"What has been will be again; what has been done will be done again; there is nothing new under the sun." --Ecclesiastes 1:9 (NIV) "The head learns new things, but the heart forever practices old experiences." --Henry Ward Beecher 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 NEW SUPER MARIO BROS (DS) FAQ/Walkthrough v1.1 Written by Snow Dragon í‚© 2006. All rights reserved. Contact at: [sdfaqs@gmail.com] ______________________________ NOTE: This FAQ makes frequent use of the overscore ( 킯 ), a non-standard ASCII character. Please make sure that your Internet browser of choice is properly encoded that you do not view this character as a bunch of gibberish. = | ================= = | TABLE OF CONTENTS = | ================= 1 Updates 2 Intro 3 Controls 4 Items 4.1 Classic Powerups 4.2 New Powerups 4.3 Miscellaneous Items & Objects 5 Walkthrough 5.1 Plains 5.2 Desert 5.3 Water 5.4 Forest 5.5 Snow 5.6 Mountains 5.7 Sky 5.8 Bowser's Kingdom 5.9 After You Beat the Game 6 Mario vs. Luigi 7 Minigames 7.1 Action 7.2 Puzzle 7.3 Table 7.4 Variety 7.5 Vs. Exclusives 8 Credits & Copyrights _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ======= 1 | UPDATES = | ======= 6-8-06: Caught one myself. Added descriptions of Mushroom Houses to section 4.3. Also, with the inclusion of an update section, adjusted section numbers accordingly. _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ===== 2 | INTRO = | ===== So says the adage, "Everything old is new again." And that's just the case with New Super Mario Bros, the newest Mario game for the Nintendo DS and the first major two-dimensional platformer for any Mario system in 15 years (yes, it's really been that long!). NSMB combines plenty of creamy retro goodness with a generous dose of all-new material to create a game that's easily good enough to stand tall with the classics of yore. If you have any questions, suggestions, important information, ideas for additions, fan mail, or anything of a similarly relevant nature, send it my way at [sdfaqs@gmail.com]. For rules regarding permission to post this document on your website, see the copyright section at the bottom of this document. Let's play New Super Mario Bros! _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ======== 3 | CONTROLS = | ======== Mario has a variety of moves both old and new for you to learn and master. D-pad 킯킯킯킯킯 Left/Right: Move left and right on the world map. Walk left and right within a stage. Select mini-games in the versus menus. When up against a wall, hold the direction you are facing to slide slowly down the wall. This puts you in position to do a wall-kick. When hanging from a rope or vine, alternate between Left and Right to gain momentum for a better jump. Up/Down: Move up and down on the world map. Move through menus. Duck. Climb up and down beanstalks, ropes, vines, etc. Increase/decrease bets in card-based minigames. (Down) While in midair, press Down to do a "ground-pound". You can break bricks as Super Mario or greater, do greater damage to certain enemies, or open power-up blocks using it. (Down) Certain springs, when you jump off them, make you spin and float slowly down in the air. While spinning, press Down to spin like a drill, allowing you to break through columns of bricks. Buttons 킯킯킯킯킯킯킯 L/R: Hold (along with A) at the file selection screen to play as Luigi. Hold on the world map to move the screen left and right. Hold during a level to look behind or ahead of yourself. Start: Pause (both on the world map and in a level) for a series of menu options. Confirm menu selections. Select: No apparent use. A/B: Jump. While holding the direction of the wall you're facing, press to perform a wall-kick. Jump while running to perform a double and triple jump. There is no discernible reason for the presence of these techniques in the game, as they are never really necessary. (A) Enter levels on the world map. (A) Confirm menu choices. (B) Go backward through menus. X/Y: Hold down and move in a direction to run. Shoot fireballs if you have a Fire Flower. _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ===== 4 | ITEMS = | ===== New Super Mario Bros offers up a refreshing blend of items both old and new to whet your old-school retro appetite. --- | ---------------- 4.1 | Classic Powerups --- | ---------------- Super Mushroom 킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Everyone who's ever picked up a video game knows what this is. When Mario gets one of these, he'll grow in height and get much stronger. As Super Mario, he can jump higher and ground-pound through bricks. Fire Flower 킯킯킯킯킯킯킯킯킯킯킯 Another classic powerup that's been in nearly every Mario game since the beginning. This enables Mario to shoot fireballs that bounce along the ground. Also, in a throwback to Super Mario World, enemies will drop coins if you kill them with fireballs. Starman 킯킯킯킯킯킯킯 The classic invincibility item. When Mario gets one of these, he can withstand any enemy assault for a short time (but can still die by falling into pits). As in Super Mario Bros 3, he affects a somersault-type jump while invincible. Also like in SMB3, there are sometimes instances where blocks that normally contain coins will yield Starmen if Mario hits them while he is invincible, thus creating a chain of invincibility. Another thing that sometimes happens during invincibility - albeit rarely - is that Mario leaves a trail of silver coins in his wake that he can collect for massive 1-up gain. 1-up Mushroom 킯킯킯킯킯킯킯킯킯킯킯킯킯 This green mushroom gives Mario an extra life when he collects it. There are ample opportunities for 1-up collection in this game. --- | ------------ 4.2 | New Powerups --- | ------------ Mega Mushroom 킯킯킯킯킯킯킯킯킯킯킯킯킯 When Mario uses a Mega Mushroom, he will grow to a height equal to nearly the entire screen and can take out anything in his path - enemies, blocks, pipes, you name it - just by walking into it. The Mega Mushroom's effect is only temporary; Mario turns to Super Mario after it runs out (regardless of whatever item he had before turning into Mega Mario). After the Mega Mushroom's effect wears off, you will be rewarded 1-ups based on the amount of destruction you caused. Mini Mushroom 킯킯킯킯킯킯킯킯킯킯킯킯킯 This blue mushroom causes Mario to revert to a state even smaller than his regular small self. However, this shrunken state has many advantages. First of all, Mini Mario possesses a sort of low-gravity jump which is useful in reaching oddly situated ledges that regular-sized Mario cannot reach. He can also move through small cracks and enter specially designed narrow pipes to get to bonus rooms and alternate exits. In addition, Mini Mario is so light that he can run across the surface of water, like that one lizard that shows up in every National Geographic documentary on the Amazon rainforest. Disadvantages of the Mini Mushroom include being able to be killed in one hit and an inability to kill enemies by just jumping on them. (To cause damage to enemies as Mini Mario, you must use your ground pound attack.) However, the inability to kill enemies can be converted into an advantage if you need to reach stuff that is suspended way up in the air. Because game developers are very sadistic people, many secrets in this game require the use of the Mini Mushroom in order for you to gain access to them (most notably in ghost houses and castles). Blue Koopa Shell 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 When Mario dons this shell, he'll be able to take on the powers of the Koopa Troopa. Run a little bit to retreat to the inside of the shell, where Mario will then start sliding around along the ground. While in the shell, Mario is basically indestructible, but he's kind of hard to control, so don't fall into any pits while you're rolling around. You can jump while sliding. To put on the brakes, hold Left or Right on the D-pad (depending on which way you are rolling). Like the Mini Mushroom, the Blue Koopa Shell must often be used to find secret areas and alternate exits. --- | ----------------------------- 4.3 | Miscellaneous Items & Objects --- | ----------------------------- Coins 킯킯킯킯킯 Classic golden pieces of currency found in tons of Mario games. 100 of these will net you an extra life. Star Coins 킯킯킯킯킯킯킯킯킯킯 The major collectible in New SMB. Three of these are hidden throughout each level. You can spend them at gates that open paths to item houses and new levels, among other things. Flagpole 킯킯킯킯킯킯킯킯 At the end of most non-tower/castle levels is a flagpole. Touch the flagpole to end the level. Depending on how high up you are on the flagpole when you touch it, you can score points or even a 1-up. You can also make different kinds of Mushroom Houses appear on the world map based on what the timer reads when you touch the pole. Red Flagpole 킯킯킯킯킯킯킯킯킯킯킯킯 Some levels in New Super Mario Bros possess two separate exits. The regular end of the level is marked with the black flagpole, whereas the alternate or secret exit is marked by a red flagpole. This red flagpole is almost always hidden very well, and more often than not requires Mario to use a power-up beyond the scope of just Super or Fire Mario powers. There are 17 levels with red flagpole exits: 1-2 1-Tower 1-5 2-3 2-A 2-4 3-2 3-Ghost House 4-1 4-Ghost House 5-2 5-B 5-Ghost House 7-Ghost House 7-4 7-5 7-6 Happy hunting! Mushroom Houses 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 On each world map there are multiple Mushroom Houses which allow you chances at different kinds of items. There are three main types of Mushroom Houses: 1. Mushroom House: Looks like a typical Mushroom on the map. When you enter one of these, Toadsworth will bring forth a block that shuffles between four different items - a mushroom, a Fire Flower, a blue shell, and a Mini Mushroom. Hit the block to get one of those four. 2. 1-Up House: Looks like a 1-Up Mushroom. Hit the six question blocks until you run into the Bowser card. When you hit the Bowser card, you will receive all 1-ups you have earned up to that point. 3. Mega Mushroom House: Looks like a Mega Mushroom, which is also the only item you can earn from that house. In addition to the Mushroom Houses that are already on the map, you can make them appear at the starting point on any world map by hitting the flagpole in a stage at certain timer intervals. These are as follows: If the timer ends in 11, 22, or 33 when you touch the flagpole, a Mushroom House will appear. If the timer ends in 44, 55, or 66 when you touch the flagpole, a 1-Up House will appear. And if the timer ends in 77, 88, or 99 when you touch the flagpole, a Mega Mushroom House will appear. This comes in handy if you have used all the Mushroom Houses on the map already. Red Coins/Red Ring 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Used in Super Mario 64 to get you stars, here they'll land you items if you can collect eight within a very short timeframe. To make red coins appear, you must pass through a red ring. If you successfully collect the eight red coins, you will get a different item based on Mario's current state of power. If he is small or Mini Mario, you will get a mushroom; if he is Super Mario, you will receive a Fire Flower; and if he is Fire Mario or anything greater, you will get a 1-up. P-Switch 킯킯킯킯킯킯킯킯 A blue button with a "P" on it that turns bricks into coins and vice-versa. Often used to reach secret areas. "?" Switch 킯킯킯킯킯킯킯킯킯킯 An orange button with a question mark on it. The effect differs depending on the situation. Its effect can either be temporary or permanent. Who knows what CRAZY things could happen??? (a-hyuk) "!" Switch 킯킯킯킯킯킯킯킯킯킯 This red switch fills in outlined blocks for you to walk on. Its effect is permanent. _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | =========== 5 | WALKTHROUGH = | =========== It's a fine day outside, and Mario and Peach are walking outside in the Mushroom Kingdom when a cloud over the castle distracts Mario. While he goes to check it out, Bowser Jr. sneaks up from behind and captures Peach. So begins the chase! --- | ------ 5.1 | Plains --- | ------ PLAINS MAP Legend 킯킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 & MM *-5---* 1, 2, A, B, etc - Level number/letter | | | | | S - Starting point for the map S-1-2---3-o-T---4---o *-X o-BC T - Tower | | | | | M - Mushroom House *-M---* *-W M-A-----* W - Warp Cannon MM - Mega Mushroom House X - 1-up House (X for "eXtra life") BC - Boss Castle o - a place where Mario stops on the map that is not a level * - the rounded corner of a road; Mario does not stop on these & - Mushroom House that looks like a Mini Mushroom; you can buy backgrounds for your status screen with Star Coins here; only appears after you have beaten the game once 1-1: The first level, as with most first levels in Mario games, is a good place for familiarizing yourself with some of the most basic basics, like running around and jumping and such. There's plenty of room for this sort of thing, so have at it. This level also introduces you to the Mega Mushroom, which allows you to run through nearly the entire level unobstructed. The Mega Mushroom is only temporary; when it runs out, you'll turn back into Super Mario and will be rewarded an amount of 1-ups based on the amount of havoc you wreaked. This stage also introduces Star Coins, of which there are three in every stage. They are larger than normal coins. Sometimes they're in plain sight and easy to get; other times, not so much. Star Coins allow you to unlock paths to item houses and sometimes other levels, and will allow you to buy other things once you've beaten the game. As for the Star Coins in this stage, the first is easy to find. Jump from the pipe before it onto the brick ledge to reach it. Shortly ahead, you'll see a trio of three-brick ledges. Jump between the bottom two to reveal three invisible coin blocks. While standing on the newly revealed coin blocks, jump up and hit the middle block of the top three to reveal a beanstalk. Climb it. Once in the sky stage, jump through the ring you see to reveal some red coins. If you get all eight, you will receive an item. If you are small, you'll receive a mushroom; if you are Super Mario, you'll get a flower; and if you are Fire Mario or any form greater than that, you'll get a 1-up. Drop to the bottom once you've finished. The red coin rings recur often throughout the game. When you drop back to the stage proper, go left a little bit to find a Star Coin. It is trapped beneath some bricks. To break these bricks, use your ground pound technique (just push Down on the D-pad while in midair). As you'll see when you get it, this is the third coin in the stage, so you'll have to backtrack a little for the second one. Go back until you find a pipe you can enter. In this cave is the second Star Coin. Grab it and exit to the right. This will put you near the exit to the stage. Head right and touch the flagpole to clear the stage. You can get special things to happen by hitting the flagpole when the timer is on certain numbers; these are explained in detail in section 3.3 (Miscellaneous Items & Objects). 1-2: If you're Super Mario, you can use your ground pound to find several hidden coins at the beginning of the stage, including one treasure trove hidden below your sight (it's marked by two rows of bricks instead of one). After finding that one, use the springboard to get back up and get the first Star Coin to the upper right. Proceed until you find the second Star Coin, and use your ground pound to retrieve that one as well (or a nearby Koopa shell if you're small). Past the tilting log, you'll see three pipes. When the Piranha Plant is inside the first one, jump on it and enter. If you're not Blue Shell Mario, you will have to use the Koopa Troopa provided to break the bricks below and get him to make you small so you can fit through the passage. On the other side is a question block with a Mega Mushroom. You can't make too much carnage, but you can make enough to get two 1-ups. Do what you can and leave through the pipe to the left. When you leave that room, go forward to find another tilting log. Stand on the left side so it dips as low as it can get, then run to the other side and use the height of the right side to get up to the ceiling. Run along the ceiling until you find the third Star Coin. When you enter this pipe, you'll notice that the flag outside is red instead of black. This means that you've found the secret exit in a level. These are often very well hidden. Be sure to find them all - you have to complete every level in the game if you want a perfect save file! Be sure also to play the level again so you can beat it the regular way and proceed to 1-3. The alternate exit leads to a Mushroom House, which then lets you skip ahead to 1-Tower. You want to beat everything though! (Right?) 