocks are clear, drop down when it's safe to grab Star Coin
#2. As
the giant Thwomp rises, hop back out and continue to the right. Drop
down
some steps and stomp on a couple of Dry Bones, being careful of some
more
Thwomps ahead.
Keep going to the right past the midpoint, and you will reach the
swinging
platforms above the lava again. Jump onto the first one, then wait
until it
is far to the left or right. At that point, drop to the small ledge
below to
collect Star Coin #3. Jump across the next several swinging
platforms,
stomping the Dry Bones you encounter along the way. Fireballs can
jump out of
the lava, so watch out for those as well.
When you reach the end of the swinging platforms, go into the boss
door and
head right. You will reach a room with a ? switch on the floor, and
a Goomba
will walk in. It will suddenly become giant-sized, and the battle
will
commence. As you can obviously see, jumping on it normally will not
be
effective. If you have trouble getting over the boss, hit the ?
switch to
make elevating platforms temporarily appear at the sides. If you get
above
the Giant Goomba, ground pound it to cause damage. The boss will get
faster
with each hit, but that shouldn't be a concern.
After you ground pound the boss three times, the battle will end.
So, pick up
the golden key and head on out to World 5!
=======
World 5
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
/--- 2 ---\ P1 --- 3 ----------GH --- X --- - ---\
| * | | * | |
| * | | * | <x5 |
S -- 1 -- X P1 X --- T ---- X P2 W ** C GT --- 4 --
- C
|vx5 | |vx5 |vx5 *
| *
| | | | *
|>x5 *
\--- A ---/ \-IT \--- B -------- X ---
MT P2
Stage 5-1
---------
Starting off in this icy world, wait for the snowball-throwing enemy
above
you to clear the Goombas, then head right. Make your way through the
area,
defeating enemies and avoiding falling snow, as well as snowy
patches on the
ground (your movement will be greatly hindered in the snow). When
you reach a
tall tree in the background with Star Coin #1 floating above it,
jump onto
the block ahead of it, then jump to the left to claim the coin.
Further ahead, you will see Star Coin #2 in the air above you. Jump
from the
Paratroopa's back to reach it, or wait for the winged block to
appear (hit
the block, then jump onto it to reach). Keep going to the right from
here and
defeat another snowball thrower on the way. When you reach a high
cliff with
a snowball thrower on its edge, hit the yellow block a few times to
make 4
blocks appear, forming a wall. Then, jump onto the stack to be able
to reach
Star Coin #3 above you.
From here, go right and defeat more snow-throwing enemies while
avoiding the
falling snow from the trees, which can get rather annoying fast. Up
ahead is
the flagpole, and then the level will be over.
Stage 5-2
---------
Here, go directly right and into the pipe to reach an underground
area. Below
you will see there are plenty of single-spiked Spiny enemies to be
faced, as
well as swooping blue bats. When you land, go right along the icy
path, but
be careful not to slide off the ledge to your death. Hop to the next
ledge
and hit the block to get an item, then continue right. Defeat a
series of
bats as you go up the icy hill, then get past a couple of Piranha
Plants
ahead. If you are Super Mario, you can break the blocks overhead to
gain
access to Star Coin #1.
Onward to the right, you will see yellow and red pipes above you.
Pass them
for now and you will reach a springboard on a ledge. Use it to reach
Star
Coin #3 directly above you (yes, the third one). Then, pick up the
springboard and jump across the left pit with it. Use it to bounce
into the
yellow pipe above you.
In that outside area, chase the bandit enemy to the right, then when
you
reach the end, bounce on its head to reach Star Coin #2. Go down the
green
pipe to head back underground at the end. Head right along the icy
floors,
while avoiding the Spinys and swooping bats. You will reach a large
block
formation up ahead that you can break through if you want.
NOTE: If you want to reach the secret exit to the pipe, you need to
be Super
Mario or better here. Break through the blocks and hop onto
the upper
platform that the Spiny enemies are crawling around. When the
Piranha
Plant goes back into the pipe, jump into the upside-down pipe
and go
right to the secret flagpole.
If you didn't take the secret exit, continue right across a couple
of icy
platforms. At the very end, go through the upside-down pipe. Once
outside,
jump up the traditional steps and leap to the flagpole to exit.
Stage 5-A
---------
Head to the right here, and jump across the expanding and
contracting
mushroom platforms (keep in mind that the larger platforms will
extend wider,
but will retract the same distance, so be quick in jumping across
them; if
you want to be safe, stand on the middle of any of these platforms).
After
several of these platforms, you'll reach a Red Ring in the air. Hop
across
the next several mushroom platforms, then hit the block on the ledge
to
receive an item.
Pass the midpoint, then hop onto the upper mushroom platform. When
it
expands, jump downward to the lower one as it expands. Then, go
right when it
expands again to get Star Coin #1. Hit the ! switch on the ceiling
to make
red blocks appear to the left; when the current platform expands, go
left and
jump across the blocks to get back onto the safe ledge.
From here, head to the right some more via the upper path. At the
next set of
platforms, run and jump to hit the lone block, and a beanstalk will
grow.
Climb it to reach a hidden cloud area. Hit the P switch, then use
the spin
block to launch into the air. At the apex of your jump, land on the
blocks up
there before they turn back into coins, and jump to reach Star Coin
#2. When
you're done up here, drop down to the main area again.
After you land, head to the right and you will reach some mushroom
platforms
with a line of coins that will appear when you run past their
outlines. When
the platforms retract, drop to the one below to nab Star Coin #3.
Then, jump
to the right and touch the flagpole to complete the stage.
Tower
-----
This particular tower stage is very straightforward, as you are on a
single
screen that scrolls upward. Along the way, you will have to deal
with spiked
balls moving back and forth before rolling off your platform
altogether. They
will clear the Dry Bones in the way, but you need to jump over the
balls to
avoid getting hit. If you don't touch any of the Dry Bones, the
spiked balls
will clear them on their own.
