@@@@@ @@@@@@@ @@@@@@@@@ @######& @!!!!@ @&&&&&&&&@ #@@@@@@@ &%%%%%%%%%@ ######%%##%@ @!!!!@ !!!!@ @&&&&&&&&&&&#!!!!!!!@ &%%%%%%%%%%%@ @######@ @ @!!!!@ !!!!@ @&&&&@ &&&&&@!!!@@@#@ &%%%%& @%%%& @#######@ @!!!!@ !!!!@ @&&&&@ @&&&&@!!! &%%%%& @%%%%& &######% @!!!!@ !!!!@ @&&&&@ &&&%&@!!!!!!!@ &%%%%%&%%%%%# &####### @!!!!@&!!!!@ @&&&&&&&&&&!@!!!@@@@@ &%%%%%%%%%@ @&######@ @!!!!!!!!!!@ @&&&&&&&&@@&@!!! &%%%%&%%%%% @#########& @!!!!!!!!@@ @&&&&@ @!!!!!!!!!! &%%%%& @%%%%& %#####@@ @@@@@@@@@ @&&&&@ @@@@@@@@@@@ &%%%%& @%%%@ &# @@@@@@ @%@ #####@ #!@@ @!&&&&&&&#@ @@@@@@ %#####@ &######@ @@@@@@ @&&&&&&&&&&&& @!!!!& @#######&#######@ @!!!!!!@@@ @&&&&&&&&&&&&&& @!!!!& @################@ @!!!!!!!!!!@ @&&&&&&@@%&&&&& @!!!!!@ @@@@ &################& @!!!!!!!!!!!@ @&&&&&&@ @&&&& @!!!!!@ #&%%%%%%%%&& @###########!@#####@!!!!!!!!!!!!@ @&&&&&&@ @&&&&& @!!!!!@%%%%%%%%%%%%%%%& @#####&####&@ @#####&!!!!& &!!!!@ @&&&&&&@#%&&&&& @!!!!!!@%%%%%%%&&%%%%%%%& @%#####@ ##&# &####&&!!% &!!!!!@ @&&&&&&&&&&&@ @!!!!!!@%%%%%%@ @%%%%%%%@ @######@ & @&#####&!!!!!!!!!!!!@@&&&&&&&&&&&&%@ @!!!!!!!@%%%%%% %%%%%%%@ @######@ @!&#####&%!!!!!!!!!!!@@&&&&&&@&&&&&&&&@!!!!!!!@%%%%%%%%%%%%%%%@ @#######@ @######@ @@&!!!!!!@&&&&&&@ @%&&&&&@!!!!!!!@@&%%%%%%%%%%%%&# @#######@ @%##@ @!!!!!!!@&&&&&@ @&&&@ @@@@@@@@@ %%%%%%%%%%&@@ @&&&&&&&@ @ @&&&&&&&@@@@@@# @ @&&@@ &&&&&&&& &&&&&&&&# #& %%%%%%%%%@@@@@ #########& @!!!!!!!!!@ @!!!!!@ %%%%%%%%%%%%@@ ###########@ @!!!!!!!!!!!% @!!!!!!!!& %%%%%%%%%%%%@@@ ##### ######@@!!!!!!@@!!!!& &!!!!!!!!@ %%%%%% !%%%%%@@ ##### !#####@!!!!!!@ @!!!& @&!@ &!!!!!!@ #&%%& %%%%%@@@ ##### #####&@!!!!!!@ #%!!!@&&&&&&&&&&&# &!!!!!! %%%%%%@@@@ ##########& @!!!!!!@!!!!!!@&&&&&&&&&&&&& &!!!!!! %%%%%%@@@ ##########& @!!!!!!!!!!!!!@&&&&&&&&&&&&&& &!!!!!@ &%%%%@ %%%%%@ ############&&!!!!!!!!!!!@&&&&&&# @&&&&&@ @!!!!!!# %%%%%& !%%%%%@@ ##############@!!!!!!!!!!!!@&&&&%@@&&&&&&@@!!!!!!@ @%%%%%%%%%%%%%@@ @@@ ##### #######@!!!@#@!!!!!!!!@&&&&&&&&&&&@!!!!!!@ %%%%%%%%%%%%@@@ !@@@ ##### ######@!!!!@ @&!!!@&&&&&&&&&&@ &!!!!!!@ @!!!@ %%%%%%%%%%#@@@@@@@ ###########@!!!!!!@ @@ @@&&&&@ !!!!@ @!!!@ @@%%%%%@@@@@@@@@@ # #@#@# @@@@@@@@@ ASCII Art is copyright Atom Edge! Great work man! Copyright Nintendo 1989 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 4.4 Dates Written: March 20th to June 13th, 2003 I dedicate this to the BIG AMERICAN PARTY! Everybody disco dancing! Lots of fun, good time for all! I'm having very good time! Clerks the Animated Series! Thanks to Kaze Sama for being the first to answer my request for a dedication! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. If you enjoy this FAQ and want to give back, you can click the Donate button by my author name above, and send some money my way (via Paypal). I have no set amount or minimum, so feel free to donate as little as you like (this is simply a from the bottom of your heart deal). Thanks for your consideration, now on with the FAQ! ----------- Version 1.0 ----------- -Submitted guide on June 13th, 2003 ----------- Version 2.0 ----------- -Submitted guide on July 31th, 2003 -Added in some Bonus Pipes I missed (thanks to Nintendo Power for the locations I missed) -Fixed the Introduction at the "request" of Ryan Harrison ----------- Version 2.5 ----------- -Submitted guide on November 22nd, 2003 -Did some format alterations -Added in some content in a few areas ----------- Version 2.6 ----------- -Submitted guide on February 17th, 2004 -Added in credits section (giving thanks to PegBoy for his diagrams as I completely forgot to credit him before. Sorry Dude!) ----------- Version 3.0 ----------- -Submitted guide on April 5th, 2004 -Updated World 7-7 to include a missed 1-Up (thanks to Javier Dorantes Hernandez for the e-mail on this) -Altered the format & corrected some errors ----------- Version 3.5 ----------- -Submitted guide on August 30th, 2004 -Fixed up my Para-Beetle info, as I have had tons of e-mails about them (thanks to the masses for the correction) -Fixed up the Card Solution game, once again thanks to a couple readers who pointed out I had left and right switched in the directions ----------- Version 3.6 ----------- -Submitted guide on 18th of October, 2005 -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ----------- Version 4.0 ----------- -Submitted guide on 12th of October, 2007 -Fixed up a mistake in the first Fortress in World Seven (thanks to Sarah Zseleczky for the heads up) -Added in a missed Power-Up in Level 3-7 (thanks to Talon Mulnix for this contribution) -Fixed an error in the Chain Chomp listing (thanks to Jonathan Miller for this correction) ----------- Version 4.1 ----------- -Submitted guide on 8th of January, 2008 -Fixed an error in the Card Game Solutions (thanks to Joe Follo for the correction) ----------- Version 4.2 ----------- -Submitted guide on 6th of January, 2010 -Corrected info on the Buzzy Beetle (thanks to David Moronez for the heads up) -Also added in a note about the 28 P-Wings you get for beating the game ----------- Version 4.3 ----------- -Submitted guide on 15th of January, 2013 -Corrected Bowser misspelling in the introduction (thanks to Ben Brundage) -Added in two missing 1-Up Mushrooms in the World 5 first fortress (thanks to Megan Nicole) -Fixed up the N-Spade card game information error (thanks to Erica Chestnut) -Added a missing 1-Up Mushroom in World 7-5 (thanks to JD Shin) ----------- Version 4.4 ----------- -Submitted guide on 2nd of December, 2014 -Added in a missed P-Switch in Level 3-3 (thanks to Michael C.) ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Controls 3) Advanced Moves 4) World One 5) World Two 6) World Three 7) World Four 8) World Five 9) World Six 10)World Seven 11)World Eight 12)Enemies 13)Hammer Brothers and The Koopa Klan 14)Items 15)White Mushroom Houses 16)Card Game Solutions 17)Warp Whistle Locations 18)Coin Ship 19)Mario Brothers Battles 20)1-Up Tricks 21)Various Tricks 22)Credits 23)Final Word ---------------------------------------------------------------------------- ----------------------------------Introduction------------------------------ ---------------------------------------------------------------------------- 1) Welcome to what is hailed as the crowning achievement of all of the NES games. It is the third installment of the Mario series on the NES, and it so happens to be the largest and most loved of the series as well. Mario and Luigi have returned, and once again they are battling Bowser. However, it is not direct battle with Bowser until his never before mentioned kids Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, and Ludwig Von Koopa. With some crazy new power-ups along with some classics, Mario and Luigi are prepped and ready to go do battle with Bowser and his brood to free the Mushroom Kingdom from tyranny! Keep in mind that I will refer to the character being played as Mario throughout the FAQ, but this does not mean that Luigi can not do the same as they have identical skills in this game. ---------------------------------------------------------------------------- ------------------------------------Controls-------------------------------- ---------------------------------------------------------------------------- 2) This section will look at the basic controls for the Regular play and the Mario Brothers Battles. o------------------o | Regular Controls | o------------------o D-Pad...: LEFT and RIGHT will move Mario in the corresponding directions. UP is used to climb things like vines as well as entering doors. DOWN is used to descend down things like vines as well as causing Mario to duck. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: When held down, Mario will run. A Button: Press this to jump. o--------------o | Map Controls | o--------------o D-Pad...: Moves Mario in the corresponding direction pressed. This will also scroll your cursor through the Item Bar. SELECT..: No apparent use. START...: No apparent use. B Button: Opens/closes the Item Bar. A Button: Enters icons on map as well as inputting selection in the Item Bar. o------------------------o | Mario Brothers Battles | o------------------------o D-Pad...: LEFT and RIGHT move Mario in the corresponding direction. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: When held down, Mario will run. A Button: Press this to jump. ---------------------------------------------------------------------------- ----------------------------------Advance Moves----------------------------- ---------------------------------------------------------------------------- 3) This section will look at all aspects of every Power-Ups as well as general Advanced Moves that can be done in any Power-Up situation. o---------------o | Anytime Moves | o---------------o These can be done at any time with any Power-Up, unless the Power-Up prohibits it. Gap Dashing...: When the space between platforms are one space, you can hold the B Button to pass over the holes without falling through. Flying Squat..: When you have to fly into a small space, Hold the B Button as you run to build your flying meter. As soon as you hit the flying speed, press DOWN to go into a squat and then immediately take flight. You can then fly in the squat allowing Mario to enter small spaces. Shell Grabbing: After a Koopa Troopa or Buzzy Beetle have been retreated into their shells, Hold the B Button to pick their shells up. Then you will carry the shell till the B Button is released. Slide Duck....: Sometimes the open space is only the size that Regular Mario could normally pass through, but Mario can run at the space, duck (press DOWN) just before he gets there, and then he will slide through to the far side. Sliding.......: On a hill's slope, press DOWN to slide down the hill and kill enemies that are in the way. Slope Jumping.: Sometimes the sliding down the hill will bring Mario to a bump at the end that he can jump off the end of to fly far into the air provided he timed it right. Super Jump....: When you hop on an enemy, hold the A Button to fly farther into the air than a normal hop would bring Mario. o---------------o | Raccoon Mario | o---------------o Flying.....: Hold down the B Button to run, and when the flying meter fills up, press the A Button repeatedly to flap into the air with your tail. Tail Attack: Press the B Button to swing your Raccoon tail at enemies, bricks, etc. o-------------o | Fiery Mario | o-------------o Fireballs: Press the B Button to throw fireballs at your enemies. Up to two fireballs can be thrown at a time. o---------------o | Tanooki Mario | o---------------o Flying......: Hold down the B Button to run, and when the flying meter fills up, press the A Button repeatedly to flap into the air with your tail. Tail Attack.: Press the B Button to swing your Raccoon tail at enemies, bricks, etc. Statue Stomp: When Mario wants to become a statue, hold DOWN and B Button to turn into a statue. However, this effect has a maximum time of five seconds before turning back into Tanooki Mario (although it can be reapplied repeatedly). o------------o | Frog Mario | o------------o Swimming: Mario can take strong strokes by pressing the A Button, but he can also use the D-Pad to steer about the water effectively. o--------------o | Hammer Mario | o--------------o Fire Repellant: Duck inside of the helmet to become invulnerable to fireball attacks. Hammer Throw..: Mario can toss Hammers in this suit to kill many enemies he otherwise could not. He can throw two hammers at a time. ---------------------------------------------------------------------------- ------------------------------------World One------------------------------- ---------------------------------------------------------------------------- 4) Welcome to Grass Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | F - Fortress Location | S - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | ______________________________| G R A S S L A N D X-----X--X---+ | | | | | | --S---+ +--X---T L | +--F--H | | | T--+--W---C | | X-----X o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Random Distribution Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #2: Random Distribution Items...: Super Mushroom, Fire Flower, Raccoon Leaf o---------------------------o | Wandering Hammer Brothers | o---------------------------o Brother Set #1: Invincible Starman o-----------o | Level 1-1 | o-----------o A Goomba approaches Mario to start the level, which is a tribute to the original Super Mario Brothers. Hit the four ? Blocks to get three Coins and a Super Mushroom before going right to pass a Pirahna Plant. Stomp the Red Koopa Troopa, kick it's shell right, and grab the Power-Up that comes out of the ? Block. Now the walkthrough splits up based on your Power-Up level. ========== OPTION ONE ========== If you are Raccoon Mario, start off by clearing the two Goombas and the Para-Goomba out of the way, and then run back to the left till a block is in your path. Now run to the right until you are almost to the cliff, at which point you should fly into the air along the coin trail to find some ledges in the sky. Grab the first three Coins, hit the block on it's right side so the 1-Up falls left, and then go right to get more Coins. Now head left so you are on the edge of the cloud platform, and then run right to take flight to go until you see a tall green pipe to land on and go into. Inside are Coins in the shape of a 3, and then you get outside, head left. ========== OPTION TWO ========== Go through the two Goombas and Para-Goomba, jump the gap, and then walk underneath the three Green Paratroopa Koopas on the ledge above to kill a Green Koopa Troopa so you can grab the Power-Up from the ? Block. Go past the gap, up the wooden blocks to jump the next gap, and then make your way past the gap there to find a Pirahna Plant and a Venus Fire Trap in two pipes. Go right past them. ======== REJOINED ======== Now you should stomp the Red Koopa Troopa on the right, and then kick the shell to the left to break some bricks out of your path. Walk underneath the resulting overhanging bricks on the left, jump to reveal a P-Switch, and stomp it to turn the Bricks into Coins! You can reset this P-Switch by flying into the pipe high above and then exiting to come back left to collect once more. Once you have had your fill of Coins, go right though the pipe to run right and into the black segment to hit the card slot for your card to finish the level! o-----------o | Level 1-2 | o-----------o Run up the hill, go past the pipe, and then down the hill to tangle with a Goomba. Hit the ? Block to get a Power-Up before going on top of the block to hop onto the "T" Pipe. In this next valley is a location for the "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on this maneuver. Head right past the Para-Goomba to hop a pipe before running down a hill to duck and slide under the bricks, where you jump to reveal a P-Switch! Hit it and then use the recently made bricks on the left of the floating pipe to make your way onto the said floating pipe so Mario can go inside to get 20 Coins. When you reappear, go right down the hill to duck as you slide to jump and make the P-Switch appear again. Now climb the bricks back on top of the floating pipe, which is where Mario should stand on the right side of the pipe before jumping up to hit a brick off screen that holds a 1-Up Mushroom. Now head right up the hill (kill the Goombas as you go), and then hit the second Note Block to get a Power-Up. Continue right to the next slope where you should press DOWN to slide down the slope, killing two Goombas as you avoid the Venus Fire Traps fireball. If you use the floating Note Blocs to cross the gap on the right, the third Note Block will spit out an Invincible Starman for Mario to use! Run right through the Goomba, Venus Fire Trap, and the Para-Goomba with Micro-Goombas to reach the dark segment of the level to hit the slot block for your card! o-----------o | Level 1-3 | o-----------o Start off by stomping the Green Koopa Troopa, followed by picking up it's shell before running right at top speed to plow through the Boomerang Brother. Use the Not Blocks to get on top of the brick formation, stomp the Red Koopa Troopa, and then kick it left into the brick formation to clear out some of the bricks. Jump into the resulting hole, jump onto the ledge on the right, and then start hitting the Coin Block in the second brick to the right of the hole. Now go back down to ground level on the left, and the first block to your right contains a Power-Up. Now the level enters a split, so the walkthrough will cover both routes. ========== OPTION ONE ========== Go to the bricks on the left, jump up to reveal an oddly-hued Not Block, and then jump off of it to go to Coin Heaven. Coin Heaven has five sets of 7 Coins as well as 22 Coins in the sky surrounding a brick containing a 1-Up Mushroom. After collecting the third set of Coins on the ground, fly to the sky (if you are Raccoon Mario of course) to get the 1-Up and extra Coins before covering the rest of the ground and head down the pipe. When you land, head left past the Para-Goomba with Micro-Goombas, a Green Koopa Troopa, two Goombas, and then onto a white block to kick a Red Koopa Troopa. ========== OPTION TWO ========== Go right to fight a Green Koopa Troopa before hopping the barrier ahead to kill a Goomba. Now hit the top wooden block in the next barrier to make a Power-Up appear, and then continue right to kill a Para-Goomba in the next two segmented parts between wooden barriers. Jump the last wooden barrier to jump a small gap to fight a Boomerang Brother before continuing right to jump another gap. Head up the floating blocks to kick a Red Koopa Troopa off of a white block. ======== REJOINED ======== If you want the Warp Whistle, duck down on the white block for five seconds to fall behind the scenery, and then dash wildly to the right while avoiding enemies. If you are fast enough, you will slip behind the black segment of the scenery at the end of the level to find a secret Mushroom House where Toad gives Mario a Warp Whistle! If you wish to finish the level normally, just head right past the various members of the Goomba family to get to the box slot to get your card for finishing the level! o-----------o | Level 1-4 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 44 Coins to make the White Mushroom House appear. Jump to the brick ledge on the right, wait till you see a moving platform move under three Coins, which is your cue to jump over and get the Coins before the platform falls away (you jump to the next ledge on the right). Grab the three Coins here, and then jump across the three fallaway platforms as you aim for the lower ledge. Jump up and hit the second brick from the left to find a 1-Up Mushroom (hit left side of brick), and then go right to use another fallaway ledge to reach a brick ledge where three more coins await. Get the three Coins as you hop to the next ledge, step down to lower brick ledge, and go right until you reach the spot where the first block above is directly overhead. Nail the Coin Block, go left to get a Power-Up from the block on the left, and then go up a ledge to head right to grab the Red Koopa Troopa's shell and jump to the high ledge. Kick the shell at the brick on the end to get a 1-Up to appear, so be fast to get it before it falls down into the depths below. Use the fallaway platforms below your position to get the three Coins as you climb in altitude to the next brick ledge, and then wait till the next fallaway platform lines up with the big vertical Coin line (grab all of them before jumping right to the brick ledge. Get on the elevated part of the ledge, jump to break a brick, and then keep jumping into the Coin Block till it is finished. Use the fallaway ledges to get to the last brick ledge, and then jump past the Red Paratroopa Troopa to get the last three Coins in the level, and then head down the pipe. Run right to the slot box before the Boomerang Brother to your left can throw his weapon at you so you exit the level! If you were diligent in your Coin collecting, a shiny new P-Wing will belong to you! o-----------------------o | World One Fortress #1 | o-----------------------o Run right from the start to jump across three lava pits (each with their own Podoboo) to land on a platform where a Power-Up sits in a ? Block. Jump the lava pit to the right (again watching for the Podoboo), head right through the enclosed area to enter a more open area with two Roto-Discs. Head right to jump another lava pit (two Podoboos here) to jump another lava pit to a platform with a Roto-Disc, followed by one more lava pit jump (Podoboo in here). Now the walkthrough splits up into two paths. ========== OPTION ONE ========== If you would like to get a Warp Whistle, hit the ? Block for a Raccoon Leaf (if you are not Raccoon Mario, you can not get this Warp Whistle), and then stomp the Dry Bones as you go right to PASS the door. Run left to get flying speed, take off straight up in air (just to left of ? Block), and when you see the wall to your right is tight against Mario, start pushing RIGHT while flying. If done correctly, Mario will end up on the roof off screen, so go RIGHT till you can go further, press UP, and then you fall into a room where the Warp Whistle awaits Mario in a Treasure Chest. ========== OPTION TWO ========== Grab the ? Block if you wish, stomp the Dry Bones, and go through the door on the right. Go right to get in the one part of the falling ceiling where the spikes will not hit you, wait for the pikes to raise before jumping the gaps on the right to take off for the far right. Wait for the ceiling to come down and then retreat back up so the door appears, which you go through. Run right to fight your first Boom-Boom! Remember to jump on his head three times, but wait for him to retract his spikes between hits before attempting to hurt him. Grab the ? Ball and head out of the Fortress! o-----------o | Level 1-5 | o-----------o You will slide down the slope through four Buzzy Beetles, collect the Coins, and then head up the slope to go past some Pirahna Plants and a Buzzy Beetle. When the path forks, take the top path towards the surface, but when the path cuts straight up, look for a discoloured splotch in the background. Jump up at it to reveal the off-hued Note Block, which when jumped on will take you to Coin Heaven! Once you land, walk right to jump over the hill to tangle with a Green Koopa Troopa. Go into the hole, wait at the top for the Venus Fire Trap below to spit the fireball, and then run down the hill past it while it is in the pipe. Run past the Pirahna Plant to go up a pipe. Run right to hit the box slot to exit the level! o-----------o | Level 1-6 | o-----------o Head right across the platforms to kill two Red Koopa Troopas, followed by grabbing the Power-Up from the ? Block. Jump to the right to use the lift to reach a Note Block bounce to a green hill. Jump past the Red Paratroopa Koopa onto the grass to take out a Green Koopa Troopa. Hit the left bricks for a Coin, and then do a running slide under the right brick to hit a Coin Block, followed by getting the 1-Up Mushroom from the set of bricks above Mario. Head right to fall down the hole to the small wooden block below before jumping to the lift on the right. Ride the lift right, jump the Red Paratroopa Koopa, and then jump to the wooden block ledge. Jump to the right to the moving ledge, and then onto the lift before hopping past another Red Paratroopa Koopa to the ground. Run right to jump to the slot box while dodging the Green Koopa Troopa to finish the level! o-----------------o | Larry's Airship | o-----------------o Go past the two Cannonball launchers, then a Bullet Bill cannon, and then two more Cannonball launchers (one on the floor, one on the ceiling). Get next to the Bullet Bill cannon, wait for the Cannonball launcher to shoot, and then jump over the barrier to grab a Power-Up from the ? Block. A rotating Cannonball launcher is next, followed by a walk to the right to find a Cannonball launcher and a Bullet Bill cannon. Once you pass this set-up, just time your jump up the stairs around a Cannonball launcher and head down the pipe to find the Koopa Kid's Chamber! His room looks like the following: | | | | | | | | | | | | | | | | | | | | | | _____ | | | |_____| | |_______________| | | | | | | | | | | | | | | | | | Larry Koopa only has the ability of shooting his three smoke rings at Mario, so dodge them as you stomp on his head three times or feed him ten fireballs for victory. Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a P-Wing as you head off to the Second World, Desert Land! ---------------------------------------------------------------------------- ------------------------------------World Two------------------------------- ---------------------------------------------------------------------------- 5) Welcome to Desert Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | ______________________________| D E S E R T L A N D H--+--X +---+ T---+--X---+R---T | | | | | | | +--+ | | X--W---X W | | | | | | | | X F---+---+--P | C | +--W | | | | | | | T--P +R-+ X +---X | | L | | | --S---+-----+ H---+------+ o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Random Distribution Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #2: Random Distribution Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #3: Set Distribution Items...: Frog Suit o---------------------------o | Wandering Hammer Brothers | o---------------------------o Brother Set #1: Music Box Brother Set #2: Hammer Brother Set #3: Warp Whistle o-----------o | Level 2-1 | o-----------o Go right to kill two Pile Driver Micro-Goombas before hitting the ? Block for a Power-Up. Continue right to fight four more Pile Driver Micro-Goombas and a Red Koopa Troopa before hitting the ? Block on the right for an Invincible Starman. Go right killing the Pile Driver Micro-Goomba and Firesnake before using the Note Blocks to hop on top of the structure on the right. Kill the two Goombas as you move right, fall into the hole on the right, and then head left to break into the structure. Kill the Firesnake with your tail attack if you can, and hit the brick by the four Coins to get a 1-Up Mushroom. Then get on the right of the structure, run left and take flight into the air to break bricks to gain access to a pipe that leads to some Coins. Mario will be deposited on the second odd structure, so go left while the P-Block is still in effect, fall through the Coin to the inside, and then collect the Coins as the P-Switch wears off (Careful of the Firesnake). Continue right to kill off two Pirahna plants and a Pile Driver Micro-Goomba, and then head down the last pipe if you wish to hit a P-Switch and come out to collect the just turned into Coins between the two pipes (repeat as much as you like for Coins). Head right into the black segment to hit the slot box for a card while dodging the Pile Driver Micro-Goomba located underneath the slot box. o-----------o | Level 2-2 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 30 Coins to make the White Mushroom House appear. Go up the hill to deal with a Goomba before jumping the quicksand pit where a Venus Fire Trap lives to go up the slope to bump the wooden block to reveal a Power-Up. Get the Coins as you jump to the pipe, head down the short slope to jump the quicksand pit that has another Venus Fire Trap to arrive at a wooden platform that will start right when you step onto it. As you head right, collect the Coins, duck and hit the two bricks for a Coin and a P-Switch (which you do not touch), and then get the Coins and hit the invisible block with the 1-Up in it. Now swim left past the Cheep-Cheeps to get back to the wooden platform to start right once more. When you come to the P-Switch ledge, step foot onto it, wait for the wooden platform to start to the right ahead of you before finally hitting the P-Switch. Now jump right to the wooden ledge, collect the Coins that the bricks became, and once you have finished the Coin collecting in sight, take a running leap right to fly through the four Coins to the right (you need to get at least three of them). Go through the pipe on the right to appear at the end of level black segment, so run right to hit the slot box for your card as you leave the level. If you were diligent in your Coin collecting, a shiny new Anchor will belong to you! o-----------------------o | World Two Fortress #1 | o-----------------------o Go right to stomp the first Dry Bones, followed by going right to see two more Dry Bones. Draw them back towards the first Dry Bones before using the "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on this maneuver. Head right to pass by a Thwomp, then two Dry Bones, and another Thwomp. When you do this, a Boo Diddly will give chase to Mario whenever his pack his turned. Continue right (quickly so Boo Diddly does not catch up) to jump a Dry Bones before heading up the pipe. Head right to jump a gap of spikes while landing short of a Thwomp, and then jump right over yet another set of spikes. You can run and slide under the brick here for a Power-Up (careful of the Boo Diddly), and then run right at full speed to pass underneath the Thwomps to arrive at a door which Mario will go through. In this room, you have the option of going underneath the spikes when the platforms raise in the air, or you can jump across the safe spots on the spike beds on top of the platforms. However, this must be accomplished while dodging the attacks of two Boo Diddlies. Wait to the left of the platform with all spikes on the top and bottom of it for the door to come up from the floor to go through to the next area. Run right to fight Boom-Boom! Remember to jump on his head three times, but wait for him to retract his spikes between hits before attempting to hurt him. Grab the ? Ball and head out of the Fortress! o-----------o | Level 2-3 | o-----------o A Fire Snake and a Red Koopa Troopa inhabit the first pyramid stack in this level, so use the Red Koopa Troopa on the bricks above to get yourself a Power-Up (or bust the bricks from below). The next pyramid block contains two Fire Snakes guarding an Invincible Starman. The final pyramid block contains a Power-Up guarded by a Fire Snake and a Green Koopa Troopa. If you are Raccoon Mario, use the bottom of the third pyramid block to take flight to find a brick ledge where a P-Switch can be tripped, followed by diving down to the multitude of Coins below (before they revert to bricks). Otherwise you need to go over the brick formations mentioned above while fighting the Pile Driver Micro-Goombas and Green Koopa Troopas. Now climb the brick stairs (use your Raccoon Tail on the bricks to get Coins) to fall into the hole to stomp and kick the Green Koopa Troopas so they will clear the bricks away so Mario can go to the pipe below. You can also risk the ricocheting shell for a Coin Block that is beside the pipe. Just run to the right to hit the slot box for your card. o--------o | Desert | o--------o You will notice The Angry Sun in the top left of the screen right from the start here, but it can be ignored... FOR NOW! Anyway, jump the quicksand pits (they have Venus Fire traps contained within them) as you dodge the Red Paratroopa Koopa and the Green Koopa Troopa. You may want to grab the Green Koopa Troopa shell before running right to jump through the tornado (if you mistime your jump you will be carried back to the left). NOW The Angry Sun attacks in swooping motions, so use a Koopa Shell (even the one you brought with you) to kill it off or just dodge it as it attacks. Now continue right to deal with two Green Paratroopa Koopas (good shells to use as well) before jumping the next two quicksand pits. Now run right to find the slot box for your card and to end the level. o-----------o | Level 2-4 | o-----------o This level has two paths, and this walkthrough will cover both. =========== NORMAL PATH =========== a dark Para-Goomba greets Mario as he goes right, and then two Red Koopa Troopas on high posts (kick them at the ? Block below to get a Power-Up). Continue right to retreat a Red Koopa Troopa to it's shell, grab the shell, and then kick it at the ? Block for a Power-Up before killing a Boomerang Brother. Go right to fight a Green Paratroopa Koopa, followed by a Red Koopa Troopa before hopping a hole. Now hit the ? Block to get a Power-Up, go past the Venus Fire Trap, and deal with a Boomerang Brother before collecting 12 Coins. Now go right to find the slot box guarded by a Boomerang Brother. =========== FLYING PATH =========== Take care of the dark Para-Goomba on the right before running to the left to take flight and bust through the brick line to find a path above the regular one! go right collecting all the Coins over the water before going into the water to hit the third brick to the right from the hole to reveal a P-Switch (collect the Coins). Now go right to collect the Coins from the ledge as well as hitting the brick ledge for Coins. Now go right past the Red Paratroopa Koopas to collect Coins from the set ahead as well as revealing a P-Switch to get more Coins from the bricks. Now jump down the Note Blocks to the right to reveal a Power-Up before landing on the ground to go right to find a Boomerang Brother guarding the slot box and the end of the level. o-----------o | Level 2-5 | o-----------o Go by the first Chain Chomp (go into the ? Blocks for a Power-Up if you wish) to use the pyramid blocks to go past another Chain Chomp. Kick the Red Koopa Troopa to the left to bust a brick so you can fall down to hit a wooden block to reveal a Power-Up. Now head right over a gap to dodge a Chain Chomp and a multitude of Goombas on the pyramid blocks to jump a small water gap to fight some Red Koopa Troopas. Go past their to find another Red Koopa Troopa for Mario to kick left to reveal a vine leading to the sky to go left on some clouds to find a bonus room with lots of Coins and a P-Switch to collect the bricks. Fall down from the sky blocks to go right into the dark area to get the slot box and end the level (watch out for the Chain Chomp). If you do not use the vine, go right past the Red Koopa Troopas to the dark area to get the slot box and end the level (watch out for the Chain Chomp). o---------o | Pyramid | o---------o Go up the pyramid to enter the door to find a small staircase leading up past a Buzzy Beetle to another Buzzy Beetle you should kick out of the way so Mario can get a Power-Up. Now head right to jump to the second level ahead, bust the wall (if you are not Raccoon Mario, bring a Buzzy Beetle shell along), and then continue right to the Pirahna Plant to jump up a level to the left. Take out the Buzzy Beetle, jump up a level to the right, and bust the wall. Now go right under the pipe to look for an obvious discolouration in the background, and jump to reveal an Invisible Block which will allow Mario to get to the pipe. Go inside to get Coins, a P-Switch, and a 1-Up Mushroom (look above the top row of bricks off the screen for this one). Back in the main level, go down the hill past two Buzzy Beetles, jump the gap, and then climb the hill to face Buzzy Beetles on the roof (they fall down and spin at you as Mario nears them). Bust the wall down, go past the Pirahna Plant, up the pipe, and then past a Boomerang Brother to the slot box to finish the level! o----------------------------o | Morton Koopa Jr.'s Airship | o----------------------------o Go right to use two Bullet Bill cannons to climb to a higher ledge, and then continue right past a Cannonball launcher and four Bullet Bill cannons to find a Power-Up. Go right to fall through the crates when the screen has scrolled down enough, go right, and immediately jump straight up to the top of the crates before the Bullet Bill cannons ahead make Mario into swiss cheese. Head right to fight three light Rocky Wrenches (they will keep reappearing), followed by two Bullet Bill cannons guarding the way to the pipe to the Koopa Kid's Chamber! His room looks like the following: | | | | | | | | | | | | | | | | | | _______| | | | _________ | | | | | |_____| | | |___| | | | | | | | | | | | | | | | | Morton Koopa Jr. only has the ability of shooting his three smoke rings at Mario, so dodge them as you stomp on his head three times or feed him ten fireballs for victory. Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a Jugem's Cloud as you head off to Water Land! ---------------------------------------------------------------------------- -----------------------------------World Three------------------------------ ---------------------------------------------------------------------------- 6) Welcome to Water Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | N - Canoe Location | ______________________________| W A T E R L A N D T---+----X TB-+B-+--X----X---+ ---T | | | | B | X | X--+ X----H---F | | | | L H--T | F-----+ | P | | | | | ---T--H X +LP X--+R-------N B C-----P | | --S---+RHR-+-P o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Pre-Determined Items...: Frog Suit House #2: Random Items...: Fire Flower, Raccoon Leaf, Frog Suit House #3: Random Items...: Fire Flower, Raccoon Leaf, Frog Suit House #4: Random Items...: Fire Flower, Raccoon Leaf, Frog Suit House #5: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf o---------------------------o | Wandering Hammer Brothers | o---------------------------o Please note that where the Hammer Brother group stands will determine if you fight on land or if a small layer of water will interfere (only interferes if you are Regular Mario) Brother Set #1: Hammer Brother Set #2: Invincible Starman o-----------o | Level 3-1 | o-----------o Thrown right into the swimming aspect of Water Land, hug the left side of the screen to go down to find a Power-Up before returning to the above area to go right. Go past the air blowing pipe, past the Blooper, and then past one more air blowing pipe to reach a choice in paths. ========== OPTION ONE ========== If you would like a Power-Up and the ability to skip most of the level, take this route. Go right to the wooden block wall, swim to the top, and then hop out of the water to go on top of the wall. Head right to find a Power-Up in a small cubby hole before continuing right to land back in the water. ========== OPTION TWO ========== Head down the corridor below while on the right side (avoiding a Blooper) to turn right and swim past a pipe, a Lava Lotus, and then another pipe. Go right to collect 6 Coins and get a Coin from a ? Block as well as a Power-Up (provided you want to risk the Lava Lotus attacks). Head upwards. ======== REJOINED ======== Head right along the top of the water to pass a couple Bloopers (one With Kids) to see a pipe by a Wooden Block wall to go to the exit. If you wish to find some extra Coins and a 1-Up, go down through the holes in the floor to fend off a lava Lotus while navigating through Note Blocks. Just head up the opening to the right to reach the exit pipe. Run right to hit the Slot Box to finish the level off! o-----------o | Level 3-2 | o-----------o Jump across the two lifts to the right, fall to the lower ledge on a Donut Block, and collect the Power-Up. Set foot onto the lift to your right (position yourself on the left side), run and jump to the Wooden Block platform above (knocking an Invincible Starman loose), and then get the Starman before rejoining the moving platform. Now hit the second ? Block you see (preferably on the left half of the block) to reveal another Invincible Starman, followed by another ? Block with an Invincible Starman waiting on a two Donut Block ledge. Take the next lift right while dodging the attacking Cheep-Cheeps while continuing right to hit the third block from the left to reveal a P-Switch. Hit the P-Switch to make a ledge near the pipe with the Venus Fire Trap so you can get onto it easier. However, you do not need to do this as you can jump from the platform to the pipe as well (it is more difficult). Once Mario comes through the pipe, avoid the Cheep-Cheep to go right and hit the Slot Box to finish the level! Also note that you can take to the air here to fly up and find a 1-Up and seven Coins if you are Raccoon Mario (not likely you are though as it was a grueling level and the Power-Ups are all Fire Flowers). o-----------o | Level 3-3 | o-----------o This level raises and lowers down to near sea level. However, Boss Bass is patrolling here, and he can swallow you whole (even Super Mario or higher)! Also be wary of the Cheep-Cheeps that roam here as well. Go right till you see a Note Block which has a Power-Up (if it a Super Mushroom, run right to stomp the Green Koopa Troopa and kicks it's shell to bust the bricks so you can get your Super Mushroom). If you aim the Green Koopa Troopa shell to the left when in the depression tot he right of the Power-Up, you will unveil a P-Switch, allowing for collecting a lot of Coins from the changed bricks. Jump right across two gaps, jump to the tall and skinny platform, and then wait for the rotor platform to become still so you can use it as a stepping stone across the gap to the next platform. Use one Ice block to hit the brick to the left to reveal a P-Switch, the other Ice Block on Boss Bass (also collect the ? Block Power-Up). Trip the P-Switch before running right to use the bricks you just formed to run across the many gaps at top speed to avoid al the problems that Boss Bass could pose in this area. If you did not make it to the pipe, use the high brick ledge and the rotor platform to get there. Also note that you can continue past the pipe to go for a 1-Up Mushroom, but you will likely have to dodge Boss Bass as you swim (not an easy thing to do). Jump the water to go right and hit the Slot Box to finish the level! o---------------------o | World 3 Fortress #1 | o---------------------o A Fortress that can be confusing at first, it has many doors, with most of them leading to a room filled with Cheep-Cheeps. However, the walkthrough will cover the ENTIRE hall that has the doors, followed by paragraphs for any doors that lead somewhere OTHER THAN the trap moat. Be sure to count doors as you go along so the doors labeled as good will be easily found. A Roto-Disc and a Dry Bones greet you before you have to clear a small wall, where another Roto-Disc twirls. Continue right to pass a Thwomp, a Dry Bones, and then a Boo Diddly will chase as you go by to go under yet another Thwomp. If you are not careful, a Boo Diddly from the other side of the Thwomp will charge, so go under it, past another three Dry Bones, and then under one last Thwomp to pass two more Dry Bones to reach the end of the hall. Door Number Five leads to a small platform where a 1-Up Mushroom can be collected. Be sure to hit the left half of the brick to get the 1-Up to fall to the platform so the swim in the moat can be avoided. Door Number Six leads to a ledge that can be climbed up to enter another door. This leads to Boom-Boom's hideout! Door Number Nine leads to a room with a bunch of Coins! Jump straight up over the door to reveal a hidden block (worth a Coin), get on it, and then jump into the Coins (being careful to not fall through the holes). After collecting the Coins, attempt to jump through the holes in the floor where the Coins were held to reveal three more hidden blocks worth a Coin each! Boom-Boom has no ledges in his room, but be wary. After one stomp, he will wing to the skies, so stomp him right away to knock him back to earth (otherwise you need to wait for him to swoop). One more stomp to finish him off and collect the ? Ball to finish the Fortress! o-----------o | Level 3-4 | o-----------o Two Goombas march up the hill, which are followed by a Pirahna Plant and then a gap of water to jump to face a Venus Fire Trap. Collect the Power-Up if you wish, go up to the high ledge, and then slide down the slope through the Goombas before jumping off the end to rocket across the watery gap below. However, if you do end up in the water, swim to the right, jump out of the water to hit an invisible block, which you can use to get on the high ledge. Slide the slope to take out three Green Koopa Troopas before heading right to collect a Power-Up and some Coins from ? Blocks while dealing with two Para-Goombas (one light brown, one dark brown) and a Venus Fire Trap. Also note that a P-Switch exists in one of the two blocks underneath the Venus Fire Trap, so hit it to make a pile of silver Coins appear out of nowhere! Go right to see 6 bricks forming a ledge that you go under to hit and get Coins as well as a 1-Up Mushroom. However, you will also have to start contending with Lakitu throwing Green Spiny Eggs from here on out! Head right across the multiple gaps to hit two ? Blocks for a Coin and a Power-Up before continuing right down the slope to enter the black screen where the Slot Box awaits you to finish the level! o-----------o | Level 3-5 | o-----------o Note that if you enter as Raccoon Mario, you can fly across the gaps to the Wooden Block ledges to cut over much of the level as well as using your tail to get two Coin Blocks before plunging back into the level three quarters of the way through the level! When you enter the water, you will see Jelectros for the first time, as well as Big Bertha. Head right while avoiding these enemies and some Cheep-Cheeps as well to gain a Power-Up from some ? Blocks (one on the left). Swim right to pass some more Jelectros as well as a Blooper before cutting under a Cheep-Cheep for some Coins. Continue right to cut under a Jelectro to go for a Power-Up from the middle ? Block, followed by going up and right before going down to pass the air blowing pipe. If you are careful, you can hit an invisibly block in the air stream from the pipe to reveal a 1-Up Mushroom! Swim right into the Jelectro corral, draw the Blooper With kids into the area, and then swim underneath the bottom of the Jelectro line to go past this trap area. Swim past Big Bertha and a Cheep-Cheep to the pipe, followed by swimming/jumping across the pond to hit the Slot Box to finish the level! o-----------o | Level 3-6 | o-----------o This level will scroll along at a set pace, so you will need to be moving along with it. Start by jumping to the Donut Blocks across the gap, collect the Power-Up from the ? Block, and then use the wooden ledge to jump across another gap to more Donut Blocks (use the rotor platform if you wish to). If you have a tail, go down below to hit a Coin Block, but otherwise just go right to the next ledge. Here you can use an ice block/Koopa shell to hit the block on the lower ledge for a Power-Up before jumping to the right across some wooden platforms (using Koopa Shells on the bricks for Coins). Go to the bottom, pluck an ice block, and throw it at the brick to the right to reveal a P-Switch which will make a bunch of bricks collectable as Coins (just watch for the Green Paratroopa Koopa coming from above). Jump to the Donut Block ledge on the right, jump to the rotor platform as it stills, and then quickly go to the pipe before the rotor platform starts moving. Go right across the wooden ledges that have a Green Paratroopa Koopa patrolling to hit the Slot Box to finish the level! o-----------o | Level 3-7 | o-----------o Jump up to hit a ? Block for a Coin (bump the nearby top Wooden Block for a Power-Up) before going right to tangle with/avoid two Spikes (the enemies, not the immobile objects) before jumping a hole. Two Spikes will greet you here, followed by some floating bricks (if you are at least Super Mario size, punch the second from the left column of bricks to make a 1-Up Mushroom to appear), which have two more Spikes waiting on the far side of the wooden block. Jump the gap, go by the Spike and Green Koopa Troopa, and then jump another gap to pass a pipe to jump another gap. Now you have two choices ========== OPTION ONE ========== This path will get you an Item as well as a shot at a multiple 1-Up technique! Kill the Spikes below, stomp the Green Koopa Troopa, and then take the shell up the green platforms to throw between the two bricks on the highest brick ledge. This will reveal a Vine leading into the sky. If you want some 1-Ups, stomp the shell once to stop it, let the Koopa Troopa revive, and then jump down onto it before grabbing back onto the vine without touching the ground. Now repeat this and you will gain points before you begin to get 1-Ups. Head up the vine, collect the Coins to the left if you wish (do not bother with the P-Switch), and then get on top of the wooden block the vine led to so you can hop to the right to land on a 7 cloud long platform. Jump straight up from the middle cloud to reveal a Note Block that will take you to Coin Heaven! Collect the Coins and then open the Treasure Chest to get a rather useful Jugem's Cloud! ========== OPTION TWO ========== Kill off the Spikes as you head right to jump a gap to deal with a Venus Fire Trap before continuing on to face a Spike. Another Venus Fire Trap attacks, followed by three Spikes and a Green Paratroopa Koopa on rising terraces. Run right to find the Slot Box guarded by a Spike to end the level! o-----------o | Level 3-8 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 44 Coins to make the White Mushroom House appear. Start off by getting to the high ledge right away, followed by letting the water come up and then start to retreat before you go right to stomp the Koopa Troopa and kick it's shell to make a vine appear (climb it). When the water below is about to show the land below, stomp the Note Block to make a Power-Up appear, and then continue right to jump two gaps to a high ledge with ice blocks (kick them away and punch the Coin Block). Head right across the platforms to stomp and then kick the Koopa Troopa to make a vine appear (climb it), and then drop down when the water lowers again so Mario can move to the right to punch the first block he can to make another vine appear (climb it). Jump to the right to stop short of the wooden ledge below in the water, wait for the water to rise and then lower before jumping down to enter the area below to collect ALL the Coins before tripping the P-Switch t escape the flooding area. If you go after the three Coins standing on the ledge above, you can hit the top one to get a 1-Up. Continue right again to enter a pipe so you can go right unimpeded towards the Slot Box to finish the level! o---------------------o | World 3 Fortress #2 | o---------------------o Go through the pipe to swim past a Roto-Disc before having two Cheep-Cheeps to contend with for a Power-Up from a ? Block. Stroke your way right to pass another Roto-Disc and another Cheep-Cheep to go down a pipe. Now you will need to swim past two sets of Stretches carefully (you need to be very skilled on the tapping the A Button here) to cross under a low wall to go over a Stretch (the top is preferable as the Stretch does not come out of the top half for some reason). Now you need to pass through another Stretch set (your MUST go between the two in this set) to reach the pipe. When