Tue, 11 Jan 2000  23:27:22  -0500 (EST)

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      #   #                 SUPER MARIO LAND 3


               Wario Land FAQ version 1.00
                       by Wilson Lau  <[email protected]>

Copyright (c) 1999, 2000 Wilson Lau

This faq is best viewed in Courier, 10 point font.  This faq may be
distributed FREELY so long as it remains unaltered.  It is intended for
PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical,
electronic, or any other means.  Do not try to sell it even if no profit is
made off this work.  Email any changes, typos, etc. to me at
[email protected]

Wario Land is (c) 1993 Nintendo of America, Inc.


-----------------------------------------------------------------------------
You may find this faq and all future revisions at:
-----------------------------------------------------------------------------
Dark Toshi's Home Page (me)        www.geocities.com/TimesSquare/Realm/4610/
GameFAQS                           www.gamefaqs.com


-----------------------------------------------------------------------------
  CREDITS
-----------------------------------------------------------------------------
Some of the information in this faq comes from the following.

Wario Land Manual
  Story, controls, items, powerups, enemies.

GameSages
  Most of the cheats, game genie codes


=============================================================================
  CONTENTS
=============================================================================
I.         Faq History
II.        Story
III.       Controls
IV.        Items, Powerups, Treasures, and Bonus Rounds
V.         Enemies
VI.        Walkthrough
VII.       Frequently Asked Questions
VIII.      Secrets
IX.        Endings
X.         Cheats and Codes
XI.        Credits
XII.       Disclaimer


=============================================================================
I.  FAQ HISTORY
=============================================================================
Version 1.00 (01/11/00)
    Final Release, FAQ completed
    Added treasures' values
    Added walkthrough for courses 37-40
    Added new enemies
    Added ending
    Added new secrets
    Added new FAQs
    Added bonus round description

Version 0.70 (01/10/00)
    Added treasures
    Added walkthrough for courses 31-36
    Added new enemies
    Added new secrets

Version 0.60 (01/09/00)
    Added treasures
    Added walkthrough for courses 26-30
    Added new enemies

Version 0.50 (01/08/00)
    Added treasures
    Added walkthrough for courses 20-25
    Added new enemies

Version 0.40 (12/29/99)
    Added treasures
    Added walkthrough for courses 14-19
    Added new enemies
    Added new secrets
    Added credits to top

Version 0.30 (12/28/99)
    Added treasures
    Added walkthrough for courses 07-13
    Divided remaining courses into corresponding worlds

Version 0.20 (12/10/99)
    Added treasures
    Added walkthrough for courses 01-06
    Made some clarifications
    Added new enemies

Version 0.10 (12/01/99)
    Initial release


=============================================================================
II.  STORY
=============================================================================
Remember Super Mario Land 2:  Six Golden Coins?  Wario tried to take over
Mario's castle, but didn't have much luck.  Wario, being the persistent guy
he is, has not given up.  Now, he wants a castle more than ever before.

One day, Wario was practicing being mean when he thought to himself, "Rumor
has it that the pirates of Kitchen Island have stolen the giant golden statue
of Princess Toadstool.  Mario is looking for it but, if I find it first, I
could cash it in for a princess' ransom.  With that cash and the pirates'
other treasures and coins, I could buy a palace that is way bigger than
Mario's pathetic excuse for a castle.  Ga, ha, ha, ha...!  What am I waiting
for!?"

Full of confidence, Wario took off.  He didn't even stop to think of how
tough the Brown Sugar Pirates were.  Their leader, Captain Syrup was known
the world over for being a really rotten and ruthless guy.

Can Wario find the coins and treasures hidden on Kitchen Island?  What will
his new palace look like?  Will he keep being so mean and ugly?  Let's find
out!


=============================================================================
III.  CONTROLS
=============================================================================
Up + B:  if you have 10 or more coins, you will be able to take out the 10
        Gold Coin
Down  :  crouch or go down
Left  :  walk left
Right :  walk right
B     :  use Wario's body slam.  Wario can break blocks with this technique.
        Throw enemies and other things Wario has lifted up.
A     :  jump
        If you jump while holding up on the control pad, Wario will jump
        higher.
        Wario can jump up and break blocks.  Some blocks take more than one
        hit.
        Underwater, Wario can swim up with the A button.  If you hold the A
        button, Wario will continue to go up.  While Wario is going up,
        pressing left or right will make him move left or right.
Select:  not used
Start :  pause, start game

Pressing A, B, START, and SELECT at the same time will reset the game.


=============================================================================
IV.  ITEMS, POWERUPS, TREASURES, AND BONUS ROUNDS
=============================================================================
A.  Items
------------
GCoin:  If you have 10 or more coins, pressing UP and B will produce a 10
       Gold Coin.  It is used to pay for save points and to open doors.  It
       can also be used as a weapon.
Star :  The star makes Wario invincible for a short period of time.  He also
       can run faster.  While he is invincible, he can get 11 hearts per
       each enemy he defeats.
Heart:  Wario gets a heart point for every enemy he defeats.  If Wario picks
       up a heart, his heart points go up by 10.  When Wario reaches 100
       heart points, you get an extra Wario.  At the bottom of the screen,
       you can see the total number of heart points obtained.
Key  :  Keys open Treasure Rooms.  When you find a key, search for a skeleton
       door with a keyhole in the same course.  Then toss the key and cash
       in.  You can also toss keys at enemies and knock them for a loop.

B.  Powerups
---------------
Jet Wario    :  If Wario picks up a jet pot, he becomes Jet Wario.
Special Moves:  When you press the B button, Wario can fly for a short period
               of time.  If he hits a block or an enemy while flying, it has
               the same effect as if he is using a body slam.

Bull Wario   :  If Wario picks up a bull pot, he becomes Bull Wario.
Special Moves:  The power of Wario's Body Slam is increased.  He can break
               blocks with just one hit!  (Bull Charge)
               When jumping, if you press DOWN you'll cause a ground shaking
               earthquake which freezes your enemies for a short period of
               time.  (Ground Pound)
               If you jump while holding UP, the horns of the hat can get
               stuck in the ceiling.  Press UP again to get unstuck.
Dragon Wario :  If Wario picks up a dragon pot, he becomes Dragon Wario.
Special Moves:  When you press the B button, fire will come out of the
               dragon's nose.  This can be used to break blocks and defeat
               enemies.

C.  Powerup Chart
--------------------
                         +-----+
+----------------------> |Bull | <----------------------+
|        +-------------- |Wario| --------------+        |
|        |               +-----+               |        |
|        |                  ^                  |        |
|        |                 /|\                 |        |
|        |                  |                  |        |
|        |               Bull Pot              |        |
Bull Pot  |               Garlic                |     Bull Pot
Garlic    |                  |                  |     Garlic
|        |                  |                  |        |
|     Jet Pot            +-----+           Dragon Pot   |
|       /        +------ |Wario| ------+       \        |
|      /         |       +-----+       |        \       |
|     /          |                     |         \      |
|    /        Jet Pot              Dragon Pot     \     |
|   |            |                     |           |    |
|   V            |                     |           V    |
+-----+ <---------+                     +--------> +------+
|Jet  | <-------------- Jet Pot ------------------ |Dragon|
|Wario| -------------- Dragon Pot ---------------> |Wario |
+-----+                                            +------+

D.  Treasures
----------------
#   Description   Lvl  World          Value  Trade-in Order
=============================================================
A.  Golden Horn   03   Rice Beach     9000   05
B.  Harp          09   Mt. Teapot     6000   11
C.  Crown         11   Mt. Teapot     2000   01
D.  Shield        16   Sherbet Land   7000   12
E.  Bell          17   Sherbet Land   5000   15
F.  Lamp          18   Sherbet Land   9000   03
G.  Crystal Ball  20   Stove Canyon   5000   13
H.  Gold Cup      24   Stove Canyon   8000   07
I.  Dagger        26   SS Tea Cup     7000   02
J.  Axe           29   SS Tea Cup     3000   14
K.  Conch Horn    30   SS Tea Cup     4000   10
L.  Idol          31   Parsley Woods  8000   09
M.  Golden Glove  34   Parsley Woods  4000   08
N.  Whale         37   Syrup Castle   7000   06
O.  Diamond Ring  39   Syrup Castle   6000   04

E.  Bonus Rounds
-------------------
You get your choice of bonus rounds after the end of each course.  You may
choose either the coin or the heart bonus round.

Coin Bonus Round.  You get 3 tries.  There are two buckets.  One of them has
a 10 ton weight in it.  The other has a moneybag in it.  Wario chooses one.
If you picked the moneybag, you will double your money.  If you picked the
10 ton weight, you will lose half your money.  Play continues unless you
picked three times, won 999 coins, lost all your money, or you decide to
quit.

Heart Bonus Round.  You get 5 tries.  The object of the game is to throw
bombs and hit the enemy across the river.  You have 9 seconds to throw each
bomb.  The power meter indicates how hard you will throw the bomb.  The left
side is the weakest while the right side is the hardest.  There are 3
difficulty levels.  Game A (mole) costs 100 coins to play.  Game B (dangerous
duck) costs 40 coins to play.  Game C (wanderin goom) costs 20 coins to play.
Game A is the hardest but it has the best prizes.  Game C is the easiest but
has the worst prizes.  Prizes are awarded as follows.

Hits  Game A   Game B     Game C
=====================================
1     3 UP     50 hearts  1 heart
2     5 UP     70 hearts  10 hearts
3     7 UP     1 UP       50 hearts
4     10 UP    2 UP       70 hearts
5     50 UP    3 UP       1 UP


=============================================================================
V.  ENEMIES
=============================================================================
Wanderin' Goom
    This little guy is harmless, but Wario could shake it up for a coin or
    two.

Pirate Goom
    Watch out for his spear.

Dropper
    Heads up!  This character waits for Wario and falls from the ceiling
    with its spikes down.

Pinwheel
    This sea dragon spins into a blade when it spots enemies.