On the way up, hop along the thin ledges and hit blocks to get coins
and
items. You will also see Star Coins #1 and #2 in plain sight on the
way up.
Soon after, you will have to deal with 2 spiked balls at once (try
wall
jumping to avoid getting hit by them), and then a giant spiked ball
will bust
through the wall. When that appears, hop along the ledges and stay
to the
right side of the room. Grab Star Coin #3 on a block ledge, then
stay to the
right when you reach the center wall which will divide the area.
Continue evading the giant spiked ball and it will eventually roll
away,
leaving you to progress to the top in peace. Once there, go through
the door
to meet Bowser Jr. yet again. The fight plan here is the same as the
previous
battles: Bowser Jr. will run back and forth, jumping every now and
then,
without any added tricks. All you have to do is jump on him three
times to
win. The icy platform that you CAN fall from will make it annoying
enough, so
be warned.
Stage 5-3
---------
In this stage, you will spend a great deal of time sliding down icy
hills.
Begin by hitting the nearby block to get an item, then slide down
the first
several hills, knocking out the enemies along the way. When you
start going
uphill and reaching plateaus, jump to the upper ledge to the right.
Defeat
the Koopa Troopa there and jump to grab Star Coin #1, then drop down
and
continue right along the hills. (If you are Mini Mario, you can drop
into the
pit directly below to find a skinny pipe. Go down it and hit the
block to get
a Starman, then move around the room to make coins appear as long as
you have
star power. It's an optional room, but a fun bonus nonetheless.)
When you pass the midpoint, you will reach another steep downhill
portion.
Follow the hill all the way down and head right, sliding under the
low walls.
At the other side, break the blocks to get Star Coin #2. Get through
the
shell-headed enemies ahead, then wall jump when you see the coins
above you
to reach Star Coin #3.
Next, defeat the Koopa Troopa and continue to the upper-right ledge.
Go down
the hill ahead and jump at the bottom to reach the flagpole, ending
this
stage.
Stage 5-B
---------
In this stage, run to the right, defeating the enemies and avoiding
the
shelled ones when you come across them. Ahead you will see some
hills, and
Star Coin #1 beneath an overhang. To reach it, walk down the hill to
the
right of it and jump to collect the coin.
Continue to the right and you will see a row of Koopa Troopas on
ledges below
you, as you cross overhead. At the other end, jump to the upper
ledge, then
back to the left ledge where you will find a P switch. Hit it, then
run to
the left (jump over the larger gaps) to reach Star Coin #2. Go back
to the
right, and continue up a couple of hills. When you reach a downhill
portion,
go down it and avoid the shelled enemy to reach Star Coin #3.
With all 3 coins now, take the upper path to the right. Defeat the
Paratroopa
and wall jump to the upper ledge at the far right. If you want to
reach the
secret exit here, wall jump into the opening in the ceiling just
before the
final platform, and head left. As Shell Mario, break through the low
blocks
and go through the pipe. When you emerge, go right to the secret
flagpole. If
you aren't here for the secret exit however, simply continue right
to the
regular flagpole.
Stage 5-C
---------
Starting off here, go down the pipe in front of you to go
underground. Head
right when you land, and you will soon see the ghost boxer enemy
below, who
can punch through blocks. Pass over it and hit the ? block to get an
item,
then hop over the pit and continue until you reach a roadblock. Wait
for the
boxer to punch through the blocks, allowing you access, but do not
kill it
yet. Let it pass you, then head to the right of it. That will cause
the enemy
to turn around and punch the blocks to the right away, giving you
access to
Star Coin #1.
Continue to the right, stomping the Shelled Beetles you come across.
When you
reach the constant stream of platforms moving up and down, jump
across to the
down-moving ones and land on the lower ledge to the right. Stomp on
the
Shelled Beetle when it falls from the ceiling, then go right and
toss it into
the pit to retrieve Star Coin #2.
Go back left and jump to the upper ledge, then continue to the
right. You
will see a ledge comprised of 4 blocks in the air, with a row of
blocks above
that. Jump up the steps, avoiding the boxer enemy, then jump onto
that ledge.
Break the blocks above it (you need to be at least Super Mario for
this
part), then hit the rightmost block on the ledge to sprout a
beanstalk. Climb
it to reach a secret room.
In the snowy area above, go right and you will reach a P switch. Hit
it to
make the coins and blocks switch forms, then go down to the boxer
enemy. Lure
it to the left before time is up, and let the enemy break the solid
blocks at
the end. After it falls, drop into the newly opened compartment to
claim Star
Coin #3. Now, go right and drop through the coin-filled opening to
some steps
below. Then, jump to the flagpole ahead to end this stage.
Ghost House
-----------
In this ghost house, head up the steps until you reach the first
dead end.
Stand on the lower ledge and wait for the boxer enemy to break
through the
blocks on the upper ledge. After it does that, wait for it to turn
around
before jumping to the upper ledge, allowing the enemy to clear the
blocks on
the lower one. When that's done, defeat the enemy and go right along
the
lower path. Wall jump at the end to reach Star Coin #1 on a high
ledge.
Head back to the left and continue up the steps. At the top, go left
and up a
larger set of stairs. When the boxing enemy comes down the steps
after you,
bounce on its head to reach the door on the upper-left ledge, and
enter it.
Be quick since as soon as the door shuts behind you, all the boxer
enemies
will start cutting through the blocks on their respective ledges.
Wall jump
to the top area to grab Star Coin #2, then stomp the enemy on the
top ledge
and wait for the area below to become safe. Then, drop back down and
exit the
room.
Head up the steps and go left at the top, and you will reach a ledge
made of
3 blocks. Jump onto it, then hop around to reveal 3 more hidden
blocks. Jump
onto the middle hidden block, then squat down and jump to reveal a
lower
block which will sprout a beanstalk (you need to squat down, or be
regular
Mario to trigger it). Please note that if you want to reach the
normal exit,
missing a coin in the process, ignore the stalk and continue right
up the
stairs. Then, ride the moving platform upward to the top, and go
through the
door to reach the end.