you land, go right to fight Boom-Boom with the usual strategies. Please note that the two blocks in the air are not there for you to stand on, but rather to limit your jumping. Also be sure to not allow Boom-Boom into the air after the first stomp as he has wings here. o-----------o | Level 3-9 | o-----------o You will have a few options here, as well as a neat trick that will be outlined at the end of the walkthrough because it serves no relevant purpose. ========== OPTION ONE ========== Start off by stomping the Green Paratroopa Koopa down to the shell, grab the shell, and then run past every enemy to throw the Koopa Shell past the second Bullet Bill Cannon (this one is right tight and low to the ground). Now turn and quickly get on the ledge above and move right so both Bullet Bill cannons are visible below so you can watch the Bullet Bills get mowed down by the shell for larger and larger points before the 1-Ups start rolling in. However, just be sure to knock the Bob-Omb up there away from yourself. Once you have had your fill, go through the bottom area to go down a pipe before turning left to swim through the tunnels here while avoiding the Cheep-Cheep to find a pipe. Immediately hold RIGHT to land on a ledge, which will drop down to an area where a gigantic ? Block contains a free Frog Suit! Go out the pipe to swim past the Cheep-Cheeps as you move right to go to the far side to go up a pipe. Run right to go hit the Slot Box to finish the level! ========== OPTION TWO ========== Start off by going right past the Green Paratroopa Koopa, under the Pirahna Plant, and then punch the sixth brick for a Power-Up (you will have to chase the Super Mushroom if that is the Power-Up) while dodging Micro Goombas from above and a Bullet Bill launcher to your right. Head right to see your first Bob-Omb, followed by taking the high route. Deal with the Bob-Ombs as you go right to get a Power-Up form a Note Block, and then move the ice blocks so Mario can pass through to kill the Green Koopa Troopa (use an ice block). Hit the brick for a 1-Up Mushroom, and then head right to go by two Green Paratroopa Koopas to go down the pipe. Swim right past the two Cheep-Cheeps to go up the pipe. Run right to hit the Slot Box to finish the level! ========== NEAT TRICK ========== Take the Koopa shell at the beginning of the level, and throw it just past the Bullet Bill cannon like in Option One. Now back track to the White Block, stand on top of it, and then duck for five seconds. When you fall through (you will be behind the scenery), quickly go right to go through the opening in the brick wall to go down the pipe into the water section. However, you will be invisible! This will last for a limited time and serves no practical purpose, but it is a neat thing to do for kicks! o--------------------------o | Wendy O' Koopa's Airship | o--------------------------o Jump over the wall to your right, fight/avoid the respawning Rocky Wrenches, and then go over a Bullet Bill launcher to jump up on top of a high roof. You then need to go through the path where some Cannonball launchers will be shooting, followed by leaping to the right, then to the left to get a Power-Up, and then back to the right while dodging the Bullet Bills coming from your right. Now you can use a Cannonball to bounce up on top of the roof (hold the A Button to get the extra height), or go through the hall with four Cannonball launchers bombarding you. The next section has a bolt-lift (jump on the screw repeatedly to get across the bolt-lift), but you can just go down and dodge the Exhaust Ports fire to go right. Now you can go down the hole to try and pass an Exhaust port followed by three Rocky Wrenches attacking from your left OR you can hop the gap and then the wall to face the Rocky Wrenches before moving right. Now go down the pipe to the Koopa Kid's Chamber! The following is her room's layout: | | | | | | | | | | | | | | | | | | | | | | | | | |___________________________| | | | | | | | | | | | | | | | | | | Wendy O' Koopa will start off by throwing a bracelet that will bounce around the room using 45 degree angles off the room dimensions, so stomp her. She will land from her shell jump to throw another bracelet, followed by some small jumping movements. After the second stomp, she throws a third bracelet before she begins to jump really highly all over the room! Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a Music Box as you head off to Giant Land! ---------------------------------------------------------------------------- -----------------------------------World Four------------------------------- ---------------------------------------------------------------------------- 7) Welcome to Giant Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | ______________________________| G I A N T L A N D --S--P T--X-----+ PL-F-----X---W--x | | | | | | | C---B+-F W--+ W--H T | | | | | | | P H--+-----+ +--X TRP-X--X | T o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Pre-Determined Items...: Tanooki Suit House #2: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #3: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #4: Random Items...: Fire Flower, Raccoon Leaf, Tanooki Suit o---------------------------o | Wandering Hammer Brothers | o---------------------------o Brother Set #1: Jugem's Cloud Brother Set #2: P-Wing Brother Set #3: Invincible Starman o-----------o | Level 4-1 | o-----------o The first thing you will notice is the oversized EVERYTHING, so be ready for this throughout Giant Land. Go right past a Pirahnacus Giganticus to stomp a Giant Goomba before stomping and kicking Red Giant Koopa Troopa to the right to make space underneath the ? Block so the Power-Up can be unleashed. Now go take care of the Colossal Green Paratroopa Koopa, and then you have he option of flying to the water area above to go left enter a pipe where two Big Berthas guard two 1-Ups (you will come out on the right side of the water area. Once you are done above (or you just can not/do not want to go there), head right to deal with a Giant Goomba and a Colossal Green Paratroopa Koopa while getting a Power-Up from the ? Block. Go through the opening in the bricks to start across small ledges/clouds where Red Giant Koopa Troopas patrol (you can kick one into the ? Block for a Power-Up). When you reach the huge pipe, jump across the gap when the Venus Fire Trap is not out and avoid the Green Gargantuan Koopa Troopa as you enter the pipe. Now run right to hit the Slot Box to finish the level! o-----------o | Level 4-2 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 22 Coins to make the White Mushroom House appear. This level will sink and rise with the water, so be sure to stay dry (especially when the Cheep-Cheeps are around!). Go across the gaps from pipe to pipe while dealing with the enemies until you arrive at the ice blocks. Keep throwing them to the right to hit the ? Block for a Power-Up, and then head right past a couple Venus Fire Traps to land near a wall of bricks and a P-Switch. Trip the P-Switch, get the Coins (that were bricks) to your left, followed by going right to get the newly formed Coins as you hit the ? Block to release an Invincible Starman. Now go right to get the last sets of Coins from bricks (before the P-Switch runs out), followed by collecting the many Coins as you head right to jump the final gap to enter a pipe. Run to the right to hit the Slot Box to finish the level! o-----------o | Level 4-3 | o-----------o If Sledge Brothers give you trouble, I suggest using an Invincible Starman before entering the level. Two Sledge Brothers will accost Mario before he can enter a pipe to head underground. Buzzy Beetles will attack here (one off the roof), followed by a jump across the gap to an elevated ledge where another Buzzy Beetle awaits Mario. Jump the gap past a Green Paratroopa Koopa to avoid another ceiling diving Buzzy Beetle, followed by a jump to a small ledge where a Power-Up awaits. A ceiling diving Spiny attacks next (DO NOT STOMP HIM), then a Buzzy Beetle, and then a Red Paratroopa Koopa hovers in a gap between you and the next ledge. Another ceiling diving Spiny attacks, then a Red Paratroopa Koopa blocks your jump to the next ledge where Buzzy Beetles block your path. Hit the bricks above these Buzzy Beetles to get Coins and unleash a 1-Up Mushroom, which you must run right to beat it to the far side of the ledge to grab it (while dodging/killing two ceiling diving Spinies and a Buzzy Beetle). Now hop the gaps that are next, making sure to take care around the wooden block stacks (they can bounce you backwards if you are not ready for them). Head up the pipe to find a free path to the Slot Box to finish the level! o------------------------o | World Four Fortress #1 | o------------------------o Run to the right under two Hotfoots and fall through the hole below to avoid the horizontal Thwomp that will move to get you. Go right under another Hotfoot, let the Thwomp above move, and then jump up through before it resets. Now you can choose which path you wish to take. =========== OPTIONE ONE =========== Head right underneath the Hotfoot to watch the Thwomp above go right, followed by it returning left. The instant you can jump into his area, do so and run right and duck (if Super Mario or better) to slide through the hole. Now avoid two hotfoots (one on each side) as you go under another Thwomp to gain a Power-Up. Now wait till the Thwomp below is out of your way (to the left) before hopping down and running through to reach the pipe on the far side. ========== OPTION TWO ========== Go down the third pipe of the five here to enter an underground area, where three Dry Bones and a Boo Diddly guard some ? Blocks (one of which is a Power-Up). Go right to jump straight up underneath the left side of the opening above to reveal a hidden block (worth a Coin), followed by a jump to the right to reveal another hidden block. Jump to the right to go up the pipe. ======== REJOINED ======== Run to the right to face Boom-Boom! He has no wings this time, but he has a platform in the middle of the room to interfere with your jumping room, so watch it! Three stomps and a ? Ball later, the Fortress will be dusted! o-----------o | Level 4-4 | o-----------o A water level with Lakitu throwing his Spiny Eggs, which will form into Spinies will be the worry of the day here. You can start off by killing Lakitu if you wish to make things easier for yourself with a well timed leap out of the water, but it is risky because of the Spiny Eggs. Go right to enter a choice in paths. ========== OPTION ONE ========== Get the Power-Up from the ? Block, stand on top of the ? Block, and then walk off to the left (continue to hold LEFT). If done correctly, Mario will pass through an air blowing current from a pipe to allow himself to enter a different pipe. Enter and trip the two P-Switched (one for each compartment) to collect a pile of Coins from both before taking the pipe to the right. ========== OPTION TWO ========== Get the Power-Up from the ? Block, head down the hole, and head right. ======== REJOINED ======== Now swim right through the obstacles underwater and avoid the incoming Spinies from above to eventually find a pipe near the top of a set of huge wooden block stairs. Run to the right to hit the Slot Box to finish the level! o-----------o | Level 4-5 | o-----------o Start the level by climbing up the stairs while fighting the Green Gargantuan Koopa Troopa and a Colossal Green Paratroopa Koopa before going down to the ground to fight another Colossal Green Paratroopa Koopa (use it's shell to smash the brick protecting the ? Block Power-Up). Jump the gap past a Pirahnacus Giganticus to see that Bullet Bill cannons are plentiful from this point on! However, some of these Bills are Missile Bills (they follow Mario somewhat) instead of Bullet Bills. Head right (grabbing a power-Up from the middle ? Block on the first ledge of them) before continuing right across some gaps while dodging Missile Bills and a Pirahnacus Giganticus. When you see two launchers right beside one another, stand on the one on the right, and then jump straight up to hit the brick above. Now wait for a Missile Bill to come your way so you can hop off of it (hold the A Button) to fly above the brick to find a Vine! Climb the vine and enter the pipe to find a gigantic ? Block containing a Tanooki Suit for Mario! it the P-Switch, go outside and then use your tail to descend slowly to the ground (along the silver Coin path). Continue to the right past a Pirahnacus Giganticus and one last launcher to go through the pipe. Head right to hit the Slot Box to finish the level! o-----------o | Level 4-6 | o-----------o This level contains doors that will switch Mario between gigantic enemies and obstacles to small enemies and obstacles. Of course, going through the doors while in the "small" sections will have the opposite effect. Head right to fight a Green Gargantuan Koopa Troopa and a Colossal Green Paratroopa Koopa before breaking into the brick outline to fight another Green Gargantuan Koopa Troopa before punching the right most brick you can reach on the top row to reveal a 1-Up. Continue right over the hole to pass a Pirahnacus Giganticus to fight off a Green Gargantuan Koopa Troopa and two Giant Goombas to enter a door. You will appear with two Goombas charging Mario, so kill them before flying into the sky to find a 1-Up and some Coins on a cloud platform before dropping down to take on a Green Paratroopa Koopa before butting the wooden blocks to the right to reveal an Invincible Starman. Now hustle over the ledge above (taking care of the Goomba), grab the Invincible Starman, and then jump the Pirahna Plant to take out the Green Koopa Troopa. Now jump up to reveal hidden blocks (one of which hides a 1-Up Mushroom) before you head right to take on two Red Koopa Troopas. A Green Paratroopa Koopa and a Pirahna Plant are your next obstacles, which is guarding a small gap to jump to a Red Koopa Troopa and a Green Koopa Troopa duo on two brick ledges. Head right across the bricks and then to ground level to hit the Slot Box to finish the level! Just note that two Green Paratroopa Koopas will accost you along the way. o------------------------o | World Four Fortress #2 | o------------------------o An intriguing Fortress that has two VERY different paths through it. You will have the option of short path with no rewards or the long path with some rewards. Go right up the stairs to start jumping over the lava on the donut lifts (making sure to not stay on the same block for too long), and then stomp the Dry Bones and collect the Power-Up (while the Dry Bones is down, walk across the Donut Lift it stands on to make it fall to the lava). Continue right across the donut lift ledges to take out another Dry Bones before doing a full run and jump to reach the high ledge above. When you come back onto solid ground, more Dry Bones will attack as you move right. When you reach the brick, jump up onto the top of it (courtesy of a Dry Bones) to trigger it. Now you have a fork in your path to choose from. ========== OPTION ONE ========== Jump up to the higher ledge to continue moving right past a Dry Bones and a Roto-Disc to find Boom-Boom! This room is cluttered with small ledges throughout to make maneuvering quite difficult, and this can be compounded by him jumping into the sky after one stomp. Three stomps and a ? Ball later means you will be out of the Fortress! ========== OPTION TWO ========== When you trip the P-Switch, seven silver Coins appear to Mario's left. They form an outline of a door, so go through it to enter the "Hidden Quarter" of the Fortress. Here you will see two types of yellow platforms: one with a specific arrow direction, and one with an exclamation mark on it. The specific arrow direction will be the ONLY direction the platform will move, but the exclamation mark platform can have it's direction changed by jumping up and down on it (starts up, then left, then right, then starts over). Jump on the arrow platform to go up until a ledge appears on the right for Mario to jump to, followed by taking the exclamation mark platform up until it is high enough to clear the Pirahna Plant, followed by jumping to change direction to go left. Take the arrow platform up, go left through the side of the screen to appear on the right, and then take the first pipe you come to, which will take you to a Power-Up. Go back down the pipe, take the other pipe, followed by going to the pipe on the right when you appear. When you appear, go onto the exclamation mark platform, jump once to head left, and then jump once more to go up between the two pipes. However, you will need to pick the left side of the gap to avoid the Pirahna Plant that is cooing in and out here. Change the direction of the platform by jumping once more to turn right to get under a hole, and then jump one more time to get the platform to turn upwards so Mario can reach the pipe above. Collect the nine Coins in this room, stand on the left side of the pipe before jumping up to reveal a hidden block. Now get on the hidden block to jump to the left of the block to reveal another block, and then one last block off of the second one (to the left) to find a 1-Up Mushroom. Go down the pipe. Hit the gigantic ? Block for three 1-Ups, and then fly up the left side of the room to break through some bricks o find thirty Coins (if you can not fly, then too bad). Go up the pipe to go past a Dry Bones and a Roto-Disc to find Boom-Boom! This room is cluttered with small ledges throughout to make maneuvering quite difficult, and this can be compounded by him jump into the sky after any stomp. Three stomps and a ? Ball later means you will be out of the Fortress! o----------------------o | Iggy Koopa's Airship | o----------------------o Head right to pass two Exhaust Ports to reach a choice of using a bolt-lift on the high path so you avoid the Exhaust ports below and grab a Power-Up, or you have to maneuver between the Exhaust Ports below (although you could get the Power-Up still). Choose the high path to dodge one Exhaust Port and jump to the next ledge, or take the low road to jump through the three Exhaust Ports in their toughly timed path. Go past the Exhaust port shooting straight up and go to the right against the wall. Now wait for the Exhaust Port above to stop firing, duck, and then hop up to the right (this will allow Mario to pass underneath the flame from the next Exhaust Port unharmed). Once that Exhaust Port stops spewing flame, jump up when the one above the previously mentioned one stops so you can go right towards the pipe. However, wait until the screen stops scrolling to see a ? Block containing a Power-Up, so grab it and then head down the pipe to the Koopa Kid's Chamber! The following is the layout of his room: | | | | | | | | | | | | | | | | | |___ _____ | | | | | |___ _| | |_ | | | | | | | | | | |_________| | | | | | | | | | | | | | | | Iggy Koopa is very similar to both Morton Koopa Jr. and Larry Koopa, but he has an extra advantage they did not. He can fire off two consecutive sets of smoke rings to hurt Mario, as well as his leaping abilities that increase in height with each stomp received. Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a P-Wing as you head off to Sky Land! ---------------------------------------------------------------------------- -----------------------------------World Five------------------------------- ---------------------------------------------------------------------------- 8) Welcome to Sky Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | O - Tower Location | ______________________________| S K Y L A N D +--X--T X---W | | | | X P P---+ +--O | | | | F--+ +---W | | | ---S +--H---+ T | P +--X | | | +L-+---X--+ H | | H--+--F---+--X--+ | | | C-----X--X +--T--X o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Pre-Determined Items...: Tanooki Suit House #2: Random Items...: Fire Flower, Raccoon Leaf, Tanooki Suit House #3: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf o---------------------------o | Wandering Hammer Brothers | o---------------------------o Brother Set #1: Invincible Starman Brother Set #2: P-Wing Brother Set #3: Music Box o-----------o | Level 5-1 | o-----------o Two paths that lead to different rewards. The walkthrough will cover both step-by-step. ========== OPTION ONE ========== Head right past the Buster Beetle to bump the Wooden Block for a Power-Up, and then go past the Chain Chomp as you climb the blue structure (heading right). The next Chain Chomp can be baited into charging Mario so he can quickly move over his Wooden Block to go after the power-Up inside (very risky though). After passing one more Chain Chomp, Mario will need to hop up the steps as he jumps Nippers and a charging Buster Beetle. Pass the Chain Chomp to find a row of ? Blocks that contains an Invincible Starman (4th from the left), followed by charging down the steep slope to the right to pass through some Nippers and a light brown Para-Goomba before hopping a brick wall to go into the end of level Slot Box area (just watch for a final Nipper). ========== OPTION TWO ========== Head right past the Buster Beetle to bump the Wooden Block for a Power-Up, and then go past the Chain Chomp as you climb the blue structure (heading right). The next Chain Chomp can be baited into charging Mario so he can quickly move over his Wooden Block to go after the power-Up inside (very risky though). Keep in mind that as soon as you have Raccoon Mario, head back to the starting area to break all the bricks by the bouncy Wooden Block. By using a short hop to run back and forth while jumping the blue block and avoiding the Chain Chomp attack to wing to the air. Align yourself over the Wooden Block as you fly straight up to find a pipe to go into. Once inside, head right to the next pipe to head outside to grab FOUR 1-Ups (bust them out of their bricks one at a time to make sure they do not disappear before you collect them)! Return inside to perform a ducking fly maneuver up into the passages above and head right before standing to be sucked through the wall to find a Treasure Chest containing a Music Box! This will also end the level for you! However, please note that you can use the outside runway to fly through the few sections of the large arcing blue containment wall where bricks exist. However, this should only be done if you wish to get to the Slot Box (use OPTION ONE for enemy info as you head right). o-----------o | Level 5-2 | o-----------o Two paths that lead to different rewards. The walkthrough will cover both step-by-step. ========== OPTION ONE ========== Go down the pipe and fall straight down to land on a Note Block, so use it and the next Note Block to get to some firmer brick ledges. Climb upwards to go up the pipe (watch out for the Green Koopa Troopas falling from above). Slide down the hill to kill three Goombas, continue right to slide down another slope to kill two more Goombas, and then head down the first pipe you encounter. Inside is a Power-Up (left most brick on the bottom row) and the gigantic ? Block contains three 1-Up Mushrooms! Outside once more, head right to deal with a Green Paratroopa Koopa and get four ? Block Coins before heading right again to go up a pipe. Run to the right to hit the Slot Box to finish the level! ========== OPTION TWO ========== Go down the pipe and fall straight down to land on a Note Block, so use it and the next Note Block to reveal a Power-Up. Continue your long fall through the long expanse of air where Coins are randomly distributed until you land in a pond with three pipes (take the middle pipe to move on in the level). Upon arriving, go right to see a Buster Beetle pick and throw an ice block (just stand close to it to dodge the block on it's arc) before dispatching the Buster Beetle. Go right past the two Pirahna Plants, dodge the ice block from the Buster Beetle, and then go past the Venus Fire Trap to pass under a Pirahna Plant to go by another Venus Fire Trap. Go right to fight a Buster Beetle (watch out for ice blocks) as you move right to find more Buster Beetles with ice blocks and Pirahna Plants before reaching the end of the path to go up the pipe there. Run to the right to hit the Slot Box to finish the level! o------------------------o | World Five Fortress #1 | o------------------------o Keep in mind that this Fortress is only necessary to do if you wish to create a shortcut past 5-1 and 5-2 if your get a GAME OVER. However, a few 1-Up Mushrooms reside inside. Go right down the steps, jump across the lava when the Podoboo and the Roto-Disc to pass underneath a Thwomp. If you have are Raccoon Mario, go right to bust the bricks blocking the passage to the above (leave one as a stepping stone) and break the bricks on there too while getting a Power-Up (it will make you Raccoon Mario if you are only Super Mario). Now go left to go under the Thwomp again before running right to build your flight meter to fly up through the twisty path to enter the pipe above (grab the Coins and fly where the arrow pointed to reveal a 1-Up Mushroom, follwoed by looking off-screen to the left and right of the arrow for 2 more 1-Up Mushrooms). Skip the following paragraph to resume the walkthrough. If the above does not appeal to you (it is a fair bit of work for little reward), go right past the two Roto-Discs to punch the brick to the left of the Thwomp for a Power-Up before continuing right to run through the dual Roto-Disc