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SUPER MARIO WORLD: SUPER MARIO ADVANCE 2
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Written, compiled, and submitted by: charmandermaster1015
Console: Game Boy Advance (GBA)
Copyright 2005-2008 Karanhaar Singh. All Rights Reserved.
Version: 1.14
IMPORTANT:
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This walkthrough is best viewed in Courier New, size 10.
***NOTE: My current email address has changed to
[email protected]***
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Table of Contents
*****************
Section 1: History
Section 2: Controls
Section 3: Items & Powerups
Section 4: Characters
Section 5: Walkthrough
World 1: Yoshi's House
World 2: Donut Plains
World 3: Vanilla Dome
World 4: The Bridge Levels
World 5: Forest of Illusion
World 6: Chocolate Island
World 7: Valley of Bowser
Star World
Special World
NOTE: Each level is search friendly, meaning that you can type in a combination
of letters in the Find box) and you will be instantly located to that level.
The levels are coded by the first letters of each word while the special levels
have (SW) in front of the first letter of the level.
Section 6: Credits and Contact Information
******************
Section 1: History
******************
Version 1.14:
Changed email address and changed hosting policy.
Version 1.13:
Added 1Up and SuperCheats to allowed list.
Version 1.12:
Added two more sections. More might be coming up in a week or two!
Version 1.02:
Fixed some minor spelling mistakes.
Version 1.01:
Fixed some consistency errors, added Neoseeker to allow list, and removed
filter from email.
Version 1.00:
Submitted guide
History before initial submission:
11/17/05: Finished writing Sections 1, 2, and 4.
11/14/05: Finished Special World
10/25/05: Finished Star World
10/21/05: Finished Valley of Bowser
10/6/05: Finished Chocolate Island
9/26/05: Finished Forest of Illusion
9/19/05: Finished The Bridge Levels
9/13/05: Finished Vanilla Dome
9/8/05: Finished Donut Plains
9/4/05: Finished Yoshi's Island
9/2/05: Started Walkthrough
Yes, I slacked off near the end of the guide...
*******************
Section 2: Controls
*******************
---Single Button Controls---
A Button: Pressing 'A' makes Mario jump. If you press and hold 'A' for about a
second, Mario will jump the max height. This button also confirms menu
selections. In the water, pressing 'A' will make Mario swim.
B Button: The 'B' button has many functions. Ironically if you just tap 'B' as
normal or super Mario, nothing will happen. If you have a cape, pressing 'B'
will cause Mario to swing the cape. Likewise, if you have a Fire Flower, 'B'
will make Mario throw a fireball. 'B' also lets you grab shells, flip through
grates, makes Yoshi lick, and cancels menu selections.
Start Button: The main use of the Start button is to pause the game, but you
can also use it to confirm menu selections.
Select Button: On the map, the Select Button brings up the level completion
checklist. During game play, pressing the Select button causes the power up
(if any) in reserve to drop down.
Up button (on the Directional Pad): Pressing up during game play will make
Mario look straight up and cause the screen to pan upwards. Use the up button
to enter pipes, gates, and to climb fences.
Down Button (on the Directional Pad): Use the Down button to enter pipes below
you, dodge enemies, or to pan down. If you press Down on a steep slope, you
will slide down.
Left Button (on the Directional Pad): Makes Mario move left and enters some
pipes.
Right Button (on the Directional Pad): Makes Mario move right and enters some
pipes.
L (Shoulder) Button: Press this button to pan left or right (depending where
you face).
R (Shoulder) Button: Press this button to spin jump or to get off Yoshi.
---Multi Button Controls---
Run: Simply hold the 'B' button as you press Left or Right. Running is very
useful in many levels.
Carry an Item: Walk near an item while pressing 'B', and you will grab the
item. This works for 'P' switches, shells, and other small objects. Holding
any item will make you swim better in the water.
Climb/Jump off a Vine or fence: To get on a green vine or a fence, press Up
when you are right if front of the vine. To get off the vine, simply press
'A'.
Yoshi sacrifice Jump: Like the name suggests, you can only perform this move if
you are riding a Yoshi. With Yoshi, jump, and immediately press 'R' when you
are in the middle of your jump. Now you will jump very high, but you will lose
your Yoshi. This move should be used rarely and only if you are about to fall
down a gap.
Fly: To fly, you must have caped Mario or Luigi, and you cannot be riding a
Yoshi. Now get a good running start and run forward until you see your Brother
throw out his hands. Now press 'A' and continue holding 'B' and you will fly
high in the sky. To continue flying at level height, press Left every second
while holding the 'B' button. Flying is much easier with Luigi. If you want
to shake the ground when you land, just hold the Right (or Left) button while
pressing 'B'.
***************************
Section 3: Items & Powerups
***************************
This section will describe all of the blocks, powerups and other objects found
around this game.
Blocks/Bricks
-------------
Yellow Brick:
This is your standard brick. You can easily recognize them because they look
like a yellow block with two black dots on it (eyes). Most of the yellow
bricks are empty (they contain nothing), which means they spin if you hit them
and they break if you spin jump on them. Others contain coins, powerups, extra
lives and many more. Yellow bricks turn into Brown ones when they are hit and
not empty.
Brown Brick:
This is another common brick that has angry looking eyes unlike the yellow
ones. These bricks are obviously brown, and are indestructible (they also have
no coins/items). Brown bricks are mostly placed in the level to help (or
possibly prevent) you to access different parts of the level. These bricks
turn into coins when you hit a 'P' switch.
Blue Bricks:
Blue Bricks look just like yellow ones except they are blue instead of yellow
(obviously). These are also very useful as you can pick them up (they will
start flashing) and use them to hit blocks in hard to reach places, kill
enemies, and swim quickly in water. Blue bricks are usually found in clusters
and are not common to find. Note that these bricks disappear in a short time
after picking them up, so be quick!
Icy Bricks:
This brick is seen in only the icy levels and act just like Brown bricks. The
only difference is that they are slippery and they don't turn into coins when
you hit a 'P' switch.
Prize Block ('?' Block):
Prize blocks are the same size of bricks, except they have a picture of a '?'
on them that moves on the block. These blocks are never empty and may contain
coins, a stream of coins, or powerups. These blocks rarely contain green vines
or extra live mushrooms.
Note Block:
Note blocks are unique from other ones because they are white and very bouncy.
This means that you can jump on them to jump up higher than usual. Note blocks
are usually used to help you reach higher ledges, but they also might contain
powerups (never coins or vines). These blocks are also indestructible but do
not turn into brown bricks after they are hit.
Green Star Block:
This is the rarest of all blocks. Only hit these blocks when you have thirty
coins, because you will be awarded with an extra life. If you have less than
30 coins, they will only give you a measly coin.
Stone/Wooden/Other Blocks:
These blocks are found in castles, ghost houses and in other areas. They
compose the walls in the levels and are indestructible like the brown bricks.
Shifting Blocks:
Shifting blocks act like '?' ones with powerups, except they change every
second (they shift from Mushroom to Fire Flower to Cape to Star). Quickly hit
them when you get your desired powerup, and grab it before it bounces away.
Powerups
--------
Mushroom:
Shrooms are your standard powerup. Once Mario/Luigi touches them, they will
grow twice their size (which gives you one piece of extra health) and will be
able to break through yellow blocks easily. If you already have a mushroom,
your new one will go into your reserve box.
Fire Flower:
Fire flowers will only appear if you have a mushroom and from certain '?'
blocks. Once you get one, you get a third piece of health and will be able to
throw fire balls. Fire balls are useful for killing certain enemies and even
work in water. Mario's fireballs bounce lower than Luigi's.
Cape:
Capes are more useful than Fire Flowers, as they give you the ability to fly.
They also let you whip enemies to kill them, spin yellow bricks near you, and
even hover slowly to the ground.
Star:
Stars are the best powerup in the game, but they only last for a few seconds.
Once you collect a star, you get impervious to all attacks and can kill enemies
by running into them. If you run into enough enemies within the Star's
duration, you can get a crapload of points and even extra lives.
Miscellaneous
-------------
Key:
Keys are used for getting to secret exits in many levels. Simply pick them up
(you can use Yoshi), and put it in a keyhole nearby to get through the secret
exit.
Green Trampoline:
These objects are very useful for getting to hard to reach places and possibly
to secret exits. Like the Key, you can pick them up or hold it in Yoshi's
mouth. To jump off of a trampoline successfully, press 'A' when the Trampoline
is fully pressed down.
*********************
Section 4: Characters
*********************
This section will describe Mario, Luigi and other allies that you will be using
throughout the game.
Mario:
The star of the game is back for another wacky adventure! You will start out
as Mario (you can switch to Luigi if you like though) and will be playing
through many levels using him. Mario is different from Luigi because he is
faster, throws fireballs that bounce lower, and is harder to control while
flying compared to him. Use Mario when you are playing levels with few
obstacles and more enemies and some castles.
Luigi:
Luigi is also in for another adventure helping his pal, Mario. He is different
from Mario because he jumps higher (though harder to control), throws higher
fireballs, and flies better than Mario. Luigi should be mainly used in shorter
levels with lots of jumping and with cliffs and gaps (sky levels).
Yoshi:
Yoshi actually started out as a free dinosaur playing with his friends. After
the princess was kidnapped, Bowser trapped all of the Yoshis into different
blocks. When you first free Yoshi, you will get a message from him thanking
you for freeing him, and he will be willing to help you on your quest. Jump on
Yoshi's back to ride him like a horse. With Yoshi, you can lick, eat enemies
and even step on spiky terrain. You can fly with Yoshi, but you will fall down
after reaching the highest point after takeoff. If you get hit by Yoshi, you
will jump off of him, and he will be running back and forth. If this happens,
quickly jump on him again before he falls in a gap.
There are four colors of Yoshi:
Green: Your standard Yoshi with no shell bonus.
Red: Red Yoshi is only available after you unlock him in Star World. When
this Yoshi eats any shell, he will spit out fire if you press 'B' again.
Yellow: Like the red one, the Yellow Yoshi is also only available after you
free him in Star World. With any shell in his mouth, Yellow Yoshi can stomp
the ground causing the enemies around you to die or get stunned.
Blue: Blue Yoshis are my personal favorite on because he can fly for a short
period of time with any shell in his mouth! The flying is a lot more
controlled if you have a Cape (you won't be erratically bouncing up and down).
Sadly, this Yoshi is also available in Star World.
**********************
Section 5: Walkthrough
**********************
Here is the Walkthrough! You may notice that the first few levels have more
detail than the other ones. The reason for this was that I tried to explain
every new concept as I originally planned not to write the other sections.
This is the format of every level in the walkthrough:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of level
-------------
Difficulty/10 | Recommended Brother (Mario or Luigi) | Number of Dragon Coins |
Time of level (200, 300, 400, or Infinity)
Enemies: Listed here are all the enemies found in this level in alphabetical
order. Bosses are always listed last.
Here, I will explain a little bit about the level and how it compares to other
levels in this world. I may also recommend (or require) you to have specific
powerups before you enter this level.
This will be the actual walkthrough for this level. If you see three
consecutive stars (***) that means that if you want to use the secret exit,
stop reading here and go directly to the 'Secret Exit' section of that level.
In a few levels, there are alternative exits (usually associated with a pair of
wings). These exits are depicted with three ampersands (&&&).
Secret Exit:
If there is a secret exit it will be listed here. (***)
Alternative Exit:
If there is an alternative exit, it will be listed here. (&&&)
GO TO: The next level
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Well, here we go!
=======================
World 1: Yoshi's Island
=======================
Yoshi's House (YH)
------------------
Difficulty: 0/10 | Brother: Luigi | Dragon Coins: 0 | Time: Infinity
Enemies: None
This is not really a level, but I put it here as a reference.
If you do not have a Yoshi, there is nothing you really can do but read the
help block which says that Yoshi is out playing with his friends. If you come
here with a Yoshi, you can eat all ten apples on the tree to get a mushroom.
GO TO: Yoshi's Island 1
Yoshi's Island 1 (YI1)
----------------------
Difficulty: 1.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Banzai Bill, Chargin' Chuck, Jumping Piranha, Koopa, Rex
This level is not that hard, but people new to this game might have some
trouble dodging all of the Banzai Bills.
You will start on the ground next to a slanting cliff with a shelless Koopa
sliding down to attack you. Jump on it and you will see the first Dragon Coin
near the top of the cliff. Grab the coin and move forward making sure you
dodge the Banzai Bill trying to ram you. A lone Rex will walk from the right,
so spin jump to kill it. Continue walking until you see a flying '?' block.
Hit it, grab the mushroom that pops out, then kill the two incoming Rex. Run
up the slanted green pipe to land on a cliff. Keep running as you jump past
the two Rex under the three slanted cliffs. Jump on the third cliff to collect
the second Dragon Coin near the top. Run across the first bush to reveal a
hidden mushroom. Kill the Rex, but watch out for the Jumping Piranha in the
yellow pipe. Carefully jump across the pipe but ignore the help block. You
will see a blue pipe that is blocked by stone bricks and yellow bricks. If you
are super, spin jump to break the bricks below you, and enter the pipe. You
will find yourself in a secret chamber. A mushroom is hiding out under three
yellow bricks, so break them and grab it. (You really don't need it, but get it
for the 1000 points) Grab the six coins above you and get the third Dragon
Coin under three more yellow bricks. Now run into the green pipe and you will
be blasted out of the chamber. Don't touch any button while flying and you
will hit the checkpoint before you land.
---Check Point---
You will see a yellow '!' block outline, because you cannot do anything to it,
ignore it for now. Keep walking forward and kill the three Rex trying to halt
you. Jump up the series of cliffs until you reach the top. Grab the fourth
Dragon Coin located there and slide down the cliff killing the Rex at the
bottom. Keep walking forward, but beware of the Banzai Bill trying to hit you.
Ignore the help block, pick up the shell and throw it up at the yellow brick in
the sky. If you hit the brick, an extra life should come out and start to
glide across the line of clouds. Follow the extra life making sure you dodge
the Banzai Bill, and grab it when it falls down. Continue on your way, killing
the two Rex that walk by, until you reach four bricks in a diamond shape. Hit
the '?' block (The uppermost one), and grab the Fire Flower that comes out.
Kill the two Rex that walk by and hop on the short cliff to avoid the Banzai
Bill. Hop on the green pipe but don't get hit by the Jumping Piranha. Grab
the last Dragon Coin, kill the Rex, and jump down from the cliff. A Chargin'
Chuck will be snapping at the air. Keep jumping on it until it dies, and pass
through the End Marker to beat the level. Congratulations! You finished the
first level.
GO TO: Yellow Switch Palace
Yellow Switch Palace (YSP)
--------------------------
Difficulty: 0/10 | Brother: Luigi | Dragon Coins: 0 | Time: 200
Enemies: None
This is the Yellow Switch Palace, you are not required to complete this level,
but I strongly recommend you to do so.
You will start next to a 'P' switch, jump on it. The whole room will be filled
with coins for a limited time, so jump back and forth and try to grab as many
as you can. You can get as many as 5 extra lives if you try hard enough. When
the coins disappear, run through the green pipe and jump on the large yellow
'!' switch. The message will tell you that all the yellow '!' block outlines
will become real yellow '!' blocks; and each will contain a mushroom!
GO TO: Yoshi's Island 2
Yoshi's Island 2 (YI2)
-----------------------
Difficulty: 1/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Chargin' Chuck, Jumping Piranha, Koopa, Monty Mole,
This level is one of the easier ones, perfect for beginners. I personally
think that 400 seconds is too much for this level as I can easily beat it at
40.
You will start on the ground with no immediate danger. Walk forward, grab the
shell, and jump to the upper cliff where ten Koopas are roaming. Release the
shell to kill all the Koopas, a lot of points, and an extra life. As you walk
forward, two '?' blocks and one '!' block will appear. Hit the two '?' blocks
for coins and get the mushroom from the '!' block. Two more '?' blocks will
appear, with a coin in the first and a Yoshi in the second. Hop on the Yoshi
and continue on your way. The only new hint the help block tells you is that
you can hop off the Yoshi by pressing 'R'. As you walk forward, lick any red
apples that pop up. You can also run into the apples, and Yoshi will
automatically eat them. The long path ahead will have the first 2 Dragon Coins
in the air, and two shelless Koopas trying to attack you. Climb the flight of
stairs at the end of the path and kill the Chargin' Chuck. As you jump off the
edge of the cliff, grab the third Dragon Coin. Disregard the help block and
run into the checkpoint.
---Check Point---
Hop across the two yellow pipes and hit the three '?' blocks. The middle block
will contain a Yoshi or an extra life (Depending if you already have a Yoshi or
not). Jump across the cliffs, kill the Monty Moles, and hit the pair of yellow
bricks to the right. The second brick will reveal a plant that reaches the
sky. Climb the plant, jump on the line of clouds to the right, and grab the
fourth Dragon Coin. Jump off the clouds, and get the last Dragon Coin on the
top of the short cliff that comes up. Get the mushroom from the '!' block if
needed. Monty Moles will start to pop out of the ground at this point, so
dodge them and go down the first blue pipe that pops up. You will land in a
cavern with 6 flying '!' blocks and 4 blue bricks on the ground. Pick up the
bricks and throw them at the flying blocks. The third block will contain an
extra life while the rest contains coins. When you are done collecting the
coins and the extra life, run into the green pipe and you will end up above
ground from a white pipe. Jump across the green pipe and release the 'P'
switch blocked by eight yellow blocks by hitting the middle one. Step on the
switch, dodge the Chargin' Chuck and walk across the path of brown bricks that
appear. The End Marker will be at the end of the short path of brown bricks.
Second level complete!
GO TO: Yoshi's Island 3
Yoshi's Island 3 (YI3)
-----------------------
Difficulty: 1.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Koopa
It is strongly recommended that you have already pressed the yellow '!' switch
before you start this level. If you do, 75% of the time you fall down, a line
of yellow '!' blocks will save you from losing a life.
You will start near a series of cliffs with no immediate danger. Jump up the
series of cliffs and onto the brown platform. When the platforms starts to
rotate, jump to the small cliff with a green bush. Grab the mushroom if needed
and jump on the middle of the line of yellow bricks. These bricks will retract
into one block and back into five every two seconds, so make sure you jump in
the middle every time. The first Dragon Coin will be at the top of second line
of retracting yellow bricks. Hop on the second brown platform and jump on the
cliff with two '?' blocks. The first block contains a coin while the second
one contains a Yoshi. Hop on the Yoshi and kill any Koopas you see around you.
Jump across the two white moving platforms. When you land on the cliff with
the red Koopa, kill it and slowly walk off the cliff with out jumping. When
you land on the yellow pipe, go down it. You will end up in a secret cavern.
Hit the 'P' switch and run across the line of brown bricks that appear. At the
end of the line, the second Dragon Coin will pop up. Grab the coin and exit
the cavern through the green pipe. Back above ground, run through the Check
Point, kill the Koopa and grab the third Dragon Coin.
---Check Point---
Hop above the line of yellow bricks and grab the Fire Flower from the '?'
block. Jump across the series of platforms until you reach the long line of
retracting yellow bricks. Be very careful as this line retracts vertically and
horizontally. As you proceed across the bricks, grab the fourth Dragon Coin
above the second to last line of bricks. Jump across the white platform and
the three brown platforms, grab the final Dragon Coin and pass the End Marker.
You are done with the third level!
GO TO: Yoshi's Island 4
Yoshi's Island 4 (YI4)
-----------------------
Difficulty: 1.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Guppy, Koopa, Pokey, Spiked Ball
This level is short compared to the other levels in this world. It also has no
Check Point.
You will start on a long cliff the shape of a mushroom with hopping Guppies
swimming below you. Quickly run past these and grab the mushroom from the '!'
block before they hop to attack you. The small green platform floating in the
water will sink when you step on them, so quickly hop across this grabbing the
first Dragon Coin sitting there. Get the Fire Flower from the '?' block at
next cliff and the second Dragon Coin in the sky above the second floating
platform. Jump across the series of platforms while dodging the Spiked Balls
until you reach a small blue pipe. When you go down the pipe you will end up
in a place where many Pokeys reside. Walk across this area dodging (or eating
if you have Yoshi) all the Pokeys until you go through the pipe. Back in the
previous area, head LEFT until you see the third Dragon Coin above the water,
grab it. Now get the 'P' switch, step on it, and grab the star from the '?'
block. When the row of brown bricks appears, run across it grabbing the fourth
Dragon coin. Now run across the series of mushroom cliffs and sinking
platforms. As you run across, dodge the Spiked Balls and make sure you grab
the final Dragon Coin. When you reach the green pipe on the last mushroom
platform, enter it to get to the final area. At this point, just run into the
End Marker ignoring the help block. Congrats! You beat the fourth level.
GO TO: Iggy's Castle
Iggy's Castle #1 (IC1)
-----------------------
Difficulty: 2.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Climbing Koopa, Fireball, Falling Log, Iggy
Here it is... the first castle and boss battle! You really should not have
much trouble beating Iggy, but I included some tips to help you if you do.
You will start on the stone ground. Run up to the help block and read what it
says. Climb the fence above you, and start to head right, making sure you
dodge or to kill the Koopas around you. You can step on the Koopas on the same
side of you, and you can punch the Koopas opposite towards you. When you see
the line of '?' blocks, hit the middle one to reveal a Fire Flower. Because
the space between the ceiling and the block is too small to fit through, you
must use the 'P' switch to bring it down. Step on the switch, and the Fire
Flower will fall down when the brown bricks turn into coins. When you get the
Fire Flower, grab the first Dragon Coin near the large pool of lava. As you
keep moving forward, you will see the second Dragon Coin on the other side of
the fence, ignore it for now and dodge the jumping fireball. When you see the
switch grate, press 'B' to flip to the other side. Now you can go back and get
the second Dragon Coin. Head back right and hop to the other fence until you
see another switch grate. Flip and get the third Dragon Coin slightly towards
the left. Flip back and keep heading right until you pass the Check Point.
Disregard the help block and enter the yellow gate to get to the second area.
---Check Point---
This area can be quite dangerous as you are automatically pushed forward and
huge logs will try to smash you every few seconds. Move forward until you see a
small pit. Quickly get the Dragon Coin above the pit and duck to dodge the
falling log. The handy flying '?' block will contain a Fire Flower; grab it as
it will be useful. The last Dragon Coin will be above a line of retracting
yellow bricks. Grab the coin, disregard the help block and enter the red gate
to fight Iggy.
Boss Battle: Iggy
-----------------
You and Iggy will be on opposite sides of a see-saw floating in lava. Your
goal is to push Iggy into the lava but not get pushed in yourself. Jump on
Iggy's head (or throw fireballs at him) as the see-saw tilts right. If you did
this fast enough, he should fall in the lava and die, but if he survives, you
can keep pushing him towards the right as long as the see-saw is tilting right
at the time. Occasionally Iggy will throw fireballs at you, but they are slow
and easy to dodge by jumping. When Iggy finally falls into the lava, he will
burn and die. Congrats! You beat your first boss! Now let's go to Donut
Plains!
GO TO: Donut Plains 1
=====================
World 2: Donut Plains
=====================
Donut Plains 1 (DP1)
---------------------
Difficulty: 3.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 400
Enemies: BB Chargin' Chuck, Jumping Koopa, Jumping Piranha, Super Koopa,
Volcano Lotus
This level tends to get annoying with all the Super Koopas flying around, so
some people may have some trouble completing this level without getting hit.
The BB Chargin' Chucks will also get on your nerves.
You start on the ground with no immediate danger. As you walk forward, a Super
Koopa with a flashing cape will charge at you. If you jump (not spin jump) on
it, the Koopa will lose its cape and a Cape will come out; grab it. Two Super
Koopas with yellow capes will charge at you. These Koopas will not have any
Cape if you jump on it, so you can ignore these. Grab the first Dragon Coin on
the top cliff. Get the mushroom from the green bush if needed and kill the
pair of BB Chargin' Chucks. Get the cape from the next super Koopa and kill
the Volcano Lotus on the top of the cliff. Jump on the upper cliff, dodge the
Super Koopa, and grab the second Dragon Coin. Ignore the line of yellow bricks
and jump up the blue pipe. (Refer to Bonus Game #1) Head left until you see
the Check Point; break it.
---Check Point---
Go back right and enter the first blue pipe. In this area, there are 600
coins, but I do not recommend you to get them all as it will waste too much
time and is hard to do. Grab the Cape and run up the very tall pipe using the
red triangle. Start to fly across the area grabbing as many coins as possible
until you reach the end. Drop down and exit the area through the green pipe.
Now run right and climb up the stairs making sure you kill the Volcano Lotus.
The third Dragon Coin is in the sky, so grab the Yoshi from the '?' block, and
fly to the upper right until you get the coin. Fall down while moving right
and grab the fourth Dragon Coin above the Volcano Lotus. Kill the BB Chargin'
Chuck above the three yellow bricks and dodge the four Super Koopas, but try to
get the Cape from the first one. The last Dragon Coin is near the green pipe.
*** Because you did not get the green '!' switch, ignore the stack of green '!'
block outlines and the help block. Kill the Volcano Lotus and the BB Chargin'
Chuck, grab the mushrooms if needed and run through the End Marker. You
finished Donut Plains 1, Congrats!
Secret Exit:
You can only use the Secret Exit if you pressed the Green '!' Switch. Run up
the line of green '!' blocks and end up on a small platform. Jump across the
pipe and put the key in the keyhole. You found the secret exit! Good Job!
Normal Exit - GO TO: Donut Plains 2
Secret Exit - GO TO: Donut Secret 1
Donut Secret 1 (DS1)
--------------------
Difficulty: 3.5/10 | Brother: Mario | Dragon Coins: 6 | Time: 300
Enemies: Blurp, Flying Koopa, Guppy, Rip Van Fish
This is your first under-water level. It may seem hard with all the fish, but
if you get the Fire Flower from the Top Secret Area, you can kill all the fish
with fireballs. I find it strange that Mario can throw fireballs underwater...
You will enter the course from an orange pipe. Swim forward, grab the five
coins, and dodge the Blurp and the Guppy. Kill the Rip Van Fish with fireballs
and get the first Dragon Coin that is above the line of '?' blocks. If needed,
get the Fire Flower from the third '?' block. Swim forward and enter the blue
pipe that is hanging from the ceiling. You will find yourself in a very tall,
but skinny cavern. Get the 'P' balloon in the '?' block in the middle and
float up towards the left. Get as many coins as you float up, and dodge the
Flying Koopas that roam the place. When the balloon runs out, get the second
'P' balloon from the '?' block above the line of stone blocks. Two Dragon
Coins will be on either side of the cavern at the very top. After you get the
second and third Dragon Coins, exit the area through the orange pipe on the
right. Hurry, because time is not on your side. If you missed a Dragon Coin,
you can go back, reenter the blue pipe and try again. Now, kill the Guppy
hovering over a small pit to the right and swim down it to find the fourth
Dragon Coin. Keep moving right, get the Fire Flower from the '?' block if
needed, and kill the Rip Van Fish that is guarding the fifth Dragon Coin. Kill
the fish, throw one of the blocks away and get the Dragon Coin. Grab the
second blue block to help you swim faster and get the Check Point right below
you. ***
---Check Point---
From here, swim forward, kill the two Guppies and the Rip Van Fish, but ignore
the 'P' switch. As you keep swimming forward, grab the sixth Dragon Coin above
you. Kill the sleeping Rip Van Fish and swim forward ignoring the line of
brown bricks and the keyhole below you. As you swim forward, kill all the
guppies and the Rip Van fish and pass the End Marker near the arrow. You beat
your first all water level! Good Job!
Secret Exit:
After the Check Point, swim forward killing the fish around you until you see
the 'P' switch. DO NOT step on the switch yet! Instead, grab the switch and
swim forward dodging the fish and grabbing the last Dragon Coin floating above
you. Soon you will see a line of brown bricks. When you do stop, drop the
switch and step on it to turn the bricks into coins. Quickly swim through the
line of coins and hit the '?' block revealing a key. Swim out of the pit and
put the key into the keyhole to end the level. Nice job! You found the secret
exit! Now on to the Secret Ghost House!!
Normal Exit - GO TO: Donut Ghost House
Secret Exit - GO TO: Donut Secret House
Donut Secret House (DSH)
------------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Big Boo, Boo Buddy, Eerie
This is the Secret House! It is dominated by Boos and Eeries, so always watch
your step. This level has no Check Point. You should only get all five Dragon
Coins only if you plan to use the secret exit.
You will start near a flight of stairs with no immediate danger. Run up the
flight of steps dodging the circle of Boos, until you are touching the tall
brick pillar. You will notice that there is a gap in the circle of Boos. When
the gap is facing to the left, jump through it, and stand on the ground. Get
the first Dragon Coin to the left when the Boos allow, then run to the right.
Dodge the Eerie, and step on the 'P' switch that will be near the Big Boo.
Jump over the Big Boo when it moves near you. Quickly run up the second flight
of stairs ignoring the yellow brick and the Dragon Coin below you, and enter
the yellow gate. From here, head left, grab the Fire Flower from the '?'
block, and dodge the lonely Boo until you see another circle of Boos. When the
gap persists, jump through the middle of the circle then to the other side
ignoring the '?' block. Grab the five coins on the small platform, jump over
the pile of yellow bricks and keep heading right. Ignore the help block, the
two Boos, and the yellow gate. Jump onto the platform with the 'P' switch.