Now, if you want to reach the secret exit, climb up the beanstalk
and wait
for the boxing enemy on the ledge to cut through the blocks. When it
falls,
drop onto the ledge and enter the room there. Defeat the two enemies
and ride
the moving platform as it goes upward. Be careful since it will
start to tilt
sharply on both sides before reverting back to normal.
Collect the coins on the way up, and wait for the platform to
freefall. Once
it stops, stay against the right wall and hold Right on the Control
Pad. When
you start to rise, keep moving to the right and you will drop onto a
ledge on
the way up (this is the only way to reach it, otherwise you'll miss
it). If
you make it onto the ledge, go right and collect Star Coin #3.
After you get the coin, hit the nearby block to make another
beanstalk grow.
Climb it to the top, then jump through the ledge and head through
the door to
the left. Outside, go right and jump to the secret flagpole, which
will lead
you to the Cannon.
Stage 5-4
---------
Here in this automatically-scrolling stage, there will be mushroom
platforms
that move up or down when you stand on them. The darker ones will
move up,
and the lighter ones will sink, so remember this as you progress
through the
stage. There will also be a slow but steady stream of Bullet Bills
being shot
at you from the right side, so be prepared to crush them if they
come near.
Go through the Red Ring up ahead, but be careful of the Bullet Bills
as you
collect the coins. When you reach the last mushroom platform, hop on
it to
keep it from sinking, then dash jump to the upper-right ledge. If
you get up
there, go right to collect Star Coin #1. If you have a Mini
Mushroom, use it
here to pass under the low wall to reach Star Coin #2. If not, you
have to
stand on the donut block and take the lower path to avoid being
crushed
(alternatively, if you're quick enough, go all the way right and up
the
rising mushroom, then go left to collect the second coin).
Anyway, continue through the stage and you will reach a rising
mushroom
platform. If you hop along that platform, it will stay down,
allowing you to
grab Star Coin #3 on the middle ledge. Drop to the ground from
there, and
continue right, hopping across several more mushroom platforms. At
the end,
jump from the final platform to the flagpole to finish the stage.
Castle
------
Here, head to the right across a bunch of fast-moving conveyor
belts, evading
the Piranha Plants and Dry Bones along the way. You will reach two
conveyor
belts and a ledge below them with Star Coin #1 on it; run to the
right on the
lower belt to reach the ledge and the coin, then quickly jump to the
right to
avoid the plant that will fall on you.
Hop across a bunch of regular platforms with Dry Bones on them, then
hit the
blocks on the last one to get an item. The next part of the stage
will put
you against fireball-spitting Piranha Plants on the conveyor belts.
Avoid
then like you would the regular versions (if you are Fire Mario, it
would
greatly help here). Go right and you will notice a high ledge above
you. Jump
onto the next belt and bounce on the springboard when it approaches
you to
reach that ledge, claiming Star Coin #2 in the process.
Jump back down to the conveyor belts and keep moving to the right
through
this castle. Hit the mixed item box, and hopefully you will get the
Fire
Flower or Starman, as both will help immensely. Up ahead there will
be more
Piranha Plants, as well as a giant-sized one which can take a few
hits. When
you are on solid ground, go right and you will see a lone block in
the air,
and a gap in the ceiling above it.
Go right to the upper ledge and stomp the Dry Bones, then get a
running start
on the ice and jump to the block in the air to the left (this may
take a few
tries to get right). When you successfully land on the block, wall
jump
through the gap in the ceiling and run all the way right atop the
ceiling.
When you reach the far right, drop to the lower ledge and go left on
the
conveyor belt to find Star Coin #3.
Run back across the belt and hit the block to get an item, then jump
to the
ledge above and enter the boss room. There, you will meet Petey
Piranha for a
boss fight. The giant plant will hover in the air and move back and
forth
before crashing into the ground in an attempt to hit you. The impact
will
cause Petey to temporarily become dizzy. This is when you should
jump on the
head to cause damage. Petey will also bounce around the room before
hovering,
so keep your distance and run underneath when he passes overhead.
After you hit the boss 3 times, the battle will end. So, grab the
golden key
and head onward to World 6. Just like in World 2, if you were to
beat this
boss as Mini Mario, you will fall into the gap in the floor in the
following
room. Then, when you run to the right, the sign will be flipped,
allowing you
access to World 7 instead. You will have to beat the boss in both
forms to
reach both worlds (unless you used the Cannons in earlier worlds).
=======
World 6
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
1 ---------\ GT MT IT 5 ---------
\
| | | | |
| |
| | |^x5 |^x5 |^x5
| |
S --- X IT X --- 2 ---T1 --- 3 ------- 4 ---T2 --- X
GT 6 --- C
vx5| | |vx5
| |
| | |
| |
\--- A \--- B ---
/
Stage 6-1
---------
The opening stage of this cliff-oriented world will be littered with
Bullet
Bill shooters, so be prepared for many projectiles floating around.
Head to
the right and you will partake in a new feature of this game: being
able to
shimmy alongside the cliff when crossing certain areas. You can
press Down to
hang from the ledge, which is good for collecting coins and dodging
bullets
above. Keep in mind you can also jump when shimmying across.
With that said, continue to the right until you reach an upper ledge
you can
jump to. Wall jump from there to reach Star Coin #1 overhead. Then,
take the
lower path and continue to the right (if you want, wall jump upward
when you
get the chance to reach some coins and an item box). Up ahead, wall
jump up
the ledges, then leap to the left ledge to find Star Coin #2.
Hit the ? block to get another item, then continue onward. Wall jump
while
avoiding the Paratroopa to reach the upper ledge. Shimmy along the
cliff
ahead, while jumping and hanging to dodge or defeat the Paratroopas.
When you
reach the tall stack of Bullet Bill cannons, drop to the very bottom
area and
head right.