attack. Go right to the wall, turn left to keep Boo Diddly from charging, and then jump onto the top of the wall before the Roto-Disc can get you (turn left to keep Boo Diddly away). Run under the Thwomp, get tight to the wall, and then jump over the wall when both the Thwomp and the Roto-Disc are not in your way. Continue right to jump a lava pit to see a Thwomp waiting over an area that is as big as him. You can either do a jump to the edge of the platform (difficult to do without getting hurt), jump out and then back in to bait him so you can jump across when he resets (decent), or you can do a short jump from a run to immediately pass under BEFORE he gets to land a hit (hard but the easiest with practice). Go through the door to find Boom-Boom! A room void of platforms and Boom-Boom does not wing to the sky here. A simple three stomps and you are out when you grab the ? Ball on this Boom-Boom execution 101! o-----------o | Level 5-3 | o-----------o Yes, this is in fact the lone level that houses the almighty (and worshipped) Power-Up, Kuribo's Shoe! Enjoy it while it lasts! Also remember to hit any Kuribo Goombas from below (when they are on brick ledges) to get the Kuribo Shoe free for Mario. Go down the pipe you see, walk left to wait for the Spiny to move so you can go after the power-Up in the ? Block between the pipes. Go left past the Venus Fire Trap, face-off with a Kuribo Goomba (brick ledge is right there to get it form the Goomba), and then continue left to find three Spinies. Another Kuribo Goomba and a brick ledge are next, followed by three more Spinies. Next are some Black Munchers that you can go across with your Kuribo Shoe for Coins and a 1-Up Mushroom (second from the left). Next are two Pirahna Plants and a Venus Fire Trap before you take a pipe to the level below. First up is your last shot at a Kuribo's Shoe (move the ice blocks and bait it onto the brick ledge before going below to de-shoe the Goomba), which is then followed by a Pirahna Plant and some Black Munchers to the right. Three Spinies, a Pirahna Plant, Black Munchers, and then another Pirahna Plant will challenge you before a Bob-Omb waddles into your hair. The middle ? Block contains a Power-Up, jump across the tall pipe between the Venus Fire Trap's attacks, and then fight with a couple Pirahna Plants and Black Munchers. One more Spiny then stands between you and the pipe to the end of level Slot Box goodness! o-----------o | The Tower | o-----------o Please note that a secret exists here that requires a P-Wing to get, but only if you wish to get a single 1-Up Mushroom. Head off to the right through the four Roto-Discs, possibly stopping to get the Power-Up before heading up the pipe. Now you need to move left past two Thwomps to go up another pipe to be on the outside. Head right across the gaps and fight off the two Pile Driver Micro-Goombas to reach the far right. If you have a tail, you can hit the wall to the right of the pipe for the Coins in the Coin Blocks, and if you have your P-Wing power on, fly over the wall to the right to find a lone brick in space with a 1-Up Mushroom inside. Go right to go under a Thwomp and jump a bed of spikes while dodging a Roto-Disc to go right and jump another bed of spikes to find a pipe to go up. Simple go left through this room and up the pipe to end up outside (the bricks below the pipe are worth 1 Coin each if you have a tail). Go right to punch the lone brick between the ? Blocks to make a beanstalk (deal with the Red Koopa Troopa) before climbing up to the cloud platforms. Use them to reach the pipe to exit! If you go back down (this will deposit you on the bottom half of this world), you can get a 1-Up Mushroom with the use of a tail (but you will have to climb up the Tower again to get to the top half of the World). o-----------o | Level 5-4 | o-----------o If you can fly, this level can play vastly differently than if you can not. ========== OPTION ONE ========== This is the regular level. Get the Power-Up, take a running leap past the two rotor platforms, use the still rotor platform (it will tilt in the direction you are standing), and then hop over the following rotor platforms to land on a ledge of wooden blocks. Jump the waterfalls and then use the still rotor platforms as you jump across the continually rotating ones to land on a cloud platform with a Green Paratroopa Koopa. Here you can use the spinning rotor platform to perform "The Fake Touch Down Move" (jump on the Koopa Troopa and bounce to the platform to wait for the Koopa Troopa to revive so you can jump onto it before bouncing back to the rotor platform to repeat the set-up for the chain). Once you are done/do not bother, head through the pipe to find Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! ========== OPTION TWO ========== Grab the Power-Up at the start and you will need to be Raccoon or Tanooki Mario (in this case, NO grabbing the Power-Up). Use the run way to take off to the cloud ledges in the sky. When you reach the second one, build up your meter to wing to the sky to fly right, and then hover right when you run out of flying power to reach the end of the level. Go through the pipe. Once you are done/do not bother, head through the pipe to find Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! o-----------o | Level 5-5 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 28 Coins to make the White Mushroom House appear. This whole level has a multitude of Donut Lifts constructing the ledges Mario walks on, so be careful. Head right to fight two Green Paratroopa Koopas and a light brown Para-Goomba as you move to hit the top wooden block of the three block stack for a Power-Up. Now go right to stomp a Paratroopa Koopa down to it's shell, pick up the shell, and then throw it back to the left to uncover the pipe on the right so you may go down it. Fall through the Coins and hit the gigantic ? Block for a Tanooki Suit before exiting. Jump up through the bricks here to hit the left-most brick to get a Coin and continue right (if you get hit though, hit the right-most brick to get a Power-Up as well as bumping the Wooden Block just to the right of that on the Donut Lifts for another Power-Up). Head left through a Fire Chomp and some Pirahna Plants to get some Coins on a Donut Lift "bridge", followed up by using the Donut Lifts one at a time from left to right to get the Coins below. Now head right again to arrive back at the Venus Fire Trap/Green Paratroopa Koopa combo to continue right to go under another light brown Para-Goomba to go to the Slot Box to finish the level! Please not that you can go back to the same pipe you entered for the Tanooki Suit to reset the bricks that contain Coins until you have enough Coins for the White Mushroom House to appear! o-----------o | Level 5-6 | o-----------o Start off by going right with the scrolling screen to see some Para-Beetles flying towards the left side of the screen. They can not harm you (unless you jump into their bottoms), and you can not harm them as you use them as stepping stones between platforms to go between the platforms over the large gaps. Be sure to grab the ? Block Power-Up before you jump past the Red Paratroopa Koopa to use the Note Blocks to hop across the small wooden block platforms. Continue to collect Coins as you see a ledge of bricks appear, which you should go under to make a P-Switch appear out of the second brick from the right (trip it). Now jump across the larger ledges here to pass/kill a Fire Chomp as you move to the right to enter a pipe. Head through the pipe to find Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! o-----------o | Level 5-7 | o-----------o This level has an unique oddity that few levels share. If you use an Invincible Starman BEFORE entering the level, you will have the opportunity to run through the entire level while invincible provided you hit the proper block to cause replacement Invincible Starman to appear. However, they will only appear if you are still invincible WHEN you punch the block. The walkthrough will cover the normal level and the Invincible Starman strategies. Please note that you can go down the first pipe you see to find an area with some possible Invincible Starmen as well as a P-Switch with bricks high int he sky requiring a P-Wing to make it a somewhat useful diversion (you will collect very few Coins using a Raccoon Leaf or Tanooki Suit for this trick). ========== OPTION ONE ========== Go past the Green Koopa Troopa to find a Pile Driver Micro-Goomba guarding a Power-Up in a Wooden Block. Continue right to deal with three more Pile Driver Micro-Goombas, a Venus Fire Trap, and then two more Pile Driver Micro-Goombas. Lakitu will appear to throw Spinies at Mario, so head right swiftly while dodging the various Pile Driver Micro-Goombas and Bullet Bill launchers that litter your path. Run right across the flat white cloud to burn on through the pipe. You will happen upon Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! ========== OPTION TWO ========== Remember you need to use an Invincible Starman BEFORE entering the level. Run right to hit the first ? Block you see for the next Starman (collect), and then run right to hit the first ? Block in the next set of three for another Starman (collect). Now run right to go up the brick structure to quickly drop into the Venus Fire Trap area to hit the ? Block on the left part of the hole to get your next Starman (collect) before leaving the hole to run right to hop off the structure to turn left and hit under the lone brick sticking off that same structure for the next Starman (collect). Go right to land on the first pipe, hit the brick above for the next Starman (collect), and then continue right at top speed past the Bullet Bill launchers to go through the pipe you find at the end. You will happen upon Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! o------------------------o | World Five Fortress #2 | o------------------------o Jump right over the lava using the small block to go down the pipe. Jump to the right across the gaps when the Podoboos are not in your path when they fly from both the lava on the floor and the down from the roof. When you reach the ? Blocks, go over the top (making sure to watch out for the two Podoboos coming through the ledge below) to hit the last ? Block on the right for an Invincible Starman. Now head right across the small platforms to reach a part where a Boo Diddly waits, which you should kill with your disappearing invincibility (if you did not get here in time, you will have this ghost chasing you the whole way to the end). Go right to find a Power-Up from a ? Block (watch out for the Podoboo from the roof), and then continue right through some more Poboboos and another Boo Diddly to tangle with one last Dry Bones to get into the pipe. Head right to fight Boom-Boom! Another room clear of obstructions for your brawl, so a three stomp and out technique should be easy. However, he will try to wing to the sky after the first stomp, so get him before he becomes airbourne or you will have some troubles. o-----------o | Level 5-8 | o-----------o This level works best if you run the whole way through, which allows for minimal attack time for Lakitu. However, make sure to take your time on the jumps near the end of the short level. Jump across the gap to get a Power-Up from a ? Block before continuing right across the gaps with Lakitu raining down Spinies until you see two Red Koopa Troopas. You can use this marker to know that the next high ledge will have a Power-Up in a ? Block AND a spot to kill off Lakitu (if you want to risk it). Then you will face a Red Paratroopa Koopa guarding the ascending cloud ledges that leads to a long high cloud ledge that has the pipe you need to pass through. You will happen upon Lakitu (AGAIN!) and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! o-----------o | Level 5-9 | o-----------o A scrolling level that requires efficient movements on your part. Go right past the Red Paratroopa Koopa tot he next cloud ledge before hopping across the next seven floating ledges. Hop up to the horizontal moving ledge above the seventh in the set, and then ride it to the right to jump to the ledge dropping down from above. As a Fire Chomp attacks, jump to the ledge on the right, followed by going on a set of three jumps to the right (across a new platform each time). Another Fire Chomp attacks, so jump to the ledge above, jump to the right, and then jump up the remaining ledges to reach a cloud ledge where a pipe awaits. You will happen upon Lakitu and the Slot Box to finish the level! Please note that if you let Lakitu throw all four of his Spinies (the maximum he is allowed to have on screen at a time) and you then hit the Slot Box, many points and a 1-Up will be yours! o---------------------o | Roy Koopa's Airship | o---------------------o Head right to go by a Cannonball launcher and an Exhaust Port to find a ? Block Power-Up defended by a pair of Cannonball cannons. Go right past a Bullet Bill cannon, up the stairs, past the two Cannonball cannons, and then through a barrage of Cannonballs to find a Bullet Bill launcher. The next part of the Airship is known by many as "The Gauntlet", which is comprised of eight Cannonball cannons. However, you can bypass this dangerous section of death by using the first cannon along the top to bounce off a Cannonball (hold the A Button) to land on the roof of the wall the cannons are attached to. Now head right past the Bullet Bill launcher to go to the pipe to enter the Koopa Kid's Chamber! The following is the layout of his room: | | | | | | | | | | | | | | | | | | | | | | ___ _______ | | | |___| |___| | |_______| | | | | | | | | | | | | | | | Roy Koopa will greet you here with his smoke ring throwing wand in hand. However, he also has the additional power of shaking the ground whenever he lands from a jump, which immobilizes Mario for a few seconds. Also note that he will double hop after every stomp and they are very short and small hops. Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a Jugem Cloud as you head off to Ice Land! ---------------------------------------------------------------------------- ------------------------------------World Six------------------------------- ---------------------------------------------------------------------------- 9) Welcome to Ice Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | ______________________________| I C E L A N D T P---B-+ | | +--X---+RP +--+---+ | | | | --S---+--X--H F---WL-+ +--X--W F--+ X--- | | | | | | | P +------X H---+ T +--+R-+---X | | | | | +--X--+--+--S---+ o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #2: Pre-Determined Items...: Hammer Brother Suit o---------------------------o | Wandering Hammer Brothers | o---------------------------o Brother Set #1: Hammer Brother Set #2: Jugem's Cloud Brother Set #3: Invincible Starman o-----------o | Level 6-1 | o-----------o Head right to get a Power-Up from a ? Block, jump over the Ptooie when the spiked ball is high in the air, and then continue right to see another Ptooie. However, if you are Raccoon Mario upon starting the level, ignore the ? Block Power-Up as you jump the Ptooie to then fly high into the sky to pass through a door. Here you will pass under some low hanging walls to hit a P-Switch and then reverse direction to slide back to collect the bounty of Coins from the bricks that were switched before exiting through the door on the right side of the bricks turned COins (if you are too slow, you will have to use your tail to bust the bricks to reach the door). A Pirahna plant is next, followed by a Venus Fire Trap, three Ptooies (the Bonus Roo will deposit you here), a dark brown Para-Goomba, and then another Ptooie. Take a timed running leap through the opening on the Ptooie and it's spiked ball to clear the gap on the far side of the pipe. Now run right to reach the Slot Box and finish the level! o-----------o | Level 6-2 | o-----------o This level will automatically scroll along (so keep up with the movements). Use the two cloud platforms to reach the ice platform, jump to the platform below, and then use the Ice Block on the ? Block on the right for a Power-Up. Jump to the platform on the right with the brick wall, use the clouds to climb past it, and then go by the Red Koopa Troopa ledge to go right along the wooden ledges to a large wall. Jump up the cloud ledges as they appear to climb up beside the wooden block wall, jump right across the ledges, and move the Ice Blocks so you can hit the Coin Block. Go right past the Red Koopa Troopa to use the cloud platforms as the stage scrolls downward to an ice platform, and then drop down so Mario is lower than the wooden block wall. Quickly jump to the cloud platform, then to the next one, and then back to the left for the 1-Up Mushroom in the block on the wooden ledge. Continue your leaping to the right across ledge and platform to find a pipe to go down. Run to the right to find the Slot Box to finish the level! o-----------o | Level 6-3 | o-----------o Jump off of the Note Blocks to land on the wooden platform to the right, duck (if you are Super Mario or better) to pass through the small opening, and then jump up to the ice ledge to stomp the Red Koopa Troopa. Take the shell as you jump right to use it on the ? Block for a Power-Up, run across the small gaps, and then deal with the two Red Koopa Troopas. When you see the three bricks, either jump and whack the left-most one with your tail OR use a Red Koopa Troopa shell to hit the brick to make a vine extend up to a spot with a pipe. Inside is a Tanooki Suit from a gigantic ? Block, and then fly up the left side for 30 Coins before going out the left pipe. Jump off the platform to the right and use your tail to slow your descent to land on a small ice ledge with a big wall. Jump across the small ledges as you head right (you can go the low route for a 1-Up Mushroom from the brick if you are daring), and then jump the two Red Paratroopa Koopas to reach solid ground. Run to the right to reach the Slot Box and finish the level! o-----------------------o | World Six Fortress #1 | o-----------------------o Go onto the platform to start your ride up the wire while Podoboos attack from below, making sure to get the ? Block Power-Up. Ride the long route through the narrow horizontal corridor, and when you reach the part where the wire cuts downward (a Hot Foot is visible), run off the platform and hold RIGHT to reach the ledge below where a door awaits your entry. A dual Roto-Disc enemy awaits here for you to jump over it, grab the Power-Up from the ? Block, and then head right. If you have flying ability, wing to the sky for a 1-Up Mushroom. The ? Blocks inside the pseudo-room contain an Invincible Starman (the left-most ? Block), so grab it and head right at top speed to go through a door and into Boom-Boom's Chamber! Run right towards Boom-Boom, and just smack him with your body if the invincibility has lasted the whole way for you (you also get a COOL upside down ? Ball!). Otherwise, it is a room with two small bricks in the air and Boom-Boom will wing to the sky after the first stomp. Three stomps will win you a ? Ball and you are on to the next level! o-----------o | Level 6-4 | o-----------o Jump to the right, use the rotor platform when it is still to jump to the ice block, and then jump to the right again. Now go down the ice stairs to hit the brick to get a 1-Up Mushroom (if you want to risk it), and then go right along the top to step onto a wooden ledge before jumping to the right to wait for the platform to move under the ice blocks. Not however you can enter a Coin Heaven from here when you first hop onto the wooden ledge again and jump up to the left along the ice blocks to reveal the Note Block that will carry Mario there (although it is not the Coin Heaven with teh 1-Up in the sky). Use the platform to get the ? Block Power-Up and the Coins before jumping across the gaps using ledges and platforms to find a P-Switch to stomp for a large brick wall of Coinly goodness. Run right to find rotor platforms (Mario will land form the Coin Heaven here) connected to the ice blocks and a Fire Chomp. Once you clear this area, run to the right to find the Slot Box and finish the level! o-----------o | Level 6-5 | o-----------o An unique level where the exit is found PARTWAY through the level, NOT the farthest point you can travel to. Head through the pipe at the beginning to go underground to see some Buster Beetles walking away from Mario, so follow them and go into the pipe coming from the ceiling to find a ? Block Power-Up. You can then go back down the pipe and then immediately return to Power-Up again (assuring yourself of the Raccoon Mario status you will need to finish the level). Head though the pipe on the left of the small room, use your tail on the Venus Fire Trap immediately, and then climb the slope to go down the segmented stair section. Wait for the Buster Beetle to throw his Ice Block into the wall, kill the Buster Beetle, and then go left to rid yourself of the three Ice Block wall. Remember that you need to be Raccoon Mario, and if you lose this you need to head right through the pipe to the Power-Up room (remember this for any time you get hit). Now knock the Green Koopa Troopa out, grab the Koopa Shell, and then build your flying meter to go through the hole in the roof to land on the brick ledge. Immediately throw your Koopa shell to the right to kill the two Nippers and go through the hole you made to enter the pipe. head to the right to get hit the Slot Box to finish the level! o-----------o | Level 6-6 | o-----------o Go through the pipe to find a path split, with the upwards one taking you on a detour past Spikes and a Cheep-Cheep for a Power-Up, while the downward path will put Mario onto a path past Cheep-Cheeps and a Pirahna Plant. Continue right to go past two Venus Fire Traps to enter the water. Swim along the top half of the water past the Cheep-Cheeps to enter a dead-end path with a small pocket of air (jump one spot to the left of the wall to find a 1-Up Mushroom). Continue right to find a Power-Up, followed by you slipping through the hole on the right to go down and then right once more. Navigate the school of Cheep-Cheep located here to find a few Pirahna Plants doing there thing under water (they will continually come out DESPITE your proximity, so be wary), followed by Mario leaving the water to face three Spikes, a Venus Fire Trap, a Cheep-Cheep, and then a Spike before heading up through a pipe. A Spike is all that stands between you and the Slot box to finish the level! o-----------o | Level 6-7 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 78 Coins to make the White Mushroom House appear. A scrolling level, your skills need to be dead on to get all the Coins. Jump to the right across the Donut Lifts (stand on the right Donut Lift of the second ledge to fall down and get three Coins before hopping right), and then get the Power-Up as you go onto the Donut Lift on the top ledge. Jump to the ledge on the right when the Donut Lift falls, kill the Fire Chomp, and then fall along with the Donut Lift to get six Coins before jumping right. Use the Donut Lift to get the three Coins below, get the Coins from the ice ledge, and then use the Donut Lift for the three Coins below. Now get the Coin from the ? Block, go right to use the Donut Lift for the Coins below, and then jump right for more Coins before hitting the brick for another Coin. Jump above to get the Coins with assistance from the Donut Lift, and then jump right to hit the ? Block to get the Power-Up (needs to be a Fire Flower for the White Mushroom House chances to continue). Use the Donut Lift to fall down to jump right, jump up two ledges, and then use the Donut Lift to get the Coins below (both columns). Now hop up until a row of Coins below a Donut Lift beckons, go down to get them, and then quickly hop up and then to the right to reach the solid ledge where a Fire Chomp guards some more Coins. Jump up the Donut Lift steps to reach the ice ledge, use the Donut Lift to fall on, and then jump right to the Note Blocks so you can reach the pipe. Use your Fire Power (which you needed to retain to this point for the White Mushroom House) on the iced Coins, making sure to rid yourself of the Green Paratroopa Koopa. Also look for an invisible block worth a Coin to the left of the stack of frozen currency before running to the right to hit the Slot Box to end the level! o-----------------------o | World Six Fortress #2 | o-----------------------o Please note that this fortress has icy floors throughout, so it will be a slippery ride. Run right to jump the small block, fall through the hole immediately so the Thwomp does not hit you (horizontal mover), and then head right carefully to hit the ? Block for a Power-Up. Now jump up to the right when the Thwomp is resetting to the left, head right to wait for the Thwomp below to move right, and then fall through the hole. Continue right to jump to the small ledge, wait for the Thwomp to move left, and then jump up to run and slide under the short wall (if you are Super Mario or better). Jump the gap to avoid two Roto-Discs to gain a Power-Up from a ? Block, and then go right to hop up a level once the Thwomp starts to reset to the left. Now go right past the dual Roto-Discs with the Boo Diddly in pursuit to see a Thwomp below. Wait for the Thwomp to reset to the left, jump down on the right, and then