Author: CPFace
Date: 07/16/99
Version: 1.0
CPFace Presents a Walkthrough for:
============
Warioland II
============
Version 1.0
TABLE OF CONTENTS:
1. Introduction, Credits, and Copyright information
2. FAQ history
3. Basic moves
4. Wario's Conditions
5. How to use the walkthrough
6. The Quest Begins!
a. Chapter 1 -- One Noisy Morning
b. Chapter 2 -- SS Tea Cup
c. Chapter 3 -- Maze Woods
d. Chapter 4 -- In Town
e. Final Chapter -- Syrup Castle
7. The Quest Continues!
a. Hidden Chapter -- Invade Wario Castle
b. Hidden Chapter -- Go to the cellar
c. Hidden Chapter -- Ruins at the bottom of the sea
d. Hidden Chapter -- Mysterious Factory
e. Hidden Chapter -- Uncanny Mansion
f. The Really Final Chapter
8. Special Thanks
-----------------------------------------------------------------------------
1. Introduction, Credits, and Copyright Information
It seems like every time I go to Game Boy Color Dojo's message area, I
see someone asking for help in Warioland II. What completely baffles me is
that no one has thought to write a good in-depth FAQ for Warioland II. So,
having finally finished my Zelda DX FAQ, I decided to lock horns with the
other big launch title of the Game Boy Color, Warioland II.
Of course, Warioland II was around long before anyone suspected a Color
Game Boy was in the works. And, since nothing was added or removed from the
Black & White version, this FAQ will work for either version.
Unless otherwise noted, this entire document was written by me,
Edward Griffiths, and is copyright 1999. It may be freely distributed, but
you are not allowed to sell a copy of it in any way, nor are you allowed to
use any material in it for any purpose unless I'm credited as the original
author.
Contact me at
[email protected] with questions, comments, and
suggestions.
-----------------------------------------------------------------------------
2. FAQ history
(07/16/99) -- Walkthrough finished. Barring any major catastrophe, final
version.
(07/14/99) -- Next two hidden chapters of Walkthrough;
(07/12/99) -- Final Chapter and first hidden chapter of Walkthrough;
(07/04/99) -- Chapter 3 and 4 of Walkthrough;
(07/03/99) -- First issue; Basic Moves; Wario's Conditions; Chapter 1 and 2
of Walkthrough
-----------------------------------------------------------------------------
3. Basic Moves
You're not going to get very far in this game until you've mastered the
basic moves. Everything you need to know is in the instruction manual, but
those things *can* get lost, and used copies of the game very rarely have
them.
To perform a move, you usually have to press the buttons in the order
indicated. (For example, the butt stomp is A + Down. This means that you
have to jump *before* you press down.)
Control Pad:
Enter door - Up
Roll down hill/stairs - Down
Swim - Any direction
A Button:
Jump - A
Jump higher - Up + A
(jump even higher by using an enemy as a springboard)
Squat jump - Down + A
(used to jump into low passages)
Butt stomp - A + Down
(used to destroy blocks/pots/floors and defeat enemies)
B Button:
Bash/Charge - B
(used to destroy blocks/pots/walls and defeat enemies)
Throw - B
Throw Further - Hold B for a second or two
Throw Upward - Up + B
Throw Further Upward - Up + Hold B for a second or two
Dash Jump - B + A
Dash Slide - B + Down
Flight:
When you grab an owl, you can use it to fly around with the control pad. It
automatically continues to fly in the last direction you pressed. If you
hold down a direction on the pad, it will fly faster in that direction.
-----------------------------------------------------------------------------
4. Wario's Conditions
Wario is immortal in this game; no matter how much damage he takes, he never
dies. However, this can get to be a bit awkward as he's lit on fire, smashed,
eaten, shrunk, and intoxicated. All conditions prevent Wario from using his
basic moves (such as the charge attack) and some inhibit his ability to move
and jump. Here's a list of Wario's conditions along with how they're caused,
the good and bad results of the transformation, and how to return Wario to his
normal nasty self.
Flat Wario
======================
Wario is smashed by a weight or a giant rock.
Good -- Wario can float gently through the air and crawl through some gaps
that he normally couldn't.
Bad -- Wario can't jump as high (press up while jumping to jump higher)
Cure -- Certain bats, getting hit by an enemy, and water
Fat Wario
======================
Wario eats one of the chef's cakes.
Good -- Wario can smash certain blocks by jumping on them, he defeats
enemies just by touching them, he shakes the ground whenever he
lands, and he makes certain elevators work.
Bad -- Wario can't jump as high, certain elevators can't carry him.
Cure -- Wait for Wario to return to normal.
Hot Wario (Stage 1)
======================
Wario is singed by a small dragon and starts running around madly.
Good -- Nothing.
Bad -- You can't control which direction Wario runs; he'll only change
direction if he hits a wall.
Cure -- Water. If not cured, Wario will eventually become. . .
Hot Wario (Stage 2)
======================
Wario turns into a ball of fire.
Good -- Wario defeats enemies by touching them and destroys the blocks with
the little flame symbols on them.
Bad -- Wario can't jump.
Cure -- Water, or wait for him to get burned to a crisp and return to
normal on his own.
Crazy Wario
======================
Wario is hit by a ball that a penguin throws.
Good -- Press B to spit fireballs.
Bad -- Wario staggers around drunkenly and is harder to control.
Cure -- Water
Zombie Wario
======================
Wario touches a ghost or another zombie throws its head at him.
Good -- Wario defeats enemies by touching them and can fall through certain
types of floors (this can be good or bad, depending on the situation).
Bad -- Wario can't jump
Cure -- Rays of sunlight
Puffy Wario
======================
Wario is stung by a bee and floats straight up.
Good -- This allows Wario to reach higher places
Bad -- This sometimes keeps Wario from reaching a place on the ground where
he wants to go.
Cure -- When he hits his head on something solid, he'll return to normal.
Tiny Wario
======================
A wizard casts a spell on Wario
Good -- Wario can jump higher
Bad -- Wario can't perform most normal moves
Cure -- Water
Bouncy Wario
======================
A hammer-toting monkey smashes Wario into a spring.
Good -- Wario can jump higher
Bad -- Wario bounces automatically, and may start climbing through platforms
instead of reaching a spot on the ground where he'd like to be.
Cure -- Wait for Wario to return to normal.
Bubble Wario
======================
Wario gets stuck in a bubble underwater.
Good -- Wario floats up through some water currents that block his progress.
Bad -- Wario might be trying to reach the bottom of the screen.
Cure -- Hit your head on something to pop the bubble.
-----------------------------------------------------------------------------
5. How to use the walkthrough
Doing the Zelda FAQ was nice because it was easy to map out the
dungeons and give specific instructions to go north, west, south, and east.
Platformers aren't so nice. I wish I had the patience and skill to make a
nice ASCII map of each level, but I don't. I'll do my best to walk you
through the game, but please bear with me and my ambiguities. Important
spots will generally be described in the order you encounter them as you
proceed from the entrance to the exit of a room.
Every level will first have a description of how to find the exit.
This will be broken down into a room-by-room basis, with each letter
indicating a different room. If a star appears by the room, then it's just
a "bonus" room where more coins can be collected. You don't need to enter to
finish the level, but keep in mind how useful coins are to a treasure
hunter like Wario.
The walkthrough assumes you've had practice with Wario's basic moves
and that you can avoid most normal enemies. If the way to get through a
section is mostly intuitive (bash the blocks in your way, jump from one
platform to the next, etc.) the walkthrough will assume you can make it
through on your own.
Following the basic walkthrough will be a description of how to find
the level's treasure, whether it was mentioned in the basic walkthrough or
not. This should make it easier for people who have already cleared the
levels and are just checking for the treasures to find what they need.
-----------------------------------------------------------------------------
6. The Quest Begins!
The first time you play Warioland II, chances are you're going to take
the "straight" way through the game, as described in this section.
=================================
a. Chapter 1 -- One Noisy Morning
=================================
Story 1 -- Turn off the Alarm Clock
=======
A. You start in Wario's bed. Press anything to wake him up. The door
immediately to your right will take you to B, but there's a hoard of coins
in this room that you don't want to miss! Bash the eastern wall and butt
stomp the pots to the far left to reveal secret areas where coins are held.
Bash the eastern wall of the lower section for even more coins.
B. There's lots of coins just about everywhere on this stage. Bash the
western wall just as you enter to find more coins. Butt stomp the ground
just to the left of the first table to find another area. Climb the first
staircase you come to and bash through the ceiling to find more. Bash the
western wall of the upper area to find an area with more coins. Note the
pink blocks with the picture of a spear guy on them; you'll see this kind
of block often, and it can only be destroyed by throwing an enemy at it
(it doesn't have to be a spear guy). Butt stomp the pots to find a lower
area and bash through the west wall to reach a coin area. Go through the
door in the lower area to reach C*. Up in the regular section, bash the
east wall to find more coins and take the door to D.
C*.Watch out for the first bat's weight. If it flattens you, let the
second bat grab you and return you to normal. Don't let the second bat
grab you when you're normal, or he'll take your coins. Collect all the
coins, then enter the fireplace to find a section with more coins.
D. Dash at the old stove here to push it across the floor, then use it as
a step stool to reach the upper section. Bash through the ceiling to the
far left to reveal an area with coins. In the normal section, continue to
the right. Dash at the drawer cabinet to get it out of your way, then
enter the fireplace to get the treasure. Continue to the right and bash
the eastern wall to find more coins. Take the door to E.
E. Bash the eastern and western walls to find more coins. Take the left door
to F* and the right door to G.
F*.Grab the spear guy and use him to break the blocks. Collect the coins.
G. Butt stomp the first group of pots to find a lower section. Enter the
fireplace to find more coins and bash the eastern wall for even more.
Back up top, continue to the right until you reach the alarm clock. Bash
it or butt stomp it to clear the level.
Treasure --
Described in section D.
Story 2 -- Turn off the giant faucet
=======
A. Watch out for the currents that will drag you back to the beginning of the
stage. Catch rides on the floating furniture. Go past the door and bash
the east wall to find a passage with coins and a route to the upper part
of the section, where more coins hide. The door leads to B.
B. Let the little dragon light you on fire, then break the blocks and get
the coins when you become a fireball. The door on the right leads to C.
C. As you proceed right, look for a spot where you can jump on a platform to
go to the upper area, where coins are stored. Check the very bottom of the
screen for the second hole in the floor. Jump into the water a good
distance to the right, and if you're quick, you can take it to D* by
holding down as you pass it. Continue to the right; the door leads to E.
D*.Hold right and tap the B button as you enter to reach some coins. Hold
up as you proceed to the left to reach more coins. Hold left and tap B
to reach more coins. The currents make this portion frustrating; make as
many tries as your patience will allow.
E. Use the spear guy to defeat the sort of glowing puffy thing. Bash the
east wall to find coins. The door on the right leads to F.
F. Jump to the right side of the faucet and bash it to turn it off and clear
the stage.
Treasure --
In section C, there's a door hanging in the middle of the air. If you
stand on one of the floating pieces of furniture and hit up *just* as you
pass it, you'll be able to enter and get the treasure.
Story 3 -- Let the Water Out
=======
A. Immediately turn left and bash the wall to get some coins. As you proceed
right, watch out for the swordfish. The door leads to B.
B. You will need to get into the bubbles to get through the downward water
currents. Of course, since the bubbles pop on contact with anything, you
might want to clear out the pots first to make it easier on you. The door
leads to C.
C. It's pretty obvious that you need to bash the left and right walls for some
bonus coins. The door on the right leads to D.
D. Now you have to avoid the bubbles as you make your way down. Tapping B
will make you swim quickly past the cracks where the bubbles appear. Wait
until a bubble comes out, let it go past you, then book it! The door leads
to E.