When you reach the second shimmying section, hang from the cliff to
grab Star
Coin #3 below you. Then, continue to the right and you will spot the
flagpole. If you wait for a bunch of Bullet Bills to be on the
screen before
tagging the pole, you can get lots of points as well!
Stage 6-A
---------
Here in this sandy stage, you will have to deal with Lakitu flying
overhead
once again. Hit the first block you encounter to get an item, then
continue
right while avoiding the Spiny enemies that Lakitu rains on you. You
will
come across a giant whirlwind up ahead; jump into it and it'll send
you
flying in the air. Glide to the right and you will reach Star Coin
#1.
Drop to the ground and head right through various block formations,
ground
pounding them to collect the coins below if you want. Up ahead, you
will see
a column of quicksand between two solid blocks. Sink into that
column to
enter a hidden room. Down there, wall jump to reach Star Coin #2 on
the way
down. At the bottom, go right and up the other side, while jumping
to avoid
the Spiny enemies. Then, go through the pipe at the top to get back
outside.
Out here, go right and you will notice that there are now multiple
Lakitus in
the air to torment you. Continue right and you will reach an alcove
that can
only be reached by treading through the quicksand, but the lone
block there
contains a Starman, which may be helpful. Further ahead you will
spot a bunch
of pipes. Submerge into the middle yellow one to enter the room
below.
There, go left and you will see a giant Piranha Plant. If you are
Fire Mario,
destroy it with some fireballs and jump to claim Star Coin #3. If
you are
daring, you can try jumping over it if you can afford to sacrifice.
Despite
your actual method, exit through the red pipe to the left. Once
outside
again, continue right across some more platforms until you reach the
final
pipe. Go through it and head right to the flagpole, thus ending the
stage.
Stage 6-2
---------
Out here, head to the right across the Spiny-filled platforms,
hitting blocks
and collecting coins along the way. You will notice that the tide
will cause
the water to rise and fall every now and then. Continue right to the
red
pipe, then go through to reach the second part of the stage.
In this area, go right and you will see a palm tree. Wait for the
tide to
rise, then jump directly above the tree to reveal a hidden block
which will
sprout a beanstalk. Climb it to reach a high cloud ledge. Hit the
block to
reveal a P switch (use the first winged block to reach it). Hit the
switch,
then jump across the winged blocks to the right. On the last
platform, grab
Star Coin #1 before the blocks disappear, then drop down and
continue right
like you have been.
Head all the way right until you reach the pipes. Jump into the
second green
pipe to launch over the wall to the right (the first pipe leads to a
bonus
room in the clouds with lots of winged boxes). After you land at the
other
side of the wall, go right past the underhang and wait for the tide
to rise.
When it does, swim upward to grab Star Coin #2.
Continue to the right and use the next pipe to get over the wall
ahead. Go
right and drop into an opening where you will find a mixed item box.
Hit it
if you want, otherwise keep going to the right across a long
platform filled
with Spinys. When you drop off the far end of that platform, run
back to the
left and collect Star Coin #3.
From here, head right and up a hill, jumping over the Spinys along
the way.
At the top, go into the pipe to reach the final area. There, head
right and
jump onto the platforms, then leap to the flagpole at the end.
Tower #1
--------
In here, jump up the platforms as you make your way upward, but be
careful of
the giant spiked walls that will jut out from the sides. When the
coast is
clear, jump up to the next platform, and so on. Once you pass the
first three
of them, go left and jump to the ledge above you. Wait for the next
spiked
wall to shoot out and move back right, then run onto that ledge to
grab Star
Coin #1. Duck into the small opening until the spiked wall retreats
again,
then continue upward.
For the next part, go right and hop up a few ledges, then wait for
the spiked
walls above to retract. At that point, bounce on the springboard to
reach the
upper ledges. Once you make it to the top, go into the door leading
to a new
room. In there, wait for it to be safe above you, then jump up the
ledges to
the very top. Wait for the spiked walls to come out and then retract
before
dropping down to collect Star Coin #2. Once you have it, jump to the
top and
go through the door.
When you reappear, jump to the upper ledge and stomp the Dry Bones.
To reach
the higher ledge, you will need to wall jump as Mini Mario to gain
the
leverage needed to reach it (you can also bounce off the Dry Bones
and wall
jump as regular Mario, and succeed). If you get up there, go up the
pipe to a
well-covered room in terms of those spiked walls. When it's safe,
quickly
jump to grab Star Coin #3 and drop back to the door to avoid dying
(if you
duck on the middle platform, you will be safe as well). Exit the
room and go
down to the boss door.
In here, you will meet up with Bowser Jr. yet again. This time, the
battle
takes place atop a tilting platform which is above a bed of spikes
(you can
fall off the platform and into them, so be careful). Bowser Jr. has
no tricks
here either, so all you have to do is stomp him three times (wait
for him to
emerge from the shell after each hit) and the battle will end.
Stage 6-3
---------
When you enter this stage, you will notice a new feature: red ?
blocks with
spikes on one side. Be careful not to hit the spikes on them,
though. Anyway,
head right and avoid a couple Piranha Plants, and you will see a
block
swinging from a rope above. hit the block to stop it, then jump from
it to
obtain Star Coin #1 in the air. Continue right and go down the red
pipe to
reach an underground room.
Down here, go right across the cylinder platforms that roll when you
move
(jump to avoid falling into the poisonous water). Jump through the
Red Ring
halfway through and collect the coins, then go up the pipe at the
end. You
will emerge in a pipe maze of sorts, with several Piranha Plants
popping out
of them. Go down the second green pipe and collect Star Coin #2
below, then
exit the same way you came in.
Next, go down the very last pipe to the right. Run across the
rolling
platforms and the pipes when the Piranha Plants aren't out, to avoid
getting
hit needlessly. At the other end, go up the pipe to exit this room.
Back
outside, hit the red block, then dash jump to the left, over the
green pipe
wall. Collect Star Coin #3 in the middle area, then wall jump back
over to
the right side.