Ignore the 'P' switch for now and climb up the series of brown blocks on the
left wall to get the second Dragon Coin. Jump back down and carry the 'P'
switch to the right and step on it when you see the yellow bricks. Quickly
enter the yellow gate hovering over the three '?' blocks to enter the next
area. This area is dominated by Boos and Eeries, so be careful. Head right,
grab the third Dragon Coin and enter the yellow gate. Now under the second
flight of stairs in the first area, grab the fourth Dragon Coin and get the
extra life from the yellow brick. Reenter the second area through the yellow
gate. Back in the second area, head all the way right and bring the 'P' switch
near the yellow bricks again. *** Hit the switch, run past the yellow gate and
enter the blue gate on top of the platform. Outside the house, run to the End
Marker and finish the level. Great Job!! You beat Donut Secret House!!
Secret Exit:
Step on the 'P' switch and hit the yellow brick right above the yellow gate.
Quickly climb the plant that pops out and run right to see a blue gate and the
last Dragon Coin. Duck-slide under the blocks to get the Dragon Coin, then
quickly jump and enter the Blue Gate to fight a Big Boo. You will be standing
on a cluster of blue bricks with two Boos and a Big Boo hovering over you.
Pick up a block and hit the Big Boo to hurt him. He will turn invisible and
fly around. Hit him when he turns visible and tries to scare you again (Even
if he can't hurt you). Repeat this once more to kill the Big Boo and beat the
level. Great Job!! You beat the mini-Boss! Now on to Star Road!
Normal Exit - GO TO: Donut Secret 2
Secret Exit - GO TO: Star World 1
Donut Plains 2 (DP2)
---------------------
Difficulty: 2/10 | Brother: Luigi | Dragon Coins: 5 | Time: 400
Enemies: Buzzy Beetle, FB Chargin' Chuck, Spike Top, Swooper
This is you first automatic moving level, meaning that the level scrolls
automatically. This raises the danger of you being squished, so be very
careful. There is no Check Point in this level.
Kill the beetle that walks towards you where you start and get the mushroom
from the '!' block and the coins from the '?' ones. Dodge one more beetle and
two swoopers and quickly jump on the yellow ground before it starts to rise.
Kill the beetle and grab the Dragon Coin when you rise up. Dodge another
Swooper and get the Cape from the '?' block when you get off the moving ground.
Quickly run across the gray ground before the yellow ceiling squashes you.
Dodge more beetles and Swoopers and beware of the rising ground until you reach
the second green pipe. *** Get the Dragon Coin near this pipe and run past the
last piece of rising yellow ground. Dodge even more beetles and swoopers and
grab the third Dragon Coin. From the flying '?' block, get the Cape. The
ceiling will start to fall and rise at his point, so be careful. Dodge two
more beetles until you see and grab the fourth Dragon Coin. Quickly run across
the yellow floor and get the last Dragon Coin near the blue pipe. Dodge the
pair of Spike Tops and exit the ground via green pipe. Run to the End Marker
to finish the level. You finished the first automatic moving level!
Secret Exit:
Go up the pipe. Get the mushroom if needed and kill the lonely FB Chargin'
Chuck. Go past the yellow bricks and get the blue shell. If you have Yoshi,
eat the shell and fly up above the fourth yellow brick to reveal a key and a
hole. Spit out the shell and bring the key into the keyhole. (By licking it)
If you don't have Yoshi, you can throw the shell at the second yellow brick to
reveal a green plant. Hop across the series of blocks, climb the plant and put
the key in the keyhole. Good Job, you found the secret!
Normal Exit - GO TO: Donut Ghost House
Secret Exit - GO TO: Green Switch Palace
Green Switch Palace (GSP)
-------------------------
Difficulty: 0.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 200
Enemies: Koopa
This is the second switch palace. It is very easy and if you play your cards
right you can easily get an extra life.
You will be above the floor on a long platform. Step on the switch only if the
shelless Koopa is on the right of the short platform below you. When he kicks
the shell, start to run after it. (Stay on the upper platform) It will kill
ten Koopas below you giving you an extra life! Enter the green pipe and step
on the huge green switch in the next area. Now, the green '!' blocks will be
solid and each will contain a handy Cape! Good Job!
GO TO: Donut Ghost House
Donut Ghost House (DGH)
-----------------------
Difficulty: 2/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Boo Buddy
This is the first Ghost House level. It is not really hard, but the Boo
Buddies might get on your nerves. There is no Check Point in this level. If
you choose to go to the secret exit, you cannot collect all 5 Dragon Coins.
You will find yourself on an eerie-looking floor with tons of Boos flying above
you. *** Ignore the help block and run forward making sure you dodge all of the
Boos and the many gaps on the floor. When the Boos are translucent, they
cannot hurt you, but you cannot hurt them either way. Get the Dragon Coin
after the second gap on the floor and enter the yellow gate after the third
gap. You will see a Dragon Coin and a yellow brick under the flight of stairs
in this area. Because you cannot get them, ignore them for now and enter the
yellow gate. Now, you will appear the flight of stairs, so grab the Dragon
Coin and step on the 'P' switch from the yellow brick. Quickly run to the left
and enter the blue gate on the platform. In this area, hit the help block and
read what is says. Hit the '?' block to reveal an expanding line of coins.
Navigate the line of coins away from walls, and blocks to get as many as
possible. Collect the coins and hit the green star block to get an extra life.
Above the star block is the third Dragon Coin; grab it and exit through the
yellow gate. Now back in the second area, climb the stairs and enter the
yellow gate. Below the staircase again, ignore the yellow brick and enter the
yellow gate above you again. Again you will be in the same spot below the
staircase. Grab the fourth Dragon Coin and hit the yellow brick to reveal a
green plant. Climb the plant, grab the last Dragon Coin, and enter the yellow
gate on the platform. Outside the Ghost House, run to the End Marker and
finish the level. Congratulations! You finished the first Ghost House!
Secret Exit:
You must have a cape to use the secret exit. Go under the help block and fly
up towards the left. Try to dodge all the Boos and land on the very long
platform above the level. Run towards the right, dodging all the Boos until
you fall into a large pit. All four yellow bricks contain extra life, so
carefully collect them and exit through the yellow gate. The End Marker is
right outside the Ghost House. You found the secret exit!!
Normal Exit - GO TO: Donut Plains 3
Secret Exit - GO TO: Top Secret Area
Top Secret Area (TSA)
---------------------
Difficulty: 0/10 | Brother: Mario | Dragon Coins: 0 | Time: 200
Enemies: None
You reached the Top Secret Area! This is not really a level, but is just a
place to gather powerups and a Yoshi. I guarantee you that you will come here
very often.
You will be in an area with five '?' blocks. The two on the right contain Fire
Flowers while the two on the left contain Capes. The middle block contains a
Yoshi. Exit by running to either side of the screen.
GO TO: Donut Plains 3
Donut Secret 2 (DS2)
--------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Jumping Piranha, Koopa, Nip Nip, Spike Top
This is your first icy level, meaning that you will more than likely slip off
the edge when you first try this level. This level does not have a Check
Point. Yoshi is recommended to play this level easily.
You will find yourself near a help block and a '?' block. Read what the help
block says and use the Koopa shell to hit the '?' block. Control the line of
coins so that it does not hit anything for as long as possible; collect the
coins when you are done. Climb the ice cliffs and jump off the right side for
the first Dragon Coin. Use the trampoline to hit the yellow brick above it.
When the green plant shoots up, climb it and jump off a small floating ice
platform with the 'yellow brick. Hit the brick, grab the star, and jump off
the ledge tilting right to grab the second Dragon Coin and to avoid the pit
below you. Run through the Spike Tops, grabbing the third Dragon Coin near the
tall cliff, and the fourth one to the left of the pit. Keep running forward,
climb any cliffs and kill all Spike Tops until you reach a cliff slanting to
the right. Carefully hop across the pipes, dodging the Jumping Piranhas and
the Nip Nips until you see a green pipe sticking out of the ceiling. Hit the
yellow brick to get the mushroom if needed, but ignore the green pipe. Fall to
ground level, dodge the incoming Spike Top and get the last Dragon Coin. Hit
the green Koopa and kick the shell to kill four Spike Tops and get a lot of
points. Carefully jump up the slanted cliff and jump down the line of eight
Koopas, getting an extra life. Run forward and hit the End Marker. Good Job!
You beat Donut Secret 2!
GO TO: Donut Plains 3
Donut Plains 3 (DP3)
---------------------
Difficulty: 2/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Fuzzy, Koopa
This is another 'jumping' level, meaning there are less enemies and more
obstacles and pits to fall in. This level is quite short, but make sure you
have a Yoshi as he will be very useful.
On the mushroom platform, hit the help block in front of you and read what it
says. Jump past the three rotating gray platforms and land on the tall, but
small mushroom platform. Get the Cape if needed and jump on the brown platform
that follows a circular path. The first Dragon Coin is on one of the gray
rotating platforms. Now eat the blue Koopa and start to fly towards the upper
right. Land on the line of clouds and follow the coins until you see the
second Dragon Coin. After grabbing it, hop to the ground and read the help
block right next to you. Kill the Koopa, jump on the moving brown platform and
hit the 'ON' switch. You will notice that the 'ON' switch will turn into an
'OFF' one, and the path will change. When you see the second 'OFF' switch, hit
it, dodge the spinning Fuzzy, and grab the third Dragon Coin. Now, back on the
ground, run through the Check Point.
---Check Point---
Hop across the brown platform, making sure you dodge the Fuzzy, and get the
Cape from the middle of the spinning gray platforms shortly after. Jump on the
stationary brown platform and it will start to move towards the right. Dodge
the Koopas, and grab the fourth Dragon Coin. Ignore the yellow pipe and jump
across the two sets of spinning gray platforms grabbing the Dragon Coin on the
second set. Hop across the orange pipe and the spinning gray platforms (Dodge
the Fuzzy) until you land on a stationary brown platform. Hit the green star
block for an extra life and run through the End Marker. You finished Donut
Plains 3! Only one level away from Morton's Castle!
GO TO: Donut Plains 4
Donut Plains 4 (DP4)
---------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Koopa, Goomba, Flying Goomba, Para-Goomba, Jumping Piranha, Amazing
Flyin' Hammer Brother
It is recommended that you have a Yoshi and two Fire Flowers before you enter
this level. The second half of the level is easier than the first.
Quickly run forward and kill the shelless Koopa (or the yellow shell) before it
turns into a super shell. Get the first Dragon Coin on the top cliff near the
green pipe. Hop across the pipes, dodge the Jumping Piranha, and you will
encounter a blue Koopa. Eat the Koopa and start flying across the level, but
be careful of the rising green pipes. Spit out the shell when you reach the
line of yellow bricks and get the second Dragon Coin. Break the bricks below
you and get the Fire Flower from the middle '?' block. Plunge down the blue
pipe with the Jumping Piranha and you will land in a cavern with tons of Flying
Koopas. Dodge the first four Koopas and grab the third Dragon Coin above the
line of Koopas above the large pit. Enter the green pipe and you will be
blasted out of the green pipe cannon. Don't touch any button, and you will hit
the Check Point near the tall green pipe.
---Check Point---
Jump across the pit and into the first ditch where a Yoshi is trapped in a '?'
block. The fourth Dragon Coin is in the second ditch and a shifting block is
near the third ditch. Grab the star and jump on the Amazing Flyin' Hammer
Brother, killing it. Quickly run across the long and bumpy ground ahead of you
killing all the Goombas. The last Dragon Coin will be at the middle of your
run. If you are fast enough and still invincible, you can jump across the huge
pit, ignore the Amazing Flyin' Hammer Brother, and pass the End Marker. Great
Job! You can now enter Morton's Castle!!!
GO TO: Morton's Castle #2
Morton's Castle #2 (MC2)
------------------------
Difficulty: 2.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Ball 'n' Chain, Dry Bones, Thwimp, Thwomp, Morton
Welcome to the second Castle! The area after the Check Point is dangerous as
you can get easily squashed. Get two Capes before you attempt this level.
You will start on the stone ground with no immediate danger. Walk forward,
dodge the two jumping Thwimp, and get on the escalator. Dodge the three Ball
'n' Chains as you walk up the escalator, getting the mushroom and the first
Dragon Coin on the way. Enter the yellow gate when you reach the top of the
stairs. In this area, head left and dodge the Thwomps trying to squash you,
and the pit of lava after the second Thwomp. The second Dragon Coin will be
located in the resting place of the third Thwomp; so grab it only when the
Thwomp is on the ground trying to crush you. The Dry Bones near the gate can
only be killed if you hit it with a cape, but if you jump on it, it will be
stunned for 3 seconds. Enter the gate and jump through the Check Point in the
next area.
---Check Point---
Here, many large stone blocks will moving back and forth slowly in a consistent
manner. When the blocks start to move left, climb up the staircase of stone
blocks that will slowly appear. Jump across the blocks and to the line of '?'
above the Check Point when the blocks move right. Quickly get the Cape from
the middle '?' block and jump on the upper stone ledge when the blocks move
left again. Before the blocks move right again, grab the third Dragon Coin and
land on top of the tower of small stone blocks. With the blocks on the right,
jump on the retracting 'bridge' and to the stone platform with the Dry Bones
and the trampoline. Kill the Dry Bones and use the trampoline to jump up the
gap when the blocks are moved towards the left. A flight of stone stairs will
emerge when the blocks move towards the right; climb it. When you see the line
of yellow bricks, hit the second one from the right to reveal a green plant;
climb up it. The fourth Dragon Coin will pop up when the blocks are on the
right side. Climb down the plant and hop up the vertical path on the right
using stone blocks as support. You must do this quickly and before the blocks
move left or you will be squashed by the stone blocks. Kill the three Dry
Bones and get the coins out of the three '?' blocks. Hop on the middle block
and to the platform on the right when the blocks are moved to the right. When
the blocks move left again, quickly climb to the platform where you will see
many yellow spikes. Jump across the small stone bricks making sure you dodge
the yellow spikes. Grab the last Dragon Coin and hop on the platform with the
red gate when the blocks move right. Kill the Dry Bones, grab the Cape and
enter the red gate to fight Morton.
Boss Battle: Morton
-------------------
You can kill this boss under 10 seconds if you act very quickly. When Morton
is on the ground, jump on his head to damage him. (He is not damaged by
swinging your cape) Do this two more times to kill him and beat the castle. If
you don't step on his head quickly enough, Morton will climb up the wall, on
the ceiling and try to crush you! Run away from him if he does this and jump
on him when he hits the ground. Sooner or later you will jump on him thrice
causing him to die. You beat the boss!! Now let's go to the Vanilla Dome!
GO TO: Vanilla Dome 1
*********************
World 3: Vanilla Dome
*********************
Vanilla Dome 1 (VD1)
--------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Buzzy Beetle, FB Chargin' Chuck, Flying Koopa, Jumping Piranha, Koopa,
Spiked Top, Swooper
This is the first level in the Vanilla Dome. It is not too difficult, but you
need to be very quick in the second area or you will die.
You will start near a flight of stairs. Run down the stairs dodging the Spiked
Top, the Swoopers, and the Buzzy Beetle until you see a flying '?' block. Get
the Fire Flower from the block if needed, dodge more Swoopers, and jump on the
upper level of yellow bricks. Run forward and spin jump when you see the red
pipe, breaking the yellow bricks below you. You will get the first Dragon Coin
and land on the stone ground. Get the Cape from the sixth yellow brick to the
left of the pipe and spin your way through the tower of bricks blocking your
path. Get the extra life on the first yellow brick on the left and walk right
until you see the lone Buzzy Beetle and a '?' block under a staircase of red
'!' block outlines. *** Ignore the block outlines for now, get the Fire Flower
from the '?' block and walk forward. Kill the flying Koopa, dodge the gaps and
enter the green pipe on the right wall. In this area, run up the small slope
and grab the star from the '?' block. Jump on the yellow stone ground, and it
will start sinking. Now RUN to the right, kill the Buzzy Beetles and the
Flying Koopa, and grab the second Dragon Coin near the end. Run through the
green pipe to enter the next area. Jump on the hovering stone block and get
the Check Point.
---Check Point---
Jump down and run forward, killing the Buzzy Beetles until you see the pair of
yellow bricks. Hit one brick to make it spin and jump on the upper cliff using
the other brick. From here, walk forward, drop down and hit a Spiked Top until
you are small. Hop back up to the cliff and squeeze through the tunnel on the
top. Move the blue brick away and get the third Dragon Coin. Dodge the Buzzy
Beetle and drop down to the ground. Get the mushroom from the '?' block and
hop on the first red pipe. Dodge the Jumping Piranhas as you hop across pipes.
The fourth Dragon Coin is above the flying Koopa near the green pipe. Jump u
the steep slope and dodge the Buzzy Beetles at the top. Fall down to the
lowest level, destroy the green shell and slide under the brown bricks to get
the last Dragon Coin. Use the two yellow bricks to get to the middle level,
kick the blue shell until you reach the arrow sign. Follow the sign, dodging
the FB Chargin' Chuck and the Buzzy Beetle, to get to the End Marker. Great
Job! You finished the first level in Vanilla Dome!!
Secret Exit:
You must press the red '!' switch before trying to find this exit. Climb the
steps of red '!' blocks and hit the yellow brick. Climb the plant that rises
out, jump off to the left, and put the key into the key hole. Good Job! You
found the secret exit!
Normal Exit - GO TO: Vanilla Dome 2
Secret Exit - GO TO: Vanilla Secret 1
Vanilla Secret 1 (VS1)
----------------------
Difficulty: 2.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: FB Chargin' Chuck, Flying Koopa
This is quite a short level, but you can lose due to time if you keep falling
down. There is no Check Point in this level.
You will start on the ground. Climb the cliffs towards the left, dodging both
Koopas, until you see the pair of '?' blocks and green spring platforms. Hit
the second block for a Cape and climb the springs making sure to kill the
Flying Koopa. When you reach the gray platform above the Dragon Coin, drop
down to the right to grab the coin and back on the green pipe. Kill the Koopa
and hit the middle yellow brick to reveal a green plant. Climb the plant, kill
the Flying Koopa and grab the second Dragon Coin to your left. Hop to the left
platform and hit the brick to free another green plant. Climb the plant to the
top, head to the left and fall in the pit with the pair of blue '!' block
outlines to get the third Dragon Coin. *** Head back to the middle of the
platform and climb up the series of cliffs until you see the green trampoline.
There will be six flying Koopas flying back and fourth consistently with a
small gap between them. When the gap gets to the middle, quickly jump on the
trampoline to get to the next series of platforms. Here, grab the trampoline
from the right and climb the series of cliffs until you reach the small
platform hovering in mid-air in the middle of the course. Drop the trampoline
and jump on it to get the fourth Dragon Coin. The last Dragon Coin can be
easily reached by jumping to the far right. Climb the series of platforms
again, but this time, jump on the green pipe. Hop up the four green spring
platforms and enter the green pipe to the right. In this area, run past the FB
Chargin' Chuck on a high cliff and pass the End Marker. Great Job!! You
finished Vanilla Secret 1!!
Secret Exit:
Nintendo tried to make the game so that you could only get to the secret exit
if you pressed the blue '!' switch, but you can still get it if you have a
cape. On the platform near the top of the second plant, run from the right and
fly towards the left. Land when you see the green pipe sticking out of the
left wall and enter it. In this area, dodge the FB Chargin' Chuck and pass the
End Marker. Good! You found the secret exit!!
Normal Exit - GO TO: Vanilla Secret 2
Secret Exit - GO TO: Star World 2
Vanilla Dome 2 (VD2)
--------------------
Difficulty: 3.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Buzzy Beetle, Chargin' Chuck, Guppy, Spiked Top, Swooper
This level itself is not that hard, but getting all five Dragon Coins is. Time
can pose a problem when getting all five Coins. Yoshi is useless in this level
as you will lose him early on.
You will fall into a small pool of water. Swim to the right and quickly kill
the hopping Guppy before it lands into the water. Kill the Buzzy Beetle and
fall into the large pool of water on the right. Get the Fire Flower from the
second '?' block from the right and kill the swimming Guppy trying to stop you.
Keep swimming forward, killing all Guppies, until you see a lone yellow brick
above the surface. Hit the brick and climb the green plant that rises from it.
Jump to the right and keep walking forward killing any Buzzy Beetles you see.
Jump down the pit to get 7 coins and the first Dragon Coin. You will again
land into the pool of water. Swim forward killing the Guppies, until you see
the line of three '?' blocks. There is a secret extra life hidden in the
invisible block directly under the first coin. Get the Cape from the last
block, collect the coins and keep moving forward. When you see the lone '?'
block, hit it, get the Fire Flower, and jump on top of it. Jump to the right
side and get the second Dragon Coin to the direct left. Hop back on the right
side and keep moving forward killing the Chargin' Chuck when it breaks through
the yellow bricks and the Buzzy Beetle. Run through the Check point near the
large stack of yellow bricks.
---Check Point---
Kill the Chargin' Chuck when it breaks through and get the star from the
shifting block. Slide down the slope getting the third Dragon Coin then step
on the 'P' switch resting on the brown brick. Run through the line of coins
and get the fourth Dragon Coin on top of the cliff near the green pipe and the
Fire Flower form the '?' block. *** This part of the level gets annoying as
there are many Swoopers, Buzzy Beetles, and Chargin' Chucks. So run across the
last stretch of the level, dodging all the enemies until you pass the End
Marker. Nice Job!! You beat the level!!
Secret Exit:
The only way to get the last Dragon Coin is to go to the secret exit. Run all
the way back, past the broken Check Point and to the left side of the ledge
where the second Dragon Coin was located. Keep walking to the left making sure
you don't step on the 'P' switch. Pick up the switch and keep moving. When
you pass the barrier of coins, step on the switch, quickly run left and fall in
the second pit trying to get all nine coins. On the left side above the large
stone platform floating in water is the final Dragon Coin; get it. Grab the key
from the same platform, swim down with it and put it in the keyhole below you
making sure you dodge all the Guppies. Great Job!!! You will be heading to the
secret Red '!' Switch Palace!
Normal Exit - GO TO: Vanilla Ghost House
Secret Exit - GO TO: Red Switch Palace
Red Switch Palace (RSP)
-----------------------
Difficulty: 1/10 | Brother: Mario | Dragon Coins: 0 | Time: 200
Enemies: Koopa
Welcome to the Red Switch Palace!! This is just like your standard switch
palace, get an extra life in the first area and press the switch in the next.
This level is easy, but the invincible Koopa may pose some slight trouble.
When you start, you will be right in front of a 'P' switch and Koopas are
trapped between brown bricks. Bring the 'P' switch on the brown brick and
quickly step on it. When you press the switch, quickly jump on the upper
platform composed of brown bricks to avoid getting hit by the invincible Koopa.
Run towards the right, jumping across platforms until you see the green pipe.
When you get the extra life, spin jump to kill the Koopa Shell and enter the
pipe. You know what to do! Run forward and press the red switch. Good Job,
now all the red '!' block outlines will turn into solid blocks! The only
downfall is that these blocks contain no power up like the other ones.
GO TO: Vanilla Dome 1
Vanilla Ghost House (VGH)
-------------------------
Difficulty: 3/10 | Brother: Luigi | Dragon Coins: 5 | Time: 400
Enemies: Big Boo, Boo Buddy, Eerie
This level is quite easy, but if you did not master jumping by now, you will
have trouble in the second area with the green bubbles. 400 seconds is more
than enough time to complete the level.
When you start, two Eeries will be floating towards you. Duck down to dodge
them and go to the spinning circle of Boos. Get the first Dragon Coin under
the platform and the Fire Flower from the '?' block above it when the gaps
persist. From here, walk forward and start hopping across the series of small,
scattered platforms. Dodge the Boos guarding some of the platforms and get the
second Dragon Coin near the end of the run. When you see the two lines of
yellow bricks, lure the Big Boo up and drop down under the first line of
bricks. Keep hitting yellow bricks on the right side until you hit a green
plant that will sprout up. Climb the plant, jump on the platform and get the
third Dragon Coin surrounded by four coins. When you see the small gap in the
platform, jump down it to hit the Check point near another Big Boo.
---Check Point---
Dodge the Big Boo and run into the middle of the circle of Boos when the gap
persists. Get the coins from the '?' block and the fourth Dragon Coin above it
(when the gap is facing up). Run out of the circle of Boos and enter the
yellow gate near the right wall. In this area, many large green bubbles will
be bouncing about. You cannot destroy these bubbles, but to prevent injury,
you can spin jump on the top and bounce off. Run forward, dodging the bubbles
and hop on the upper platform. Keep dodging the bubbles, jump down to the
lower ground, and hop across the broken floor. When you see three yellow
bricks above a platform, stop and hit the middle brick to allow a 'P' switch to
pop out. Grab the 'P' switch and walk forward ignoring the yellow gate. Grab
the final Dragon Coin and the five coins in an arch. Step on the switch and
enter the blue gate to leave the Ghost House. Run into the End Marker to beat
the level. Nice Job!! You beat the Ghost House of Vanilla Dome!
GO TO: Vanilla Dome 3
Vanilla Dome 3 (VD3)
--------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Blaarg, Buzzy Beetle, Flying Koopa, Guppy, Jumping Piranha, Koopa,
Piranha Plant, Spiked Top
This is the longest level in this world, so time will be a problem even with
400 seconds. Having Yoshi is strongly recommended as he will eat all your
enemies.
You will start on top of a short flight of steps with no immediate danger.
Head down and jump on the platform composed of four skulls in the lava. As you
start to float forward, dodge the Blaargs trying to eat you and your Yoshi.
The first flying '?' and the stationary one contain a single coin while the
upper flying '?' block contains an extra life. When you land, ignore the Fire
Flower from the '?' block and eat up the two Jumping Piranhas and the Buzzy
Beetle. Jump up the three pipes, get the first Dragon Coin near the slope and
jump on another skull platform. Get the coin from the flying '?' block and
dodge the Blaargs in the upper part of the lava pool. When the skull platform
falls down to the lower level of lava, jump to the stone ground. Run forward,
touch the first red pipe, and jump up to reveal an invisible block. Climb up
the block and get the Cape from the '?' block between the two pipes. Jump past
the second pipe and run to another skull platform. Dodge the single Blaarg in
the middle of the pool and jump when you see the platform made of brown bricks.
Get the six coins and the second Dragon Coin, kill the Buzzy Beetle, and walk
forward until you see a bunch of pipes sticking out of the ceiling. Eat up the
Piranha Plants that pop out of three of the pipes and continue forward. Step
on the skull platform and hop on the upper stone ledge. Walk forward, kill the
Buzzy Beetle, but ignore the '?' block contain coins. Eat the Piranha Plant
popping out of the green pipe and hop back on the skull platform when it
reaches you. Go down the yellow pipe when it appears near the end of the lava
pool. When you fall down, you will land in an ice cave. Run forward, dodging
the icy pools, Buzzy Beetles and the Guppies. Grab the third Dragon Coin above
the Flying Koopa and kill the Buzzy Beetle near the blue pipe. Get the Cape
from the '?' block and jump up the pipe. Run forward and up the pair of orange
pipe and land on the middle '?' block. Jump down, kill the shelless Koopa and
jump on the shell to get the Yoshi from the '?' block. After you grab the
Yoshi, run through the Check Point.
---Check Point---
Run forward and hop on another skull platform in the lava. As the lava's
height climbs, dodge the two Blaargs lunging towards you. When the skull
platform suddenly drops, jump on the floating stone block and grab the fourth
Dragon Coin in the middle of the air to the right. Land back on the skull
platform, dodge more Blaargs and jump on stone ground shortly after. Walk
forward until you see the first blue pipe. Hop across the pipes, eat the
Spiked Tops that crawl around and kill the Buzzy Beetle near the orange pipe.
Hop across the broken ground, grabbing the last Dragon Coin and dodging the
Buzzy Beetles. Get the Cape from the '?' block if needed and keep going
forward until you see yet another skull platform. Hop on the platform and jump
on the stone cliff with many pipes sticking out of the ceiling. Eat the
Piranha Plants that pop out of four of the five pipes and jump back on the
skull platform. When the platform falls down into the pit, jump to the End
Marker to beat the level. Nice! You beat the longest level in Vanilla Dome!!
GO TO: Vanilla Dome 4
Vanilla Dome 4 (VD4)
--------------------
Difficulty: 3.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Bullet Bill, Flying Koopa, Koopa
The first half of this level is quite hard as Bullet Bills attack you from
every direction every two seconds. When ever you hear a gun shot, make sure
you see where the Bullet Bill is going to avoid getting hit. Having two capes
is strongly recommended before entering this level.
You will start on a large mushroom platform. Walk forward and you will shortly
see the first Dragon Coin over a small gap. Jump up the spring and land on the
mushroom shaped ground with the red Koopa. Kill that Koopa and the Flying
Koopa floating shortly after. Jump down the spring platforms between the white
walls to get the mushroom. Hop back up towards the right and land on the
mushroom platform. Jump up the series of white walls and across the mushroom
platforms until you see the Flying Koopa. Kill the Koopa and hop across the
green springs making sure you grab the second Dragon Coin. Grab the Cape from
the '?' block above the brown brick, it will be very helpful. Kill the Koopa
below you and use the green spring to jump past the white wall and to land on
the small mushroom platform. Kill the Flying Koopas and hop across another
white wall using the spring. On the tall mushroom platform, kill the Flying
Koopa near the platform and run through the Check Point.