hop the Thwomp as it comes right to fall through the hole. Run to the right to jump up through the opening immediately so the Thwomp coming in from the right will not catch you. Take off to the right to find a door to Boom-Boom's Chamber! Boom-Boom begins on an elevated ledge on the right, with a few small ledges strewn throughout the lair. Add in the icy floors to cause problems, Boom-Boom has some real advantages here. However, Boom-Boom will not wing to the sky, so use the three stomp and out with the help of the ? Ball! o-----------o | Level 6-8 | o-----------o Grab an ice block, use it on the ? Block for a Power-Up, and then jump the Ptooie to stomp a green Koopa Troopa. Pick up the shell and kick it right to wipe the Nippers, Spikes, and the Buster Beetle out. Grab the Power-Up with the ice block, take on a couple Buster Beetles, face some Nippers, and then slide down the hill to kill another Buster Beetle. Fight another Buster Beetle before tripping a P-Switch and winging to the sky (directly above the P-Switch) to find a huge set of bricks that are Coins for a limited time. Now head right to ht the Slot Box and finish the level! o-----------o | Level 6-9 | o-----------o Two paths that lead to different rewards. The walkthrough will cover both step-by-step. ========== OPTION ONE ========== If you wish to use a P-Wing, you can just fly over the ice wall on the right, beat the Red Koopa Troopa up, get the 1-Up Mushroom, and then go right to hop off the wall to go to the Slot Box to finish the level. Also note that regular Mario can make it up to the top by jmuping at the wall and then jumping at the proper time to get another hop up onto the ledge. I have only performed this a handful of times as of yet I have been unable to devlop a surefure strategy for it (please send in your thoughts and strategies if you have them). ========== OPTION TWO ========== If you chose to go down the pipe, you will face some watery danger. Head right past a Cheep-Cheep to see a Blooper With Kids who uses the kid scatter attack, so swim up onto the wooden block to go onto dry land. Jump the Munchers, wait for the Pirahna Plant to retreat, and then jump the gap to the far ledge. Jump the Munchers, get the Power-Up from the Note Block, and then run under the pipe when the Pirahna Plant is withdrawn to run back into the water. Now swim past a Cheep-Cheep to go above water (allow the avoiding of more Blooper With Kids), so jump right over Munchers, jump up off the wooden blocks just to the left to reveal a hidden block, and then hit the brick to reveal a P-Switch (use the block you uncovered to reach it). Now collect the Munchers (they become Coins). Now head right past the first Pirahna plant to deal with a Venus Fire Trap before hopping into the pipe above the Venus Fire Trap's pipe to go outside. Run to the right to hit the Slot Box and end the level! o------------o | Level 6-10 | o------------o Go right to see some Red Koopa Troopas as Mario finds a ? Block containing a Power-Up, followed by using an Ice Block on the brick on the right in the set of two to make a vine appear. Climb it to find a P-Switch in a brick, trigger it, and then jump through the mass of Coins on your right before quickly heading right past the frozen Coins to find four frozen Munchers covering a pipe. Use your Fire Power (if you have it) to release the Munchers, which will still be Coins thanks to the P-Switch, which you follow by heading down the pipe to find a Hammer Suit! Head right past the dark brown Para-Goomba to jump a gap to find an area guarded by Buster Beetles. Then you need to jump some gaps using a rotor platform and deal with a Red Koopa Troopa before heading right to hit the Slot Box to finish the level! o-----------------------o | World Six Fortress #3 | o-----------------------o Head right to deal with a dual Roto-Disc set as you jump to the conveyor ledge over a spike bed to jump to another dual Roto-Disc obstacle, which is followed by two Boo Diddlies. Now jump right over the spike bed to avoid a Stretch as you get a Power-Up from a ? Block, followed by a Boo Diddly and another Stretch. Go right on past the Roto-Disc to pass a Thwomp, followed by leaping to a new conveyor belt to go by a Roto-Disc. Now two Stretches and a dual Roto-Disc are your blockade, so use the Stretch to cross the spike bed to leap to the far ledge to go through the door. You will fall to the floor far below, run to the right, and then turn left to keep the three Boo Diddlies away until the door is floor level for Mario to pass through to find Boom-Boom's Chamber! Boom-Boom has a crowded room with five different blocks in the air, limiting the jumping area. Boom-Boom does not wing to the sky here, so a three stomp for a ? Ball should be simple. However, just be sure to not get trapped underneath a block with boom-Boom charging you! o-----------------------o | Lemmy Koopa's Airship | o-----------------------o Head right to find a Bolt-Lift leading over a pit to the far side, so ride it across the gap OR just wait for the screen to scroll and take a running leap across to the far side. Now use the two Bolt Lifts to cross another gap, head down the path to maneuver through the Exhaust Ports that litter this area, and then jump to the left for a Power-Up. Now go right to jump up to the left between Exhaust port fire blasts and then right to find a pipe to the Koopa Kid's Chamber! The following is the layout of his room: | | | | | | | | | | | | | | | | | | | | | | | | | |___________________________| | | | | | | | | | | | | | | | | | | Lemmy Koopa could be the "clown prince" of the family with his ball balancing act as he rolls around his flat-floored room. He will release his star-adorned balls as you try to stomp him three times. Grab the Magic Wand and fall down to the throne room to receive a letter from Princess Toadstool. She gives you a P-Wing as you head off to Pipe Land! ---------------------------------------------------------------------------- -----------------------------------World Seven------------------------------ ---------------------------------------------------------------------------- 10)Welcome to Pipe Land! This section will give you the know all for getting through with ease. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | A - Pirahna Plant Ambush | ______________________________| P I P E L A N D S-----+ P P F--H--X X------P | | | L | | | | P X--P P T P--A---+--P P H---+--X--T | P---P +--X--H--+--X--P PL--X-----F | | | | | X---P P X--P T C-----A o-------------------------o | Mushroom House Contents | o-------------------------o House #1: Random Items...: Super Mushroom, Fire Flower, Raccoon Leaf House #2: Random Items...: Frog Suit, Tanooki Suit, Hammer Suit House #3: Random Items...: Frog Suit, Tanooki Suit, Hammer Suit o------------------------o | Pirahna Plant Ambushes | o------------------------o Pirahna Scene #1: P-Wing Pirahna Scene #2: Super Mushroom o-----------o | Level 7-1 | o-----------o Go enter the door, take out the Red Koopa Troopa, and then continue jumping up to enter a pipe. Time your drop down to the left between the Pirahna Plant movements, head up the pipe, and then jump around the ? Block ledge above (very difficult to do) to find a 1-Up Mushroom! Now take the pipe on the left, use the Red Koopa Troopa on the ? Blocks on ground level for a Power-Up, and then use the Note Block to bounce up on top of the pipe. Now continue upwards past the Red Koopa Troopa and the Pirahna Plants to get onto a dual set of Note Blocks to bounce up to the pipe on the right. Then use the next Note Block to jump up to some wooden ledges. However, if you have flying ability, use the runway by the Red Koopa Troopa to fly up the left side to find a pipe system that will allow you to skip the Note Block sections and find a fair bit of Coins as well. When you go through the pipe, walk towards the approaching Green Koopa Troopas until you are under an opening, bounce off of a Green Koopa Troopa (hold the A Button), and then land on the blocks up top to go up the pipe. Head right to hit the Slot Box and finish the level! o-----------o | Level 7-2 | o-----------o This level is the White Mushroom House level, so go into this level trying to collect all the Coins possible to win yourself a fabulous prize! This level requires you collect a minimum of 46 Coins to make the White Mushroom House appear. Wear a Frog Suit if you attempt to get this challenge done. Go right past the Nipper to use an Ice Block on the left ? Block to find a Power-Up, and then head down the next pipe. Go to the far left to collect the Coins, trigger the P-Switch, and then swim right at top speed to collect as many Coins as possibly before they revert to bricks (note that this is impossible to do without the use of a Frog Suit though). Head back up topside to fight Nippers and Venus Fire Traps as you head right to jump into a large area where a Green Paratroopa Koopa is (kill it). Now jump up to reveal hidden Note Blocks ALL the way across this area before heading down the pipe on the right for a Power-Up before heading down the pipe on the left. Swim to the pipe on the left, head topside, turn right to go across the Note Block bridge (jump straight up off the seventh from the left Note Block to reveal a hidden 1-Up Mushroom), and then continue right to go down the first pipe you see leading into the ground to fight Nippers and a Pirahna Plant as you go right to get a Power-Up. Head back topside (using the pipe you came down in) to go right past a slew of Venus Fire Traps, a Pirahna Plant, and a Nipper to find the one short pipe that leads underground to another pipe for Mario to take. Run off to the right to find the Slot Box and finish the level! o-----------o | Level 7-3 | o-----------o This level has the potential for Mario to be invincible the whole way through, PROVIDED you hit the proper ? Blocks as you run through. Hit the ? Block at the start for the Invincible Starman, run right through the four Green Koopa Troopas to hit the left-most ? Block on the bottom set for another Invincible Starman. Head right through two Green Koopa Troopas and two Green Paratroopa Koopas to hit the left-most ? Block on the bottom set for another Invincible Starman, and then run down the hill through three Spinies. Jump past the Venus Fire Trap, hit the brick for an Invincible Starman as Lakitu shows up throwing Spiny Eggs (you can also go to the ? Block above for a Power-Up), and then head right to hit the brick for a P-Switch (trigger it for some Coins if you wish). Now head right to hit the next brick to get an Invincible Starman, with the same applying for the next brick you find. Now just run and jump right across the gaps to pass a couple Green Paratroopa Koopas to find the Slot Box to finish the level! Remember that you can wait for Spiny Eggs to be on screen along with Lakitu to win a 1-Up! o-----------o | Level 7-4 | o-----------o If you are Raccoon/Tanooki Mario, you can fly over the wall to the right to find two 1-Up Mushrooms. However, you will be unable to fly over the next wall, so go back to the right to go down the pipe. A scrolling screen will cause you some concern in this aquatic challenge. Head right to pass a Lava Lotus with Spiny Cheep-Cheeps swimming through the area from both directions to find a Power-Up in a ? Block. Swim right to face a Big Bertha as you exit the white bordered passage, which is followed up by a Blooper With Kids as you enter the "Jelectro Field". The Jelectro Field has a mass of Jelectros blocking most paths through, so control is VERY important! A Big Bertha will appear not too far into the field, so avoid it as best you can, and then a Blooper With Kids will attack as you exit the Jelectro Field. As a second Blooper With Kids attacks, the ground will reappear, bringing the return of Spiny Cheep-Cheep attacks as well. Get the power-Up from the ? Block, go past the Lava Lotus, and then go by a Big Bertha to pass through a small passage. Next up is a Lava Lotus that guards the pipe back to the surface, where a sprint to the right will gain Mario the Slot Box. o-----------o | Level 7-5 | o-----------o Head down the pipe to find two Green Paratroopa Koopas guarding the way to the next pipe. Go right underneath the Red Koopa Troopas to take a pipe down to face Bob-Ombs and Green Koopa Troopas as you move right jumping up towards openings in the floor above to reveal blocks. Go up the pipe on the right first to get a Power-Up from the ? Block, followed by moving left to hit the hidden block in the small opening before going down the pipe to go get the ? Block Coins. Now go up the first pipe you happen upon to jump and reveal a 1-Up Mushroom, which can be collected through the odd trick of letting it grow partway from the block, go down the pipe, and then immediately go back up the pipe to collect the 1-Up without ever touching it! Head back down again to go to the next pipe on the left to take that pipe up, followed by going to the right to either use your tail on the brick before performing a running slide under the wall or go down the pipe just below the brick to find three Green Paratroopa Koopas. These Green Paratroopa Koopas can be used to do the "Endless Enemy Stomp" for a pile of 1-Ups (just draw them to the right to perform the trick in the roomiest location possible)! Head right past the Red Koopa Troopa (do not go low or the Bob-Omb will get you because of hidden blocks stopping your escape), and go through the Ice Blocks while dealing with a Green Koopa Troopa to go down the pipe. Head right to hit the hidden blocks, and then go back up the pipe to go left to get to the platform with the Red Koopa Troopa so Mario can hit the hidden blocks there. Now go left until Mario can go up onto the top level, run right to use the pipe (look for a hidden 1-Up Mushroom to the side of the pipe), and then go across the hidden block bridge to go up the pipe. head right to hit the Slot Box to finish the level! o------------------o | Pirahna Scene #1 | o------------------o Go by the two Venus Fire Traps to find some Munchers that will only be attacking about three seconds, followed by three seconds retreated into their small pipes. Your job is to go across their area by stepping where the retreated Munchers are to arrive near a gap. Jump the gap to go past some Venus Fire Traps and a Pirahna Plant to go down the short pipe to find a P-Wing! o-------------------------o | World Seven Fortress #1 | o-------------------------o An unique level that requires some work to gain some great rewards, INCLUDING the infamous "Coin Fortress"! This paragraph is for the player who is Regular Mario (the rest of the Mario types can skip to the next paragraph). Go into the Fortress to go right through the door. Run right through this deserted room (all the enemies are mysteriously gone) to pass through another door to find a lava room where a Power-Up awaits on the right. Now head back to the initial room. Go underneath the grey platform, walk to the fourth brick to the right, jump straight up to break bricks until the top brick reveals a P-Switch, and then go trigger it. Now you have the choice of collecting the mass of Coins that appear for a limited time (go through the doorways quickly to return to this room) OR jump to the grey platform on the left to go through the just appeared door (you need to do this option to beat the Fortress). Go right to enter the first pipe you see to fall down through some Coins to find a gigantic ? Block containing a Tanooki Suit! Go back up the pipe to go through the pipe on the right to enter the lava room. Go down to the left to use the door to enter the deserted room. Now build your flying meter so you can wing to the sky near the pillar on the left side of the room to enter the pipe to find Boom-Boom's Chamber! A wide open room greets you here, so a three stomp and a ? Ball should be rather easy, however, Boom-Boom can wing to the sky after one stomp, so be ready to shoot him down! o-----------o | Level 7-6 | o-----------o You will see two types of yellow platforms in this level: one with a specific arrow direction, and one with an exclamation mark on it. The specific arrow direction will be the ONLY direction the platform will move, but the exclamation mark platform can have it's direction changed by jumping up and down on it (starts up, then left, then right, then starts over). Head right to enter the door to turn left and walk through the side of the screen to climb the wooden stairs while dodging the Green Koopa Troopas. Use the exclamation mark lift to ride up past the Pirahna Plants towards a Donut Lift ledge that should be boarded before jumping onto the arrow lift (ride it and void the ledges in your path). When you see the arrow platform going left, get on it and jump to the pipe before jumping down to the arrow platform once it passes through the pipe so you can ride through the side of the screen to go up the pipe on the other side. Use the exclamation platform to hit the third from the left ? Block for a Power-Up before continuing your ride up and around the ? Blocks to go through a hole in the ceiling. Use the left arrow platform to go to the up arrow platform, and then use the right arrow platform to duck under the wooden blocks to jump to the ledge. Next jump to the exclamation platform to ride upwards to navigate past the Pirahna Plants and then into the pipe. Run to the right to hit the Slot box to finish the level! o-----------o | Level 7-7 | o-----------o If you have flying capability, build up your speed in the short area near the pipe to fly up the right wall to enter into a narrow shaft that will lead Mario to hit an invisible block, revealing the 1-Up Mushroom within! Head through the pipe to find two Pirahna Plants before a ? Block containing an Invincible Starman, so collect it and start your run across the Muncher field! Every ? Block you encounter from near on out has an Invincible Starman for Mario, so collect them to keep your chances of surviving alive! Head through the pipe at the end to reach the Slot Box and finish the level! o-----------o | Level 7-8 | o-----------o Head right to pass a Pirahna Plant, two Venus Fire Traps, and then another Pirahna Plant before jumping across a gap while timing it between the Pirahna Plants. Go right to find an Invincible Starman from the left ? Block, followed by a Power-Up in the lower set of bricks on the left. Now head up the pipes (Pirahna Plants and a Venus Fire Trap) to deal with a Nipper before hitting the fourth brick in the ledge from the left to find a 1-Up Mushroom before going right again to pass a piep before hopping up tight beside it to the right to find a COin Heaven. Otherwsie, you will fight a Ptooie and a couple Pirahna Plants. Continue right to find a Coin Block, a Ptooie, a Venus Fire Trap, and then a Nipper all in a tight area. if you go down the pipe on the left, Mario will gain the awesome power of Hammers! Time your jump up to the high pipe so the resident Pirahna Plant is not out as well as avoiding he fireballs from the Venus Fire Trap from the pipe above. Next up is a hole infested bridge over Munchers and Nippers before a jump across a gap appears to lead into a couple Ptooies. Next is a Venus Fire Trap, some Nippers guarding ? Blocks (guarding a 1-Up Mushroom from the brick between the two ? Blocks on the top row). However, be warned that the Nipper on the middle ledge spits a pile of fireballs in a small arc at Mario (quite accurately too). Head to the right to hit the Slot Box to finish the level! o-----------o | Level 7-9 | o-----------o Run to the right to hit the middle Note Block for a Power-Up before going through the two holes above to fight a dark brown Para-Goomba followed by going up once more. Head left to pass through two Ice Block walls to jump up to the top of the structure where going left will allow you to fall down the side to go after some Coins or go right to continue on in the level. Head left past a couple Goombas to use the Wooden Block ledges to make it to the far side of the structure on the top row. When you reach the part with the Note Blocks below, go down to that level to move the Ice Blocks to the left to go through the hole in the roof. Go through the Ice Block wall to drop down past the Wooden Blocks to go right past a Green Paratroopa Koopa to get a Power-Up from the middle ? Block (if it is a Fire Flower, do a running duck jump to get into the narrow space). You will see a split in the path, so take the downward path to turn left to get Coins as you fight to the left to find a big stretch of Coins (duck and jump at the one spot in the line that is Coin-less to reveal a 1-Up Mushroom). To advance forward in the level, take the upward path to go right through the Ice Blocks or up and through the Ice Blocks and a brick to reach the area where some Wooden Blocks sit. Go right from there to go down two areas to find a Power-Up, followed by going through the hole to go right to find a pipe to go down. Head right to hit the Slot Box to finish the level! o-------------------------o | World Seven Fortress #2 | o-------------------------o Take a running leap to reach the tall pipe over the lava (wait for the Pirahna Plant to start going down), draw the Boo Diddly near, and then time your jump to the next pipe. Continue right past the Roto-Disc and the Pirahna Plant to carefully get the Invincible Starman from the brick below before moving right to pass Pirahna Plants and a Thwomp. Jump to the right over the big lava pit past the Boo Diddly to find a five pipe set with some Pirahna Plants. Jump right to a pipe to see a dual Pirahna Plant attack that requires a jump to the small gap, followed by a jump right to clear their area before they return. Get the Power-Up from the ? Block before jumping right to a pipe to see a Thwomp you must either: bait out by jumping towards and then coming back to your pipe OR do a quick jump to and then a quick jump off to avoid the attacking Thwomp. Once you are on the tall pipe, jump past the Boo Diddly to another pipe, followed by hopping past ANOTHER Boo Diddly to reach a grey ledge. Jump out to clear the ledge you stand on as you fall to the pipe below. Head right to draw out two Dry Bones before sliding under the low wall while avoiding the Roto-Disc. The next challenge is a Thwomp and a Roto-Disc, so bait the Thwomp to come crashing down before performing a running slide to go under the low wall to head right to find Boom-Boom! Three small ledges are spaced evenly in the air, so be sure to move to the open spots before Boom-Boom attacks. Boom-Boom can not wing to the sky, so try for the quick three stomp and ? Ball to quickly leave this fortress! o------------------o | Pirahna Scene #2 | o------------------o Go right to get onto the tall pipe with the Pirahna Plant, take a running leap to clear the Munchers, and then head right to go to the pipe with the Venus Fire Trap. Now you will need to jump across the Note Blocks OVER the Munchers to reach the pipes, taking the middle pipe downward to find a Super Mushroom and finish the area! o----------------------------o | Ludwig Von Koopa's Airship | o----------------------------o Go right to find a Bolt-Lift (do not take as it goes over TWO Exhaust Ports) to wait by until the screen scrolls to allow your jumping to the second Exhaust Port ledge before hopping to the right to solid ground. Grab the Power-Up, go right to stop short of the Bolt-Lift to let the screen scroll until the other side is visible before jumping there. Now jump across the gaps to reach the next ship part to go right past a couple Rocky Wrenches to hit the Bolt-Lift to force it out to the open area on the left quickly so Mario can reach the Power-Up up above the lower area. Continue on right to face a Rocky Wrench before hopping the next two gaps to find another Rocky Wrench on the small ship. Continue right to find Bolt-Lifts that can be used to get to the next platform (continue the Bolt-Lift use), although jumping from platform to platform without assistance is also possible. The next set of Bolt-Lifts requires Mario to get to the top row Bolt-Lift to get over the wall to go right to find the entrance to the Koopa Kid's Chamber! The following is the layout of his room: | | | | | | | | | | | | | | | | | | _____ _____ | | | | | | | |_____| | | |___| | | |_____| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Ludwig Von Koopa has the abilities of his siblings (with the exception of Wendy O' and Lemmy), so be ready for the ground to shake with each jump he takes as he throws the smoke rings in a machine gun fashion. Watch out for his short double hops after he is stomped. Grab the Magic Wand and fall down to the throne room to receive a letter from... BOWSER!!!!!!! He has taken the Princess captive as Mario was too occupied removing the Koopa Kid threat from the Mushroom Kingdoms! It is off to Dark Land to save the Princess and show Bowser he has messed with the wrong Plumber! ---------------------------------------------------------------------------- -----------------------------------World Eight------------------------------ ---------------------------------------------------------------------------- 11)Welcome to Dark Land! This section will give you the know all for getting through with ease. A quick note for all is that M-Spades WILL NOT appear in this World. ______________________________ KEY | | S - Start Location | X - Level Location | P - Pipe Location | F - Fortress Location | R - Rock Location | H - Spade