Helmut
    He swims up and down under the water.  Watch out for the spike on
    his head!

Pouncer
    This sturdy creature drops down and pursues Wario.  Wario can get a lift
    on its flat top.

Penkoon
    This pirate is part penguin and part raccoon.  Watch out for its spiked
    stomach ball.

D.D.
    The Dangerous Duck is a boomerang-throwing baddie.  When Wario sees the
    weapon coming, he should duck too.

Bucket Head
    This cool customer spits icy crystals.

Floater
    Wario can ride this creature in the air.  The arrow on its ball shows
    the direction that it will float.  A knock on the head will change its
    direction.

Pelican
    Floats at the water's surface and spits out timed bombs.

Bird
    Hover in midair and wait until Wario is near before making a dive
    attack.

Walrus
    Patrols underwater with a harpoon.

Rat
    Walks around and will throw a knife when Wario is in sight.

Flying Bomb
    A bomb whose spiky bottom will make it stick to Wario.

Slime
    A creature that stays near the floor but will bounce Wario very high if
    touched.

Mole
    Walks around swinging a spiked ball and chain.

Ghost Goom
    Similar to Boo Buddies, this specter will chase Wario if his back is
    turned.  Is shy when faced though.

Thundercloud
    Invincible enemy who rains lightning bolts down on Wario.

Demon Bat
    Likes to position itself near ledges to knock Wario to his doom.

Fireballs
    Usually near ledges.  Hard to spot sometimes but easy to avoid.

Crocodile
    Patrols the water and tries to use its jaws to bite Wario as he jumps.

Boulder
    Falls out of the sky, trying to flatten Wario.

Bee
    Very shy and will fly away if Wario gets near.

Flying Chicken
    Harmless enemy who sleeps a lot.  Feed it for coins.

Spider
    Occupies ladders and tries to surprise Wario with its sharp pincers.

Spiked Ball
    Falls out of the sky, trying to flatten Wario.

Pirahna Plant
    These indestructible plants wait patiently for Wario to step on them.

Muncher
    These indestructible plants wait patiently for Wario to step on them.

Mini Genie
    This small guy will hover back and forth dropping lightning bolts down.

Bird Statue
    Found in walls.  Shoots fireballs from its mouth.

Porcupuffer
    Bounces around hoping to poke Wario.  Has soft underbelly.

Bosses
--------
Spiked Koopa Troopa (Rice Beach)
    This boss burrows out of the ground and stands still for a second.
    Then, it will slide in its shell across the floor.  Next, it will
    levitate in the air and fly across the screen.  Then, it will burrow
    back into the ground.  Finally, it will repeat this pattern over again.
    It is immune to ground pounds, coins, and fire.

Bull (Mt. Teapot)
    This boss runs left and right trying to grab you.  When he does, he'll
    try to throw you into the lava.  That is his only attack.  His horns
    prevent any head stomps.  He is also immune to ground pounds.

Penguin (Sherbet Land)
    It fights by walking left and right, trying to punch you with its spiked
    gloves.  It is immune to body slams, fire, and ground pounds.  Its
    weakness is its head.

Big Head (Stove Canyon)
    It hovers in the air.  It will dive down and use its tongue to break the
    blocks that you are standing on.  It will also shoot rocks out of its
    nostrils.  It is immune to body slams, fire, coins, and ground pounds.

Big Bird (SS Tea Cup)
    This bird hovers in the air and tries to blow you off the platform.  It
    also releases birds from its beak that will try to hit you.  It is
    immune to body slams, ground pounds, and coins.

Ghost (Parsley Woods)
    This undead boss flies around in the air.  It can paralyze Wario
    through contact.  It shoots ghost gooms out to hit Wario as he is
    paralyzed.  It is immune to body slams, ground pounds, coins, and fire.

Genie (Syrup Castle)
    He floats around with Captain Syrup on his shoulder.  When the captain
    gets mad, the Genie will release two fireballs from his fingers.  He is
    immune to body slams, ground pounds, coins, and fire.


=============================================================================
VI.  WALKTHROUGH
=============================================================================
This walkthrough will guide you through each level and how to get each
treasure.  I will assume you know to grab powerups and coins when you see
them and to avoid pits.  Therefore, I will omit those details and direct you
on how to obtain the treasures and enter secret areas while taking the best
route through the level.  Feel free to deviate from my walkthrough to collect
coins if I don't mention them.  Each level entrance has a door to leave since
there is no START then SELECT code to exit the level before the end.  Also at
the end of each level, you will get your choice of coin or heart bonus round.

Rice Beach (courses 01-06)
--------------------------
Course 01:
The first level has no treasures and is the time and place to get used to the
controls of the game.  Be sure to practice long jumps (UP and A), ground
pounds (DOWN when jumping as Bull Wario), and the essential 10 Gold Coin move
(UP and B when you have 10 or more coins).  When you come across some coins
"trapped" under some breakable blocks, you should use the ground pound to
break through the blocks.  If you can, try to see if you can break only 1
layer at a time by releasing DOWN as soon as you break the first layer of
blocks.  Being able to break a layer at a time will prove very useful in the
later levels.  Once you get the coins and the heart in the block you can
either use the stairs down to circle around or you can stand on the heart
block and use the long jump to jump out.  Avoid the munchers in the pits
ahead.  When you see the 3 barrels blocking your path, you can use the ledge
to jump over them or if you destroyed it, you can do a long jump or dashing
long jump from the powerup block to get over the barrels.  On the other side
you will eventually see another ladder down.  It leads to a pit of munchers
that you can't cross until you flood the level (see course 05).  On the other
side of the pit is a dragon pot and a door.  Enter the door and use the
dragon pot to break through the blocks to get a block containing a 3-up
heart.  Once you get back out, the door to the end of the level is just a
little further ahead.  Through the door, you will see a mole throw a 10 Gold
Coin into the exit.  This move (UP and B) is one you will use quite often to
save and to open the exits so be sure you always have at least 10 coins.
Enter the door and the level will end.  You will get to pick whether to go to
the coin or heart bonus round.

Course 02:
About a screen east of the entrance you'll see platforms leading up.  Follow
them until you see vanishing platforms.  Carefully jump across and you'll
reach a door.  On the other side is a room with some slimes on the ground who
will rocket you up into the ceiling spikes if you touch them.  You can use
the dragon pot in the block by the door to destroy the slimes.  Now follow
the ladder down and you will eventually reach some water and even further
ahead, you will reach the save point.  Go through the door and you should
find yourself trapped between some blocks.  Bull charge through them and head
west.  You will see some ledges with blocks on them.  Get on top of the
highest ledge that is to the left of the ceiling.  Now from the ledge, jump
up off the screen toward the ceiling and you will reach a secret door.  On
the other side you will see many pouncers and ceiling spikes.  Avoid them and
there will be a door at the end of the passage.  The door leads to a secret
coin filled area.  There are vanishing platforms so watch your step.  At the
end of the platforms are 2 blocks containing hearts.  Now jump down and to
the right will be a door.  The exit is on the other side.  Make the 10 Gold
Coin and exit.

Course 03:
You'll notice on the map that this level has a dot in it.  This means that
there are 2 exits.  You won't be able to get the second exit until you beat
the boss of this world.  Also, the first treasure is in this level, but you
can't get it now because it's covered by sand.  Come back once you flood the
level.  This level has many crabs that you can only hit from behind.  It is
filled with quicksand too so keep jumping to avoid getting pulled down.  When
you see some logs with quicksand between them, there is a hidden heart block
above the 4th log.  You'll notice that the ground "opens" up between the 4th
and 5th logs.  Fall down into the sand and you will be pulled down to a
secret door.  On the other side, grab the coins and break through the blocks
until you reach another door.  Now head up and you should see some barrels to
your left.  The save point is to the left but skip it and head right instead.
You will see some more quicksand which you can fall down into to reach a
hidden area.  When you get out of the hidden area, the door leading to the
exit will be to your right.  Just above the barrels before the door is a
hidden heart block.  Go through the door and you will see more quicksand.
After the quicksand, you will see the exit.  Notice that there is a high
ledge that you can't reach yet.  That leads to the second exit.  Come back
after you flood the level.

Course 04:
You'll start the level with a pouncer chasing after you.  One touch and
you'll die.  Quickly bull charge through the blocks.  You'll see a block
containing a heart about halfway through the blocks.  I would advise you to
pass it up so the pouncer doesn't catch up with you.  When you reach the
lava, jump up on the ledge above you and wait for the pouncer.  When it
arrives, jump on top of it and ride it across the lava.  Duck to avoid the
spikes.  There will be a lot of coins in the air but enemies as well.  To
avoid getting hit, just make a 10 Gold Coin and hold it while ducking down.
You'll pass up the coins, but the tradeoff is that the enemies will get
killed by the 10 Gold Coin and you won't die by falling in the lava.  Once
you're past that, there will be some platforms that you will have to jump
over to avoid getting pushed into the lava.  I would recommend that you jump
on the ledges and go to the right as far as you can before jumping back onto
the pouncer.  Now you will see a wall and the pouncer will begin to lift you
up.  Quickly jump up to the passage and bull charge through the blocks
because the pouncer will get you if you're too slow.  At the end of the
passage is the door to the exit.  On the other side there will be a pouncer
that you can use to smash the gooms in the room.  Instead of 1 coin, you will
get the 10 Gold Coin.  When you're done, the exit is to the right.

Course 05:
This is your first boss level.  Go through the door to the right.  You will
see some pouncers.  Be careful not to touch them and on the right will be
another door.  Avoid the moving electric balls and to the right will be a
door and the save point.  Through the door is an area with penkoons and
blocks.  You'll see some powerup blocks containing hearts that are trapped by
some other blocks you can't break.  Break the blocks to the left of the
unbreakable ones to reveal a hidden door leading to a switch block.  Now you
can get the hearts.  Now head to the right to see the door leading to the
boss.