---Check Point---
From this point on, the Bullet Bills will shoot at you in clusters of fours
heading in all four directions and Jumping Piranhas will appear. Use the green
springs to hop across the yellow pipe with the Jumping Piranha. When you see
the blue pipe, Kill the Jumping Piranha and enter it. You will end up in a
cavern near skull platform in a pool of lava. (I know you must be sick of these
by now, but bear with me) Jump on the platform to start the ride. You will
shortly come across a brick so jump over it. Jump over the next three stacks
bricks and duck under the next two. You will notice the piles of bricks are
getting taller, just jump at the right moment and you will be fine. Jump over
the next pile of bricks, duck under the next. Now, the skull platform will
fall down, first to a lower level of lava then into a pit. Jump on the stone
ground before the platform falls. Your reward for all the jumping is the third
Dragon Coin, so grab it and exit via green pipe. When you enter through the
blue pipe, you will notice that Bullet Bills stopped attacking! From the pipe,
walk forward, kill the green Koopa and get the fourth Dragon Coin between two
white walls. Dodge the red Flying Koopas, jump across the next set of white
walls using the green springs and grab the last Dragon Coin in the air. The
End Marker will be near the last Dragon Coin, so run through to beat the level.
Nice Job!! Now let's conquer Lemmy's Castle!!
GO TO: Lemmy's Castle #3
Vanilla Secret 2 (VS2)
----------------------
Difficulty: 3/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Bob-Bomb, Chargin' Chuck, Flying Koopa, Lakitu, Spiny
In the first half of this level, many Koopas will be jumping around to get you.
Because you will more than likely be hit by one of these Koopas, get two Capes
and a Yoshi before you attempt this level.
You will start on the ground near a green bush. Walk forward, kill the pair of
Jumping Koopas trying attacking you, and go back to where you started. Now,
run forward, fly up towards the right, and land on the line of clouds with many
coins. Walk across the clouds and get the first Dragon Coin after you jump the
small gap. Drop straight down and you will land on a green '!' block. Eat a
Koopa, and use the shell to get the Cape from the block. Walk forward, dodge
Flying Koopas, and get the second Dragon Coin on top of the small hill. As you
continue, tons of Flying Koopas will be jumping towards you, so either jump on
them or eat them with your Yoshi. Get the Fire Flower from the lone '?' block
if needed and jump across the gap shortly after. Dodge the Jumping Piranhas
that pop out of the two purple pipes and get the third Dragon Coin between
them. Head right and run through the Check Point.
---Check Point---
Jump up the slanted cliff, kill the Spiny, and slide down the sloped edge.
Stop when you see the two yellow bricks, the four note blocks and the blue
pipe. Bob-Bombs will start to fall in the rest of this level, so dodge them,
kill the Lakitu that is throwing Spinies from the pipe and get the Cape from
the third note block. Climb up the slanted green pipe and keep heading
forward. Slide down the slope making sure you dodge the two Spinies and get
the fourth Dragon Coin above the brown brick in the gap. When you see the line
of four yellow bricks, stop and hit the second brick to revel a silver 'P'
switch. Step on the switch to turn all Spinies in this level into silver coins
for a short time. Get all of the silver coins in the pit, jump across the gap,
and get another silver coin sliding on the slanted green pipe. You should get
a total of 9 extra lives if you got all the silver coins. Kill the Lakitu in
the green pipe and the Chargin' Chuck on the line of '?' blocks before he
duplicates. Now go down the green pipe where the Lakitu was to enter the next
area. To your left is a 'P' switch, step on it and jump on the platform of
brown bricks. Quickly run left, get as many coins as you can as you run, and
get the last Dragon Coin near the orange pipe. Jump back on the stone ground
and enter the pipe. You will be blasted out of the slanted green pipe and will
fly through the End Marker if you hop across the line of red Flying Koopas.
Nice Job!! You completed Vanilla Secret 2!!
GO TO: Vanilla Secret 3
Vanilla Secret 3 (VS3)
----------------------
Difficulty: 2/10 | Brother: Mario | Dragon Coins: 6 | Time: 300
Enemies: Porcupuffer
This level is easy compared to the other levels in this world. You should have
a Yoshi to save you from the Porcupuffer if you fall.
You will start on a mushroom platform over water with no immediate danger.
Jump past the first four dolphins and land on the tall, but skinny platform.
Get the Cape and the first Dragon Coin in the air. Because the dolphins are
swimming backwards, jump in the water and swim forward until you see land.
Jump on the floating ground and get the second Dragon Coin at the middle of the
platform. Now, a Porcupuffer will appear in the water preventing you from
swimming the rest of the level. Hop across the dolphins and get the Cape from
the '?' block near the dolphin jumping vertically. Now back on land, get the
extra life from the star block, and jump across the next set of dolphins making
sure you get the Check Point under the third dolphin.
---Check Point---
Hop on the tall platform and get the third Dragon Coin between the two dolphins
jumping vertically. Jump on the second tall platform and wait until a bunch of
dolphins start hopping towards the right. Jump on one of the dolphins moving
forward and enjoy your ride! Make sure you dodge the Porcupuffer if you fall
and get the fourth Dragon Coin the middle of the third set of coins. When you
reach the end, get the fifth Dragon Coin and enter the green pipe to enter the
next area. The sixth Dragon Coin is above the pipe to the right. Get the coin
and run through the End Marker to complete the level. Good Job!! You beat
Vanilla Secret 3!!
GO TO: Vanilla Fortress
Vanilla Fortress (VF)
---------------------
Difficulty: 4.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Ball 'n' Chain, Bony Beetle, Dry Bones, Fishbone, Renzor
This is your first Fortress, but this one is underwater. Having two Capes is
strongly recommended as it can be used to kill the enemies.
You will pop out of an orange pipe underwater and start the level. Swim
forward; dodging the three Ball 'n' Chain and the three Fishbone until you see
the stone ground with yellow spikes facing up. Carefully swim above the spikes
dodging the Fishbone attacking you. Get the Cape from the '?' block, kill the
Fishbone with a swing of your cape, and keep swimming forward. In this area,
Bony Beetles, Dry Bones, and Fishbone will be attacking you. The ceiling has
yellow spikes, and the brown ones fall on your head. Carefully swim across the
danger zone making sure you get the first Dragon Coin above the first Dry
Bones. Enter the blue pipe to enter the next area. From here, go left and get
the second Dragon Coin under the Thwomp. Keep going left making sure you dodge
the Dry Bones and the Chain 'n' Ball until you see a small flight of stairs.
Swim down the stairs, dodge the Thwomp, Bony Beetles and the Fishbone, and grab
the Cape from the '?' block. Now, swim up the gap to the right of the next
Thwomp and get the Check Point on the upper stone platform.
---Check Point---
Head right, dodge the Ball 'n' Chains and the Fishbone, and grab the third
Dragon Coin. Dodge one more Ball 'n' Chain and Fishbone then fall down the gap
to land on the lower ground. Go towards the left to grab the fourth Dragon
Coin near the Thwomp and the Dry Bones. Go back right, dodge the Fishbone,
Ball 'n' Chains, and the Dry Bones, and get the last Dragon Coin near the right
wall. Swim to the upper ground, avoid the Bony Beetles and the Fishbone, get
the mushroom and enter The Boss battle via red gate. (Find: VDRZR) Nice Job!!
You finished your first fortress!!
GO TO: Butter Bridge 1
Lemmy's Castle #3 (LC3)
-----------------------
Difficulty: 5/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Dry Bones, Fireballs, MagiKoopa
Your third Castle will not be an easy one. The MagiKoopas will prove to be a
big pain, while the moving blocks in the second area will cause you to fall. I
require you to have two Capes before you start this level.
You will start on a line of yellow bricks near the top. Immediately, a
MagiKoopa will appear on the lower level of bricks and will try to curse you.
Run forward, and when you get stopped by the stone block, spin jump to break
the yellow bricks and fall down to the lower level. Because you are still spin
jumping, you must move forward and land on the stone ground, or you will land
in the lava. Get the '?' block towards your left to get the Cape and head back
right. When you see the yellow bricks above the pool of water, start to hop
across them, trying not to fall in the pool. Grab the 'P' block, get ONLY the
first two coins when you see the hovering door, and step on the 'P' switch on
stable land (not the floating platforms). When the coins turn into brown
bricks, quickly jump and enter the yellow door. In this area, get the Check
Point and keep moving forward.
---Check Point---
Get the extra life from the yellow brick and enter the next area through the
yellow door. In here, the stone blocks floating in lava will slowly sink down
and rise up. Run forward until you see the first lava pool. When the blocks
rise up, grab the first Dragon Coin, and quickly hop across the blocks before
they sink down again. Back on stable ground, kill the Dry Bones, and hop
across the small lava pit when the blocks are up. Quickly run across the stone
ground before the stone block crushes you and hop across another small lava pit
dodging the fireball. Kill another Dry Bones and wait until the blocks are
completely up. Jump onto the next set of moving blocks, quickly get the second
Dragon Coin in mid-air, dodge the jumping Fireball, and jump on the next set of
stable blocks. Kill the Dry Bones to your right and wait until the moving
stone blocks are up again. Hop across the two small blocks floating in the
lava, making sure you get the third Dragon Coin, and jump to the next set of
stable blocks. When the stone blocks are up again, hop across the lava pit,
dodge the jumping Fireball, and get the cape on the lower ground. As you
notice, the slab of ground where the cape was is safe, so there is no need to
move back until the blocks are up again. Hop back to the upper ground and
stand on the first stone step when the blocks descend. When the blocks start
to move up, slowly walk across the steps. Be careful not to fall in the lava,
and to get the fourth Dragon Coin on the lowest step of the staircase. Jump
onto the next stable block, hop across the lava pit with the jumping Fireball,
and kill the Dry Bones between four stable stone blocks. Hop on the moving
platform when the block moves down, jump onto the upper stone platform, and
kill the two Dry Bones walking back and fourth. When the blocks move down,
jump on the second moving stone block, kill the Dry Bones on the stable block,
and jump onto the third moving block. When the blocks are at its maximum
height, slowly drop down the block's edge to get the last Dragon Coin. From
here, quickly jump to the stable stone block using the dent in the moving block
as support. Walk down the short flight of stone stairs, get the Cape from the
green '!' block and enter the red gate to fight Lemmy.
Boss Battle: Lemmy
------------------
The only danger in this boss battle is the moving fireball that bounces all
over the place, so dodge it at all costs. Shortly, three figures will pop out
of three of the seven pipes. Ignore the 'Koopas' that are blue (decoys), and
jump on the one that has a yellow spiked shell (Lemmy). Every time you hit
Lemmy, the figures will move in and out of the pipes faster. There is no
punishment if you hit the decoys, but you lose time from the Boss battle. Jump
on Lemmy twice more to make him fall in the lava pit below you and beat Castle
# 3. Nice Job!! You beat the Vanilla Dome World!!
GO TO: Cheese Bridge Area
**************************
World 4: The Bridge Levels
**************************
Cheese Bridge Area (CBA)
------------------------
Difficulty: 3.5/10 | Brother: Luigi | Dragon Coins: 11 (8 max) | Time: 300
Enemies: Bullet Bill, Chainsaw, Fuzzy
This is your first level on the bridge! Here, you will be sailing across brown
platforms, climbing yellow ropes, and dodging Chainsaws. There are also THREE
exits. (Two normal and one secret) If you use the alternate exit, you can exit
the level anytime by falling down or losing your Yoshi.
You will begin on a sturdy bridge made up of wooden logs with no immediate
danger. Run forward and get the Cape from the '?' block; you will need it in
this level. *** Now jump on the brown platform to start to move forward on the
black wire. When you see the Chainsaw moving towards you, jump on the brown
platform above you. Another Chainsaw will try to chop you in half, so dodge it
by jumping on a third brown platform. Now that all three platforms are moving
forward, hop back down on the first brown platform, and spin jump to dodge
another Chainsaw. Grab the first Dragon Coin above the black wire when yet
another Chainsaw tries to grind you down. When you see the '?' block near the
uppermost wire, jump on the third brown platform, and quickly get the Cape from
the block. Grab the second Dragon Coin when another Chainsaw tries to chop
you. Now jump on the lower platform making sure you dodge the Chainsaws. Your
platform will enter a strange series of loops. When the looping ends, dodge
that Chainsaw, and get the third Dragon Coin before the platform falls. Jump
on the second platform and dodge the last Chainsaw to land on another wooden
bridge. Hop on the '?' block and jump up towards the left to get the Check
Point in mid-air. &&&
---Check Point---
Now you will see a line of yellow string hanging from a blue motor. Grab the
string to move forward. Jump down the wooden bridge platforms and get the Cape
from the '?' block. Ignore the next yellow string, get the fourth Dragon Coin,
and head down the blue pipe. Here, every 5-6 seconds, four Bullet Bills will
emerge from nowhere trying to kill you; so watch your step. Hop across the
mushroom platforms until you see the moving white ones. Dodging the Bullet
Bills, hop across the platforms and exit via blue pipe. Emerging from the
yellow pipe, hop across the wooden platforms and climb on the yellow string.
Many Chainsaws will be moving on separate lines of strings, so you must move up
and down to dodge them efficiently. Dodge the first two Chainsaws by climbing
down and up respectively. Dodge the next two by moving down and up again, and
get the fifth Dragon Coin above the fourth Chainsaw. Stay up to dodge the last
four Chainsaws and jump to the End Marker when the yellow string falls. Great
Job!! You completed your first bridge level!!
Alternate Exit:
You need a Yoshi if you want to use this exit. Hit the '?' block, and jump
with the Yoshi to the pair of floating wings to shoot up in the sky. Welcome
to Dragon Coin Heaven!! Here you will find many yellow coins, six Dragon
Coins, and sadly, Fuzzies circling around brown bricks trying to stop you. You
will start on a bridge; fly forward and get the fourth Dragon Coin near the
first Fuzzy. The fifth Dragon Coin will be just right of the fourth one; so
dodge the Fuzzies and grab the coin. Now, as you descend, dodge more Fuzzies
by flying through the middle, or by hopping off their heads. When you rise
again, get the sixth dragon coin to your left, and the seventh and eight ones
between the barricade of Fuzzies and brown bricks. Now as you descend for the
last time, you will see an arrow of brown bricks pointing down. Drop down the
sky to beat the level. Good Job!! You beat Cheese Bridge Area!
Secret Exit:
When you get the cape, you will need to run all the way back to start, because
you will need the bridge to run fast enough to fly. Run forward and fly up to
the right before you fall down the pit. Fly across the level, making sure you
are flying so high that you are out of sight. If you are flying high and fast
enough, you will pass over the End Marker. Do not go back and hit this End
Marker, as you will not find the secret! Jump across the mushroom platforms to
the right, get the moon crescent to get 3-up, and pass through the second End
Marker to beat the level. Excellent Job!! You are on the way to Soda Lake!!
Normal Exit - GO TO: Cookie Mountain
Secret Exit - GO TO: Soda Lake
Soda Lake (SL)
--------------
Difficulty: 5.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Blurp, Torpedo Ted
This is the only (and most annoying) water level of World 4. Expect to get hit
(or even die) several times before you beat it. This level has no Check Point.
Having two Fire Flowers and a Yoshi is strongly recommended.
You will emerge from a silver pipe and land underwater on stone ground. Swim
up towards the right, dodging the two Blurps and the Torpedo Ted. As you move
forward, dodge two more Blurps and get the Fire Flower from the '?' block.
Dive down to dodge two more Torpedo Teds and the single Blurp, and get the
coins shortly after. Carefully grab the first Dragon Coin between the two
Torpedo Teds, and land on the stone platforms and take a short rest. Now,
dodge the four Blurps, and keep moving forward until you reach the end of the
stone ground. Carefully move forward, and get the second Dragon Coin guarded
by the Torpedo Ted near the wall. Dive down to dodge another Torpedo Ted and a
Blurp. Swim to the right, dodge the four Blurps swimming to the left and get
the third Dragon Coin in the large stone pit. Don't move to fast, or you will
be hit by a Blurp or a Torpedo Ted!! This part is very tricky, so expect to
lose your Yoshi or power up. As carefully as you can, dive down, move forward,
and try to dodge all four Torpedo Teds. When you pass this danger zone, dodge
three Blurps and get the fourth Dragon Coin near the Torpedo Ted near the sea
floor. As you proceed, three more Torpedo Teds will appear. Quickly get the
last Dragon Coin above the second Torpedo Ted and dodge the seven Blurps
swimming towards you. Keep moving forward, dodging three more Torpedo Teds and
Blurps, until you see the green pipe sticking out of the wall. Enter the green
pipe, and run through the End Marker. Good Job!! You beat Soda Lake!!
GO TO: Star Road 3
Cookie Mountain (CKM)
---------------------
Difficulty: 5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Chargin' Chuck, Jumping Piranha, Koopa, Monty Mole, Porcupuffer, Sumo
Brother
In this level, tons of Monty Moles will pop out of the ground and walls when
you least expect it. You need to be fairly skilled to beat this level without
getting hit. Having a Yoshi and two Capes is strongly recommended.
You will start on the ground with a shelless Koopa flying towards you. When
the Koopa lands, kill it, and walk up the slanted cliff. As you do, two Monty
Moles will pop out of the ground and try to attack you. Because you are on the
cliff, they cannot hurt you, so jump past the gap and you will see a Sumo
Brother stomping on a line of '?' blocks. Jump on the blocks, kill the Sumo
Brother with a whip of your cape, and get the Cape from the single '?' block
above you. Dodge the Monty Mole and jump over the gap. Three shelless Koopas
will slide down the cliffs, so jump on their heads when they land, and get the
first Dragon Coin above the second slanted cliff. Now pick up the red shell,
climb to the upper ledge, and wait until four Monty Moles pop out of the
ground. Throw the shell to kill the moles and get 1500 points. Walk down the
four ledges, run forward and stop when you see a pair of red '!' blocks. Jump
across the gap and quickly jump on the blue pipe to dodge the six Monty Moles.
Jump across the gap, and run across the small pit. You will see a pair of Sumo
Brothers on a long line of note blocks. When the fire dissipates, run across
the pit, dodge the Sumo Bros, and also dodge the single Monty Mole near the
green bush. As you continue walking forward, jump through the Check Point
above the green pipe with the Jumping Piranha.
---Check Point---
Five Monty Moles will soon pop out of the giant walls and the ground, so watch
your step when you cross this area. Hit the third yellow brick, when you see a
line of four yellow bricks, to reveal a green plant. Climb the plant, grab the
third Dragon Coin to the right, and jump on the tall cliff to the left. Hit
the lone yellow brick near the middle of the cliff to get an extra life. Jump
back down to the right, dodge any remaining Monty Moles, and hop past the blue
pipe. Dodge the Monty Mole and get the Yoshi from the '?' block above the line
of red '!' blocks. Dodge six more Monty Moles and get the fourth Dragon Coin
on the tallest cliff. Hop across the gap and get a Cape from the shifting
block. Walk forward and kill the Jumping Piranha (now throwing fireballs) from
the middle white pipe. Get the final Dragon Coin over the line of green '!'
blocks and stop when you see the two Sumo Brothers on the two lines of '?'
blocks. Kill the lower Sumo Brother, get the cape from the third '?' block on
the first line, and then kill the other Sumo Brother. Run forward, kill the
jumping Chargin' Chuck, and run through the End Marker when you pass the blue
pipe and the single yellow brick. Wonderful!! You beat Cookie Mountain!
GO TO: Ludwig's Castle #4
Butter Bridge 1 (BB1)
---------------------
Difficulty: 4.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa
This is another one of those automatic scrolling levels. Having two capes and
a Yoshi is not only recommended but required to get all of the Dragon Coins
easily and safely. There is no Check Point in this level.
You will start on mushroom platform near a bridge. Run forward, trying to stay
in the middle of the screen, and walk along the bridge. Hop onto the very tiny
mushroom platform, this will cause the platform you are standing on to fall
and the one next to it to rise. This falling and rising rule applies to all of
these platforms in this level (called RF platforms). Quickly cross the first
three platforms, dodge the Flying Koopa, and hop on the fourth RF platform.
Jump on the gray platform to get the first Dragon Coin. These gray platforms
fall immediately when you touch them, so you have cross them very quickly.
Jump past a RF platform, a gray platform and yet another RF platform. Here,
you must jump to the hovering three logs by hopping off the Flying Koopa. So
when the Flying Koopa drops down, hop off of it to the three logs, making sure
you grab the second Dragon Coin. Hop across the RF platform, grab the third
Dragon Coin, and hop on the Flying Koopa (green) above the second RF platform.
Carefully, but quickly hop across the line of Flying Koopas until you reach the
end of the bridge and get the extra life. Hop across four more RF platforms,
and STOP on the fifth one. As the screen moves down, grab the fourth Dragon
Coin, and glide to the seventh RF platform to your right. Jump past the next
RF platform and the mushroom platform, then land on the wooden bridge below the
line of yellow bricks. Get the Cape from the '?' block, and climb up the lines
of bricks when the screen starts moving up. When the screen moves right again,
jump past the two RF platforms and the Flying Koopa and land on the gray
platform to get fifth Dragon Coin. As the screen moves down, hop down the
lines of wooden logs, dodge all of the Flying Koopas, and stop when you see the
mushroom platform. Ignore the help block, get the extra life from the star
block, and head down the blue pipe. Exiting from a green pipe, jump to the End
Marker to complete the level. Great Job!! You beat Butter Bridge 1!!
GO TO: Butter Bridge 2
Butter Bridge 2 (BB2)
---------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Koopa, Super Koopa (both types)
This is the hardest level in The Bridge Levels. I require you to have two
Capes and a Yoshi before attempting this level. The placement of the last
Dragon Coin will cause you some trouble when trying to safely get it.
You will start on a long wooden bridge with a Super Koopa charging towards you.
Kill the Koopa, and carefully walk to the right. Grab the Cape from the second
Super Koopa, and jump past the gap to the line of six wooden logs. Kill the
shelless Koopa, jump past another gap, and grab the green shell. Dodge two
more Super Koopas, and throw the shell at the '?' block revealing a Cape. Grab
the power up and walk to the left until you reach the end of the bridge. From
here, run forward and fly up towards the right, and land when you see the line
of clouds. Get the first Dragon Coin above the clouds and drop towards the
left. As you drop down, tilt towards the right to prevent falling in the gap.
Here, you need to use the Super Koopas as "stepping stones" to get the second
Dragon Coin. If you choose to get this Dragon Coin, do not fall down, as the
bridge below you has small, but many gaps. So slowly move forward as you jump
on the Super Koopas, and get the coin after you hop across four Koopas. Float
down to the "unbroken" bridge and slowly walk forward. When you see the
shelless Koopa and a red shell above you, immediately jump to avoid getting
hit. Dodge two more kicked shells and Super Koopas, and get the Cape from the
second one. The last tow shells will be kicked at the same time, so dodge the
two shells, and grab the third Dragon Coin near the upper shelless Koopa. Run
across the long wooden bridge and jump through the Check Point.
---Check Point---
After you pass the Check Point, red caped Super Koopas will constantly swoop
down to attack you. If you want to survive this level, you must constantly
jump to avoid them. Kill the lonely shelless Koopa on the wooden bridge and
jump to the upper ledge with three logs. Kill the shelless Koopa below you,
grab the Cape from the green '!' block, and jump on the first blue pipe. Jump
past the wooden platform and head down the second blue pipe. You will fall
down on a light-orange colored platform and start to move along the wire.
Immediately climb on the yellow rope to make the motor move forward. Climb up
and won, getting as many coins as you can, and get the fourth Dragon Coin on
the small wooden platform. Hop on the light-orange platform, and go through
the blue pipe at the end of this small area. From now to the End Marker,
hundreds of Super Koopas will swoop down, this makes it very hard to not get
hit, so be very careful. Run across the wooden bridge, and hop across the
wooden platforms killing the shelless Koopas. Stop when you see the fourth
Dragon Coin above a gap. When a Super Koopa flies below the coin, immediately
jump using the Super Koopa as support, grab the last Dragon Coin, and land on
the wooden bridge to the right. This may take several tries for many people,
so don't get frustrated over this trick. As you walk forward, jump over the
five Super Koopas flying towards you at the same time, and jump to the End
Marker to finish the level. Nice Job!! You finished the hardest level in The
Bridge Levels!!
GO TO: Ludwig's Castle #4
Ludwig's Castle #4 (LC4)
------------------------
Difficulty: 5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Ball 'n' Chain, Bony Beetle, Fireball, Koopa, Ludwig
Welcome to Ludwig's Castle!! This castle can be quite a pain because getting
all of the Dragon Coins under 300 seconds is hard. Having two Fire Flowers is
strongly recommended because you are bound to get hit in the third area.
You will start on a long stone platform with little ceiling room. Run forward,
drop down to the lower level, and swing your cape to kill the Bony Beetle. If
you quickly run forward and touch the stone brick without jumping, the Ball 'n'
Chain will not hurt you. When the Ball 'n' Chain heads down, quickly hop up
the stone blocks, jump past the stone ground, and land on the long stone ground
with the Bony Beetle. Use your cape to kill the Beetle, and run forward,
making sure you dodge the five spinning Ball 'n' Chains. When you see the
yellow gate and the mushroom, get the mushroom if needed, ignore the gate and
head left. Look at the ceiling for a second; you will notice that one section
of the ceiling is composed of a small square stone. Run directly underneath
the stone, jump to soar past the ceiling, and land on the top of the ceiling to
the right. Now run right, hop up the stone staircase, and plunge down the
green pipe on the highest step. (Refer to Bonus Game #1) In this second area,
you will notice that the ceiling, composed of yellow spikes, is slowly falling
down. To avoid getting crushed, make sure that your jumps are short, and you
run instead of walking. Head left, run down the moving escalator and jump past
the first lava pit. Grab the first Dragon Coin above you, jump across the
second lava pit, and keep moving left. You will see an 'ON' switch. So when
the spikes touch the top of the switch, hit the switch to change the direction
of the moving ceiling. Kill the Bony Beetle, get the second Dragon Coin to the
left of the switch and run left. Kill another Bony Beetle, and quickly jump
across four lava pits, but don't get hit by the fireballs. After the last pit,
run as fast as you can and pray to God that you reach the end of the run before
the spikes crush you. When you see the yellow gate, enter it to get to the
final area before the Boss. In this area, run to the right and jump to get the
Check Point in the small room.
---Check Point---
Head back to where you started and jump to climb the fence above you. Walk
straight up, take the right at the fork, kill the climbing Koopa and jump to
the stone ground to your right. Grab the Cape from the '?' block, go back on
the fence, and move up again. When you are above the platform of yellow
spikes, jump straight up to climb another fence. Kill the Koopa, jump to the
third fence, and use the pivoting section of fence to get to the other side.
Kill the climbing Koopa and get the third Dragon Coin to the right. Carefully
jump to the stone platform to your right, but avoid getting hit by the yellow
spikes. Use fireballs to kill as many climbing Koopas as you can to your left,
and then jump past the two grates. The fourth Dragon Coin will be a tad tricky
to get, so don't be surprised if you lose your power up. Locate the coin
surrounded by yellow spikes, then drop down to get the coin. After getting the
Dragon Coin, start to jump straight up the small sections of fences, but dodge
the climbing Koopas. When you reach the large grate, start to climb straight
up until you can see the '?' block above you. Hit the block to reveal a Fire
Flower, get the power up, and continue climbing left. Hop to the long grate to
the left of you, but be careful, as this grate is crawling with climbing
Koopas. Climb up, kill the two crawling Koopas, and get the last Dragon Coin
above the yellow spiked platform to your left. Grab the grate near the left
wall, hop up to the grate above you, and kill the climbing Koopa. Head up,
jump on the stone platform to your right, and enter the red gate to fight
Ludwig.
Boss Battle: Ludwig
-------------------
Ludwig is quite an easy boss if you can easily dodge his fireballs. On the
bridge, head right until you encounter Ludwig. When you see him, he will start
to spit four fireballs at you. This is the only time he can get hit, so jump
on his head right before he spits out his third fireball. If you hit him, or
if he throws four fireballs at you, he will transform into a shell and start to
chase you. Dodge him, and after three attempt of trying to knock you out,
Ludwig will jump to the far left or right. (Depending on where you stand)
Repeat this twice to kill him and send hi flying out of the court. Nice Job!!
You finished the Bridge levels and beat Ludwig!!
GO TO: Forest of Illusion 1
***************************
World 5: Forest of Illusion
***************************
Forest of Illusion 1 (FI1)
--------------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Amazing Flyin' Hammer Brother, Flying Koopa, Goomba, Koopa, Wiggler
This is the first level in the fifth World!! Here, you will have your first
encounter with Wigglers and enemies that burst out of yellow brick. You should
have two Fire Flowers and a Yoshi, if you want to use the extra live trick.
You will start under a pair of trees with a Wiggler walking in your direction.