1-3: This level has springs that launch you high up in the air and spin in a spiral when you jump off them. Press A while standing on them to launch yourself. The second of these will launch you up to a purple mushroom ledge with a thin stalk. This one is bouncy. Land on it while spinning to bounce extra high and get the first Star Coin, then follow the spiraling path of coins to the right to reach the second Star Coin. After the midway point you'll come upon some bobbing mushroom ledges. It is here where you'll find the third Star Coin; wait for the ledge beneath it to gain some height before jumping from it. After a red coin ring where the eight red coins are easy to collect, it's not far to the exit. Note that on the world map there is a sign by 1-3 which has a picture of a Star Coin and the number "5" written next to it. If you move in the direction of the sign, you will be asked if you want to spend the amount of coins necessary to open the path ahead (which usually leads to a Mushroom House of some sort, or sometimes another level). If you say yes, you will also be asked if you want to save your game. Say yes if you want to save, and no if not. You can choose to spend Star Coins at any time you like, but note that you will eventually have to spend (and thus find) all of them to get one of three possible stars next to your save file. 1-T: This level is pretty straightforward for the first half. Be sure not to get squished between any moving platforms as you make your way up. After the first Star Coin, keep going until you reach a pipe. This pipe will launch you like a cannonball upward. On the way up, you'll run into some circular dotted-line patterns; when you touch these, they fill in as coins. Drop back down and get them, then go in the door you saw on the way up. There are several moving ledges in here, as well as the second Star Coin. Grab that, then jump up to the empty space to the right. There is a hidden pipe off to the side. You'll need the Blue Shell for this next room. Start dashing to break into a slide which will break the bricks situated along the ground. Use that same slide to break the bricks blocking the red pipe, which will take you to the tower's alternate exit. This exit leads to a cannon stage that warps you to World 5. If you don't take that route, get the second Star Coin from that room anyway, then leave the way you came in and drop down, taking the path up to the right to find the third Star Coin. Continue up from there until you see another green pipe, which, like the one before it, is a cannon. Wait for a moment until you won't get squished by the walls to shoot upward - ideally, while they are squished together and just before they are about to open back up. If you do it successfully, you'll reach the double doors leading to Bowser Jr. The fight against Bowser Jr. is easy. He runs pretty slowly at this point and doesn't have any super-tricky tricks for you yet. Either bounce on his head three times or pelt him with a barrage of fireballs to take him out. After defeating him, you will be asked if you want to save your game. Accept and proceed. 1-4: A bit of the way into the level you'll find a question block with a Mini Mushroom inside. Grab it, then go through the narrow pass to the left and into the extremely narrow pipe (which Mario can only fit into in his miniaturized state). As Mini Mario, Mario can run across the surface of water. To get the Star Coin in the bonus room, run along the water, then use Mario's wall kick maneuver at the wall to the far right. To perform it, jump and hold the direction you're facing when against the wall. Mario will skid down the wall at a decelarated rate; press A while skidding to pull it off. Once you leave, head right and grab a mushroom out of the block just prior to the R-shaped pipe coming up out of the ground. There are bricks in front of the bottom half of the pipe; use the ground-pound to eliminate them. In the bonus room that the pipe leads to, go to the right without getting any of the coins, then hit the right one of the two bricks next to the pipe to reveal a P-switch. Use the coins that turn into bricks to reach the second Star Coin. After leaving that underground room, backtrack a little bit and run into Goombas until you become small Mario. Run through the lowered corridor to the right as small Mario to reach the third Star Coin, then backtrack a bit to find a mushroom at the top of the hill. From there, jump over the yellow pipe to the right that releases Goombas and jump to the flagpole. 1-5: The purple mushrooms are spring-loaded, allowing Mario to jump higher. Hold the jump button to allow Mario to reach the first Star Coin, then go forward until you reach the pairs of platforms on pulleys. Stand on the first one until you get the two coins just below it, then jump to the next one and then to the high mushroom ledge for the second Star Coin. Shortly ahead are two more pairs of platforms on pulleys. Stand on the first platform of the second pair to raise the other platform enough to get into the pipe above you. In this bonus stage, ride the mushroom that bobs back and forth and collect the Star Coin that hangs suspended in the group of coins arranged like a mushroom. When the mushroom gets to the end of its route, jump into the pit to return to the stage proper. Before you reach the exit, make note of the red coin ring (it's easy to nab all eight) and the fun arrangement of multiple coin-bricks just above a springy mushroom. 1-A: To access this level, pay five Star Coins to open up the gate on the way to 1-5. Save when prompted. At a point near the beginning of the stage, the screen will start to scroll on its own. Sharks (actual sharks, not Mariofied ones) will advance straight ahead in pairs, but you can take one out with a single fireball if you're equipped with a flower. When you find the P-switch attached to the ceiling, swim forward through the bouncy bubbles and collect the silver coins. After obtaining some silver coinage, swim along the top of the seemingly empty area to reach the Star Coin. There are several invisible blocks in this area that can keep you from getting it. The second one is in the pipe just after the first one. Another P-switch ahead will trigger another mess of silver coins. Now the sharks start swimming in from behind, and the pipes that blow bubbly currents that force you upward and downward don't make things any easier. To get the last Star Coin, just swim through the crack if you're small, or keep to the right and then just head up and left if you're large, then head over to the pipe at right to return to dry land and the exit. 1-Boss: When standing on the ropes, you get a boosted jump when it's stretched as low down as possible. You'll use this knowledge later on. At the part where the spikes come down slowly from the ceiling, use the wall kick to get the first Star Coin. The next one looks as though it's situated dangerously just over the lethal lava pool, but wait patiently on the tall gray block next to it. When that one dips down near the lava, a previously hidden one will poke out of the lava. Get in, get the coin, and get out. On the second rope after the second Star Coin (the really long one), jump with the maximum boost provided by the rope. The screen will shift up just a hair and you should catch a glimpse of a pipe. Align yourself underneath it and jump up and in to find the third Star Coin. Return to the level via the same pipe and hit up the double doors to the right to reach the boss's lair. It's none other than Daddy Bowser himself! If you're Fire Mario, you can take him down with a steady diet of fireballs. Otherwise, wait for him to approach you, then jump on the ledge moving up and down and jump off to the right when it's at the top of its path, then hit the button at the end to bring down the bridge. However you decide to do it, Bowser will fall into the lava once you've dominated him - and even better, the fiery liquid will eat his skin off! Ewwwww! After taking off to World 2, tap World 1 on the touch screen. If you found all the Star Coins and alternate exits, you'll see a Star Coin emblem with the word "Complete" next to it on the touch screen. If you don't see that, whether you do it now or later, you've got some backtracking to do! In any event, let's move on to the desert world. --- | ------ 5.2 | Desert --- | ------ DESERT MAP Legend 킯킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 M MM X M P - Pipe | | | | For other symbols, see the map for section S-1-2---3---4-T-o---5-o-6-BC 5.1. | | | | W-A-P *-----M---* P 2-1: You would do well to come into this level equipped with a Fire Flower. The tall Pokeys you see can be taken out section by section with fireballs, or instantly with a fireball to the head. If you don't have firepower, there are several means available for jumping over them. All three Star Coins are located in plain sight. This level is just a matter of avoiding the Pokeys and their various means of conveyance. Toward the end, there is a bonus room that can only be accessed by Mini Mario, but it contains only regular coins; visiting it is by no means required. At the final screen, hit the P-switch to create a bridge of bricks over the Pokey's head, which will allow you to make the jump to the flagpole. 2-2: Come in this level with a Fire Flower. When you reach Lakitu, get up on his level and pelt him with a fireball. He'll die, but his cloud will remain. Jump in it and ride it up and to the right into the sky to find the first Star Coin. You'll need to ground-pound in order to get the second Star Coin. After retrieving it, keep going until you see a yellow pipe with a slightly taller green pipe next to it. Enter that pipe to be shot up into the air and hold Up to enter the pipe you'll hit. In the sky bonus area, both of the green pipes in the middle are cannons. Use one to get the third Star Coin way above. When you leave the third Star Coin bonus, you'll be right near the end of the stage. Use the coin block by the flagpole for prime 1-up positioning. 2-3: The pipe ahead of you will take you to an underground sewer labyrinth. At the part where the arrow points downward, wall-kick up to find the first Star Coin. Ground-pound to get through the manhole, then touch the doors with arrows on them to open them up. Go to the far left and ground-pound through the three manholes, then head right to the door maze. Use fireballs to take out the Piranha Plant, then jump up from where he was to find the second Star Coin. Reach the next screen by exiting in the bottom right corner. In the next room, you'll find an orange "?" switch that raises the water level. Swim up into the next area and hit another "?" switch to raise it some more, then jump up and take the exit that leads outside to the red flagpole, taking you to World 2-A. For the regular exit, swim to the right after touching the first "?" switch. The next area harbors a gigantic Piranha Plant that takes not one, but three fireballs to take down. He also releases several coins upon his death, so pick up all of those. When the path goes up and right diagonal, take it and then head left once it opens up. To get the third Star Coin, go all the way to the far left and jump up through the ledge, then jump up through the one on the right. Run straight off the edge to reach the alcove where the Star Coin is hidden. Once you have all three Star Coins, find the red "!" switch to create a bridge of red blocks below. Go in a circle to let the door down so you can walk onto the red blocks. The arrow pointing right will take you outside to the exit. Place the springboard on the right end of the pipe and bounce up to reveal a hidden coin block. Use that to earn yourself a 1-up from the flagpole. 2-A: For most of this level you'll have to avoid a large fish patrolling the waters below who also likes to jump out and attack you from time to time. He can be killed with a fireball or a Koopa shell, but this is only a temporary fix, as he will return after a short period of time. Shortly after getting the first Star Coin, you'll be able to avoid the big fish using a series of springboards. Jump on them, then press A to launch yourself into the area. Mario will do a spin-jump off these types of springboards which makes him fall much more slowly. Use these until you reach the end of the level. The second Star Coin is located just underneath one of the log platforms. After getting it, glide over to the red Koopa Troopa. Bounce off him while spinning to get the propulsion necessary to reach the yellow pipe. This pipe leads to both the third Star Coin and the alternate exit, which takes you to a warp cannon that blasts you off to World 5. The regular exit opens a path to a pipe that takes you directly to World 2's end castle. But you want to beat every level, right? 2-4: This stage has "?" switches that create both hills and dips in the land. The first of these will raise the ground and allow you to get a power-up from the row of question blocks. Move forward and use a wall-kick to get past the Piranha Plant guarding the first Star Coin. When you go down into the underground part of the level and reach the water, you'll find to your left a pipe that only Mini Mario can enter. You need to enter this pipe to reach the level's secret exit. Get a Mini Mushroom from a regular Mushroom House, then come to this point in the level and use it. It is easy to enter the pipe since Mini Mario can run across water. Continuing to the regular exit from this point, go right to find a P-block that creates an arc of silver coins above you. Get them, then go down into the water. Swim underneath the rock to reach a short red pipe next to a tall green one. Enter the red pipe and make your way to the other side. The next pipe will transport you back to dry land. You will see a "?" switch, but DO NOT hit it just yet. Run over to the left to claim the second Star Coin, THEN hit the "?" switch to make a hill that can get you out of that lower area. Hopefully you have a Fire Flower for up ahead - it will help greatly when you try to clear the hills made by the next "?" switch with Piranha Plants sitting on top of them. You'll have to use the hills made by the switch to make it to the top of the high plateau before the time runs out, or else you have to run back and do it again. A pair of Hammer Brothers guards the final Star Coin. From there, it's not a far run to the exit. 2-T: Take the regular path through the stage until you reach a red coin ring. Drop off the rope and off the spinning quad-ledges to find the first Star Coin in the bottom right corner. At this point, backtrack to the set of quad-ledges just before that one. When you're at the top of the circle, jump to the left. Hug the left wall and use about four wall-kicks to reach a door. In this room you'll see a set of gold bricks without a bottom. Jump into it and start wall-kicking. When you do this, the gold blocks will start moving along a pulley. Wall-kick to stay inside, then drop out once you're above the wall to the right. Jump up on the thin ledges and then on top of the gold blocks once they go down and left. Once on top of the gold blocks you can get the second Star Coin. Jump up and left and use another of those wall-kick devices to reach the door leading out of here. When you reach the next room, you'll see a red and yellow block. Bump it to reveal some square ledges that rotate every now and then. Go to the far left and jump from the red rotating square there to the left. If you jump and wall-kick, you will be able to reach the third Star Coin (you must be at least Super Mario to reach it). When you get the third Star Coin, backtrack to the first two rotating squares. When you jump on them, you'll see a red pipe above you that leads to Bowser Jr. Jump on him three times or pound him with fireballs to get rid of him. 2-5: This level features stacks of bricks that are controlled by enemies inside question blocks. When you approach them, they'll wiggle a little, get up, and either walk or jump around. Use some of them to get the first Star Coin, then proceed forward until you reach an area with several gray background blocks. You should see rows of coins up in the air; don't get any of them. After them, you'll see a row of bricks, the middle of which contains a P-switch. Use the boost from one of the walking brick stacks to get on top of the bricks so you can hit the P-switch, then follow the trail to the left for the second Star Coin. From there, continue right until you see a Boomerang Brother. After you get rid of him, sink in the quicksand and hold Right on the D-pad. When you start to move right, press A repeatedly to stay above the quicksand, then jump out in front of the gray block and go right to find a hidden passage. Drop down through the gray block tunnel and go right to find a walking stack of bricks. Stand on top of it and let it guide you. It will jump at the appropriate time to help you reach the third Star Coin. From there, go back up through the gray blocks and right to reach the end of the level. 2-6: In this stage, you ride along on a large moving platform while Piranha Plants move up and down around you. You will benefit greatly from having a Fire Flower in this stage. Sometimes, when the Piranha Plants touch the ledge you're riding on, they'll be transferred from theirs to yours. You can keep your ledge from getting cluttered up by shooting them as soon as they invade your space. The level offers ample chances to get a flower in case you don't enter the level with one. All Star Coins here are in plain sight and easy to get. At the end of the stage, the exit pipe is blocked by a Piranha Plant resting atop a cork. Jump on the air puffer repeatedly until the air buildup blows the cork out of the pipe, then enter and make your way to the flagpole. 