Chase the bandit to the right while hopping between platforms. Up
ahead, hop
across some blocks and avoid the Piranha Plants in the pipes. Then,
jump to
the flagpole ahead to exit.
Stage 6-4
---------
Here, start by going right and passing under the fire sticks when
it's safe.
Wall jump to the upper ledges to find Star Coin #1, then continue to
the
right. It will take some fancy footwork to shimmy along the cliffs
ahead, all
while avoiding the rotating fire sticks. When you pass that part,
continue
onto a ledge and go right to a ! switch.
Hit the switch, then go left and jump onto the red blocks. Wall jump
from
them to reach the ledge above, then go right and wall jump some more
when
it's safe. Jump to the ledges on the left side to reach Star Coin
#2. From
there, continue right and enter the red pipe. In the next area, drop
down to
begin shimmying along the cliff. Head to the right, jumping from
ledge to
ledge along the way.
You will reach a section with many ledges to stand on. Make your way
up them
to the top, then go right into a green pipe. Shimmy to the right,
jumping to
avoid the fire sticks along the way, then collect Star Coin #3 at
the other
end. Then, jump to the lower ledge and head back to the left, and
through the
yellow pipe. When you land, go left and up the green upside-down
pipe, then
jump to the flagpole to end this stage.
Tower #2
--------
In here, go right and make your way upward by jumping on the fast-
moving
conveyor belts. There are spikes along the sides of the tower, so be
careful
not to slip on the belts and hit them. You will come to a long belt
with a
couple of small spikes along it; jump to the right on that belt to
reach Star
Coin #1 against the wall.
Quickly run to the left and jump up to avoid the spikes, then go up
and
across some more ledges to the far left side. After you trigger the
midpoint,
make your way up the next set of belts, stomping the Dry Bones (and
ground
pounding the giant ones) along the way up. When you reach the pipes,
go down
the right one to be shot upward to the next platform.
Land on the lower regular ledge, and wait for all the spiked beetles
to crawl
to the left. Then, squat down and ride the conveyor belt to the
left. Jump up
to break the blocks towards the end, and claim Star Coin #2 in the
process.
Jump out and continue upward along the conveyor belts. Go up the
steps and
you will reach a point where you can jump to a rope hanging above.
Jump to the rope and climb to the right while hanging to reach Star
Coin #3.
After that, you can either drop to the belt below and grab the
coins, or go
back left and drop down the pipe. Regardless of the way you take,
you will
make it to the final ledge at the top. Up there, go through the door
to meet
up with Bowser Jr. yet again.
The fight with Bowser Jr. here is just like the previous one, but
the one
difference this time is the way you can attack him. You will not be
able to
land direct hits, so keep your distance and avoid contact, all while
staying
on the tilting platform. When Bowser Jr. throws a green shell at
you, jump on
it, then pick it up and throw it right back at him. This will stun
him, so
now is your chance to jump on Bowser Jr's belly to cause damage. Do
this
three times to win the fight here.
Stage 6-5
---------
Here, go right and down the pipe to enter another underwater level.
Below,
swim to the right while avoiding contact with the fish. The green
ones will
try to swim directly at you if you get close, so be careful. Head to
the
right and stay towards the top half of the screen. Grab Star Coin
#1, but be
ready to swim away from the green Cheep Cheeps ahead of you.
Continue to the right and hit the lone ? block you see to get a
Starman (the
next several blocks will also yield Starmen if the power is still
active when
you hit them). Swim to the right, hitting the blocks to renew your
star
power, then when you reach a yellow pipe in an alcove above, swim
around and
go up the pipe. In that coin room littered with green Cheep Cheeps,
swim to
the middle and collect Star Coin #2.
Exit the coin room when you are done, and keep going to the right.
Be
extremely careful of the whirlwinds in the water, as they can suck
you in,
causing you to lose a life. Swim quickly to avoid getting sucked in,
though.
Head to the right and you will find a whirlwind surrounded by blocks
at its
base. Let that one suck you in and you will enter a hidden room
below. Down
there, swim around to get Star Coin #3, then exit via the pipe.
From where you emerge, simply avoid the giant Cheep Cheeps, then go
up the
next pipe to reach dry land. Up there, jump across the platforms
that drop
when you step on them, then leap to the flagpole.
Stage 6-B
---------
Start here by going right and dropping into the rightmost pipe to
launch
upward. At the peak of your shot, go right and land on the ledge.
Head right
and swing from the pole to reach the next ledge. Jump onto the next
pole as
it moves along its track, then swing to the following ledge and
defeat the
enemies there. When you reach the hill, jump on the Koopa Troopa and
grab its
shell, then go down the hill (avoid the Goomba) and throw the shell
right to
receive Star Coin #1.
Go back up and jump from the Paratroopa to reach the pole in the
air, then
swing and jump to the next platform. Go right and hit the blocks to
get an
item and a coin. Jump across the tilting mushroom platforms ahead,
then go
down the pipe to the far right, and you will be launched upward. At
the peak,
bounce from the Paratroopa to obtain Star Coin #2 in the air. Get
launched by
the pipe again, then land on the right ledge this time.
Go right and jump over a couple of Piranha Plants, then slide down
the hill.
Drop down along several tilting mushroom platforms on the way, then
go right
some more. Take the upper path and hit the mixed item box, and
hopefully you
will get something good. Up ahead you will see three pipes; go down
the left
one as it will be the most profitable one.
When you land, go right and jump to the first rotating pole. Swing
from it
and jump to reach the second one, then keep swinging on that one.
When you
reach the upper-right part of its track, jump to the right ledge and
slide
under the wall to grab Star Coin #3. The blocks in front of you will
break,
so go down the steps ahead.
Up ahead, slide down the hill and jump at the bottom, then hop
across the
tops of a few pipes (if you are regular Mario, you can run along the
ground
to get coins). At the far end, go right and jump to the flagpole to
finish
this stage.