Boss:  Spiked Koopa Troopa
This boss burrows out of the ground and stands still for a second.  Then, it
will slide in its shell across the floor.  Next, it will levitate in the air
and fly across the screen.  Then, it will burrow back into the ground.
Finally, it will repeat this pattern over again.  It is immune to ground
pounds, coins, fire, and head stomps.

To defeat it, just hit the koopa troopa in its weak spot which is under its
shell.  You can also bull charge it when its standing erect.  When the fight
begins, quickly bull charge it.  Then it will retaliate by sliding in its
shell across the ground.  Jump to avoid it and when it is levitating, hit it
under the shell.  Now quickly bull charge it again when it recovers and you
will defeat it.

Course 03:  (Revisited)
As a result of beating the koopa troopa, Rice Beach will flood.  Now go back
to course 3.  You'll immediately notice that the quicksand has been replaced
with water.  You should also notice that where the quicksand and munchers
were before, there is now a huge skull with a keyhole in it instead.  That is
the door leading to a treasure.  You'll need to find the key which is not too
far away.  Grab the dragon pot in the block above the munchers because you
need it to get the key.  Now head right and you should see 2 blocks
underwater.  Use the dragon flame to get the blocks, the second of which
contains the key.  Now use the key in the skull door and get the treasure.
As with this chest and all the others, it won't open unless you're 'big'
Wario so be sure not to get hit.  Now head to the end of the level.  You can
now swim up to the ledge that you couldn't reach before.  On the other side
is the second exit leading to course 6.

Course 06:  (optional)
This is a bonus level of mostly coins and hearts.  Grab the bull pot in the
block and go through the door.  Now if you carefully examine the ground, you
should be able to see the silhouette of a sand crab holding a coin.  To get
the coin, you'll have to get the crab out of the ground by doing a ground
pound (DOWN when jumping as Bull Wario).  Now quickly bull charge it before
it gets away.  Keep doing this for the remaining sand crabs.  There are also
hidden heart blocks between the coins in the air.  The exit is at the end to
your right.


Mt. Teapot (courses 07-13)
--------------------------
Course 07:
Your mobility is limited under water so be careful in this level.  There are
many pinwheels in this level which will hurt you if you touch them.  When you
see some coins between two blocks, you can get the coins either by going
through the top or the bottom.  The bottom is booby trapped with a bomb which
won't detonate unless you touch it so avoid it.  The top seems safe enough
but when you've grabbed the coins and try to leave, 3 hidden blocks will seal
off the top route which forces you to take the bottom route.  Up ahead is
another area of coins.  You'll notice that there are coins on the lower
portion of the screen.  Like the top route from before, hidden blocks will
trap you once you go down to get the coins.  This prevents you from getting
the coins on the upper portion of the screen but you can circle back around
by jumping out of the water.  Once you're done getting the coins, the next
area is filled with pinwheels, bombs, and cracked blocks.  Since you can only
break blocks underwater if you are either Dragon Wario or Jet Wario, you'll
need to be one of those.  Well, there is a jet pot in a block just above the
water's surface so grab it and break the blocks.  The long chain of blocks on
the floor in the lower left corner are hiding a door as well as the blocks on
the platform in the water.  The lower left blocks' door leads to a room with
a 3up heart.  The door on the platform leads to a save point and another
door.  On the other side are 2 blocks, one of which contains garlic.  Don't
grab the garlic otherwise you'll lose the jet power.  Instead, do a long jump
to the right and at the height of your jump, use the jet power to fly to the
right.  If you jumped high enough, you should land on top of some blocks,
otherwise you'll have to take the underwater route.  Grab the coins and head
to the right.  Then do another long jump and fly some more to the right.  The
door to the exit is just to the right.  Avoid the birds and exit.

Course 08:
Jump across the platforms being careful to avoid getting hit by the birds.
Avoid landing in the water since there are crabs and bombs down there.  Also,
the water currents will pull you in their direction.  Work your way to the
door on the right side.  Grab the jet pot in the block before you go through
the door.  You now have to climb up, but you must choose either the left or
the right side.  The left side is the correct path but the right side has a
save point.  There are also coins on each side.  There is a hidden heart
block underneath the last coin on each side.  Climb up the right side slowly
because the platforms are littered with bombs so work your way up to the save
point.  Now break through the blocks you passed halfway up and head to the
left.  Now go through the door.  The next area is just filled with coins and
enemies.  The droppers can be killed by hitting them from below.  The
pelicans can be killed by first hitting them and then using Jet Wario to fly
into them.  The blocks on the floor hide nothing.  Go through the door on the
right.  This next area has many currents along with droppers.  Follow the
currents around to the right.  Inside one of the blocks is a jet pot.  Grab
it if you're no longer Jet Wario.  Go through the door on the right.  On the
other side, you will encounter two rats who throw spears.  Defeat them and on
the right is the first exit which leads to course 9.  The second (and secret)
exit leads to Sherbet Land.  To reach it, you'll need to be Jet Wario.
Notice that there was a coin arrow just to the left of the exit.  Stand on
the right edge of the platform to the left of the coin arrow.  Now do a long
jump up and at the height of the jump, fly to the right.  You'll bump into
the wall and as a result, you will ricochet and bounce up just enough to land
on top of a ledge.  The second exit is to your right.

Course 09:
Avoid the droppers and work your way to the door on the right.  The next area
is an upward climb filled with crabs.  Just use the ground pound and then
bull charge them or just charge the crabs from behind to defeat them.  Go
through the door at the top.  Now to the left will be a door on top of a
platform.  It leads to the save point.  Further to the left is another door.
Go through it and you'll have to do another climb up only this time there
will be penkoons instead of crabs in your way.  Defeat the penkoons either by
charging them from behind or by using the 10 Gold Coin.  Go through the door
at the top.  Now to the right is a waterfall with three ledges in it.  The
top ledge has a cracked block on it.  Don't break it yet.  Instead head over
to the right and in the block will be a key.  Well, you know that wherever a
key is, the treasure room is probably nearby too.  Remember the cracked block
I told you to pass?  Well, go back to it and break it now.  Stand where it
used to be and push up.  You will go through an invisible hidden door.  Grab
the 100 coins in the block and break the blocks on the right.  Enter the
treasure room and get the treasure.  Head back out and to the right of the
block that contained the key is the door leading to the exit.  Jump on the
flying bombs to defeat them and the exit is to your right.

Course 10:
Work your way to the right avoiding the crabs, pinwheels, and birds.  Grab
the jet pot in the blocks.  Use it to break the blocks underwater.  Grab the
coins but avoid touching the coral.  Further to the right is a block that
only small Wario can get.  Pass it if you're not small Wario because it's
only hearts in the block.  The block to the right also contains hearts too.
Now climb up the ladder.  At the top, go through the door to the right.  It
leads to the save point and some coins.  Be careful not to fall in the pit
when grabbing the coins though.  Outside the door is a block covering a gap
filled with coins.  Use the ground pound to break through the block.  At the
bottom of the gap is water with three hidden blocks in the middle.  Climb the
ladder back up.  Now head to the right and jump off.  Once you land in the
water, avoid the pinwheels.  You'll see blocks underwater but they're not
hiding anything.  Work your way to the door on the right.  Use the pouncer to
reach the ladders.  Climb across to the exit.

Course 11:
There are many cracked blocks which you'll need to destroy in order to
continue.  Do so carefully, as there are pirate gooms behind the blocks
waiting to hurt you.  About halfway down, you'll see a gap that you can crawl
into.  Don't go in yet.  Instead keep moving down.  Near the bottom you will
uncover a door behind the cracked blocks.  Don't go into it just yet.  Keep
working your way down until you see two blocks, one of which contains a jet
pot.  Grab it and head up.  You'll see that you are now on the other side of
the gap that you passed by on the way down.  Go through the door now.  Jump
on the birds and avoid the pinwheels.  Now go through the door on the right.
Climb down the ladder, but make sure the pirate goom's spear doesn't touch
you when you're climbing down.  At the bottom, there will be a door and a
block containing a jet pot.  Grab the jet pot and don't go through the door.
Instead, stand on the jet pot's block.  Then, similar to what you did in
course 9, do a long jump to the left and fly at the height of your jump.
Keep doing this, flying left and right until you see the treasure room's
door.  Fly once more to the left and you'll see a block containing the key.
Use it to open the door to the treasure.  Now head back down and go through
the door you passed up before.  Use the save point and head through the door
on the right.  You'll see a floater.  The arrow on it indicated the direction
it will move.  Jump on it to change its direction.  Use it to navigate across
the pit.  Don't jump too high since there are ceiling spikes.  Grab the coins
if you want but they're not worth the risk.  Jump onto the platform and use
the second floater to reach the door.  There is a starman in the block.  Grab
it and quickly run down.  You should be able to kill all the pirate gooms and
reach the door before the invincibility wears off.  Go through the door and
defeat the pirate gooms.  The bridges will break when you walk on them so be
ready to jump.  The exit is on the right.

Course 12:
The first part is mostly lava so don't fall in.  There are pirate gooms and
flying chickens.  The chickens don't do anything but don't kill them because,
if you toss a pirate goom at the chicken, it will eat it and lay three 10
Gold Coins.  Halfway across the lava pit, you will see three blocks.  To get
them, you can either stand at the ledge and charge off and jump before the
charge ends (charging long jump), do a well timed long jump (more difficult),
or you can keep moving to the right and then double back around.  The middle
block contains a dragon pot.  Further ahead is another block containing a
bull pot.  To the right is a door with a block underneath it.  To get the
block stand next to the door and walk off the ledge.  When you start to fall,
quickly push right and you should land on the ledge.  Go through the door and
there will be conveyor belts above a pit along with the disintegrating ledges
from the last course.  There is also a ghost pirate goom in the room that
will chase you if your back is turned to it.  Some of the coins require Jet
Wario to collect so skip those if you're not Jet Wario.  Go through the door
on the right.  Now you have to climb up ledges occupied by dangerous ducks
named so because they throw boomerangs.  Be careful not to fall because
unlike previous climbs, the floor is lava.  Go through the door on the top.
You'll see a big switch block.  Hit it to end the level.