E. More swordfish to look out for. Hit the switch before going into the door
on the left; it will make the water level go down when you reach F*. Bash
the eastern wall for more coins. Make sure the switch is in the "up"
position as you take the door on the right to G.
F*.Collect the coins, but watch out for the spear guy.
G. Avoid the swordfish and take the door to H.
H. Again you will need to use the bubbles to get through the downward water
currents. At the second bubble hole, take the left route so you can
destroy the pots. Then take the right route so you can make your way to
the top. The door leads to I.
I. As the sign suggests, you should slide down the stairs by holding down on
the control pad. This express ride will take you to the end of the stage.
Clear the stage by bashing the large block to drain the water out of the
castle.
Treasure --
The treasure is in the door about halfway up in section H.
Story 4 -- Go down to the cellar
=======
A. You'll begin the stage by being smashed flat. Float through the coins
to the right. A drip of water to the right will return you to normal, or
you can climb the platforms to the left to float through the coins again.
When you're ready, the door leads to B.
B. Climb onto the bat's weight. Just as he's about to drop it, jump to the
upper platform to reach the upper area where coins abound. Bash your way
right and avoid the weights. If you get hit, return to the bat that's not
carrying a weight and he'll return you to normal. Once you've bashed your
way to the door, let yourself get flattened and press Up while you jump to
climb to the top of the platforms. Just walk off the right side of the
top platform and hold right to float into the coins. Use the drip to
return to normal and take the door to C.
C. Jump up at the bats to make them go away as you proceed right. Be
careful as you bash your way through the blocks; make sure you have
enough left that you can use them as a staircase to reach the upper level,
where there's a bunch of coins. Take the door to D.
D. It's harder to avoid the weights, but avoid them you must, if you want to
bash your way through on the other side. As you creep through a low
passage, you'll fall through to a passage with coins that leads back to
the beginning. This time, let yourself get smashed and you won't fall
through when you go through the low passage. Let the drip return you to
normal and enter the door to clear the stage.
Treasure --
In section D, climb the platforms while you're still flatened. Stand on
the sixth platform from the bottom and hold left. You'll drift right
into a low spot. Let the bat return you to normal and enter the door to
find the treasure.
Story 5 -- Defeat the giant snake
=======
A. Look for a spot to butt stomp the floor between the two pillars in the
background. (An arrow of coins points the way.) Collect the coins and
follow the platforms to the left all the way up. Bash your way through
the wall on the right to proceed. Falling down any of the holes will net
you a bunch of coins. Repeat as often as desired, then take the door on
the rightmost part of the normal section to B.
B. There's a spot to butt stomp the floor under the blocks. Get all the
coins, follow the staircase to the left, and bash through the wall to the
right when you reach the top. Bash the eastern wall of this room for
even more coins. The door leads to C and the boss.
C. Jump on the snake's head six times to defeat him, but don't let him grab
you in his mouth. It's easier if you stand on top of his coils and press
up as you jump. If you get eaten, you'll end up by a door to D*.
D*.Actually, this room is just the upper part of room B. Butt stomp the
small blocks in the middle of the room to reach B. Bash the western wall
for coins. The door on the left leads to the upper part of A.
Treasure --
In the upper part of section A, fall into the second gap from the left.
You should land on a platform. The door leads to the treasure.
==========================
b. Chapter 2 -- SS Tea Cup
==========================
Story 1 -- Return the hen to her nest
=======
Note: In most levels, when you enter a door, any enemies you've defeated are
reset. Not in this level. Since you need to throw the enemies at
certain blocks to destroy them, make sure you don't defeat an enemy until
you're sure you don't need it.
A. Watch out for the jumping creature on the hill as you begin the level.
If you let it jump directly onto your head, it'll curl up in a ball,
stunned. Pick it up and use it to break the blocks surrounding the door
to B*. Make sure you break all the blocks; it'll make it easier to return
with the hen. As you proceed, you'll meet a rooster. Stomp it and use it
to break the blocks surrounding the door to C*. Once all of the blocks
are out of your way, you can back up and slide down the hill to the left
to reach the coins in the chamber to the right. If you time your jumps
correctly, you can roll into the upper passage that leads to D*. Watch
out for jumping guys as you proceed up the hill. The door at the bottom
of the hill leads to E*. You should see the hen on one of the platforms.
Go back and defeat any stray enemies by butt stomping them (once you're
sure all of the blocks have been destroyed), then pick up the hen and
carry her back to the start of the level. If you drop her, she'll fly
away back to where you found her. Set her on her nest to clear the
level.
B*.Press up and hold A as you stomp these spear guys to reach the big coins
up above.
C*.Use the ducks to reach the higher coins, then roll down the hill on the
right to reach more coins.
D*.Bash blocks, get coins, avoid enemies. Climb the platforms on the right
side; the door leads to the eastern end of section A.
E*.Use the duck as a boost to reach the coins. Or, a well timed dash and
jump from the lower platform might get you up.
Treasure --
The door halfway through section D contains the treasure.
Story 2 -- Escape from the woods
=======
A. Start by going to the right and the lower area, where there are coins to
collect and enemies to clear out. Save one of the punchy guys to break
some blocks to the right and get some more coins. Return to the upper
area and watch out for penguins as you cross the platforms. If you get
intoxicated, your best bet is to go to a pool in the lower area and get
cured. If you see a penguin on the next platform, butt stomp the ground
to knock it out for a second so you'll have the advantage when you proceed
to the next platform. You'll reach a door surrounded by blocks; first use
the blocks to reach a coin-filled upper section. If you make it all the
way to the left, you'll find a door to B*. The door surrounded by blocks
leads to C*. As you continue right, grab one of the penguins and, when
you climb the platforms, use it to break the blocks and reach some more
coins. Butt stomp the blocks to enter the water and follow the water to
D.
B*.Be careful how you bash your way through these blocks. Try to jump as
you bash to create staircases to reach the top part of the level. If you
can make it to the top, there's some large coins to reward you.
C*.You see lots of coins as you go through this room, but you have to find
out how to bash your way through to them. Start with the left wall, then
the ceiling of the hall you create. Bash through the left wall of this
new upper chamber to get more coins. Butt stomp the floor of the lower
passage, then bash to the right until the screen stops scrolling. Butt
stomp the floor, bash the wall, and get the coins. Then hit the ceiling
of the passage you just butt stomped from and bash your way to the coins.
Return to the left and butt stomp the floor. Bash your way left
repeatedly. The door leads to some hidden coins in section A.
D. Grab one of the dragons and take it to the upper right part of the area.
Let it see you on fire, then break the blocks (as a fireball) to get more
coins. The door leads to E.
E. Go to the right and use a spear guy to break the blocks and get the big
coins. Return to the left and slide down the hill to reach the exit.
Treasure --
In section E, after you've bashed your way through to the exit, return to
the hill and slide down it. Jump just as you reach the bottom of the
hill. Once you reach the top, jump again to hit a wall and stop your
rolling. Bash through the blocks; the treasure is in the door.
Story 3 -- Get in the Tea Cup
=======
A. Watch out for the swordfish as you collect coins and proceed toward the
door. Remember that you can hit them from above and below. Swim past
them when their backs are turned. Along the bottom of the level, there's
a safe spot to duck into as the fish passes. The door leads to B.
B. The seagulls are safe to stand on, but only for a second. They'll fly
away, only to return in a moment. Don't forget to get the big coins in
the lower right hand corner by jumping from the platform by the exit down
to the six coins at the bottom. You'll land on a seagull, and you should
jump to the right immediately. Also, take the detour toward the upper
left corner of the room for more coins. The door leads to C.
C. These creatures will sleep until you perform a noisy move, like butt slams
or dash attacks. As such, there's two strategies to take with these
creatures: avoid them by ducking and jumping over them, or bash attack
them one by one, making sure to wait until the others go back to sleep
before proceeding. Either way, the door leads to D.
D. The exit is the door just to the right of where you start. However, you
might want to climb the stairs to the left and right and jump across the
seagulls to collect the coins in the sky. The door leads to E.
E. Edge right up to these eels until they pop up, then tap the B button
repeatedly before they reset. A second or two of practice is all you
should need. There's a passage at the end that leads to F.
F. Congratulations! Enter the door to clear the stage.
Treasure --
In section E, let the last eel grab you. It'll take you straight to the
treasure room.
Story 4 -- Drop the Anchor
=======
A. First bash your way through the pillar, then let the chef feed you a cake.
Jump on the cracked blocks and you'll smash through them to a coin-filled
area. The door leads to B.
B. The door to your right leads to C*. Butt stomp through the floor and bash
your way to the right. The door leads to D.
C*.Don't defeat the spear guy just yet. Bash through the cracked part of the
pillar, then throw the spear guy at the upper part of the pillar, marked
with a spear guy on it. Coins!
D. Let the chef feed you a cake, then walk merrily through the glowing puffy
guys to the right. The door leads to E.
E. The first door you pass leads to F*. You need to pick up a spear guy and
throw it at the puffy guy to reach the door that leads to G.
F*.Press up as you jump off the back of the spear guy on the upper platform
to reach all of the coins in the chamber to the right.
G. Bash to the right for some coins. Bash to the left. See the column
that's hanging in midair? Jump off the back of a spear guy to get on top
of it. The next part is a bit tricky. Stand on the right edge of the
column, facing left. Do a dash, then just as you're about to dash off the
platform, hold left and up while pressing A. You should just *barely*
reach a foothold in the upper section. Keep holding left as you bounce
off the wall, and you should make it. If you have trouble with this, try
throwing a spear guy onto the column and using it as a springboard to
reach the upper section. Both methods are tricky, but there's nothing to
do but practice. The treasure is behind the door in the upper section. To
the left, you can grab a spear guy and throw him at the pillars to the left
to destroy them. You'll find a hole that leads to some coins in the lower
section. Dash attack at the pillar to the right to create a gap that you
can squeeze through. Now, by climbing the ladder to the left, you can
revisit the upper section more or less whenever you'd like. Finally, the
door leads to H.
H. Let the chef feed you, then start bashing through blocks to make your way
down. The door leads to I.
I. Your goal. Bash the anchor until it falls into the water to clear the
stage.
Treasure --
Described in section G.
Story 5 -- Defeat Bobo
=======
A. Butt stomp through the floor on the far left. Jump back up and pick up
the spear guy and bring him down with you. Use it as a spring board to
reach the large coins. The door leads to B.
B. Bash the left and right walls to get some coins. The door leads to C.
C. Take the door to D.
D. Use the spear guy to break the blocks and get the coins. The door leads to
E.
E. Pick up the duck and throw it at the pillar to the left for some coins. Go
down and get a punchy guy. Throw it at the wall to the right to destroy
it and find some coins. Go to the left side of the lower section. The
door leads to F.
F. Bash to the left to find some coins. Bash to the right to find more coins
and a door to some easy coins. The skull door leads to the boss at G.
G. It's the boss. Jump on his head as he swoops down. He'll start flapping
his wings to blow you skyward. Just hold Down on the control pad to keep
from being blown away. If you *do* get blown away, you'll end up in C.
Don't worry about getting hit as he swoops; you won't lose coins or get
blasted away or anything. Six hits will clear the stage.
Treasure --
In section E, get a punchy guy and return to the upper section. By holding
down the button, you can throw it through the tiny gap in the upper
section. Go through the cleared gap to reach the treasure.
==========================
c. Chapter 3 -- Maze Woods
==========================
Story 1 -- Get to Maze Woods
=======
A. Touch the owl to wake him up, then grab him from below to start flying. As
you proceed right, be careful of the birds. Go out in front of them so
they can spot you, then quickly duck out of the way as they shoot toward
you. You have to reach the ledge where the door rests without getting hit.