Stage 6-6
---------
From the start, go right and launch from the Spin Block, hitting
the ? block
above to get an item. Launch a second time and glide to the right,
totally
clearing the Chain Chomp on the ledge. Launch from the second Spin
Block, and
land on the upper-right ledge (if you want, drill through the blocks
to the
right and nab another item at the bottom). Up there, jump onto the
next Spin
Block and glide to the left. Bounce off one of the red Paratroopas
to reach
the left ledge where the next Spin Block is located.
Launch from the next Spin Block and drill through the column of
blocks to the
left. At the bottom, hit the P switch to turn the remaining blocks
into
coins. With that done, jump to the left ledge and collect Star Coin
#1. Get
back onto that Spin Block and launch/glide to the upper-right
ledges. Jump
across them and launch once more to the upper-left ledge. There,
jump over
the Chain Chomp and collect Star Coin #2 from atop its wooden stake
(ground
pound it to get 3 coins if you want).
Go right and jump to the other ledges, then continue right and
downward for a
bit. Stay to the right side, dropping downward one platform at a
time. When
you are able to go right again, do so. If you are Mini Mario (you'll
have to
be for this part), wall jump to the right and hit the upside-down P
switch,
then bounce from the Paratroopa to reach the right ledge. If you are
not able
to do this, come back as Mini Mario, or take the pipe at the bottom
of this
room to the next part.
Assuming you got onto the ledge as Mini Mario, go through the pipe
there. In
the secret room, use the Spin Block and land on the high ledge, then
drop
down the right side of the room. Slide along the left wall to
acquire Star
Coin #3 on the way down. At the bottom, go down the yellow pipe to
reach the
next area.
There, go in the first pipe to be shot onto the next ledge. Go into
the next
several pipes to reach the very top area. Once there, jump to the
right and
you will find several more pipes. Depending on which one you go
into, you may
reach a certain spot on the flagpole, or get shot back to the left
where you
just came. If you want the extra life, go down the third pipe to
reach the
flagpole.
Castle
------
Starting off here, head to the right by jumping on the gray
platforms when
they move into range. When you reach the small platform with a Koopa
Troopa
on it, stomp it to get its shell, then stand at the right edge of
the
platform and throw the shell to the left, allowing you to get Star
Coin #1
below. Go right by jumping between platforms a little more, avoiding
the
fireballs jumping from the lava, and you will see 2 gray platforms
moving
back and forth. Jump onto the top one, then drop to the lower one so
you can
grab Star Coin #2.
From here, continue to the right and pass through the midpoint on
solid
ground. Hit the block up ahead to get an item, then wall jump to the
upper
platform. Go right and wait for the gray blocks to come together,
then bounce
from the Koopa Troopa onto the ceiling to the right. Up there, run
all the
way right and collect Star Coin #3 at the end.
Now that you have all three coins in here, go back left and drop to
the
ledge, then go right between the gray blocks when they move apart.
Run across
the platform when the gray blocks move down, so that you don't get
crushed by
the spikes above. At the end, go into the door to reach the next
room.
In here, jump up the gray ledges, one at a time, as they stick out
of the
right wall. When you reach the top, go into the boss door to meet
this
world's boss. Outside, run to the right and you will be confronted
by Monty
Mole in a tank. The boss battle will then commence out here in the
courtyard.
Monty Mole pilots a tank, as you can see, which shoots Bullet Bills
from its
large turret. You can jump on them to eliminate them, which is not a
problem.
The boss itself will pop its head out of the top of the tank, and
will toss a
Bob-omb in your direction (jump to avoid it). To attack this boss,
simply
jump on its head when it pokes it out. When you hit him, the tank
will go
haywire, spinning around and randomly shooting Bullet Bills in
random
directions. When it calms down, a second (and then third) turret
will be
added to the tank. Repeat the same battle plan again, and hit Monty
Mole 3
times to win.
Once you win this fight, run over to collect the golden key and you
will be
done here. Unless you select otherwise on the touch screen, you will
now be
headed to World 8 (unless of course you used a Cannon in a previous
world, or
beat the World 5 boss as Mini Mario to reach World 7).
=======
World 7
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
MT IT GT ****GT **********
| | | * *
|^x5 |^x5 |^x5 * *
S --- 1 ---GH --- 2 --- 3 --------- T --- 4 --- 5 *** A --- X --- C
* * | | |
* * | | |
****************GT **** \--- 6 *** 7 ---/
Stage 7-1
---------
Here, start by going up the ledges before dropping down to the
platform on a
track. As soon as you step on the platform, it will begin to move
along its
track. Jump to the second platform when you get to it, and ride to
the right
above some Paratroopas. The trick is to stay on the platform even
when it
appears that it's about to fall off the track. There is a hidden
segment of
track below that you will ride to the left on, giving you access to
Star Coin
#1 if you wait. Then, take the platform back to the right and
continue on.
(NOTE: If you want the second coin, read this paragraph; otherwise
continue
along the platforms as normal to reach the next part of the stage.
You will
need to return to this stage again to get the coin you missed.) You
will see
a winged block floating overhead; hop onto it and ride it all the
way to the
right. At the end, drop down to a small ledge and go up the upside-
down pipe.
In that coin-filled room, swing/jump from the hanging poles to the
top area.
Then, jump to grab Star Coin #2 and exit via the pipe at the bottom.
When you emerge in the next area, go right and the midpoint will
trigger.
Jump onto the blocks, then onto the platform on the upper-right
track. Ride
it to the right, stomping the fire-spitting Chomps in the air, and
jump to
collect Star Coin #3. Then, ride the platform as it drops below and
continue
right at the end. Keep going to the right, and jump through the Red
Ring if
you want, and continue onward. Hop across some more platforms and go
up the
pipe at the end, then jump to the flagpole to exit this stage when
you
emerge.
Ghost House
-----------
This ghost house can definitely be tricky, especially if you don't
know what
you're doing and can't move quickly enough. In the room where you
start, hit
the left block to make a ? switch pop out; hit it and 5 doors will
appear
around the middle area. Start by going into the left door. Jump
across the
wobbly floor, bouncing on the pumpkin enemies if needed, and you
will find
Star Coin #1 in the air. Exit via the door at the right side of this
room.
