--------------------------------------------------------
Super Mario Advance 2: Super Mario World Strategy Guide
Author: Lo Kai Yan, Alasdair
System: Gameboy Advance
Date: 18 September, 2005
Version 1.3
--------------------------------------------------------
Table of Contents:
1. Introduction
2. Updates
3. The Strategy Guide
5. Conclusion
Appendix I. Feedback Information
----------------
1. Introduction
----------------
Super Mario World was one hit for the Super Nintendo Entertainment System
back in 1990. It features a new 2D adventure for Mario and his Brother
Luigi in the new dinosaur land. In that story, the Mario Brothers and Luigi
were to go on a vacation with Princess Toadstool (now with a first name
Peach). They had just arrived in Dinosaur Land, and when the Mario Brothers'
backs are turned, Princess Peach has disappeared! Their quest is to rescue
Peach from the clutches of You-know-who (I am not referring to Voldemort,
I am referring to Bowser!) Since it's a GBA game, Super Mario Advance 2
has no 2 player option for the adventure game. However, you are able to
play as Luigi, who has a much higher jump if you press R on the map. Pressing
R again will revert to Mario. The controls have changed slightly now that
the GBA has only 2 buttons. A is to jump and fly, B is to run, throw fireballs
or spin your cape. R is to spin jump, or to jump off Yoshi. Now, this guide
will only provide the walkthrough for the main Super Mario World game.
So, let's start, ok?
---------------
2. Updates
---------------
Version 1.3:
Completed the entire walkthrough.
Version 1.2:
Added the guide to Special World, for the first 5 levels.
Version 1.1:
Added the guide to Star World.
----------------------
3. The Strategy Guide
----------------------
The game starts with the 2 Mario Brothers looking around, with one running
around in circles. The disclaimer states that Bowser is at it again, and
you are to start at your insertion point. In Yoshi's Island!
*****WORLD 1: YOSHI'S ISLAND*****
Yoshi's Island is where you begin your quest to save Princess Peach. It's
the simplest world in Dinosaur Land. You start at the first junction,
Yoshi's House, and you can go left for Yoshi's Island 1, and right for
Yoshi's Island 2. The world layout is shown below.
Yoshi's House --> Yoshi's Island 1 (west) or Yoshi's Island 2 (east)
Yoshi's Island 1 --> Yellow Switch Palace (in the entire overworld)
Yoshi's Island 2 --> Yoshi's Island 3 --> Yoshi's Island 4 --> Iggy's Castle
-----------------
Yoshi's Island 1
-----------------
Right at the start, a shelless Blue Koopa runs and dives at you from the
slope above. Stomp him flat and jump onto the ramp. Run up, and with the
ramp's help, grab the coin in the air. It's a Dragon Coin. There are 5
in each level. Collecting all 5 nets you an Extra Life. Collecting all
5 Dragon Coins in the game brings exciting rewards. Consider ducking when
you hear the Boom sound past the slope. It's a giant Banzai Bill. Better
not mess with it. There will be a floating Prize Block with a Super Mushroom
for you. Take it to size up. Past the Banzai Bill, is a Purple Rex. Stomp
on his head twice to kill him. If you hit him twice without touching the
ground, you will find that the points acquired in the second hit are higher
than that of the first. This trick is called Power Hopping. Bouncing on
8 or more enemies nets you Extra Lives.
You will find 2 more Purple Rexes before you reach the first green pipe
sloping upwards to the right. On top of that hill is another Purple Rex.
There are loads of them there! There are 3 slopes past the hill. They lead
to another Dragon Coin in the air. Get past the Purple Rexes to the golden
pipe. The bush that precedes the pipe has a Super Mushroom hidden inside.
Running by the bush will cause the Mushroom to pop out, enabling you to
collect it. Jump over the pipe when the Piranha Plant is gone. You will
come to a pipe blocked by 2 wooden blocks. Spin jump through both of them
so that you can enter the compartment below. In the underground room, you
will find another Super Mushroom hidden beneath 2 wooden blocks. Spin jump
through it to get another Super Mushroom. Always nice to have 1000 points
more, eh? There are also 6 coins and a Dragon Coin in this room. Get them
and exit through the pipe to the right. You will be propelled out of another
diagonal pipe all the way to through the Midway Gate if you don't touch
the D-pad a bit. You will come to an invisible yellow block. It will become
solid when you stomp the Yellow Switch later. Don't worry. To the right
is a Purple Rex, and then you come to several platforms leading up to a
slope above with another Dragon Coin. Below are a parade of 3 Purple Rexes.
Get the Dragon Coin and jump down to the bottom of the slope. Another Banzai
Bill will come your way. Stomp on it, and go right. You will arrive at
a Purple Rex before a Red Koopa Shell. You are to grab the Koopa Shell
by running at it by holding the B button, and then holding Up on the D-pad
before releasing the B button when you are below the wooden block high
above. The action reveals a 1-Up Mushroom that moves along the clouds above,
and which you can catch as it falls beyond the next Banzai Bill.
Beyond the next pit, is another lone Prize Block. Jump onto the wooden
block below to punch it. It holds a Fire Flower. Get it and you can throw
fireballs at the enemy with the B button. Spinjumping with R button causes
2 fireballs to be fired to both sides of you. You will come to a small
plateau next. Jump on it to avoid the Banzai Bill below. To the right is
a green pipe with a Piranha Plant inside. Use a fireball to turn it into
a coin. The same goes for the Purple Rex. The last Dragon Coin appears
above you. Finally, the exit is guarded by a jumping Chargin' Chuck. You
can jump on him, and bounce up to the moving tape to gain bonus points
if you like. You win the first level with ease. With this course cleared,
a path leading up will be revealed, and you will reach the Yellow Switch
Palace located high up in the mountains.