2-Boss: Before you just barrel ahead, wait for the large spiked ball to crush the bricks above you, roll forward, then hit the wall and fall into the pit. You'll spend your time in this first area dodging spiked balls that roll at you. Most of them, thankfully, are smaller than that first one. There are several ways to avoid them, including ropes and ducking into tiny pits. Don't forget to wall-kick to the first Star Coin before exiting. When you pass through the door, you'll be outside in the desert. To get the second Star Coin, get a boost by jumping off a Bullet Bill. Use the rope above the next large spiked ball to make it to the ledge with two question blocks. The one on the right contains a Mini Mushroom. Grab it and go forward through the tiny tunnel to reach the third Star Coin. When you jump out through the top and go right, you'll see a "?" switch up against the wall. When you touch it, the land will dip downward to reveal the double doors leading to the boss. Enter to fight a mummified version of Pokey. The Pokey mummy will occasionally retreat back into the ground. When he resurfaces, he will grow to a height of either three or five segments. If three, just jump on him; if five, use a wall-kick to get the height necessary to jump on him (but make sure he's close enough to reach). Be sure to watch out for the projectiles he fires also. Three hits and this guy's toast. After this battle, you can go to one of two worlds. If you defeat the mummy as regular Mario, you'll go straight on to World 3. However, to access World 4, you must defeat the Pokey mummy as Mini Mario. Mini Mario can't affect enemies by stomping on them, so you'll have to use a ground-pound to deal damage. When the Pokey mummy appears, wall-kick off the left wall, sail through the air, then press Down when directly over him to score a hit. He takes three hits in this manner also. When Mini Mario goes through the door, it will appear as if he's headed for World 3, but he will fall through the thin crack in the floor and spin the sign around to World 4 on his way out! Be sure to play the castle at least twice in order to access both worlds. --- | ----- 5.3 | Water --- | ----- WATER MAP Legend 킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 *-1---* MM-3---G---* G - Ghost House | | | | | For other symbols, see the map for section S-o M o-2-T---* X *-W o-BC 5.1. | | | | | | *---A-* *---B---C-----* 3-1: The giant Cheep-Cheeps in this stage can be felled with a single fireball, so it's best to come in with that power at hand. After the red coin ring, you'll find a roulette power-up block that you can get one out of; ideally you want either a Fire Flower or a Starman. After meeting your first giant blue Cheep-Cheep (they follow you around; fireball them on sight), you'll see a group of three pipes. Go in the middle one to reach a room filled with coins in bubbles. The first Star Coin is also in here. When you leave, swim right to find the second one. Fireball the blue Cheep-Cheep before getting it or he'll get up in your grill and go hard on you. The third Star Coin is also an easy pickup. When you hit the P-switch, just swim forward and up - you have plenty of time to pick it up. There's another red coin ring just before the pipe that takes you outside to the flag. 3-A: The main thing to avoid here are the water skimmers. You can jump on them, but it's easier to take them out with fireballs. Near the beginning of the level is a red coin ring that's fairly easy to get the power-up from. You won't even find the first Star Coin until after the midway point of the stage. Right after activating the midpoint flag, dip down into the water where the skimmer is dropping bombs that blow up otherwise indestructible blocks. When he clears out a passage for you to get the Star Coin, kill him and grab it. Stay above the water to get the second Star Coin, but after getting it, take a dip and head left to the block that contains the Mini Mushroom. Get it and head into the pipe to the far right. Once in the next area, jump on the spinning tri-ledge and then over to the right, then up into the pipe you see. Use Mini Mario's ability to run on water to get a running start and jump to the third Star Coin. When you return to the level, go right and into the pipe, then up the Donut Lifts to the top of the flagpole. 3-2: Use the Koopa Troopa at the beginning to get the 1-up from the seemingly impossible-to-reach brick. You can score another 1-up shortly after that by using the next Koopa Troopa and following his shell as he knocks out a line of Goombas. Once you reach the midway point, enter the yellow pipe and get the first Star Coin. Use the pulleys to maximize your height, following the high road to reach the lofty second Star Coin. Just after that, you'll reach a wobbly mushroom platform that moves forward once you jump on it. You'll see three pipes sequenced red, yellow, green. Enter the green pipe, jump on the P- switch, and use the spring that gives you the spinning float to rack up some silver coins. When you leave, you'll have to navigate an extremely tricky series of ascending, descending, and bobbing mushroom platforms, but if you make it across, you'll reach the secret exit leading to World 3-B. Back to the regular route: that wobbly mushroom ledge doesn't last long. Before the next one is a red coin ring that will test your knowledge of the boundaries of the pulley system. Let the platform drop to get Nos. 5 and 6, then jump before falling to your death. At the second mushroom, use a flying Koopa Troopa to get the boost needed to get that third Star Coin. When you reach safe unwobbling land once more, you'll find yourself at the end of the stage. 3-T: Of the three cannon pipes, only the middle one will fire you straight up. First, drop a little bit and hold onto the bottom fence, then climb left and up to reach the first Star Coin. Use the middle pipe again and this time start making your way up. When you get to the fence with electrical black balls on it, hit the fence while attached to it by pressing either Y or X to flip it around. Keep going up until you reach another such flippable door. Flip it around, then ground- pound the two columns of bricks you end up above (you have to be Super Mario to do it). Jump left for the second Star Coin. From there, go back up and right to reach a door. When you enter, you'll see a red "!" switch on your left. If you make it to the top before the timer runs out, you'll be rewarded with the final Star Coin; otherwise, try, try again. The next door puts you smack-dab in front of the double doors that lead to Bowser Jr. Although his lair is surrounded with water, he's no harder to beat than before. Employ your usual standard of three pounces or a barrage of fireballs. 3-3: Without a Fire Flower, this stage is a living hell, and even with one, it ain't a walk in the park either, thanks to the Bloopers constantly harassing you. Having one before entering this level is a must. Shoot anything that moves until you reach a point where you can start to move down rather than right. You should find a pipe emitting a strong bubble current (the kind that's really hard to swim through) along with a "?" switch. First, kill the Blooper and swim left to find the first Star Coin. Then, hit the switch and swim up, right, and down. The "?" switch temporarily disables the bubble currents, so swim quickly to get past them all. Once you've managed that, you can take part in a red coin ring bonus that tests your swimming skills but is still pretty easy. Once you've done that, go to the right to the ascending pipes and go in the third one from the left (it's green). This leads to a HUGE room chock full of Bloopers - some of which even have tiny offspring at their disposal! Don't waste time in here. Make your way to the very lower right-hand corner where the second Star Coin is, then go straight up and exit this torture chamber. Upon arriving back at the main part of the stage, go up and right. The exit pipe is above you, but go down through the currents instead to the third Star Coin. As soon as you grab it, four Bloopers will appear out of nowhere to ambush you - yikes! Swim upward rapidly to avoid getting slaughtered, then exit through the pipe above and hit up that flagpole. 3-G: The switch at right will create steps for you so you can scale the really steep hills in this level. Climb up the new steps and go forward, entering the first door you see. There are two power-up blocks in here. The one on the left contains a regular power-up, whereas the one on the right holds a Boo. Get the power-up and vamoose. Continue right to the door past the "?" switch. Jump on the pumpkin enemies to reach the Star Coin, then leave and hit the switch. When going up the steps, take a detour to the left to find that second Star Coin. Hit the switch again after getting it and head right. Go until you hit a brick that yields another "?" switch. This particular switch is the key to reaching the secret exit. When you hit the switch, make a mad dash for the door that led you to the first Star Coin. If you reach it in time, you'll see another door now located next to it. You have to get to it very quickly, however, or it will disappear and you'll have to go back and hit that switch all over again to try again. (Don't worry, this will probably take several tries.) If you make it in the door, you'll find the red flagpole that will take you to a warp cannon leading to World 6. The regular exit is much easier to access. After hitting the final switch, go up the steps and fall down the hole there to reach the door. In the final room, go to the left and up to find a roulette block. You want to stop it on the blue shell. You need this so you can get the third and final Star Coin. Once you have it, go right and hit the "?" switch to make steps appear. Jump your way up them, and when you get to the top, start running past the door. You'll crunch the brick blocking the coin. Grab it and leave the ghost house. 3-B: Piranha Plants aplenty here - make sure you've got a flower to exterminate them with. The first Star Coin appears impossible to get at first, but continue past it until you see a very small red pipe. Enter and go left. Get a treat from the roulette block, then go up the red pipe to reach that elusive coin. Backtrack until you're back at the small red pipe that brought you to the bottom-screen area, then move forward. The second Star Coin is pretty high up but easy to get. Stand on the green pipe to the left of the two coin blocks below the Star Coin, then wall- kick from the red pipe to the green pipe and onto the top of the red pipe. Walk off the red pipe to get the coin. The third Star Coin is laid out in plain sight among the pipes, in an area where the number of Piranha Plants is outrageous and things start to get hairy. It's an easy one to nab though, and it's located right in front of the stage's end. 3-C: Oh no! The big fish is back! And there are shaky falling ledges scattered throughout the stage to boot. However, as long as you have a flower or use Koopa shells wisely, he isn't all that bad. Let the ledges drop to get the first Star Coin, then after the midway point, kill the fish before dipping into the water for the second Star Coin. The third one's a bit of a challenge to obtain, but if you're a good runner/jumper, you shouldn't have much trouble. Once you hit the upside- down P-switch, run like the wind, using the silver coins as a guide for when and how far to jump. You need to make it to a red pipe above a row of bricks (which will become coins if the P runs out). Enter the red pipe to fall directly onto the third Star Coin. Incidentally, you're also now at the exit. Huzzah! 3-Boss: Your first challenge in this castle is getting past the gigantic spikes that come down and up from the ceiling and floor (making their return from Super Mario World). They move pretty slowly at this point, so it's not a big deal. Be sure to get the first Star Coin along the way. After the spikes, you'll encounter some Whomps, like from Mario 64. When you approach them, they'll attack by falling on their faces. While they're prone, you can ground-pound them for a modest coin reward. However, you don't want to kill the one located directly below the second Star Coin. Move ahead to the pole, climb it, then run down and jump across the Donut Lifts atop the water. Jump to the rope, get your momentum going, and jump off to the left. Walk above the ceiling to the left and wait for the Whomp to do this thing as you get near. When he pounces on his face, fall to get the Star Coin and land on top of him. Return to the rope from earlier and swing right to get the giant Whomp to land on his face. Jump over him once he's down. You're now faced with more spikes. Tread carefully as you make your way to the double doors. When you reach them, don't enter just yet. The third Star Coin is located to the right. If you're large, run and duck as the spike starts to move back up to its resting position. Jump out of the water, up left, and up right before it can crash back down. (It helps to be at least Super Mario when grabbing this one.) The boss here is a giant purple fanged Cheep-Cheep, but worry not. It's not using its mouth. Its main line of offense is jumping out of the water hoping to hit you. The real thing to watch here is the three small Cheep-Cheeps flanking the boss at all times. They up the ante a little, but not much if you've got the skills. Don't bother with fire- balls here; just plant your feet on the boss Cheep-Cheep whenever it hops out of the water. Three stomps'll do the trick, and you'll be on your way to World 5. --- | ------ 5.4 | Forest --- | ------ FOREST MAP Legend 킯킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 M MM-A-* X M For symbol meanings, check maps for | | | | | sections 5.1 and 5.3. S-1-2---3-T---o o-G---5-6-BC | | | | | *---X---* *-4 *-W 4-1: DO NOT under any circumstances touch the purple goop lining the bottom of the stage - that's an instant kill for our friend Mario right there. For the spiders, it's usually better to jump on them rather than kill them using a shell or a fireball, as you'll see when you need their boost to get the first Star Coin. Soon you'll find a goggled dinosaur waiting in the goop to take you forward. After you get the second Star Coin, wait until you reach the ledge with a question block on each end and three bricks in-between. Get on top and jump in the middle to reveal an invisible beanstalk block. Climb it and enter the pipe to find the alternate exit, which wraps around to 4-Tower with a 1-up House along the way. The third Star Coin appears to be the hardest to get, but you can get a Koopa Troopa to do your dirty work for you. Get either the red or green one from earlier, then carry it to the coin and hit it with the shell; this will collect the coin for you. Just after the third coin is the regular exit. 4-2: The purple mushroom ledges lean depending on which end you're standing on, and they lean pretty sharply. You've got the first half of the level to get used to them, but as you move on, you'll have to start using their leaning abilities to get Star Coins. Wall-kick the high wall at the first one to grab that one, then lean on the right end of the purple platform to get the second one and jump before you slide off into the pit. After a red coin ring, you'll come to a stepped platform. Go to the purple mushroom after it, then go back to the left, let it lean a little, then jump over and hit the brick above you to reveal a beanstalk leading to a bonus area. When the beanstalk finishes off, jump to the brick to make another one pop out. This one leads to the third Star Coin. When you're finished here, exit through the green pipe and head for the exit. 4-3: This is a pretty straightforward swimming level. It scrolls forward automatically, and you'll have to watch out for the giant eels that come crashing through. The first two Star Coins are easy to get; they're right in plain sight and aren't surrounded by many obstacles. For the third one, wait until you find a "?" switch that, when hit, cuts off the currents in the pipes ahead. Swim to the green one that sits right next to the yellow one and enter before the switch's timer runs out. Swim to the left and down in the new room to let the current sweep you to the third Star Coin. Leave the third Star Coin's room the way you came in. From there, it's a short way to the exit. 4-T: Go up the gray ledges as they close in, then get the power-up at the top before moving on to the next room. The lava rises rapidly in this room, so you've got to be on your toes. When you climb the fence, knock one of the doors so that you're on the back side. Continue up and then stay near the left as much as possible to get the first Star Coin. Proceed upward to find the second one between some electrical black balls. Shortly after this, you'll reach the halfway mark. The gray rocks here slide back and forth and can squish you if you're careless. There's a small gap between the top one and the ceiling; if you duck or are small Mario, you can ride through it to the last Star Coin. A red coin ring awaits you as you climb up the final set of fences to the double doors. Bowser Jr. is here as usual, but he's got a new trick up his sleeve this time. You can't just straight jump on him anymore; he'll retreat under his spiky shell while he's running. Occasionally he'll stop to throw you a green shell. Jump on it to stop it, then pick it up and throw it at him. When it hits him, he'll be stunned; jump on him while stunned to score a hit. Three of these will do him in. Of course, if you have fireballs, those still work as well. 4-4: Here you'll meet Wiggler, who gets angry and turns red when you jump on him. When he's red, you can't hurt him at all, but you can use this to your advantage, as with the red coin ring near the beginning, which requires Wiggler's services in order to complete. For the first Star Coin, slide down the wall opposite the coin and kick when you're in front of it. Proceed until you see the roulette block, then back up a little bit and hit one of the bricks to find a beanstalk that'll take you up. Go left and jump on the blocks above the Wiggler, then wall- kick to reach the very high second Star Coin. Advance until you see the third one. You'll have to have mastered the wall-kick to get it - just slide down the wall and kick over to the mini- pipes once you've snagged it. There's an opportunity for a 1-up before the pipe leading to the flagpole. Just hop on each flying green Koopa Troopa until you've netted the extra life, then go through and bring down the flag to put another notch on your belt. 4-A: In this level you avoid the KILLER GOOP mainly by swinging along the vines that operate exactly like the ropes you've seen in castles before now. There are also some quad-ledges that operate by Mario's weight; make it lean to the right to make it move forward. You'll get your first Star Coin jumping off one of these. Right after that, you'll see another wheel ledge with a green flying Koopa Troopa above it. Bounce off of him to reach a vine situated way high up, then swing from there to a pipe to the right. Enter to reach a cave, where you should jump on top of the rectangle of bricks and hit the P-switch to reach the second Star Coin. There's also an opportunity for a 1-up if you knock out one turtle and use his shell to take down the others. When you leave the cave, you'll find to the right three pipes, sequenced green-yellow-green. Enter the short green one to reach a small underground area housing the third Star Coin. Leave via the longest pipe, then go in the pipe to your right, use the vine to get up to the high blocks, and touch the flagpole. 