Eat (or jump on) it, and get the first Dragon Coin hidden behind the tree, to
the top. Running forward, kill the Wiggler, hop over the gap, and land on the
ground with the red Koopa, the yellow brick, and the '?' block. Kill the
Koopa, and get the Fire Flower from the '?' block using the yellow brick as
support. Hop across the three small platforms, but make sure you throw
fireballs at the Koopas before you start to jump. From the last platform, jump
on the high ground, get the Yoshi from the '?' block, and eat the Wiggler
walking towards you. As you walk forward, eat two Goombas, one Flying Goomba,
and another Wiggler. When you see the green trampoline, hold it in Yoshi's
mouth and jump across the large gap. Back on lower ground, spit out the
trampoline so it lands under the first Dragon Coin, eat the Wiggler, and hop on
the trampoline to get the coin near the line of note blocks. Hit the yellow
brick to reveal an extra life that will start to move on the note blocks. When
the green mushroom is over a note block, hit that block to make the mushroom
fly towards the right, and grab the mushroom before it falls in the gap. When
you land on the upper ground, run forward past the six trees, get the third
Dragon Coin between the trees, and dodge the three Wigglers. Jump back to the
lower ground, run forward, and jump to the Check Point above the small gap.
---Check Point---
Kill the red Koopa and get the star from the shifting block. In this area,
enemies will break out of yellow bricks and try to attack you. When you
initially jump past the gap, grab the fourth Dragon Coin hidden behind the tree
stump. After getting the coin, jump past the gap, and run forward trying to
hit as many enemies as possible. Jump past two gaps and land on a bumpy
bridge. Ignore the keyhole below you for now, and run past the bridge. Again,
to get as many lives as possible, try to hit all the enemies that pop out of
the bricks. Grab the fifth Dragon Coin near the end of the bridge and drop
down to the small platform with the '?' block below you. *** Jump past the gap,
kill two more Wigglers for four extra lives, and jump past the gap onto the
green pipe. Here, an Amazing Flyin' Hammer Brother will try to kill by
throwing hammers. So, dodge the hammers, kill the Wiggler, and get the sixth
Dragon Coin near the tall wall. Kill the Amazing Flyin' Hammer Brother and use
his platform to hop to the tall wall. Jump past the gap and into the End
Marker to finish the level. Great Job!! You finished Forest of Illusion 1!
Secret Exit:
Standing on the small platform, run to the left and hit the '?' block to
release a 'P' balloon. Jump into the balloon, and start floating under the
bridge to the left. Dodge the single Flying Koopa, and hover over the small
platform with the keyhole until you fall down. Hit the '?' block to reveal a
key, and then put the key into the keyhole to complete the level. Great Job!!
You found the secret to this level!
Normal Exit - GO TO: Forest of Illusion 2
Secret Exit - GO TO: Forest Ghost House
Forest of Illusion 2 (FI2)
--------------------------
Difficulty: 5.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Blurps, Calling Chargin' Chick, Guppies, Rip Van Fish, Urchins
Welcome to the only water level in this world! Because you have only 300
seconds, time can pose an issue when trying to collect all of the Dragon Coins.
Have a Yoshi and two Fire Flowers on hand to ward off the fish.
You will enter the level through an orange pipe, and landing on the ground.
Swim forward, get the Cape from the green '?' block, and kill the Blurp to your
right. Dodge two more Blurps and an Urchin, and land on the small piece of
ground when you pass it. When the second Urchin is at the top, drop down, swim
to the right, and kill another Blurp. Swim past the upper cliff, dodge five
Blurps, and swim up the long gap when the Urchin is resting to the right. Hug
the right wall, and swim to the blue brick when the Urchin is to the left. Use
the brick to kill that Urchin, and get the first Dragon Coin near the left
wall. Head back right and swim up the gap when the Urchin is down. Swim
forward and stop when you see another Urchin. Here, the Urchins will be
circling the stone blocks. This means that when you want to proceed, you must
swim in the same direction the Urchin is rotating. Now, swim down the right
gap when the Urchin is to the right and at the second set of gaps swim down the
left one when the second Urchin is to the right. Dodge the few Blurps that may
swim from the left side, and keep swimming forward. Grab the blue brick and
use it to kill the lone Blurp swimming from the right. Swim straight up, dodge
the three Guppies and the Blurp, and get the Fire Flower from the '?' block at
the top. Swim right, pass the gap, and kill the Blurp using fireballs. Dodge
the two Urchins, kill the Rip Van Fish, and get the second Dragon Coin. Swim
back left, dodge the two Urchins, and fall down the first gap. When you are
all the way down, swim forward, kill the Rip Van Fish and the Blurps, and pass
the moving Urchin. The gap above you is blocked by hidden blocks; do not try
to go up there yet. Swim right, kill the Rip Van Fish, and get the third
Dragon Coin. Heading back to the left, hit only the first two invisible
blocks, and let the extra life from the second block fall to the ground. Get
the extra life and swim back left to the wall. Swim up the gap and swim onto
the middle platform. Dodge three Urchins and swim through the small Check
Point gate.
---Check Point---
Carefully swim past the gap, dodge the Blurp, and fall down the second gap.
Quickly swim up to the right, dodge the three Urchins and the Rip Van Fish, and
grab the blue brick. Swim through the narrow passage, dodge the first Urchin,
and grab the fourth Dragon Coin in the small pit. When the second Urchin is
down, swim up the gap and forward. Dodge two more Urchins as you fall down the
right gap, and kill the Blurp and the Rip Van Fish when you land. Dodge
another Urchin as you fall down the gap, and land on the lower ground. *** From
here to the End Marker, Rip Van fish will be pursuing you, so you must move
quickly. Swim forward and dodge the fish until you see the stone block on the
ground. Stand on the block, swim straight up to get the last Dragon Coin, and
keep swimming forward. Ignore the Calling Chargin' Chuck and swim to the End
Marker. Nice Job!! You finished the water level in World 5!!
Secret Exit:
From here, swim to the right and get the mushroom from the '!' block. Kill the
Rip Van Fish, swim past the stone cliff, and put the key into the keyhole to
complete the level. Nice Job!! You found the Secret Exit!!
Normal Exit - GO TO: Forest of Illusion 3
Secret Exit - GO TO: Blue Switch Palace
Blue Switch Palace (BSP)
------------------------
Difficulty: 0.5/10 | Brother: Mario | Dragon Coins: 0 | Time: 200
Enemies: Spiny
Welcome to the final Switch palace! You can get an easy three lives here, but
only if you carefully follow directions.
You will start on the ground with one blue 'P' switch and one gray one. You
will also notice that Spinies are roaming on the line of brown bricks near the
top of the ceiling. Ignore the switches for now, run right, and get ALL of the
yellow coins that are below the line of bricks. When you see the green pipe,
go back to the start and press the gray 'P' switch to turn the Spinies into
silver coins. Now, step on the blue 'P' switch to turn the bricks into coins,
and to allow the silver coins to fall to the ground. Quickly run to the right,
and get as many silver coins as you can. If you got all the coins, you should
have gotten three extra lives. Enter the green pipe to enter the second area,
run to the right, and press the giant blue switch near the right wall. Nice
Job!! Now all of the blue '!' block outlines will be solid! It is too bad
that these blocks do not hold any power up.
GO TO: Forest of Illusion 2
Forest of Illusion 3 (FI3)
--------------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Bobomb, DP Chargin' Chuck, Goomba, Guppy
This level is quite short, but all of the enemies in bubbles will get on your
nerves. Have a Yoshi to deal with the enemies more easily.
When you start, you will see a Bobomb floating in a bubble towards you. Eat
the Bobomb, run forward, and get the first Dragon Coin in between the two green
pipes. Hop across the gap, eat the enemies, and jump across the green pipe
using the green trampoline. Get the extra life from the '?' block, eat the
Bobomb, and enter the small blue pipe to your right. (Refer to Bonus Game 2)
when you exit from the white pipe, eat the enemies in the bubbles, and rapidly
hit the second yellow brick to get a lot of coins. Hop across another gap, and
hit the lower yellow brick to shoot the shell up. When the green trampoline
falls down, pick it up, and bring it to the tall yellow pipe. Use the
trampoline to hop across the two pipes, and eat the Bobombs and the Goomba when
they pop from the bubble. Grab the second Dragon Coin from the air, jump
across the gap, and run across the ground. As you run, dodge the enemies from
the bubbles, and hit the Check Point under the two yellow bricks.
---Check Point---
From here, hop across the gap, and get the mushroom from the bubble before you
land on the ground. Jump on the yellow pipe, and jump across the gap to the
other pipe making sure you get the third Dragon Coin. Hop past the gap to the
upper ground, dodge the bubbled enemies, and jump past another gap to the
highest ground. Hop across the green pipe, and get 10 coins from the upper '?'
block. Run forward, dodge the various enemies in the bubbles, and get the
fourth Dragon Coin above the fifth '?' block (From the scattered '?' blocks).
Run forward ignoring the '?' blocks and the enemies, and jump across the gap.
Dodge the enemies, kill the Chargin' Chuck before it duplicates, and use the
yellow bricks to jump on the green pipe. *** Slowly walk off the edge to get
the last Dragon Coin near the pipe, and kill the three enemies when they pop
out of the bubbles. Get the coins from the '?' blocks, hop across the yellow
pipe and the gap, and run through the End Marker. Nice Job!! You dodged all
of the bubbles and beat the third level!!
Secret Exit:
You must have a mushroom (or any other power up) to use the secret. Enter the
green pipe to enter a small cavern. Go to the right and spin jump to break the
yellow bricks. Put the key into the keyhole to beat the level!! Nice Job!!
You found the secret of Forest of Illusion 3!
Normal Exit - GO TO: Forest Ghost House
Secret Exit - GO TO: Roy's Castle #5
Forest Ghost House (FGH)
------------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Boo, Big Boo, Eerie
Welcome to the Ghost House of World 5! This level is not hard, but the second
area may pose some trouble to you if you are bad at dodging Boos.
You will start between two platforms with little headroom. Run past the Big
Boo and the two Boos, and stop when you enter the very small pit. Face towards
the left (to prevent the Boos from chasing you), and duck to avoid the floating
Eerie. Now jump in the larger pit, and face the left wall to lure the Big Boo
towards you. When the Boo is up, quickly run underneath it, and jump out of
the pit to level ground. Run forward, ignore the two Boos, and drop down into
another small pit with a pair of Boos. Again, lure the Boos to the left, but
this time, spin jump past it to exit the small pit. Run forward, dodge another
Boo and two Eeries and jump to the upper level. Dodge two more Boos, drop down
to the lowest level, and run forward. As you enter open space, dodge four
Eeries, and jump to the upper platform with two '?' blocks. Grab the first
Dragon Coin between the blocks, and get the Cape from the second '?' block.
Dodge another Eerie as you jump down to level ground, run right, and jump to
the Check Point to the right of the yellow gate.
---Check Point---
Enter the yellow gate to enter the second area. Here, hundreds of Boos will be
floating above you, just like the first Ghost House. Run forward, grab the
Fire Flower from the flying '?' block, and hop across the series of wooden
blocks. Get the Cape from the '?' block and the second Dragon Coin to the
block's right. Hop across the gap, jump on the upper bridge, and get the third
Dragon Coin near the end of the bridge. Keep going forward, get the fourth
Dragon Coin above the platform composed of wooden blocks, and grab the 'P'
switch. With the switch, jump into the second pit (not the one with the yellow
gate), and hit the switch, quickly run to your right and enter the blue gate to
re-enter the first area. You will appear on top of the upper line of bricks.
Head left and dodge the three Eeries that will chase you. *** Jump across the
bumpy cliffs, dodge the Boos, and enter the yellow gate when it appears.
Outside the castle, run forward, and hit the End Marker. Great Job!! You
finished the Ghost House of World 5!
Secret Exit:
Run across the bumpy surface, dodging the Boos and ignoring the yellow gate,
until you see the Big Boo. Run past the Boo, grab the sixth Dragon Coin, and
stop when you see the second Big Boo. Lure the Big Boo towards you until he
uncovers a yellow gate. Spin jump past the Big Boo, and enter the gate to exit
the Ghost House. Run forward, grab the Moon Crescent to get three lives, and
hit the End Marker. Great Job!! You found the secret of Forest Ghost House!!
Normal Exit - GO TO: Forest of Illusion 3
Secret Exit - GO TO: Forest of Illusion 4
Forest of Illusion 4 (FI4)
--------------------------
Difficulty: 5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Koopa, Lakitu, Spiny
This level may pose difficulty for those who have trouble with Lakitus. Have
two Fire Flowers with you to easily kill the Spinies.
When you start, a Fishing Lakitu will fly from the right side and start to
hover over you. Grab the extra life on the fishing line, dodge the single
Flying Koopa, and run forward. Jump past the gap, get the mushroom from the
upper pair of yellow bricks, and jump on the Lakitu's head. Grab the first
Dragon Coin to your right as you jump over the gap. Run forward, kill the
Lakitu in the blue pipe, jump the gap, and get the star from the shifting
block. Hop over another gap, get the coins from the '?' block, and kill the
Lakitu as you jump over the pipe. Get the second Dragon Coin under the yellow
brick and the Fire Flower from the fourth '?' block, and kill the Lakitu inside
the yellow pipe. When the flying Lakitu appears, Use your star power to kill
it, and jump on the cloud. Float towards the right using the cloud, ignore the
Lakitu in the blue pipe, and hop on the moving green pipe. When the pipe is
up, grab the third Dragon Coin in the air, jump past the gap, and kill the
Lakitu in the first red pipe. Head forward, kill the Lakitu in the yellow
pipe, and jump through the Check Point on the upper cliff to your left.
---Check Point---
Jump to the upper ground, run down the flight of stairs, and press the 'P'
switch under the hovering blue pipe. *** Grab as many coins as you can, and
climb up the small flight of stairs above the tiny gap. Kill the Flying Koopa,
jump to the lower ground, and across the pipes. Kill the Lakitu, get the Fire
Flower from the '?' block, and eat the blue shell. Fly straight up, following
the path of coins, until you grab the fourth Dragon Coin in the sky. Drop
down, hop across the gap, and run forward. Kill the Koopa, hop across the gap,
and use the blue bricks to steal the cloud from the Lakitu. Jump in the cloud,
float forward, and drop when you see the green pipe. Eat the Jumping Piranha
and get the last Dragon Coin between the pipes. Jump past the second pipe,
kill the snapping Chargin' Chuck, and run through the End Marker. Nice Job!!
You beat Forest of Illusion 4!
Secret Exit:
Wait a few seconds until the Lakitu throws a Spiny to the ground. Spin jump on
the Spiny to get a boost, and land on the blue pipe. Kill the Lakitu and enter
the pipe to land in the chamber. Put the key into the keyhole to beat the
level. Nice Job! You found the secret exit!!
Normal Exit - GO TO: Forest Secret Area
Secret Exit - GO TO: Forest of Illusion 2
Forest Secret Area (FSA)
------------------------
Difficulty: 3/10 | Brother: Luigi | Dragon Coins: x | Time: 300
Enemies: Flying Koopa
This is by far the easiest level in World 5. (Hold the Blue Switch Palace) To
get the three secret extra lives, you need a blue Yoshi. There is no Check
Point in this level. Having a cape makes this level much easier.
You will start on a brown cliff with two flying platforms to the right. (The
ones that the Amazing Flyin' Hammer Brothers use) Jump on the first platform,
and both will start to move forward, but in opposite directions. When the
platform is at its highest point, kill the upper red Flying Koopa. As you
descend, duck to avoid the three Flying Koopas, and get the first Dragon Coin
near the bottom. Stay on the first platform, ignore the '?' block as you rise,
and grab the second Dragon coin when the platform is at its highest point.
Dodge the two red Flying Koopas and get the Fire Flower from the '?' block at
the bottom. Kill the lone green Flying Koopa, duck to dodge four more Flying
Koopas as the platform rises, and grab the third Dragon Coin when the platform
is at its high point. Spin jump to kill the two flying Koopas as you descend,
and jump to the second platform when it appears near the line of blue '!'
blocks. Ignore the blocks, kill another Flying Koopa, and get the fourth
Dragon Coin at the platform's highest point. Now jump on the line of blue '!'
blocks, get the extra life from the yellow brick, and jump on the first
platform when it rises near the blocks. Shortly after the highest point, grab
the last Dragon Coin, and jump on the brown cliff with the arrow. Run through
the End Market to complete the level. Nice Job!! You beat Forest of Illusion
Secret!
The three secret extra lives:
You may have noticed that three extra lives were past the End Marker, but they
disappeared when you finished the level. The only way to get these extra lives
is to use a blue Yoshi (explained later). If you obtained a blue Yoshi, eat a
shell, and fly forward as high as you can. If you are off the screen, you
should pass over the End Marker without actually ending the level. Simply drop
down, grab the three extra lives, and run through the End Marker to beat the
level. Great!! You got the three secret extra lives!!
GO TO: Forest Fortress
Forest Fortress (FF)
--------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Falling Log, Fireball, Grinder
The Forest Fortress will be hard if you did not master spin jumping. If you
want to use the Alternative exit and get nine extra lives, have two capes and
use Luigi instead of Mario.
In this first area, you will be automatically pushed along a stone ground with
falling log. Quickly run to the left and jump up to get the first Dragon Coin
before it disappears to the left. Dodge the first falling log, run into the
small pit, and duck. When the second log falls, jump out of the pit, dodge the
Grinder moving along the rectangular path, and fall in the second pit. Duck to
the right of the pit to dodge the second moving Grinder. When you are not in
danger, quickly hop to the right to get the second Dragon Coin, and duck back
in the pit to dodge the falling log. Now, jump out of the pit, dodge another
Grinder, and dodge the falling log by staying to the right of the line of blue
'!' blocks. Dodge another Grinder, run past the blue and red '!' blocks, and
stay left to dodge the falling log. Run past another Grinder near the yellow
'!' blocks and stop when you see the line of green '!' blocks. Dodging the
Grinder, spin jump to get the third Dragon Coin, and duck on the green '!'
blocks to dodge the falling log. Now the level will stop moving forward and
you will see the yellow gate to the right. Simply dodge the Grinder above the
blue '!' blocks and enter the yellow gate to enter the next area. When you
appear in this area, a single Grinder will fall down from the right, and will
move towards you. Spin jump to dodge the Grinder and run through the Check
point under the stone block.
---Check Point---
Spin jump past the small lava pit with two fireballs and climb the small flight
of steps. Time yourself to jump in the pit without getting hit by the moving
Grinders. Spin jump yourself across the pit, run up the wall, and get the
mushroom from the yellow '!' block. You will notice that there is the fourth
Dragon Coin over the pit. Again, time yourself to get the coin and to dodge
the moving Grinders, and run back up the wall to safety. Spin jump across the
long lava pit to dodge the two fireballs, and stop when you see the pit
composed of stone blocks. Here, fireballs will shoot out of the pit, and
Grinders will move along the bottom of the pit. Use the stone blocks suspended
in mid air to dodge the fireballs and avoid the Grinders. Hop across the lava
pit with one fireball, and land on the stone ground. Immediately spin jump
forward to dodge the two Grinders heading in your direction. Jump to the upper
level, spin jump across the Grinders, and jump to the upper ledge with the '?'
block. Get the Cape from the '?' block, fall back down to the middle level,
and dodge one more Grinder. Jump to the upper level (to the far right), run
across the stone blocks, and fall back down to the right of the red gate. Walk
to the right until you see huge lava pit, and get the last Dragon Coin at the
ledge. *** Head back left, drop down to the middle ledge, and run right. When
you see the red gate, enter it to fight Renzor. (Find: VDRZR) Awesome!! You
beat the Fortress of World 5!
Alternative Exit:
This exit is only recommended for skilled players. It will be difficult to
reach the exit, but if you do, you will get 9 extra lives. You must have a
cape, and you should be using Luigi to reach the exit. Right after getting the
last Dragon Coin, go a few steps back to the left, and prepare to fly a long
distance. Get a good running start and fly before you fall in the lava.
Control your flying by trying to stay near the ceiling. If you manage to dodge
all the fireballs and not falling in the lava for about 10 seconds, you will
find nine yellow bricks scattered over stone ground. Land on the ground, get
all of the extra lives from the bricks, and enter the red gate to the right to
fight Renzor. Nice Job!! You beat Forest Fortress and got 9 extra lives!!
GO TO: Star Road 4
Roy's Castle #5 (RC5)
---------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Fireball, Fire Statue, Roy
Here it is, the Castle of World 5, Roy's Castle! For half of the level, you
will be riding on a platform of brown bricks over lava or spikes, so do not
fall off!! Have a Cape to make dodging fireballs and spikes easier.
You will start on high stone ground in a fairly cramped space. Run forward and
jump down to the line of brown bricks over the huge lava pit. When the
platform starts to move forward, spin jump to dodge the fireball, and grab the
first Dragon Coin in mid air. Stay in the middle of the platform as it starts
to climb, and dodge the bouncing fireball. Stay in the middle of the platform
as it starts to descend and when it moves back and forth. Dodge three more
bouncing fireballs as the platform rises again, and move to the back of the
platform enters the short tunnel. Now, the platform will start to move in a
wavy motion, making it easier to fall. To dodge the falling spikes, stay in
the back of the platform. Grab the second Dragon Coin as you enter the spiked
area. Dodge the falling spike above the third Dragon Coin, and grab the coin
when the spike is gone. Dodge two more spikes when you see the fourth Dragon
Coin, and like before, get the coin when the spikes are gone. When the
platform enters another short tunnel, jump off the platform and duck so it can
pass over you. With the platform gone, run forward and break through the Check
Point near the small gap.
---Check Point---
Jump to the upper platform, carefully walk down the steps so you do not hit the
spikes, and dodge the falling spike above the 'P' switch. Grab the switch,
start to run across the bridge, and stop when you see the fireballs. Press the
switch, spin jump across the three fireballs, and get the extra life after you
jump across the two fire statues. Jump to the middle of the shifting platform,
and get the Cape from the green '!' block. Dodge the bouncing fireball, jump
to the middle of the second shifting platform, and get the last Dragon Coin
right above you. Dodge the fire statue and the bouncing fireball, jump past
the third shifting platform, and jump to the stone ground. Run forward, dodge
the last fire statue, and enter the red gate to fight the boss.
Boss Battle: Roy
When you first encounter Roy, you will immediately notice that the arena is
just like Morton's. Fight Roy just like you would fight Morton, by jumping on
his head to hurt him. The only difference is that when Roy climbs to the
ceiling and tries to smash you, the walls will start to close in. Quickly beat
Roy, or the closing walls will make hitting him more difficult. Step on Roy
twice more to kill him and send him flying away. Excellent Job!! You destroyed
Roy, his castle, and you beat World 5!!
GO TO: Chocolate Island 1
*************************
World 6: Chocolate Island
*************************
Chocolate Island 1 (CI1)
------------------------
Difficulty: 5.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Chargin' Chuck, Dino-Rhino, Dino-Torch, Flying Koopa, Nip, Jumping
Piranha, Porcu-Puffer
This is your first level in Chocolate Island. Because you will be massacred by
various enemies (mostly Dinos), this level is not easy. Have two Fire Flowers
on you to kill of the Dino-Torches and the Jumping Piranhas.
You will start on the ground with a Dino-Rhino walking towards you. Jump on it
twice to kill it, and jump on the single Dino-Torch when it slides down the two
slanted cliffs. Jump across the cliffs to the upper platform, kill the Dino-
Torch heading towards you, and brush against the green bush to free a trapped
mushroom. Get the mushroom, slide down the slope to kill the single Dino-
Rhino, and kill the three Dino-Torches as they hop towards you. As you walk
forward, kill another Dino-Rhino, get the Fire Flower from the flying '?'
block, and jump to the upper ground. Jump on the two Dino-Torches as they hop
towards you, run down the steps, and stop when you see the green pipe. Jump on
the sliding Dino-Torch when it drops past the green pipe, kill the Jumping
Piranha in the pipe, and get the first Dragon Coin near the slanted cliff.
Enter the yellow pipe near the green cannon and when you shoot out of the
cannon, do not press any button to land next to a green trampoline. Jump on
the trampoline to break the Check Point and to pass the small gap.
---Check Point---
Press the 'P' switch to free a jumping Chargin' Chuck from the sky, and to make
a platform of brown bricks appear above the Nips. Jump on the Chargin' Chuck
until it dies, run past the line of brown bricks and up the two slanting
cliffs, and grab the second Dragon Coin near the upper ground. Slide down the
large pits to kill the three Dinos, and grab the Fire Flower from the flying
'?' block. As you walk out of the pit, kill another Dino-Torch, and jump past
the large gap, making sure you get the third Dragon Coin. When you land on the
ground, spin jump to kill the lone Dino-Torch, and get the Yoshi from the '?'
block above you. Eat the Jumping Piranha, hop across the two yellow pipes, and
kill the Dino-Rhino on the line of blue '!' blocks. Get the mushroom from the
yellow '!' block and the fourth Dragon Coin above it. Kill the Jumping Piranha
and the Dino-Torch, and go down the second blue pipe to enter another area.
When you come out of an orange pipe, get the extra life from the yellow brick,
and start to hop across the dolphins. This will be quite difficult as the
dolphins are swimming in your opposite direction. Don't fall or you will get
hit by the two Porcu-Puffer swimming below you. When you land on solid ground
at the end of this area, go up the blue pipe to exit the level. Now, you will
be shot out of the green cannon. Do not press any button as you fly through
the sky, and you will bounce off a Flying Koopa, get the final Dragon Coin, and
land on solid ground near a green trampoline. Pick up the green trampoline and
run through the End Marker. Because you brought the green trampoline with you,
you get a bonus power up (depending on your current status). Great Job!! You
finished Chocolate Island 1!!
GO TO: Choco-Ghost House
Choco-Ghost House (CGH)
-----------------------
Difficulty: 6.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Boo, Eerie
This is arguably the hardest and most annoying Ghost House you will ever have
to play. Boo-bricks and Bouncing Boos will surely cause you to die multiple
times before you beat the level. Have two Capes on you, and always be very
alert when you play this level.
When you appear on the wooden bridge, you will notice that there is a gap
moving back and fourth in the bridge. Run forward, and spin jump over the gap
to dodge the two Eeries near the ground. As you run forward, hop on the upper
bridge when you reach the end of the first bridge. As you jump back down to
the lower bridge, spin jump as high as you can to hop over another moving gap,
and the five Eeries. Keep moving forward, dodge three more Eeries, and jump
past the third moving gap. Quickly jump to dodge another two Eeries (in the
up-down formation), and jump past another moving gap. Now, a Fishin' Boo will
sudden appear to try to kill you, so from here to the second area, always make
sure your jumps are short. Jump to the upper bridge, run down the stair, and
spin jump to dodge the lone Eerie near the ground. Keep running up and down
the short flight of stair cases, dodge another lone Eerie, and drop to the
lower bridge with the '?' block. Wait until the five Eeries pass by you, grab
the Cape from the '?' block, and walk forward. At the end of the upper bridge,
slowly drop down, and tilt to the right to land on the small lower bridge.
Grab the first Dragon Coin to your right, get the Cape from another '?' block,
and head back right. Run forward, dodge the two moving gaps and the three
Eeries, and stop when you see the Check Point above the third moving gap. Wait
until any Eeries cross by, jump through the Check Point, and land on the ground
to your right.
---Check Point---
Run forward, jump over the moving gap, and get the second Dragon Coin near the
right wall. Enter the gate to your direct left to enter the second area. In
this area, walk forward, ignore the '?' block over the Boo-blocks, and run
underneath the brick pillar. Dodge the Bouncing Boos until it leaves the area,
and lure the Boo-bricks under the third Dragon Coin. Face the Boo-blocks and
use them to get the third Dragon Coin near the ceiling. Jump past the stone
pillar, dodge the two Bouncing Boos, and run under another brick pillar
ignoring the yellow gate near the ceiling. Here, wait until the Bouncing Boos
leave, use the wooden blocks to get the fourth Dragon Coin, and run under the
final stone pillar. Here, try to dodge the Bouncing Boos, as you jump up the
long wooden platforms. Grab the final Dragon Coin in the middle of the upper
platform, and drop down to the right. Dodge the Boo-Blocks, grab the extra
life from the yellow brick, and run towards the left. Jump past the pillars,
dodge the Boo-blocks and the Bouncing Boos, and stop under the yellow gate.
When the Bouncing Boos leave the section, fly up towards the right, and land on
the upper wooden platform to the left. If you don't have a cape, you can jump
to the upper platform by luring the Boo-blocks under the platform. Enter the
yellow gate to your left to exit the Ghost House, and run through the End
Marker to beat the level. Nice Job! You beat Choco-Ghost House!!
GO TO: Chocolate Island 2
Chocolate Island 2 (CI2)
------------------------
Difficulty: Varies (4-6)/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: BB Chargin' Chuck, Dino-Rhino, Dino-Torch, Flying Koopa
This level is inarguably the most confusing one in the game (And the hardest to
write). This level is written is a different format from the other ones in an
attempt to make it less confusing. Each Area in this level is organized by
chronological order. Each time you go through the level, only one Area per
group. There are different requirements to access each Area. There is no
Check Point in this level due to the various Areas.
EX: If I wanted to get all Dragon Coins, I would use this order.