---------------------
Yellow Switch Palace
---------------------
This is the first of 4 Switch Palaces, and by far the easiest one of them
all. There is a single Switch Block in front of you, and stomping it right
now will cause a load of coins to appear all over the place! But still,
they appear there temporarily before disappearing completely. The best
way is to carry the Switch Block all the way up to the far right of the
upper platform before stomping it. You can then collect as many coins as
you like from the top platform before dropping down quickly and collecting
as many as those down there. You should be able to scoop up at least 300
coins, or maybe 3 extra lives before all the coins before they vanish.
When you are done, go through the pipe to the right. Run through the hallway
and stomp the Yellow Switch. The power of the switch palace will turn all
invisible Yellow Blocks into Yellow Exclamation Blocks. Each of those
blocks will hold Super Mushrooms. That's it for this Switch Palace. You
cannot play it again. Let's save and Continue, and get down the hill and
go east, to Yoshi's Island 2.
-----------------
Yoshi's Island 2
-----------------
Go right from the start, and you will come to a Red Koopa Shell. Grab it,
and take it up to the next plateau, where 8 Red Koopas patrol. Now, Red
Koopas are slightly brighter than Green Koopas, since they won't walk off
ledges. Kick the shell by releasing B, and run after it. This kick and
chase technique will guarantee at least 1 Extra Life if you let it destroy
all 8 Koopas in a row. Continue right and you will reach 3 blocks, 2 Prize
Blocks and 1 Yellow Exclamation Block. The 2 Prize Blocks hold coins while
the center block holds another Super Mushroom. Collect them, and move to
the right. There is another pair of blocks to the right. One holds a coin,
while the other holds Yoshi! He's now freed from that egg. Jump onto him
to mount. To dismount, press R. Use B to have Yoshi swallow enemies! Koopas
can be spat back out by pressing B again.
To the right, is a Shelless Red Koopa attempting to enter his shell. Destroy
him and his shell, and then collect the Dragon Coin, marked by 4 coins
in the air. To the right is a Koopa attempting to enter his Green Shell.
There is a second coin overhead too. There is fruit here, eat them. Jump
up the hill. On top of the hill is a Chargin' Chuck. He likes to ram you,
and can climb over pipes that are short. Stomp him until he's dead. There
is another Dragon Coin in the air to the right of the cliff. Get it and
the 3 coins, and continue to the right. You will now come to the Midway
Gate. Break the tape now. Jump over the next 2 Golden Pipe.
There is a trio of Prize Blocks beyond the pipe. 2 of them holds coins,
while the middle one holds another Yoshi Egg. But since Yoshi's free already,
a Green 1-Up Mushroom will pop out of the egg instead. Collect it. To the
right, are several hills with Monty Moles. Have Yoshi eat them. If you
are playing as Luigi, you can spit most enemies back out, although Yoshi
will hold them in his mouth for a shorter time. There are 2 Wooden Blocks
to the right. One of them holds a beanstalk. Climb up on it, and you will
find a cloud with another Dragon Coin. The hill to the right holds the
final Dragon Coin of the level. With this, go right, and bump the Yellow
Exclamation Block, if you like. The pit's sealed with Yellow Exclamation
Blocks. There is another Monty Mole in the ground to the right. Eat the
next apple. If you have eaten 5 Apples at this point, Yoshi will lay an
egg, from which a Power Up will come out. If you are Fire Mario or Luigi,
you will get another Fire Flower to supplement the one you already have.
That flower will be in your reserved box on the top of the screen.
Enter the next pipe. You are in an underground room with lots of Prize
Blocks with wings. You can use the grab blocks and throw them up at the
blocks above to get the goodies inside. One of them has a 1-Up Mushroom.
A better way is to jump up while you are on Yoshi, and pressing R in mid
air. Mario or Luigi will be given a large boost, enabling you to reach
the block! With the blocks opened, get out through the pipe to the right.
One final pipe separates you from the exit area. Eat the Piranha Plant
and go on. There is a Switch Block concealed in the wooden blocks. Get
it down, and step on it. It solidifies the coins to the right into brown
blocks, only then you can use it as a path to the goal line over the Chargin'
Chuck. Use this opportunity to get more Star Points! With this level
completed, the path will be expanded to the north, allowing you to tackle
Yoshi's Island 3. Let's go.
----------------
Yoshi's Island 3
----------------
Yoshi's Island 3 has a rather leisurely theme. This indicates that it's
a highland platforming level. Jump up the plateaus one by one until you
reach the top, and then jump to the next plateau to the right. There is
a swing lift next. Jump on it and lean to the right. Jump onto the next
plateau. Ignore the Yellow Exclamation Block if you like, and then jump
onto the next platform. It's a contracting platform. It reexpands after
a short instance, and the safety zone is the center block. Jump onto the
next contracting platform and get the Dragon Coin in the air before moving
to the right. Don't worry if you fall, since the majority of pits are covered
with Yellow Exclamation Blocks. The next platform has 2 Prize Blocks. One
of them has Yoshi inside. But now, it should have a 1-up Mushroom. Wait
for the lift to come to you, and jump on it. Ignore the Red Koopa
Paratroopers. If you swallow any Red Koopa, Yoshi can spit fireballs out.
Make your way through the next lift and the next platform.
The next plateau has a Red Koopa on it. Now, instead of jumping onto the
next Swing Lift, walk right off the platform and drop down below! You may
think I am crazy, telling you to commit suicide, but there really is a
Golden Pipe down below. Enter it to find a hidden underground room. (Must
be a long pipe) In the underground room, stomp on the Switch Block to turn
the long line of coins into solid brown blocks. You can now run across
the lava pool. There is a Dragon Coin waiting for you at the other side.
Get out through the pipe now.
You are on another plateau. There are 2 coins to the left by the cliff.
Go right, and find the Midway Gate guarded by a Green Koopa Paratroopa.