4-G: Enter the first door and touch the "?" switch to make four coin blocks drop down from the ceiling on strings. The second one contains a power-up; grab it before the time runs out and they all go back up from where they came. Once you return to the main level, jump on the striped platform to be taken around the wall to the next area. These things figure pretty heavily into this level. Once around the wall, go up and right to find the first Star Coin. Jump on the platform to wrap around. You'll find a big inflated Boo who loses air when you've got your back to him but gains air when you face him. Wait until he deflates a little, then move past him and go up and left to find the red "!" switch that'll allow you access to the door. In the next room, head left to find another "!" block. Wall-kick up the parallel ones to find your second Star Coin, then drop back down to the left and hit it again, this time going to the pipe that leads up. There are two things you can do here. If you don't have a Mini Mushroom, you have to take the pipe upward and just make your way to the exit. With a Mini Mushroom, however, you can reach the secret exit. Hit the "!" switch and get on top of the pipe. Stand next to the pipe and wall-kick off it, then sail to the right to reach a ledge. Jump up and wall-kick to a tiny passage that only Mini-Mario can get to. Don't go through the door when you reach it, however; wall-kick to the ceiling to get that third Star Coin, THEN go through the door. The alternate exit will take you to a warp cannon leading to World 7. 4-5: Bob-Ombs are the key to this level. You can blow up almost any block you need to in this stage, and that's how you'll extract the Star Coins. The first half of the level gives you time to practice with Bob-Ombs and get a feel for their explosion range. Once you pass the midway point, use one of the two Bob-Ombs ahead to blow up the concrete wall holding in the first Star Coin. Shortly after that, you'll find the second one in a chamber above a yellow drawbridge. Bump the Bob-Omb from below to start his fuse, then jump in when he blows the blocks away and retrieve the second Star Coin. The third coin is in a pipe blocked by concrete blocks. Stomp on a Bob-Omb (you can also set them off with fireballs) and grab it, setting it down on the blocks when the drawbridge above splits open. You need to blow up at least one of the blocks directly covering the pipe to be able to enter. Once inside, use the Bob-Ombs to break through the network to the Star Coin in the middle. After you leave the room with the third Star Coin, you're just a stone's throw from the exit. 4-6: You'll ride another dinosaur over the KILLER GOOP here, this one even larger than the one from 4-1. There's a red coin ring just near the start, but it isn't worth the effort, and you need to take the upper ledge to get the first Star Coin anyway. A Fire Flower is helpful against the Piranha Plants you'll face up ahead - and these aren't the only ones either. Once you pass these three, hop back on your dino friend and hit the P-switch to allow yourself access to a power-up and the second Star Coin. After that story, the number of pipes, Piranha Plants, and Koopa Troopas increases drastically. Watch your step and wait for a red "!" switch on the ceiling. Stand on the dinosaur's head and wait for it to lift up, then jump left and bump the switch with your own head. You can now access the pipe to the right. In this room, you'll find a pretty big coin payout and that last Star Coin, along with a 1-up next to the pipe that takes you back to the main level. Upon leaving, you'll be dropped off near the pipe that takes you to the exit. Hit it up posthaste. 4-Boss: You'll start off with an easy exercise in crossing pendulums. Wait till the last one is poking up to the right and take a running jump to reach the first Star Coin. You're up against some Thwomps next. You can easily leap over the first few, but wait on the ones that are raised up just slightly before you pass through. You can avoid a particularly tricky passage by wall- kicking up the purple walls to the raised area. To get the second Star Coin, wait on the gigantic Thwomp to break through the three rows of concrete before dropping down. When he does, you can grab the second one. Wait for him to move back up from another drop before moving on. The third coin is easy to get - just jump from one of the edges of the pendulum and come back in a little to seize it. You're back to the pendulums, speaking of which, but the only thing difficult is how far apart they're spaced. Once you cross them, however, you're at the doors that'll take you to the boss. The boss looks simple enough - he's just a tiny Goomba! Only for a second, though. He quickly grows giant-sized. When he starts to charge, drop into the alcove with the "?" switch. When you hit it, a green rounded platform will appear on either the right or left side of a level. When you jump on it, it will raise up, allowing you to jump on the giant Goomba's head. But just a stomp won't do the trick for this big boy! To score the hit, ground-pound him. Do this three times and he'll go down for the count. Grab the key to head to World 5. --- | ---- 5.5 | Snow --- | ---- SNOW MAP Legend 킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 *-2-* P1-3-----G-o-----* P1, P2 - Indicates multiple pipes on a | | | | | | | world map. Matching numbers S-1-o P1o-T---o P2W-* C X-4-BC mean that one pipe leads to | | | | | | | another. *-A-* *-M *-B-----o-MM P2 For other symbols, check the maps for sections 5.1 and 5.3. 5-1: Wait for the penguin to spit out a snowball so that he'll bowl over the line of Goombas for you. Just ahead of that, you'll find that there are some tree branches that drop their snow load. These do not hurt Mario, but it's not advisable to get under them either, since they'll knock Mario down and keep him on the ground momentarily, leaving him open to enemy attacks. You'll also have to deal with deep snow banks that inhibit both your walking and jumping abilities. Usually there are blocks situated over them so you can cross them without slowing down. You'll have to use one such block to reach the first Star Coin. Shortly after that is the level's halfway point. Don't worry if you kill the Koopa Troopa at the snow bank after the midway point - there's also a flying coin block that will help you reach that second Star Coin. Just after that is the third one. Kill the penguin atop the cliff first, then hit the block three times to make a stack of blocks pop out. With that new stack, wall-kick to the cliff and jump to reach the coin, giving you all three for that level. The exit is not far from that last Star Coin. Just be sure to watch out for the snow that falls from the trees and a few more snowball-tossing penguins. 5-2: A flower will work against the bats in this cave, but not against the Spike Tops that crawl along all surfaces. For that, you'll need a blue shell suit, but in this icy cavern, that's pretty risky. When you come to the Piranha Plants, maneuver through them and crunch the bricks overhead for the first Star Coin. When you get out, you'll find a yellow pipe above you next to a red pipe. Remember this spot. Go a bit forward to find a portable springboard situated below a Star Coin and bounce up to it when you see an opening between the Spike Tops. This is actually the third Star Coin in the level. Carry the springboard back to the yellow pipe mentioned earlier and jump up and in. Outside, there's a coin that turns into a bouncing enemy when you approach it. Follow him, then bounce off of him once at the pipe to reach the Star Coin. Back in the main level, go forward until you find a large ice block with two Spike Tops crawling around it, and a pipe in the ceiling with a Piranha Plant coming out of it. This pipe will take you to the secret exit, which leads to a pipe that takes you directly to 5-3 - not much of a leap, if you ask me. From there, make the careful leaps across the ice chunks to reach the regular end of the stage. 5-A: Yet another new type of mushroom platform is introduced in this stage. The new blue ones alternate between shrinking inward and stretching way out. The first part of the stage is obstacle-free so that you can get the timing of the platforms down. Not far ahead, however, you get to try your hand at navigating them during a red coin ring bonus, as well as having to use one to get the first Star Coin. When you get that coin, hit the red "!" switch to create a bridge back to safety. Immediately after this, you'll see a brick situated above a mushroom ledge with a single Koopa Troopa. When the mushroom is stretched out, bounce off the turtle and hit the brick to reveal a beanstalk. In the cloudy bonus area, hit the P-switch and then jump off the launch pad to reach the second Star Coin. When you return to the stage, ground-pound the middle part of the brick clump you see and hold Down while pounding to get all the coins out of the multiple coin brick. As you move forward, there are more treasures for you, including a 1-up, coins that appear when you pass over the outlines, and the third Star Coin. When you have all three Star Coins, leap from the mushroom ledge above and to the right to hit the flagpole. 5-T: The big nuisance here is jumping over the spiked balls as they roll onto the platform that moves up. You'll occasionally run into some Dry Bones, but let the spiked balls take care of them. Try to look ahead and stay on the side opposite of where the next spiked ball will come from. There is no halfway checkpoint in this level, so stay on your toes! After the second Star Coin, things start to get really out of control. When you see the bricks in the wall to the right, get over to the left, because a giant spiked ball is about to crash through them, and it's not going away any time soon. At this point, you'll really need to start staying ahead of the curve. Generally, try to keep to the right. That way, you can get the third Star Coin when it comes up, and plus there's a dividing wall part of the way through and you'll get stuck with the giant ball and with nowhere to go if you take the left path. After the spiked ball leaves the room, pick up the power-up and jump up to the double doors to face Bowser Jr. in his precarious ice lair. He doesn't do the turtle shell thing here, so you only have to focus on jumping on him, or pelting him with fireballs, which is as always the preferred course of action. 5-3: Start this one off by sliding down the hill. Hold Down the entire time, as the hills are perfectly designed to net you a 1-up for hitting just enough enemies. When you come to a rest at the top of the flat ice hill, jump over to the next ledge and off the right for the first Star Coin. Upon reaching the midway point, you can take one of two paths. You can go straight ahead and take the low road, or take a beanstalk up to the high road. Seeing as how the low road contains the rest of the Star Coins, that is the one you want to take. You'll have to be Super Mario at least to get the second one. It appears in a cage of bricks just after you slide through the narrow passageway to get to that area. After facing three armored foes with horns on their fronts (bop them on the head to get them to slide into the pits), you'll notice the third Star Coin. Wall-kick up to it, then drop back down, proceed forward, and take a jump off the final hill for prime flagpole position. 5-G: The first part of this ghost house features some Boos equipped with boxing gloves who can punch through concrete. They require three regular jumps or one ground-pound to destroy, but you don't want to kill most of them - you want to use them for their abilities. The first example of this comes a bit of the way up, when you have to let one pound through so you can get through a passage where you wall-kick your way up to the first Star Coin. As you go up a few flights of stairs, you'll see a door up in the left- hand corner. Run and jump to it, or use the boxing Boo for a boost, and enter. To get the second Star Coin, you'll have to wall-kick up the concrete blocks before the ghosts punch through them. If you don't pull it off, just exit and re-enter and everything will be back as it was so you can try again. It helps to do this part as at least Super Mario, as there is a good chance you'll get hit somewhere along the way. After leaving the second Star Coin's room, go up the stairs to the right, then left where you see three bricks. Jump on top of them and jump while standing on top of each individual brick. You will reveal three hidden coin blocks that form a sort of triangle. Jump on top of those new blocks and then duck while standing on the top one. While ducking, jump yet again to reveal a beanstalk that will take you up to a door. Let the boxing Boo punch through the wall and fall, then enter. The platform that moves up here does strange things. First it will pause for about a second. Next, it will wobble around when you get to the scattered pairs of coins - stand in the middle and keep jumping so you don't get dumped off. It will soon straighten out and start going back up. After another short pause, it will fall a long way. It will then shoot up like a rocket. Keep to the right, and when you see an opening, jump off to the right to enter a side area with lots of regular coins plus the third Star Coin. Use the beanstalk to get up to the door that leads you out of this room. Along with the third Star Coin, that weird room takes you to the secret exit, which leads you to a cannon warping you to World 8! For good flag position, get the springboard out of the question block and set it atop the brick. As for the regular exit, continue up the long flight of stairs next to the three bricks. You'll find another crazy platform like the one that led you to the secret exit. It follows the exact same pattern as that other one as well, except there are no detours to take. Jump up and take the door to the regular exit when you're finished. 5-B: The first Star Coin is in a sticky spot, but if you stomp his shell and throw him into the 1-up block to the left, he'll ricochet off that, roll into the small tunnel to the right, and collect it for you. Right after that coin is the level's checkpoint. The second coin looks pretty high up, but don't bother to try and make impossible jumps to get it. If you head right (after pulling off a Koopa Troopa-style line of 1-ups, of course), there's a P-switch you can hit. Backtrack, taking the top path, and don't fall through the coins and you should reach the second Star Coin in time. Keep going right, and when the path forks and you see one of those annoying armored guys on the lower path, take it to find the last Star Coin sitting right next to the pit. There are two exits in this stage, and they're both pretty close to each other. You'll see that you have to wall-kick to get high enough to get in a good spot on the regular flagpole. If you wall-kick even higher and go above the screen and to the left, however, you'll find a hidden area that you need a blue Koopa shell suit to access. Get one from an item house and don't use it until you're next to the pipes for ensured success. The secret exit will open up a pipe on the map that puts you smack dab in front of the castle. 5-C: More boxing Boos in this cave stage. As in the ghost house, it's better to use them for their ability rather than to kill them straight away. This is especially true of the first Star Coin. You might think you can ground- pound to get to it, but you can't - you need the power of the boxing Boo to break through the bricks below it. (If you have a blue shell on, that also works.) After the boxing Boos you'll see Buzzy Beetles crawling along the ceiling that fall when you approach them. You'll need the services of one of these guys to get the second Star Coin. Just throw the shell at the coin to collect it. It's impossible to get it yourself, so make the toss. The third one is the hardest to find, and plus you need to set up properly to get it. Just after the checkpoint, there is a row of four bricks with a longer row of bricks above it. Kill the punching ghost when he comes down the steps just to get him out of your hair, then jump on the four bricks and break the one directly above the one on the far right. Come back down and hit the brick you were just standing on to reveal a beanstalk that takes you to an outside area. Jump over the ghost and hit the P-switch, then lure him over to the blocks that you can't break. When he punches through them, grab the Star Coin, then wait for the timer to run out. When you fall through the narrow hole, you'll find yourself right at the end of the stage. Touch the flagpole for another solid victory. 