Go into the top room next. There, stay to the left side and ground
pound
through the yellow ooze to sink through it. Pound your way down to
get Star
Coin #2, then move to the right and ground pound to the ? switch.
Hit it,
then jump out to reach the door that appears. Back in the center
room, go
into the bottom-right door (the other two doors are optional).
In this room, you will see a whole row of ghostly hands above you,
and they
appear to be moving something back and forth. Jump below the ones
that are
moving and you will reveal a hidden block with a ? switch on it. Use
the
springboard to hit the switch, then go right and ride the moving
platforms
upward. Then, jump up the ledges and enter the door to the left.
When you arrive in the next room, hit the P switch above you, then
run to the
right. Here, you must be quick to jump across the platforms (try
your best to
dodge the Boo on the second ledge), then hop up the small steps
leading to
the ceiling before the time runs out. If you do this successfully,
run all
the way right along the ceiling and you will find Star Coin #3 at
the end.
Then, go back left and drop down to the ground, and enter the door
to the
right. Now that you are outside, simply go right and the flagpole is
there.
NOTE: If you want to reach the secret exit instead, run left from
the P
switch and you will find a block on the upper ledge with a
shine to it.
Hit that block to make a beanstalk grow, then quickly jump up
the
ledges to reach the stalk before the blocks turn back into
coins. Enter
the hidden door at the top of the stalk and jump to the secret
exit
flagpole. This will open up the path to a Green House, as well
as
provide a shortcut to the Tower.
Stage 7-2
---------
When you enter, jump across the ledges in the air and go up the
upside-down
pipe to reach the next area. Here, you will see a large platform
with arrows
pointing to the sides and upward. When you step on it, it'll begin
to move.
To change direction, walk to one of the sides to tilt slightly,
otherwise it
will just move straight up (this is how you will progress through
this stage,
so get used to it). Another fun aspect of this stage is how the
sides of the
screen wrap around, so if you go off the right side, you will
reappear on the
left side (this will also come in handy).
Make your way upward, defeating Paratroopas along the way. After you
pass
through the area with walls on both sides, get to the right side and
hit the
blocks surrounding Star Coin #1, so you can collect it. Keep going
upward as
that's the only way you can go, and pass through the Red Ring for a
red coin
challenge if you so desire. Continue going upward past the midpoint,
and
stomp some more Koopa Troopas.
You will soon come to a ledge on the right side with 2 blocks on it
and a ?
block floating overhead. Around this point, stomp a Koopa Troopa and
take its
shell upward. You will pass between platforms with blocks on them,
as well as
Star Coin #2 to the right. To obtain it, throw the shell to the left
and
it'll break the blocks on the right side, nabbing the coin for you
in the
process.
Hit the blocks in the air as you continue upward, then stay toward
the middle
area, since there will be plenty of Paratroopas above you. When the
wave of
them flies downward, bounce on their heads to reach Star Coin #3 to
the left.
Then, get back onto your platform and continue to the upper-right
ledge. Go
through the pipe there, then when you emerge, bounce on the
Paratroopas to
reach the flagpole.
Stage 7-3
---------
From the start, go right and bounce on the second Wiggler to hit
the ? block
for an item. Then, go down the green pipe to reach the next area.
Here, you
will see a giant Wiggler start walking to the right. It has MANY
segments,
but they do end, so try not to get too far behind as you make your
way
through the stage. Drop onto its back and run to the right, while
jumping to
collect a ton of coins in the air.
After you pass the upside-down pipe which spits out Goombas, there
will be a
ledge with a Boomerang Bro on it. Hit the block below the Boomerang
Bro to
defeat it, then jump onto the remaining blocks to grab Star Coin #1.
Continue
onward while stomping Goombas and Paratroopas along the way. Up
ahead, there
will be a high ledge you need to bounce from a Paratroopa to reach.
When you
get up there, you will be able to claim Star Coin #2.
Head right through the rest of the area, and when you reach the end,
be
careful of the Boomerang Bro. Go up the upside-down pipe to reach
the final
area by the flagpole. You will notice some blocks in a step
formation below
you. Ground pound the top one to make a beanstalk grow upside-down,
then
ground pound the lower blocks to gain access to it (you need to be
at least
Super Mario for this). Climb down the stalk a little bit, then jump
to the
right to reach Star Coin #3.
Now that you have the third coin, jump back to the beanstalk and
climb upward
again. At the top, go right and jump to the flagpole to exit this
stage.
Tower
-----
In here, go right and jump up the ledges, then go up the upside-down
pipe
while avoiding the moving spiked walls. In the second room, go up
some more
ledges when the spiked blocks move up and down. When you reach the
right side
of the room, you will see moving blocks below you, the top one
moving fast
while the bottom is moving slow. Drop down when the blocks move to
the right
and collect Star Coin #1.
When it's safe, jump back out of here and continue going upward.
When you
reach the three moving platforms in the air, jump to the first one
and squat
down to avoid the spikes overhead. When it's safe, jump up to the
second
block and wait until it moves to the right. Squat to avoid the
spikes, then
walk to the right edge and squat down again. When you move back to
the left,
jump onto the top platform and then onto the upper-right ledge.
Wait for the gray platform above you to move to the left, then wall
jump
upward to the next set of ledges. Head to the left and jump up to
reach a
series of steps with spikes on the sides of each. Wait for the steps
to move
left, then quickly but carefully jump up them to the top. Once
there, go up
and left to a door, and enter that room. In there, hit the blocks to
get an
item, then continue on to the following room.
Jump onto the block above you when it comes down, and ride it
upward. Then,
head across to the left between the spiked blocks moving up and down
(be
careful of course). At the left side, jump onto the ledge and then
hop across
the gray blocks to reach the right side, one block at a time. When
you reach
the far right, go up the get Star Coin #2.