(1) Initial Area
(2) Rex Area
(3) Dino Area
(4) Final Area - The 'P' Switch Zone
This is only one possible way out of four ways to get all the Dragon Coins.
(DC) means that this area will be in a pathway to getting all of the Dragon
Coins. You MUST choose all (DC) Areas if you want all 5 Dragon Coins.
(SE) means that this Area has the key and keyhole for the Secret Exit.
---Area 1---
(1) Initial Area (DC):
No Requirements
You will start on the ground with a Dino-Torch walking towards you. Kill the
Dino-Torch and the Dino-Rhino that will follow shortly after. Jump up the
cliffs until you are on the third one (The one with a Dino-Rhino). Stand on
the very left edge of the cliff and jump to hit a hidden block. Jump on the
brown brick (hidden block) and tap your control pad to the left until you are
directly underneath the '?' block (But still on the hidden block). Hit the '?'
block to get as many coins as needed. (To go to the Flying or Rex area) When
you are done getting your coins, jump to the top of the multiple cliffs, and
get the first Dragon Coin near the green bush. Get the extra life from the '?'
block and the second Dragon Coin near another bush. Kill the Dino-Rhino and
jump into the pit to the far right (get the pair of coins). On the lower
ground, head into the green pipe to enter the second area.
NOTE: If you want to go through the Slanted Cliff Area and to the Secret Exit,
ignore all coins (including Dragon Coins), and run across this Area as fast as
you can. You should have around 285 seconds remaining after this Area if you
decide to use this approach to the Secret Exit.
---Area 2---
(2) Slanted Cliffs:
Get less than 9 coins in the First Area
In this area, you will be hopping across slanted cliffs and dodging Flying
Koopas. There are three sets of five slanted cliffs, where each set slants in
one direction. Now, hop across the cliffs, making sure you dodge the Flying
Koopas. Make sure you run quickly, but carefully, because you will more than
likely fall on your first try. When you jump past the 21st cliff, fall down to
level ground, and enter the green pipe to get to the third area.
(2) Flying Area (DC):
Get more than 20 coins in the First Area
Here, if you have a Yoshi, you must leave it behind. Grab the Cape and run to
the red triangle to climb the tall wall. When you reach the top, immediately
start to fly across the level. Try to fly at the level of the line of coins,
but don't hesitate to fly higher if you think you are too low. After about 2
seconds of flying, fly slightly lower to get the third Dragon Coin. Keep
flying forward and stop when you reach the right wall. Fall down to the ground
and walk through the green pipe to get to the third area.
(2) Rex Area (DC):
Get between 9 and 20 coins in the First Area
When you exit from the green pipe, get the coin from the '?' block and kill the
Rex heading in your direction. Walk forward, kill the four Rex walking on
three cliffs, and jump over the small gap to the tall platform. Carefully jump
to the green trampoline and use it to bounce back to solid ground. Jump over
the four rex as you climb the cliffs, watch out for the Jumping Piranhas, and
get the third Dragon Coin over the second brown pipe. Run forward, quickly
kill the Rex, and get the Fire Flower from the '?' block on the highest cliff.
Ignore the other two '?' blocks and run through the green pipe to enter the
third area).
---Area 3---
(3) Dino Area (DC):
Finish Rex Area or the Flying Area with more than 230 seconds but less than 250
seconds remaining
Spin jump across the level to kill the Dino-Rhinos and the Dino-Torches. When
you pass the third Dino, get the fourth Dragon Coin above the green bush. Pass
by three more Dino-Torches and enter the green pipe to enter the final area.
(3) Mushroom Heaven (DC):
Finish Rex Area or the Flying Area with less than 230 seconds remaining
Here, you will be jumping from many platforms over pool of water. The best
past of this area is that there are about twelve mushrooms floating in bubbles
and no enemies. So quickly jump across the level, grab the fourth Dragon Coin
(If you want it), and enter the green pipe at the end of the level.
(3) Land of the BB Chargin' Chucks (SE):
Finish Rex Area or the Flying Area with more than 250 seconds remaining
Run forward and quickly jump past the first BB Chargin' Chuck, and onto the
small platform composed of two red '!' blocks. To dodge any of the baseballs
the BB Chargin' Chucks are throwing, you should ignore the power ups from the
various '!' blocks, and stay on the upper part of the level. Keep hopping
across the different colored '!' blocks until you see the second yellow pipe.
Kill the BB Chargin' Chuck that is (sometimes) on the pipe, jump past the small
gap, and grab the key on the line of stone blocks. Put the key into the
keyhole to your right to beat the level. Awesome!! You found the secret of
Chocolate Island 2!
---Area 4---
(4) Final Area - The 'P' Switch Zone (DC):
Finish Mushroom Area or Dino Area with four Dragon Coins
When you enter this area, ignore the two yellow blocks, and grab the 'P' switch
near the edge of the ground. Run across the line of various colored '!' blocks
getting the coins and the final Dragon Coin near the end of the run. Still
holding the 'P' switch, run across the End Marker to finish the level. As a
reward for bringing the 'P' switch with you, you get a power up. Nice Job!!
You finished Chocolate Island 2 with all of the Dragon Coins!!
(4) Final Area - The Ambush of the Rex:
Finish Mushroom Area or Dino Area with less than four Dragon Coins
When you get exit out of the green pipe, walk across the ground and jump on the
green trampoline on a stone block. Carefully use the trampoline to hop across
the large gap. As you fall, press ->, A, and B to land on the uppermost cliff.
Jump across seven Rex, and run through the End Marker near the red arrow. Nice
Job!! You beat Chocolate Island 2!!
Normal Exit - GO TO: Chocolate Island 3
Secret Exit - GO TO: Chocolate Secret
Chocolate Secret (CS)
---------------------
Difficulty 7/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Amazing Flyin' Hammer Brother, Chargin' Chuck (FB and normal), Nip,
Spiked Top
Welcome to the hardest level of Chocolate Island! I can guarantee you that you
will be very frustrated the first few times you play this level. Also, 300
seconds may not be enough time for some people. Having a Yoshi and two Capes
will make this level much, much easier.
You will start near the ledge on the stone ground near a large lava pit. See
the green trampoline on the brown brick in the middle of the lava pit? Use it
to safely jump across the pit and to dodge the single Blaarg hiding in the
lava. Now run through the small tunnel, kill the two Buzzy Beetles, and stop
when you see the pit. Jump across the pit and dodge the footballs the FB
Chargin' Chuck will throw at you. Kill one of the two Buzzy Beetles to the
right (By spin jumping), and take the shell from the second one. Use the shell
to kill that FB Chargin' Chuck above you (on the cliff). Now, you will notice
another FB Chargin' Chuck throwing footballs at you from the upper ground.
Dodge the footballs, jump to the upper ground, and kill the Chargin' Chuck.
Walk (Do not slide) down the steep slope and jump past the gap when the slope
starts to curve. Quickly get the Cape from the '?' block, dodge the footballs
as you walk up the curved slope, and kill the FB Chargin' Chuck near the green
pipe. Enter the green pipe to rise up to the surface. In this short area, you
will have to hop across four falling gray platforms. The hard part is that an
Amazing Flyin' Hammer Brother in the sky will be throwing hammers in all
directions. So carefully, but quickly jump across the gray platforms, dodge
the hammers, and make sure you get the first Dragon Coin on the way. When you
reach stable ground, enter the yellow pipe to return to the main area. When
you drop down to the ground, a FB Chargin' Chuck will throw footballs at you
from the direct left. Jump on the Chargin' Chuck thrice to kill it and hop
down to the lower ground where the second Dragon Coin is. Run forward, get the
coin, and kill the FB Chargin Chuck throwing footballs at you on the short
cliff. Jump to the hovering stone platform to the upper left, break the Check
Point above the gap, and run into the green pipe on the right wall to enter the
second area.
---Check Point---
When you enter this area, run down the flight of steps, and start to slide down
(left). From here to the end of this area, just hold down the 'Down' button to
slide down the various slopes, and to kill the Buzzy Beetles. After nine
Beetles, you will start to slide down the fifth slope. Jump when you see the
gap to dodge the pair of Nips. When you slide down two more slopes, enter the
green pipe to enter the third area. In the first half of this area, Spiked
Tops will be roaming everywhere. Climb up the steps by spin jumping to dodge
the Spiked Tops, and stop when you see the yellow stone platform swimming in
lava. Hop across this platform quickly to avoid sinking with the platform, and
spin jump before you land to dodge another Spiked Top. Here, jump across the
various pits, but spin jump to deflect all of the Spiked Tops. Grab the third
Dragon Coin from the second pit, and stop when you see the many yellow blocks
floating in the pool of lava. Get a good running start, jump straight to the
second platform, and continue jumping across the six yellow platforms as fast
as you can. Get the fourth Dragon Coin above the eight platforms, and jump to
the gray stone ground to the right. If you are having trouble jumping to the
gray stone ground, jump on the eight yellow platform twice (once to get the
Dragon Coin and twice to jump across the lava pit. On this stretch of land,
many Chargin' Chucks will be trying to tackle you. I suggest you to take out
all of the Chargin' Chucks once at a time. Now run across the stretch of land,
get the Fire Flower from the '?' block, and kill all the Chargin' Chucks on
your way. After about six Chargin' Chucks, you will see another bunch of
yellow platforms will be floating in a large pool of lava. Get a running
start, jump directly to the second yellow platform, and hop across the six
remaining platforms. Because half of these platforms are slanted, you must be
careful not to slide off. From the last platform, jump a little lower than
usual to get the final Dragon Coin and to land on the safe stone ground. Run
through the green pipe to finally enter the fourth area. Here, simply run
forward and hit the End Marker to beat the level. Great Job!! You beat the
hardest level of Chocolate Island!!
GO TO: Wendy's Castle #6
Chocolate Island 3 (CI3)
------------------------
Difficulty: 4/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Fuzzy, Koopa
This is another level where there are fewer enemies and more obstacles. Which
brother do we choose for these kinds of levels? Luigi of course! The Fuzzies
near the spinning gray platforms will be a pain in the butt. There is a Check
Point in this level, but using the blue pipe is much easier, faster, and will
let you get all five Dragon Coins.
Starting on mushroom platform, run forward, and hop on the spinning gray
platform. Hop to the mushroom platform and to the second spinning gray
platform (with a Koopa in the middle). Dodge the Koopa and get the first
Dragon Coin on the tall mushroom platform to the right. Hop down to the lower
mushroom platform and jump across three gray ones dodging the Koopas. From the
third gray spinning platform, jump to the lower mushroom platform, kill the
Koopa, and get the Cape from the '?' block. Jump to the smaller mushroom
platform and hop across two spinning gray platforms. Stand on the second
platform to get the second Dragon Coin underneath it. Over the third spinning
gray platform, you will see a blue pipe. Enter the pipe when the spinning gray
platform is directly underneath it to enter the sky. In this area, you will
see hundreds of coins in the air and two different platforms. Jump across the
moving white platform to the stationary brown one. Depending on which side you
are standing on, the platform will start to spin to the left or right. Grab as
many coins as you can in two revolutions (to save time) and get the third
Dragon Coin to the right of the spinning brown platform. Fall down to the
cloud ground and plunge through the green pipe to your right to reenter the
main level. When you fall from the green pipe to the mushroom platform, jump
to the spinning gray platform to the right (with a Fuzzy). Jump past three
more gray spinning platforms with Fuzzes, get the Cape from the '?' block, and
the fourth Dragon Coin near the third spinning platform. On the spinning gray
platform without a Fuzzy, get another Cape from the green '!' block, and kill
the red Flying Koopa. Get the final Dragon Coin under the last spinning gray
platform and jump to the mushroom platform to the right. Get the extra life
from the green star block and stand under the yellow brick. *** Ignore the blue
Koopa, hit the yellow brick, and climb the plant that sprouts out. Jump past
one more spinning gray platform and run through the End Marker on the upper
mushroom platform. Great Job!! You finished Chocolate Island 3!
Secret Exit:
If you want to find the secret exit, you must have a Cape or a Yoshi. Using a
Cape, take a running start and fly up to the right over the gigantic gap.
After three seconds, land on the mushroom platform and get the extra lives from
the three yellow bricks. After getting the lives, jump through the End Marker
to beat the level. Great Job!! You found the Secret Exit of this level!
Normal Exit - GO TO: Chocolate Island 3 (Yes, the same level)
Secret Exit - GO TO: Chocolate Fortress
Chocolate Fortress (CF)
-----------------------
Difficulty: 5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Dry Bones, Thwimp, Thwomp
This is the only Fortress in Chocolate Island. In the first area, pairs of
logs (vertically aligned) will randomly try to pierce you. Have at least one
cape with you to help you through the first area.
When you start on the stone ground, run forward, and jump through the two
vertical wooden logs. Kill the Dry Bones, jump between another pair of logs,
and run onto the line red '!' blocks. When the log moves up, jump into the
small tunnel, and stop when you reach the end. When the fourth log moves up,
jump over the chocolate lava pit, and get a Cape from the '?' block. From here
to the next area, random breaths of fire will be flying across the air. Make
sure you dodge these, because they can be really annoying. Now walk past the
second tunnel, making sure you dodge the log and the two small chocolate lava
pits. Jump across another log to get the first Dragon Coin, and land at the
edge of another chocolate lava pit. Jump to the small stone platform when the
log is up, hop past the lava pit, and land on the line of blue '!' blocks.
Kill the Dry Bones, hop across the pair of logs, and jump through the various
vertical logs. Make sure you get the second Dragon Coin above the fifth log.
Run forward, hit the Check Point, and enter the yellow gate.
---Check Point---
When you see yourself on the upper stone ground, run forward and stop when you
see the Thwomp. When the Thwomp tries to smash you, spin jump as you fall in
the pit, quickly tilt to the right, and squeeze through the tunnel, back to the
lower ground. Now run forward and spin jump over the Thwomp when he crashes
down. Jump over the next Thwomp in the same manner, but make sure you dodge
the Thwimp hopping back and fourth. If you want to dodge the Thwimp easily, I
recommend you to stay to the left (NOT right) of the Thwimp's landing place,
and spin jumping over the Thwomp when it crashes to the ground. Now, run
forward and jump on the small stone platform with the Thwomp. Soon, the Thwomp
will crash to the ground. When the Thwomp starts to rise again, immediately
run under it, and then get the third Dragon Coin above the trio of '?' blocks.
When the second Thwomp rises, drop to the lower ground, head left, and then get
the Cape from the first '?' block. After getting the Cape, dodge the Thwomp
again, and jump past the small gap to safe ground. Jump past the Thwimp when it
hops to the left, run under the Thwomp, and stop when you see the four red '!'
blocks. Run under this Thwomp and spin jump over the next one that is over the
yellow spikes. Dodge the first two Thwimps, get the fourth Dragon Coin, and
dodge another two Thwimps hopping back and fourth. From here, run forward, and
jump under another Thwomp and the small pit of spikes. Dodge another Thwomp
near two pits of spikes and stop when you see the Thwomp blocked by two blue
'!' blocks. Because the Thwomp cannot hurt you, carefully jump past the two
spiked pits. The next Thwomp will be blocked by two red '!' blocks, but a
Thwimp will be hopping across the spiked pits. Spin jump over the Thwimp and
the pits, get the Cape from the green '!' block, and get the final Dragon Coin
above the block. Run forward and enter the red gate to fight Renzor. (Find:
VDRZR) Great Job!! You beat The Fortress!!
GO TO: Chocolate Island 4
Chocolate Island 4 (CI4)
----------------------------
Difficulty: 5.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Chargin' Chuck, Mega Mole
Chocolate Island may not be the toughest level in World 6, but it is certainly
not the easiest. Your biggest challenge is to beat the timer of 300 seconds.
Getting all five Dragon Coins may pose a slight problem, because one is
cleverly placed in a hidden area. If you have a Yoshi and at least one cape,
this level will be a tad easier.
When the level first starts, you will be sliding down a steep slope. Press
'Down' to slide down faster and stop when you see the slope bending. Jump on
the moving grass platform to move across the chocolate lava, and hop to the
upper slope to the right. Run right and stop when you reach the ledge of the
slope. Now you will see two grass platforms, one moving diagonally up, and the
other moving diagonally down. Hop on the one that is moving diagonally up, run
up the steps when the grass platform stops moving, and get the first Dragon
Coin on the slope underneath the steps. When you reach the right ledge of the
stone peak, jump on the grass platform that moves diagonally up. If you fall
down in this section, the chocolate lava will kill you. So carefully hop
across the grass platforms (head diagonally up), and get the mushroom resting
on the small ledge. Jump back on the grass platforms, but this time move down
(but still to the right). You will see a falling gray platform above the
lethal chocolate lava shortly. Quickly hop across the platform and land on the
lower slope. Ignoring the extra lives for now, run up the slope halfway, and
jump up left to the upper slope. Grab the second Dragon Coin at the top of the
slope and jump back down to the lower slope you were initially on. Walk up the
slope, run across the bumpy terrain, and drop down to the left to land on the
edge of a slope near the Check Point. Hop on the first grass platform moving
left, and let it break the Check Point for you.
---Check Point---
When you break the Check Point, drop straight down, ignoring the grass platform
to land on the long line of blue '!' blocks. Run to the left ignoring the
grass platforms, get the three extra lives on the red and yellow '!' blocks,
and get the mushroom from the yellow block. Run back right and use the grass
platform to jump back on the slope near the Check Point. Run up the slope,
ignore the trapped Dragon Coin for now, and hop on the line of yellow bricks
(Diagonally aligned). Get the third Dragon Coin above the second to last
yellow brick, and spin jump to break the brick and to land on a slope. Run
back up the slope past the piles of brown bricks, and hit the third yellow
brick to release a 'P' switch. Hit the 'P' switch, get the fourth Dragon Coin
from the upper pit, and go through the blue pipe in the lower one. You will
land on an arrow composed of yellow bricks with a 'P' switch. Step on the
switch and drop down the long pit. There will be many exits at the right side
of the wall, but only one tunnel will have the fourth Dragon Coin. If you want
to get to that exit, you must use a cape to slow down your fall. Press the 'P'
switch, wait for three seconds (count in your head, and jump down the huge pit.
As you are falling down, always press the 'B' button to slow down your fall.
If you did this right, the 'P' switch effect should fade away after the second
line of coins. This means that the third line of coins will turn into a line
of brown bricks, which will let you walk through the tunnel with the fourth
Dragon Coin! After getting the coin, run through the green pipe to exit the
area and reenter the main level. When you enter the level out of the yellow
pipe, you will notice a Mega Mole falling down from the air. Ignore the mole
and get the Fire Flower from the '?' block on the platform to your right.
Slowly walk off the platform, but don't move forward as you fall. You should
land to the left of a chocolate lava pit. Hop across the pit, run past the
bumpy slope, kill the jumping Chargin' Chuck, and finally break the End Marker
to beat the level. Excellent!! You beat Chocolate Island 4!
Chocolate Island 5 (CI5)
------------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Chargin' Chuck, Guppy, Para-Bobomb, Para-Goomba, Spiny
This level is fairly easy compared to the other ones in this world. Time will
usually not pose an issue, but you should proceed quickly before you get the
100 second warning. Have a Fire Flower to easily kill off the four Chargin'
Chucks at the end of the level.
You will start on a small cliff with no immediate danger. For now, you will
see Spinies trapped by eight brown bricks. Ignore these Spinies, run forward,
and stop when you see the seven yellow bricks with one '?' block. Hit the '?'
block to get an extra life, and hit the lower right brick to get a Fire Flower
(Use Yoshi to eat the Fire Flower). Now grab (DO NOT PRESS) the 'P' switch,
jump across more trapped Spinies and the trapped yellow pipe, and stop when you
see the line of coins over the large gap. Spit out the switch (to the left),
and press it to make a stable line of brown bricks over the gap. Quickly run
forward, grab the mushroom and dodge the Spinies, and get the star from the
shifting block on the ground. Because you have star power, all of the Spinies
are at your mercy. Run forward, get the first Dragon Coin surrounded by coins,
and keep running until you see the yellow pipe near the small flight of steps.
Head down the pipe to enter the second area. This area can be a breeze, but
only if you do not fall in the water. Run forward, jump to the upper ground
and get the second Dragon Coin above the small bush. Now hop across the water
(Don't fall in) ignoring the Guppies floating in the bubbles. If you hit the
guppies, they will instantly die because they have no water. Occasionally you
will come across some mushrooms. Grab them if needed, and keep jumping across
the platforms until you see the blue pipe. Get the third Dragon Coin above the
green bush and go down the pipe to reenter the main part of the level. When
you pop out of the yellow pipe, jump up the cliffs and hit the Check Point near
the huge gap (be careful not to fall down).
---Check Point---
Before you jump across the green pipes in the pit, you should know that they
will move up when touched. So quickly but carefully hop across the green
pipes, get the fourth Dragon Coin above the second, and land on the stable red
pipe. Now carefully jump across three lines of dual shifting yellow bricks,
and land on the moving green pipe. The last Dragon Coin will be on the yellow
pipe in front of you, but it is guarded by a jumping Chargin' Chuck. So, aim
for the Chargin' Chuck's head, and jump when the green pipe is fully extended.
Kill the Chargin' Chuck, grab the final Dragon Coin, and jump right to stable
ground. Three more jumping Chargin' Chucks will be snapping at the air in
front of the End Marker. To save time, don't kill all of the Chargin' Chucks,
but hop across them to the End Marker to beat the level. Awesome!! You beat
Chocolate World 5 and will head to Wendy's Castle!
GO TO: Wendy's Castle #6
Wendy's Castle #6 (WC6)
-----------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Dry Bones, Grinder, Hot Head, Lil' Sparky, Wendy
Here it is, The Castle of the Sixth World! The Grinders and the spikes in the
first half of the level will prove to be a pain in the butt. Time is also not
on your side, as 300 seconds may not be enough time to beat this level for some
people. Have two Capes on you to help you jump across the platforms in the
second half of the level.
You will start on the stone ground with a Dry Bones walking towards you. Run
forward, kill the Dry Bones, dodge the bone he threw, and stop when you see the
huge spike and the small gap. Wait for the spike to fall, and jump across the
gap when it starts to rise again. When you land on the stone ground, stand
still and stay away from the pair of green trampolines. When the spike falls
on the spikes, let it rise fully, then use the trampolines to jump to the tall
platform. Walk forward, dodge the three yellow spikes on the opposite wall,
and drop down the pit moving to the right so you do not fall in the gap. Here,
quickly run two steps, and duck to slide into the small pit to dodge the
Grinder. Keep ducking in the pit until both Grinders pass to the right of you.
Now jump out of the pit and stand underneath the first Dragon Coin, but do not
grab it yet. When a Grinder moves from the right towards you, spin jump to
deflect the blades and to get the first Dragon Coin in the air. Run forward,
jump past the lava pit (spin jump to bounce off the fireball), and land on the
pair of red '!' blocks. When the second fireball drops down back in the lava,
jump across the other half of the lava pit, and land on the stone ground. Walk
forward, and immediately duck in the small gap when you see the Grinder moving
in a square motion. When the spike starts to move up, get out of the pit, run
past another Grinder, and stop when you see the second spike. When this spike
starts to move up, run across the ground, spin jump past the Grinder on the
long rectangular wire path, and stop between the two rectangular wires. If you
are in the direct middle, two spikes should plunge down to the ground, but
barely touching you. When the spikes move up again, run across the second
rectangular wire path (with two Grinders this time), and stop when you see the
blue '!' block in the air. Here, you must carefully jump past two stone blocks
and the blue '!' block without getting hit by any Grinder. So when the first
Grinder moves up, jump on the first stone block and duck. When the second
Grinder moves away from the blue '!' block, jump to that block. Again, when
the third Grinder moves away from the second stone block, jump on the block,
and hop immediately to the upper pair of stone blocks. Walk past the upper
ground, fall down to the lower ground, and get the mushroom from the yellow '!'
block (trust me, you will need it). These spikes will move four times as fast
as the other ones. So carefully run past across the stone ground dodging the
spikes, and stop on the pair of stone blocks above the second Dragon Coin. Run
(do not jump) past the fourth spike, run back to get that Dragon Coin, and head
back right across the stone ground. Grab the Check Point and open the yellow
gate to enter the second area.
---Check Point---
In this area, you will me jumping across moving stone blocks, and dodging Hot
Heads and Lil' Sparkies. Run across the ground, and jump to the first hovering
stone platform you see (dodge the Lil' Sparky of course). Get the mushroom
from the yellow '!' block, jump to the moving tunnel to your right, and grab
the third Dragon Coin in the middle of the tunnel. When the tunnel moves up,
spin jump across the air, and then land on the floating stone platform making
sure you dodge the Hot Head. When the blocks move up again, quickly jump across
the rocky terrain before the ceiling falls on your head, and jump to the
floating platform with the Lil' Sparky. Keep spin jumping on that platform to
dodge the Lil' Sparky, until the blocks move up again. When the blocks are,
jump to the next floating platform (with the Hot Head) making sure you get the
fourth Dragon Coin between the platforms. Jump to the vertically moving gray
platform, and to the small white one moving horizontally. When the small white
platform is to the right, jump on the floating gray platform making sure you
dodge the Lil' Sparky. When the lower white platform is to the left, wait for 1
second, and drop down on it as it moves back to the right. Jump to the
hovering gray platform, dodge the Hot Head, and wait until the blocks move down
again. Get the final Dragon Coin tucked in the left block and jump back right,
past the gray platform, to the moving stone ground with the Dry Bones. Kill
the Dry Bones, jump past the uppermost hovering stone block (with the Lil'
Sparky, jump to the right, and land on the lower ground with the green '!'
block. Get the Cape from the block and enter the red gate to fight the Boss.
Boss Battle: Wendy
------------------
Fighting Wendy is almost just like fighting Lemmy from Castle 3. The only
difference is that there are two bouncing fireballs instead of one. Fighting
Wendy may not seem harder than Lemmy, but the fireballs give you a tougher
time. The other difference is that all of the pipes are of the same height,
which makes moving back and fourth easier. Just like Lemmy, jump on the real
Wendy's head three times, but ignore the decoys. After you jump on Wendy the
third time, you will see her fall into a pool of lava, and burn to death.
Great Job!!! You beat the Castle of World 6!!
GO TO: Sunken Ghost Ship
*************************
World 7: Valley of Bowser
*************************
Sunken Ghost Ship (SGS)
-----------------------
Difficulty: 4.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Boo, Bullet Bill, Eerie, Flying Koopa, Spiked Ball
Welcome to the Sunken Ghost Ship!! This level is very strange as all three
areas are unexpectedly different from each other. All of the Dragon Coins are
placed in the third (falling) area, so you MUST have two Capes to get all five
coins. There is no Check Point in this level.
You will enter the deep sea through a silver pipe, and drop on the sunken ghost
ship. From here, swim forward, and dodge the Bullet Bills that will shoot out
of cannons shortly. Swim up dodging the Bullet Bills, and get the Cape from
the '?' block above the first wooden crate. Keep swimming up past the crates,
but stop when you see the small gap (between two crates) near the third Bullet
Bill. Fall down the gap, and get the extra life that will pop out and swim
away from you. Swim out of the gap and past the grate; fall down to the bottom
of the ship, and swim forward to see a yellow pipe. Head down this pipe to
enter the middle of the ship (also known as the second area). when you enter
the ship's main cabin out of another silver pipe, swim forward and stay up to
avoid the pair of Eeries. Keep swimming forward, dodge another Eerie, and land
on the first wooden crate near the ceiling of the cabin. From here to the
second pile of crates, hundreds of Boos will appear randomly, covering much of
the screen. Although the Boos will not move while they are visible, every four
seconds the Boos will disappear and relocate in a different spot. My best
advice to dodge these pests is for you to walk on the ground without jumping
while the Boos are visible, and to stand still and duck while they are
relocating. Keep walking across the floor, swim up when you see the tunnel,
and keep walking across the tunnel (the exact same way as before to dodge the
Boos). When you exit the tunnel, the Boos will permantly stop randomly
appearing, but dodge the two Eeries when they try to attack you. When you
reach the mouth of the second tunnel (this one is lower too the ground), stop
near the circle of Boos, and face left to stop the pair of Boos from attacking
you. When the gap in the Boo circle faces you, swim through it, stay in the
middle of the circle, and swim up when the gap allows you too. Swim across the
line of wooden crates to the right, and stop when you see another Boo circle.
Again, swim to the middle of the circle when the gap persists, but this time,
drop to the ground from the middle of the circle. Enter the blue pipe to reach
the final area. In this area, you MUST have at least one cape to get all five
Dragon Coins. When you drop down from the orange pipe, get the star and
immediately hold A to slow down your fall. Stay in the middle left of the huge
pit, pass by three Koopas, and float to the first Dragon Coin. When you fall
past the line of Koopas, float to the right, and get the second Dragon Coin
after passing by two more Koopas. Stay around the middle and get the third
Dragon Coin after about ten seconds of floating down. Keep floating down the
middle of the pit, dodge about five more Koopas, and land on the line of stone
blocks about five seconds later. Get the star from the '?' block, float down
to the left, and get the fourth Dragon Coin about three seconds later.