5-4: What!? Not ANOTHER mushroom ledge to accustom yourself with!! And there's no time for a learning curve on this one, since this level's a scroller (albeit a slow one). As you'll no doubt learn quickly, the yellow ones dip down when Mario stands on them, whereas the red ones shoot up. You've also got Bullet Bills to deal with, so there are a lot of things to keep on your mind when playing this stage. The first and second Star Coins are right next to each other but are separated by a barrier that only Mini Mario is capable of passing. If you have a Mini Mushroom on hand, that's a good time to whip it out, as the slow scrolling speed allows you plenty of time to get out the stylus. (It is also possible to get it as a bigger Mario - just really hard.) After getting those, keep jumping on the red mushroom prior to the third Star Coin to keep it down so you can slip into the area where it is. From here on out, there are no Bullet Bills coming at you, and the mushroom ledges more or less alternate between yellow and red, making it easy to move among them. 5-Boss: Come in this level equipped with a Fire Flower. The conveyor belts you see will send Piranha Plants your way. Along the way you'll see the first Star Coin, so hang down and get that, then jump to the stationary ledges and stomp the Dry Bones as you make your way across. Soon the enemies start to come in faster, and the Dry Bones start to roll in at a pretty fast clip. Along with them, a springboard will also sometimes come your way. Use one to leap up to the second Star Coin. After a roulette block and a very large Piranha Plant that takes three fireballs to eliminate, you'll see a coin block with a hole in the ceiling right above it. Go to the next ice ledge and stomp the Dry Bones so that he doesn't distract you, then make a huge running jump to the top of the block, jumping once there to keep yourself in place. From there, jump up and wall-kick up to the ceiling. You will now be above the screen's field of view. Run to the right and drop onto the conveyor belt, then run left to grab the third Star Coin. You can get up to the double doors through the thin floor above the power-up block. Your boss for this world is none other than Petey Piranha. When he goes airborne, he'll dive once you get under or near him. Keep jumping and try to let the ice slow you down too much or he'll dominate you easily. When he dives and hits the ice, he'll slip and fall on his back. While he lies prone, jump on top of him and ground-pound. After he's hit, he will jump around a little bit before flying again. Repeat the whole process three times to take him out. As with the Pokey mummy boss from World 2, you can reach World 7 rather than World 6 by defeating Petey Piranha as Mini Mario; however, if you have found the secret exit in World 4's ghost house, this is not necessary. --- | --------- 5.6 | Mountains --- | --------- MOUNTAIN MAP Legend 킯킯킯킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 1---* X MM M 5---* For symbol meanings, refer to section 5.1. | | | | | | | S-o M o-2-T-3---4-T-o X 6-BC | | | | | | *-A-* *-B-* 6-1: You're introduced to two new things in this level: rotating Bullet Bill cannons, and walls which Mario walks with his back against. When Mario has his back against a wall, you can walk and jump as normal (although your jumping power is somewhat inhibited), and you can press Down to hang from the floor and Up to pull yourself back up. The first Star Coin is earned with a simple wall-kick after the first such instance of Mario with his back to the wall. Wall-kick up the area next to that to reach a power-up. From there, you'll see the second Star Coin. Getting it is a simple wrap-around. Go forward until you reach a rotating Bullet Bill cannon with three turrets on it. From here, you can either go up or down. If you go up and you have a Mini Mushroom, you can access a bonus room where, if you get the star before killing any mini-Goombas, you can net yourself a 1-up. This is largely not worth it, however, and you should take the lower path, where amid all the Bullet Bill crossfire, you'll find the third Star Coin below a ledge that you can hang from. This is right in front of the exit. 6-A: Almost immediately, Lakitu will be on your case in this level. Get rid of him by stomping his head or with a fireball (the latter is preferred), and go forward until you see a large tornado. Jump in it to be launched into the air, then float gently forward to retrieve the first Star Coin. Drill downward by pressing Down. Go forward until you are met with two Lakitus at once. You should be at a part of the quicksand that is raised higher up than the rest. Allow yourself to sink into this pit and you'll be rewarded not with death, but with passage to an underground area that yields the second Star Coin. Wall-kick to reach it, then fireball the three Spinies and exit through the yellow pipe, which plants you directly at the halfway mark. Run across the thin floor (where you're at eye level with the Lakitus) and drop down and left, where the question block reveals a star. Blindly run ahead to the pipe and enter the single yellow one to reach an underground area where the third Star Coin hangs above a giant Piranha Plant. If you run fast enough, you should be able to kill the plant with your invinci- bility. Upon exiting, you're once again hit with a double-Lakitu assault. Duck down into the green pipe next to the red pipe you just exited. It will bend to the right and shoot you over and past them. Quickly escape into the horizontal pipe to the right. It may look as though you're too far away from the flagpole to get a 1-up out of it, but there are two invisible coin blocks hidden above the small hill in front of the flagpole. 6-2: Get a power-up from the second of the two flying blocks at the beginning, then proceed through the red pipe at right. Here, it's best to have a Fire Flower, what with the Spinies getting caught up in the rising and falling tide. The first Star Coin is a bit of a toughie to find, but it's right there near the start. You'll see a question block with two coins above it. Between those two coins are two hidden blocks, of which the one on the right contains a beanstalk. Climb it and hit the brick you see to reveal a P-switch. Hop along the flying question blocks to reach two brick bridges, and grab that Star Coin. When you drop, go right until you see two very tall pipes. Don't go in the first one, which rockets you up to a bonus level, that while very nicely designed, is awkward to actually play through and is generally a waste of 60 seconds (plus, it drops you off past a Star Coin, so you have to waste more time backtracking). Instead, go to the one to the right, which will tip to the right and rocket you over a wall to the next area. Wait for the tide to rise to grab the second Star Coin. At the midway point, you'll see a roulette block. Ahead of it is a regular block containing a star; if you grab it at the right time and the tide works to your advantage, you can score a 1-up before getting the third Star Coin. Pass through the yellow pipe, then hop up to each successive log ledge to score some prime real estate on the flagpole. 6-T1: The giant spikes are back, and there's no playing nice this time. They come at you in full force from the start. Wait until they retreat, and then race to the next safe spot. Along this route is the first Star Coin, and shortly after getting it, you'll reach the checkpoint. The giant Dry Bones can't be hurt with a regular stomp, but the boost you get from jumping on him will allow you to reach a peculiarly situated Fire Flower. Continue up to the door. In the next room, make sure you're at least Super Mario, because this one can get tough. Stand at the very edge of the first thin floor, then make your way up as soon as the bottom-most spike allows you room. If you take the detour to the second Star Coin, you'll almost certainly take a hit, which is why it's necessary to enter this room as Super Mario. You can only get the third Star Coin if you have a Mini Mushroom as your spare item. When you reach the double doors leading to Bowser Jr., use it to shrink yourself. Wait for Dry Bones to walk over to the left, then hop up to the ledge with him on it and jump to the right. Wall-kick and hold Y or X to get some distance on the jump, and you'll reach a pipe. Enter. There are four spikes in this room, and they all cross over each other. It may seem difficult to get the coin, but you will notice that when all four spikes are extended, there is a tiny gap in the middle of them that Mini Mario can stand in safely. Jump to that gap, get the coin, return to the gap, then leave the room the way you entered. The big disadvantage to getting the third Star Coin is that it forces you to defeat Bowser Jr. as Mini Mario. However, he doesn't do his sudden turnover trick and you don't have to defeat him with turtle shells, so take him out with three precisely aimed ground-pounds. 6-3: Hit the first red question block when the spikes are pointed up to eliminate the spikes and get a power-up. There is also a coin block bouncing around crazily on a string. Hit it to make it stop, then get a running jump off that block to get the first Star Coin. Enter the red pipe to the right to move on. There is a VERY easy red coin ring in this cave, so there's no excuse for skipping it. When you come out of the red pipe into the area with several pipe, enter the pipe two to the right of the red one you just came out of to find the second Star Coin in an isolated cave area. Go in the pipe to your far right and navigate that cave. Nearly every pipe in here has a Piranha Plant in it, so a flower is very useful here. When you get out, a bouncing guy will hop toward you. Wait until he gets on the pipe you exited out of, then hit him at the top of his jump and hold left. If successful, you'll walk over the pipe and grab the third Star Coin. Wall-kick between the two pipes to escape. Follow the bouncing guy and fireball him when you see him. If you kill him, he'll let loose with a 1-up. Follow the path from there to the end of the stage. 6-4: When you see the giant rotating fire trap, wall-kick up to its right and get above it as quickly as possible to retrieve the first Star Coin. Continue forward until you see a red "!" switch. It will create two blocks to the left so you can go up some more. Avoid the fire trap to the right by moving into the corner and ducking, then quickly wall-kick up and hop up the ledges. Upon reaching the checkpoint, kick back to the left to find the second Star Coin. Enter the red pipe to the right to reach a room that is almost entirely navigated with Mario's back to the wall. Remember that you have almost zero jumping ability, so only jump to the moving platforms when they're right there next to you. The path forks at a point, leading both up and down. Take the upper path to reach the pipe that leads to the third Star Coin. When you exit that room, take the green pipe right next to you to reach the end. 6-T2: The usual trouble with conveyor belts is compounded here by the addition of spikes to the level's layout. Make your way up through the level until you reach two pipes. The one on the left will launch you in an arc that's perfect for getting the coins to the left, and the right one will take you up. You can only get the second Star Coin if you're Super Mario or greater. Wait for a clear space between the Spike Tops, then duck and jump at the bricks. Jump on the rope after that to snag the third Star Coin, then take the pipe cannon up to the double doors. Bowser Jr. uses his turtle shell trick here, so if you don't have fire abilities, wait for him to toss a turtle shell, toss it back at him, and hit him while he's stunned. 6-5: A Fire Flower is practically a necessity here, what with the green Cheep- Cheeps that home in on you. Among them is the first Star Coin. After the red coin ring, you'll encounter a whirlpool that turns on and off. You definitely don't want to get sucked up in this thing, as it basically spells instant death for Mario. After crossing it, move forward until you hit a block with a star in it. If you move quickly enough, subsequent blocks will contain stars as well, creating a chain of invulnerability that will score you a 1-up if you run into all the Cheep- Cheeps in your way. At the yellow pipe, enter to find the second Star Coin, then exit through the same pipe. Swim forward from there until you find a whirlpool with bricks surrounding the bottom of it. You want to get sucked down into this one, as it will take you to the third Star Coin. Leave through the red pipe at the top. If you can avoid the two giant green Cheep-Cheeps that meet you when you come out, you're golden. 6-B: Take the pipe on the right to be cannonballed up to the top of the ice wall. You'll encounter some new devices that work like regular ropes and vines, except they move along a set path (indicated by the black lines). To get the first Star Coin, use the shell of the red Koopa just before it to pick it up, then bounce off the green flying Koopa to reach the rope. After passing some familiar purple leaning mushrooms, shoot out of the cannon pipe and hang a short left, using the flying Koopa Troopa to get the Star Coin that's just out of the cannon's reach. You'll hit some more leaning mushrooms, then you'll have to jump between ropes as they move along their tracks. Get a good swing going on the second one, then jump to the top ice ledge, ducking as you slide. When you get the third Star Coin, the wall in front of you will explode, allowing you further passage. From here, you have to make some tricky jumps to reach the tops of the pipes, unless you're small or Koopa Mario, in which case you can just blow straight through to the end. 6-6: Make your way kind of up and left using the spinny springs provided. This level makes prolific use of the drill technique. To do this, press and hold Down on the D-pad while spinning through the air. While doing this, you can even crunch through bricks as small Mario. When you find the wall of bricks with the Star Coin behind it, spring up to the top of the column in front of the wall, then drill down. Hitting the bottom brick reveals a P-switch, which you can use to get the coin. The second Star Coin is located atop a Chain Chomp post to the left of the part where you can start going right rather than up (near the top of the stage). You can extract coins from Chain Chomps by ground-pounding their posts three times, but this isn't recommended. Just get the coin and carry on. After reaching the midway point, move slowly downward and launch yourself off the spring. Allow yourself to move down past it, then hit the red coin ring, which tests your directional skills while in midair. Use momentum from the Koopa Troopa to pick up Nos. 7 & 8. From where you just hit the Koopa Troopa, ground-pound through the bricks to access another spring. Hang to the right, then do some more ground- pounding. You'll reach another spring. From this one, wing it to the right and use the flying red Koopa to hit the P-switch, then keep right and use the one to the right to bounce up, collect the coins, and enter the pipe. In the new cave, spring up to the top, then slide down the walls, kicking over to the other one when the coins alternate. The third Star Coin is in this room, so don't leave without nabbing that. A series of cannon pipes outside will lead you to the exit. 6-Boss: There are a lot of tricky jumps to be made here on account of the nature of the gray blocks that move back and forth. Use a turtle shell to get the first Star Coin, then move ahead (the second one's along the way) until you reach the midway point. At that point, jump up to the top where the thin slab of stone is sliding back and forth, then jump along the ledges until you see two slabs moving in toward and out from each other. Run and jump to the top of the upper one when it's at its lowest point, then run out of view of the screen along the ceiling to reach the third Star Coin. (This is best done as small Mario.) Drop back down once finished and avoid the small slabs on your way to the door. The next room is significantly easier, since you only have to jump between alternating platforms. At the top are the double doors leading to the World 6 boss, a tank-sheltered Monty Mole. The first time you see him, his tank is small and moves slowly. After you bop his head once, however, he starts to go crazy. Avoid the ammo being fired by jumping either over or on it. The tank will go wild again when it grows to a height of two tiers. Monty Mole will pop up once more once it's three tiers high, and in addition to Bullet Bills, he will also appear in person to throw Bob-Ombs at you. Get to the top of his tank and jump on him one more time to do him in for good. --- | --- 5.7 | Sky --- | --- SKY MAP Legend 킯킯킯킯킯킯킯 킯킯킯킯킯킯 MM M X *-X---* For symbol meanings, refer to the map for | | | | | section 5.1. S-1-G-2-3---T-4-5-A-o-BC | | | | | *-----X-* *-6-7-* 7-1: This level is all about riding platforms on rails. Get the power-up off the first one, then ride the second one. You'll see a Star Coin below you, but wait to get it. The platform will look like it's going to fall at the end, but it simply falls to another rail. Grab the Star Coin, then when it comes back to the right, jump off at the cloud platform. When you cross through to the next series of platforms, you will also see a flying coin block. DON'T HIT IT! You need to get on top of it and ride it. Wait patiently and it will take you to a pipe you can't reach any way else. In that pipe is a bonus room where you must swing to each rope on a rail in order to get the Star Coin at the top. Also be sure to get the 1-up in the very top corner before leaving. The pipe will drop you off in the middle of an area infested with flying Fire Chomps, which spit fireballs at you. Luckily, you can also use fireballs to defeat them, and there are plenty of chances for a flower, including the easy red coin ring ahead of you. Fireball each Fire Chomp you meet as you make your way to the pipe. To snag the 1-up from the flagpole, jump onto the left side of the rail platform, then run right and jump just as it's about to fall off the rail. 7-G: The orange "?" switch reveals five doors. First, go in the one on the upper left and jump on the pumpkins to get boosted to the first Star Coin. When you leave this room, you'll note that the doors are now in place permanently. Go in the one on top and head left. Ground-pound the jelly floor four times to reach the second Star Coin, then wait for it to lift you back up. Hit the orange switch to reveal the door leading out of here. Next, go in the door on the bottom right. The hands above you are pointing at an invisible block that moves back and forth. Jump when a hand is pointing directly at you to reveal the hidden block, which contains a "?" switch. Springboard up to it, then quickly go up the two platforms to the right and make it to the door at the very top. To get the Star Coin, hit the P-switch above, then make a mad dash to the right, hopping to each brick platform along the way. If you make it to the top floor before time runs out, you'll find the coin nestled in an alcove against the wall. Drop in and take it, then go down and right to reach the regular exit. To access the alternate exit, you must be Mini Mario. When you hit the P- switch, instead of going right, go left and up until you reach a wall. Jump while still fairly far away from it and do a wall-kick, holding the run button to get good distance. If you need to, you can perform three wall-kicks to get to the door within the P-switch's time limit. If you run out of time, just pause, choose Return to Map, and try again. The door you reach will take you right to the red flagpole. 