Next, go back to the left side and hop up the thin ledges. There
will be
several large spiked blocks that will move around in close
proximity. Hop
your way between them when it's safe, and get to the ledge above
them. When
you reach the very top area, jump to the ledge where the door is.
Before you
go in however, wait for all the blocks around you to move away, then
jump to
reach Star Coin #3 to the left. Now, go into the room and meet
Bowser Jr.
You cannot attack this version of Bowser Jr. directly, as you may be
used to;
you have to wait for him to throw a green shell at you, and then you
throw it
back at him. After you throw the shell, jump on Bowser Jr's belly to
cause
damage. The platforms below you will move back and forth, so things
can get
slightly tricky, but it's still not too hard. As always, 3 hits will
beat
Bowser Jr.
Stage 7-4
---------
In this stage, you will have to make your way all the way upward, by
means of
Spin Blocks and mushroom platforms. Begin by running all the way
right along
the ground. When you reach the rightmost area, jump onto the Spin
Block there
and glide upward and to the left to grab Star Coin #1. Land on the
platform
below, then use the Spin Blocks and bounce upward via the trampoline
mushroom
platforms. Glide to the left when you reach the highest platform and
you will
reach Star Coin #2 as well.
Once you grab the second coin, go left and use the Spin Blocks to
continue
upward. After you pass the midpoint above, continue bouncing upward
and using
the Spin Blocks to gain even more height. At the top, you can bounce
from the
platform to reach Star Coin #3, then glide in the air to collect the
rest of
the coins. If you are high enough as you glide to the right, you
should reach
the upside-down pipe above the trampoline platform (if not, then use
the Spin
Blocks and bounce/glide your way upward to try again).
NOTE: If you want to reach the secret exit, you need to be Mini
Mario. From
where you get Star Coin #3, use the Spin Block and jump onto
the winged
block above. Jump into the wall alcove, then jump from that to
the top
ledge, and go up the skinny pipe as Mini Mario. Then, go right
to the
secret exit's flagpole. This will open up a shortcut to the
Castle.
In the next area, use the Spin Blocks to make your way upward to the
top of
the cliff. If you want to reach a secret coin area, break the 3
blocks to the
right, then hit the block at the bottom of the area to sprout a
beanstalk;
climb it and go up a pipe to reach the bonus coin area. Either way,
at the
top, head right to the flagpole and this stage will be completed.
Stage 7-5
---------
Here, make your way to the right across the landscape littered with
Bullet
Bill cannons and Bob-ombs. After you cross the first pit, jump on
the Bob-omb
at the other side. Pick up the bomb and bounce from a Bullet Bill to
reach
the upper ledge to the right. Have the bomb clear those blocks, then
go right
to receive Star Coin #1.
Continue to the right along a straight flat path, and you will see a
skinny
pipe covered with a block. Use a Bob-omb to clear the block, then if
you are
Mini Mario or have a Mini Mushroom in reserve, use it now and go
down that
pipe. In the room below, jump across the platforms to the right side
of the
room and hit the ? block there to get a Mega Mushroom. Charge to the
left
side of the room, and push the pipe above Star Coin #2 to the right,
so you
can drop down and collect it when the power wears out.
After you get the second coin, make your way to the right side of
the room
and go up the pipe to exit the room. Outside again, make your way to
the
right some more, being careful not to get hit by Bullet Bills.
Between two of
the cannons ahead, you will spot Star Coin #3 in plain sight, so
pick it up
while being careful not to get hit.
Farther ahead to the right, you will see a pipe covered with blocks.
If you
want to reach the secret exit leading to Stage 7-A, clear the blocks
with 2
Bob-ombs, then continue to the secret flagpole. Here is a diagram
showing
where you should place the Bob-omb (shown with an X) in both
instances to
clear the way to the pipe:
First Bob-omb: Second Bob-omb:
_ _ _
_|_|_|_ |_|_
_ X|_|_|_|_|_ _ |_|_|_ _
_ _|_|_|_|_|_|_|_|_|_ _ _ _ _ _ _ X|_|_|_|_|_ _
|_|_|_|_|_|_|_|_|_|_|_|_| |_|_|_|_|_|_|_|_|_|_|_|_|
PIPE PIPE
If you're not interested in the secret though, stomp the giant
Bullet Bills
being shot from a huge cannon to the right, and continue to the
flagpole
behind it.
Stage 7-6
---------
In this stage, make your way through the first part by jumping
across
mushroom platforms and defeating numerous Paratroopas. When you
reach the
large tilting mushroom platform, bounce off a Paratroopa's head to
reach the
upper ledge to the right. When you pass the midpoint, you will come
to 2 rows
of blocks.
NOTE: If you want to get the first star coin, as well as the secret
exit
(you'll have to return to this stage to get the remaining
coins then),
follow these instructions. Break the top row of blocks (need
to be
Super Mario), then hit the middle block in the bottom row to
grow a
beanstalk. Climb it to reach a hidden area. Ride the mushroom
platform
to the right, and jump to collect Star Coin #1 in the air. At
the end,
go up the pipe and head right to the secret flagpole. This
exit will
lead to the hidden Stage 7-7 on the map.
If you don't want the secret exit (or will return later to get the
first star
coin, go right past the 2 rows of blocks, then drop down to the
lower area
past the wall. Go right and jump up to grab Star Coin #2 when the
Paratroopas
don't present a danger. Jump up to the top ledge and continue right,
avoiding
the Piranha Plant as it emerges from the pipes. Go down the yellow
pipe when
it is clear to reach a new area.
There, bounce across the Paratroopas to reach the red pipe to the
right. Go
up it and you will receive Star Coin #3 as you emerge. Then, jump up
and
avoid the Paratroopas as you continue onward to the right. Get past
the large
block formation infested with Koopa Troopas, then go up the hills
and jump
from the final Paratroopa to reach the flagpole.
Stage 7-A
---------
From the start, go right and into the pipe to head into a pipe-
filled area.
In here, go right and
(Message over 64k, truncated.)