Continue floating down past the lines of Koopas, and veer right (not too much)
when you see the huge cluster of coins. About five seconds after you see the
cluster of coins, get the final Dragon Coin that will come up. After getting
this Dragon Coin, feel free to drop down as fast as you wish. After three more
clusters of coins, a thick line of stone blocks will appear, leaving only a
small gap in the center to fall through. If you have the time and patience to,
feel free to fly up and collect the many hundreds of coins in cluster above
you. When you are done getting the coins, drop down to the stone platform and
SPIN JUMP down the small gap in the middle. From here to the bottom of the end
of the level, Spiked Balls will appear from all directions. Do not slow down
(in an attempt to dodge the Spiked Balls), or you will increase your chances of
getting hit. Veer to the far left as you fall, and you will soon drop down in
a large pool of water. Immediately swim down to the right, and try to get the
three sinking extra lives without sinking yourself. After you get the lives,
swim up to the surface, head right, and jump to the stone platform with the
green '?' ball. Run into the ball to beat the level (this is the only time
that a green '?' ball will be your exit. Great Job!! You beat the first level
in the seventh World!!
GO TO: Valley of Bowser 1
Valley Of Bowser 1 (VB1)
------------------------
Difficulty: 5.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Chargin' Chuck, Mega Mole
This level is not necessarily the hardest, but it is very long and quite
annoying. Because the nature of the level is very confusing, the walkthrough
for this level may not be crystal clear. In an attempt to clarify some parts
of the level, I introduced two new terms:
Double intersection: This means that there are two tunnels on top of each
other, forcing you to choose one path.
Triple intersection: This means that there are three tunnels on top of each
other, forcing you to choose one out of the three paths.
Main/Major intersection: This intersection has many paths ranging in all
directions. This type of intersection is vital in this level.
You will start on the stone ground with no immediate danger. Run forward, jump
on the line of red '!' blocks (these blocks are trapping a Megs Mole), and kill
the Chargin' Chuck. Climb up the rest of the steps, drop down the small pit,
and enter the lower tunnel (with the cluster of blue bricks. Start to dig
through the bricks by constantly picking and throwing them, but make sure you
are holding a brick to kill the Chargin' Chuck trying to ram you. After you
dug through the cluster of bricks, you will see a Mega Mole and a Dragon Coin
above a stone platform and three scattered yellow bricks. Use a yellow brick
to kill the Mega Mole from below, and get the first Dragon Coin at the middle
of the stone platform. Drop back down to level ground, run all the way back,
past the bricks, and to the intersection of tunnels, and jump to the upper one.
In this tunnel, walk forward and stop at the mouth of the small pit. When the
Mega Mole runs and falls in the pit, jump past the pit, run forward (without
jumping), touch the bottom step, and duck down to allow another Mega Mole to
run past by you. Now jump up the steps, run past the pit to the upper tunnel,
and get the second Dragon Coin after dodging the Mega Mole. After getting the
Dragon Coin at the end of the tunnel, run back left, fall down the small pit,
and jump to the middle tunnel to the right. Walk across the tunnel floor, jump
over another Mega Mole, and hop to the upper cliff past the somewhat large gap.
In this tunnel you will not have enough room to jump over the Mega Mole, so you
need to jump over the mole when you are under the slanted ceiling. When the
mole runs out of view, run forward up the slight slope, drop down to the lower
tunnel, and break the Check Point at the dead end.
---Check Point---
From here run back, dodge the Mega Mole, hop to the upper tunnel (at the
intersection), and run forward. Stop when you see the line of Nips in the
small pit, and wait until you see the Mega Mole running around the pit. Use
the Mega Mole as a platform by riding on its head, and jump to the stone ground
when the Mole reaches the end of the pit. Jump past the gap and get the moon
crescent at the dead end for three extra lives. Run back left, drop down the
gap (without landing on the blue '!' block), and you will land on one (or two)
Mega Moles stuck in a small pit. Jump out of the pit, run forward without
jumping (you can run over the pits), and stop when you are at the double
intersection on the lowest ground. Now, jump to the upper tunnel, and run
across the long stretch of land until you get the third Dragon Coin at the dead
end. As you run back, stop and hit all three hidden blocks in the gap between
this tunnel and the tunnel above you. Keep running left, jump to the main
intersection of this level (to the left of the lowest one), and jump up the
pair of stairs to the triple tunnel intersection. Enter the second tunnel and
run forward to get the fourth Dragon Coin near the vertical line of yellow '!'
blocks. Be careful not to jump too high in this tunnel, or you will free the
Chargin' Chick trying to kill you. Now run back to the triple intersection and
enter the lowest tunnel. Run past the long stretch of land, and immediately
stop when you see the cluster of yellow bricks. Here, two Chargin' Chucks will
be attacking you, leaving you little room to run. Let one Chargin' Chuck break
away half of the yellow bricks, and kill him when he is finished. Run through
the newly opened pathway, and kill the second Chargin' Chuck when he breaks
through the other half of the yellow bricks. After you exit this tunnel, you
will enter the second major intersection of this level. Now, jump over the gap
(with the single yellow brick in the middle), and run into the lower tunnel at
this double intersection. Run across this tunnel as fast as you can, and stop
when you see the small pit in the ground. Let the Mega Mole get trapped in
this pit, then run across the rest of the ground, and get the final Dragon Coin
near the far right wall. Now run all the way back until you reach the main
intersection, fall in the pit with the yellow brick, and dodge the Mega Mole
that will fall down shortly after. Run forward and immediately grab a blue
brick from the cluster before the Chargin' Chuck destroys them all. Kill the
Chargin' Chuck with the brick, keep walking forward, and run through the blue
pipe to enter the final area. Here, simply jump out of the orange pipe, run
forward, and hit the End Marker to beat the level. Great Job!! You beat
Valley of Bowser 1!
GO TO: Valley of Bowser 2
Valley Of Bowser 2 (VB2)
------------------------
Difficulty: 7/10 | Brother: Mario | Dragon Coins: 7 (5 max) | Time: 400
Enemies: Koopa, Mega Mole, Swooper
This level is inarguably the most annoying in World 7. You will more than
likely be crushed by the yellow stone, or get hit by an annoying Swooper. Have
two Capes and a Yoshi on you to make the first area easier.
You will start on the stone ground with no immediate danger. Run forward,
dodge the Swooper, and stop when you are hugging the moving yellow stone block.
When the stone block moves down, jump on it while dodging another Swooper, hop
across the stable gray stone platform, and fall into the large pit with the
green Koopa. Jump on the Koopa once and grab its shell. Now jump to the
second gray platform when the yellow blocks move up, and use the shell to kill
the single Swooper. Quickly jump across the third slab of yellow stone to the
third gray platform, kill the Swooper, and fall down the fourth pit (with two
smaller yellow blocks). In the pit, jump on the green Koopa twice to make the
shell bounce off the walls, jump on top of the '?' block, and let the
invincible Koopa collide with the green shell. Now that both shells are gone,
get the Cape from the '?' block, and jump out of this pit to the gray platform
when the yellow slabs of stone move up. Kill the shelless Koopa, dodge yet
another Swooper, and hop across the gray platform without falling in the pit.
Here, get the shell from the green Koopa, use it to kill another Swooper, and
jump past two more gray platforms making sure you dodge the two Swoopers at the
end. Drop down to the stone ground and jump on the green Koopa to get its
shell. Jump on the first yellow stone platform and get the first Dragon Coin
when it moves up. Get the mushroom from the yellow '!' block, jump across one
more yellow platform, and break the Check Point near the green pipe.
---Check Point---
After breaking the Check Point, walk through the green pipe to enter the second
(and annoying) area. When you enter the second area, immediately climb up the
few step to your left, and get the Cape from the '?' block. Because this block
is out of view, you need to stand at the middle of the last step, and jump to
hit the block. &&& After getting the Cape, run to the right, and stop when you
see the huge moving yellow slab of stone. This part gets fairly difficult,
especially if you have a power up or a Yoshi. Your goal in this part of the
level is to not get crushed by either the moving yellow stone, or the gray
ceiling. You will also notice that there is a narrow tunnel at the center of
the yellow stone; that is where you want to go. Now when the yellow stone
moves down, jump to the small tunnel, but stay near the left edge. When the
yellow stone moves all the way up, RUN LIKE HELL to the right, but stop when
you pass by two gray stone blocks. Wait until the yellow stone starts to move
up again, then run into the upper tunnel. STOP when you are under the small
hole in the ceiling, so you don't get crushed by it. As the yellow stone moves
down, run right again, and stop right when you exit the mouth of the tunnel.
When the yellow stone is completely down, quickly grab the second Dragon Coin
in the left tunnel, run back right, and stop when you see another tunnel to
your right. Wait until the yellow stone moves up, and when it moves down, run
into the tunnel and stop when you are over the small pit. You will fall into
the pit as the yellow stone slowly descends. When the yellow stone moves up,
run forward, and stop when you exit the mouth of the tunnel. Now with the
yellow stone up again, run left to get the third Dragon Coin, and return to the
mouth of the tunnel to avoid getting crushed. This time, when the yellow stone
moves up, run to the right into the third tunnel, and stop over yet another pit
in the ground (the stone should be down by now). When the yellow stone moves
back up, run forward out of the pit and the tunnel, and stop when you are under
the gap in the ceiling. Wait until the yellow stone moves down, and run into
the upper tunnel when it moves up again. Like before, stop when you are under
the gap in the ceiling, and run out of the tunnel when the yellow stone moves
down. Don't stop running forward as you exit the fourth tunnel, and you will
automatically run through the fifth one. Immediately stop when you exit the
tunnel, and let the stone move completely up (make sure you are not moving).
As the yellow stone moves down again, RUN LIKE HELL into the crooked tunnel,
and stop when you exit the mouth of the tunnel (like before). Wait until the
yellow stone moves up, and enter the green pipe right in the tunnel when it
begins to descend. You may think this level is over, but sadly, it is not.
Stay alert as you enter the third area, because you will fall down and land on
a pushing yellow slab of stone. Quickly run forward, climb the stone steps,
dodge the Mega Mole, and drop down to the somewhat large pit. *** Ignore the
mole, jump across the second pit (this pit has line of red '!' blocks over a
line of Nips and a Mega Mole), and jump onto the second pushing yellow stone.
Again, quickly hop across the stone steps, and fall into the Nip's pit covered
by a line of blue '!' blocks. Jump out of the pit, run forward past the red
arrow, and break the End Marker to FINALLY beat the level. Great Job!! You
beat the most annoying level of World 7!!
Alternative Exit:
Use this exit if you want to get all five Dragon Coins the cheap and easy way.
The only problem is that you need a Yoshi to reach this pathway. This area is
almost exactly like the one from Cheese Bridge Area, except easier and faster.
To get to this area, hit the '?' block near the yellow stone, and grab the pair
of wings that pop out. Walk across the bridge, and fly up to get the fourth
Dragon Coin near the ledge. Hover at the bottom of the screen, and you should
get the third Dragon Coin in about five seconds. Now go to the top of the
screen, and get the fourth Dragon Coin after about six more seconds. Finally,
hover low to the ground, get the final Dragon Coin (after four seconds), and
drop down with your Yoshi when you see the arrow composed of coins. Nice Job!!
You beat Valley of Bowser 2 and got all five Dragon Coins!!
Secret Exit:
To use this exit, you must have a cape. Use your cape to kill the Mega Mole
running around the pit, and run to the pit's right wall. Get a good starting
run, and fly up to the left into the large gap in the ceiling. If you flew
high enough, you should be out of view, and the screen should be moving left at
a fast rate. When you see the key and the keyhole on a bumpy pile of stone
blocks, immediately stop, and try to drop down on the right side. If you land
on the left, there is a possibility that you may fall in the small gap and die.
Now simply grab the key, put it in the keyhole, and you are done! Excellent
Job!! You found the secret exit to Valley of Bowser 2!!
Normal Exit - GO TO: Valley Ghost House
Secret Exit - GO TO: Valley Fortress
Valley Ghost House (VGH)
------------------------
Difficulty: (4 to 6)/10 | Brother: Mario | Dragon Coins: 6 | Time: 300
Enemies: Eerie, Boo, Boo line
Aside from the Sunken Ghost Ship, this is probably the weirdest (and last)
Ghost House that you will encounter. The level itself is fairly short, but
getting to the secret exit requires patience and skill. Do not have a cape in
this level because it will cause slow you down if you are trying to reach the
secret exit.
You will start the level on the bridge near a small flight of stairs. Climb
the stairs, get the Fire Flower from the '?' block, and get the first Dragon
Coin as you jump over the gap. From here to the second area, giant bubbles
will be bouncing around the level. To dodge these, spin jump as you jump over
gaps, and perform only short jumps. After you get the first Dragon Coin, walk
down the short flight of stairs, jump across the three small gaps (two
platforms), and enter the yellow gate near the right wall. When you enter this
area, you will notice that you are hanging on a single platform with a 'P'
switch above you. Hit the yellow brick to make the switch drop to the ground,
but DON'T step on it yet. When the yellow brick stops spinning, jump on the
brick, and get the second Dragon Coin above it. Now step on the switch, and
you will notice that lines of '?' blocks will appear on either side of the
platform you are standing on. Walk a few steps to the left, wait for a second,
and a star will drop down and start bouncing towards you. Grab the star and
start running to the left ignoring the Boos and Boo lines (they can't hurt
you). When you see the first gap in the upper line of brown bricks, jump
through it, and keep running on this upper level. After about two more seconds
of running, you will see the second Dragon Coin and a '?' block. Ignore the
block, get the Dragon Coin, and drop down to the lower level of brown bricks.
Hop across the two gaps, and enter the yellow gate on stable ground. This is
the final (secret) area, but we cannot access either exit just yet. Here,
dodge the two Boos, and start running left. Ignore the yellow gate, the third
Boo, and the '?' block, but grab the fourth Dragon Coin on the upper platform.
Head back right ignoring everything, and enter the yellow gate to reenter the
second area. Hit the yellow block again, step on the 'P' switch after moving a
few steps to the right, and get the star that will follow you. This time, you
will need to run to the right to get the last Dragon Coin and the two exits.
Run across the lines of '?' blocks and brown bricks. When you jump past the
first two gaps, make sure you get the fifth Dragon Coin above the center of the
platform. Ignore the '?' block that will pop up to save precious time. Jump
across two more platforms and drop down on the lower bridge with little head
room. You will notice that this bridge is flooded by coins. This is not a good
thing because the bridge is fairly long and the coins will turn into brown
bricks when the effects of the 'P' switch wear off. *** Because you want to
find the normal exit, run quickly, but only enough to reveal the third or
fourth yellow gate. When the 'P' switch effect ends, enter either one of these
gates to exit the Ghost House. Here, run forward and break the End Marker to
beat the level. Nice Job!! You beat the Valley Ghost House!!
If you are dying to know what the first two gates on the long bridge lead to,
read the next sentence. The first gate throws you back at the beginning of the
level while the second gate puts you in the final (secret) area without access
to the secret exit.
Secret Exit:
If you want to even think of getting to the secret exit, you must RUN LIKE HELL
across the bridge. Keep running as fast as you can, ignoring the first four
gates so you don't waste time. If you were fast enough, you should pass by the
final yellow gate and get an extra life. Open the yellow gate to enter the
final (secret) area with a chance to access the secret exit. In this area, you
will see a large cluster of floating brown bricks, a line of yellow coins over
a gap, and a 'P' switch. Grab (DON'T press) the 'P' switch, and run across the
large cluster of brown bricks floating in the air. Ignore the sixth Dragon
Coin above the gap, and run past the three vertical coins below a brick wall.
With the switch, jump to the upper platform and go to the '?' block. Before
you hit the '?' block, lure any Boos away from you as far right as you can.
Now run back to the block, and hit it to release an extending line of coins.
Control the block so it moves in this proportion: two coins to the right and
two coins up. Keep moving the coins in this way until you hit a wall/ceiling
(you will know when the music changes). Before you hit the 'P' switch, run
into a Boo to your right to get small (lose all your power ups). Head back
left to the 'P' switch, step on the switch, and climb up the brown bricks (that
used to be coins). After about ten steps, you should see a small gap on the
wooden block wall (this wall is jutting out). Jump through this gap, and you
will land on the platform with the key and keyhole. Put the key in the keyhole
to beat the level. Great Job!! You found the secret of Valley Ghost House!!
Normal Exit - GO TO: Valley of Bowser 3
Secret Exit - GO TO: Larry's Castle #7
Valley of Bowser 3 (VB3)
------------------------
Difficulty: 4/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Banzai Bill, Flying Koopa
This is defiantly the easiest level of World 7. Unfortunately, it is also
fairly easy to fall down a large gap and die. It is strongly recommended that
you have two Capes to make jumping across platforms a lot easier.
A new type of platform is introduced in this level: The timed platforms. These
come in two variations, the one-second and the four-second platforms. When you
step on these platforms, they move to the right for one (or four) second(s)
then fall down. If you fall down with these platforms, you die.
You will start this level on a mushroom platform with three Koopas bouncing
towards you. Be careful, as two of the Koopas jump amazingly high. When the
two Koopas (jumping higher than the third) are on the ground, immediately jump
over them as high as you can. Now jump to the pair of white walls, and get the
Cape from the '?' block. Jump on the first timed platform to shortly move
across the rope and the Koopa below. Right when the first timed platform falls
down, hop to the second one to move forward. When this platform falls, drop
down to the rope below, and jump to the third moving platform. Because there
is no rope below you in this section, you must not fall down. As the platform
falls down, jump on the flying red Koopa, and get the first Dragon Coin above
it. As you fall, land on the platform that will move for four seconds. As you
move forward, kill the two Koopas that will fly in your way, and jump past the
platforms that will be to your right. Using the flying Koopa as a stepping
stone, hop past the one-second-platforms to the four-second-one. When the
platform reads two seconds left, drop down the one-second-platform, and get the
second Dragon Coin. After getting the coin, hop past the white wall, and land
on the one-second-platform to your direct right. Stay on the platform when it
drops down to get the third Dragon Coin, but jump to the yellow pipe before the
platform falls out of sight. Head down the lower pipe to play the Bonus Game.
(Refer to Bonus Game #1) After getting the extra lives, you will pop out of an
orange pipe. And land on the mushroom platform below. Jump on the trampoline
to your right, and bounce off it to break the Check Point above you.
---Check Point---
When you fall back to the mushroom platform, run forward ignoring the '?'
block, and jump to one of the platforms (of the three) to the right. Jump up
these platforms, hop past the white wall, and run across the slanted rope. Be
careful as you run across the rope, because three Flying Koopas will be trying
to kill you. Dodge these Koopas, hop past the third white wall, and land on
the moving grass platform. Jump from the platform when it moves diagonally
down, kill the Flying Koopa, and hop on the four-second-platform. When the
platform has two seconds left, hop across three one-second platforms, and kill
another flying Koopa. After killing the Koopa, immediately jump on the moving
grass platform, grab the fourth Dragon Coin, and hop on another four-second-
platform. After about two seconds of moving, a Banzai Bill will shoot out from
the right and pass below you. Ignore the Banzai Bill and jump to the one-
second-platform just as the one you are on expires. Hop past two more one-
second-platforms making sure you kill the Flying Koopa and dodge the Banzai
Bill. After passing the third one-second-platform, jump to the four-second-
platform and get the fifth Dragon Coin after about three seconds of moving. As
the platform expires, jump straight up to dodge the Banzai Bill, and land on
the upper one-second-platform. As the platform falls, jump to the platform
composed of three stones, and get the extra life (you will need it). Finally,
jump forward to fall on the mushroom platform, and run past the End Marker to
beat the level. Excellent Job!! You beat Valley of Bowser 3!
GO TO: Valley of Bowser 4
Valley of Bowser 4 (VB4)
------------------------
Difficulty: 7/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: DB Chargin' Chuck, Flying Koopa
This is defiantly one of the harder levels in World 7. If you want to even
think of surviving this level, make sure you master your jumping and dodging
skills. One wrong move, any you will die in a pool of lava. Having two Capes
is strongly recommended. Do not enter this level with a Yoshi, because you
will lose him in the first part of the level and there is one sitting in a '?'
block near the green vine.
Starting on the tall stone ground, run forward and slide down the slope to
deflect the dirt balls thrown by the DB Chargin' Chuck. When you see the lava
pit, immediately spin jump forward to kill the Flying Koopa, and land on the
floating white platform. When the platform starts to sink, jump past the rest
of the lava, and on the stone ground ahead. Now run forward up the steep
slope, dodge the dirt balls thrown from the DB Chargin' Chuck, and jump on him
until he dies. Jump past the blue pipe, get the mushroom from the yellow '!'
block, and walk to the ledge of the stone ground. This part is tricky, as you
need to jump past the white platforms and dodge the three Flying Koopas at the
same time. To prevent getting hit, make sure all of your jumps are spin jumps.
Spin jump across the platforms making sure you kill the Koopas, and jump to the
stone ground when you see green pipe is in view. Head down the green pipe to
enter a sub-area. This area might pose a problem to some as it is covered in
ice, and it is dotted with Spiked Tops. Heading to the left, spin jump past
the floating blocks of ice to deflect the Spinies, and make sure you don't fall
in the Guppy-filled water. After jumping past two ice blocks, jump on the icy
platform, and get the cape from the '?' block. Because you have the cape, you
can kill the Guppies allowing you to swim in the water. Jump in the water,
swim to the left while killing the Guppies, and get the first Dragon Coin near
the second Guppy. Swim past one more Guppy, jump to the icy ground to the left,
and enter the purple pipe to exit the area. When you reenter the level out of
the blue pipe, immediately kill the DB Chargin' Chuck to the left, jump past
the large lava pit (with the three white platforms) the same way as before.
When you reach the stone ground with the green pipe again, jump past the pipe,
and hit the yellow brick to free a green plant. When you reach the top of the
vine, jump to the stone ground to your left, and get the Yoshi from the '?'
block. With the Yoshi on hand, jump past the green trampoline and the small
gap, and spin jump to the right on the pile of yellow bricks. Keep spin
jumping as you plunge through the bricks, and enter the gray tunnel to your
right before you fall down. Walk forward, hit the yellow brick stuck in the
small tunnel to reveal an extra life (ignore if for now), and drop straight
down getting the second Dragon Coin. When you fall on a white sinking
platform, immediately jump forward past two more platforms making sure you get
the falling extra life and to kill the Flying Koopa. As you land on the gray
platform, jump up the various cliffs (to the right), kill the DB Chargin'
Chuck, and get the third Dragon Coin below the highest cliff. Now jump to the
white sinking platform to your right, and break the Check Point as you jump to
the stone ground.
---Check Point---
Use Yoshi to eat any dirt balls the DB Chargin' Chuck may throw at you, and
kill that pest when you walk under the stone wall. Jump to the sinking white
platform then to the yellow '!' block right above the lava. Jump straight up
to hit the '?' block and to get its Cape. Jump past the second white platform
and land on the stone ground to your right. Run forward ignoring the DB
Chargin' chuck and the cliffs, and jump to the fourth Dragon Coin making sure
you land on the white platform. Quickly jump back out of the lava pit before
the white platform sinks, climb up the cliffs, and kill the DB Chargin' Chuck.
Jump and run through the upper right tunnel, and drop straight down to land on
a yellow '!' block. When the FB Chargin' Chuck's dirt ball falls into the
lava, immediately jump to the white sinking platform, and land on the stone
ground to your right. Run up and down the two slopes, and jump past the lava
pit ignoring the white sinking platform. Kill the DB Chargin' Chuck, walk
forward, and stop when you see the large lava pool below. This part is very
tricky and requires exceptional timing. When the Flying Koopa starts to fly
away from you, jump on its head, and land on the first white platform to the
right. Making sure you dodge the dirt balls, jump past two more white
platforms, and land on the line of blue '!' blocks with the green trampoline.
Carefully walk to the ledge of the line of blue '!' blocks to get the final
Dragon Coin, and jump over the lava pit (below the stone slope) to land on the
first white sinking platform. Jump back to the stone ground to your right, any
you will see a key trapped in the stone, and a key hole next to you. *** Ignore
these because you do not want to go to the secret exit, jump over the stone
cliff, and run into the End Marker to beat the level. Great Job!! You beat
Chocolate Island 4!
Secret Exit:
To access the secret exit, you must have a Yoshi. Stand on the ground so you
are right next to the key, and press B to make Yoshi's tongue go through the
stone and grab the key. With the key in Yoshi's mouth, jump to the line of two
stone blocks, and run to the keyhole to beat the level. Excellent Job!! You
found the secret exit for Chocolate Island 4!!
Normal Exit - GO TO: Larry's Castle #7
Secret Exit - GO TO: Star Road 5
Larry's Castle #7 (LC7)
-----------------------
Difficulty: 7.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Ball 'n' Chain, Dry Bones, MagiKoopa, Larry
Welcome to the seventh (and the hardest) castle! Time is very short in this
level because the brown platform in the first area limits your speed. It is
strongly recommended that you have two capes on you, so the second area will be
easier to navigate through.
You will start on a stone platform near a huge pool of lava (there is a
platform of brown bricks above the lava). Run forward, jump to the center of
the line of bricks, and it will start moving forward. This line of brown
bricks is exactly the same as the one in Roy's Castle, except it is about twice
as long. Wait for about two seconds, and the platform will start to climb over
stone steps with yellow spikes. Now a Ball 'n' Chain will be spinning in your
way, so spin jump to dodge it and the brown platform will move straight again.
Dodge five more Ball 'n' Chains by staying in the middle of the platform and
spin jumping over (or ducking under) them. After you pass the fifth Ball 'n'
Chain, the brown platform will start to move down the stone steps. Stay in the
middle of the platform and spin jump to dodge three more Ball 'n' Chains (these
Ball 'n' Chains are on separate stone blocks). This part can get very tricky,
and will require exact timing and speed. See the floating brown bricks in the
air between the last two Ball 'n' Chains? You must jump up both before the
brown platform moves straight up. Make sure you are standing on the upper
brown brick (of the two), and immediately jump to the brown platform as it
straightens out above you. Dodging the single Ball 'n' Chain quickly run to
the right, grab the first Dragon Coin, and get back to the middle of the stone
platform (now moving left) before you fall off. Dodge three more Ball 'n'
Chains by very short spin jumps, and hop on the immobile line of brown bricks
with many attached Ball 'n' Chains. Staying at the same speed as the moving
brown platform below you, walk to the left, dodge the three Ball 'n' Chains,
and ignore the yellow '!' block and the second Dragon Coin near the ceiling.
When you reach the end of the line of brown bricks, immediately jump to the
moving brown platform as it climbs up to the right. Jump to get the second
Dragon Coin, and continue moving forward making sure you are at the middle of
the platform (moving right). Ignore the Ball 'n' chains below you (they cannot
reach you) and get the mushroom from the yellow '!' block. After about five
seconds of moving right, two more Ball 'n' Chains will appear right below you.
Spin jump to dodge these pests, and the platform will start to descend by
moving back and forth. Stay with the platform, dodge the single Ball 'n' Chain
when you see the lava, and the brown platform will begin to ascend to the
right. Jump up the steps made by the platform as it ascends, and when it
reaches the top, it will straighten out over a large stone platform covered
with yellow spikes. Dodge another Ball 'n' Chain, grab the third Dragon Coin
above the pest, and you will see a yellow gate near the right wall. DO NOT
enter this gate! Instead, jump into the right side of the gap, and push
against the right wall as you fall down. After about two seconds of falling,
you will enter a small stone tunnel with a few useful goodies. Run through the
Check Point, grab the last two Dragon Coins, get the mushroom (only if you need
it), and enter the yellow gate near the right wall.
---Check Point---
When you start this area (in a stone tunnel), run to the right and kill the Dry
Bones walking towards you. Run down the escalator to exit the tunnel, kill
another Dry Bones, and jump into the second tunnel when the wooden spike is up.
Right when you enter the tunnel, a MagiKoopa will appear and try to hurt you.
Duck down (or spin jump) do dodge his spell, and run out of the tunnel when he
disappears and when the second wooden spike is up. You will see a vertical
line of yellow bricks blocking your path forward. If you have a cape, you can
simply spin your way through, but you need to use a MagiKoopa to break a brick
of you do not have one. So kill the Dry Bones, stand right next to the line of
yellow bricks, and let the MagiKoopa break one of the lower bricks with his
spell. Jump-duck through the hole in the line of bricks, dodge the MagiKoopa
when he appears again, and jump across the small pit of lava. Get the mushroom
from the yellow '!' block, run through the tunnel to your right (spin jump over
the spikes), and kill another Dry Bones as you exit the tunnel. Jump over the
lava pit making sure to dodge the fireball, and stand right next to another
vertical line of yellow bricks. Wait until the MagiKoopa makes a hole in the
line, and hop through by jump-ducking. Jump into the tunnel to your right, and
run through only when the four spikes are recessed back. Jump across another
lava pit with a fireball, jump up to the line of yellow bricks, and walk
across. Make sure you dodge the wooden spikes, the fireballs, and the
MagiKoopa's spells as you walk through. After passing by the third wooden
spike, the line of yellow bricks will connect to stone ground. Run across the
stone, kill the Dry Bones, and run down the escalator. Dodge another MagiKoopa
and Dry Bones, get the Cape from the green '!', and enter the red gate to fight
the Boss.