Let go with the B button. The door leads to B.
B. Beware of fishing fish! If you see one at the top of the screen, you know
that one of the coins is a fake. There's no real penalty from being
reeled in, except for the delay, so you needn't worry too much about them.
The door leads to C.
C. Don't defeat the spear guy as you enter. Butt stomp the floor next to the
left wall, then return with the spear guy, and use him to reach all those
lovely coins. Break down the other enemy-destroyable wall and bash through
the ceiling by the right wall and you'll come out by the door to D.
D. Navigate your way carefully through the flying spikey skull things.
Remember that holding down the direction makes you fly faster and that
you continue to fly in the last direction you pressed until you bump into
a wall; then you turn around. To keep from turning around, hold the pad
down in the direction of the wall you wish to hug. The door leads to E.
E. You'll find a spear guy to defeat the puffy guy down below. The door leads
to F.
F. Again, navigate through the skull things. Be patient and wait for them to
be on the other side of the gap you're trying to get through before making
your move. Hug a nearby wall/ceiling/floor until you're ready. Clear the
level by reaching the door.
Treasure --
Let the second fish catch you in section B. It'll take you right up to
where the treasure is hidden.
Story 2 -- Defeat the giant spear man
=======
A. When you first start, go into that pool of water and swim to the very
bottom. There's a passage underneath the ground that goes to the right and
ends in the pool of water on the other side of the fire blocks. Hey, now
you don't have to go to all the trouble of getting burned to a crisp! The
door leads to B.
B. This part is frustrating due to the fake floor which drops you unexpectedly
into the rapids and sending you back to the start -- until you realize
that the spots where there's a tree in the background are safe to stand
on. Then it's a big ol' piece of cake. Break the blocks to the left and
grab one of the spear guys to finish a path to the door that leads to C*,
then proceed to the right and the door to D.
C*.First do a butt stomp to get the spear guy to turn around. Then, bash the
stove all the way to the left. Wait for the spear guy to return, then
pick him up (no easy task, I understand) and set him on the platform above.
Use him as a springboard to reach the upper section where coins abound.
D. Jump on the turtle to get him going, then proceed to the right. You'll
ride on the turtle's back for a lot of the next part, but you'll have to
follow him on dry land for some of the way, lest you get pushed off. Make
a detour into the door, which leads to E*, if you wish. Remember to duck
at the low part! The door leads to F.
E*.Pick up one of the spear guys and throw him onto the platform above. Use
the other to give you a boost to that platform, then use the first one to
give you a boost to the upper section, where three big coins are waiting.
F. Another turtle ride. This time, you also have to watch out for dragons.
Wait until the turtle is under you before butt stomping through the blocks.
Duck and jump through the narrow path. The door leads to G.
G. Pick up one of the dragons and take him to the far right. Let him set you
on fire so you can destroy the blocks. The door leads to H.
H. Climb up the platforms, then drop down to where the giant spear guy is.
Repeatedly butt stomp him to clear the level. Be sure to snatch up the
silver coin, which is worth 100 regular coins!
Treasure --
In section G, pick up a dragon and take him to the upper section. Let him
set you on fire. When Wario runs madly toward the right edge of the
platform, jump to make him hit the wall and bounce back onto the platform.
Repeat until he becomes a fireball, then break through the blocks to reach
the treasure door.
Story 3 -- Through the thorny maze
=======
A. Be careful to avoid the spikey skulls, as usual. At the bottom right of
the stage, bash through the blocks when the thorny guy is travelling away
from you, then duck as you walk under him. Bash through to the door to
B*. Make your way up, then to the left, always watching for the skulls.
Patience and timing. When you reach the upper left corner, drop down a
screen, then make your way right to the door to C.
B*.Sit on a lower platform and wait for the lightning bug to approach, then do
a quick butt stomp to make it turn around. Jump up and bash it from
behind. Proceed up and to the left. Jump into the second bug to knock him
out, then stomp or bash to finish him. There's four big coins in the upper
right corner.
C. Make your way right and get some easy coins, courtesy of the seagulls.
Then, up and to the left, then use the seagulls to get to the upper
platform. Make your way to the right and butt stomp the blocks to reach
the door to D.
D. There's some coins to the right if you can brave the spikes. Near the
beginning, you'll have to jump from the first platform to the next
platform and then duck in the middle just as the skull passes up
around the second platform. You'll be safe ducking in that platform so
you can wait until the coast is clear to proceed right. The platform that
the second skull circles is also safe to duck on. Reach the door to E.
E. Slide down the hill, then bash through to the door to F.
F. Collect as many coins as you dare while you make your way through this
thorny maze. If you let go of the owl, you'll find yourself in the lower
section, where there's a few coins and a door to G* and a ladder of
platforms to take you back to the beginning. There's no safe walls to hug,
so tap opposite directions over and over to stay in one place. The door
on the far left end leads to H.
G*.Actually, just the right half of room I. It's easier to navigate than the
left half, if you just want to reach the exit and don't care about all of
the coins you'd get with an alternative method.
H. Jump down the middle shaft for a bunch of coins. The door leads to I.
I. Another thorny maze. Enter the door to clear the level. Resist the
temptation to butt slam the blocks and see what's below decks; there's
nothing of value, and destroying the blocks just makes it harder for you
to land on the exit.
Treasure --
In section E, slide down the first hill and jump just as you're leaving
the grass. Jump again immediately, and you'll land by the door to the
treasure.
Story 4 -- Escape from Maze Woods
=======
A. It's your introduction to those darned bees. Let them hit you so you can
get the coins above, then dash and jump at the same time to defeat them.
Reach the door, which leads to B.
B. Another turtle ride. At the first detour, take the lower route. At the
second, get off altogether and clear away all of the blocks and enemies
so you won't have to worry about them the next time. When you see the
door, keep ducked and continue to ride him to the right. Jump up to the
ledge; the door leads to C*. Bash through the block and crawl through
the passage to that first door, which leads to D.
C*.Pick up the spear guy and throw him through the blocks. Not too many,
though; you'll want something to stand on to get the coins.
D. The bee in this room is your friend. Let him sting you so you can reach
the upper part of the stage. Bash your way to the right, where you'll
find some much less useful bees. Bash and jump to clear them out. The
door on the left leads to E*, while the door on the right leads to F.
E*.Bash the stove to the right, then back to the left. Use it to reach the
platform where the spear guy is, then use him to break the blocks. Go in
the door, where some easy coins are.
F. Step one -- Destroy the bees. Step two -- Eliminate all of the breakable
blocks. Step three -- Roll down the hill, jumping over the two bumps in
the way, to reach the exit.
Treasure --
Let a bee sting you and float up to the platform on the right. The
treasure door is easy to reach from there.
Story 5 -- Defeat the giant bee
=======
A. The upper section has a few coins, and the lower section has bees that
are ridiculously hard to avoid. You'll probably take some hits, but if
you drift into a bee, it'll fly up to a spot where it can easily be tagged
once you deflate. The door leads to B.
B. As you proceed right, the upper door leads to C*. The lower door will take
you to D. Use the hill to slide into spots where you can get more coins,
hooray!
C*.Use the spear guy to break through the blocks. Certainly get the coins,
but also walk slowly across the ground to find the hidden gap. The door
leads to the treasure. Find another hidden gap to get some coins.
D. Bounce off the backs of the spear guys for a few coins. Use a spear guy
to clear all the pink blocks (and I mean *all* of them), then roll down
each hill to get more coins. Take the skull door to E.
E. When the big bee pauses, get out of the way and let it thump the ground.
Then, bounce on its head. Watch out for the baby bees, the *real*
challenge of this encounter. If you can touch them from the side, they'll
disappear, but if they sting you, you'll float up to the door that leads
to C*. When the big bee and little bee attack at the same time, get rid
of the little bees quickly before concentrating on the big bee. Don't
let the little bees get you in the corner. Four whacks to the big bee's
head will clear the level.
Treasure --
Described in section C.
=======================
d. Chapter 4 -- In Town
=======================
Story 1 -- Stop that train
=======
A. This stage consists of two main sections. If you go through the roof of
section A, you'll end up in section B, on top of the train. Proceed
right at all times. To get past the duck that's blocking the high narrow
passage, do a butt slam as you climb the ladder. This will knock him out,
giving you the time to go up to him. Bump him off his crate, and he won't
give you any more problems. As you come across the punchy guys, remember
that you can stun them and make them turn around by doing a butt slam.
Eventually, you'll reach a door that leads to some coins. At this point,
you'll have to backtrack to the last platform ladder that takes you to
B.
B. The wind on the top of the train will push you to the left, making
progress to the right difficult. For most travel from one end of the
train to the other, you should stay in section A. However, the very
rightmost hole will lead you to C and the end of the level.
C. It's a simple matter of using the spear guy to get rid of the puffy guy
and bashing the lever to stop the train and clear the level.
Treasure --
Start on top of the train by the hole that leads to section C. Proceed
left. Skip the first two holes you come to and go into the third. The
treasure is behind the door.
Story 2 -- Up on the rooftop
=======
A. Proceed to the right and up. Then go to the left. You'll see those
bottle-flinging guys a lot in this and other levels. You can rid yourself
of them temporarily by touching them or permanently by dashing and jumping
into them. Watch out for temporary blocks as you proceed. They have a
slightly darker outline than normal blocks. Also, in the color version
of the game, they'll disappear when you pause the game. Continue upward
at all times. When you reach the spot with the temporary block and the
bottle-flinging guys, you may want to take the time to clear them out
first before proceeding. Go in the window to B.
B. There's another window upstairs to C.
C. Go down the first hole you come to for some bonus coins. Don't fall
any further or you'll end up back at A. Continue up. When you see the
birds, think fast. They'll pause a moment before dashing at you. Use this
time to jump over them or stomp them. The window leads to D.
D. Upstairs, you'll have to make your way to the upper left corner and bash
the stove to the right so you can stand on it to go out the window to E.
Of course, this will be hard with the bottle-flinging guy hovering over
you. Just touch him to make him go away, then make your way quickly
across the platforms.
E. Again, there's coins to be had by going down the first hole, but falling
further will take you back to C. Proceed up. You'll want to get in that
door, but you have to approach from the left. Get rid of the bottle guy,
and it'll be a simple jump to the right. The door leads to F.
F. Do a butt stomp immediately to make the spear guys turn around, then make
your way to the door to G.
G. Actually, the upper part of section E. Continue up to reach the rooftop.
The first door you come to takes you to H*. The second is to clear the
level.
H*.Push the stove around and use it as a stool to reach the coins. Enjoy the
word "Nintendo" written in the side of the building. Push the stove under
the "D", because there's a door that will lead to some easy coins.
Treasure --
In section H, the treasure is behind the door on the far right.
Story 3 -- Down in the cellar
=======
A. Let the chef feed you a cake, then go to the left and break the blocks.
When you return to normal, bash through the blocks and take the elevator
up. Get to the upper left corner of the section and break the blocks,
revealing a door to B*. Go back to the beginning and ride the elevator
up. Quickly drop into the hole it left behind. Find a chef to feed you
so you can work the down elevator to the left. Let the next chef feed you
and take the next down elevator. When you return to normal, take the
elevator up to the door to C*. Return to the right and make the elevator
go down again. This time, return to the top, pick up the chef, and use
him to bust the pink blocks and get some coins. Finally, take the door
on the third floor to D.
B*.There's several large coins in your future if you can manage to ride the
owl to the top of this section and drop down into them. Good luck.
C*.Make your way to the bottom of the area. Let the monkey guy pound you
into a spring, then quickly jump back up to the top of the area, where
many coins are hidden. The door merely takes you back to a spot near the
door you entered from.
D. Save at least one of the lightning bugs to destroy the pink blocks in the
lower section. The door you ultimately reach leads to E.