These guys only know how to bounce or fly around in one direction, so they
aren't as smart as Red Koopa Paratroopas. A Dragon Coin is also found beyond
the Midway Gate too. You then come to a platform of 5 wooden blocks with
a Red Koopa patrolling the top. Bump the Koopa off from below. To prevent
people from trapping themselves by destroying all 5 wooden blocks, the
rightmost block will award you a coin and turn brown when you bump it.
The plateau above has a Prize Block with a Fire Flower inside. Looks like
you can use a little extra Firepower! Jump onto the next lift and then
onto the next platform. What follows next is a series of contracting
platforms. Below those platforms is a long platform comprised with Yellow
Exclamation Blocks. Take the high road or low road as you wish, since the
place is getting insanely easy due to the safety net below. But be sure
to get the Dragon Coin near the end. Jump onto the next left, let it carry
you to the right, and then follow through the Swing Lift to the right to
reach the plateau with the Bonus Block. This block will land you a 1-UP
Mushroom if you have 30 coins. The next 2 swing lifts lead to the goal
line. Be sure to get the last Dragon Coin before the finish line. With
this done, the path leading north will be further revealed. It's a water
hole! I wonder what kind of fish you will find.
-----------------
Yoshi's Island 4
-----------------
This is a semi water map. You start on a platform above the water, and
below are 3 Cheep Cheeps patrolling the waters. They jump up at you every
now and then, so run across when they are down. They can be stomped if
you like. There is a Yellow Exclamation Block to the right. Punch it for
a mushroom if you please. Drop down to the platform bobbing up and down
in the water for a Dragon Coin. Jump onto the next platform for a Prize
Block holding a Fire Flower. Afterwards, jump up and to the right to get
the Dragon Coin above the next bobbing platform. Jump past the next
platforms. You will reach a blue pipe, and you will notice spiked balls
starting to come from the right in the water.
Let's have a temporary diversion and enter the pipe. You are back on dry
land for the mean time. To the right, a pokey will come towards you. Have
Yoshi eat all his 5 segments. Then jump over the pit. Another Pokey is
in the way, as well as an apple. Feed Yoshi. Jump over the next pit. There
is a Coin Block before the Pokey. Bumping it will allow you to collect
the coins inside one by one. If you are playing as Luigi, 10 coins will
pop out and you have to collect each one separately. When you are done,
go through the pipe to the far right to exit.
You find yourself at the beginning of a long coin line. To the left is
a Red Koopa Shell. Ignore it, and continue left, and get the Dragon Coin
above the bobbing platform. Now, make once of those leaps off Yoshi's back
to get the Switch Block down. Stomp it, then immediately punch the Wooden
Block to the right. A Super Star will appear. Take it and you will become
invincible! Run across the bridge created to the right, getting the Dragon
Coin and taking out all Koopas you find. Continue jumping from platform
to platform, and stopping to destroy any Spiked Balls you find. If you
can kill more than 8 enemies using the Super Star, you can get Extra Lives
for enemy additional enemies killed. So, let's take it slow. There is a
jumping Cheep Cheep at the final platform. Make sure that you collect the
Dragon Coin on one of the platforms before you leave through the pipe.
You will now be right in front of the next Goal Line. You can always try
doing a running jump off that Message Block so that you can hit the tape
at the higher point, thus amassing more Star Points. When you have
accumulated 100 Star Points, you can play the Bonus Game! It's a tic tac
toe style game. The path leading to Iggy's Castle will be revealed, and
you can go and fight the first boss in the game.
--------------
Iggy's Castle
--------------
When you fight it out like a man, you fight alone. Yoshi stays outside
and wait. In the first area, you will come to a large fenced area. Jump
up and move the D-pad to climb around. You can fight Koopas by punching
them off from the other side of the fence, or by climbing down onto them
from above. The more Koopas you kill by the latter method without you
touching the ground, the more coins you get. You will receive extra lives
for any additional enemy you kill. Slowly climb to the right, and take
out 2 Koopas you find. Then, jump over the gap and cling on to the next
wire netting. There is a Koopa that is shifting between both sides of the
fence. Wait for him to come to your side and hit him with your bum from
above! A red Koopa will come quickly from the other side of the fence.
Wait for him to come over, and butt him from above. Another Green Koopa
awaits to the right, beneath the Prize Blocks. Butt him as usual. There
is a Dragon Coin somewhere here.
You will find that one of the blocks holds a Fire Flower. TO get it, you
have to stomp the Switch Block below, but don't do it since you will touch
the ground. Keep going to the right, to find a Koopa on the other side
of the fence, as well as one Koopa on your side. Butt the one on your side
first, and climb down to the small tight area below. Climb to the right,
and wait. Wait for the Red Koopa to climb over to your side so you can
butt him. Climb to the right, and ignore the Dragon Coin on the other side
of the fence first. Watch out for the Podoboo in the lava. You will then
come to a wider area with 2 more Koopas. Butt the one on your side first,
and then go over to the square panel. Punch it so you can go to the other
side. Butt the Koopas on the other side, and backtrack along the tight
area so you can collect the Dragon Coin. Come back and revert to the normal
side before jumping to the next wire netting.
There are many Koopas on both sides of the fence. Butt them all, and collect
the Dragon Coin on the other side. Then, move to the right and break the
tape on the Midway Tape before going through the door. The next room holds
a scrolling area. There are lots of pillars that crush down on you. Predict
the positions of impact, and either step back and duck into the trenches
that are provided. There is a Dragon Coin beneath the second Pillar, and
one near the end, above the contracting platform with the coins.
There are some more Dragon Coins located in plain sight here. To help you
with the battle, there is a flying Question Block that holds a Fire Flower.