Course 13:
The cover of Mt. Teapot falls down.  Course 10 is now course 13.  As a
result, most of the course is very similar to course 10.  Instead of lots of
water like course 10, there is now little water, but flying bombs have joined
the crabs and pinwheels as the enemies you'll face.  Head to the right and
climb up the ladder.  At the top is the door with the save point.  To the
right of the door are some blocks, one of which contains a garlic.  Unlike
before, you can't proceed any further to the right since the cover fell down.
Therefore you have to go down the gap next to the save point's door.  At the
bottom is another door.  You'll now see two blocks to your right and a
pouncer below you.  This area has 5 paths to take, with all of them leading
to the door to the boss.  Your instinct would be to break through the blocks
before the pouncer gets you.  That's all right if you want to take the first
route, but that route has no powerups and you'll want to be powered up for
the boss.  So instead, just break the blocks but don't run to the right after
you've broken them.  You don't have to break the blocks but if you don't, the
pouncer will keep chasing you.  Wait for the pouncer to lift you up and then
do a long jump up.  You will jump to a secret area.  This is the second path.
To the right are three blocks, one of which contains a jet pot while the
other two are hearts.  You can now keep heading to the right to reach the
door to the boss or you can head left and do a long jump and at the height of
the jump, start flying.  You will bump into the wall and ricochet just enough
to land on the next ledge.  This is the third path.  It has a heart block and
a dragon pot block.  I'd take this path for the easiest win against the boss.
If you want to head up one more time, it leads to the fourth path which is
just coins.  Up one more is the fifth path which has nothing.  Regardless of
which path you take the door on the right leads to the boss.

Boss:  Bull
This boss runs left and right trying to grab you.  When he does, he'll try to
throw you into the lava.  That is his only attack.  His horns prevent any
head stomps.  He is also immune to ground pounds.

Defeating this boss is very easy.  When the fight begins, just walk up to
him.  Don't worry, this boss doesn't hurt you when you touch him.  He'll get
stunned.  Now, remember how the lava kills anything instantly?  Well, the
same applies to bosses.  Just throw him into the lava and you win.  It's that
easy.  Just be sure you do it fast because he'll break out of the throw
quickly.  If you happen to get thrown however, just push in the opposite
direction (push right if being thrown to the left and vice versa) and you
won't fall in the lava.


Sherbet Land (courses 14-19, optional)
--------------------------------------
Sherbet Land is completely optional, but to get all the treasures you'll need
to complete it.

Course 14:  (optional)
The course is a pretty straightforward course of jumping across bridges, with
the challenge lying in timing the jumps while avoiding enemies.  Many of the
bridges disintegrate when you walk on them so be prepared to long jump to
safety at any given moment.  The enemies aren't too tough.  However, the
pirate gooms are placed near disintegrating bridges as to waste your time
defeating them which causes the bridge to break and you to fall to your
death.  To prevent this, either skip the gooms, or use weapons like the 10
Gold Coin or even other gooms to defeat the gooms.  There are many birds in
this course too.  Most of them are near the bridge edges so keep an eye out
for them.  If you don't rush ahead and take your time, you shouldn't have too
much trouble.  Halfway through the course will be a block containing a dragon
pot and a door leading to a save point.  Just further ahead are some tricky
jumps involving logs and birds.  The birds will try to knock you into the
gaps between the logs.  To avoid this, you should use the dragon pot's fire
and then long jump across the logs.  Be sure you land on solid ground though.
You should first jump onto the first log.  From there you should long jump
onto the block.  One more long jump to the last log should do it.  Past the
next few bridges will be a wide pit.  These next few jumps are the most
difficult as each ledge you jump onto will disintegrate.  To make matters
worse, birds are waiting to knock you into the pit at each ledge.  To cross
safely, just keep using the dragon pot's fire.  You'll need to do this while
you're jumping.  Try to jump onto the left side of each ledge.  Each ledge
consists of three pieces, each of which will fall once you step on it.  So
the idea is to jump onto the left piece.  The ledge will begin to fall and
the bird will dive at you.  Do a quick jump to avoid the bird.  Now land on
the remaining two pieces of the ledge and use them to jump to the next ledge.
Repeat this for the remaining six ledges.  Now you should see three logs.
Stand on the first log and use your dragon fire.  This will uncover a hidden
heart block to the right of the middle log.  Go through the door to the
right.  You'll see a bucket head who will spit ice crystals at you.  Defeat
it and the exit is to your right.

Course 15:  (optional)
Watch your step here as parts of the floor are covered in ice which causes
you to slide.  Note that a diagonal jump will cause you to slide while a
stationary vertical jump will not.  Climb down the ladder carefully as the
pirate gooms' spears can hurt you if you touch them.  Go through the door at
the bottom.  If you are Dragon Wario then you will have an easy time passing
this next part.  If not, then just grab the jet pot in the block.  Follow the
path and climb down the ladders.  Be careful of the porcupines in the area
because a stomp will cause them to stick their needles out.  Head for the
door to the right.  Use the save point and go through the door.  The next
part is all ice so watch your step.  When you reach three blocks lined up
diagonally, you'll see some coins continuing the pattern.  As you might have
noticed on the map, this course has two exits and the second exit is up off
the screen.  I'll go to that one later.  First, let's take the easy exit.  I
say it's easy because it's just a little bit to the right.  You can see that
it is surrounded by indestructible blocks.  Keep moving to the right.  Defeat
the dangerous ducks now so they don't become a nuisance later.  All the way
to the right will be a door leading to a switch block.  Hit it and the blocks
from before will now be gone.  Head to the first exit now.  It leads to
course 16.  For the second and harder to reach exit, just make your way back
to the switch block room and hit the switch.  Now head for the three diagonal
blocks that were to the left of the first exit.  You'll notice that the
switch block has created steps up.  Climb up the stairs and then climb up the
ladder to the left.  Go through the door.  Defeat the rat and go through the
door.  On the other side, take caution.  The pit bottom is lined with ice
spikes.  While they don't kill you instantly, once you fall in, you can't get
back out so you'll die anyway.  Keep moving to the right.  Watch out for the
dangerous duck since your stomp could ricochet you into the pit.  Now, you
will see the second exit floating above the spikes.  Since the first switch
block removed the blocks, another one should restore them.  Just to the right
is another door leading to a switch block.  Hit it and blocks will appear
above the ice spikes so you can collect the coins and reach the exit.  It
leads to course 17.

Course 16:  (optional)
The key in the block at the course's entrance will be used extensively in
this course.  It not only unlocks the treasure room door, it will serve as
your weapon.  The penkoons are tough enemies but one key tossed in their
direction will take care of them.  Don't forget to watch your step since this
is another ice stage.  Keep moving to the right until you see the second set
of cracked blocks (the first set had nothing).  Break the blocks and you will
uncover a door.  Carefully jump across the pits from ledge to ledge because
the ledges are covered with ice.  Use the key on the treasure door on the
right.  Grab the treasure and head back.  To the right are conveyor belts,
coins, and a door.  Collect the coins either by using Bull Wario's horns to
stick to the conveyor belt (Press and hold UP) or use Jet Wario to fly.  On
the other side of the door, you will see a single coin in midair on the
right.  Below it is an "X".  X marks the spot so stand under the coin and
jump to reveal a hidden block.  Stand on the block and jump up to land on the
ceiling.  Now walk to the right to find a hidden door.  Defeat the dangerous
duck on the other side and head right to find the hidden exit to course 18.
For the other exit, get back up to the hidden block.  Now head left, being
careful to avoid the dropper in the ceiling.  Grab the bull pot in the block
and climb the ladder.  At the bottom, repeatedly use the ground pound to
shake the droppers from the ceiling.  Use the save point and head for the
door on the right.  Defeat the dangerous duck on the other side and you
should see the second exit on a high platform.  You can reach it using two
methods.  The first is to stand on the left edge of the leftmost ledge and
then use a charging long jump.  The second method is to head to the door on
the right and use the switch block.  A bridge will form leading to the exit.

Course 17:  (optional)
There is a thundercloud in the sky who will shoot lightning bolts down on
you.  Protect yourself by standing under blocks.  Only move once the cloud
has released the lightning bolt.  You can also try to make a quick run
instead but it's riskier.  When you reach a door go through it.  Climb up the
ladder being careful to avoid the rats' knives as you're climbing.  Go
through the door at the top.  Grab the key from the block and head back down
the ladder.  Head to the right.  The key is much like a 10 Gold Coin.  Any
enemy that touches the key while you're holding it will die.  Just be careful
not to throw the key into the pit.  Keep moving right until you see the next
door.  Avoid the porcupines as best you can and climb up to the save point.
Head back down afterwards.  The thundercloud is back.  For the next part, I
advise setting the key down near the save point door.  With the key out of
your way, just bull charge through the blocks and porcupines.  Hide under the
blocks whenever the cloud is about to drop a bolt on you.  After you've
broken through all the blocks, go back and get the key.  Now head right
through the blocks you've just cleared.  Grab the jet pot from the blocks
above the door.  Go through the door and you'll be on a ledge with a floater
to your right.  Ride the floater up.  At the top is the treasure room door.
Grab the treasure and head back.  Head right now.  Fall through the gaps and
break the blocks to make it easier to jump.  Go through the door on the
right.  Carefully swim down.  Watch out for the bombs and the pinwheel.  Go
through the door at the bottom.  The exit is to the right.