E. Make your way up. If you let a chef feed you to smash the two blocks that
lead to a passage to the left, it'll take you back to section A. Use an
enemy to smash the pink blocks that bookend the breakable blocks, then
bash them to reveal a door to some easy coins. Fall down the gap to the
right and land on an up elevator. Fall into the hole it leaves behind.
Let the chef feed you to get some coins to the left. Fall down the next
elevator's hole. The door leads to F*. Find a chef to feed you so you
can use the elevator on the far left. You'll eventually reach a door to
G.
F*.You have to let one of the dragons light you on fire, then jump to the
platform just below the one on top. *Just* as you're about to turn into a
ball of flame, jump up and continue to the left.
G. Beware of swordfish as you make your way to the door to H.
H. It's a straight shot to the end of the level from here.
Treasure --
In section E, fall into the gap just to the right of the door behind the
blocks. The treasure door is right there.
Story 4 -- Escape from the factory
=======
A. The first door you see leads to B*. You have no choice with the beasties
to the right; you'll have to defeat one, then wait for the others to go
back to sleep, and repeat the process to reach the end. The door you
finally reach leads to C. With the conveyors reversed, you can jump up
to the conveyor that leads to the exit. However, you may want to proceed
up and get a few more coins before finishing the level.
B*.Proceed to the left. The door leads to a switch that will change the
direction of the conveyors. You'll have to change it once to reach the
coins to the left, then change it back to return to the regular stage.
C. Dash at the left wall. By dashing and immediately ducking, you can make
it through, or you can just wait until we reverse the conveyors later.
Proceed to the right and fall into the first hole you come to. Clear out
the blocks to reveal a door to D*. Bash to the left to find more coins.
Back up top, go in the first door you see to find a switch. Continue to
the right and drop in the hole to get some bonus coins. Up top, continue
to the right. Bash through the wall and let the conveyors take you to a
passage with more coins. Make sure the conveyors are going in the opposite
direction than when you started as you return to A.
D*.Proceed to the top to get a lot of bonus coins.
Treasure --
Enter section D when the conveyors are reversed from their initial
direction. Go to the lower left and pass through the conveyors to reach
a door that leads to where the treasure door is.
Story 5 -- Anyone for B-ball?
=======
A. Explore the upper section for some coins, then proceed right to B.
B. You'll have to go to the upper section and go right. Watch out for
bottles. Go right to C.
C. Though it may drive you crazy, you can jump off the backs of the birds
here to reach a window to D*. Go to the right and up to reach a window
to E. Continue up to reach a window to F*.
D*.Bash through the left floor and take a spear guy with you to the bottom
section. Destroy the pink blocks for some coins.
E. When the spear guy is standing under the platforms, do a butt stomp to
make him go up to a place where you can reach him. Pick him up, destroy
the pink blocks, get the coins. The skull door goes to G.
F*.Bash the floor to the right. Destroy the pink blocks; the treasure door
is on the other side.
G. This encounter is a game of basketball against the boss. The first to
three points wins. If you win, you clear the stage. If you lose, you'll
end up by a door to F*. The catch: you aren't playing with a basketball.
If someone gets stomped, he turns into a ball and the other person can
pick him up and try for a basket. The boss will throw balls at you to
stun you, and he never misses his shots at the hoop, so you'll have to
make your shots count. I recommend standing at the edge of the building
on the left (in the background), jumping straight up, and pressing up and
B at the height of your jump.
Treasure -- Described in section F.
================================
e. Final Chapter -- Syrup Castle
================================
Story 1 -- Get to the castle
=======
A. A turtle ride. The first door you come to leads to B*. If you can manage,
pick up the dragon along the way. The turtle ride shouldn't cause you
much trouble if you made it through the others, but watch out for the
spiked balls. If you bring the dragon to the end, you can use him to
break the pink blocks and net a few coins. The door at the end leads to
C.
B*.A few coins to get. You should know how to work the seagulls by now.
C. Your best bet with these creatures is to jump carefully over them as you
make your way right. The coins to the right *can* be collected, but you
have to use a combination of dashes and jumps. The door leads to D.
D. An owl flight. You should know how to deal with the shooting birds by
now. On the last one, you'll have to get pretty close to trigger it, then
duck quickly back into the safe spot. Continue up past the door to E and
navigate a simple spike-filled corridor to get some coins, if you dare.
E. Pound the ground just to the right of the door you come in to find a lower
area with coins. Also pound the ground just to the left of the door to F.
F. An owl ride. Keep in mind that it's a lot easier if you don't mind
missing all those coins. The door at the top will take you to G.
G. Bash through the ceiling in the middle of the room and use a spear guy to
boost you into the upper section. Bash the left and right walls of the
upper section to find more coins. Proceed through the door to H.
H. Detour to the left and down for some quick coins. Watch out for bottle
throwing maniacs and temporary platforms as you progress upward. The door
above leads to I.
I. The exit's right there. Enjoy.
Treasure --
When you've reached the exit, bash through the first pillar on the right,
then let the dragon set you on fire. The pillar to the right can be
destroyed with Wario's flaming body. The treasure is right there.
Story 2 -- Storm the castle
=======
A. As you make your way down, look out for hammer monkeys. However, you
might want to let them smash you so you can reach a few of those coins.
The door leads to B.
B. You'll have to get zapped by the wizard to become small. With your
smaller size, you can jump higher. Go down below and become cured with
the water, then go back up and bash your way right, then bash through the
next wall. Coins. Go out the door and back again to become small, and
this time, go down and proceed to the right. Reach the door, cure yourself
in the pool, and go through the door to C. Careful not to touch the water
until the end, but you knew that already, right?
C. Enjoy riding the furniture, but watch out for the skulls. The door at
the end goes to D.
D. Watch out for ducks and temporary platforms as you proceed right. The
first door goes to E. After flipping the switch, those blocks will create
a bridge to the right. Be sure to bash through the wall to the right for
some coins before you continue through the door to F.
E. Be sure to bash the pillar to the right as you enter. Go up. As you
proceed down the other side, trigger the birds, then back up to a spot
where you can easily jump over. Hitting the switch will help you proceed
through D. (Bash through the other side of the pillar to quickly return
to the door.)
F. Proceed to the right, but watch out for the snowmen. They're *mean*. As
you approach, butt stomp the ground to stun them so they don't freeze you.
The first door will take you to G*, and the second to H*. If you go
straight up in the beginning of the room, you can grab a snowman to break
the pink blocks that'll help you get some more coins. Otherwise, proceed
to the right and up to find the exit.
G*.What with the bottles and the temporary platforms, you'll have to hit the
switch here *fast*. It makes it easier to reach the end of the stage, but
you won't be able to reach the door to H*.
H*.Avoid the ghosts and get some coins. Jump as you touch a ghost and you'll
fall through the floor for four big coins. Bash through the right wall of
both sections for more coins.
Treasure --
The treasure is in the upper half of section C.
Story 3 -- Defeat four ducks
=======
Note -- This stage has no exit. Instead, you simply have to find the four
ducks and defeat them. When the last one's gone, the stage ends
automatically.
A. The door in the middle of the stage leads to B. The door in the upper
left leads to C. The door in the upper right leads to D. The door in the
lower left leads to E. The door in the lower right leads to F. There's
a switch in B to change the blocks so you can switch which rooms you have
access to. Rooms C, D, E, and F all lead to the ducks you have to
defeat.
B. Trigger the birds, then head for the spots where you can jump over them.
Note that by walking confidently into the small gaps will let you walk
right over them. You'll have to hit the switch quick, 'cause of the
temporary blocks.
C. You can duck on the platform that the ghost circles for a safe spot. When
the straight-line ghost comes, use your Up jump to jump over him. Jump to
the right onto the second platform up, then immediately jump up to avoid
the circling ghost. This part's tricky; try not to let it get to you.
The upper part is easier in the sense that you can duck to avoid the ghost.
The door leads to a duck. Yes, he's actually *that* easy to defeat. Pick
up as many coins as you want.
D. Let the ghost in the upper section hit you on the leftmost platform. Fall
to the left through the platforms. The door at the bottom leads to your
duck. Hit the block he's standing on from below. Then he's easy to
defeat.
E. Use the ice block to break the pink blocks in your way. If you can, try
and form them into a staircase to the upper section, where coins and a
door to G* awaits. The door on the right leads to a duck. What you'll
want to do is do a butt slam as you land on him; it's the easiest way
to defeat him, what with how you can't get him off his invisible platform.
F. Lure a rat up and to the right. Bounce off his back to get over the
pillar. The door leads to a duck. Pick up the ice block and throw it up
at him to knock him off his invisible platform, then defeat as per normal.
Back in the regular room, you can smash the little block under the
platform and bash to the right so that a rat can come through and you can
bounce off his back to reach the coins to the right. Also, there's coins
to the left in the upper level that you can only reach with a rat's help.
G*.Break blocks. Get coins. Good.
Treasure --
In the lower part of section F, bounce repeatedly off a rat's back to make
it across the spikes to the right. It takes good timing, lots of
practice, and lots of patience. Should you fall off, quickly face to the
left and the spikes will knock you to the right toward the treasure.
Obviously, you'll lose a lot of coins, but you'll get there. You might
even have enough left to play it on Easy if you got a lot of coins.
Story 4 -- Find the hidden door
=======
Note -- This is the most difficult part of the game to describe. I'll try
my best, but you might just be better off experimenting with which floors,
ceilings, and walls to destroy. And there's a *lot* of them.
A. A lot of bashing and a lot of butt stomping to do in this level. Stomp
from where you begin to get some coins. Butt stomp in the place where the
big block is in the room to the right. Bash your way to the right as far
as you can to find a door to B.
B. Bash your way to the right from where you begin. Butt stomp on the big
block, then bash to the right, aiming for that hole in the floor. Bash
your way to the left, stomp through the big blocks, then bash to the
right. Fall through the floor, then bash your way left. Stomp through
the big block and again through the floor. Bash your way to the right
until you reach the little divit in the floor. Butt stomp through it,
then continue bashing right. You'll eventually find the door to C.
C. Hooray! A normal section! Do a charge jump to the left and up to reach
the coin-filled upper section. Finally, take the door to D.
D. AAAAUUGHH! Hey, going crazy yet? Bash right. Hit the ceiling. Bash
left. Smash the ground. Again. And again. Bash right. Butt stomp.
Bash right twice. Yay! End of the stage!
Treasure --
At the beginning of D, bash to the left. Stomp the ground. Bash right
a lot. Hit the ceiling at the end. Hit the ceiling again. Again. Again.
Climb up. Bash left. Bash left again. Smash through the floor at some
point. Bash left. The treasure door awaits.
Final Story -- The final battle
===========
A. Make your way up, defeating the bottle guys and collecting coins. The
door at the bottom of the stage will take you to B.
B. It's those fun snowmen again! Make your way up and around to the right,
avoiding the snowmen or defeating them, whichever is more convenient.
Go to the right, where there's more snowmen to deal with. Make sure you
keep one of them (preferably the one at the top) to pick up and throw at
the pink blocks that keep you from reaching the door to C.
C. You'll need to defeat the first penguin you find, then pick up the second
and carry it across the temporary platforms in the upper section. Break
the blocks and go through the door to D.
D. Well, what are you waiting for? Your final battle awaits behind the
skull door in section E.
E. Please don't get hit by the fire on the floor; you'll get blasted up to a
door near F*. Stomp on the little guys Syrup throws at you, pick them up,
and throw them back at her. Two hits and she'll pack up, only to start
throwing bombs at you. You can catch the bombs in midair; in fact, you
should, lest they reach the floor and shoot out little columns of fire
which can also blast you through the ceiling. Throw the bomb at the big
column of fire as Syrup hovers above and the flame will shoot up and hit
her. Two hits like this and you've won the game. Or have you?