At the end of this pathway, you will find a Red Door that leads to the
boss, Iggy Koopa. He is perched on a teetering platform. Stomp him, or
blast him with Fireballs so that he tends to one of the 2 edges. When the
platform is tilted to that direction, stomp him once more to send him into
the lava. You have beaten the first koopa kid! Mario will detonate a bomb
and blow the castle up. You are now off to Donut Plains.
*****WORLD 2: DONUT PLAINS*****
The majority of Donut Plains is in the main Overworld, with everything
in a zoomed out view. Donut Plains introduce the Secret Levels. There are
certain levels marked with red dots, those levels have more than one exit.
Secret Exits are often unlocked by finding the key in the level and
inserting them into the keyholes in the level. There are plenty of ways
to make it to the castle, either by beating standard or secret levels.
Here's the map of the Donut Plains.
As you can see, 5 of the levels in this place have secret levels. There
is also an entrance to Star Road, and hence it's possible to beat the game
by visiting just 3 of the worlds. (Yoshi's Island, Donut Plains, Valley
of Bowser) If you take the standard path, regardless of which paths you
take, the paths will either converge at Donut Ghost House or Donut Plains
3. So, now you know.
---------------
Donut Plains 1
---------------
In Donut Plains, you will be introduced to the power-up that enables Mario
to fly. It's the Cape Feather. Dismount Yoshi , run to the right, and you
will find some Koopas wearing capes. They are Super Koopas. Jump onto the
one with a glowing cape to knock his Cape Feather off him. Pick up the
feather and you will become Caped Mario! Jump up the hills and get the
Dragon Coin on top of the top hill. Kill the blue shelless Koopa left behind
if you like, then go back to Yoshi. Run towards the right, pick up steam,
and press and hold A when the critical speed is reached. Mario and Yoshi
will fly up into the air together. You will fly towards a cloud platform
in the sky. Grab the coins, and then take off from the longer platform
and fly to the right. There are more coins on the next could. Drop down
below. You should find a pipe that is upside down. To the left, is another
Dragon Coin in the air. Collect it and enter the pipe.
You are inside a bonus game. You are to punch 3 Prize Blocks in the correct
order, level by level until you reach the top. The orders also follow a
specific pattern, and if you get the order wrong, the blocks on a single
row will all be browned. You will come out of an upside down pipe further
in the level. Enter the pipe that is right way up to the left of the upside
down pipe. You will be in a coin bonanza. First, pick up the Cape Feather
sitting there for you. Then, you must abandon Yoshi. Run towards the pipe,
and the Triangular Block will allow Mario to run up pipes. Gather up speed
as you run up the pipe, and then take off. (Punch the golden circle
beforehand to reveal a coin counter, there are a total of 600 coins for
you to collect in this place!) Tap the D-pad in the opposite direction
of Mario's direction of flight to have Mario glide in the air. You can
collect a lot of coins in the air that way. When you are done, run up the
tall pipes to the right and head off to the exit. You should exit through
the same upside down pipe you went out from the Bonus Game.
Immediately go right and jump over the pit. There is a new enemy here.
It's like a lotus flower that spews fireballs in 4 directions from time
to time. This volcano plant can be defeated by twirling your cape at it,
or eating it up with Yoshi. Speaking of Yoshi, there is one in the Prize
Block to the right. Above him is a Dragon Coin. Move to the right, and
you will come to a pit with 2 baseball throwing Chargin' Chucks. Spin jump
through the left wooden blocks, and kill the one there. Then pump the
rightmost one of the 4 and a beanstalk will sprout. Climb up for another
Dragon Coin, then make your way through this pit.
Be careful as you run along the next hill. A baseball throwing Chargin'
Chuck is waiting for you on a platform on the other side. Dodge the baseballs
and bump him from below. You will then come up to several layered hills
with several Super Koopas around. Kill them all and grab the final Dragon
Coin. Then, if you want to go to the Secret Exit, put up speed on the highest
hill and fly up to the right. The key and the keyhole are waiting for you
on the platform above. If you just want to beat the level through the
standard methods, just keep walking along the path to the right and the
Goal line will be waiting for you, among all those Yellow Exclamation Blocks.
If you unlock the secret level, you will enter the lake into Donut Secret
1, if you beat the standard goal, you will move to the west, around the
lake to a cave, Donut Plains 2.
---------------
Donut Plains 2
---------------
Welcome to the first cave level of Super Mario Advance 2: Super Mario World.
This level is a scrolling one, which means that even if you don't want
to go right, the game will still force you to do so. There are plenty of
pillars that move up and down slowly here. Sometimes, they will completely
block your path. If you get stuck between the scrolling screen and the
pillar, you will be squished and killed, so watch out! You will come to
a trio of Question Blocks, and a Yellow Exclamation Block. The middle
Question Block is a Coin Box. Get as many coins as possible before the
scrolling screen forces you to go forward. Now, Buzzy Beetles cannot be
destroyed by Fireballs, but they can be killed by spinjumping or devoured
by Yoshi. If you stomp a beetle, it acts like a Koopa of the old Super
Mario Bros. It withdraws into its shell, allowing you to grab the shell
and kick it around. Note that the Buzzy Beetle can still come out after
a short while even if it is in your hands!
You will then come to a Buzzy Beetle and a pair of Swooper Bats before
you come to the first pillar. Jump up to the pillar before it goes up too
high, blocking the path. On the pillar, is a Buzzy Beetle, and 4 coins
and a Dragon Coin. Collect them all, and get back onto the path when the
pillar is lowered. Before the next Prize Block, you will find a Swooper.
The block itself contains a Cape Feather. Quickly run past the next pillar
before it comes down and blocks the path. The next block is another Coin
Box. Then, you will come to another pillar with a Buzzy Beetle. Jump up
to the next path, and dodge or eat the Swoopers that mess with you.