Course 18:  (optional)
You'll see a treasure room door not too far from the entrance.  You don't
have the key right now so we'll look for it now.  To the right will be a door
and a pit of ice spikes.  While it seems that Jet Wario can't fly across, you
can make it if you use the extended flying trick (see secrets section).  For
now, just go through the door.  Hit the switch block and instead of going
through the door below the switch block, go back through the door you just
came through.  There will now be a ladder outside the door.   Climb up and go
through the door on the right.  Don't get squashed by the pouncers on the
other side.  In the middle of the room are three blocks, one of which
contains the key.  The blocks are surrounded by blocks so we'll need a switch
block to remove them.  Head for the right and go through the door.  The next
area is a drop down with bucket heads on both the left and right sides
dropping ice crystals at you.  Avoid them or use ground pounds to temporarily
stun them.  The door at the bottom leads to a switch block.  Hit it and
you'll notice that the switch block has made bridges.  This means the bucket
heads' ice crystals can now hit you.  Work your way back to the key.  When
you reach the ladder again, you'll see three blocks in your way.  Just keep
pushing against them and you will automatically duck down and crawl
underneath the blocks with the key.  Now drop down and head for the treasure
room on the left.  Now go through the door in front of the ice spike pit.
Hit the switch block again so that it is now black.  Now you can go through
the door underneath the switch block.  Head right until you see a door below
two cracked blocks.  Use a ground pound to break through.  The door leads to
a save point.  Keep heading right and you will see the door to the exit.  On
the other side, avoid the bucket head's ice crystal.  The exit is to the
right.

Course 19:  (optional)
Head down the ladder.  When you see the second set of cracked blocks, break
them.  If you don't have a jet pot, take the one from the rightmost face
block.  Go through the door behind the cracked blocks.  Grab the 100 coins
and head for the ladder on the right.  Go through the door.  Head left and
after the first fall, position yourself one block away from the wall.  Jump
up to reveal a hidden heart block.  Head right and after the fall, stand
against the right wall and jump up to reveal another hidden heart block.  Now
head for the door at the lower left corner.  The next part is underwater.
There will be logs coming out of the walls.  Avoid getting hit and work your
way down and to the right.  You will see a door.  It leads to a save point.
Now head to the right and follow the path around.  Don't rush through the
area otherwise you'll get hit by the logs.  When you finally reach a door, go
through it.  Go through the door and immediately jump up to reveal a hidden
block.  There will be a bucket head waiting for you on the right.  Defeat it
and head for the door to the boss.

Boss:  Penguin
This boss is optional since you can just take the door to leave.  If you
defeat it though, you will get twelve extra lives.  It fights by walking left
and right, trying to punch you with its spiked gloves.  Body slams and fire
do not hurt it.  Its weakness is its head.

When the fight begins, the penguin will slowly walk toward you and punch.
Jump on its head.  Now jump back onto the ledge.  The penguin will make a
retreat by diving underwater and reemerging with a spiked helmet.  It will
walk a little bit faster than before.  Use a body slam from behind to knock
the helmet off.  A front body slam works just as well but is more likely to
get you hurt.  Small Wario can knock the helmet off by throwing a 10 Gold
Coin at the penguin.  Once the helmet is off, jump on the penguin's head
again.  It will retreat once more and reemerge with another spiked helmet.
Now it will be moving even faster than ever.  Do the same thing to knock the
helmet off again and another jump on the penguin's head will defeat it.
Unlike other bosses, you will receive four 3up hearts for winning which
amounts to 12 extra lives.  Also, you can come back and keep defeating the
penguin for 12 more lives.  This and the 100 coins from the hidden room make
this course good for stockpiling coins and extra lives.


Stove Canyon (courses 20-25)
----------------------------
Course 20:
A wall of lava will be chasing after you in the beginning so quickly head to
the right.  There is a key in the third powerup block.  You'll need to rush
to the right fast so you can grab it without getting killed by the lava.
After grabbing the key, keep moving to the right.  With the key in your hand
it will prevent you from breaking blocks so drop the key first and then break
the blocks.  Do this fast as the lava wall is still chasing after you.  Keep
heading right until you see the door.  Don't worry about missing the powerup
blocks because they only contain hearts anyway.  Grab the starman before the
ladders with the gooms.  Keep in mind that even with invincibility, the lava
can still kill you if you touch it.  There's a hidden heart block just before
the door.  You probably hit it when you jumped up to reach the door.  Go
through and climb up the ladder to reach the treasure room.  Grab the
treasure and head down the ladder.  Defeat the mole and the exit is to your
right.

Course 21:
Head right and grab the dragon pot in the block.  The next few jumps across
the ledges are relatively easy except for the last ledge.  This ledge will
rise and sink out of the lava so don't jump if it is sinking.  A little
further to the right is a door to the save point.  The next area involves
jumping across more ledges.  These ledges will rise and sink so only jump
when it's safe.  After the first three ledges is a safe ledge to stand on.
Further to the right are disintegrating bridges with a hidden heart block
above the middle of each bridge.  Cross the bridges where more ledges await
you.  Jump across the two ledges and the next ledge is safe to stand on.  Now
jump across the last three ledges and the door is to your right.  On the
other side will be a lava pit with a fireball that rises out of it.  The exit
is to the right.

Course 22:
Head right, across the ledges but avoid the fireballs that emerge from the
lava.  You'll see a face block trapped by breakable blocks.  Skip it since
the block only has a heart and the dangerous duck on the other side will
probably hit you as you're trying to break the blocks.  Just to the right of
the last ledge is a hidden heart block.  To the right is a door to the save
point.  More fireballs await you as you cross the next few ledges.  There's a
fireball on the bridge too so don't rush across.  Above the right post of the
small disintegrating bridge is a hidden heart block.  Now climb the ladder on
your right.  Climb it until you can walk on top of it.  Slowly cross it as
two fireballs will emerge from the lava, one on each side of the face block.
Keep heading right across the ladders.  More fireballs will be waiting so
again be patient and don't rush in.  Go through the door on the right.  On
the other side are some ledges guarded by birds.  The exit is to the right.

Course 23:
There will be mine cars that you can ride, but remember to jump off when they
fall into the lava.  In addition, there will be demon bats positioned near
the ledges to make the jumps more difficult.  After several cars, there will
be a smiley face spring-up in the ground that will send you flying up off the
screen when you step on it.  It will send you to a door leading to the save
point.  Climb back down the ladder and ride the car by the ladder.  Jump
across the next few ledges and ride the next few cars.  The first exit is to
the right.  You'll notice that there is a spring-up that you can't reach in
the lower left corner.  That will lead you to the second exit.  For now just
go through the exit on the right.  It leads to course 25.  For the second
exit, get back to and ride the cars just after the save point.  After the
third car, you should see steps leading up to another car.  Ride this car,
but when it starts to fall in the lava, don't jump off.  Instead stay on it
until the last possible second at which point you should jump forward.  You
will land on the ledge which, if you remember, was the one that you couldn't
reach from before.  Now use the spring-up.  It will send you to another ledge
with another spring-up.  Use it again and you will see the second exit which
leads to course 24.

Course 24:
You'll see the treasure room door not far from the course's entrance.  To
find the key, head right.  Go through the door.  Now you'll see a ladder and
a passage to the right.  The passage leads to a door that leads to the exit.
You don't want to leave until you have the treasure right?  So for now, climb
up the ladder.  You'll see a door.  Go through and you'll see that the way is
blocked with only two small gaps that only small Wario can pass.  So go back
through the door and intentionally let the pirate goom hit you so you turn
small.  Trust me on this one.  Now go back through the door and pass through
the narrow gap.  Defeat the penkoon and to the left will be a door.  Go
through and there will be a switch block, a big block containing 100 coins,
and a block with a jet pot.  Hitting the switch block will make it harder to
leave.  Now head back until you see the ladder again.  Now head to the right
where you'll see another door.  You can't pass through it for now so keep
heading to the right.  There will be another door and another ladder down.
Again, you won't be able to pass through it so head down the ladder.  You'll
see a lava pit to the left which leads to the door to the exit.  You'll also
see a door and a switch block.  Hit the switch block before going through the
door so there will be water on the other side.  Swim up to the two blocks.
The right block contains the key.  Now if you want, you can go back through
the doors you passed, but both only contain hearts and coins.  Also, you can
use the switch block to remove the water from the first door by the ladder so
you could pass the gap without having to be small Wario, but my method works
just as good too.  Head back to the treasure room door near the course's
entrance and take the treasure.  Now head through the door and instead of
climbing the ladder, head right.  You'll see a door.  Go through it and the
exit is to the right.

Course 25:
This is a straightforward course boss course.  Head right and jump across the
ledges but be sure to avoid the fireballs.  When you have to drop down to a
lower ledge, wait for the fireball to fall back into the lava before dropping
down.  The same goes for jumping up.  Eventually you'll see a door that leads
to the save point.  To the right will be more of those rising and sinking
ledges from previous courses.  Jump across until you reach the two face
blocks.  Now jump across the next set of ledges where the final ledge has a
fireball to its right.  You'll now see disintegrating bridges and more
fireballs.  Make sure you don't step on the bridge until after the fireball
is back in the lava.  You can also run under the fireballs if you want but
that riskier.  After crossing a few bridges you should see a bridge with
coins lined up vertically under it.  Position yourself above the coins and as
the bridge falls, jump off and land on the ledge.  To the right is the door
leading to the boss.

Boss:  Big Head
It hovers in the air.  It will dive down and use its tongue to break the
blocks that you are standing on.  It will also shoot rocks out of its
nostrils.  It is immune to body slams, fire, coins, and ground pounds.

When the fight begins, keep yourself away from the head.  The head will start
to break the blocks.  Each block will take two hits before it breaks.  You
can also break them by ground pounding but why would you?  Keep away from the
head and eventually it will pause for a second.  Its nostrils will flare and
a rock will shoot out of the nostrils and bounce once it hits the ground.
Then it will fall off the screen.  Let the rock hit the ground and grab it
before it falls off the screen.  Now use it against the head.  Three hits
will defeat the head.  If the rock bounces off the ground, it can also fall
in the lava if the floor is broken at that location.  The head randomly
chooses when to shoot the rocks out but there are enough blocks that you
shouldn't die as long as you don't take too long to win.