F*.Before breaking the blocks in the floor, break the ones in the ceiling and
use a spear guy as a springboard to reach the coins above. The door leads
to G*.
G*.Actually, this is the upper part of section C. Not much to do up here;
just fall down and return to the boss.
Treasure --
In the top section of D, bash through the upper part of the rightmost wall
by jumping and dashing at the same time. The treasure awaits.
-----------------------------------------------------------------------------
7. The Quest Continues!
Once you beat Captain Syrup for the first time and you continue the
game, you'll get a map showing you all of the treasures you have yet to
collect and all of the stages you have yet to open. With 25 "hidden" stages
and five alternate endings to see, this game is far from over.
========================================
a. Hidden Chapter -- Invade Wario Castle
========================================
How to find it --
This is the easiest secret exit in the game, but also the least obvious.
Enter Chapter 1, Story 1, but don't press anything. Just let Wario sleep.
After a few seconds, the "end of stage" music will play. There you go! A
new path will open up on the treasure map.
Story 1 -- To the castle
=======
A. Use spear guy, get coins, door to B.
B. Bash the bees on your way down. They start below you for a change, so
they should be easy targets. The door goes to C.
C. Proceed directly right to find a door to D*. Proceed directly up and
stand on the platform next to the west wall. Bash the wall to find a few
coins to the left, then go down the hill to return to the main area. In
the upper part of the area, you'll find the door to F.
D*.Roll down the hill. You should be able to time your jump so that you can
reach the coins in the upper tunnel. Climb the platform to the upper
section, where you can slide down another hill. Again, time your jump to
reach the upper tunnel. Note that you can jump over the small gap to
reach more coins. The door leads to E*.
E*.Use the rat as a springboard to get over the block, then bash it from the
right to let the rat through. Use it as a springboard to reach the
platforms. Lots of coins upstairs.
F. Use the "bash and wait" method on these guys. Be sure to check out the
upper section for some coins, then take the door to G.
G. Remember to thwart the penguins by butt stomping the floor. The door up
top leads to H.
H. I hope you have a lot of control of Wario when he's sliding down a hill,
'cause you have to slide down the hill and jump two gaps in order to
break the blocks and reach the exit at the end. It's possible, but
difficult, to leap out of the water and make some progress upstream in the
lower area to get the big coins.
Treasure --
In the upper part of section C, pick up a penguin and use it to break the
pink blocks to the right. The treasure door is just beyond.
Story 2 -- Storm the castle
=======
A. Make your way up. You can jump off the seagull just to the right of the
top platform and reach those coins above. Cross both seagulls to the right
to find a door to B*. The other door leads to a switch, which you'll have
to hit. Climb the seagulls, but fall just to the right of the second one
to find a secret door to C*. When you're all done, the door in the lower
right will take you to D.
B*.Bash the right wall for some easy coins. For some harder ones, avoid the
skulls and make your way to the upper right corner. Use a dash jump to
slam the right wall for four big coins.
C*.Use the first duck to break the pink blocks. Throw one duck to the
platform above, then spring off the other one to reach that platform.
Spring off the first duck's head to reach some big coins above.
D. Up and to the right, bash through the big block and use the spear guy as
a springboard to reach the unseen big coins. Go to the left and up for a
few more coins. Slide down the stairs near the beginning as often as you
need to clear the pots away. The door at the end leads to E.
E. Might as well fall down the first gap and get a mess of coins below.
Proceed cautiously, what with all the skulls around. Reach the door to
the right, which leads to F.
F. Make your way up and find a dragon to set you on fire. Proceed right,
through the fire blocks, and find another dragon. You'll have to let him
set you on fire, and jump over the pool of water until you become a
fireball. Break the fire blocks to reach the lower area again. At last,
you can bring a dragon to the lower section, where he can light you on
fire (avoid the water again) so you can break the blocks around the bonus
coins and the door to G.
G. In case you were wondering, there's little advantage to getting smashed in
this area. In the coin room, leave at least one of the little blocks
there so you can do an Up jump to reach the very highest coins. The door
at the top of the platforms to the right leads to H.
H. Hit the punch guys from below to knock them off their platforms before
proceeding up. The last few platforms on the way up are temporary, so be
quick. The door at the top leads to I.
I. Make your way left and up. Get yourself smashed. By holding right on the
control pad as you leave the bat, you'll find your way automatically to the
water that cures you and the exit. You might want to drift around for
coins a bit first, though.
Treasure --
In section I, get smashed and make your way across the platforms to the
right. Drift left twice, right twice, left twice, then hold right until
you drift into a little tunnel. There's water to cure you and a treasure
door right there.
Story 3 -- Defeat the giant spear man
=======
Note -- This level can get a bit confusing to navigate. To make matters a
bit easier, I've noted the type of enemy that appears at the beginning of
each room, as this is the only thing that really distinguishes one room
from another. The sequence to reach the exit is A-C-H-K.
A. Rats -- Left door to B, right door to C.
B. Punchy -- Left door to D, right door to E*.
C. Duck -- Left door to G, right door to H.
D. Spike ball monkey -- Left door to F*, right door to the treasure.
E*.Wait for the spear guy to appear, then do a butt slam to make him turn
around. Bash through the ceiling near the right end of the hall to escape
from the narrowiness. Use the ice block to destroy the little pink block,
then throw the spear guy onto the left ledge. Pick up the ice block again
(scroll the screen to the left, then return to make it reappear). Use him
as a boost to reach the upper area. Break the pink blocks with the ice
block. Repeat until you have enough destroyed that you can do a dash jump
to reach the big coins.
F*.Hop on the spear guys and get the coins.
G. Lightning bug -- Left door to I*, right door to J*.
H. Snow man -- Left door to K, right door to L*.
I*.Break the blocks, then hit the spear guy from below to stun him. Make sure
you leave some blocks on the left side! Pick him up, put him on the
ground, and use him as a boost to the upper area. If you were smart enough
to leave some blocks on the left side, you can jump off them to reach the
spear guy in the upper section. Put him on the blocks to get a boost off
him to get even more coins.
J*.Invisible blocks! Use dash jumps and try and work your way toward the
ceiling, where some big coins await.
K. The giant spear guy, at last! Butt stomp him repeatedly to defeat him and
clear the level.
L*.It's easy to get the small coins, but the big coins. . . that could take
a while. You have to use dash jumps to find bashable spots in the walls.
This will create little places where you can stand to make your next
jump. It's tough, and may not be worth the effort.
Treasure --
Start at A. Take the left door to B, take the left door to D, and the
treasure door is on the right in D.
Story 4 -- Go through the grand hall
=======
A. Bash the blocks, get the coins, avoid the spikes. Door leads to B.
B. Get some bonus coins above you. Watch out for the spinning spiked skull
on your way to the left and down. Head through the door to C.
C. Slide down the stairs to the left; the door on the right leads to D. But
what's the hurry? You just got here. Slide down the left or right stairs,
jump over the opposite set of stairs, and bash through the pots to reach
the platforms. Coins litter the upper section, but you might want to take
care of the bottle-throwers first.
D. Actually, the right-hand side of section B. Don't miss the coins below and
above. Make your way to the upper door, leading to E.
E. Bash blocks, make your way up and to the right. Remember that Wario can
overstep small gaps if you just walk confidently into them. Save a spear
guy to use on the pink blocks above so you can reach some big coins. The
door leads to F.
F. The first door on the right leads to G. Bash through the wall to the
right of that door (watch out for the snowman!) to find a door to the
right that leads to H*. Explore the upper section for even more coins.
G. Make your way up without getting singed. The exit is above and to the
right. However, you might want to get flamed on the top level so you can
break the flame blocks and get the coins below on the left and right.
H*.Keep your natural inclination to bash these blocks at bay until you've
collected all the coins.
Treasure --
The door to the left of the exit door in section G leads to the treasure.
Final Story -- Kick 'em out
===========
A. Clear out all the coins above before falling down the coin-filled pit of
your choice. You can easily go back up to get any coins you missed, but
watch out for the penguins. You can get into the narrow sides of the
first pit by ducking as you jump into it and veering in the direction of
the narrow tunnel. You'll need a penguin to break the pink blocks in the
second pit. The door leads to B*. Below, get some coins to the left
before going through the door to C.
B*.Some coins to get. Make an extra-high jump up and to the left as small
Wario to get some coins in the upper section.
C. Make your way to the right, the door leads to D.
D. Butt stomp through the blocks and get the coins in the pits. Climb the
platforms to the left. Repeat until bored. Reach the upper section by
braving the temporary platforms up and to the left, then avoid the dart
birds as you make your way right. The door leads to E.
E. The door down and to the left leads to F*. Bashing the floor leads to
some dandy coins. The door down and to the right leads to your boss
encounter at G.
F*.Follow the spear guys through the narrow passages, but don't let their
nasty little pokey things hurt you. Coins are up above in the top up
section.
G. If you let the Giant Mecha Spear Guy hit you with his shield, he'll toss
you up to a door to E. Don't do that. Instead, jump over him as he
charges. You'll have to change your timing as time drags on, because he'll
start slowing down. Eventually, he'll come to a stop and raise his shield
in the air for a recharge from Syrup. His face will be vulnerable for this
instant; dash straight at it. Watch out, 'cause he'll start up fast again.
When you get three (or more) hits on him, he'll be stunned and fall to the
ground. Pick him up like a normal enemy and throw him up at Syrup. Be
careful not to touch the lightning balls she'll shoot out, because they'll
make you drop him, and then you gotta hit him again to stun him.
Fortunately, you only need to hit Syrup this way once to finish her off.
Treasure --
Butt stomp through the third column from the left in section D to reach
the door.
=====================================
b. Hidden Chapter -- Go to the cellar
=====================================
How to find it --
Return to Chapter 1, Story 5. Go to the snake boss and let him eat you. Go
through the door, then do a dash jump to bash through the top part of the wall
to your right. From there, it's a pretty straightforward jaunt to the
secret door.
Story 1 -- Defeat the giant spear man
=======
A. Stomp through the floor just before the door to B* to find a dark lower
section. The door to the left leads to C. With the lights on, you can
find the second door in this area, which leads to D.
B*.There's some coins up above.
C. The switch here will turn the lights on in section A. Plus there's some
coins to the right.
D. The upper section has coins, as always. The door leads to E.
E. Your first stop should be due right. Smash through the barrel in the
floor to get some bonus coins, then go through the door to F. With the
lights on, proceed up and to the right to reach G.
F. Hammer monkey will turn Wario into a spring to get the coins. Hit the
switch to shed a little light in section E.
G. Avoid or destroy the monsters; it's up to you. The door to the right
leads to H. With light restored, you can easily make your way up to get
some quick coins. However, your goal should be to make your way back to
the left and climb the platforms to reach the door to I.
H. Ooo, what a nasty combo of ghosts! Duck just to the right of the spinning
ghost and wait until the straight line ghost is far to the right. Time it
carefully, and jump to the left, where freedom awaits! Also, the light
switch.
I. The giant spear guy. Defeat him just as you always have, with butt stomps.
Treasure --
When the lights are on in section E, visit the upper left section and note
the location of the door. Turn the lights off in E, then return and use
your memory to find the door. The lights will now be on in that room,
and you'll easily find the treasure door in the lower section.
Story 2 -- Avoid the rocks
=======
A. You might want to let one of the giant rocks in the upper section smash
you so you can drift through the coins to the left. Along the right wall,
bash at the wall to the right of the third platform from the top to create
a secret passage. It leads to the door to B*. Finally, the door in the
upper section will take you to C.
B*.Eat cake. Smash blocks. Get coins.