Jump up to the next giant pillar. It's safe there, it does not go all the
way to the top. There are some more Swoopers, and they make a tasty treat
for Yoshi! Drop down to the main path below. There is an invisible green
block here. They will turn into Green Exclamation Blocks when the Green
Switch Palace is cracked. Jump up onto the next pillar and enter the Green
Pipe at the top if you would like to a) unlock the Green Switch Palace
or b) find a shortcut to end this level.
To get to the Green Switch Palace, jump over the pit and over the Chargin'
Chuck, he is practicing place kicks with his American Football. On the
other side, go and find the Blue Koopa Shell. Have Yoshi swallow it, and
hold the B button, and press and hold up to fly up. Find the gap in the
ceiling and fly through it. You will find the key and keyhole for the secret
exit leading to the Green Switch Palace. Mario will blaze a trail to the
west side of the main path and onto the Green Switch Palace by the coast.
To beat the level easily, just skip all this and head through the pipe
to the right for the goal line above the surface of the earth.
If you are interested in collecting all 5 Dragon Coins, skip the pipe I
mentioned above. There is another Dragon Coin before the next pillar.
Continue to the right. You will come to an area where the ceiling comes
down and up, but not completely blocks the way. There are several Swoopers,
Buzzy Beetles and a Dragon Coin here. The flying Question Block holds a
Cape Feather. You will come to a Dragon Coin by a giant pillar. The screen's
scroll speed is slower now. Resist the temptation to jump up onto the pillar
now, or Mario will be crushed at the top. When it has come down again,
jump on. Run across the top quickly until you reach the depression to the
right. Then, wait for the path to be revealed to the right. Jump down onto
the path. It's quite a long jump, and there is a Dragon Coin for you to
collect, and the extra life should be yours at this point. To the right
are 2 Spike Tops before the exit pipe. These things cannot be stomped,
and can only be eaten or defeated with your cape twirl. Go through the
exit pipe for the Goal Line, and you will continue your lakeside path
towards the Ghost House to the north.
---------------
Donut Secret 1
---------------
Welcome to the first underwater level of Super Mario Advance 2: Super Mario
World. To swim, tap the A button repeatedly. Fireballs are much more
effective than Cape Feathers here, since all fish can be killed with
Fireballs. Yoshi's taste is also good. As soon as you start, you find a
fish sleeping in front of you. As you go near, he will wake up and give
chase. He's known as a Rip Van Fish. If you do manage to outrun him, he
will fall asleep and give up the chase. Anyway, sneak up on him and whack
him with your cape. Swim up and to the right to get the 5 coins on the
ledge there. A Cheep Cheep will patrol the gap to the right in a vertical
pattern. Whack him with your cape, and sink down to the hole below, and
swim to the right, avoiding the Bloop. You will then come to another Rip
Van Fish. Whack him out of his misery again.
You will come to a series of 4 Prize Blocks to the right. A Rip Van Fish
is sleeping on one. Bump him from below, and receive your present. It's
a Fire Flower. Now you can cook the fish up for good. Swim through the
waterway below, and burn the Cheep Cheep. Then swim up through the blue
pipe. You are inside a subterranean cavern. Punch the Prize Block for a
Power Balloon. Float upwards. Don't let any enemies hit you or you will
deflate. Float up to the left, and you will find another Power Balloon
in another Prize Block, allowing you to go up even further. Go up to the
top for 2 Dragon Coins, and a 1-up Mushroom hidden in a wooden block. If
you let Mario drop to the right, you will land on a platform with another
Prize Block. Inside is another Fire Flower. Get out once you have the stuff.
You will find 2 Cheep Cheeps guarding 2 trenches as you come out. Kill
the one to the right and sink down for another Dragon Coin. Then swim to
the right. You are to kill all the enemies you find before you move the
Switch Block forwards. There is a Rip Van Fish guarding another Dragon
Coin. Kill him, and grab the grab blocks away for the coin. You have now
collected 5 Dragon Coins. You will reach a Switch Block, but don't get
it yet. Instead, continue to swim to the right. There are more, but let's
not bother about them, shall we? Continue to move forwards, killing enemies
until you see the keyhole. (You will find a 6th Dragon Coin on the way)
To make sure that the enemy is destroyed, you have to collect the coin
left behind afterwards, or the enemies will come back.
When the path is clear, carry the Switch Block and swim over to the keyhole.
Stomp it now, and get down into the trench, punch the Question Block for
the key, and insert it to the Keyhole. With this secret exit, Mario will
go ashore on the east side of the lake and reach another secret Ghost House.
It is the Donut Secret House. If you intend to beat the level the normal
way, skip the keyhole. There are 2 pairs of Cheep Cheeps guarding the
waterways ahead. After that, you will reach the Goal line, guarded by a
Rip Van Fish. Burn him, and swim to the goal line. It's relatively easier
to amass Star Points since it's not hard for you to swim up to the top
of the line to break the tape there. If you beat the level the standard
way, Mario will leave the lake and climb up a ladder at its northern shore
and reach the Donut Ghost House.
-------------------
Green Switch Palace
-------------------
This time, there are several enemies at the bottom level. There is a single
Koopa Shell in front of you, above a brown block. Grab the shell, and then
stomp the switch block. The brown block will turn into a coin, enabling
you to drop through. Avoid the shelless Blue Koopa, and drop down to the
bottom level. Lean against the wall to the left and then kick the shell
top the right, running after it. That way, you can destroy all 8 Koopas
in a row, enabling you to get an Extra Life. With this, jump back up to
the upper path and enter the pipe to the right. Run across the hallway
and stomp the Green Switch. The Power of the Switch will turn all invisible
Green Blocks into Green Exclamation Blocks.
------------------
Donut Ghost House
------------------
This is the first Ghost House you will find in the game. It's quite scary,
and it seems that Yoshi has to stay outside and standby in case of any
bad things that happen to you! The first room is a ghost filled room. Before
you do anything, let's find the entrance to the Top Secret Area first.