SS Tea Cup (courses 26-30)
--------------------------
Course 26:
Head for the door at the far right.  Go through the door.  Head to the right.
You should see a face block and a door to its right.  Jump on the face block.
Now stand on the left edge and jump.  You'll uncover a hidden face block.
Jump on the hidden face block and from there, jump to the right.  The screen
will scroll up revealing a hidden area.  Climb up the ladder to the door.  On
the other side, jump across the piranhas, but watch out for the huge boulder
that will fall down.  Another door is at the far right.  Go through it and
you will be in a room with many cracked blocks.  Use the dragon pot from
before to break the blocks.  In the middle of the room is the treasure room
door.  To find the key, break the blocks in the upper right side of the room.
You will uncover a hidden door.  Go through and follow the path.  You should
see another door on the right.  It leads to a room with a switch block in it.
Hit the switch block and go back through the door.  You will now see that the
room has been flooded with water.  Swim up the long vertical passage between
the two doors and you will reach another door.  The door leads to a room with
the key.  You can hit the switch block if you want to remove the water, but
it's optional.  Now head back to the treasure room door.  Grab the treasure
and work your way back to the door by the hidden face block.  Now go through
the door.  Head right but watch out for the crocodiles before you jump.  Just
use a 10 Gold Coin to defeat them.  The exit is to the far right.

Course 27:
This course is underwater so your mobility is limited.  Watch out for the
walrus as it will throw its harpoon at you if you get near it.  The jet pot
and dragon pot are both found in blocks.  I would opt for the dragon pot as
its flames will make it easier to get past the helmuts and walrus.  The door
is to the far right.  On the other side, use your flames to eliminate the
droppers on the ceiling.  Climb up the ladder at the right side.  At the top,
there will be a conveyor belt in the ceiling.  To the right is a door.  To
the left is a wide gap with a pirate goom on the other side.  You can cross
the gap in many ways.  One is to use the jet pot to fly across the gap.
Another is to use the dashing long jump trick.  A third method is to use Bull
Wario's horns to stick to the conveyor belt (Jump and hold UP), which will
carry you across the gap.  Either way, go through the door across the gap.
It leads to a dragon pot, 100 coins, and the save point.  Now head back
across the gap and go through the door on the right side.  Head right where
there will be a face block above a pit of munchers.  To safely get the block,
use the dragon pot flame.  Further to the right will be a face block that is
imbedded into a ledge in the sky.  To reach the block, uncover the hidden
heart block next to the ledge.  You must use the dragon pot flame to hit the
block and since the ledge next to this one is lower, move to it.  Use the
hidden heart block next to the ledge to reach it.  Use the dragon pot
flame and you should be able to get the heart in the block.  Now to the right
is another pit of munchers.  There are two face blocks on the other side of
the pit.  To reach them, stand at the foot of the ladder and use the dragon
pot flames.  You will uncover three hidden blocks.  Now stand on the far
right block.  Crouch and use the flames again to uncover three more blocks.
You can now safely reach the two face blocks.  Now head right until you see a
lone pirate goom on a ledge surrounded by barrels and munchers.  There is a
hidden heart block above the middle of the ledge.  The exit is just to the
right.

Course 28:
When you see the first group of barrels, stand on the middle of the lower
stacked barrels.  Jump and you should find a hidden heart block.  The dragon
pot flame makes it easier to find hidden blocks.  To the right now is a
pirate goom walking back and forth between a barrel and a higher ledge.  In
the middle of this area is a hidden heart block.  Now keep moving to the
right until you see two cracked blocks surrounded by logs.  Break the blocks
to uncover a hidden door to a switch block room.  Use the switch block and
there will now be a ladder outside the door.  Climb it to find a hidden area
full of coins.  Once you drop back down, you can go back and grab the coins
you passed in the water.  Keep moving right and you will find birds
positioned above the water.  Just use your flames to pass safely.  You will
see a door soon.  It leads to the save point.  Keep heading right until you
reach another door at the far right side.  On the other side will be two
walrus in the water.  Watch out for their harpoons.  Don't get pulled under
by the currents either.  The exit is to the right.

Course 29:
Head for the door on the right but watch out for the crocodiles in the water.
Go through and climb the ladder on the right.  You should see a one way door
as you're climbing.  At the top of the ladder is the treasure room door.  Now
climb back down to the one way door.  To the right is another ladder.  There
is a door on the left and right sides.  The left door leads to a room with a
rat and a block containing garlic.  Head for the right door.  Climb down the
ladder.  At the bottom is a door.  It leads to a room with a penkoon and
blocks with hearts and garlic.  To the left of the door is a ladder.  At the
top is another door but don't go through it.  The door leads to the one way
door you saw from before.  Instead, move to the left and you will see another
ladder.  At the top is a door.  Go through it and the save point is to your
left.  Climb the ladder on the right side.  At the top will be three doors.
The first door you see leads to a room of dangerous ducks, hearts, and coins.
Further to the right is the second door.  Go through it.  Hit the two face
blocks.  The left block has the key in it.  Now crawl through the narrow gap.
You will see a pouncer circling around blades in the ceiling.  You'll need to
jump on the pouncer and use it to reach the key.  Once you have the key, head
back to the one way door I told you not to go through.  Go through it now.
Climb up the ladder to the left and use the key.  Grab the treasure and
remember the door that led to the key?  I said there were three doors and the
key door was door number two.  Well, to the right is the third door that
leads to the exit.  Go through it and the exit is to the right.

Course 30:
You'll see a door not far from the entrance.  To the right are some blocks.
The door leads to a detour around the blocks.  You can break through the
blocks and you'll eventually see the door you would have come out of from the
detour.  Anyway, take whichever path you want and keep moving right until you
see another door.  Go through it and climb the ladder on the right.  You'll
see the save point.  Use it and climb the ladder to the left.  Go through the
door at the top.  Now head right and you should see the treasure room door.
Now head right some more, passing the "Y" shaped ladder.  When you reach the
dead end, climb up the ladder you see.  Keep climbing up until you are on the
ship's mast.  There will be two face blocks.  The right block contains the
key.  Head back to the treasure room door and grab the treasure.  Now head
right and climb up the "Y" shaped ladder.  Just above the treasure room door
are two hidden heart blocks.  Now climb up the ladders to the left.  Watch
out for the spiders on the ladder.  Defeat them by hitting them from below.
At the top, head right and there will be a door.  Make sure you have the
dragon pot.  Now climb up the ladder.  At the top is a door to the boss.
Note that I omitted a lot of the coins on the ship's masts.  Grab the coins
at your own leisure.  Just be sure to enter the boss's door with the dragon
pot though.

Boss:  Big Bird
This bird hovers in the air and tries to blow you off the platform.  It also
releases birds from its beak which try to hit you.  It is immune to body
slams, ground pounds, and coins.

When the fight begins, keep pushing right to avoid being blown off the
platform.  This boss has two weaknesses.  Remember how I said to enter the
fight with the dragon pot equipped?  Well, this bird doesn't like to be fried
so just fire away.  Three hits and you'll defeat this oversized bird.  The
second weakness is the birds it releases from its beak.  Hit the small birds
and they will land on the platform instead of falling off the screen.  Pick
up and throw the birds back at the big bird.  Three hits will defeat the big
bird.


Parsley Woods (courses 31-36)
-----------------------------
Note unlike other worlds, once you complete SS Tea Cup, you can't immediately
leave Parsley Woods.  You'll have to drain the water from the lake before you
can leave.

Course 31:
This course is half flooded so you can choose to walk or swim.  Spiked balls
will drop out of the sky so don't rush in.  There are ghost gooms hiding
around so don't turn your back on them.  You'll see a door soon that will
lead to the save point.  The next has more spiked balls so proceed slowly.
You'll soon have to swim underneath columns with face blocks between them.
There is a hidden heart block on the right side of the rightmost column.  Now
a little to the right is a long narrow gap filled with water.  The treasure
is down there but you can't get to it until you complete the next course so
I'll come back to this afterwards.  The exit is to the right.

Course 32:
Mine cars are your main form of transportation in this course.  You don't
need to ride the cars but it's more fun to.  Flying birds will try to knock
you off the cars so be on the lookout for them.  Don't forget to jump off
when the cars fall into the pits.  You'll come across a face block that is
located on a low ledge.  Reach it by doing a body slam.  The next two cars
you ride on will go under blocks and crates so duck under or jump over them
to stay on the car.  You'll reach a door on the far right.  Now swim down the
narrow gap and don't stop moving or the timed bombs will explode and hit you.
You'll reach a huge switch block at the top right side.  Hit it and you will
drain the water from the lake.  You can now leave Parsley Woods.

Course 31:  (Revisited)
Upon reentering the level, you'll notice that the water is gone as well as
the spiked balls.  Instead, moles occupy the course and you can now explore
areas that were inaccessible before.  From the entrance, drop down.  You'll
find two face blocks surrounded by breakable blocks and moles.  Grab the key
and climb the ladder to the right.  Further to the right is a face block that
you can get by flying.  Underneath it is a long line of coins.  Don't go for
the coins since there is a pit of piranha plants below.  Your only prize is a
starman that is risky to get since it's on a ledge surrounded by piranha
plants and you might not be able to land on it when you drop down.  Therefore
skip it and keep going right instead.  You will now have the choice to climb
down a ladder or to take the high ledge.  Take the high ledge since it leads
to the door to the save point.  If you haven't been doing so, use the key to
defeat the moles that you've been encountering in this course.  Now drop down
and head right.  There will be more moles and a lot of ladders.  The ladders
lead up to coins and provide a detour around the breakable blocks if you
can't break them.  In any case, just stay on the bottom and keep moving
right.  Eventually you will see a ladder above a breakable block that only
Bull Wario can break.  You'll see the treasure room door.  You probably are
not Bull Wario so climb up the ladder.  Remember the narrow gap I briefly
mentioned the first time through the course?  Well the water is no longer
there so drop down and the treasure room door is to the left.  Now climb back
out and head for the exit at the far right.