C. You'll need the little rocks to destroy the pink blocks. The best time to
try and catch one is just after the giant rock falls, since there's never
two giant rocks in a row. Carry a small rock to the upper section to break
some blocks and get some coins. Bash through the right wall of that area
for even more. The door down below leads to D.
D. Make your way right, avoiding the bats and boulders. Use a tiny rock to
break the pink blocks. Nothing really important below. Door leads to E.
E. The way is fairly straightforward. Go to the right, go up, go to the left,
go up, go to the right again. Door leads to F.
F. Drop to the floor and bash your way right. The door leads to G*. As you
make your way up, be suspicious of any platforms that are right up against
the wall; this usually indicates that the wall in question is bashable.
The door above leads to H, but don't forget to jump onto the platform
above the door to get some more coins.
G*.Use the spear guys as a boost up to the coins. For more coins, throw one
of the spear guys up and use him as a boost up and to the right.
H. Roll down the hill to clear a way through the passage, then drop down to
the coin-filled lower section. Bash the left wall of the lower section
for more coins. Climb the platforms to reach the upper section. Let one
of the boulders flatten you, then return to the low passage. You'll reach
a door to I*. In the upper section, break the pink blocks to the left for
a bunch of coins and break the blocks to the right to find the end of the
stage.
I*.Use a boulder to break the pink blocks. Yay!
Treasure --
The treasure is behind one of the breakable walls in section F.
Story 3 -- Stop that train
=======
A. It's another train stage, only the traps are trickier. Have patience and
wait until the blades are out of your way before proceeding. The platforms
to the right lead to B.
B. Once again, you'll be gradually pushed to the left. Keep in mind that you
can't use your butt stomp here. Jump into the first pit to the right,
which leads to C.
C. Avoid the beasties. The platforms to the right lead up to D.
D. The second pit you pass leads to E*. The pit all the way to the right
leads to G.
E*.There's coins to collect and traps to avoid. The door leads to F*. Make
your way to the platforms to the left to return to D.
F*.Look! It's the place where the treasure is!
G. Hit the puffy guy with the spear guy, and whaddya know, the lever is to
the right. Bash it to end the stage.
Treasure --
It's in section F, see?
Story 4 -- Find the exit
=======
A. Yes, the exit's *right there*, but try all you want, it's impossible to
reach at this point. Let the first chef feed you and take the elevator to
some bonus coins. Make your way right and butt stomp through the barrel
to reach the door to B.
B. The door due right leads to C. With the lights on, make your way up.
Bash the wall in the upper right corner to find a few coins. Make your
way to the upper left. Slide down the hill to the left to find a few
more coins. The door leads to D.
C. Go below and get flattened. Jump as you proceed right so that the bat
won't unflatten you. Make your way right, get restored, and turn on the
lights in section B.
D. Take the elevator up. Let the chef feed you, then jump on the down
elevator to the right. Reach the door to E.
E. Swordfish. You're warned. The door leads to F.
F. Make your way to the right and down. (Let a chef feed you.) When you're
normal again, ride the up elevator and bash the wall at the height of your
ascent. You'll reach a door to G. With the lights back on, you're ready
to climb the platforms and fall to the right into the little niche where
the door to H lives.
G. Coins, ducks, blocks, and a light switch.
H. Brave the upper section to find coins and a light switch. (The right
path is easier than the left.) Proceed through the door to I.
I. The exit is straight to the left. Yay!
Treasure --
In section F, bash your way right in the upper section rather than
letting the chef feed you. The treasure is there.
Story 5 -- Defeat the cave master
=======
A. Let the zombie turn you into a zombie. Now you can easily defeat the
zombie and the two monsters. Up top there's some coins to collect and
some monsters to avoid. The door leads to B.
B. Another bash-fest section. Explore to find coins, but to reach the door
to C, bash left, duck under the passage, break the ceiling, bash right,
butt stomp to the room, then bash left. If you're lucky, you may find
one of the two doors to D*.
C. Bash with care. Make your way up and to the left. Leave some blocks
there so you can use them as a platform to dash jump up and to the right,
where some big coins lurk. The door here leads to E*. The skull door
leads to the boss in F.
D*.Just some coins to get by drifting.
E*.Bring a chef up and to the right. Let him feed you so you can make some
cracks in the blocks and get the big coins below.
F. Resist the temptation to be knocked into the pit; it leads to a door back
to C. When the pig guy charges, jump over, turn around, and dash into
him to knock him into the pit. Be careful, because he'll sometimes jump
at the edge of the platform. Three hits does him in.
Treasure --
In section E, bring a chef up and to the left. Throw him through the
narrow hole (difficult, but not impossible) and follow him down. Eat the
cake, break the blocks, get the treasure.
===================================================
c. Hidden Chapter -- Ruins at the bottom of the sea
===================================================
How to find it --
Return to Chapter 2, Story 4. In the lower section of B, bash through the
pillar to the left. Pick up the punchy guy and throw him at the wall you find
to the left. Bash your way all the way through to reach a door. Bash left,
then bash through the floor. Push the stove to the right, then push it back
to the left when you get a chance to be on the other side. Once you've
pushed it into the lower section, push it to the right and use it as a
platform to squat jump into the narrow passage. The door to the right leads
to a block that's covering up a crack in the floor. Bash it to open up the
hidden chapter.
Story 1 -- Escape from the Tea Cup
=======
A. Seem familiar? It should. Ride the current up to B.
B. I'm not sure if you can reach the coins to the left. I tried several
times, and it just didn't work. The upper right door leads to C*. The
upper left door leads to D*. What you want to do is go through the door
in the lower right section; it leads to E.
C*.Break pillar (with spear guy when nessecary) and get coins.
D*.It's just section A from Chapter 2, Story 4.
E. You'll have to take the low road to get through here. The door at the end
leads to F.
F. Avoid those darned swordfish as you make your way to the right. The first
door you come to leads to G*. With a bit more persistance, you can reach
the door to H.
G*.The giant pot can be pushed to the right. Use it as a platform to reach
those coins.
H. The door on the left leads to I.
I. The bubbles are harder to avoid than the last time you tried to avoid
bubbles, but avoid them you must. Remember to swim faster with the B
button. The door at the bottom leads to J.
J. The exit door is *right there*.
Treasure --
The treasure is in the upper part of section H. This time it's a lot
easier to reach; just go left past the door to I to find the platforms
that will take you there.
Story 2 -- Defeat the giant spear man
Note: This level is set up like a maze. Where you end up depends on which
passages you take through the floor. Don't bash any more blocks than you
need to; you may need them later. If you go too far down, you'll end up back
at the beginning. The correct path is A-F-H-I.
A. Bash your way through the floor. In the lower section, you can bash right
through the pillar. You've got three different passages to take. The
first one you should take is the one on the right. It leads to a hill.
Slide down that hill to reach a door to J. The passage on the left leads
to the hole to B. The one in the middle leads to a passage to F.
B. Bash your way through the floor. There's a passage to the left and right.
The one on the left leads to C. The one on the right leads to E.
C. More bubbles to avoid as you make your way to the passage below to D.
D. Many paths lead here. Fall through the floor to reach A again.
E. Swordfish. Make your way down to the passage to D.
F. Bash through the floor. The passage to the left leads to a door to G. The
right passage leads to a passage to H.
G. Grab the owl if you'd like to collect some of those coins on the way down.
The passage you eventually find at the bottom leads to D.
H. Avoid the hammer monkeys on the way down. The door you find leads to I.
The pit leads to D.
I. Butt slam the giant spear guy as usual to clear the stage.
J. Get some coins, then pick up the spear guy and throw him at the floor on
the far left to find some more coins.
Treasure --
Take A-B-E. The door halfway down holds the treasure.
Story 3 -- Inside the ruins
=======
A. The easiest stage in the game. Just roll down the hill in the beginning,
and you're taken straight to the exit! But wouldn't you like to explore
a bit first? Climb the platforms to the right to find a hill to slide
down.
If you jump onto the first platform and jump over the pit you
encounter, you'll find a door to B*. If you were to continue past B* and
jump over the hill and pits and puffy guy and more pits in your way,
you'll find a door to C*. Be sure to butt stomp through the floor to the
left of the door to find more coins.
If you fall into the first pit to the left after B*, you'll find the
treasure. If you slide to the left from this spot and jump onto the
platform, you'll find yourself at a door to E*.
If you slide down the hill near the door to B*, you'll find a door to F*.
B*.Pound the ground to make the chef come up. Have him feed you a cake, then
walk to the right through the puffy guys. Coins.
C*.Get smashed, then drift through the coins. If you hold right as you come
out of the low passage, you'll be taken to a door to D*.
D*.Smash through the roof and throw a spear guy up there. Use the other as
a springboard to reach the upper part. Use the one you threw up as a
springboard to reach the unseen big coins.
E*.Flying fish and falling platforms. Not a fun mix. Make sure you dash
jump to the first platform, then dash jump whenever you're trying to reach
a temporary platform; that'll keep the fish from knocking you into the
drink. If you reach the rightmost side and climb the platforms, you'll
find the upper section, loaded with coins. Watch out for dart birds.
F*.Use the spear guy to break the pink blocks all the way through this nutty
room, and you can find some big coins to the right.
Treasure --
Described in section A.
Story 4 -- Escape from the ruins
=======
A. Make your way up and right to the door to B. Crawl through the passage
that opened up, and take the door to C. If you return when the switch has
been hit, you can get some coins and return to the beginning.
B. Get coins, then hit the switch to move the snake blocks in section A.
C. Use the punchies to break pink blocks and get coins. The first door you
come to leads to D. Depending on which way the snake blocks are, you can
stand on them to reach the upper left door to the treasure or the door to
the right, which leads to E.
D. Coins to collect and a switch to hit.
E. Make your way up and to the left to reach the door to F. With the switch
hit, make your way right to the door to G. With the switch hit again,
make your way down and to the right to the door to H.
F. Skulls to avoid, coins to collect, and a switch to hit.
G. Defeat the ducks, then try bashing your way through the walls they were
up against. One of them hides a switch. If you make your way all the
way up, you'll reach a door to I.
H. Avoid or defeat hammer monkeys as you make your way down and to the right.
Manipulate the punchy onto the platform right below the one with the
hammer monkey and the exit door. Jump straight up into the hammer monkey
to stun it, then use the punchy as a springboard to reach his platform.
If you're quick, you can pick him up or bash him. Whatever you do, get
him out of your way so you can go through the exit. This exit will open
up the final story in this chapter.
I. A boss in the fourth story? That's odd. The door leads to J.
J. If this monster fish swallows you, you'll end up at a door to K*. His
vulnerable spot is his belly; all you have to do is swim into it. Reaching
it is another matter. Float in the upper left hand corner of the pool to
lure him up, then quickly swim down. You can hit him as he swims down the
right side of the screen for the first three hits. After that, you'll
just have to be quick to get under him; fortunately, he only needs one more
hit. Beating this boss will *not* open up the final story of this
chapter. This means that you don't actually have to beat this guy to get
100%. So why would you want to?
K*.Use a combination of spear guy and hill slide to reach the coins. The
door leads to G.
Treasure -- Described in section C.
Final Story -- Captured Syrup
===========
A. Make your way to the upper left hand corner to find the door to B. With
the switch hit, you can use the duck as a springboard to reach lots of
coins above. In the lower section, make your way right and down, following
the trail of coins to the platform. The door you find leads to C.
B. Hit switch. Get fed. Get coins.
C. Make your way right to reach the door to D. There's some coins below that
you might consider.
D. As small Wario, and with a lot of skill, patience, and practice, you can
curve your jumps around the blocks jutting out of the wall to the left to
reach a few coins above and to the left. Or, also as small Wario, jump up
and to the right from the highest platform to find a mess of coins. When
you're ready, of course, your goal is the door to the right, which leads to
E.