House Location | T - Toad House Location | W - Wandering Hammer Brothers | L - Locked Door Location | C - Castle Location | B - Bridge Location | A - Grabbing Hand Trap Ambush | M - Koopa Military Blockade | ______________________________| D A R K L A N D P L S | | | | | +---M---+--M P | P--M PL+ | +--A-A-A--P P---+ P-----+--+ | | L +---X F--+ P | | X---P-----+-----P P---AL---------C o----------------------o | Grabbing Hand Ambush | o----------------------o Hand Trap Scene #1: Raccoon Leaf Hand Trap Scene #2: Raccoon Leaf Hand Trap Scene #3: Raccoon Leaf o-----------------------o | Koopa Tank Brigade #1 | o-----------------------o Bowser sends out the big guns right off to get you, so fight your way across the Tanks, starting with going past Tank #1 to set foot on Tank #2 to pass a couple Cannoball launchers to find a Bob-Omb launcher. Continue right to pass another Cannonball cannon, a Bob-Omb launcher, and then a couple more Cannonball launchers to finish Tank #2. An Exhaust Port, a Rocky Wrench, and a Bob-Omb launcher adorn Tank #3, so jump from Tank #3 to Tank #4 to avoid the Bob-Ombs below to fight a Rocky Wrench. Tank #5 starts with a Cannonball cannon, followed by a Rocky Wrench on top as you move right to Tank #6 to face two Cannonball cannons on the front, a Rocky Wrench up top, and a Bob-Omb launcher off the back. Wait for Tank #7 to appear before hopping to it (land on the Cannonball cannon) and deal with the Rocky Wrench before collecting the Power-Up from the ? Block. Tank #8 is a Cannonball launcher, a Rocky Wrench, and then a Cannonball launcher and a Bob-Omb launcher shooting off the back, so work past this carefully to jump to Tank #9 to fight a Cannonball cannon, a Rocky Wrench, and a Bob-Omb launcher. Tank #10 has a Bob-Omb launcher on front, a Rocky Wrench on top, and then a Cannonball launcher and a Bob-Omb launcher on back, so go right past the Bob-Ombs to find Tank #11 with it's piddly Cannonball cannon. However, when you get on top of it, duck down to let the MASSIVE Cannonball fly overhead before jumping to the top of Tank #12 to fight a Rocky Wrench and three Cannonball cannons. Tank #13 has a pipe, which leads to the cabin of the Commanding Officer of this brigade! A lowly Boomerang Brother controls this formation, so go stomp him when his Boomerangs are out and about or before he ever releases them to win an Invincible Starman as you finish the level! o---------------o | Koopa Navy #1 | o---------------o Go right past the Rocky Wrench to see some Cannoball launchers guarding a power-Up in the cubby below (challenge if you dare) before continuing right to deal with a Rocky Wrench and a Bob-Omb launcher so you can jump the hold below to the far side. Deal with the Rocky Wrench and dodge the MASSIVE Cannonball that shoots to the right as you jump into the "water" below. You have the choice now of continuing the trek across the topside of the ships and having to deal with the dangers, OR you can swim underneath the whole fleet to reach the Commanding Officer's room without the muss! If you choose to dodge the whole enemy set here, go against the hull of the next ship, let Mario sink for a second, and then swim along tot he right to pass under the ships (continually press the A Button once you pass under the hull). If you insist on going topside, you will face two Cannonball cannons, four Rocky Wrenches, and then a MASSIVE Cannonball cannon shooting to the right as you hop to the water below to go get on the next ship. A MASSIVE Cannonball cannon fires away at you on the first deck, so move to the right as soon as possible to tangle with a Rocky Wrench (wait around it's area). Once the screen scrolls to reveal the trap below of a Bob-Omb launcher and three Cannonball cannons, jump the trap area to the far ledge to find a MASSIVE Cannonball cannon and a couple exploding Bob-Ombs guarding the pipe to the Commanding Officer's Room! Boom-Boom is the boss here, so a simple three stomp and out strategy will carry the day here. Just remember he can wing to the sky at his leisure after a single stomp, so ground him right away. o---------------o | Hand Scene #1 | o---------------o A Fiery Brother greets you here on a bridge, so take him out as you move right to find a pair of Hammer Brothers with their legendary brick ledges to annoy you (kill them and collect the power-Up from the brick on the bottom row that is third from the right). A Boomerang brother awaits you on the next bridge, who is then followed by the lone remaining member of the family, a massive Sledge Brother! Once theses nuisances have been dealt with, go right to enter a pipe to find a Treasure Chest containing a Raccoon Leaf! o---------------o | Hand Scene #2 | o---------------o Jump across the lava field here from ledge to ledge between the erupting Podoboos to enter a pipe to get a Raccoon Leaf from a Treasure Chest. o---------------o | Hand Scene #3 | o---------------o Run to the right as Red Cheep-Cheeps continually attack from the lava (how do they survive down there anyway?) as you head right to find two ? Blocks, five gaps, and then a ? Block Power-Up. Next is a low wall, so a running slide will likely be needed to get through. Now run and jump the next four gaps to find some Coins before heading up the pipe to find a room containing a Treasure Chest that holds a Raccoon Leaf! o--------------------o | Koopa Air Force #1 | o--------------------o Before beginning here, this is the most challenging level in the game based on your reflex abilities. The Air Force flies high in the sky where one missed jump is death and they fly at a very fast pace. A P-Wing is recommended for the less skilled to make this an easier level to beat. Just remember that there are two danger still associated with the P-Wing, and they are: Flying too high up will lead to your death (not sure why) AND to not fall past the planes when returning to the area to go down the pipe (should not be a problem with the P-Wing still operational). Plane #1 contains an Exhaust port, followed by Plane #2 with a Rocky Wrench and an Exhaust Port. Plane #3 holds a Rocky Wrench and an Exhaust Port, so jump to the right to land on Plane #4 that holds a Rocky Wrench and an Exhaust Port. Plane #5 hold a Rocky Wrench and an Exhaust Port, so jump to Plane #6 to deal with the Exhaust Port as you jump down to Plane #7 to fight a Rocky Wrench and an Exhaust Port. Plane #8 contains an Exhaust Port only, followed by Plane #9 having a Rocky Wrench and an Exhaust Port that leads to Plane #10 (which is a bigger Plane with two Exhaust Ports). Plane #11 is up high and has a Rocky Wrench and an Exhaust Port, followed by a jump down to plane #12 where an Exhaust Port sits. Plane #13 has a Rocky Wrench and an Exhaust Port, which are followed by Plane #14's crew of a Rocky Wrench and an Exhaust Port. Plane #15 has an Exhaust Port, a big jump up to Plane #16 to fight a Rocky Wrench and an Exhaust Port before Plane #17 brings another Exhaust Port. Plane #18 contains the pipe to the Commanding officer's Room! Boom-Boom is the boss here, so a simple three stomp and out strategy will carry the day here. Just remember he can wing to the sky at his leisure after a single stomp, so ground him right away. o-----------o | Level 8-1 | o-----------o Two paths that lead to different rewards. The walkthrough will cover both step-by-step. ========== OPTION ONE ========== Make sure that Mario has at least Raccoon Mario (you should have a Raccoon Leaf after the Hand Trap Ambushes) or Tanooki Mario BEFORE entering the level to make things as muss free as possible. A P-Wing makes things that much easier as you can skip the enemies near the end of the level. Build up your flying meter and wing to the sky to crush a P-Switch there to make a fair bit of silver Coins appear for Mario to gorge upon until they disappear. Now build that flying meter again and take off to the right to fly as far as you can, and then use your tail to control your descent to land on a pipe (go inside). Collect the three 1-Ups from the gigantic ? Block, and build your flying meter along the bottom area, initiate it, and then go down the pipe quickly. Immediately wing to the sky to fly right as far as you can and then use your tail descent to land on a pipe. Now wait for the Pirahna Plant to the right to start going down the pipe to allow Mario to jump cross to go right to the Slot Box to finish the level! ========== OPTION TWO ========== If you want to be tough on yourself, jump the gap to go right to go over the pipe with a Venus Fire Trap inside to go after the ? Block below for a Power-Up if you wish (a tough one to grab though). Jump to the right across the pipes while dealing with the Pirahna Plants and Venus Fire Traps to reach solid ground. Head right to use the Green Paratroopa Koopa to bounce up to the higher brick ledges so Mario can jump right to land on top of the Bullet Bill cannons stack, followed by going for the ? Block for an Invincible Starman if you feel lucky enough to dodge the Bullet Bill firestorm you will face. Go right to hit eh brick among the ? Blocks to make a 1-Up Mushroom appear, and then continue right under the Bullet Bill cannons and the Boo Diddly to find some ? Block Coins guarded by a Red Koopa Troopa. Go right past the Green Paratroopa Koopa to use the Bullet Bill cannon to jump the gap past the large Bullet Bill stack (use the Red Paratroopa Koopa if you need to for distance) to jump on top of the nest Bullet Bill cannon stack. After dealing with the Green Koopa Troopa, run right towards the Note Block to do a half jump onto it before launching yourself far across the gap to the pipe. Now jump right when the Pirahna Plant will not be in the way and go hit the Slot Box to finish the level! o-----------o | Level 8-2 | o-----------o Two paths that lead to different rewards. The walkthrough will cover both step-by-step. ========== OPTION ONE ========== Head right to find some quicksand, which you will get into to ride downwards to find a secret compartment. Go left to head down a pipe to find a Power-Up. Go right to head down a pipe to find one hundred Coins just waiting to be snagged (you need a tail to fly for them all). When you come up the pipe, wait for the Venus Fire Trap below Mario to spit two fireballs before going up the hill to pass another pipe to run down the hill to find two Note Blocks spanning a gap along with a Green Paratroopa Koopa. Once across, head right to hit the Slot Box to finish the level! ========== OPTION TWO ========== Head right to jump some quicksand, to then go right to find a light brown Para-Goomba, which is then followed by three Venus Fire Traps in some quicksand holes. next you will face some Venus Fire Traps as you hit a brick to reveal a P-Switch that should be triggered before heading down the hill (dealing with more Venus Fire Traps) to find that the Coins have constructed a solid line of bricks for Mario to use as an Angry Sun attacks from the left! Once the P-Switch finishes, use the Note blocks to traverse the remaining area over the gap as the Angry Sun continue to buzz Mario. The far side is an uphill that consists of the Venus Fire Traps as the Angry Sun disappears. Run down the hill to find two Note Blocks spanning a gap along with a Green Paratroopa Koopa as the Angry Sun reappears, so go across and head right to hit the Slot Box to finish the level! o-------------------------o | World Eight Fortress #1 | o-------------------------o This fortress is unique in that it has two sides to it. If you enter a door, you will appear on the other side of the fortress. This walkthrough will cover the easiest path with the most Power-Up and minimal dangers to Mario, but it can be played through in a large amount of different paths. Go right past a Roto-Disc to find a dual Roto-Disc to wander past to find a Power-Up from the brick, and then continue right past another dual Roto-Disc to stomp a Dry Bones and then break the bricks to enter the enclosed door on the right (making sure to dodge the Roto-Disc located there). If you need to get a Power-Up for this job, go left to do the trials of that room for one. You will come through the door on a conveyor belt moving left, so jump to the right for a safe landing area before continuing right past the Podoboos and over the lava until you find a Thwomp standing between Mario and a ? Block Power-Up. You can even use the door below the Thwomp to quickly change to the other side before returning to have the Power-Up restored to the ? Block until you are fully Powered-Up! Head right across the lava field once more in the conveyor belts while dodging the Podoboos to find a grey ledge with a door waiting for Mario to enter. A P-Switch sits waiting for Mario, so stomp it and run to the right at top speed, just taking time to jump the odd Dry Bones. Go through the door at the end of the area to immediately run right across a long conveyor belt to fall down into an area where a horizontal Thwomp will be moving back into place on the right. Jump the Thwomp, move left to find a couple bricks (the one on the right holds a P-Switch), and then get back to the top area to crunch that P-Switch (if you are regular Mario, you will need to go back past the Thwomp to do so). Now that you have tripped the P-Switch, go right past the first door (it hold a Power-Up, so grab it if it is needed) and jump to the far ledge to take that door to find Boom-Boom's Chamber! Go under the spikes here (let the conveyor belt do it if you are Super Mario or better) to go find Boom-Boom! Boom-Boom has no obstacles in the air to hinder Mario, but the moving floor can be even tougher on Mario. Luckily, Boom-Boom will not wing to the sky in your final meeting in a Fortress with him, so get your three stomps quickly to get your ? Ball to move forward farther into Dark Land! o-----------------------o | Koopa Tank Brigade #2 | o-----------------------o Tank #1 has a single Cannonball cannon to hit you with, which is closely followed by Tank #2 which has a roof with some Cannonball launchers on it as does the floor. A Bob-Omb launcher is located on the bottom section of Tank #2, followed by a couple Cannonball cannons to end Tank #2. Tank #3 has a Cannonball launcher on the roof along with some Rocky Wrenches on the bottom ledge (located in holes 1, 3, 4, 6, and 7), which is followed by Tank #4 having three Cannonball launchers on the roof shooting before you even set foot on the bottom section. The rest of Tank #4 contains Cannonball launchers before a Bob-Omb launcher and a couple Cannonball cannons with a Rocky Wrench to round out the end of this vehicle. Tank #5 is a simple Tank that has a pipe that leads down to the Commanding Officer's room! Boom-Boom is the boss here, so a simple three stomp and out strategy will carry the day here. Just remember he can wing to the sky at his leisure after a single stomp, so ground him right away. o-----------------o | Bowser's Castle | o-----------------o Run to the right at top speed to pass underneath the laser beam-firing Bowser Statues to go up the brick stairs to step onto the middle of the floor directly underneath the opening above to be whisked up the shaft on a small blue platform. Head right when you arrive to ride a Donut Lift (hold RIGHT as you fall) to go right past a Hot Foot to find a large stairway. Climb up the stairs past the three Roto-Discs to move to the far wall to jump straight up and reveal a 1-Up Mushroom! You can then do a crouch jump into the space above the block that held the 1-Up Mushroom to slide through the wall into the large chamber to the right (if you do so, skip the next sentence). Head down the stairs past those same three Roto-Discs, turn right to go to the large lava room. Here you will see many Donut Lift ledges to deal with, and a fork in the path on which way to go fight Bowser! However, to understand the large room better, here is a quick look at the various hallways on the right side: ________________________________ This route leads to OPTION ONE | ________________________________| | |________________________________ This route leads to a Power-Up | ________________________________| | |________________________________ This route leads to OPTION TWO | ________________________________| | |________________________________ This route leads to the entrance| ________________________________| ========== OPTION ONE ========== Head across the lava field on the Donut Lifts while dodging Podoboos to get to the very top levels of the Donut Lifts to go right and into the opening there to find a door to pass through. You may want to drop into the passage below to get the Power-Up located there first before taking this path though. Head right when you appear to hop the first statue (it will shoot a laser beam) and then go past the remaining statues (which do NOT shoot any laser beams) to run right to see a lava field with some Donut Lifts dotting the path across. To further complicate things, Bowser will start a barrage of his flames as you move across the lava. Once you reach the far side, go through the door to find Bowser's lair! His room will look like the following on this route: ___________ KEY | / - Bricks | D - Door | ___________| _ _ |_|_| | | _ _ _|_D_| |_|_|_____________________|_|_|_| |_|_|/////////////////////|_|_|_| |_|_|_|_|///////////////|_|_|_|_| |_|_|_|_|_|_|///////|_|_|_|_|_|_| ---------- METHOD ONE ---------- Your job now is to stand over the section of bricks that is along the bottom row of the screen so you can finish Bowser off. Wait for Bowser to shoot his flames (dodge them as they fly at you) while holding your position until Bowser leaps into the air and tries to slam Mario with his body. Try to keep Mario in the very centre of the bricks to try and get Bowser to break the bricks when he slams down hard. Keep it up till Bowser falls through to take a long swan dive into the basement (that has got to hurt!). ---------- METHOD TWO ---------- If you are Fiery Mario, you can use your own mastery of the flame to battle Bowser! Bowser is a tough one though and he will take around 35 Fireballs to be knocked out of commission! ------------ METHOD THREE ------------ If you are Hammer Mario, you can use your arcing weapons of destruction to battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum of three connecting Hammers to knock him out (how dead on your aim is decides how many Hammers it will take to kill him). ========== OPTION TWO ========== Head across the lava field on the Donut Lifts while dodging Podoboos to get to the very top levels of the Donut Lifts to go right and into the second opening from the roof find the Power-Up located there before taking the Donut Lift down a floor. Head right to jump over the horizontally moving Thwomp to set foot onto the Donut Lift to fall down yet another floor to find a Roto-Disc and some Podoboos guarding the passage across the lava field to the door. Head right when you appear to hop the first statue (it will shoot a laser beam) and then go past the remaining statues (which do NOT shoot any laser beams) to find a ? Block Power-Up waiting for you. Continue past the remaining statues (these will not fire either) to start across another lava field using the small brick ledges that are strewn about. While you attempt this feat however, Bowser will complicate things by spewing forth his flame attack as you hop across to take the door to his lair! His room will look like the following on this route: ___________ KEY | / - Bricks | D - Door | ___________| _ _ |_|_| | | _ _ _|_D_| |_|_|_____________________|_|_|_| |_|_|/////////////////////|_|_|_| |_|_|_|_|///////////////|_|_|_|_| |_|_|_|_| |_|_|_|_| ---------- METHOD ONE ---------- Your job now is to stand over the section of bricks that is along the bottom row of the screen so you can finish Bowser off. Wait for Bowser to shoot his flames (dodge them as they fly at you) while holding your position until Bowser leaps into the air and tries to slam Mario with his body. Try to keep Mario in the very centre of the bricks to try and get Bowser to break the bricks when he slams down hard. Keep it up till Bowser falls through to take a long swan dive into the basement (that has got to hurt!). ---------- METHOD TWO ---------- If you are Fiery Mario, you can use your own mastery of the flame to battle Bowser! Bowser is a tough one though and he will take around 35 Fireballs to be knocked out of commission! ------------ METHOD THREE ------------ If you are Hammer Mario, you can use your arcing weapons of destruction to battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum of three connecting Hammers to knock him out (how dead on your aim is decides how many Hammers it will take to kill him). ======== REJOINED ======== Congratulations on defeating Bowser, saving the Princess, and setting all that is wrong with the world right once more! Enjoy the ending, you deserve it! ---------------------------------------------------------------------------- ----------------------------------Enemies----------------------------------- ---------------------------------------------------------------------------- 12)This section will be divided into the following sub-sections to make it easier to find a specific enemies information: Fortress Family, Goomba Family, Hammer Brother Family, Koopa Military Family, Koopa Troopa Family, Pirahna Plant Family, Water Family, and Miscellaneous. o-----------------o | Fortress Family | o-----------------o Name......: Boo Diddly. Appearance: A White Ghost. Attacks...: Whenever Mario turns his back these little ghosts will charge at Mario. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an Invincible Starman, Boo Diddly is unkillable. This means that Mario will have to try and avoid the persistent ghost. Name......: Boom-Boom. Appearance: A spiked turtle that can walk on two legs as well as sometimes fly. He is the guardian at the end of every Fortress in the game. Attacks...: He tries to run into Mario, fly into Mario, and uses his spikes to defend against being jumped on. Solution..: Try to jump on Boom-Booms head just as he starts to move because he will be moving at his slowest then. If he is flying, wait for him to swoop down before jumping on his head. Name......: Dry Bones. Appearance: A skeletal turtle. Attacks...: Tries to walk into Mario, can revive itself from some attacks. Solution..: Stomping this enemy will only cause it to crumble, not die, although an Invincible Starman can do so as well as a well-placed hammer or statue stomp. Name......: Hot Foot. Appearance: A walking, red flame. Attacks...: Whenever Mario turns his back these little candle flames will charge at Mario. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an Invincible Starman, Hot Foot is unkillable. This means that Mario will have to try and avoid the persistent flames. Name......: Podoboo. Appearance: A fireball. Attacks...: These Podoboos fly out of pits of lava hoping to hit Mario! Solution..: Unless Mario has a Hammer Brother Suit or an Invincible Starman, Podoboos are unkillable. Just time your jumps between pits to avoid being picked off. Name......: Roto-Disc. Appearance: A glowing white ball. Attacks...: It will rotate around a specific point in a fortress, usually in an area Mario has to pass through. Solution..: Unless Mario has a Hammer Brother Suit, or a Tanooki Suit, Roto-Disc is unkillable. Mario must try to pass without getting hit. Name......: Statue. Appearance: Carvings of Bowser. Attacks...: Some of these busts will shoot laser beams on 45 degree angles to the floor. Solution..: A quick pace of running underneath them will get you by easily. Name......: Stretch. Appearance: A white ghost that lives in a small white bar. Attacks...: Stretch moves it's head along the white bar to try and hit Mario. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an Invincible Starman, Stretch is unkillable. Walk or swim past as the case may be. Name......: Thwomp. Appearance: A blue-hued, stone being. Attacks...: Usually positioned so Mario will have to pass underneath, and as Mario draws closer it tries to crush him. Thwomps can also move horizontally in some Fortresses. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an Invincible Starman, Thwomp is unkillable. o---------------o | Goomba Family | o---------------o Name......: Giant Goomba. Appearance: A walking, evil mushroom that is bigger than Mario. Attacks...: Tries to walk into Mario. Solution..: Any type of attack will kill it off except for a tail attack. Name......: Goomba. Appearance: A walking, evil mushroom that reaches Mario knees in height. Attacks...: Tries to walk into Mario. Solution..: Any type of attack will kill it off. Name......: Mugger Micro-Goomba. Appearance: a really tiny Goomba that drops from Para-Goombas. Attacks...: They try to fall onto Mario, causing his mobility to become greatly impaired. Solution..: Repeatedly press LEFT and RIGHT and press the A Button when they start to swarm all over you to break loose. Name......: Para-Goomba. Appearance: Two different types; one is dark brown and one is light brown, both with wings. Attacks...: The dark brown one will hop along the ground, and the light brown one will fly in the air dropping Micro-Goombas before swooping down at Mario. Solution..: Any type of attack will finish them off, but jumping on them turns them into Goombas (they lose their wings). Name......: Pile Driver Micro-Goomba. Appearance: A Micro-Goomba that lives underneath large bricks. Attacks...: This tiny Goomba will try and jump onto Mario. Solution..: Fireballs are only attack that does not work on them. o------------------------o | Hammer Brothers Family | o------------------------o Name......: Boomerang Brother. Appearance: A green turtle that stands upright. Attacks...: Throws up to two boomerangs at one time. Solution..: Try to use Fire Flower power from a distance, or you will have to get in close to jump on it or use a tail attack on it. Name......: Fiery Brother. Appearance: A red turtle that stands upright. Attacks...: Spits fireballs at Mario. Solution..: Try to use fireballs if possible, or else you will need to get in real close (not really advisable). Name......: Hammer Brother. Appearance: A brown turtle that stands upright. Attacks...: Throws hammers in large arcs. Solution..: Shoot them with fireballs, hit them with a tail attack, or hit the platform below them for the easiest way to kill them. Name......: Sledge Brother. Appearance: Large green turtle that stands upright. Attacks...: Throws hammers in large arcs while jumping periodically to try and stun Mario by shaking the ground. Solution..: Shoot them with fireballs or hit them with a tail attack for the safest (easiest) way to kill them. o-----------------------o | Koopa Military Family | o-----------------------o Name......: Bob-Omb. Appearance: a small, walking bomb. Attacks...: Once it has been stomped or it's timer runs out, it will flash before exploding. Solution..: Essentially you need to stomp them and then throw them or clear out of the area to avoid the blast radius. Fireballs are worthless against it. Name......: Bullet Bill. Appearance: A black bullet shot from a cannon. Attacks...: Tries to run into Mario to wound him. Solution..: Any type of attack will work except for the tail attack and fireballs. Stand directly beside a cannon to keep it from firing. Name......: Cannonball. Appearance: a small round black ball or a large black ball shot from a cannon. Attacks...: these ammunition rounds are shot in a steady pace on a variety of angles from the Koopa Army and Navy. Solution..: Only jumping on or an Invincible Star will kill the small Cannonballs, but the large ones are susceptible to all attacks except for a tail attack and fireballs. Name......: Exhaust Ports. Appearance: Small grey nodules that shoot flames out periodically. Attacks...: Periodically shoot flames out at Mario. Solution..: Only the statue stomp move of Tanooki Mario can bring these flames down. Name......: Missile Bill. Appearance: A flashing bullet shot from a cannon. Attacks...: This Bill will relentlessly home in on Mario until he kills it off or it gets Mario. Solution..: Any type of attack will work except for the tail attack and fireballs. Stand directly beside a cannon to keep it from firing. Name......: Rocky Wrench. Appearance: light brown ones and dark brown ones. Attacks : Both types will pop out of their hiding places periodically to throw wrenches at Mario. Solution : These guys can be killed through any manner of attack. Light brown ones can only be defeated for a second before returning, although dark brown ones will be gone after being killed once. o---------------------o | Koopa Troopa Family | o---------------------o Name......: Colossal Green Koopa Paratroopa. Appearance: A large, winged, green-shelled turtle. Attacks...: Hops along trying to hit Mario. Solution..: Fireballs, hammers, and Starmen are preferred as that completely kills the enemy off. Jumping on them will remove their wings however, causing a revert to a Green Gargantuan Koopa Troopa. Name......: Green Gargantuan Koopa Troopa. Appearance: A large green-shelled turtle. Attacks...: Tries to walk into Mario, but falls off platforms. Solution..: Fireballs, Starman, and hammers will kill it right off. Jumping on it will retreat the Koopa into it's shell. Name......: Green Koopa Troopa. Appearance: A green-shelled turtle. Attacks...: Tries to walk into Mario, but falls off platforms. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping on it will retreat the Koopa into it's shell. Name......: Green Paratroopa Koopa. Appearance: A winged, green-shelled turtle. Attacks...: Hops along trying to hit Mario. Solution..: Fireballs, hammers, and Starmen are preferred as that completely kills the enemy off. Jumping on them will remove their wings however, causing a revert to a Green Koopa Troopa. Name......: Red Giant Koopa Troopa. Appearance: a large, red-shelled turtle. Attacks...: Tries to walk into Mario, but does not fall off platforms. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping on it will retreat the Koopa into it's shell. Name......: Red Koopa Troopa. Appearance: A red-shelled turtle. Attacks...: Tries to walk into Mario, but does not fall off platforms. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping on it will retreat the Koopa into it's shell. Name......: Red Paratroopa Koopa. Appearance: a winged, red-shelled turtle. Attacks...: Hops along trying to hit Mario. Solution..: Fireballs, hammers, and Starmen are preferred as that completely kills the enemy off. Jumping on them will remove their wings however, causing a revert to a Red Koopa Troopa. o----------------------o | Pirahna Plant Family | o----------------------o Name......: Munchers. Appearance: Small black plants that usually appear in large fields. Attacks...: Although they do not move, they still try to bite Mario when he passes over there spots. Solution..: Unless you have a P-Switch handy to make them into Gold Coins, you must try to make it across their fields carefully. Some places require an Invincible Starman as their fields are vast. Name......: Nipper. Appearance: Small white plant that walks around. Attacks...: It will wander around slowly, waiting for Mario to try and jump it, at which point it jump ups to try and "nip" Mario. A few also have the ability to shoot an arc of fireballs quite accurately at Mario. Solution..: Use your tail attack or fireballs to kill it, or you should just avoid them. Name......: Pirahna Plant. Appearance: A plant that comes in and out of various pipes in the game. Attacks...: Comes in and out of the pipes periodically, it will not appear if you are near/on top of the pipe. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but you are likely to just pass them more often than not. Name......: Pirahnacus Giganticus. Appearance: A large plant that comes in and out of pipes in World Four. Attacks...: Comes in and out of the pipes periodically, it will not appear if you are on top of the pipe. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but you are likely to just pass them more often than not. Name......: Ptooie. Appearance: a walking or potted plant that balances a spiked ball on it's breath. Attacks...: Balancing the spiked ball as it blows up and down. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but you are likely to just pass them more often than not. If you can not kill it, wait for a high volley of the spiked ball to jump through. Name......: Venus Fire Trap. Appearance: a smaller plant with a rounded head. Attacks...: Spits fireballs at Mario (numbering between one to three per volley). Solution..: Fireballs, tail attacks, and statue stomps will kill them, but you are likely to just pass them more often than not. o--------------o | Water Family | o--------------o Name......: Baby Cheep. Appearance: a small red fish that comes out of the mouth of Big Bertha. Attacks...: Tries to swim into Mario. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. Name......: Big Bertha. Appearance: The female half of the large red fish pair. Attacks...: She will spit her Baby Cheep out as she swims back and forth in closed in spaces. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. Name......: Blooper. Appearance: A white jellyfish. Attacks...: Swims around trying to hit Mario. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. Name......: Blooper With Kids. Appearance: A white jellyfish leading four mini Bloopers. Attacks...: Swims around trying to hit Mario with itself or the kids. it also has the ability in later levels to use a kid scatter attack (four children shoot out in all directions) before re-appearing to do the same thing again. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. Name......: Boss Bass. Appearance: The male half of the large red fish pair. Attacks...: Swims back and forth across the top of the water, waiting for Mario to be within jumping range so he can swallow him whole (regardless of what Power-Up he has at the time). Solution..: Fireballs are your best bet for killing it. Otherwise you should find the high ground so he can not eat you. Name......: Cheep-Cheep. Appearance: A medium sized red fish. Attacks...: Tries to swim into Mario. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. Name......: Jelectro. Appearance: An electrified, black jellyfish only found in World 7-4. Attacks...: Though it does not move, it lives in a huge pack with other Jelectros, which makes a living mine field for Mario to cross. Solution..: No way to kill them, so just avoid them as best you can. Name......: Lava Lotus. Appearance: An underwater plant. Attacks...: Shoots out lava balls periodically (up to five at a time). Solution..: A statue stomp will knock it out. Swim past carefully otherwise. Name......: Spiny Cheep-Cheep. Appearance: A spine-covered, black fish only found in World 7-4. Attacks...: Tries to swim into Mario, and it is much faster than it's red cousin. Solution..: Fireballs are your best bet for killing it. Swim past carefully otherwise. o---------------o | Miscellaneous | o---------------o Name......: Angry Sun. Appearance: A sun that has a sour face. Attacks...: It will whirl around in the air a few times before dive bombing at Mario. Solution..: Use a weapon like a turtle shell to kill it, although a statue stomp or hammers will work as well. Name......: Buster Beetle. Appearance: A blue-shelled enemy. Attacks...: These enemies will walk around and try to hit Mario, unless they find a brick to pick up and chuck at Mario. Solution..: Kill them through any manner you desire, just try to do it before they find a block to throw. Name......: Buzzy Beetle. Appearance: A black-shelled enemy. Attacks...: Tries to walk into Mario, unless it starts on the ceiling, which it will drop down and spin it's shell towards Mario. Solution..: Stomping it will cause it to retreat into it's shell, and only an Invincible Starman, hammers, or a Tanooki Stomp will knock it out permanently. Name......: Chain Chomp. Appearance: A black head connected to a wooden block with a chain. Attacks...: Tries to bite Mario if he draws near enough. It will also break off the chain if you stay on the screen for 140 seconds (roughly that long). Solution..: Throw/run a Koopa Shell into the head portion, run into it while invincible, or throw a hammer into it as Hammer Mario. Name......: Fire Chomp. Appearance: a black head that has a fire tail. Attacks...: Flies through the air trying to hit Mario with fireballs that it spits from it's own tail. If it runs out of fireballs, it will self-destruct in an attempt to hit Mario. They will return if you re-visit the area they are found in originally. Solution..: Any type of attack will kill it. Name......: Firesnake. Appearance: A segmented snake made up of fireballs. Attacks...: Jumps around trying to hit Mario, and it is able to pass through walls and floors. Solution..: Use a tail attack to take it out, but if you leave and then return to the area, it will have respawned. Name......: Lakitu. Appearance: A turtle that flies in a cloud. Attacks...: He attacks my throwing Spiny eggs out of his cloud. Solution..: Stomp or shoot him if you can, but remember that he is only defeated temporarily, meaning he will return. Name......: Para-Beetles. Appearance: A winged, red-shelled enemy. Attacks...: It does not attack really, but it flies in a straight line. Solution..: It can be killed by a tail whip, hammers, or an Invincible Starman, but they are better served as a stepping stone for Mario, since they like areas with deep chasms below them. Name......: Spike. Appearance: A green enemy who produces spiked balls from inside his body. Attacks...: He tries to walk into Mario while producing spiked balls to throw at Mario. Be careful as he often produces two at a time. Solution..: Any attack will kill them off, so just be wary as you do so. Name......: Spiny. Appearance: A Red bodied, yellow-spiked enemy. Attacks...: Tries to walk into Mario. Solution..: No jumping on this opponent unless you use the statue stomp, so try to use your tail attack or fireballs as they are more readily available. Name......: Spiny Eggs. Appearance: Red or Green spiked eggs. Attacks...: If they are red, they turn into Spiny when they hit the ground. If they are green, they will roll around the ground trying to hit Mario. Both types will hurt Mario while they are in the air. Solution..: No jumping on this opponent unless you use the statue stomp, so try to use fireballs as they are more readily available. ---------------------------------------------------------------------------- ---------------------Hammer Brothers and The Koopa Klan--------------------- ---------------------------------------------------------------------------- 13)This section will look at strategies for dealing with each type of Wandering Hammer Brother type as well as the Koopa Kid Battles. The Koopa Kid Room maps are courtesy of Derek "Pegboy" Kader. Many thanks go out to him, and be sure to check out his FAQs on GameFAQs. o-----------------o | Hammer Brothers | o-----------------o -They are the Wandering Hammer Brothers in Worlds 1, 3, 5, and 6. -They will appear in some Worlds with one level of bricks, although later Worlds will have two levels of bricks. -Hitting the bricks underneath the Hammer Brothers is the tried and true method for succeeding. -Fireballs are a good way to go as you can shoot the Hammer Brothers from afar when they jump to ground level. -Hammers work alright for ones that are a level above Mario. -Tail attacks from Raccoon Mario or Tanooki Mario will kill them as well if they are right in front of you. -Using an Invincible Starman before entering the battle is an easy way to kill them. o--------------------o | Boomerang Brothers | o--------------------o -They are the Wandering Hammer Brothers in World 2. -They will be positioned on an elevated block from the ground. -Fireballs are great for jumping up to chuck one before hiding in the safety of Mario's ground position. -Waiting for the two Boomerangs to start going before hopping off his head, followed by avoiding the returning Boomerangs. -Using an Invincible Starman before entering the battle is an easy way to kill them. o----------------o | Fiery Brothers | o----------------o -They are hidden set of Wandering Hammer Brothers in World 2. -One will be positioned on the ground, one on an elevated block from the ground. -Fireballs are great for knocking the first one out before it shoots, followed by jumping up to chuck one fireball before hiding in the safety of Mario's ground position. -You can immediately hop of the first Fiery's head, and try to use your momentum to reach the second on the fly (and avoid the fireballs flying at you). -Using an Invincible Starman before entering the battle is an easy way to kill them. o-----------------o | Sledge Brothers | o-----------------o -They are the Wander Hammer Brothers in World 4. -The one Sledge Brother you face will be positioned on ground level with Mario. -Fireballs are a good way to go as you can shoot the Sledge Brother. -Jumping on it's head will be more difficult since they throw hammers as they shake the ground, but it can be done. -Using an Invincible Starman before entering the battle is an easy way to kill them. Just be sure to avoid being on the ground when the Sledge Brother lands so he does not waste your Starman on you. o-------------o | Larry Koopa | o-------------o -A simple boss, he has no special powers other than his Magical Wand. -His room looks as such: | | | | | | | | | | | | | | | | | | | | | | _____ | | | |_____| | |_______________| | | | | | | | | | | | | | | | | | -All you need to do is stomp him three times or shoot him with ten fireballs to beat this weakling of the family. o------------------o | Morton Koopa Jr. | o------------------o -A simple boss, he has no special powers other than his Magical Wand. -His room looks as such: | | | | | | | | | | | | | | | | | | _______| | | | _________ | | | | | |_____| | | |___| | | | | | | | | | | | | | | | | -All you need to do is stomp him three times or shoot him with ten fireballs to beat this weakling of the family. This battle is slightly more difficult because of the more uneven terrain. o---------------o | Wendy O'Koopa | o---------------o -A tougher boss, she sends red and white rings around the room when jumped on. All the while she jumps around the room, making her more active than her siblings. -Her room looks as such: | | | | | | | | | | | | | | | | | | | | | | | | | |___________________________| | | | | | | | | | | | | | | | | | | -The flat room allows Wendy to move all around, and she will jump around more often and higher after each stomp. So, if you use fireballs, you will only have the original red and white ring to contend with. o------------o | Iggy Koopa | o------------o -A simple boss, he has no special powers other than his Magical Wand. -His room looks as such: | | | | | | | | | | | | | | | | | |___ _____ | | | | | |___ _| | |_ | | | | | | | | | | |_________| | | | | | | | | | | | | | | | -Rather uneven terrain here, you will need to be careful. He does tend to shoot smoke rings slightly faster than Larry or Morton Koopa Jr. (often throwing two sets out in a row), but he still requires the usual three stomps or ten fireballs the other Koopa Kids do. o-----------o | Roy Koopa | o-----------o -A tougher boss, he shakes the ground when he jumps, which will immobilize Mario for a short time. He also has the power of shooting his Magical Wand at Mario. -His room looks as such: | | | | | | | | | | | | | | | | | | | | | | ___ _______ | | | |___| |___| | |_______| | | | | | | | | | | | | | | | -Make sure to stay off the ground when Roy lands, or you will be temporarily stunned (making yourself an easy target for the Koopa Kid). Three stomps or ten fireballs will get you onto the next World. o-------------o | Lemmy Koopa | o-------------o -A tougher boss, he has up to three balls that bounce around the room as he rolls on top of another one firing his Magical Wand at Mario. -His room looks as such: | | | | | | | | | | | | | | | | | | | | | | | | | |___________________________| | | | | | | | | | | | | | | | | | | -You can bounce on his balls, so use that to your advantage if the balls are cornering Mario. Iggy will release the balls periodically, but this is not in relation to being stomped like his sister Wendy O'Koopa's Bracelets were. Three stomps or ten fireballs will knock this wannabe circus reject down for the count. o------------------o | Ludwig Von Koopa | o------------------o -Ludwig also has the ability that Roy Koopa possessed, meaning he too shakes the ground when he lands from a jump. He also differs from the other six Koopa Kids in that his jump in the air after being hit is much faster (and shorter), meaning he gets to attack you quicker. He also is a fiend for firing his Magical Wand at Mario. -His room looks as such: | | | | | | | | | | | | | | | | | | _____ _____ | | | | | | | |_____| | | |___| | | |_____| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -Try to avoid getting trapped in the deeper holes in the floor, or Ludwig will make short work of you. Also avoid being on the ground when he lands or he will likely get you wit his Magical Wand. Three stomps or ten fireballs will gain Mario access to Bowser's domain, Dark World! o----------------------------o | Bowser, King Of The Koopas | o----------------------------o -Bowser, King of the Koopas hides in his large castle waiting for Mario in the off chance the Italian plumber actually lucks his way into his lair. Bowser himself does not have a Magical Wand with which to attack Mario with, but he does have his Fire Breath as well as his body with which to hit Mario. -His room looks as such: ___________ KEY | / - Bricks | D - Door | ___________| _ _ |_|_| | | _ _ _|_D_| |_|_|_____________________|_|_|_| |_|_|/////////////////////|_|_|_| |_|_|_|_|///////////////|_|_|_|_| |_|_|_|_|_|_|///////|_|_|_|_|_|_| -The idea here is to bait Bowser into jumping onto the bricks, causing them to break. Try and make Bowser stomp through the bricks to fall down a deep passage to thud hard on the ground below. You can also use thirty-five fireballs or three hammers to put him down for the count. ---------------------------------------------------------------------------- --------------------------------------Items--------------------------------- ---------------------------------------------------------------------------- 14)This section will look at all the enemies available to Mario as he tries to rescue the Princess from the evil clutches of Bowser! o----------------o | Power-Up Items | o----------------o Name......: Fire Flower. Power.....: This little petunia will allow Mario to become Fiery Mario so he can throw fireballs at his foes. How To Use: Press the B Button to throw a fireball. Name......: Frog Suit. Power.....: A relatively rare find, this Item allows Mario to gain amazing swimming skills. How To Use: The A Button will cause Mario to take a powerful swimming stroke, and the D-Pad can be used to move around underwater accurately. Name......: Hammer Suit. Power.....: A relatively rare find, this Item allows Mario to become a Hammer Brother! He can throw hammers and he can duck inside the helmet to be invulnerable to fireball attacks (not from Bowser though)! How To Use: Hold DOWN on the D-Pad to make Mario invulnerable to fireballs, and throw Hammers with the B Button. Name......: Invincible Starman. Power.....: When collected, this Star will make Mario flash wildly (his colour you perverted person!) and make him invulnerable to enemies (although he can still die through a few ways). How To Use: Simply collect and plow through enemies without fear! Name......: P-Wing. Power.....: A rare find for sure, it is won through a few special levels, beat certain Hammer Brothers, and the Princess Letters. The power they offer are unlimited flight, making them a sought after Item for sure! This Item also allows for a tail attack like Raccoon Mario. How To Use: Simply press the A Button whenever you want to fly higher. The tail attack is done by pressing the B Button. Name......: Raccoon Leaf. Power.....: When Mario collects this Item, he will become a Raccoon who can fly (with enough running room) as well as kill enemies with his tail. How To Use: For flying Mario has to hold the B Button to run around building his P-Meter up to maximum before jumping into the air with A Button (continuing to press the A Button to climb in altitude). The tail attack is done by pressing the B Button. Name......: Super Mushroom. Power.....: Mario will change from Regular Mario into Super Mario, which will allow Mario to take a hit instead of dying. This is also required for Mario to be eligible for Raccoon Leafs and Fire Flowers. How To Use: Just collect it to gain the power. Name......: Tanooki Suit. Power.....: A relatively rare find, this Item gives Mario the same abilities as Raccoon Mario (flying and tail attack) as well as the ability to turn into a stone statue! How To Use: For flying Mario has to hold the B Button to run around building his P-Meter up to maximum before jumping into the air with A Button (continuing to press the A Button to climb in altitude). The tail attack is done by pressing the B Button. To turn into a stone statue, press DOWN on the D-Pad at the same time as B Button, but be warned that it can only be held for five seconds before reverting back to Tanooki Mario. o----------------o | In-Level Items | o----------------o Name..: 1-up Mushroom/Treasure Chest. Effect: When collected, Mario gains an extra life. Name..: ? Ball. Effect: Collected from a defeated Boom-Boom, this ends a Fortress Level. Name : Coin. Effect: Besides being worth 200 points per collect, 100 of these little beauties will gain Mario an extra life. Name..: Coin Block. Effect: A Block that contains multiple Coins, the amount of which if dependent upon how fast Mario hits the block. Name..: Kuribo's Shoe. Effect: Only found in one level (5-3), this Item can be usurped from a Goomba who s using it. With it in his possession, Mario can then step on ANYTHING without fear of being hurt. Name..: P-Switch. Effect: When stomped, it turns all Coins into bricks and all bricks into Coins. o----------------o | Map Only Items | o----------------o Name..: Anchor. Effect: When the Koopa Kid's Airship is on the map screen, this item can be used to keep it in place so it can not fly across the screen to hide in an area not explored already. Name..: Jugem's Cloud. Effect: When used, Mario can pass over one level. However, if he dies on that life, he will go back behind said level (unless he entered a pipe first or beat a Wandering Hammer Brother). Name..: Hammer. Effect: If used on a rock of the map screen, the rock will crumble away to reveal another path (although the Hammer will disappear as well). Name..: Music Box. Effect: When used, all the Wandering Hammer Brothers/Pirahna Plants will fall asleep for a few turns (anywhere from one to three), which allows Mario to pass by unimpeded. Name..: Warp Whistle. Effect: When played, Mario will be whisked away to World Nine, the Warp Zone. Depending on where you play the Whistle from will determine which Worlds you can reach. World One will allow access to Worlds Two Through Four, Worlds Two through Six will allow Access to Worlds Five through Seven, and World Seven through Nine allow access to World Eight. ---------------------------------------------------------------------------- -----------------------------White Mushroom Houses-------------------------- ---------------------------------------------------------------------------- 15)These little secrets can be found once per world, and they offer a fabulous prize of a P-Wing or an Anchor. The following will list the requirements for getting the White Mushroom House in each World. The Coins stat is the minimal required amount to get the White Mushroom House to appear. o-----------o | World One | o-----------o Level: 1-4 Coins: 44 Prize: P-Wing o-----------o | World Two | o-----------o Level: 2-2 Coins: 30 Prize: Anchor o-------------o | World Three | o-------------o Level: 3-8 Coins: 44 Prize: P-Wing o------------o | World Four | o------------o Level: 4-2 Coins: 22 Prize: Anchor o------------o | World Five | o------------o Level: 5-5 Coins: 28 Prize: P-Wing o-----------o | World Six | o-----------o Level: 6-7 Coins: 78 Prize: Anchor o-------------o | World Seven | o-------------o Level: 7-2 Coins: 46 Prize: P-Wing ---------------------------------------------------------------------------- ------------------------------Card Game Solutions--------------------------- ---------------------------------------------------------------------------- 16)This section will be dedicated to the eight different possible patterns that the cards will take when ever a player enters a N-Spade. o----------------------o | Requirements & Stats | o----------------------o -For every 80,000 points scored by one player, along with their successful completion of a level, and N-Spade will appear. -The Pattern inside will be randomly selected from one of eight programmed sets. -The pattern will remain constant until a player finishes the current pattern, at which point their run in the N-Spade ends. The next N-Spade to appear will then select a new pattern. o-------------------o | Possible Patterns | o-------------------o ________________________ KEY | | 1P - 1-Up Treasure | 10 - 10 Coins | 20 - 20 Coins | FF - Fire Flower | IS - Invincible Starman | SM - Super Mushroom | ________________________| =========== Pattern One =========== __ __ __ __ __ __ | | | | | | | | | | | | |1P| |SM| |10| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |SM| |10| |IS| |20| |20| |FF| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |1P| |FF| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| =========== Pattern Two =========== __ __ __ __ __ __ | | | | | | | | | | | | |SM| |FF| |20| |SM| |10| |IS| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |FF| |1P| |SM| |10| |1P| |20| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |FF| |IS| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| ============= Pattern Three ============= __ __ __ __ __ __ | | | | | | | | | | | | |FF| |IS| |1P| |FF| |1P| |SM| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |10| |SM| |FF| |IS| |SM| |10| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |20| |20| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| ============ Pattern Four ============ __ __ __ __ __ __ | | | | | | | | | | | | |SM| |FF| |1P| |FF| |IS| |IS| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |20| |IS| |SM| |10| |1P| |FF| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |20| |SM| |10| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| ============ Pattern Five ============ __ __ __ __ __ __ | | | | | | | | | | | | |FF| |IS| |1P| |FF| |20| |SM| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |10| |SM| |20| |1P| |SM| |10| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |FF| |IS| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| =========== Pattern Six =========== __ __ __ __ __ __ | | | | | | | | | | | | |FF| |10| |1P| |FF| |1P| |SM| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |SM| |20| |IS| |SM| |10| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |FF| |20| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| ============= Pattern Seven ============= __ __ __ __ __ __ | | | | | | | | | | | | |SM| |FF| |20| |FF| |10| |IS| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |20| |1P| |SM| |10| |1P| |FF| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |IS| |SM| |IS| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| ============= Pattern Eight ============= __ __ __ __ __ __ | | | | | | | | | | | | |FF| |20| |SM| |IS| |1P| |FF| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |1P| |FF| |10| |SM| |20| |IS| |__| |__| |__| |__| |__| |__| __ __ __ __ __ __ | | | | | | | | | | | | |SM| |10| |IS| |SM| |FF| |IS| |__| |__| |__| |__| |__| |__| o------------------------o | Things To Keep In Mind | o------------------------o -The three right-most cards of the third row will always be the same three cards (from left to right: Super Mushroom, Fire Flower, and Invincible Starman). -If you are closing in on earning another N-Spade, be sure to check your inventory to see if you should use an Item first so you will have lots of room for the new Items being won. -To figure out which pattern you are playing, flip the fifth card from the left in the first row before looking below to see what Pattern you have. i) If it is a 20 Coin prize, you have yourself Pattern Five. ii) If it is a Fire Flower, you have Pattern One. iii) If it is an Invincible Starman, you have Pattern Four. iv) If it is a 10 Coin Prize, you need to flip the first card from the right in the second row. If it is 20 Coins, you have Pattern Two, and if it is a Fire Flower, you have Pattern Seven. v) If it is a 1-Up prize, you have to flip over the first card from the left in the second row. If it is a 10 Coin Prize, you have Pattern Three. If it is an Invincible Starman, you have Pattern Six. If it is a 1-Up prize, you have Pattern Eight. ---------------------------------------------------------------------------- ----------------------------Warp Whistles Locations------------------------- ---------------------------------------------------------------------------- 17)This section will give information on how to find all three Warp Whistles contained within the game. o------------------o | Warp Whistle One | o------------------o The first Whistle to be found is located in World 1-3. To gain access to it's hiding place Mario must go towards the end of the level to the point just short of a Para-Goomba that drops Micro-Goombas. Get onto the White Platform (the only one in the level), duck down (hold DODN), and after 5 seconds Mario will fall through the block. Now Mario has the ability to walk behind the scenery (including other blocks and bushes), so run to the right at top speed to get behind the black at the end of the level (this will be the same area as the Card Box). Keep running right to enter into a hidden Mushroom House to gain access to the Whistle from a giant Treasure Box! Keep in mind that if you are jumping around behind the black scenery, you may jump the entrance to the Mushroom House, so just run along the ground). o------------------o | Warp Whistle Two | o------------------o The second Whistle is to be found in the World One Fortress. Head right from the start, dodging through the obstacles of the Fortress until Mario arrives at an area with a Power-Up, a Dry Bones, and a door. Stomp the Dry Bones as Mario collects the Power-Up (it needs to be a Leaf to make next part of retrieval possible), and then run right to go past the door to the wall. Quickly run back to the left to build up the Speed Meter so Mario can fly, and then take flight straight up off the screen where you should hold RIGHT so Mario will fly over the wall to the right. Then Mario should run right until he can move no further before pressing UP to go through the door located there. Mario will fall into a closed room where a small Treasure Chest sits, holding the second Warp Whistle! o--------------------o | Warp Whistle Three | o--------------------o The Third Whistle is found beyond the Dunes of World Two's desert. You must first defeat the Wandering Boomerang Brother that carries the Hammer in a Treasure Chest. Then Mario should move across the map until he arrives at the top right screen. where he should use the item to break the rock to his right. Now Mario can head east through the newly opened path to find a Mushroom House (contains a Frog Suit for Mario) as well as a Wandering Hammer Brothers. However, this time it is not a Boomerang Brother like the other two in this level, but rather a pair of Fiery Brothers! Defeat this pair of fire-intensive enemies to get a Treasure Chest containing the third and final Warp Whistle! ---------------------------------------------------------------------------- ----------------------------------Coin Ship--------------------------------- ---------------------------------------------------------------------------- 18)This section will look at all aspects of the Coin Ship. o-------------o | What Is It? | o-------------o The Coin Ship happens when certain specifications are met (see later in this section for more details on getting it to appear), and it transforms a Wandering Hammer Brother into the Coin Ship. These can be made in World One, World Three, World Five, and World Six. o---------------------o | How Does It Appear? | o---------------------o There are more than a few requirements for getting it to appear, so I will now list them. i) You must get your coin total to a multiple of 11. This means that 11, 22, 33, 44, 55, 66, 77, 88, and 99 (00 does not work). ii) You must get your tens digit in your score to be equal to your coin total's tens digit OR you must get your tens digit to be FIVE higher/lower than your coin total's tens digit (if you have 22 coins, you need 2 OR 7 in your score's tens digit). iii) Now you need to get to the end of the level without changing your coin total or tens digit in your score (just avoid collecting coins or breaking bricks). When you get there, you need to hit the slot block when the timer is an even number IF your score's tens digit is equal to your coin total's tens digit. IF your score's tens digit is five higher/lower than your coin total's tens digit, you HAVE TO hit the slot block when the timer is at an odd number. o---------------------------o | Can I Lose The Coin Ship? | o---------------------------o Yes you can, and this can be accomplished through two methods. Method Number One is most the common way to do it, and it involves Mario dying on the Coin Ship (squished by scrolling screen or by the Boomerang Brothers on board). Method Number Two requires the player to repeat the steps in Sub-Section "How Does It Appear?" to cause the Coin Ship to revert. o---------------------------o | The Coin Ship Walkthrough | o---------------------------o ___________________ KEY | | O - Coin | 1 - Invisible 1-Up | P - Pipe | ___________________| __ OOOOOOOOOOOOOO | |OOOOO OOOOO OOOOOOOOOOOOOO | |OOOOOO OOOOO 1 ______________ | |______ _____ PP OOOO OOOOO OOOOO | |OOOOOO OOOOO ______PP__ START OOOO OOOOO OOOOO | |OOOOOOO OOOOO O| | ________ ________________ | |_______ _____ OO| o o o o | \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOO| | \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOOO| / \ |__________________|__|______________________| / \ / \_______________________________________________________/ Collect all the Coins as the screen scrolls, and be sure to get the invisible 1-Up that is just short of the pipe. Also be sure to avoid getting squished by the scrolling screen against the pole in the middle of the ship. Once you go down the pipe, fight the two Boomerang Brothers inside to win your prize. ---------------------------------------------------------------------------- ---------------------------Mario Brothers Battles--------------------------- ---------------------------------------------------------------------------- 19)This section will look at all the aspects of the Mario Brothers Battles. o-------------o | What Is It? | o-------------o A throwback to the classic arcade hit "Mario Brothers", this occurs in a Two Player game. This situation will occur when the current player in control of their character on the map screen crosses the spot that the other player occupies (represented by a small letter), and one of them presses the A Button to enter into the battle o---------------------o | What Is The Battle? | o---------------------o This is a situation where the following screen appears: _____________________ KEY | | P - Pipe | PW - POW Block | SM - Start For Mario | SL - Start For Luigi | _____________________| PPP PPP PPP PPP PPP PPP XXXXXXXXXXX XXXXXXXXXXX XXXXXXXXXXX XXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXX XXX XXX XXX SM -- SL XXXXXXXXXXX PW XXXXXXXXXXX XXXXXXXXXXX -- XXXXXXXXXXX PPP PPP PPP PPP PPP PPP XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX The screen is wrap around, meaning you can walk through one side of the screen to appear on the far side of the screen. The main idea is to knock out more enemies than your opponent can out of five OR survive longer than your opponent. Enemies appear from the pipes on top of the screen, and to be defeated they must be hit from underneath or by hitting the POW Block when they are on the ground. Take too long and Fireballs appear to try and hit the competititors. o-------------------o | Enemy Information | o-------------------o Fireball: If the two players take to long to defeat the enemies, this baddie will fly across the screen on the same level. It can not be defeated so avoid it at all costs. Fly.....: An enemy that hops around at a fairly slow pace, it can be somewhat difficult to knock onto it's back with the POW Block. Lobster.: The toughest enemy in these battles to face is the Lobster, which means he requires two hits to knock onto his back. If you land only one hit, it will be faster than before. Spiny...: The most common enemy you will face, it walks in a straight line. -All enemies will right themselves after being knocked onto their backs, and they will be faster upon doing so. -The last enemy remaining in the battle will automatically speed up. -An enemy who has sped up will change colour. o-------------o | Why Battle? | o-------------o An interesting question, but there a few reasons to battle, including: a) The most co-operative way to use it is to exchange slot cards so someone can get a better set. For instance, Player one may have a Star and a Mushroom while Player Two has two Mushrooms. By stomping Player One on the head, the Mushroom card will fly into the battle area, where Player Two can grab the Mushroom to get a 2-Up. This can also be used in battle to steal cards if you are mean to one another. b) To steal your opponent's turn. This is a good way to get them as they pass your position so you can go ahead and do the next level instead of them. c) For a unique and diversionary distraction from the main game. It can be fun to duke it out with a buddy in the Mario Brothers Battle. ---------------------------------------------------------------------------- ---------------------------------1-Up Tricks-------------------------------- ---------------------------------------------------------------------------- 20)This section will look at various methods of gaining multiple lives in a single run through a level. o---------------------o | Endless Enemy Stomp | o---------------------o This trick requires an endless supply of enemies for Mario to kill and that Mario be Raccoon Mario. He must stomp on an enemy, bounce into the air, and then slowly descend to the ground to bounce up again. The slow descent allows for more enemies to appear so Mario can bounce in the air forever (theoretically). The ninth enemy killed without touching the ground will begin the 1-Up collecting. This trick works on World 1-2 where the elevated pipe produces continual Goombas for Mario to use the above strategy on. A slightly changed variation of this trick can be performed in the World Two Fortress right near the start. Draw the first three Dry Bones together, and stomp on them one-by-one using the slow descent of the Raccoon Tail. Now, you will be coming down from the third Dry bone stomp when the first Dry Bones that was stomped will revive to be stomped again. Continue along this pattern to gain extra lives to your hearts content. Also check World 7-5 for three Green Paratroopa Koopas that can also be used to perform this technique. o-------------------------o | Ricocheting Koopa Shell | o-------------------------o This is a variation on the Endless Enemy Stomp, but instead of Mario hopping on enemy after enemy, he just needs to watch the continual supply of enemies get taken out by a ricocheting Koopa Shell. Most notably done in Worlds 3-4 and 3-9, they both require Mario to bring a Koopa Shell with him as he travels forward into the level. On 3-4, Mario will come across three Green Koopa Troopas on a slope, so retreat one back into it's shell before running right to have Lakitu appear overhead. Get to the part of the level where a green pipe is over head with two blocks on the ground blocking the Koopa Shell from being tossed away. Let the Koopa Shell loose between the blocks so the thrown Green Spiny Eggs will be plowed through for larger and larger amounts of points. In 3-9, you need to retreat the first Green Paratroopa Koopa you see into it's shell before running right underneath the next ledge to toss the Koopa Shell past a low lying Bullet Bill cannon. Now Mario should get on the ledge above quickly before running right to stand so two Bullet Bill cannons are visible. Now he just needs to sit tight as the Bullet Bills get killed by the Koopa Shell and rack up the 1-Ups. o--------------------------o | The Fake Touch Down Move | o--------------------------o A much slower way to gain extra lives, it is still a decent way of winning some extra lives nonetheless. This trick requires Mario to not actually set foot onto solid land, but rather rest between jumps on an object that does not count as solid ground. Worlds 3-7 and 5-4 are both good areas to do this technique. World 3-7 has a point halfway where an elevated brick set has a Green Koopa Troopa walking between it's walls, so kick it to start moving to create a beanstalk. Now you need to stomp the Koopa Shell to stop it form ricocheting, followed by getting back onto the vine without touching the ground. Now wait for the Green Koopa Troopa to come out of it's shell, and then stomp it before landing back on the beanstalk. Repeat this to slowly gain more and more points, followed by 1-Ups. 5-4 has rotor platforms that will spin periodically before quitting, and these two work in the same way as the Beanstalk. This time you need to take the Green Paratroopa Koopa down before getting back onto the spinning platform. Much tougher to do, but a skilled player can do it easily enough. o--------------------------o | End Of Level Enemy Coins | o--------------------------o Whenever you finish a level by grabbing the changing card and an enemy is present, it will be killed off and turned into Gold Coins as well as points. If enough of them are present, the points will end up totaling into some points. Now, this is truly effective when you have a level where Lakitu follows Mario to the end of the level, so use it on those levels to gain a few 1-Ups. o-----------------------------o | Multiple Extra Lives Levels | o-----------------------------o These are levels where at least 2 extra lives can be gained before the player purposely kills themselves to re-enter the level to repeat the same steps over to build up their extra lives. The most famous example of this is the First World Seven Fortress where the first room you enter is all bricks, with the exception of a hidden P-Block waiting to turn the brocks into Gold Coins! Collect as many as you like and then exit and re-enter the room to do it again and again and again! ---------------------------------------------------------------------------- -------------------------------Various Tricks------------------------------- ---------------------------------------------------------------------------- 21)This section will look at the other oddities, tricks, and quirks of Super Mario Brothers 3. a) When you hit a block where a Super Mushroom or 1-Up Mushroom pops out of, the direction it moves can be controlled. If you hit the block on the left half, the Mushroom will go right, and if you hit the block on the right half, the Mushroom will go left. b) If you stand away from a wall by one block space and throw a shell, when it bounces back it will pass right through Mario. c) When you get to the end of a stage, get to full running speed (meaning you could fly if you desired to), and jump at the slot box so you hit it on a 45 degree angle on the lower right corner of it. This will guarantee a Star Card. d) When you get three cards from the slot boxes at the end of the levels, you will receive a 1-Up. However, if you match three of the same symbol, you will receive some bonus extra men. Three Super Mushroom Cards will net you a 2-Up, three Fire Flowers will net you a 3-Up, and three Invincibility Starmen will net you a 5-Up. This means that c) is a very useful trick for gaining lots of lives. e) If you do not have enough of a runway to get enough speed to fly because of elevating paths, you can still fly by using a tap jump to get to the next level while maintaining Mario's speed so he can fly. You can also use a partial runway to run back and forth to build your speed up for an easy way to get into flight. f) If you stand next to a wall and throw a shell, the shell will die off without bouncing back. g) While Mario is Tanooki Mario, he can turn into a grey statue, however you can make Mario grey in the face without him actually becoming a statue. When you are about to go down a pipe by pressing DOWN, use the B Button as well (just like you were trying to become a statue). As Mario starts down the pipe, he will turn grey before exiting the pipe as his usual Tanooki colour palette. h) Mario can only carry a maximum of 28 Items. If he has a full set of Items and gets a 29th one, it will replace the 28th Item in his reserves. Use up some Items if your inventory is getting packed. i) You will receive different thank you from the king's of each country in the Mushroom Kingdom if you manage to defeat the Koopa child with one of the three special suits (Frog, Tanooki, Hammer) on. Try it out and see if you can hear all three! j) Some grass levels will have a dark streak of green along the bottom of the screen. If Mario has a P-Wing equipped, he can fly through the bottom of the grass (the dark streak of green). k) Some levels allow Mario to have a streak of Invincibility Starmen, all contained within the level. Some of these levels require Mario to use an Invincible Starman before entering to cause this occurrence to happen. l) When fighting Bowser, if you are standing on a spot where he will stomp that is NOT breakable brick just as he begins to jump and THEN move to a spot where breakable brick is (causing him to jump your direction if you time the movement right), he WILL NOT break the brick despite it being breakable brick. m) A well known thing, but I have recieved emails about it, so I will add it in. After you beat the game, you will get 28 P-Wings if you start a new game right after (ie no shutting down the game). ---------------------------------------------------------------------------- ----------------------------------Credits----------------------------------- ---------------------------------------------------------------------------- 22)This section sends a shout out to all of those who have helped me in the creation of this FAQ. -Derek "PegBoy" Kader for his glorious ASCII maps of the Koopa Kid's rooms and Bowser's Room. I can not believe I forgot to mention that he made those kick-ass diagrams! -Kaze Sama for giving me the dedication to use in this FAQ. -Adam Peltz for contributing the strange behaviours of the Magic Wands when attacked with special abilities. -Javier Dorantes Hernandez for contributing the 1-Up at the beginning of World 7-7. ---------------------------------------------------------------------------- -------------------------------Final Word----------------------------------- ---------------------------------------------------------------------------- 23)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2003. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. A great NES game (considered the best ever by many) that I felt I wanted to write for. I mean, it will finish off my trilogy work on the SMB series for the NES, but I felt that I needed this one to make my NES FAQ collection fill out that much more nicely. Besides, who DOESN'T enjoy playing this game? It stands to reason I enjoyed writing this FAQ as well! Hell, with such a large and extensive treat just lying around, waiting for writing attention from yours truly, so how could I not the answer the call of the FAQer? Seriously, anyone know how not to? It has always been a passion since I started, and I hope it will continue onwards for years to come.