Course 33:
This course involves more trains.  Unlike most other courses, the screen will
scroll automatically for you when the train starts moving.  Also, when the
train is moving, stepping on the tracks will result in death so keep your
feet on the train.  Head left from the entrance to the door.  Go through and
head to another door to the left.  Now get ready as this door leads to the
auto scroll train area.  Remember, don't step on the tracks.  Step through
when you're ready.  Watch out for the dangerous ducks on the train.  Near the
end of the first train is a mine car.  Ride it but don't fall onto the
tracks.  Now carefully jump to avoid the blocks that will be in your way.  To
be safe, don't get ahead of the mine car or you might fall onto the tracks if
you miss a jump.  After navigating across the blocks, you will come to
another train car.  Head left to the door.  Use the save point in the middle
of the train car.  Grab the dragon pot because it will make the next train
section easier.  Now go through the door on the left.  It's another auto
scroll train area but this time it is more challenging than before.  Use the
dragon pot to break the blocks around the face blocks but don't let the
blocks trap you or you'll scroll off the screen and die.  Next to the end of
the train is a mine car.  Ride it and the next part has more blocks and
flying birds.  There are lots of coins scattered about but don't get greedy
or the birds could hit you.  The safest thing to do is just stay on the car
and duck.  You'll skip some of the coins but you won't die either.  A door is
to the left.  Go through and the exit is to the left.

Course 34:
The thundercloud is back to cause you more trouble in this course.  Take
cover under blocks to avoid the lightning bolts that it drops down.  Quickly
climb up the ladders to avoid getting blasted.  At the top is a door.  The
next area is filled with water and timed bombs so swim by them quickly.
Watch out for the pinwheels too.  The door is at the top.  The next area is
filled with pirate gooms and flying chickens so feed the gooms to the
chickens for coins.  Climb up but don't fall off the tree or you'll die.
There is a door to the save point three quarters of the way up.  At the top
is a door.  It leads to another time bomb and pinwheel filled area.  Swim up
to the top where there will be three branches.  There is a door at the left
and right branches.  The middle branch contains a dragon pot.  The right door
leads to the treasure room door.  The left door leads to the exit and the
key.  Take the left door first.  Climb up the ladder.  The exit is at the
top.  Take the key from the face block and get on top of the block.  Now jump
off to the right and you'll land on a hidden platform.  Now jump off again to
the right and you'll land on some more platforms.  Head up to the door.
Climb the ladder and get the treasure.  Now you can either jump back across
the platforms or take the safer (and longer) route by going through the
doors.  The exit is at the top of the tree's left trunk.

Course 35:
Get ready for more locomotive fun as the trains are back and they're harder
than before.  Head for the door on the right side.  Now head for the door on
the right inside the train car.  Get ready for more auto scroll.  A mine car
waits at the train's edge.  Like before, don't step on the tracks or you're
dead.  The door is on the right side.  Use the save point on the other side
and head for the door on the right.  Get ready for more auto scroll.  Jump
across the train cars where a mine car awaits you.  Now get ready to jump
over the blocks in your way.  You'll soon see breakable blocks on the train.
They don't have anything so don't waste time breaking them.  Go through the
door on the right.  Go through one more door to the right and the exit is to
the right.

Course 36:
The thundercloud returns again in this course.  The spiked balls and piranha
plants are here too.  Keep moving right to avoid getting blasted.  When you
come to some cracked blocks, skip them.  Break the ones to the right of the
ledge of the garlic to find a hidden door to a room with a 3up heart inside.
To the right is the door to the save point.  Next to the door you will see a
small gap in the ground that you can stand in.  You can duck down in it to
avoid the spiked balls that drop down.  Once you pass this, the thundercloud
is back to chase you some more.  Soon the cloud will be joined by spiked
balls as you jump from ledge to ledge across the piranha plant pit.  Land on
the left side of each ledge so you'll have time to avoid the spiked ball.  To
the far right is the door to the boss.

Boss:  Ghost
This undead boss flies in the air.  It can paralyze Wario through contact.
It shoots ghost gooms out to hit Wario as he is paralyzed.  It is immune to
body slams, coins, ground pounds, and fire.

When the fight begins, avoid touching the ghost.  It will try to fly into you
to paralyze you.  Avoid this by staying on the ground whenever possible.
Ducking helps a little bit too.  The ghost will then shoot a ghost goom out.
Hit the ghost goom and it will fall on the ground.  Pick it up and throw it
back at the ghost.  Three hits will defeat the ghost.  From time to time, the
ghost will shoot three ghost gooms out instead of one.  You'll know because
the ghost will hover to one side and pause for a second.  Hit them and throw
them back at it.


Syrup Castle (courses 37-40)
----------------------------
Most of the enemies you've encountered throughout the game will appear in
these last few courses.

Course 37:
Spiked balls drop out of the sky in this course.  Like before, the balls will
drop and shake the ground before rolling at you so don't rush in.  Many of
the balls will drop close to the piranha plant pits.  The first door you come
to leads to the save point.  More spiked balls and pirate gooms wait to the
right.  When you come to the piranha plants, wait for the spiked ball before
jumping across the gap.  Once you pass the piranha plants, you'll find a key.
You didn't pass a skull door on the way here so where's the door you ask?  To
your right the ledge looks to be a dead end and there is a door above it.
Well, the treasure room door is to the right.  Just keep walking right and
instead of falling off the ledge as you might suspect, you will see that
there is a hidden passage that leads to the treasure room door.  Take the
treasure and head back to the door you passed.  The exit is on the other
side.

Course 38:
When you start the course, you will see that many blocks are in the way.
This course involves hitting many switch blocks to pass.  To the right is a
door to the switch block.  Hit it and you can now hit the face blocks but if
you want to grab their contents, you will have to hit the switch block again.
Climb down the ladder by the course entrance.  Below, the passage is also
blocked but you can break these blocks.  Watch out for the pirate gooms.  A
dragon pot would be useful and there is one on the other side of the blocks.
Go through the door there.  The next room contains knife throwing rats.  Head
for the door on the right side.  You'll now be in an area with lava below you
and ladders.  Climb up but avoid the bird statues' fireballs.  Stand on the
ladder and then jump onto the ladders to the right.  Do this fast or the
fireballs will hit you.  Climb slowly as there are birds positioned to hit
you if you rush up the ladder.  Just climb up until you see the bird and then
lure it out.  Higher up to the left is a jet pot under a bird statue.  Get it
and duck to avoid the fireball.  At the top of the ladders is another bird so
let it dive down before moving on.  There are two doors, one on each side.
The left door leads to the save point.  Go through the right door and head
right to another door.  Grab the starman and if you have the jet pot, fly
across the gaps.  There are a lot of pirate gooms so make sure you hurry to
the right.  There is a door at the end of the passage.  Defeat the penkoon
and go through the door on the right.  Now climb up each ladder and then
slide yourself to the next one.  One false move and you're toast.  At the top
is a door.  Defeat the mole on the other side.  Now crawl under the moving
blades and you will find a huge switch block.  Hit it and the gates around
the castle will lower.

Course 39:
Head right but avoid the birds.  The door is at the far right side.  Start
crawling under the moving blades but when you see a pirate goom, retreat to
the safe area between the moving blades.  Defeat the goom before moving on.
The door is to the right.  Step on the spring and push forward to cross the
wide pit.  The door leads to the save point.  Watch out for the bird statue
inside.  Instead of jumping across the lava.  Just use a body slam and you
will dash across it.  Step on the spring to cross the next pit.  You'll soon
see two springs blocked by blocks.  Use a ground pound to smash them.  Step
on the spring and when you fly off the screen, push right to find a hidden
area.  Use ground pounds to stun the dangerous ducks as you head for the door
to the right.  You'll now be in an "X" shaped room.  The key is in the upper
right corner.  The treasure room door is in the upper left corner but is
blocked by cracked blocks that you can break with Bull Wario.  There is
garlic in the lower left corner and a dragon pot in the lower right corner of
the room.  However if you want to break the blocks with Bull Wario, position
yourself on the right edge of the step before the blocks.  Now do a body slam
and jump as you start moving.  If you timed it right, the lower right block
will be destroyed.  Now crouch and jump and you will be able to squeeze into
the gap you just made.  Break the bricks and do what you just did one more
time to reach the door.  Of course the easier method is to use the dragon pot
but this method is fun to try out.  Grab the treasure and you will now have
all the treasures if you've been following this walkthrough since the
beginning.  Now head back through the door and back down to the springs.
Head right where several dangerous ducks guard the door to the right.  On the
other side, you will be moving skull platforms.  Use them to cross the lava
pits.  To cross the last lava pit, stay on the skull platform until you
almost are about to touch the lava.  Jump off before you get fried.  Go
through the door to your right.  Defeat the penkoon and go through the door
on the right.  Hit the huge switch block in the room and the castle's inner
gates will lower.

Course 40:
This is the final course so get ready.  Head right and stop in front of the
first set of springs you see.  Jump to uncover a hidden heart block.  To the
left of the third set of springs is another hidden heart block.  The left
spring of the final set of springs has a hidden heart block above it too.
Jump up at the left edge of the platform to the right of the final set of
springs to find another hidden heart block.  To the right is a face block
that you can get by ground pounding just the first layer.  When you hit the
face block make sure you push against it so you don't rebound into the pit.
Do the same to get the other block to the right.  There is another hidden
heart block two spaces to the left of the block with the garlic.  To the
right are more springs and coins.  You'll soon see a door leading to the save
point.  Watch out for the bird statue by the ladder though.  More springs
wait to the right of the save point's door.  There are coins off screen above
the last few springs.  Head for the door at the far right.  You'll now be in
a huge chamber with three face blocks, two of which contain garlic.  The door
is locked and guarded by an armor knight.  You can defeat the knight either
by blasting it three times with fire, by body slamming it three times in its
back (front assaults are riskier), or by throwing coins at it (safest
method).  When you hit the knight, it will immediately charge across the
chamber.  Avoid this charge by jumping back onto the blocks in the chamber.
Once you defeat the knight, the door will open.  You will now be in a narrow
vertical chamber with bird statues on both sides.  Take your time climbing up
the ladders, moving only after the statues' fireballs have passed by.  A door
is at the top.  Defeat the moles on the other side and crawl under the moving
blades.  The door to the Captain Syrup's room is on the right.  Surprised
that you've made it this far, Captain Syrup will use her magic lamp to summon
the final boss.