Walk slowly to the right until you see the edge of the path. Run back to
the left, and press and hold A to take off to the top. You will find a
secret passage on the ceiling. Don't worry, only the white Boos can hurt
you, the others are just part of the scenery. Run across the room, and
drop down to the secret exit below. There are 4 wooden blocks here. Bump
them one by one for 4 1-up Mushrooms, then get outside. The goal line is
in front of you. Jump up and try to get as many Star Points as you can!
With this secret exit, Mario will continue to go north over to a secret
hill known as the Top Secret Area. It's an infinite powerup zone! You can
return as many times as you like for extra power.
Now, let's focus on beating the level the main way. Keep running to the
right, and try to keep your jump as low as possible to avoid the Boos above.
The only time you have to jump really high is to get the Dragon Coin high
in the air. Then, with that collected, you can go through the door to the
right in order to get to the next area. In the next area, you will find
2 levels. The lower level is blocked off by the stairs, and several boos
patrol the area. They thrive on your fear. If you face them, they won't
move, if you look at them, they will give chase! Run to the right and go
through the door. You will find yourself at the lower level. Bump the wooden
block for a Switch Block. Before jumping up, make sure that you get the
Dragon Coin to the left. Then stomp the switch block. Go to the left.
You will find that there is a new ledge to the left, and a Blue Door has
appeared. Enter before the time expires on the Switch Block. It's a room
with a Question Block. This block is a control block. When you bump it,
coins will come out in a line. You can control the direction of the coin
line by moving the D-pad. If you press Up, the coin chain will go up. This
chain will keep on expanding until it hits a wall or block. Try to make
at least 30 coins appear. Then collect them all. Jump up and bump the Bonus
Block above for a one up if you have collected enough. If you jump onto
the Bonus Block, you will find another Dragon Coin above. Now, get back
out. You are back where you started. Go through the door to the right again.
Then, jump up to the upper level and go through the door once more. You
will find another Dragon Coin at the bottom level. With this, bump the
wooden block. A beanstalk will sprout. Climb up for the exit. There is
another Dragon Coin for you there. You can therefore reach the Goal Line
with all 5 Dragon Coins collected. With this, Mario will go east across
the river on a newly constructed bridge. It's Donut Plains 3.
----------------
Top Secret Area
----------------
This is the other area of 2 in the game that is only one screen long. There
are 5 Prize Blocks here. The 2 left ones hold Fire Flowers while the 2
right ones hold Cape Feathers. The center one holds Yoshi. You can come
back at any time to stock up on your goodies. For some strange reason,
a time limit is issued. But what's the point? The original area does not.
To leave, just walk out of the screen.
-------------------
Donut Secret House
-------------------
Donut Secret House is the one and only Secret Ghost House in the game,
and hence it's called the Secret House. As before, Yoshi is not allowed
in! Run to the right and up the stairs, you will find the next path guarded
by a ring patrol of Boos. To get down there safely, you should wait for
the opening of the ring, then slip through. There is a Dragon Coin there.
Then go right. Duck to avoid the Eerie, and you will find a springblock
on a brown block high up. There is also a Switch Block. Stomp it to release
the spring block. Carry it to the Big Boo. Use the Spring Block to bounce
high over the Boo so you can get to the next area. Hey! There is a Dragon
Coin below. How do you get that? There is one way to find out.
In the next room, go left. The first Prize Block you find will hold a Fire
Flower. Don't get it, instead, continue left to that compartment with
another ring of Boos. Bump the Prize Block for a coins. Then continue left,
and collect the 5 coins on that ledge there. They are marking the exit
of this level. Continue left, and ignore the far left door, since it leads
back to the start of the level. Jump all the way up the wooden ledges until
you reach the top. There is a Dragon Coin there. Get back to find the Switch
Block. Carry it back to the area where the door is floating in midair and
then stomp it. Blocks will appear beneath the door, allowing you to enter.
In this room, the Prize Block is a Control Block. To the left, is a Dragon
Coin. Get it and go through the door there. You will find yourself at the
lower level of the first area. The wooden block holds a 1-up Mushroom,
while a fourth Dragon Coin is present. Carry the Switch Block back to the
area with the door floating in midair and stomp it again. A blue door will
appear to the right. That's the standard exit. We will come to that later.
Now, bump the block above the yellow door for a beanstalk. Climb up, run
to the right, and you will find another Blue Door. Do a squat run through
the tiny gap to the right to get the final Dragon Coin of the level before
facing the boss here.
You are to fight a Big Boo. There are plenty of Grab Blocks for you to
use here. You are to wait for the Boo to appear and then toss the Grab
Block up at him. There are 2 Boos here, so be careful so as not to get
trapped. Besides, there is nothing beneath the 3 layers of Grab Blocks.
If you grab one at the bottom, you are likely to fall through a bottomless
pit! When you have hit the enemy 3 times, you would have won. You would
have blazed a new trail leading south, to the seashore, and a Star would
have appeared. You now have access to Star Road!
On the other hand, if you do go through the lower Blue Door, you would
have found your standard Goal Line. With that completed, you would have
access to a pipe to the east. Entering it would send you to an area high
above the Valley of Bowser. It's Donut Secret 2.
---------------
Donut Secret 2
---------------
It's a good idea for you to bring Yoshi to this level. Since it's a slippery
ice world. The block on the ground to the right is a control block. To
open it, whack it with a cape or kick a Koopa Shell into it. Stock up in
coins, and go right. A green Koopa will come down from the next hill. There
is a Dragon Coin in the air to the right of that hill. You will then come
to a springboard. Use it to bounce up to the wooden block above to reach
the beanstalk that sprouts. Climb up the beanstalk, and you will find a
wooden block with a Super Star inside. There is also another Dragon Coin
up there too! Get the star and coin and drop down to Yoshi. Run forwards,
and jump across the pit. You should find a third Dragon Coin before the
next hill, and a fourth one beyond that. At that point, the Super Star's
power would have run out. You would have reached an area with many Chompers
beneath the pipes. Yoshi's boots provide protection from those nasty plants.