7-2: This level features a platform that moves up as you stand on it and left or right at varying speeds depending on how far to either side you're standing. This level also allows you to move instantly to the right side of the screen by crossing through the left side, and vice versa. This trick is necessary to completing the red coin ring you'll find in this stage. Make sure also that you're Super Mario so you can break the bricks encasing the first Star Coin without getting Koopa Troopas involved. At the midway point, ground-pound the question block to the left for a power-up, then keep going up until you see the second Star Coin. Let a turtle shell loose in that mess of bricks and it'll get the coin for you. Ride up some more and you'll see the final Star Coin over to the left, guarded by flying Koopa Troopas. Steer the platform over there so you have something to land on, then bop/fireball the crap out of them to get them out of the way. For the flagpole, use both flying Koopas for the boost in height. 7-3: You get to ride a giant Wiggler throughout this level. Make sure you have a flower on hand, since it'll come in handy. Once you go through the pipe and see him, get on board and prepare for a crazy ride. The first Star Coin comes after a pipe that spits out Goombas. Jump when the Wiggler segment you're standing on bobs up, then bop the Boomerang Brother and grab the coin. The block just after that contains a Starman. What's so great about this one is that not only can you hit subsequent coin blocks to create a stream of Starmen that, if you're on the ball, can last clear up to the end of the level, but you also create a trail of silver coins behind you wherever you move, which you can collect and rake in the 1-ups bigtime. Don't miss out on the second Star Coin along the way. To get the third one near the end of the stage, you have to be at least Super Mario. Ground-pound the top brick to make a beanstalk grow downward. Take it down to the area below, jump off to the right to retrieve the Star Coin, then go back up using the yellow pipe and hit the flag. There is also a hidden coin block to the upper right of the beanstalk block that allows you to easily earn a 1-up from said flag. 7-T: While the first area may seem tricky, there's nothing special to it. It's a basic exercise in expert platforming. However, it can get wild and woolly, so have a backup item with you just in case. There's only one Star Coin in the first big room, and when you get to the checkpoint, you're blessed with a power-up. The next room is more of the same, only slightly more challenging. Move slowly to prevent silly screw-ups, and get the second Star Coin over on the far right side above the power-up. When you reach the exit, it'll take some doing to grab the third Star Coin without getting squished. Wait for the entire pattern to move inward, then grab it as they all move back out. There are no hidden passages to seek out, so go in the double doors to face Bowser Jr. Without a flower, you'll have to manage fancier footwork than usual since the platform you fight on moves around. Use the turtle shell stun tech- nique or a bunch of fireballs, as per the usual. 7-4: If you vary your trajectories from right to left and explore all over, you shouldn't have much trouble finding the Star Coins. Start by going all the way to the right and up a tiny bit, then keep exploring fully left and right. You should have two of them by the time you reach the checkpoint. When you get the third Star Coin, you'll notice to your left a flying box. If you're not Mini Mario, ignore it and go right. (We'll come back to it shortly.) Take the pipe to the next area. Hit the block with the beanstalk and climb up, then jump off the spring and make your way around to the flagpole. As for the flying box, come back to it when you have a Mini Mushroom in your spare item slot. When standing on that box, use the mushroom, then fit into the tiny slot to the left. Jump up and left to reach the mini- pipe in the upper left-hand corner. This will take you to the red flag, giving you a direct route to the castle. You must find at least this secret exit or the one in 7-6, or you will not be to reach this world's castle. 7-5: Blowing up a Bob-Omb isn't necessary to reach the first Star Coin. You only need a boost from two Bullet Bills at once. Get one to the left to follow you, then go right a little bit. It's not too difficult to pull off. To get the second Star Coin, you have to be Mini Mario. Ground-pound one of the four Bob-Ombs in front of the blocked mini-pipe and kick it so that it lands close enough to the block to blow it up. Go all the way to the right in the bonus room to find a Mega Mushroom in a question block. Go left and destroy things, then push the horizontal pipe blocking off the Star Coin in with your mighty size. Once you return to Super Mario form, exit to the right. The third Star Coin is located in-between a whopping five Bullet Bill turrets, but pauses in the crossfire come relatively often, so it's easier to get than it appears. Just ahead you'll find a pipe blocked by several indestructible blocks. You'll need two Bob-Ombs to get through these, and that's exactly how many you have in order to pull this off. Skip the one before the yellow pipe and kill the one already on the pile first (you don't want to accidentally carry one into the other and knock both out). This may take several tries; if you can't manage it, pause, Return to Map, and try again. If you do make it, you'll enter a short tunnel with a few coins, then return outside to the red flagpole. The regular flag is past a gigantic Banzai Bill cannon not far from the pipe with the pile of bricks over it. 7-6: This level is crammed to the hilt with Koopa Troopas. Watch your step here for sure. There's nothing special until after the midway point. You'll see two rows of five blocks. Get a mushroom out of the fourth one on the top row if you happen to be small, then crunch the third brick on that row. Hit the one directly below it to make the beanstalk grow up to a bonus area. Ride the mushroom, making sure to maintain your balance as you jump to get coins, including the stage's first Star Coin. The pipe at the end of this area will also take you to the secret exit for this exit, allowing you access to World 7-7. You must find at least this secret exit or the one in 7-4 or you will not be able to reach this world's castle. When you've found the secret exit, replay the level and move forward from the midway point. Drop down and jump up through the thin floor to find the second Star Coin. Move on and enter the first yellow pipe you see. You can go left or right in the new area. Ignore the coin blocks to the left and bounce off all three flying Koopas to reach the red pipe to the right. You will receive the third Star Coin upon coming out the other end. There are a bunch of turtles leading up to the exit, but they are for the most part contained, and if you take the high road and let the bouncing ones jump over you, there won't be any problems. 7-A: Inside the pipe maze, jump to the right of the purple ledge to reveal a trio of hidden coin blocks. With those in place, go in the pipe in front of them to get the first Star Coin. Kill the mini-Wiggler that pops out of the one above before moving on. Go up to the next area, then up the short pipe to the left to locate a power-up. Next, hit up the pipe on the far right, which is a cannon. You will pick up some regular coins on the way up, and the ones where you fill in the outlines on the way down. Near the top of the shot is a pipe to the left. As you're coming down, wall-kick and jump up inside it to reach a hidden room containing the second Star Coin. Back in the last room, jump to the blue ledge and take the pipe on the left. Jump in the gaps between purple ledges to reveal more coin blocks, then use a Koopa shell from above to get the 1-up in the hard-to-reach brick below. In front of that Koopa is a mini-pipe. There is a Mini Mushroom for you in this level, but don't use it to go through here - it's a meaning- less diversion. To find the Mini Mushroom, go to the far right from the mini-pipe, then up and to the left, jumping to each vertical pipe. Go up through the pipe at the end, then to the far right where the question block containing it is located. As Mini-Mario, go back to the left. Wait for the Piranha Plant to retreat back into his pipe, then jump up and wall-kick up to the mini-pipe that takes you to the third Star Coin. Exit through the pipe to the right and be careful of the many Piranha Plants here. Once past them, hit the tan block with the face three times to make a stack of four blocks, then exit the stage from the top of that stack. 7-7: Not only is this one a scroller, but you've also got those nasty platforms that you operate with your weight to deal with, plus a slew of Donut Lifts. Use the wheeling ledge to get the first Star Coin, then move forward until you reach the rail, then stay ahead of the game when you get the red coin ring to get them all just before the timer runs out. To get the second Star Coin, let the Donut Lifts drop, then jump as soon as you have the coin. The level will start scrolling up again at a series of Donut Lift plat- forms that shrink in length as you get higher up. Nab the third Star Coin by making a running jump to the left, then hang a right back so you don't plummet to your death. As the screen goes to the right, don't bother with the coins if you don't feel safe on the Donut Lifts. When you get to the wheel ledge, make sure you jump enough to get it to the right each time. When you reach the end of the rail, you'll be at the flagpole. 7-Boss: Here you encounter a green platform wherein the front block creates blocks while the back one eats them. (The old-school gamer might recall these from Super Mario World.) You have to move with the platform while avoiding obstacles the whole time. The first one is pretty easy to deal with, requiring only minor jumps here and there. Don't miss the first Star Coin while travelling along that platform. The second one, located just after the midpoint, is a tad tougher than the first. When you see the Star Coin, jump off onto the block where it is found and wait for the green platform to come back around before you go farther. After the swinging spiked balls, you have to maneuver through fire shooters (from SMB3). They're easier than the spiked balls for the simple reason that they don't move, but still, be on your toes. The last Star Coin is located just before the double doors. To get it, you have to jump off as the last block of the platform collapses. Stand on the right end when it starts to fall, then jump as soon as you hear the bling sound indicating that you got it. Jump up the ledges and head right until you meet the black Lakitu, who can shoot lightning out of his cloud. Jump on him the first time he swoops down at you. When he goes back up, he will either throw down a couple of Spinies or chase you with lightning. Avoid whatever he tosses your way, then get him on the next swoop. Three cracks to the noggin will eradicate him, and then you can move on to the final world. --- | ---------------- 5.8 | Bowser's Kingdom --- | ---------------- BOWSER'S KINGDOM MAP Legend 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 킯킯킯킯킯킯 *-MM M KC - Koopa Castle | | For other symbol meanings, refer S-1-2---T-3---4-BRIDGE-5-6-7-8-T KC to the map for section 5.1. | | | X-* *-BRIDGE 8-1: This level sees you being rained down upon by some pesky ravens. If you don't stomp them when they swoop down on you. The farther you progress, the more the amount of ravens that will tail you at once becomes. Despite their bothersome nature, go forward until you hit a question block with a portable springboard inside. Carry it to the two blocks just ahead and set it down there, then jump. You will go to a secret passage and nab a Star Coin hidden high in the clouds. Down on earth, the raven assault ends shortly. Just past the first Boo is the checkpoint. Just ahead of that are three Bullet Bill cannons ascending in placement; use a boost from the second one to get the Star Coin above. The third one is not far from the second. Wait for a Banzai Bill to shoot out of the cannon, bop him, grab the coin, then wall-kick up and stomp the next one to come out to get to the top of the cannon. The exit is right next to the Banzai Cannon. 8-2: In the first room of the cave, you'll meet those annoying surface skimmer guys. Hit the orange switch to the right and swim to the top before the water level returns to normal. There are four pool skimmers in the next room. There is a mini-pipe here; however, going in is unnecessary and actually causes you to miss the first Star Coin. Fireball all the skimmers, raise the water level with the "?" switch to the far left, swim up, and hop across the barrels to the normal- sized pipe. In the next room, nab the power-up, then stand in the middle of the fourth and fifth bricks from the right. Ground-pound straight down the whole way and you'll get the first Star Coin. Exit through the pipe at right and hit the switch in the next area. To get the Star Coin, you'll need to bounce off one of the two skimmers when the water is at its highest level; it's preferable to be at least Super Mario when attempting this (could take several tries). Go through the shorter pipe to the right when you have it. The final room has a Star Coin up in the upper right-hand corner. Hit the switch to raise the water level, make the trip up for that, then go up to the left and in the pipe to reach the end of the level. 8-T: The first Star Coin is right there at the beginning. Just jump on the second slab up when it moves to the left to snag it. Keep going until you see a giant slab that moves all the way to the wall. Just above that is a very thin one. Duck and let it push you under the spikes to the right. Jump up and go left to the slab with the Spike Tops moving around above it. Jump on it and duck (careful, it's easy to get squished if you're Super Mario), allowing it to take you to the left. Jump up once on the other side and grab the coin, then let the thin slab push you out to the right. The final Star Coin is above the double doors. Run and jump up and just a little to the left of the doors to reveal two invisible coin blocks. Wall- kick to the top of them and then hop to reach the coin. Bowser Jr. closes you in pretty tightly with a pair of fire shooters and moving stone slabs on each side, plus you have to defeat him using his turtle shell stun technique. If you're Fire Mario, this is an easy bout, but without it, you'll have to jump very carefully in order to succeed. 8-3: There are no Star Coins to worry about until after the midway point. Before that, make sure to have a Fire Flower for the path after the mid- point. It'll help you with the little things that get in your way and cause you to get hurt by the big thing. Don't bother with the red coin ring here. Once you hit the checkpoint, swim up and grab the power-up, then go up through the thin floor. Once you're up there, a humongous eel will bust through the bricks to the left. You're going to spend the rest of the level trying to get away from him. You can get help in getting ahead of the eel by swimming into pipes that blow current out to the right. Start near the top and stay there until you find a P-switch that creates a boatload of silver coins. After swimming through the silver coin field, take yourself down near the bottom. You'll find the first Star Coin behind a rock. Immediately after getting it, return to the top until you see the second one enclosed in brick. You'll have to be at least Super Mario to get it. The third one is the absolute hardest to get, since it actually requires you to swim backwards a fair distance. Stay in the middle of the level until you see it under the bricks and behind the wall, then get it as quickly as possible. The eel isn't very kind if he catches up to you - not only will he take away your power-up, but if his head gets ahead of Mario, he'll crowd him with his body, ensuring death. There are two ways to escape the water - through a green pipe and a red pipe. The red pipe ensures prime position on the flagpole but is harder to get to, and by the time you're at the end you'll probably be too ready to get away from the eel to even care. 8-4: Here you're repeatly attacked by pairs of spiders that drop in, cut their webs off, and start walking. Use either a spider's boost or a running jump to get the first Star Coin, immediately after which is the midway point and a much-needed power-up. Make your way carefully across the floating ledges to get the second Star Coin, then move forward. For the third Star Coin, you need to have a Mini Mushroom in reserve. It's really hard to manage the touch screen while trying to get away from the spiders, so try going forward to the raised rock in front of the flagpole. The spider pairs stop harassing you there, giving you time to relax and break out the Mini Mushroom. Once miniaturized, backtrack and hit the mini-pipe. You should be able to get in before too many spiders appear. In the bonus room, get the Starman from the question block, then book it to the right before your invincibility runs out to get another one. Jump up into the tiny tunnel on the ceiling and run through the mini-Goombas to get the Star Coin. The really annoying part is that you return to the stage via the same pipe you just went through, meaning you have to make your way through a cadre of spiders as Mini Mario. Fortunately, it's only a short distance to the flagpole from that pipe. 8-Boss: When you hit the red block at the beginning, it will change the position of the platform, putting it on a different rail. Get the first Star Coin by using this red block. Pass it at first, but at the next ledge, hit it to make the platform appear at the right end of the top rail now behind you. Jump from the question block to the platform and ride to the first Star Coin. To get the second one, hit the red block so that a platform appears on the N-shaped rail in front of you. Ride that, then jump to the platform on the top one of the three rails ahead. It will drop to the bottom rail, allowing you to get the second Star Coin. When the platform goes in the other direction after you get the second Star Coin, jump up to the ledge where the next red block is, but DON'T HIT IT!! The next platform will be on the lower of the two rails. Ride it and swing across the rope to the midway point. Make your way to the end of the stage. If you sequenced the rails correctly, there will be a platform on the rail just before the exit. Ride on it and duck as you go through, then jump to the three rotating platforms to the right. The third Star Coin is at the end, but you'll have to wait until the third one turns vertical-wise so that it pokes up out of the lava enough for you to stand on and get it. You're not in the clear yet. Now you have to ride the platform BACK to the double doors. Once you're through, jump up to the thin floor and enter the doors. Note that you must do this part and the next without dying in order to the secure the third Star Coin. If you don't make it, you'll be returned to the midway point and the platform won't be there on your second try. Upon entering the boss doors, you'll face none other than ... Bowser? But you killed him in the first world! Nevertheless, he's back with a Dry Bones-style vengeance. You can defeat him very quickly, however, by figuring out the pattern of his first three moves. First, he will throw three bones in an arc. Next, he will move forward and blow one fireball at you. After you jump over that, stand very close to him, because he's about to jump really high. When he does, run under him and take down the bridge with the button to the right. Bowser Jr. appears behind the door once you've proven yourself victorious, and he's got the princess! Whoops .... looks like this ain't quite the end yet. You've still got six more levels to go after the bridge behind the castle rises up from the lava. Hop on it! 8-5: The two main types of ledges in this stage are the thick steel ones hanging from chains that wobble as you walk about them, and some very large flat-topped rocks resting on some very thin stalagmites. The latter will start tipping as soon as you step on it, so don't hang around on them for long or you'll eat magma. The first Star Coin is plenty easy to get, as it rests on one such ledge. The second Star Coin is impossible to get yourself, so knock a turtle shell into it to snag it. For the third, you'll find it after a long stretch of tipping rocks floating on lava. It'll take a mighty running jump to get it. Just after that is the pipe leading to the level's end. Reveal a hidden coin block above the red pipe to get the 1-up from the flagpole. 