Boss Battle: Larry
Does this place look familiar? It better be because this is a similar setting
of Iggy's battle! Just like as you fought Iggy, jump on Larry's head when the
sea-saw tilts to the left, and dodge his fireballs he may throw at you. The
thing that makes this Boss battle hard, it the three fireballs that will shoot
up from the lavas pit below. Spin jump to dodge the fireballs, and keep
jumping on Larry until he falls into the lava and dies. Nice Job!! You beat
the seventh castle and killed Larry!!
GO TO: Bowser's Castle (Front Door)
Valley Fortress (VF)
--------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Bony Beetle, Dry Bones
Welcome to the Valley Fortress! This is the last (and the hardest) fortress
you will have to play through. Surprisingly, your main enemy in this level is
not the Bony Beetles or the Dry Bones; it is the gray spikes that try to kill
you. I strongly recommend you to have two Capes with you as the spikes will
surely hit you (especially near the end).
You will start this level on an elevated stone platform. Run forward and
immediately stop when you see the stone spikes above the stone steps. Wait for
the spikes to fall down, and then quickly run down the steps when they start to
slowly rise. Jump to the small platform with the green '!' block, get the Cape
from it, and wait for the spikes to fall down again. When they start to rise,
quickly run up the stone steps to the right, and carefully jump across the
yellow spiked pit to the stone tunnel. Use your cape to float down slowly and
to avoid getting hit by the yellow spikes on the right wall. Run through the
small tunnel, and you will enter a room with enemies roaming the floor and
spikes covering the ceiling. Quickly run forward to avoid the falling spike
and use your cape to kill the Dry Bones. Head a few steps back, and get the
first Dragon Coin where the falling spike originally was. Keep spinning
forward at a quick pace to dodge two more falling spikes, and to kill a Dry
Bones and a Bony Beetle. Jump through the small tunnel to exit the spiked
covered room, and to enter a place with falling stone spikes. Walk to the
ledge of the stone ground you are on (near the first gap with two yellow
spikes), and wait for the stone spike to crash down on the small gray platform.
When the stone spike is fully retraced, jump and hover across the two spiked
pits, and land on the large gray platform. Again, walk to the ledge of the
platform you are standing on (the two pits will now have three yellow spikes),
and wait for the stone spike to fall down. When it rises up again, spin jump
to the small platform below the spike (this will get you the second Dragon
Coin), and jump to another large gray platform to the right. This part is
fairly difficult as you need to dodge THREE gray spikes without touching the
yellow spikes in the pits. When the spikes begin to retrace, immediately jump
across the gray platforms as quickly as you can. As you jump past the second
small gray platform, make sure you get the third Dragon Coin in the air. You
will more than likely get hit, so don't get frustrated over this part of the
level. When you jump past the third spike and land on the large stone
platform, walk under the stone wall and break the Check Point.
---Check Point---
Look to your right; you will see a huge lava pool raging with fireballs. The
only way to pass this lava pit is to jump across the floating gray stones to
your right. Now spin jump to the first floating platform (to dodge the
fireball), jump on the Dry Bones, and get the mushroom from the yellow '!'
block. Before the Dry Bones regenerates, spin jump to the second floating
platform, and kill another Dry Bones. The third floating stone is to the
right, but is right near the pool of lava. So carefully spin jump over the
lava pool (to dodge the two fireballs), and land on the third platform with the
Bony Beetle. Jump on the beetle and spin jump (not too high) over the pool of
lava, and land on the gray platform floating on it. If you jump too high, you
will hit the yellow spikes covering the left side of the stone wall. Walk
under the wall, and stop when you reach the ledge of the platform. To your
right, you will see a gray spike moving four times faster than normal speed.
So when the spike shoots up, immediately jump past the lava pool, and run to
the left side of the gray platform you just landed on. Jump past the next
spike in the same fashion, but spin jump to dodge the fireball. Staying on the
middle of the platform you landed on, slowly walk right next to the third
moving spike, and jump past the lava pit and under the fourth stone spike when
both spikes move up. Make sure you jump high to get the fourth Dragon Coin
over the lava pit. Jump past the next lava pit in the same fashion, but jump
(spin jumping is too dangerous) only when you are sure you won't collide with
the fireball. Immediately stop when you land on the gray platform to avoid
getting hit by the gray spike in the ground, and quickly get run to the left
ledge to get the last Dragon Coin (when the spikes are up of course). Now
quickly run right, jump over the last gray spike when it is retracted down, and
enter the red gate near the right wall to fight Renzor. (Find: VDRZR)
GO TO: Bowser's Castle (Back Door)
Bowser's Castle (BSC)
---------------------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 0 | Time: 800 or 600
Enemies: Chargin' Chuck, Dry Bones, Hot Head, Koopa, Mecha-Koopas, Lil' Sparky,
Thwomp, Ninjis, Bowser!
Finally, you have reached Bowser's Castle! Surprisingly, Bowser's castle to
quite easy compared to the other levels in World 7. Unless you want to enter
the fifth door, I require you to have two capes.
NOTE: because this level is different from all other castles, I have written it
in a different format to try to make it easier. In this level, you have to
choose two doors of the eight listed below (one from doors 1 to 4, and one from
doors 5 to 8). I marked the easiest areas for each hallway with a star (*).
Front Door
----------
The Hallways:
You will begin in a long hallway with four doors. You can tell the number of
the door by looking at the stone structure near a yellow gate. The structures
will vaguely represent a number, so if you want to enter a specific door, use
the numbers as reference.
Door 1:
From the hallway, walk forward, and enter the first yellow gate you encounter.
Here, you will see that you will be automatically pushed forward, and there are
wooden logs trying to crush you. You will also have to jump over many lava
pits with raging fireballs. The good news is that because you hit all of the
colored '!' switches, various colored '!' blocks will be hovering over some
parts of the lava pits. Now stay in the back and wait for the first wooden log
to fall down. When the log rises back up, spin jump over the first two lava
pits, and stay on the larger stone platform until the next log falls. Stay
back as it falls, and immediately spin jump over the next two lava pits when it
rises again. Stay to the left of the screen until the third log falls, and
spin jump over the large lava pit (using the colored '!' blocks as a platform)
when it retracts. Enter the yellow gate near the right wall to enter the
second hallway (doors 5 to 8).
*Door 2:
When you start in the hallway, run forward ignoring the first yellow gate, and
cross the first bridge. Here, enter the yellow gate to see what dangers lie
ahead of you. After entering the gate, you will be on a stone platform with a
large fence in the sky, and spikes covering the ground ahead of you. Dodge the
two bouncing fireballs that will be heading to the left, and hop on the fence
above you. Climb to the right and enter the first switch grate. Because you
are on the other side, the bouncing fireballs cannot hurt you, but the climbing
Koopas can. To avoid getting hit by the Koopas, climb all the way to the top
and move right. Keep heading right ignoring the Koopas and the bouncing
fireballs, and drop down when you are right above the yellow gate. Enter the
yellow gate to get top the second hallway (doors 5 to 8).
Door 3:
From the start of the hallway, run forward passing two gates and across two
small bridges, and enter the yellow gate. This place is very tricky to
navigate through as the rugs may be hiding Mecha-Koopas. The rugs with a large
diamond pattern hide gaps in the floor, so make sure you jump over them. Walk
forward, spin jump to kill the Mecha-Koopa, and stop when you are under the
second rug above you. Jump through the gap, land on the left side of the
ground, and walk left until you are under the rug above you on the third floor.
Again, jump up through gap and land on the left side. Spin jump to the right
to hop over the gap (the one you just jumped through), and to kill the Mecha-
Koopa. Keep walking right, jump to another gap to reach the fourth floor, and
land on the left side. Run all the way left to get an extra life behind a rug,
and run back right making sure you jump over the gap you hopped through. Keep
running right, kill the Mecha-Koopa, and drop through the gap to the third
floor. Immediately spin jump to kill another Mecha-Koopa, and drop down the
gap to your right to reach the second floor. Move right, spin jump twice to
kill the two Mecha-Koopas, and drop down the gap near the vertical line of
stone blocks. Back on the first floor, kill the first Mecha-Koopa, and run
across the line of stone blocks making sure you kill the second Mecha-Koopa.
Enter the yellow gate near the right well to access the second hallway (doors 5
to 8).
Door 4:
To get to the fourth door, run all the way right until you are stopped by a
wall, and enter the yellow gate to your left. Here, you will be dodging Hot
Heads and Lil' Sparkies, and you will be jumping across moving stone blocks.
From the stone block you start on, walk forward, and stop when you reach the
ledge. When the white stone block moves under you (and when the Lil' is in
ahead of you), immediately drop down on the moving block and jump through the
skinny gap when it moves all the way right. On the stable stone block, walk to
the ledge, jump to the upper white block when moves to the left, and drop down
another white stone block below you. When the two blocks move forward, spin
jump (to dodge the Lil' Sparky) to the hovering gray block. When the Lil'
Sparky is out of your way, spin jump forward, and land on the second stone
block ahead of you. Dodge the Lil' Sparky, and jump to the three connected
stone blocks. Be careful as two Lil' Sparkies and a Hot head roam around these
blocks! So dodge the enemies, spin jump over the small stone block, and land
on the long stone block below you to the right. Walk forward and enter the
yellow gate to enter the second hallway (doors 5 to 8).
Enter second Hallway
Door 5:
If you want to get through the fifth area (door) alive, you must be small
Mario, meaning that you can not have ANY power ups and you must not be Luigi.
To get to this door, simply enter the first gate in the second hallway. When
you enter this area, you will notice that there are gray spikes and Thwomps (in
an alternating order) to your right. This pattern of Thwomps and gray spikes
lasts for the whole area so you better be careful to dodge them. Stay where
you are and wait for the gray spikes to plunge all the way down. When you hear
the crash they will start to quickly rise so get ready to run. The instant you
see the first gray spike rise out of the ground, RUN LIKE HELL and pray to god
you do not get hit by a Thwomp. When you see the last spike, perform a duck
slide to avoid getting crushed. Now that you are passed the long trap, go
right, and enter the yellow gate to get to the final area.
Door 6:
Just like you did for the second door in the first hallway, enter the second
gate. You will enter the submerged area out of an orange pipe. When you drop
on the stone ground below you, swim to the right, and stop when you are under
the gap. Swim up the gap, dodge the yellow spikes, and land on the upper
platform to the left. When the moving wall is retracted to the right, stomp on
the (not so) Dry Bones and swim up the gap all the way to the left. As you
land on the third platform to your right, dodge the many Fish Bones swimming to
the left, and get the Cape from the '?' block. Go into (not completely
through) the gap above you, but make sure you dodge the yellow spikes on either
sides of the gap. You will see two stone blocks move to the right, swim up the
gap, but do not get hit by the spikes. Quickly swim up to the right, go
through another gap with yellow spikes on both sides, and land on the platform
to the left. Kill the Dry Bones moving on the platform, and immediately head
up the gap to the right. Make sure you are careful enough to dodge the pair of
Ball 'n' Chains, but go quickly to avoid getting crushed by another yellow
spiked wall. In this small section, Ball 'n' Chains will be spinning around
the water trying to kill you. Avoid these pests, swim up, and enter the gap in
the right ceiling. When the yellow spiked blocks are moved to the right,
quickly swim to the gap between them. Move with the spiked blocks as they move
back left, but swim in the middle to dodge the Ball 'n' Chain and the yellow
spikes on the low ceiling. Quickly swim up the gap at the left before you get
crushed, land on the safe platform to your right, and enter the green pipe to
get to the final area.
Door 7:
To get to this door, enter the third yellow gate in the second hallway. Here
you will see various Bowser Statues shooting fireballs at you. To dodge these,
you can duck under them or spin jump over them. Walk forward, dodge the
fireballs, and jump past the first two Bowser Statues. Now you will see an
orange statue bouncing towards you. Do easily dodge this statue, jump on the
stone block below the third gray statue, and wait for the bouncing one to pass
you. When it does, drop down from the stone block, run forward, and jump past
the fourth gray statue, and another orange will bounce towards you. When the
orange statue stops, immediately jump over it, spin jump past the lava pit (to
dodge the fireball), and jump on the stone block below the red '!' one. Jump
past the last gray statue, dodge another orange jumping statue (by ducking),
and run up the stairs. Go through the yellow gate to enter the final area.
*Door 8:
From the second hallway, run all the way to the right, and enter the yellow
gate near the right wall. This area is loaded with Jumping Chargin' Chucks, so
you better be careful where you jump. To get the most points and make this
level easier, I suggest you to kill each Chargin' Chuck one at a time. Run
forward and kill off the first two Chargin' Chucks before they duplicate.
After they die, jump on the blue '!' block over the spiked pit, and get the
Cape from the green '!' block above you. Quickly jump forward, kill the next
Chargin' Chuck with your cape, and do the same with fourth the one on the hill.
Jump down from the hill to kill another Chargin' Chuck, jump past the spiked
pit, and kill the sixth one before it multiplies. From here to the end, simply
spin as you move forward to kill the next two Chargin' Chucks. Enter the
yellow gate near the right wall to reach the final area.
Final Area (Back Door starts here):
When you first enter this area, the whole room will be fairly dark, but light
enough to navigate through. Run forward, and hit the red '?' switch near the
steps. Did you notice the disco ball under the reserve box when you first
enter this area? Now that you hit the switch, the disco ball will turn on
causing a beam of light to slowly move back and fourth across the screen. Run
up the stairs, spin jump on the Ninji, and jump past the lava pit to the first
vertical line of stone blocks. Jump over four more stone blocks to land on the
stone ground, kill another Ninji and a Mecha-Koopa, and jump into the small
tunnel to the right. Run through the small tunnel and kill another pair of
Ninjis. Jump past the stone block, kill the Mecha-Koopa walking towards you,
and kill another two Ninjis past the second stone block. Jump past the lava
pit, run past the small bridge on the short platform, and climb the two steps.
Gather all of your courage and enter the red gate to fight Bowser!
Boss Battle: Bowser
-------------------
You will fight Bowser on top of his castle, and thunder will be cracking in the
dark sky (Scary, isn't it?). A strange clown hovercraft will slowly appear
from the sky, Bowser will pop out of it, and the final battle will begin!
Bowser will now move back and fourth across the screen slightly swooping down
in the middle. Do not jump while he is above you, or the green blades of the
hovercraft will damage you. After four swoops, Bowser will stop at the left of
the screen and throw two Mecha-Koopas to the ground. When Bowser starts moving
again, spin jump to kill one of the Mecha-Koopas, and stun the second one by
jumping on it. Pick up the stunned Mecha-Koopa, and time yourself to hit
Bowser when you throw it in the air (preferably at the corner of the screen).
If you hit Bowser, he will cry out in pain, and the clown over craft will shed
a tear. Repeat this entire process once more. When you hit him for the second
time, Bowser will hide in his hovercraft, and it will disappear out of view.
After a few seconds, the hovercraft will reappear and move past you. Ignore
the hovercraft as it cannot damage you (even when it enlarges), and focus on
the fireballs that will soon fall to the ground. Dodge the fireballs by
staying between two ones already on the ground, and jump between two more
falling ones if they pose any danger. When the fireballs stop falling, the
hovercraft will return, and Peach will throw you a mushroom from it. Grab the
mushroom and start phase 2 of the final battle! In this phase, Bowser's
hovercraft will move faster, and he will throw bowling balls at you twice
before the releases the Mecha-Koopas. When Bowser throws these giant bowling
balls, spin jump to bounce off of them, but make sure you try to jump away from
Bowser. After he throws the second Bowling Ball, he will throw two more Mecha-
Koopas. Like before, spin jump to kill one of the Mecha-Koopas, and use the
other one to hurt Bowser. Repeat this process once more and Bowser will fly
away again and throw fireballs for the second time. Dodge the fireballs the
same way as you did before, get the mushroom from Peach, and start the final
phase of the battle! Now Bowser is really pissed off and will try to crush you
with his hovercraft. To avoid getting hit, stay on the ground as much as
possible. After about ten attempts to crush you, he will throw two more Mecha-
Koopas. Just as before, spin jump to kill one, and stun the other and use it
to hit Bowser. Repeat this once more to kill Bowser and beat the game!
Excellent Job, you beat the game!!! Now watch Peach safely fall from the
hovercraft and Bowser fly away! Enjoy the end scene!
Back Door:
----------
If you went through the Back Door, simply start reading the walkthrough from
Final Area in the Front Door section. The only difference between the Front
Door's Final Area and the Back Door's is that there is a Check Point to the
left of the red gate leading to Bowser.
GO TO: Star World 1 (If you have not already beaten that world)
*******************
World 8: Star World
*******************
Star World 1 (SW1)
------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa
Welcome to the first of the five levels of Star World! This level is fairly
easy compared to the other ones in this world. You will be digging through
masses and masses of yellow bricks with no turning back, so you only have one
shot of getting all the Dragon Coins! You MUST have a cape with you to enable
you to dig diagonally down. This level contains the RED Yoshi.
You will start on a long stone with a mushroom and a gap to the right. Run
forward, grab the mushroom and drop down the gap to land on a huge cluster of
yellow bricks. *** If you want to get all of the Dragon Coins, do not spin jump
yet. Instead run all the way to the right, and look down. When the screen
moves down, you should see the first Dragon Coin buried in the middle of the
bricks about six blocks left of you. Run to the left until you are directly
over the Dragon Coin, and spin jump to dig through the bricks and get the coin.
Again you will land on a gray stone platform. This time, run all the way left,
and fall down the small gap near the left wall to land on the second cluster of
yellow bricks. Just like before, look down, align yourself over the second
Dragon Coin, and spin jump to break the bricks and get the coin. Right when
you get the Dragon Coin, try to shift to the left block as you continue
digging. After about five more seconds of digging, get the Cape to the left,
and drop down to the third stone platform. Run right, drop down the gap to the
cluster of yellow bricks, and align yourself over the third Dragon Coin near
the left wall. Dig through the yellow bricks, get the third Dragon Coin, and
land on the fourth gray platform below you. Don't fall down the gap just yet,
or you will miss an extra life! Run right, jump past two gaps, and stand near
the ledge of the small right platform. Move one step right, and quickly jump
four times to rotate the yellow bricks above you and to get an extra life
trapped within the bricks. Now it is time for some fun! Drop down the gap
near the ledge you are standing on, spin jump to break two layers of yellow
bricks below you, and get the star to become invincible!! Break two more
yellow bricks, and kill the two Koopas when you land on the gray platform. Run
left and jump past the gap to kill two more Koopas, and drop down the gap to
kill another pair of Koopas on the cluster of yellow bricks. Now run to the
left, align yourself over the fourth Dragon Coin (tilt slightly to the right),
and spin jump to break more yellow bricks. After you get the fourth Dragon
Coin, immediately tilt to the left to get the fifth one and to fall to another
gray platform. From here, run left to drop down the gap, and spin jump to dig
through more yellow bricks. As you fall grab the star and try to hit as many
Flying Koopas as possible to get the most points. Stay to the left side to
grab the red baby Yoshi, and feed it once your invincibility runs out and when
you finish digging through the bricks. Once you feed baby Yoshi five enemies,
he will grow big and display a message saying that he can spit fireballs from
all Koopa shells! Take your new Yoshi, run through the green pipe to the
right, and break the End Marker in the final area to beat the level. Excellent
Job!! You beat Star World 1 and got a new Yoshi!
Secret Exit:
When you land on the bricks, run all the way to the right and spin jump when
you hit the wall. Do not move as you move through the gap and you will
eventually land on a gray platform with the key and keyhole. Simply put the
key into the keyhole to end the level. Nice Job!! You found the secret to
Star World 1!
Normal Exit - GO TO: Star World 1
Secret Exit - GO TO: Star World 2
Star World 2 (SW2)
------------------
Difficulty: 3.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Blurp, Rip Van Fish
This is the level where you will get the beloved blue Yoshi (Who can fly).
Although not as easy as the first, this level is quite easy and should not
cause you much trouble. Be quick to grab the first star at the beginning of
the level, or the blue baby Yoshi will eat it!
You will start the level by appearing from a purple pipe underwater.
Instantly, a star will slowly descend from the surface, so dodge the Blurp and
grab it to become invincible. Quickly swim back, get the first Dragon Coin
near the pipe, and grab the blue baby Yoshi from the blue egg. Use Yoshi to
swim forward near the ground, and eat any Rip Van Fish in your way. Get the
second Dragon Coin near the first batch of Rip Van Fish, and continue to swim
forward quickly to preserve invincibility time. When you see the triangle of
Blurps, eat only two of them, and ignore the rest. After the Blurps pass by
you, a '?' block will appear. If you are still invincible, the block will have
another star, but if you are not, it will have a measly coin. After getting
your item, slowly eat one of the Rip Van Fish to the right of the '?' block,
and hop on the blue Yoshi when it grows. A message will tell you that the blue
Yoshis can fly with any color of Koopa shell. Because this special power makes
moving across levels a hell lot easier, the Blue Yoshi is inarguably the best
of the four different colored Yoshis. With your new Yoshi, eat any Rip Van
Fish that have awaken (try to dodge the rest), and swim up to get the third
Dragon Coin. Drop back down to get the fourth Dragon Coin (beneath the
second), dodge the six Blurps (in two separate waves), and dodge another
triangle of Blurps. When you see the final wave of Rip Van Fish floating down,
drop on the ground, and walk past them to avoid waking them up. Swim when you
reach the ledge, swim up and forward, and you will see a green pipe and a long
tunnel underneath the pipe. *** Ignore the long tunnel, swim straight up, and
swim forward to get the final Dragon Coin. Drop down to the stone ledge and
swim through the green pipe to go back above water. When you appear from a
white pipe, jump past the flooded gap, and run forward to break the End Marker
and beat the level. Great Job!! You beat Star World 2 and got the Blue Yoshi!
Secret Exit:
Ignore the ledge near the green pipe, slowly drop down as you swim forward, and
swim through the long curved tunnel. When you see the key, use Yoshi to eat
it, and drop down the pit to your right to put it in the keyhole and finish the
level. Excellent Job!! You found the secret exit to Star World 2 and got the
blue Yoshi!
Normal Exit - GO TO: Star World 2
Secret Exit - GO TO: Star World 3
Star World 3 (SW3)
------------------
Difficulty: 2/10 | Brother: Luigi | Dragon Coins: 5 | Time: 200
Enemies: Lakitu, Spiny
This is the shortest level in the entire game (hold the Top Secret Area). If
you want to access the secret exit or get all five Dragon Coins, you cannot
simply run past the End Marker. This level contains the yellow baby Yoshi.
You will start this very short level on a pile of blue bricks. There will be a
Lakitu hovering above you, the first Dragon Coin to your left, and a yellow
baby Yoshi and a silver 'P' switch to the left. Grab the first Dragon Coin as
you dodge the Spinies, and grab the baby Yoshi when it pops out of its egg.
Feed your Yoshi with the falling Spinies, and it will grow big after it eats
five. A message will tell you that the yellow Yoshi can stomp the ground
(killing any enemies around you) with any color of Koopa shell! With your
yellow Yoshi, jump on the silver 'P' switch to turn the Spinies into coins, and
grab as many silver coins as you can. When the 'P' switch effects wear off,
hop off your Yoshi, and grab a blue brick on the ground. Use your brick to
knock the Lakitu off his cloud, and use the steps composed of blue bricks to
get the second Dragon Coin and to hop to the cloud. Now that you are on the
cloud, hover straight up, enter the gap in the middle of the line of stone
blocks, and hop to the left side of the platform. *** Ignore the '?' block,
jump across the gap, and jump on the platform with the keyhole (you will not
exit through the keyhole because you do not have a key). Run across the
platform, jump over the tall wall (composed of stone bricks), and you will soar
across the End Marker to the other side. Grab the last three Dragon Coins in a
triangular pattern, and walk left to break the End Marker. Congratulations!
You beat Star World 3, got all five Dragon Coins, and got a new Yoshi!!
Secret Exit:
Hit the '?' to reveal a key. Grab the key, jump across the large gap, and put
the key intro the keyhole to beat the level. Excellent job!! You found the
secret exit to Star World 3 and got a new Yoshi!
Normal Exit - GO TO: Star World 3
Secret Exit - GO TO: Star World 4
Star World 4 (SW4)
------------------
Difficulty: 5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Koopa
This is the fourth level in Star World. You can only access the Secret Exit if
you already hit the red and green '!' switches. You must have a mushroom (Cape
recommended) if you want to use the Secret Exit. This level contains the red
Yoshi (Just like Star World 1).
From the mushroom platform, run forward, jump to the tall platform, and grab
the red baby Yoshi. Jump past the three gray rotating platform, land on the
tall mushroom platform, and eat the Koopa. Eat another Koopa on the next
platform and jump on the three rotating platforms when the first Dragon Coin is
in view. Grab the Dragon Coin, jump to the single mushroom platform to the
right, and eat the two blue Koopas. Jump across the large gap to land on
another mushroom platform, and eat the red Koopa to make the red baby Yoshi
grow. If you haven't gotten the red Yoshi in the first star level, a message
will tell you that the red Yoshi can spit three fireballs from its mouth with
any color Koop shell. Hop on the Yoshi, jump to the platform directly below
you, and grab the blue Koopa to make your Yoshi sprout wings. Drop down again
and hover to the fourth platform directly below you to get the second Dragon
coin. Fly forward staying under the line of Flying Koopas, and fly to the
platform at the right of the line. Get the Cape from the '?' block and
continue to fly forward. Fly past the next mushroom platform, but get the
third Dragon Coin from the three rotating gray platforms. Jump to the long
platform to your right, spit out your shell, and eat the blue Koopa under the
right edge of the platform. Fly forward staying over the spinning gray
platforms and the next two mushroom ones, and fly under another line of Flying
Koopas. Fly up the ascending mushroom platforms, hover past the spinning gray
platforms, and spit out the shell when you see the long platform composed of
stone blocks. *** Use the spinning platforms to jump on top of the orange pipe
to get the fourth Dragon Coin. Jump forward and float down to pass the two
green pipes and to land on the mushroom platform to the right. Kill the red
Koopa, jump past the second mushroom platform, and kill another Flying Koopa
when you reach the spinning platforms. Face Yoshi to the pair of stone blocks,
eat the blue Koopa, and jump off the spinning platforms to fly forward. Stay
low as you fly past the mushroom platforms and the spinning gray platforms.
Get the final Dragon Coin on the second single spinning gray platform, spit out
the shell, and jump forward to break the End Marker and beat the level.
Congrats! You beat Star World 4!!
Secret Exit:
Jump on the line of stone blocks and walk off the left ledge. When you land on
the line of green '!' blocks below the stone blocks, run right past the green
and red '!' blocks, and stop when you see the '?' block on the mushroom
platform. Hop off your Yoshi and swing your cape to hit the block and free a
key. Finally, hop back on your Yoshi, eat the key, and run into the keyhole to
beat the level!! Nice Job!! You found the secret to Star World 4!
Normal Exit - GO TO: Star World 4
Secret Exit - GO TO: Star World 5
Star World 5 (SW5)
------------------
Difficulty: 6/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Koopa, Spiney
Welcome to the final level in Star World! The only difficult thing about this
level is that the Spineys can pose some trouble, and the Secret Exit is quite
hard to reach. I strongly recommend you to have a Cape to make jumping across
the gray platforms easier. This level contains the yellow baby Yoshi.
You will start on a mushroom platform with no immediate danger. Wait for a few
seconds and kill the green Flying Koopa that will slowly approach you. Now
quickly, but carefully jump across the many falling gray platforms, but make
sure you do not hit any of the Flying Koopas and get the first and second
Dragon Coin on your way. To safely get the second Dragon Coin, jump on the
gray platform above it, and jump off in at the last second. After your jumping
spree, you will land on a mushroom platform with a 'P' switch and a '?' block.
The '?' block contains remote controlled coins, and should be controlled in the
following fashion for best results: three coins up, and the rest of the coins
should go right. Wait until you run out of coins, and then hit the 'P' switch
on the line of three yellow bricks. From the bricks, jump to the line of brown
bricks, and run forward. You can safely ignore the Flying Koopas because they
cannot hurt you. When you see the line of four yellow bricks above the last
two brown bricks, jump on the yellow bricks, and wait for the 'P' switch
effects to wear off. When the three red Flying Koopas are down, grab the
second Dragon Coin, and jump across the sky using the three flying Koopas as
platforms. When you pass the last Flying Koopa, drop down on the first yellow
pipe, and grab the yellow baby Yoshi. With your baby Yoshi, jump across the
three yellow pipes eating the Spinies and the two Jumping Piranhas. After you
eat the third Spiney, the yellow baby Yoshi will grow big, and a message will
tell you that he can shake the ground with any kind of Koopa shell. This
message will only appear if you haven't already got the yellow Yoshi in Star
World 3. Now hop across the blue pipe, and jump past three falling gray
platforms. When you jump on the fourth one, quickly jump straight up to get
the third Dragon Coin, and drop with the gray platform to get the fourth (Jump
off the platform at the last second). *** Now on the mushroom platform, get the
shell from the Koopa, use it to kill the three Spinies, and then walk below the
three yellow pipes. If you would like to, you can use the yellow Yoshi's
ability to stomp on the enemies, or simply spit fireballs at them. Jump to the
second mushroom platform and use the Koopa on the pipe to kill another three
Spinies. Finally, jump past the blue pipe, and jump through the End Marker to
beat the level. Excellent Job!! You beat Star World 5!!