Beyond the Chompers is a pipe leading up. It leads to an area high above
the sky, and if you miss the Power Balloon there, you will have to move
along those dropping lifts and Amazing Flying Hammer Brothers, so it's
not worth a try. Just bump the block to the left for another Cape Feather
and go on with it.
To the right are some platforms with Spike Tops patrolling around. Eat
them all if you like. Go right, and you will find the final Dragon Coin
of the level near ground level. Jump across the pit. There is a single
wooden block in the middle of nowhere, but actually, there really is only
a coin inside. You will come to a parade of Spike Tops led by a single
Green Koopa. Swallow the Green Koopa and spit him back out. This parade
will end up in a chain reaction where all participants are killed! Fun,
eh? Well, not that fun, since you won't kill enough to get an extra life.
At the end of this path, jump over the pit for a hill sloping up, and then
jump over the next pit for a tall pipe blocking the way. There is a small
gap below but it's guarded by a column of 8 Red Koopa Paratroopas. It is
time to make use of your awesome Power Hopping Skills. Jump onto the top
Koopa Paratroopa and then let Mario and Yoshi drop down. You will see the
points rack up to 8000, and then an extra life will be awarded to you.
While you are doing all of this, lean forwards, to the right so that you
won't fall into the chasm below after you are done with it. The goal line
is very close and to the right. After you have beaten this level, the path
to the exit pipe will be revealed, and you can come up. You will then find
a path marked by an arrow. Go left on the map, and Mario and Luigi will
wade through the lake and go ashore at Donut Plains 3, the convergence
point of the 2 paths.
---------------
Donut Plains 3
---------------
Donut Plains 3 is another of those highland levels. It is also the
convergence point of both standard and secret paths. If you decide to play
through each path the standard way, you will still end up in Donut Plains
3. Run to the right and jump onto the triple swing lift. This one is
automatic, and will spin around clockwise all the time. Jump up onto the
next high platform. There is a Green Exclamation Block inside. You can
bump it for a Cape Feather now. Then, drop down to the platform below for
2 more coins. Then, jump onto the tracked lift. The next triple swing lift
has a Dragon Coin on one of the platforms. You will jump onto the platform
with a Blue Koopa. Swallow him and Yoshi will sprout wings. Press and hold
A, and hold up to fly upwards. If Mario does not have a cape, then you
have to tap A repeatedly. Fly up and you will reach a cloud with lots of
coins, and the second Dragon Coin of the level.
Jump back down by the left. Then, go to the right and jump to the next
triple swing lift, and then over to the next lift with a circular track.
Another triple swing lift awaits you before the next platform with a Red
Koopa. The next lift is running on an octagonal track, and doesn't seem
to be leading anywhere. To divert the track, bump the On/Off block to the
Off position. You can then go right. You will come to another On/Off Block.
It's still set to the Off position. Quickly bump it to get the track back
right, or you will have trouble. You will now find some new enemies that
run on tracks too. They are Fuzzies. You can bounce off them without harm
if you are riding Yoshi. The midway gate is on the platform in front of
you. So, you can now break the tape at last.
The next tracked lift is guarded by a Fuzzy, so watch out. But you won't
have many problems if Yoshi is ridden. The next triple swing lift is special
in the respect that the central hub is a Prize Block. Bump it for a Cape
Feather. After that, you are to choose between a high lift and a low lift.
Choose the high lift for heaven's sake. Ride the lift through the Koopa
Paratroopas, and you will eventually reach a Dragon Coin and a Golden Pipe
leading to a Bonus Game. When you exit, go left, and you will find another
Triple Swing Lift. One of the lift platforms has a Dragon Coin on it. Now,
you will have all 5 Dragon Coins. After that, go right, onto the triple
swing lift, guarded by a Fuzzy, and then through the final tracked lift
that will lead you to the Goal Line. Punch the Bonus Block at the end.
It's likely to bring you a 1-up Mushroom since you should have got 30 or
more coins in this level. With this level completed, a path to the east
will be revealed, and you will come to Donut Plains 4, which is basically
on the front porch of Morton's Castle.
---------------
Donut Plains 4
---------------
You start in a lovely looking valley with green hills in the background.
Move right, and quickly swallow that Yellow Koopa Shell before the shelless
Koopa can enter it. If he does enter it, the Koopa Shell will start flashing
and charging towards you! It's basically invincible except to Yoshi's
swallowing and stomping. With the Yellow Shell in Yoshi's mouth, you can
cause mini-earthquakes whenever you jump, and nearby enemies will either
be stunned or killed, depending on who they are. Jump onto the first pipe,
and up onto the top of the hill for the first Dragon Coin in the game.
Then, jump onto the next pipe, and wait for the Green Pipe to lower, so
you can jump onto it. The next Blue Pipe can also be entered, so do it
now. You will be in an area with lots of rising and falling pipes. Certain
pipes are thinner in appearance and those are the ones that are stationary.
There is nothing in this area apart from 2 Red Koopa Paratroopas. Head
out of the exit pipe. Go to the right, you will find an Amazing Flying
Hammer Brother above you. Bump him from below to remove him, and jump onto
his flying platform. Let it lift you to the right, and jump onto the hill
there. Knock the shell off the Red Koopa, and kick him to the right, he
will hit the Blue Koopa, and bounce off the block to the right, slide down
the slope, rebound off the wall and destroy all the Goomas and Paragoombas
below for you. If you time it right, you will be awarded an extra life.