E. Well, the skull door's right there. It leads to F.
F. What's this? A creature even more sinister than Syrup is guarding these
ruins, and he doesn't seem to care for either of you. If you let him
catch you, he'll float you up to a door to G*. What you want to do is
stomp him on the head three times. Wait until he gets close to the
ground, then press up as you jump to reach his head. Watch out as he
starts whipping around the place. Ignore the copy; it doesn't do anything
but bounce around, trying to confuse you. Stomp the real bubble again, and
he'll make another copy and whip around again. Be sure to keep your eye
on the real one and remember which one he is, because when he slows down
again, he'll look like one of the copies. Once again, ignore the copies
and trounce him a third time to clear the stage.
G*.The upper part of E, actually. The door on the left leads to some coins
in the upper part of D. Bash through the floor to reach E again.
Treasure --
Butt stomp through the floor of section E. The treasure door is right
there.
=======================================
d. Hidden Chapter -- Mysterious Factory
=======================================
How to get it --
Return to Chapter 4, Story 4. In section C, go into the first pit you find
as you proceed right. Find the hidden door, then butt stomp the second
purple block to the left. In the lower section you find, go left, and butt
stomp the first purple block you can. Also stomp the column below. Bash
left to find a door. Let the bat mash you, then climb the platforms to the
left. Proceed right. Hold right as you drift off the platform and you'll
land by a drip of water to cure you and the exit door.
Story 1 -- Defeat the giant spear man
=======
A. Go right, and keep falling down empty elevator shafts until you reach the
fifth floor of the basement. You may want to explore the various floors
on your way for easy coins. On the second floor of the basement, you can
clear away the boxes to reveal a door to B*. On the third floor, you can
bash the leftmost wall to find a passage to C*. When you're finally
ready on the fifth floor, clear out the blocks to the left to find a
door to D.
B*.Normal snowman tactics apply; stomp the ground to stun, bash them to get
rid of them. Make your way up and to the right for some big coins. Also,
in the lower area, bash the right wall for a few more.
C*.Climb up the left, but make sure you time it so you don't get poked by the
spear guys. Reach the top, and fall through the coins to the right.
D. Make your way to the right quickly to avoid those darned bottle guys.
There's a few coins down below, but there's also a lot of spikes and a
couple dart birds to deal with. The door to the right leads to E.
E. Step onto the elevator, but keep walking to the right. Hop up onto the
next platform, then use it to reach the elevator and jump up to the next
platform. This is made a bit trickier by a temporary platform about
halfway up. Reach the top, where the door leads to F.
F. Conveyors and blade traps do not make a happy combination. Be patient,
and avoid the temptation to dash past a trap after it goes up, or you'll
run right into the next one. The door at the end leads to G.
G. There's four elevators here. Feel free to ride them all, but only the
third one from the left leads to the door to H.
H. The giant spear guy. You should know how to defeat him by now.
Treasure --
In section G, the elevator furthest to the right leads to the treasure.
Story 2 -- Into the factory
=======
A. Immediately bash your way left to find some coins, but beware of the big
spiky thing (of course). Back to the right, you'll have some dart birds
to contend with, so take your time. Fall down. The first door you see
leads to B*. Continue to the left, watching out for the moving spikes,
and finally reach the door to C.
B*.Make your way to the right, collecting as many coins as you dare to. As
you've probably guessed, the glowing square things are unhappiness-makers.
Avoid them.
C. Make your way right, collecting the coins. If you fall in, you'll arrive
at a door to D*. Make your way up, avoiding the penguins. If you get
intoxicated, make your way to the lower section, where some curing water
awaits. Make your way to the right, where there's a door to E.
D*.Make your way left. Be sure to climb the platforms to the upper section,
where there's coins aplenty. (Bash left to find even more.) You should
avoid the moving spikes and make your way left in the lower section. The
door leads back to the beginning of C.
E. Make your way up and to the right. The bottle guys here can easily be
defeated, and should be. You'll find a door to F.
F. Get smashed and go right. As you walk into the pit, glide right once and
left twice. You'll land in a little spot. Glide left onto the next
platform. Jump into the bat to keep him from curing you, and climb the
platforms to the left. You'll want to walk off the platform to the
right. Drift right once, left once, right once, left once, then hold
right until you land on the coin platform. Jump and hold right from this
platform and you should land in the gap that leads to the exit. Should
you ever miss, you can make your way to the bottom where there's a bat and
a door to another area. With a little skill, you can make your way through
the ceiling of that area to return to E. Good luck.
Treasure --
In section F, avoid getting smashed, and instead make your way to the
right across the long high platform. The treasure door is right there.
Story 3 -- Move through the water
=======
A. Make your way right and up. The door leads to B, but first you should bash
the right wall and enter the gap to get some coins to the right. Butt
stomp the floor for more coins, then bash the wall to the left to escape.
B. Grab a spear guy and head right. Use him to bust the pink blocks, then
hit the switch to turn the water off. Go down through the water to reach
C.
C. Swim to the left to reach A; not that you'd want to. Swim carefully among
the swordfish to reach the door to D.
D. Spikes, conveyors, and skulls. Are we having fun yet? Remember to duck
on the stationary platform for a safe spot. Dash jump through the wall to
the right of the door to find a few coins. The door leads to E.
E. Go up and reach the door to the right, where there's a switch. Now the
platform will be in place so you can reach the door to the left, which
leads to F.
F. Avoid hammer monkeys as you make your way up. Sure, you could let one get
you so you can spring up to the big coins above, but that's the spiky way
of doing it. If you reach the top, you'll find hammer monkeys that you can
jump off of to reach the same area. Speaking of jumping on hammer monkeys,
you have to jump off a hammer monkey to reach the door to G.
G. Bash left for a few coins, then proceed into the water. There's a door
to the left past all the swordfish that'll take you to H.
H. Convince a dragon to come to the upper right section with you, then let
him roast you so you can break the blocks and finish the stage.
Treasure --
Hit the switch in section H (it's right by the exit), then back-track to
G. The door that used to be surrounded by fast-flowing water has the
treasure.
Story 4 -- Don't shock the owl
=======
A. It's a maze of glowing squares! Grab the owl and fly through it. Collect
as many coins as you dare, but the correct way through is as follows.
To Reach B*:
Proceed straight right from the first intersection. Follow the path until
you reach the door to B*.
To Reach C*:
From B*, proceed up and to the right and up. Follow the path to the next
intersection and go left. There's a platform with the door to C*.
To Reach D*:
From the first intersection, go up and to the left. You'll come to the
platform where D* lives.
To Reach E*:
From C*, proceed to the left and diagonally up and left. The platform
has the door to E*.
To Reach F:
From E*, proceed straight up and follow the path to F.
B*.Break all the regular blocks, then return for the spear guy to break the
pink blocks below. Coins.
C*.Ride bubbles on the way up, avoid 'em on the way down.
D*.Get fed, break blocks, get coins. Butt stomp repeatedly on the way back
up to discourage further feedings.
E*.Dive into the coins. Avoid bugs and break blocks on the way back up.
F. The spear guy has a lot of pink blocks to bust for you. When you reach
the exit, leave at least two pink blocks on the ground to stand on. Use
them to jump to the upper section, where a few big coins lurk. Then it's
time to finish the stage.
Treasure --
In section F, take the spear guy to the upper right corner and break the
pink blocks there. The treasure door lies beyond.
Final Story -- Awaiting Syrup
===========
A. Make your way right, negotiating the moving spikes and the conveyors.
There's a few coins and a door to B* below. Eventually, you want to
reach the door to C.
B*.Get lit on fire to break the blocks. To stay in a particular section,
jump into a wall to turn yourself around as you run uncontrollably. Get
as many coins as you'd like.
C. Make your way up and to the right. There's coins to either direction in
this upper section. In the lower section, make your way to the right and
up. Defeat the penguins as you make your way up to the door to D.
D. You'll want to get hit by a hammer monkey so you can get coins in the
platforms above. However, to proceed to the next area, you'll want to
get hit and use your springiness to make your way up the left side of the
screen to the door to E.
E. Make your way right to the skull door, which leads to the boss in F.
F. Quite possibly the most annoying boss in the whole game. If you get
knocked into the pit, you'll end up at a door to G*. When she comes down,
duck to avoid her fire. Whichever way she goes, left or right, you go the
opposite way and bash her in the face. If you're quick, you can bash her
three times right away. Then she'll go to the middle of the top of the
screen and start sending bombs at you. Whichever way the bomb comes from,
you go to the opposite end of the platform so you have enough time to
judge its height. Depending on how high it's flying, you'll want to
stomp it (if it's low) or duck under it (if it's high). If you stomp it,
you can pick it up and throw it at Syrup. After you hit her two times
like that, the bombs may take a different pattern to get you: they'll
go right over your head, then come down quickly. Be very wary of these.
Anyway, three hits with the bombs, and you've done her in yet again.
G*.There's a couple coins to get, but you basically want to make your way
back to E.
Treasure --
In section D, get hit by a hammer monkey and jump into the fourth platform
from the left. Bounce repeatedly, then bash through the blocks to the
left. There's the door.
====================================
e. Hidden Chapter -- Uncanny Mansion
====================================
How to find it --
Return to Chapter 4, Story 5. In section E (the room with the skull door
that leads to the boss), grab the spear guy and use him to destroy the wall
to the right of the boss door. Break the next wall. The exit door is to the
right.
Story 1 -- Defeat the giant spear man
=======
Note: There's all sorts of freaky stuff throughout this chapter. In this
level, if you go through a door in section A and return through it, section A
will be filled with the type of monster pictured above the door.
A. Proceed through the door to the right, which leads to B. When the chickens
appear, use one to break the pink blocks and take the door to the left to
C. Go up to the door to D. Coming out of the upper door from D, bash
right to find the door to E. With the lights finally back on, return
to D through the upper door and. . . well, it's explained in D.
B. You'll have to wait until you get some light before you can see the
platforms to the upper section, where there's a few coins and a door to G*.
C. Not much here until you find a light switch. When you do, you'll find a
door to the treasure.
D. There's a few coins in the upper left. Make your way up and to the right
(duck for safety on the platforms) and reach a door that will take you to
an inaccessible place in section A. With the lights on, proceed right past
this door to find a gap in the floor and fall down. There's a door to H.
E. Go right to find a door to F. With the lights on, you can make your way
up to a few coins.
F. It's a gruesome combo of ghosts, but you'll have to brave them if you want
to finally get that light switch. And chances are you do.
G*.Brave the ghosts if you want to get a few coins. Might not be worth the
frustration.
H. If you get hit by a ghost, there's some coins below. Watch out for the
little monsters as you make your way up, right, down, right, and up to the
door to I.
I. Bet you're glad to see this guy. Standard operating procedure to defeat
him and clear the stage.
Treasure --
Go to section C with the lights on. The platforms lead up to it.
Story 2 -- Hold on to the owl
=======
A. Make your way up and to the right. Go up the platforms when the way to
the right becomes spikey. At the top, bash through the blocks to the
left and enter the door to B. With the switch hit, take the plunge to the
left to return to the beginning. Grab some coins to the right, then get
the owl. Go back the way you came, nabbing any mid-air coins that you
dare to. Eventually, your goal is to ride the owl up and to the right
from the door to B. Sure, you *could* make the trip without the owl, but
*I* sure wouldn't want to. The door to the far right leads to C.
B. Coins, clever traps, and a switch you've got to hit.
C. Another owl ride. Get the coins if you wanna, but make your way to the
top, where the door leads to D.
D. Make your way up and to the right, avoiding the traps. Drop down at the
far right to reach the door to E. If you really want, you can go left and
time your leaps to reach two big coins.