Secret Exit:
To access this secret exit, you must have a blue Yoshi. Now that you are on
the mushroom platform, use your blue Yoshi to eat the red Koopa, and then fly
up past the green pipe until you get stopped by a line of blue '!' blocks.
Following the blocks, fly left and enter the gap that will appear shortly.
Duck slide under any stone blocks, and jump to the line of stone blocks top the
right. Simply grab the key and put it in the keyhole to beat the level!!
Congrats!! You found the secret to Star World 5 and going to Special World!
Normal Exit - GO TO: Star World 1
Secret Exit - GO TO: Gnarly
**********************
World 8: Special World
**********************
Gnarly (SWG)
------------
Difficulty: 3.5/10 | Brother: Luigi | Dragon Coins: 8 | Time: 300
Enemies: Amazing Flyin' Hammer Brother, Flying Koopa, Lakitu, Spiney,
This is the first level in the Special World! Your goal is to jump over the
rope wall in the first area. Although they are 8 Dragon Coins in this level,
you can only get 5 at once. Have two Capes with you to make jumping easier.
You will start this level on a line of short white walls. Jump up the pair of
green trampolines above you, and land on the rope line with four yellow bricks
and a yellow string hanging from a blue motor. Only hit the fourth yellow
brick (not the others yet), and climb up the green vine that comes out. When
you see the line of brown bricks to the left, jump off the vine to the bricks,
and get the first Dragon Coin above the second yellow brick. Now spin jump to
destroy both yellow bricks, and fall through a gap to the rope line. Hit the
rest of the yellow bricks, and climb up the second green vine. After you climb
all the way to the top, jump to the green trampoline to your right, and get the
extra life from the stone block. Get back on the green vine and climb back
down until you see the red Flying Koopa and the ends of the other two vines.
Kill the Flying Koopa and hit the first yellow brick (over the vine) to reveal
a 'P' switch. Grab the 'P' switch and bring it with you until you reach the
top of the rope wall. Jump past the other vine to get the second Dragon Coin.
After you get the coin, land on the pair of note blocks to your right, and hop
up the other two pairs by bouncing off the blocks. From the third pair of note
blocks, hit the yellow brick to get the Cape, and bounce from the pair of note
blocks to the lower brown brick. From here, jump past the upper brown brick
and the stone blocks, and stop when you see the rope wall. Now press the 'P'
switch, and '?' blocks will randomly appear oat the right side of the level.
As you fall, stay close to the right wall, ignore the various blocks to the
left, and land on the single note block near the green pipe. Walk through the
green pipe to your right to enter the second area. If you don't want go
through the green pipe, simply skip the green pipe and fall down.
If you go through the pipe:
You will enter the area through the white pipe. Get the three Dragon Coins to
the left and run (right) across the stretch of land to get three hidden extra
lives. You will see three 'P' switches above you. Jump to the upper cliff,
grab the silver 'P' switch, and jump on both of the blue switches.
If you miss the pipe:
Hover down passing the other note blocks and getting the last three Dragon
Coins. Start spinning as you fall down to the bottom so the Koopa waiting
there won't surprise you. After you kill the Koopa, run through the pipe at
the left to enter the second area out of a green pipe. To the left, you will
see three 'P' switches. Jump to the left, grab the silver switch, and press
both blue switches.
When the line of '?' blocks will appear over the gap to your right, run across
the blocks, and kill the Amazing Flyin' Hammer Brother above you. Still
holding the silver 'P' switch, jump on the moving platform (of two white
bricks), and hop to the tall cliff to your right. Jump past the small gap and
press the silver 'P' switch when the Flying Lakitu appears. Grab as many
silver coins as you can (You can get as many as 10 extra lives), and kill the
Flying Lakitu when the 'P' switch loses it effect. Run across the green bush
to get the mushroom, hop across the block, and run through the End Marker to
beat the level. Nice Job!! You beat the first Special Level!!
GO TO: Tubular
Tubular (SWT)
-------------
Difficulty: 8/10 | Brother: Luigi | Dragon Coins: 6 | Time: 300
Enemies: Chargin' Chuck (FB and Jumping), Flying Koopa, Volcano Lotus
Tubular is arguably the second hardest level in the entire game. Although the
level itself is fairly short, you will be floating over huge gaps while dodging
annoying enemies. If you make one mistake, you will defiantly fall in the gap
and die, so do not get too frustrated over this level. You cannot complete
this level without two Capes, so get them before attempting this level.
When you start the level, you will appear on a tall platform with various pipes
to your left. Hop across the pipes making sure you dodge the Jumping Chargin
Chucks and Jumping Piranhas. Also be sure to get the first Dragon Coin above
the first yellow pipe. When you reach the second tall yellow pipe, jump on the
blue 'P' switch, and quickly drop to the trampoline directly below you. Use
the trampoline to hit the '?' block and get 'P' balloon. Now that you are
floating in the air, move right ignoring the coins, and get the second Dragon
Coin below another '?' block. Stay up to dodge the baseballs from the BB
Chargin' Chucks (standing on '?' blocks) and to get the third Dragon Coin. To
the right of the second BB Chargin' Chuck is a '?' block containing another 'P'
balloon. Hit the block, but get the balloon only when your floating powers
stat to wear off. Keep floating right and dodge the pair of Flying Koopas that
move vertically. Getting the fourth Dragon Coin is very tricky and requires
precise timing and some luck. When the pair of Volcano Lotus shoots its
fireballs into the air, quickly float below the upper Lotus, grab the fourth
Dragon Coin, and hit the '?' block above you to kill the Lotus. After getting
the Dragon Coin, keep floating right, but stay up to dodge the Flying Koopa
below you. Hover past the lone yellow pipe with the Jumping Piranha, and keep
hovering right until you see the second (upper) FB Chargin' Chuck. Stay above
the Chargin' Chuck, and rapidly swing your cape as you hover down to kill him.
Make sure you land on the block the Chargin' Chuck was standing on, or you will
die. Look left (using L) to get a good view of the first Chargin' Chuck.
Right after he throws his football, jump above him, rapidly swing your cape as
you fall to kill him, and land on the '?' block. It is very important that you
do not mess up when performing this move or you will fall and die. Slowly walk
off the right edge of the block, and rapidly swing your cape to hit the '?'
block you walked off of, and get the 'P' balloon. Move right, and get the
fifth Dragon Coin below the Volcano Lotus before it spits fire. Hit the '?'
block above you to kill the Lotus, and continue hovering right to find another
one. If you want to risk your life, get the sixth Dragon Coin right above this
Lotus after it spits fireballs, and quickly hover right to get out of its way.
After a little more hovering, pass through the End Marker to beat the level!!
Awesome Job!! You beat the second hardest level in the game!!!
GO TO: Way Cool
Way Cool (SWW)
--------------
Difficulty: 6/10 | Brother: Luigi | Dragon Coins: 9 | Time: 300
Enemies: Chainsaw, Fuzzy
Compared to the other levels in Special World, Way Cool is not too difficult.
Your main concern will be the many Fuzzies spinning in circles trying to hurt
you. In the first half of this level, you will sail across a brown platform,
while you will be climbing across yellow ropes in the second half.
You will start on a large mushroom platform with a brown platform to your
right. Run forward, jump on the platform, and it will move across the black
wire. Immediately hit the 'ON' switch to change the path of the black wire to
allow you to get the first Dragon Coin. Duck underneath the spinning Fuzzy,
spin jump over the moving chainsaw, and get the first Dragon Coin near the
'OFF' switch. Hit the 'OFF' switch to avoid falling down the pit. As you
ascend up the wire, spin jump over the pair of spinning Fuzzies (there is no
room to duck), and get the Cape from the '?' block. Ignore the next two 'ON'
switches as you ascend, and dodge another pair of spinning Fuzzies when you
straighten out. Dodge another Chainsaw, get the second Dragon Coin, and ignore
the 'ON' switch. Spin jump to dodge the Fuzzies in your path as you move along
the final stretch of wire, and get the third Dragon Coin when the platform
falls down. As you fall back down, move right to land on the mushroom platform
below you. Run forward, jump across another mushroom platform, and land on the
green pipe past the gap. *** Walk across the mushroom platform, ignore the '?'
block, and jump across the pair of falling gray platforms. Now you have to
climb across many yellow ropes attached to the blue motors. Jump to the first
rope and climb to the top to avoid getting hit by the Fuzzy. When you reach
the end of the first wire, jump down, and grab hold of the yellow rope. Jump
over the spinning Fuzzy when it appears, and hop to the spinning orange
platform to your right. Dodge the Fuzzy near the platform, jump to the third
yellow rope, and move up to dodge the first Fuzzy. Move down to dodge the
second Fuzzy and get the fourth Dragon Coin, and move back up to dodge the last
Fuzzy. When the yellow rope falls down, jump across the spinning orange
platform (dodge the Fuzzy), and land on the mushroom platform. Now you will
see a pair of Fuzzies spinning near another yellow rope up high. Spin jump
over these Fuzzies, grab the yellow rope, and immediately climb up to dodge the
third Fuzzy. Many more Fuzzies will appear below the black wire, so dodge
these by moving up or down. When you see the two spinning Fuzzies vertically
aligned, spin jump over them to avoid getting killed. Jump over the next
Fuzzy, spin jump over the last two, and hop off the yellow rope when it falls.
When you land on the mushroom platform, run forward to break the End Marker and
beat the level. Excellent Job!! You beat Special World's Way Cool!!
Alternative Exit:
NOTE: You will only get four Dragon Coins if you use this exit. To get all
five, come in this level with a Yoshi and get the first Dragon Coin before you
jump through the pair of wings.
If you want to go through this exit, you will need a Yoshi of any color. You
can get a Yoshi in this level if you hit the switches in the correct order that
will lead you to a yellow pipe. To get to the pipe, ignore the first switch
from the start, and dodge the two Fuzzies by ducking. As you continue to
ascend, ignore the second switch, and spin jump to dodge the spinning Fuzzy.
When you pass the Fuzzy, hit the 'ON' switch, and the wires will shift
positions. Immediately hit the 'OFF' switch when you pass by it, and you will
start to move straight up. When the black wire ends, jump to the yellow pipe
and enter it. You will enter a small room with a single '?' block. Run
forward and hit the block to get a Yoshi. Jump on the Yoshi and enter the
second purple pipe to exit the small area. You will reenter the main level
through a green pipe near a large gap. Walk forward, hit the '?' block to get
a pair of wings, and jump through it with your Yoshi to enter the sky area.
Run forward and fly straight up when you reach the end of the bridge to get the
first Dragon Coin. Fly low, and you will get the second Dragon Coin after
about three seconds of flying. Fly all the way up to get the third Dragon Coin
and head back down low to get the fourth. When you see the large arrow of
coins, drop down to exit the level. Great Job!! You beat Way Cool!
GO TO: Awesome
Awesome (SWA)
-------------
Difficulty: 7.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Banzai Bill, Guppy, Flying Koopa, Koopa, Rex
Despite what the name of the level implies, this level is in no way awesome.
The whole level is covered in ice, so you have to be careful not to slip off
the edge. The 'P' switch is very important in this level, so do not step on it
until I tell you too. Have two capes and a Yoshi before entering this level.
Right when you start this level, a shelless Koopa will enter a yellow shell
causing an invincible Koopa to emerge. Spin jump to kill this Koopa when he
tries to ram you. Run forward (Be careful due to the ice), jump across the
middle of the retracting yellow bricks, and land on the icy cliff to your
right. Jump into the ditch right next to you, and kill the Rex underneath the
yellow pipe. Be careful when you walk forward, as a shelless Koopa will kick a
shell at you from the right ledge. Spin jump to destroy the kicked red shell,
jump out of the pit to the ledge, and kill the shelless Koopa. Jump in the
second ditch, kill the pair of Rex, and get the first Dragon Coin in the middle
of the ditch. Dodge another kicked shell (blue this time), and kill the
shelless Koopa when you jump out of the pit. Jump into the third ditch and get
the Fire Flower from the '?' block in the middle. This time, an invincible
Koopa will drop down in the ditch and try to kill you. Dodge (or kill) this
pest, and jump out of the ditch to safety. Now that you are out of the ditch,
slide down the slope, and jump over the pool of water to get the second Dragon
Coin. Be alert as you land on the other side, as a shelless Koopa will kick a
shell from the right. Dodge the shell by spin jumping, and kill the shelless
Koopa. Now you will see a blue 'P' switch near a pool of water. Grab the
switch, and over the over the pool of water with the Guppy. Now at the other
side, immediately jump up to dodge a kicked red shell, run forward, and jump
over shelless Koopa and three Rex (Killing them will cause too mush hassle).
Walk down the slope, and jump to dodge yet another kicked shell. Kill the
shelless Koopa, and get the shell from the yellow Koopa with wings. When the
jumping green Koopa lands, immediately kick your yellow shell and run forward
to watch the green Jumping Koopa, three Rex, and another yellow shell get
killed. Make sure you jump over the single shelless Koopa as it might not get
killed by the shell you threw. Now, press your 'P' switch to turn the coins
into brown bricks, and run under the yellow pipe, and jump to the bridge to
begin the second half of the level. On the bridge, immediately jump on the
line of brown bricks (dodge the Guppies), and get the star from the '?' block
to make this part of the level a hell of a lot easier. Now that you are
invincible, the Guppies and Banzai Bills cannot hurt you. Jump back down to
the bridge, run forward to get a Fire Flower resting on the icy bridge, and get
the third Dragon Coin at the end of the bridge. Jump across the line of light
blue bricks (icy bricks), and continue to run across the second bridge killing
more Guppies and Rex. At the end of the bridge, get the fourth Dragon Coin
over the single light blue brick, and jump across the gap to the third bridge.
Run across the bridge, and carefully jump past the two light blue pipes and the
pair of light blue bricks. Do not be too hasty, or you will fall down the pit
and die. When you reach the fourth bridge, run across it, and get the final
Dragon Coin as you jump on the single light blue brick. Now your invincibility
power should fade away, and you will be back on land. Run forward down the
slope, and break the End Marker to (finally) beat the level. Awesome!! You
beat Awesome!
GO TO: Groovy
Groovy (SWG)
------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: BB Chargin' Chuck, Jumping Piranha, Pokey, Koopa, Volcano Lotus
Does this level look familiar? It better, because this level is played by a
computer at the level selection screen!! Anyway, level one of the easiest in
Special World. Your only trouble will be the BB Chargin' Chucks near the end
of the level.
You will start on the ground with a red Koopa walking towards you. Jump on the
Koopa, get the shell, run forward, and throw it when you see the '?' block on
the ground. Jump on the (hopefully blue) Yoshi, and get the first Dragon Coin
near the brown brick. Keep walking forward, and dodge the shelless Koopa that
will slide down the slanted cliff. Kill the green, red, and yellow Koopas when
you pass the slanted cliff, but eat the blue Koopa to gain flying abilities.
Now fly forward, but make sure you are close to the ground. Fly over the Pokey
and the Flying Piranha (that pops out of the bush), and fly under the Volcano
Lotus resting on the stone block suspended in the sky. Pass the gap and land
when you see the shifting block. Spit out your blue shell and make Yoshi lick
the block when the star appears to get invincibility. Now that you are
invincible, run as fast as you can, killing the Jumping Piranha and the many
Pokeys but make sure you get the second Dragon Coin under the Volcano Lotus.
Kill the Volcano Lotus on the ground when you pass the sixth Pokey, and jump
past the green pipe (over the gap) when you pass the eighth. As you jump over
the pipe, get the third Dragon Coin and dodge the fireballs from the Jumping
Piranha. When you see the three cliffs, jump under the four Pokeys to get an
extra four lives. Now you will be on the third cliff near a blue pipe with
your invincibility gone. If you followed my guide, you should have gotten
around 8 to 9 extra lives! On the cliff, wait until the Jumping Piranha
retracts into the pipe, and jump past the pipe onto the slanted cliff over the
large gap below you. Before the BB Chargin' Chuck can throw too many baseballs
at you, jump forward, and step on its head thrice to kill it and to get the
fourth Dragon Coin. Walk off the three stone blocks to land on the ground
below you near a Pokey. Kill the Pokey by eating its segments, get the final
Dragon Coin, and eat the Volcano Piranha and the second Pokey near the four
yellow pipes. Now you will see a pair of BB Chargin' Chucks on four yellow
pipes. Simply use them as stepping stones to jump across the yellow pipes. At
the other side of the pipes, immediately break the End Marker to beat the level
and to dodge the Chargin' Chucks from the yellow pipes. Great Job!! You beat
Groovy!
GO TO: Mondo
Mondo (SWM)
-----------
Difficulty: 6.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Amazing Flyin' Hammer Brother, Guppy, Koopa, Nip Nip
This level is just like your ordinary level except for one thing - the whole
place is flooded in water! This may sound fun, but the many Guppies and the
trio of Amazing Flyin' Hammer Brothers will make this level quite annoying. To
save time, try to stay out of the water as much as possible. Having two Capes
is strongly recommended.
You will start in the flooded water with on immediate danger. Swim forward,
jumping out of the water to increase your speed, and dodge the pair of Guppies
that will soon appear. When the Amazing Flyin' Hammer Brother swoops over you
and throws hammers, immediately jump out of the water, and hit the flying
platform to knock him off. As you fall back to the water, make sure you do not
hit the Nips or Guppies. Stay stationary in the water, jump on the flying
platform, and hop to the dry cliff to your right. Now the water level will
increase, which is not a good thing. Wait for about seven seconds, and the
water level will fall back down. When it does, jump off the cliff, and hop on
the yellow pipe when the Jumping Piranha retracts down. Quickly jump over the
pit of Nip Nips, kill the flailing Guppy, and hit the '?' block over another
pit of Nip Nips to get a Cape. Kill the second flailing Guppy, and jump onto
the blue pipe when the water level rises again. Wait for another seven
seconds, and the water level will be completely down. Jump back down to the
ground at you right, and run forward to kill three flailing Guppies. Kill
another Amazing Flyin' Hammer Brother by bonking the flying platform, and get
the first Dragon Coin over the pit of Nip Nips. Jump back on the flying
platform, hop on the green pipe, and wait for the water level to fall down
after it rises. After your seven seconds of waiting, drop down to the ground
to your right, and jump over the pit of Nip Nips to kill the Guppy. Kill
another Guppy by walking forward, jump on the cliff, and kill the Koopas by
spin jumping or by swinging your cape. Get the second Dragon Coin above the
uppermost cliff, and hit the third '?' block (to the left of the cliff) to get
a handy Yoshi. Now go back forward and hop to the taller blue pipe when the
water level rises. Instead of waiting for seven seconds like you did the other
times, jump into the water pool to your right, get the extra life from the
yellow brick, and hop back to the blue pipe before the water level falls again.
As it falls, jump down to the lower blue pipe to you left, and enter it to get
to the mini area. You will pop out of a purple pipe near a cloudy ground with
many coins. Run down the very long slope to get the coins, jump to get the few
airborne coins at the middle of the slope, and get the third Dragon Coin near
the white pipe. After getting the coin, enter the white pipe to reenter the
main level. You will reenter the level out of a yellow pipe back into the
flooded water. As the water level rises swim past the two Guppies, swim up the
brown brick (over the gap filled with Nip Nips), and hop to the upper cliff
ignoring the pair of Koopas. As the water level starts to fall, jump and glide
over the many small pits of Nip Nips, and land near the lines of '?' blocks.
Quickly run underneath the first line to kill two flailing Guppies, and to get
the fourth Dragon Coin. The water level will rise again, so hurry up as you
jump across the brown bricks, get the last Dragon Coin, and kill the Amazing
Flyin' Hammer Brother; but don't fall into the pit of Nip Nips below you. Jump
to the cliff to your right, and enter the green pipe to enter the final area of
the level. Here, just run forward and break the End Marker to beat the level.
Excellent Job!! You beat Mondo!
GO TO: Outrageous
Outrageous (SWO)
----------------
Difficulty: 8.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Amazing Flyin' Hammer Brother, Bouncing Fireball, Bullet Bill (and
cannon), Goomba, Guppy, Jumping Piranha, Wiggler
This is arguably the hardest level in the entire game. You will be dodging
bouncing fireballs, hammers, Bullet Bills, and more. To top it off, this level
seems to go on forever. You MUST have two Capes and a Yoshi if you want to
survive through this level.
You will start on the ground with no immediate danger. Run forward, kill the
Wiggler, and hop over the small gap. Now you will see two fireballs hop
towards you. Either lick the fireballs (if you have Yoshi), or spin jump off
of them to avoid getting hit. Pass by two fireballs, and get the first Dragon
Coin over the Wiggler. Jump over another Fireball, get the Fire Flower from
the '?' block, and grab the green trampoline near the first Bullet Bill cannon.
Jump over the first cannon, and run-jump to get over the second one. As you
jump over the cannons, time yourself so you don't get hit by the Bullet Bills
that are launched. Still with the green trampoline, immediately jump to the
third cannon to avoid getting hit by the bouncing Fireball. From the third
cannon, bounce off the Wiggler, get the second Dragon Coin, and land on the
shorter Bullet Bill cannon to your right. Jump past the tall and the very
short cannon (you should still have the green trampoline), hop over the yellow
pipe (dodge the Jumping Piranha), and land on the cannon near the third Dragon
Coin. When the Bullet Bills stop flying, jump off the cannon, dodge the
bouncing Fireball, and get the third Dragon Coin. Now you will see another
green trampoline (you should be holding another one). Keep the first
trampoline in your hands, and use the second one to bounce over the pair of
cannons. When you land, quickly bounce off the Wiggler under the few brown
bricks, and land on the cannon to your right. Before the cannons shoot out
more Bullet Bills, quickly jump to the taller cannon near the second Wiggler,
and jump over the gap to land near a tall reddish pipe. Finally drop the
trampoline you were carrying for the first half of the level, and bounce off of
it to get on the red pipe. Jump off the pipe, bounce off the pair of Wigglers,
and hit the pair of flying bricks when you see the Amazing Flyin' Hammer
Brother. Jump on the bricks to get to the yellow pipe and walk off the pipe to
see flailing Guppies and Goombas burst out of yellow bricks. Run across this
small stretch of land dodging these enemies and the bouncing Fireballs, but
make sure you get the fourth Dragon Coin near the first Fireball. Jump past
the red pipe dodging the fireballs from the Jumping Piranhas, dodge the
Wiggler, and get the Yoshi from the '?' block. Jump past the second red pipe,
hop past the green pipe to get to the tall platform to your right, and dodge
the fireballs thrown from the Jumping Piranhas. Jump off the cliff, run
forward, and hit the flying bricks to kill another Amazing Flyin' Hammer
Brother (dodge the hammers and the Bullet Bill). Use the pair of flying bricks
to get on the tall blue pipe near the cannon. Jump off the blue pipe, land on
the line of '?' blocks, and hit the middle one to get a Fire Flower (dodge or
kill the bouncing Fireball). Jump past the short blue pipe (with a Jumping
Piranha), and bounce past the Wiggler to dodge the bouncing Fireball and to
land on the red pipe. Dodge the fire thrown by the Jumping Piranhas as you hop
off the pipe, run forward, and hop over the cannon inside a small gap. Bounce
off the Wiggler to hit the pair of flying bricks (to kill the Amazing Flyin'
Hammer Brother), and get the last Dragon Coin. Dodge the Bullet Bills, and use
the cannon to your left to get on the pair of flying bricks. When the bricks
fly to the right, jump over the gap to break the End Marker, and finally beat
this annoying level. Excellent Job!! You beat the hardest level in the game!
GO TO: Funky
Funky (SWF)
-----------
Difficulty: 6/10 | Brother: Mario | Dragon Coins: 5 | Time: 200
Enemies: Chargin' Chuck (BB and Calling), Flying Koopa, Koopa, Sumo Brother,
Super Koopa
Your main enemy in this level is time. Yes, you only have 200 seconds to beat
this level, and to make things worse, this level is fairly long with many
enemies. A Yoshi is mandatory because the green apples that dot this level
give you 20 additional seconds in your timer. Have a cape to make jumping and
flying with your Yoshi easier.
When you start the level, immediately run forward, and jump over the gap to
avoid getting burnt by the Sumo Brother on the stone bricks above you. As you
jump over the gap, stay low to avoid getting hit by the Jumping Piranha and to
land on the ground near the green pipe. Kill the Jumping Koopa and eat the
green apple to increase your time by 20 seconds. Run forward, dodge the fire
from the Sumo Brother, and hop across the three gaps making sure you don't
crash into the Koopas and you get the first Dragon Coin above the second gap.
Back on the ground, kill the pair of Koopas (one with wings), and eat the green
apple under the '?' block. Use a shell to get the extra life from the '?'
block near the sky. Run forward, quickly hit the five "?" blocks to kill the
Sumo Koopa, and jump across the same blocks to get over the cliff. Kill one of
the blue Koopas, eat the green apple, and hit the first yellow brick to reveal
a 'P' switch. Hit the switch, eat the second blue Koopa, and get the Fire
Flower from the '?' block. Now that your Yoshi an fly, run forward, and fly
over the line of note blocks (above the line of '?' blocks). Pass over the
pair of Sumo Brothers, hit the last note block to get a star, and land when the
line of note blocks end. Walk to the left, kill the first Sumo Brother (by
hitting the '?' block), and get the second Dragon Coin in the corner. After
getting the coin, run back right, jump over the small gap, and ram the two
Chargin' Chucks. You do not have to worry about the second Calling Chargin'
Chuck summoning Super Koopas because you are invincible. After you kill the
Chargin' Chucks, get the third Dragon Coin, and jump across the lines of blue
bricks. Back on the ground, walk forward, and hit the note block to kill the
Sumo Brother trying to burn you. Ignore the '?' block, eat the green apple,
and jump across the gap to get near a blue Koopa. Eat the Koopa to gain flying
abilities, fly forward, but stay near the ground. Spit out the shell to kill
the Chargin' Chuck, eat the green apple to your direct left, and run underneath
the right blue pipe. Jump across the three gaps killing the red Koopas, and
hit the '?' blocks to kill the Sumo Brother when you are back on the ground.
Kill the pair of Flying Goombas, eat the green apple, and jump across the three
gaps. As you jump across the last gap, get the fourth Dragon Coin, and kill
the BB Chargin' Chuck. Jump down to the ground, kill the Flying Koopa, and eat
the green apple near the '?' block. Hit the block to get the Fire Flower, jump
across the gap to the cluster of blue bricks, and use one of the bricks to get
the extra life from the flying '?' block. Jump across the small gap, climb the
cliffs dodging the baseballs from the three Chargin' Chucks, and get the final
Dragon Coin at the end of the upper cliff. Drop down from the cliff, eat the
green apple, and run across the final stretch of this level. As you run
across, grab the coins above you that will form the words: "YOU ARE A SUPER
PLAYER!!". After you pass the pair of Exclamation Marks, run past the arrow,
and break the End Marker to beat the level!! Great Job!! You beat all 96
levels of the game!!!
GO TO: Yoshi's House
Bonus Games
-----------
Bonus Game 1:
You will occasionally find this bonus game when you enter pipes in various
levels. This game is very easy and contains no enemies.
You will appear from a green pipe to the bottom of the ground with many bridges
above you. You will also notice that there are three '?' blocks in every
platform. Hit these three blocks in any random order. If you get three
circles, an extra life will emerge from the third block you hit. On the other
hand, if you hit the wrong '?' block, all of the blocks at that line will turn
into brown bricks. Jump to the next platform and repeat four more times. When
you reach the uppermost cliff, exit the bonus game through the pipe on the
right wall.
Bonus Game 2:
You play this Bonus Game every time you get 100 star points.
You will appear in the middle of the room with eight spinning shifting blocks
above you. Your goal is to hit the blocks and try to get the same power up
picture in every block. Try to get the same power up that shows in the middle
block. When you hit the blocks, extra lives will pop out of the blue pipe
jutting out of the ceiling. Gather the extra lives and you will automatically
exit the bonus game.
Boss: Renzor (VDRZR)
--------------------
This is the boss that appears in all of the Fortresses. During the Boss
battle, there are four Renzors circulating on four platforms. To beat Renzor,
hit the bottom of the four platforms to knock off the pests. Be careful, as
the Renzors will frequently spit fireballs at you! After you knock off two
Renzors, the bridge will start to collapse. At this point, you need to jump on
one of the platforms and kill the last two Renzors.
******************************************
Section 6: Credits and Contact Information
******************************************
Credits go to:
CJayC: For hosting this guide on his website (GameFAQs)
charmandermaster1015 (me): For writing this guide
Nintendo: For remaking a classic game
You: For reading this guide
I would also like to thank the kind members of the FAQ Contributor Boards for
giving me tips for composing my first guide.
If you want to send suggestions, compliments, or constructive criticism, feel
free to email me (
[email protected]). If you are a webmaster of another
website and wish to host this guide there, you may so as long as you do not
modify this FAQ. As all sites now have permission to use this guide, I have
removed the "Allowed" list.
As you have probably noticed, updates to my guides have been very rare. Don't
expect that to change anytime soon as I am very busy nowadays.
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EOF