8-6: The key to this level is to move quickly but smartly. The lava rises, and you can cross over to the right side of the screen by walking through the left, and vice versa (just as in World 7-2). Of course, you'll probably figure this out quickly once you start the level and it looks like you're trapped, but really aren't. To get the first Star Coin, enter the first pipe you see. It's a cannon, and it'll tilt to the left just slightly and shoot you over onto the cliff. Go down and left to get it. After the red pipe that releases Goombas is a series of the springs that twirl you up in the air. When you see the second Star Coin, bounce off the spring, then steer left and use the drill technique to get it. At this point, the lava is probably so close you can feel it, so quickly jump up, move left, and hit the next spring. The third coin is on the right side of the pipe, and there's a small passage separating the left and right sides that only small Mario can fit through. If you can manage it, it actually helps to be him here so that he can get the coin, go left and jump up to the left, and then scurry up into the cannon pipe that takes you outside and to the end of the stage. To get on top of the flagpole, go left and jump on the spring from the cliff to the left, holding Right the entire time. 8-7: The first Star Coin is situated under a chubby Sledge Brother, a type of Hammer Brother who can shake the earth with his jumps, leaving you immobile if you're on the ground. The best approach is to fireball him from the tall ledge to the left, then get down on bottom and run across the blocks to the Star Coin. After a short segment where you cross cliffs with your back to the wall, you'll face two Fire Brothers after the midway point. Fight fire with fire if you have it; if not, stomp them and move forward. Kill the Boomerang Brother on the moving platform to gain a path to the second Star Coin. The third one is just ahead of it. The Sledge Brother can break through bricks with his stomp, but if you go light on the ground-pounding, you can snag it yourself. Just get directly over it and ground-pound, but let go of Down the split-second you break the first row of bricks. You don't want to go too far and die. A fun red coin ring leads up to the exit. Nos. 1 and 2 are by a Boomerang Brother, and you'll get 3 through 7 when you take the pipe cannon. Jump after the skid to get #8. 8-8: This one's a super-toughie. All throughout the level, the volcanoes in the background spew chunks of rock at you. There are also enemies scattered throughout that go off like bombs if the hot rocks touch them, compounding your troubles. Fortunately, the first Star Coin is fairly easy to get. Just jump on the first row of bricks you can reach and then backtrack along the top. The second Star Coin is not so much fun to get. As if you didn't have enough problems already, you have to be Mini Mario to get it. Go forward until you see a mini-pipe blocked by concrete. Clear out all enemies and wait for the rocks to blow a hole you can fit through, then change to Mini Mario and enter. The maze looks daunting, but is easily navigated. There are coin trails on the way to and from the Star Coin to let you know that you're on the right track. When you leave the room, you'll actually be farther back in the level than you were when you entered the bonus room, but not by much. Tread VERY carefully ahead, watching both the falling rocks and the bomb enemies. The third Star Coin is encased in coin blocks, so you'll have to wait for the rocks to break them before getting it. Just ahead of that is a rock bridge that is the final obstacle before the end of the stage. If you're Mini Mario, hit the first question block before the volcano rocks can break it and get the mushroom posthaste. A mad run to the exit is the wisest course of action, but be careful not to fall through any holes the rocks might make. It helps to play through this level multiple times - once to get the first and third Star Coins, then again with a Mini Mushroom in reserve to get the second so that you don't have to focus on anything else. 8-T2: You'll have to ride another moving-block platform for the entire first half of the level, but it's actually easier than previous ones since the fire obstacles are small and easy to evade. Grab the first Star Coin when it comes up along the way and jump to the concrete ledge afterward to score the checkpoint. Just after the red coin ring, there's a power-up to snag followed by the second Star Coin. Run and jump to it while making sure to keep the moving platform in your sights. When the platform starts to move up again, you will be attacked by various spiked balls, some of which roll along on the ledge with you as it moves. Be on the lookout for when they're coming and you'll be fine. On the third one, the third Star Coin lies where it used to be. Make a quick jump there and back. Bowser Jr.'s lair rests on a platform over lava with a Podoboo on each side. Keep things restricted to the middle and this will be an easy battle. Now we move on to the final stage..... 8-Final: Run past the fireballs and enter the door to the second room. The "?" switches in this stage, as you can see, turn the room you're in 180 degrees clockwise. When the room turns around, enter the new door on the floor. Beware the large fire shooters in the next room. They turn on and off at regular intervals, and you can tell when they're about to turn back on because a few embers will shoot out ahead of the flame. Make your way carefully to the right to the next door, where you'll find a giant Thwomp. Move past him and hit the second brick from the right in the row next to the Thwomp to reveal the "?" switch. Get the power-up on the other side of the wall, then jump over, hit the switch, and leave through the door on the left to return to the previous room, which has also been flipped around. Go past the fire shooters and all the way to the far left. There is a brick at the very end with another "?" switch in it. This one doesn't flip the room - in fact, its effect is not immediately apparent, but it will serve you well in getting the second Star Coin later. After hitting the switch, go to the right and up when the path forks. The last two fire shooters are short and don't turn off at all, so be particularly careful around them. Go to the next room and patiently make your way up and to the right. Fall through the hole and get the power-up over by the wall, then hit bricks until you find the "?" switch. When the room rotates, venture into the upper left corner to get the Star Coin, then over to the right to find the door. This is where hitting the "?" switch that didn't appear to do anything earlier comes in handy. If you hit it, there will be a platform to your left when you enter this room. Without it, you can't get over there, and thus you'll miss the second Star Coin (unless you're Mini Mario, and even then it takes some mighty skilled wall-kicking). If the platform's there, go through and get the coin next to the pit, then proceed through the door above. This door dumps you at the midpoint. Grab the power-up and move to the next challenge. In this area, you must take the correct one of the three paths or else the same segment of the castle will loop continuously (íƒÂ¡ la the very first SMB). If you run through the wrong path, you'll hear a dull buzz, and if you run through the correct one, you'll hear a high-pitched ding. The first correct path is right along the bottom row. When you see the swirling fire trap, jump up and stick to the top path for the next ding. The third one is slightly trickier. There is a block jutting out from the platform in front of the middle path. Drop to the bottom, then jump up to the middle and run through it. To get the third Star Coin, you'll have to be Super Mario at least. Ground-pound the bricks in front of it, then get on the higher ledge to the right. Run left off the ledge and duck to slide in to where the coin is, then jump out and continue right to the gigantic slide-open doors. When you face Bowser Jr., he throws his daddy's bones into a smoking cauldron. The cauldron expands and finally breaks to reveal a fully revived Bowser! You must now fight both Bowser Jr. and Daddy Bowser simultaneously. Deal with Bowser Jr. first. Regular Bowser lumbers around slowly enough so as not to be too much of a nuisance, his blue homing fireballs aside. Use the usual turtle shell technique to stun Bowser Jr. When you hit him three times, he's out of your hair for good. Upon defeating Bowser Jr., Daddy Bowser unleashes a huge torrent of fireballs in all directions. He also shoots three blue fireballs at a time now rather than just one. After he shoots the fireballs, stay close and wait for him to jump. If he stomps on you, you won't get by with running through him while you're temporarily invincible - no sir, Bowser will bounce you back and make you beat him fair and square. When you run under him and hit the switch, you'll have restored peace to the Mushroom Kingdom once more. Peach will float down from her prison and thank you with a kiss. Way to go, Mario! Now sit back and enjoy the staff roll and scrapbook photos of each level. Don't turn the DS off yet though - you're not quite through yet. Save when prompted, then reload your file. --- | ----------------------- 5.9 | After You Beat the Game --- | ----------------------- Since this section covers things you can only reveal once you've beaten the game, it's best not to read it if you haven't done so, as it might contain what some would consider SPOILERS. If you have beaten the game, however, or don't care about that sort of thing, then by all means read ahead. If you look at the background on the touch screen when prompted to save after beating the game, you will notice that the background is wallpapered with a code for playing as Luigi. Hold L, R, and A when selecting a file to play as Luigi. He plays identically to Mario; there is no difference between the two. When you beat the game, you can earn a total of three stars next to your save file, each of which means something different. You get one star just for beating the game one time. To get a second one, you must find all 17 red flag- poles scattered through the first seven worlds. (See section 3.3 to see exactly which levels these are located in.) The third star comes from spending every single Star Coin in the game. To do this, there are two things you must do. First, you must pay to open every signpost on every map that requires five coins to pass. When you have found every single Star Coin and opened all the signpost paths, you should have 80 Star Coins still left to spend. Reload your file to find an Item House located above World 1-1 that looks like a Mini Mushroom. In here, you can buy new backgrounds for the touch screen. There are four new ones available, and they cost 20 Star Coins apiece. Once you purchase one, you can return here and select it whenever you like. My personal favorite is the blue-toned brick one. Upon spending all the remaining Star Coins in the Mini Mushroom House, you will be prompted to save your game once again. Quit and check your file to see that you got the third star next to it. When you have all three stars, they will be arranged in a triangle to the right of your save file. You have now officially completed the game 100%. Congratulations!! Aside from those features, you now have the ability to save anywhere on the world map rather than just doing so after opening a signpost path or completing certain levels. All Mushroom Houses are also back on the map (regardless of whether you used them or not), and they don't go away when you use them. These are especially advantageous if you needed certain items for certain stages that you didn't beat thoroughly the first time. Good job on completing the game!! _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | =============== 6 | MARIO VS. LUIGI = | =============== The Mario vs. Luigi game is so short and trivial so as to be almost entirely worth glossing over. However, for the sake of comprehensiveness, here's a brief summary. Hook up with a friend with a DS in order to play. At least one of you needs the New Super Mario Bros cartridge. The rules of the game are simple. It works kind of like a mix of the regular game and the SMB3 battle mode. You and a friend are pitted against each other in a short level with no goal that, while 2D, is basically a circle. Somewhere in the level, a star will appear, and you must race your opponent to get it before he does. However, just because you get the star doesn't mean you have it permanently. Your opponent can either hit you on the head or from underneath to bump out of you, and you can do the same to him. When a star gets loose, your opponent can steal it from you, or you can get it back if you're quick on the recovery. A round ends when someone collects five stars. You can adjust the number of rounds at the menu screen prior to playing. The MvL game in no way affects the Mario Game or the minigames. _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ========= 7 | MINIGAMES = | ========= In case you get tired of the adventure aspect of the game, New Super Mario Bros offers up a number of minigames to keep you distracted. These are completely separate from the Mario Game and have no bearing on the progress of your savedfile's completion, so feel free to play them as little or as much as you like. All minigames are available from the outset; none have to be unlocked. Minigames can be played alone or with a friend through the use of the DS's WiFi capabilities. Only one copy of New Super Mario Bros is required. All minigames require the use of the DS stylus (pen), except for Balloon Racing, which requires you to blow into the microphone. --- | ------ 7.1 | Action --- | ------ Snowball Slalom 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 In this game, you roll a snowball to the goal by rubbing the stylus on the touch screen. Running into rocks and penguins slows you down. Rub in an upward motion to make the ball roll. It will get bigger the farther it rolls. You have 20 seconds to get the snowball to the goal. This is actually a pretty difficult minigame; there is not even leeway for a single mistake in most cases. In multiplayer mode, the track is much longer. Lakitu Launch 킯킯킯킯킯킯킯킯킯킯킯킯킯 Use the stylus to launch Spinies from a slingshot into the overturned Koopa shells on the upper screen. Pull back by holding down the pen, then let up to release the Spiny into the air. You have 30 seconds to get as many Spinies in the shells as you can. In versus mode, you must launch your ammo into the shell of the same color. If you shoot one into your opponent's shell, he/she gets the points for it. Danger, Bob-Omb! Danger! 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Drag the Bob-Omb around with the stylus to keep him from running into errant fireballs. Your score will keep increasing as long as you keep the Bob-Omb alive. Watch out for both the small dot-type fireballs and the Bowser statue's large streams of fire. Versus mode replaces the running score with three lives and features adjustable difficulty. Whack-a-Monty 킯킯킯킯킯킯킯킯킯킯킯킯킯 New SMB's own spin on Whack-a-Mole. Tap the stylus whenever you see a Monty Mole to whack it. Whack the moles, but don't whack Luigi or you'll lose points. You gain 1 point for every mole whacked and lose 3 each time you whack Luigi. Whoever has the most points after 30 seconds is the winner. The versus mode features adjustable difficulty. Balloon Racing 킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Blow into the mic on the DS to make Yoshi's balloons rise. The object is to get him to the goal within the time limit. Microphone sensitivity varies among DS games, but here, you'll get the best results by holding the DS about four or five inches away from your face and blowing gently at the screen rather than directly into the mic. --- | ------ 7.2 | Puzzle --- | ------ Wanted! 