Boss:  Genie
He floats around with Captain Syrup on his shoulder.  When the captain gets
mad, the Genie will release two fireballs from his fingers.  He is immune to
body slams, ground pounds, coins, and fire.

When the fight begins, you will see the lamp on the ground.  If you grab the
lamp, you can throw it around.  Throwing it at the genie won't hurt it.
Instead, keep throwing the lamp around until it lands upright.  A cloud will
emerge from the lamp and begin to rise.  Jump on the cloud.  The cloud will
lift you high enough so you can jump on genie's head.  Jump soon because,
when the cloud reaches the top of the screen, it will transform into a mini
genie that will hover around dropping lightning bolts down.  Jump on it to
defeat it and then start tossing the lamp around again.  If you have the jet
pot, you can also use a long jump and then fly into the genie's head to hurt
him.  When the genie releases fireballs, they will land on the ground first
and then they will proceed to slide across the ground towards Wario.  Six
hits will defeat the genie.  For winning, you will receive 300 coins.
Congratulations, you've just finished Wario Land.  For the ending, see the
section IX.


=============================================================================
VII.  FREQUENTLY ASKED QUESTIONS
=============================================================================
Q.  How many courses are there?
A.  40

Q.  Why does it say 39 instead of 40 when I beat the game?
A.  You finished 39 levels but the final course doesn't count since you must
   turn off the Game Boy to play again.

Q.  Why did the course numbers skip a few when I went from Mt. Teapot to
   Stove Canyon?
A.  You skipped Sherbet Land which is optional.  The skipped course numbers
   correspond to its courses.  Also some courses like course 06 are
   optional.

Q.  What's that coin total for?
A.  Your coin total determines the ending you get.  99,999+ coins gets you
   the best ending.

Q.  How many treasures are there?
A.  15

Q.  How do I know which course has a treasure?
A.  You don't know the first time playing.  Once you beat the game, your file
   will be flashing at the file select screen.  If you are still missing
   treasures, any course containing a treasure will be blinking on the map.

Q.  Do I need to get all the treasures?
A.  No.

Q.  What are the treasures for?
A.  Each one is worth a lot of coins ranging from 1000-9000.  This helps you
   reach the goal of 99,999 coins much easier than just by collecting
   individual coins.  You can also get 99,999 coins without getting a single
   treasure and that's just as good too.

Q.  How do I get a lost treasure back?
A.  Go back to the stage you found the treasure in.  It will be back in the
   box.

Q.  Why can't I pick the bonus round?
A.  For the coin bonus round, you must have at least 1 coin and you can't
   have 999 coins although you may win up to 999 coins from the bonus round.
   For the heart bonus round, you must have at least 20 coins.

Q.  Why did you make this faq?
A.  It was requested at GameFAQs and I wanted to increase my ranking :)


=============================================================================
VIII.  SECRETS
=============================================================================
01:  If you can pick it up, it can be used as a weapon.  This includes
    enemies, 10 Gold Coins, and keys.

02:  If you let a pouncer smash an enemy, you'll get a 10 Gold Coin instead
    of the regular 1.  Similarly, the thundercloud's lightning bolt will
    defeat enemies and produce a 10 Gold Coin.

03:  Feed the flying chicken enemies and it will lay out 10 Gold Coins.

04:  The boss of Sherbet Land is the only boss that reappears after you've
    already beaten him.  Use this fact to keep beating him and stockpiling
    extra lives.  Grab the 100 coins from the hidden room to increase your
    coin total too.

05:  If you bull charge, you can jump and Wario will continue to charge for
    the duration of the jump.

06:  Jet Wario's hat only provides 2 seconds of flight.  However, if you
    quickly turn in the opposite direction and start to fly before the
    flight runs out, you can quickly turn back once more and fly, extending
    your flight for another 2 seconds.  You'll eventually land but this
    makes crossing large gaps much easier.  The faster you turn, the less
    you'll fall.  Jumping during flight also cancels the flight but causes
    you to fall more than if you turn around and then fly.

07:  Parsley Woods is misspelled as "Parsely Woods" in the game.

08:  You can use the cheat code to reach course 06 before you flood Rice
    Beach.

09:  Using the cheat code to change hats in Captain Syrup's room causes Wario
    to be able to move around.

10:  Ground pounding causes Wario to be able to walk through blocks that he'd
    normally crawl under for a split second.

11:  When you game over, a treasure will be taken away.  If you have no
    treasures, then you will lose half your coins.


=============================================================================
IX.  ENDINGS
=============================================================================
There are multiple endings in the game.  The one you get depends on your
final coin total at the end.  Getting all the treasures and no coins will
amount to 90,300 which is enough for the castle.  You will get the first
money bag at approximately 10,000 coins, the second at about 40,000 coins,
the third at about 70,000 coins, the fourth at about 90,000 coins, and the
fifth bag at 99,999 coins.  One bag is always given so the total comes to 6
bags max.  Yes, I tested 99,998 coins.  It gives you only 5 bags.  You MUST
have 99,999 or more to get the sixth bag for the best ending.  If you are a
few coins short from another money bag, the bag will drop down, but you won't
catch it.  All the values below have been checked by me.

Coins                       Ending        # Money Bags
--------------------------------------------------------
300+                        Birdhouse     1
10072+                      Tree Trunk    2
40008+                      Log Cabin     3
70008+                      Pagoda        4
90008+                      Castle        5
99999+                      Planet        6


Wario defeats Captain Syrup and her genie and takes her magical lamp too.
Being the sore loser she is, Syrup then drops a bomb that destroys the
castle.  In the rubble is Princess Toadstool's statue that's been missing.
Wario is excited since he beat Mario to it, but don't cheer yet as Mario
flies in and thanks Wario for finding the statue.  He then flies off with it.
Wario shrugs and sighs.  He's not licked yet though.  He rubs on the magic
lamp he won from Captain Syrup.  The genie appears and offers Wario one wish
for a price.  Wario says that he wants a castle.  The genie replies that the
wish will be granted for money.  Wario agrees and the coins you've collected
so far are added to a grand total.  The treasures are then traded in one by
one.  After everything has been traded in, the grand total depletes and money
bags drop into Wario's hand.  Wario hands the genie the money bags and the
wish is granted.  Did Wario's dream of owning his own castle become a
reality?  Your coin total will determine it.  Then the credits roll.

Wario Land Staff

Director
    Kiyotake Hiroji
    Hosokawa Takehiko

Programmer
    Yamanaka Masaru
    Ogawa Yuzuru
    Hirano Isao
    Katsuki Yoshinori

Graphic Designer
    Kiyotake Hiroji
    Hosokawa Takehiko
    Sugino Kenichi

Music Composer
    Yoshitomi Ryoji
    Ishikawa Kozue

Package Designer
    Nomura Fujiko
    Nakano Yusuke

Special Thanks To
    Izushi Takehiro
    Yamamoto Masao
    Harada Takahiro
    Ozaki Nobuhiro
    Dan Owsen
    Dayv Brooks
    Tamura Keiko
    Mary Cocoma
    Hiro Yamada
    David Patton
    Graham Archer
    Shibata Satoru

Testing Player
    Okada Masaru
    Kanoh Makoto
    Sakashita Masafumi
    Fukui Kohta
    Terasaki Keisuke
    Mashimo Masahiko
    Yamagami Hitoshi
    Totaka Kazumi
    Yamane Tomoyoshi
    Hori Yuji
    Imoto Takashi
    Kaneshige Tsutomu
    Kawano Masahiro
    Nagareda Takeshi
    Matsumura Satoshi
    Yamamoto Yukihiro
    Yamauchi Makoto
    Nogami Satoshi
    Takeuchi Eiko
    Maruno Atsushi

Producer
    Yokoi Gumpei

Presented by Nintendo

Please Retry! <If you got less than 99,999 coins>
Perfect Game! <If you got 99,999 coins>


=============================================================================
X.  CHEATS AND CODES
=============================================================================
A. CHEATS
------------
Pause the game.  Press SELECT 16 times.  A small box should be blinking in
the lower left corner.  If not then unpause and try again.  When you see the
box, you can move left or right and using B, can change the values of any of
the numbers (including time).

Holding A and B and you can move left to the Wario icon.  Press the button
and resume play.  You will powerup.  The powerup order is small, big, bull,
jet, dragon, repeat.

B. Game Genie codes
----------------------
99B 7D8 F7E     Start with 99 lives
99B 7C8 E6A     Start with 99 hearts
99B 7B8 E6A     Start with 99 coins
00B 7E8 E6E     Start as Small Wario
02B 7E8 E6E     Start as Bull Wario
03B 7E8 E6E     Start as Jet Wario
04B 7E8 E6E     Start as Dragon Wario
01B 7F8 E6A     Start on course 26
103 E4F E6E     Get 10 hearts for killing an enemy
253 E4F E6E     Get 25 hearts for killing an enemy
503 E4F E6E     Get 50 hearts for killing an enemy
993 E4F E6E     Get 99 hearts for killing an enemy
FAD 63F 4C1     Don't lose current power-up when
               you get hit or get a new power-up


=============================================================================
XI.  CREDITS
=============================================================================
Some of the information in this faq comes from the following.

Wario Land Manual
  Story, controls, items, powerups, enemies.

GameSages
  Most of the cheats, game genie codes


=============================================================================
XII.  DISCLAIMER
=============================================================================
This faq is neither affiliated nor endorsed by Nintendo of America, Inc.  It
may be distributed FREELY so long as it remains unaltered.  It is intended
for PRIVATE USE and may NOT be reproduced for commercial purposes by
mechanical, electronic, or any other means.  Do not try to sell it even if no
profit is made off this work.  Email any changes, typos, etc. to me at
[email protected]

Copyright (c) 1999, 2000  Wilson Lau.