E. Make your way down and around to the owl. You'll have to drop him at the
top to bash your way left. If you want, you can go left and down to find
a door to F*. With the switch hit, you can go to the left and butt stomp
through to the lower section and a door to G*. In this lower section,
proceed right and go through the ceiling to return to the owl, finding
some coins to the right first if you wish. Whatever you do, grab the owl
and continue on past F*. Be oh so careful of the spikes as you go up the
left-most passage, since the platforms will inhibit your ability to turn
around quickly and go back down to avoid getting stung. When you're
finally at the top, go through the upper passage and to the left to get
some coins before proceeding right, to the finish line.
F*.Well, if you're in this room at all, you'll have to grab the punchy guy
from above and clear the blocks to hit the switch below so you can return
to the owl in section E. Fortunately, there's a few coins to pay for your
precious time.
G*.Not many coins to get, but you'll have to hit the switch by bashing
through to the right if you wish to clear the stage someday. It should be
up as you leave.
Treasure --
In section A, ride the owl through the upper passage to the right, then up
a bit, then left across the spikes. There lies the treasure door.
Story 3 -- The way to the open door
=======
A. Instead of letters, I'm giving some of the rooms in this section roman
numerals, for obvious reasons. First, go to V, the only open door. When
you return, IV will be open, and you should enter. When you return, I and
V will be open; go to I. Now III will be open, so enter. When you come
back, II and IV will be open. You've been to IV, so now go to II. When
you return, II and IV will still be the only open doors. Make a quick
trip to IV to make V open up again and return to V to clear the stage.
I. You actually want to be a zombie here so you can easily defeat the monsters
to the right and, below, to the left. Lots of coins to make in this room,
especially after the switch has been hit.
II.You have to make your way right, straight through the dart birds. It's
annoying, and you'll probably take some hits on the way. Butt stomping as
they attack seems to help. You'll finally find that switch if you go far
enough.
III.Go up to get some coins. Not much else, unless you count the treasure
door, in plain sight in the lower section.
IV.There's some coins in the lower section, but if you go to get them, be
prepared to face the bottle-flingers as you make your way back to the left
from the platforms on the far right.
V. You'll have to return here after finding the switch. Otherwise, there's
not much to it.
Treasure --
It's behind door III.
Story 4 -- Coming back is difficult
=======
A. Collect coins. The door to the right leads to B. Coming back, you'll
have to make your way up and to the left to reach that exit door.
B. Get some coins, above and below. The door leads to C. Coming back, you'll
have to go through the upper passage of the lower section to reach the
platforms that'll take you back up to the door to A.
C. Get coins, the door to the right leads to D. Coming back, find a door to
F* halfway through and coins in the upper section.
D. Go to the lower section. Remember the layout; this'll be dark the next
time you see it. The door leads to E.
E. Get some coins and hit the switch. All of the lovely easy sections you've
come through will now have to be walked back through, only now there's
enemies and inconvenient patches of darkness.
F*.Hit one of the pieces of furniture to reveal a ghost, who will turn you
into a zombie so you can reach the lower section and get some coins.
Treasure --
The treasure is in the lower part of section B. Like so many things in
this stage, it's inaccessible until after you hit the switch in E.
Final Story -- Capture the ghost
===========
A. Explore the upper reaches for some big coins, but the real party is to the
right through the door to B.
B. Make your way right. The upper door leads to C, the lower to D. If the
blocks are in the right position (hit the switch to change them), you can
go to the lower section. There, the upper door leads to E, the lower to
F. If you reach the leftmost part of the lower section, you'll find a
door to H*.
C. Push the stove right and use it as a platform to hit the switch.
D*.With a little planning, you can use the spear guys to bust your way up to
the big coins above. Just don't destroy *too* many blocks; you'll need
some to stand on.
E. Brave the snowman to hit the switch, changing the blocks so you can reach
the upper section or the section to the left in B, depending on where you
want to go.
F. The boss door (to G) is right there, but first make good use of the spear
guys to break pink blocks and get coins below.
G. The boss! If you get grabbed, you'll wind up at a door to D*. Remember
that you are safe from his straight dive when you're on the ground (not on
the table) and ducking. You can even move around as you duck. Keep
moving, and when the ghost comes down to try and grab you, turn right
around and jump dash into him. He'll start moving faster and sweeping
across the screen, so be careful. This is another of the trickier bosses
in the game. Patience, patience, patience, and lots of practice will get
you through this one. Four hits and he's done.
H*.Make your way to the left and down for a few coins before going up. Bash
the stove left, using it as a platform to reach the coins above. Keep
bashing it left, even when it hits the ground. Use it as a platform to
reach the door to a low-security switch. Return to the stove and push it
left to the second hole in the roof. Use the stove as a platform to reach
this upper spot. Ignore the booby-trapped dresser and get the treasure.
Proceed left past the ghost, netting a few more coins as you do, then hit
the switch back before returning the way you came.
Treasure --
Described in section H*.
===========================
f. The Really Final Chapter
===========================
You may have been wondering what the deal was with the treasures and the
picture tiles. Besides the challenge of searching the stages for the
treasures and having the wits to figure out the hidden number, what's the
big reward?
When you get all 50 levels cleared and one treasure and one picture piece for
each level, a screen will come up telling you that you've played a perfect
game. Three bonuses have been unlocked:
-- Flagman DD, an enhanced version of an old Game & Watch game, that you can
play after shelling out enough coins. I don't know if there's anything
special to be achieved by playing, other than beating your previous high
score, which is recorded.
-- On the treasure map, little skulls will point to the boss stages. When you
go into one of these stages, you can go straight to the boss by holding
down and pressing A at the introduction screen. (If you wait a second or
two, a graphic will demonstrate for you.)
-- The Really Final Chapter opens up.
Though playing mini-games and revisiting your favorite bosses is nice, the
real treat here is the Really Final Chapter, the most brain-teasing,
patience-pushing, insanity-inducing level of them all. Everything up to this
point was just a warm-up.
There are two things that steep the Really Final Chapter in mystery.
One: No one has been able to find a treasure in this level. Many (such as I)
suspect that there isn't one.
Two: The game keeps track of how long it takes you to beat the level and saves
your best time. Is this just so you can try and beat your best time? Or
are there other bonuses to be obtained by finishing faster than a certain
time? No one has found anything yet.
If you can clear up any of these mysteries, please drop me a line.
Remember, this level was designed to be the toughest in the game. I can tell
you how to solve certain puzzles, but actually doing it is up to you. It
takes skill, dexterity, patience, and practice. Good luck.
Time Attack -- Steal the Syrup's treasure
===========
A. Stand under the spear guy stuck in the wall and butt stomp. Go to the
far left and butt stomp again. Bash far left and butt stomp again. As
you proceed right, beware of the snowman; butt stomp repeatedly to stun
him, then bash away. The door below leads to B.
B. Make your way down, then make your way right. Take very quick rides on
the furniture, since they don't last very long. When you reach the spot
where the solid ball blocks your progress upward, you have to "bend" your
jump around it to proceed. Stand at the very leftmost edge, hold up,
hope for the best, jump, and immediately press right. Another furniture
ride, then it's time to scale the right wall using the method described.
When you get on the top ball, you'll have to use a very carefully timed
dash jump to reach the platform to the left. Be prepared to retreat to one
of the balls along the right wall. From the platform, do a dash (no jump!)
to the next platform. From there, it's another carefully timed dash
jump to reach the upper platform. Stand on the leftmost ball when you
begin for best results. Do another dash (no jump!) to reach the next
platform, and then it's easy to reach the door to C.
C. Actually, another part of section A. Climb the platforms to the right,
then dash jump to the left to reach the door to D. Ignore the platforms
to the left of the door; they simply take you back to A, and you don't
want to have to go through B again, do you?
D. Jump up to knock the lightning bug off his platform, then pick him up and
throw him on the solid balls to the right. You'll have to wait for him to
come to, then follow him to the right. Capture him again, then throw him
up to the upper platform. Follow him to the left, then capture him again.
Throw him into the narrow passage, then follow him right. Push him
straight off the platform and pick him up at the bottom. Bring him up,
break the pink blocks, and reach the door to E.
E. Throw the spear guy onto the invisible platform ahead, then ride him to the
right by jumping repeatedly off his head. Pull the same trick in the
upper section, only jumping to the left this time (obviously). It's
tricky, but it'll take you to the door to F.
F. Just when you thought you were done curving your jumps. . . It's a long
climb up the left wall and a long fall if you step out just a little too
far. Patience and practice. At the top, squat jump to the platform that
leads to the door to G.
G. You have to trigger the dart bird, then jump off his head to reach the
platform above. You'll have to do that trick again to reach another
higher platform. Dash (don't jump!) to the right to reach the next
platform. Dash (don't jump!) yet again to the right to reach the next
platform. Trigger the dart bird, then use it as a springboard to the
balls above and to the left. Another dart bird to trigger and stomp,
another dash (don't jump!) platform to reach, and then use a dash jump to
reach the platform where the door to H rests.
H. There's a low passage here, but you don't crawl quickly enough to beat the
conveyor. There's only one option: the dash slide. (Okay, I forgot to
put it in the normal moves section before, sue me.) If you dash at the
low passage and duck *just* as you reach it, you'll slide underneath.
Start walking right away so the conveyor doesn't pull you back left!
Make your way right, then use a dash jump from the upper conveyor to reach
the conveyor to the left. You'll have to do a lot of dash slides to make
it through to the left, and the stakes are a bit higher since the spikes
will sting you if you don't slide in time. The next part is my least
favorite part of the stage. Going through the upper passage, you have to
dash at the spikes, then jump *just* before you touch them. You have to
do this several times. It's a pain in the butt, but that's why this is the
last stage of the game. If you survive, you'll reach the door to I.
I. You need to get smashed. Avoid the water dripping as you make your way to
the platforms to the left and as you climb up them to the upper platform.
More water to avoid here. What works best for me is standing just before
the drips, doing a quick hop just as the drip lands, and holding right
until I'm clear. Watch out that you don't run into the next drip or off
the platform. Stand out on the very edge of the platform, jump, and hold
right. You want to land on the platform to the right. From there, hold
up and jump to the next platform to the right. Finally, jump and drift
into the far right pit. Get cured and smash down the blocks to your left.
The door leads to J and the really final boss.
J. Yes, the really final boss is. . . the giant spear guy! But this is no
ordinary encounter with Mr. GSG. Oh no. Now, he's standing on invisible
platforms, so you must bounce repeatedly off his back, lest you fall to a
door to K. Not only that, but there are spiked orbs waiting to throw you
off his back if you make a wrong jump. If you're skilled, you can keep
the battle restricted to his original upper platform. If you push him off,
it'll be harder to stay on his back and avoid the spikes. All you have to
do is bash him enough times with your butt, and you've finished
Warioland II.
K. Just jump up the platforms to the right to reach that door to J again.
-----------------------------------------------------------------------------
8. Special Thanks
Of course, my heartiest thanks go to Nintendo for making one of the best
Game Boy games I've ever played and for taking the time to do it again in
color.
Second, I'd like to thank Michael Alfera, co-author of the Zelda FAQ,
for getting me interested in this guide-writing stuff.
Third, thanks to Praxcelis for the Game Boy Dojo and to all of the folks
at the message boards who gave me the idea to do this.
Fourth, thanks to everyone who enjoyed my Zelda FAQ and to everyone who
was patient with me as I wrote up this one.
Finally, two thumbs up to those hard-working folks at gamefaqs for
putting this guide up to begin with. It's a tremendous service to have so
many walkthroughs in such an easy-to-navigate format. They cannot be
thanked enough.
-----------------------------------------------------------------------------
This guide is copyright 1999 Ed Griffiths
[email protected]
http://welcome.to/halloffreeks.com