킯킯킯킯킯킯킯 On the top screen you'll see a picture of either Mario, Luigi, Wario, or Yoshi. Once you see the picture, you'll have to find them in a crowd on the lower screen. Tap the person from the picture once you find them. Tapping the right person adds 5 seconds to the amount of time given to you to search; tapping the wrong person subtracts 10. As you get farther and farther, the crowds become more densely packed and even start to move around. One solid method for finding the right person is to look at their eyes, since sometimes that will be all you can see of them. Also know the bottom half of their faces, since sometimes these will be arranged along the top of the touch screen for you to identify. In moving crowds, the person you're looking for often moves along a different trajectory than the rest of the crowd. This is by far my favorite mini-game of all 23 included with the game. In versus mode, time is not added to the total searching time for a correct selection. Difficulty is adjustable, and you only lose one point for a wrong choice rather than ten seconds. Whoever has more points at the end wins. Which Wiggler? 킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Find and tap the Wiggler on the touch screen whose pattern of spots matches the one on the top screen. Time is added to your timer if you identify the correct Wiggler, and time is subtracted if you choose the wrong one. In addition, on later rounds you can be docked further time since choosing the wrong Wiggler makes them angry, and you cannot play while they are red and seething with anger. In multiplayer, no time is added or subtracted for a right or wrong choice; you get one point for a correct choice and lose one for an incorrect choice. The difficulty can also be adjusted before the game starts. Whoever has more points at the end wins. Hide and Boo Seek 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 When the screen turns dark, rub where the Boos are to reveal them before your time runs out. This minigame is severely lame when you're playing alone but is MUCH better on multiplayer. Puzzle Panel 킯킯킯킯킯킯킯킯킯킯킯킯 When you tap a panel on the touch screen, that panel and the ones surrounding it will flip over. The object of the game is to turn the panels over given a set amount of turns (which increases the farther in you get) so that your design matches the design on the top screen. A moderately fun minigame. In versus mode, whoever picks the correct solution first gains a point. All puzzles in versus mode can be solved in one turn. Guessing wrong docks you one point. Coincentration 킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Watch carefully to see which bricks the coins that rain down from the sky land in. When they have all entered the bricks, pick the ones with coins in them. A brick can contain anywhere from zero to three coins. If you pick a brick with no coins in it, the game ends. The object, then, is to get as many coins as you can before happening upon a brick without any. In versus mode, players take turns choosing bricks. Choosing an empty brick costs you two points rather than ending the game immediately. After all the bricks with coins are chosen, the higher point total wins. Each player is granted the option to pass their turn, which they can only use one time. --- | ----- 7.3 | Table --- | ----- Memory Match 킯킯킯킯킯킯킯킯킯킯킯킯 Luigi, in his adorable casino dealer outfit, deals out a certain amount of cards - eight at first, twelve once you win at least five rounds. (A win is indicated by a star. These are grouped in the bottom right-hand corner of the lower screen. They stack up as you earn them, and when you get five, those group together in a single cluster.) The object is to find all the picture matches. You can make a maximum of three mistakes per round. In later rounds, Luigi will show a few cards to get you started. These shown cards may or may not match, and they are less likely to do so as you win more and more rounds. Memory Match does not save high scores, so you can quit any time you like. Players take turns choosing pairs in multiplayer mode. Picture Poker 킯킯킯킯킯킯킯킯킯킯킯킯킯 New SMB's own version of five-card stud. Luigi deals you five cards. The picture on each card occupies a space on a hierarchy, arranged as follows: Cloud -- (worst) Mushroom Flower Luigi Mario Star -- (best) What this means is that if you and Luigi both have the same combination of cards when it comes time to show your cards, the person with the better symbols will win. For example, if you both end up with two pairs, and Luigi has two mushrooms and two Luigis, whereas you have two clouds and two Marios, you will win the hand because the Mario symbol has the greatest value of all four of those symbols. As for the combinations - in case you're unfamiliar with basic poker procedure, what you're trying to do is get a better combination of cards than your opponent. There is also a hierarchy for card combinations, shown here: One pair -- (worst) Two pairs Three of a kind Full house (three of one picture, two of another) Four of a kind Five of a kind -- (best) Note that you can still win with one pair if Luigi has nothing. When you are dealt your initial five cards, you can get rid of any you don't think you'll be needing. You can do this by tapping the cards you want to get rid of with the stylus and then tapping the Draw button. You will receive a number of new cards equal to the amount you discarded. If you are confident that you can win the hand, you can bet up to five coins in the initial round. You cannot bet once you have drawn for new cards. Initial stakes start out at one coin, and then increase by one coin for every five rounds you have won. If you lose a hand, a star (and thus, a win) is taken away from your total count (meaning that if you have six stars and you lose a hand and get bumped back down to five, the stakes go back from two coins per hand to one). When you win a hand, you will receive a coin reward based on the amount of coins you bet (from one to five) multiplied by a multiplier that is assigned to the combination of cards that won you the hand. The multipliers are assigned as follows: One pair - 2x Two pairs - 3x Three of a kind - 4x Full house - 6x Four of a kind - 8x Five of a kind - 16x For instance, if you were to bet four coins on a hand and you won the hand with a full house, you would receive a payout of 24 coins. If you lose a hand, you lose the amount of coins you bet on that hand. There are no multipliers for this. Picture Poker does not save high scores, so you can quit whenever you like. In multiplayer, you and your opponent go five rounds. There is no betting, and the payout given for a winning hand is the amount of its usual multiplier (e.g. in versus mode, you get four coins for winning with three of a kind). Pair-a-Gone 킯킯킯킯킯킯킯킯킯킯킯 On the table are several cards. You must eliminate pairs with matching symbols that are aligned either horizontally, vertically, or diagonally. When you take out a pair, Luigi will put in two more cards. He will continue doing this until his deck runs out. You win a round by clearing all pairs on the table. If you come to a point where you cannot make any more matches and there are still cards lying on the table, this counts as a loss. The game is over when you run out of coins. You win coins when you win a round, and lose some when you lose a round. Unlike the other Table-type minigames, Pair-a-Gone saves high scores. In versus mode, you create pairs until you cannot create any more with your cards; the leftovers then go into your opponent's deck. The person with fewer cards in their deck when the timer reaches zero wins. --- | ------- 7.4 | Variety --- | ------- Mario's Slides 킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Guide Mario to the star on the touch screen by drawing new lines for him to move across. If he runs into a Piranha Plant, that spells game over. When you get five stars, you move on to the next round and the bottom screen is erased of any lines you've drawn. Later rounds make you deal with multiple Marios at the same time. Mario will change direction at each intersection, so you can gain an edge by mentally mapping out his path ahead of time and drawing the appropriate lines before he reaches the bottom screen so that you don't panic and goof up. In versus mode, your bottom screen is the other player's top screen (and vice versa). You'll go back and forth until one of you lands in a piranha plant. You can get some solid wins by waiting until things speed up and then confusing your opponent by drawing lines all over your screen. Sort or 'Splode 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Guide the black Bob-Ombs to the black platform and the red ones to the red platform. As you progress, Bob-Ombs will start coming out of more doors and more will start coming out at once for you to deal with. The game ends if you take a Bob-Omb to the wrong platform or one escapes your reach and blows up near its opposite platform. This one's a lot of fun. In versus mode, you fill numbered tiles with the designated amount of bombs in order to send those bombs over to your opponent's screen. Bounce and Trounce 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Keep the three Marios in the air by tapping them when they reach the bottom screen. The object is to pounce on as many Fly Guys as you can without losing all three Marios. You'll start off controlling only one Mario, but quickly move on to dealing with as many as three at once. The game ends when you let three Marios slip to the bottom of the screen. In multiplayer, you have 60 seconds to play. Touch your Mario Bro to make him jump. You get one point for hitting a Shyguy, two for bopping the other brother, lose five for letting one fall off the screen, and two for getting hit by your opponent. Bob-Omb Squad 킯킯킯킯킯킯킯킯킯킯킯킯킯 Use the slingshot to take out the Bob-Ombs parachuting down from above in order to protect the Toads' garden. The game ends when all four plants are blown up. Pull back on the slingshot by dragging the stylus back, then let up to release the shot. You can shoot downwards as well as upwards. Shooting Lakitu destroys all the bombs at once, so try to aim for him whenever you see him. Trampoline Time 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Draw lines on the touch screen with the stylus to create trampolines for the Marios to bounce on. You're trying to get them to the lighted exit. The exit sometimes changes positions, so look out. A trampoline you draw disappears after it is used once; there is also a large one at the bottom that disappears after it is used three times. Once the bottom trampoline disappears, you are allowed three misses (that is, three Marios can fall in the pit below) before losing. --- | -------------- 7.5 | Vs. Exclusives --- | -------------- Snowball Slam 킯킯킯킯킯킯킯킯킯킯킯킯킯 You stand on one side of the screen, your opponent on the other. You gain points for pegging your friend. You can hide behind the snowmen for a bit of defense. If you run out of snowballs, walk into a snowpile to stock up. Loves Me... 킯킯킯킯킯킯킯킯킯킯킯 The game decides who goes first. From there, you can pick anywhere from one to three petals off the flower. It's a game of "loves me, loves me not", and you are trying to either end the game with you picking a "loves me" petal or your opponent picking a "loves me not" petal. You gain one point for a win, and lose one for a loss. After five rounds, the person with the most points wins. I don't have an exact formula worked out for surefire winning yet, but I do know that if the number of petals on the flower is even, you want your opponent to pick the last one, and if it's odd, you want to pick the last petal. Speed 킯킯킯킯킯 Two cards are displayed on the table, while you have four cards facing you and the rest off to the side in a deck. The object is to take a card from your four (using the stylus) that is either one lower or one higher than one of the two cards in the middle of the screen. When you put a card down, it's replaced by another one in your deck. The winner is the person who uses all the cards in their deck first. This game can get pretty intense in the right hands. Luigi's Thrilling Cards 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 In this game, you and your opponent each have a single card. You don't know the value of your own card, but you DO know your opponent's card. Knowing your opponent's card, you then bet on whether you have a higher card than he/she does. A high bet shows confidence that your card possesses the greater value, while a low conservative bet can tell your opponent that you're not so sure of yourself. The person with more wins after five rounds takes the whole shebang. Okay, so "thrilling" might be a slight overstatement, but it's still a fun one. Luigi-Jack 킯킯킯킯킯킯킯킯킯킯 This one's just regular blackjack with a few extra twists. Of course, in normal blackjack, you're given two cards which only you know the values of. 2-10 are as their values state, kings and queens and jacks equal 10, and aces can play either as 1 or 11 depending on the situation. Looking at your two given cards, you can either hit (draw another card) or stand (stay with what you've got). The object is to get as close to 21 as possible without going over. Your payout depends on the outcome of the hand. If neither of you busts (goes over 21), your payout is equal to the difference by which you won. For example, if you stand with 19 and your opponent stands with 17, you'll win two coins. If your opponent busts, he loses five coins and you win five. The reverse holds true if you bust. Landing on 21 exactly gives you a "Luigi-Jack", in which you are rewarded three times the coins you would normally win given your hand. For example, if you get 21 and your opponent has 18, you'll win nine coins (a difference of three, multiplied by three). Bob-Omb Reverse 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 If you've played Othello or Reversi before, you know how this game works. You lay down colored Bob-Ombs on the board. When you set one down, any of your opponent's bombs that are located between another of your bombs will turn to your color. Whoever has the most bombs of their color on the board when the board is full wins. Vs. Lakitu Launch 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 In this game, use the slingshot to launch ammunition in order to hit Lakitus for points. Some Lakitus hold stars which are worth more points than regular Lakitus, but be careful to only hit Lakitus holding stars when they're on your screen, since the star - and consequently, the points - will go to whichever screen the star is on when you kill the Lakitu. The player with more points when the timer runs out wins. Jumping Sudden Death 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Keep the brother you're in control of alive as the spikes below keep rising incrementally. Make your character jump by tapping him with the stylus when he reaches the bottom touch screen. First to lose their brothers is out. Vs. Trampoline Time 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 You and your opponent control two of each Mario Brother, drawing lines to make trampolines as in single-player Trampoline Time. However, here you are not trying to get the brothers to an exit point, but rather to just stay alive. The first person to allow three misses is the loser. You can trip up your opponent by stomping on his Marios' (or Luigis') heads. Bob-Omb Trampoline 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 Kind of like a game of volleyball situated over lava. You control a trampoline on the bottom screen by dragging it with the stylus. When the Bob-Omb comes your way, bounce it back to your opponent. The first person to miss and let the Bob-Omb fall in the lava three times is the loser. The Bob-Omb gets faster the longer the match goes on. _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯 = | ==================== 8 | CREDITS & COPYRIGHTS = | ==================== Many thank-yous go out to everyone who makes this guide possible. Thanks to the websites that host this FAQ, which are, in no particular order: GameFAQs (http://www.gamefaqs.com) Honest Gamers (http://www.honestgamers.com) Neoseeker (http://www.neoseeker.com) To CJayC (Jeff Veasey), Jason Venter, and Leo Chan, the webmasters of the aforementioned websites. For Casey, Derek, Sam, Ryan, and Michael ..... never mind. =) To Neal Lundberg for testing the multiplayer minigames with me. To David McCutcheon (ZoopSoul) and Brian P. Sulpher, my two best FAQing peers. To my family who encourages me in all my endeavors, and to whom I am indebted in ways in which I cannot possibly repay them. And, of course, to anyone I have unintentionally forgotten. You are granted permission to post this guide on your personal website as long as you leave the text of the document as it is written on the above three websites to which I have submitted it (although you may make cosmetic changes where you see fit, such as changing the font or adding screenshots). Be sure to also give credit where it's due, to yours truly, and remember that plagiarism is bad and wrong and can only end in your eventual ruination. This version of this guide (1.1) is í‚© June 8, 2006 by Snow Dragon, all rights reserved. The latest version of this document can always be found first at GameFAQs, Honest Gamers, and Neoseeker. Thanks for using my FAQ, and have a great day!! _______________________________________________________________________________ 킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯킯
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.