One of the 3 Prize Blocks has a Fire Flower inside. Get it if you like,
and jump onto the wooden blocks to get over the pit. Enter the next Blue
Pipe. It's another underground room, and there are 9 Red Koopa Paratroopers
here. If you are riding Yoshi, you can attempt to power hop. First, stomp
the first column of 2 Koopa Paratroopas, then glide over to the next column
and stomp the 2 there, then glide over to the row of 5 to the right and
stomp them all. If you can do the above without touching the ground, another
Extra Life is yours. There is a Dragon Coin for you to collect here too.
Exiting the pipe will propel you above the next Amazing Flying Hammer
Brother, and all the way through the Midway Gate. With that, continue to
the right and jump into the pit with the Paragoomba. Eat him up, and punch
the Prize Block for Yoshi, except that he's there with you already and
so a 1-Up Mushroom will pop out instead. Make your way past the next few
pits, and you will come to a Roulette Block. Have Yoshi eat the contents
when it's a Super Star and make a mad dash to the end. There is a final
Dragon Coin in the path you have to collect beforehand though. Although
the exit is only accessible by hitching a ride on the Amazing Flying Hammer
Brother's platform, you should be able to soar and fly to the Goal Line
without help. Now that you have beaten Donut Plains 4, a small path will
be opened to Morton's Castle, and you can go in.
----------------
Morton's Castle
----------------
At the start, you will be greeted with a new enemy. They are thwimps,
miniature version of the larger Thwomps that you all know. They jump back
and forth, and you can run under them when they are in the air. Then, you
will come to a series of automatic stairs leading up. Several Ball and
Chains will be swing around. Only the spiked ball will hurt you, so, move
back until they are safely out of the way before running up. If you do
get bonked and are shrunken, the Yellow Exclamation Block will be of help
to you. Then, go through the door and onto the next area.
You will have to go left next. There is a Thwomp waiting for you on the
stone platform. Walk up close so that he will slam down on you, and run
past while he is rising. Jump up the steps, another Thwomp awaits. Let
him drop, rise, and jump past. There is a lava pool with a Podoboo, so
wait for it to fall before continuing to jump up. Jump up the next series
of steps carefully. Another Thwomp is in the way. Now, there is a Dragon
Coin in his compartment, so jump up one step above him, and lure him to
drop, grab the coin and quickly swerve back to the left! At the top, there
is a Dry Bone guarding the door. To permanently defeat them, whack them
with your cape. Go through the door now.
You are now in a vertical area. Morton is waiting for you at the top. Wait
for the ledges to stick out one by one and jump up to the top. Then, wait
for the ledge to the left to stick out before you jump onto it. There is
a trio of Prize Blocks, and the middle one holds a Cape Feather. Wait for
the pillar to move out before you drop down and bump it. Afterwards, wait
for the ledge above to stick out of the wall, and jump up to the next level.
Note that one of the walls has a Dragon Coin by the side. Use the Springboard
to help you bounce up through the gap when it is open. Then, wait for the
steps come out through the left wall. You will then reach a row of wooden
blocks above. One of them holds a beanstalk. Let it sprout and climb up.
There is another Dragon Coin and an invisible 1-up Mushroom up there. With
them, drop down. Go right, and jump up, avoiding the walls coming out from
the right. The save areas include the stone blocks. The walls cannot move
through them. Jump up, and kill the Dry Bones you find. There are 3 Prize
Blocks, but each of them holds coins. Jump up along the right walls, and
then get onto a block overlooking the shifting spikes. The final Dragon
Coin will shift out from the left wall. Jump up and get it. Then get onto
the ledge that comes out and use it as a boost to reach Morton's Door.
Get the Cape Feather beforehand if you like.
Morton will attempt to climb up the wall and stomp down hard on you. To
make him drop, run under him. Make sure you jump when he's about to land,
since he will make the ground shake and you will be temporarily immobile
in that short moment. Stomp him 3 times to defeat him. To make things easy,
stomp him as he's just recovered from his stun. This time, when he's beaten,
Mario or Luigi will kick the castle down onto the ground! The next thing
up is the underground Vanilla Dome. What will happen to Princess Toadstool?
*****WORLD 3: VANILLA DOME*****
With the second Castle down, Mario will go behind the castle and go through
the door leading to the cave system of the mountain known as Vanila Dome.
You shall be presented with some hardcore funky music as well. Vanilla
Dome is home to the Red Switch Palace, and has levels underground and above
ground. This has got to be one complex world, since there are also 2 paths
you can take, and they remain split up until you reach the next world!
(The 2 boss levels are Lenny's Castle and the Fortress) Here's the map
of the place, or I should say flow chart. Like Donut Plains before it,
the fork of the 2 paths occurs at the first level.
Vanilla Dome 1 --> Vanilla Dome 2 (standard)/Vanilla Secret 1 (secret)
Vanilla Dome 2 --> Vanilla Ghost House (standard)/Red Switch Palace (secret)
Vanilla Ghost House --> Vanilla Dome 3 --> Vanilla Dome 4 --> Lenny's Castle
Vanilla Secret 1 --> Vanilla Secret 2 (standard)/Star Road (secret)
Vanilla Secret 2 --> Vanilla Secret 3 --> Vanilla Fortress
---------------
Vanilla Dome 1
---------------
Welcome to the first Vanilla Dome level. Most of the underground levels
here will have some gloomy music. Move down the steps, being aware of the
Spike Top moving up. On the ceiling, 2 Swooper Bats will swoop down on
you. Eat them if you like to. Then, jump over the next pit, taking care
to eat the Buzzy Beatle that is foolhardy enough to stand in your way.
Meanwhile, a flying Prize Block would be moving over to the left. Bump
it for a Fire Flower, then continue right. Take the lower path to avoid
the Swoopers above. You will then come to a large block structure. The
only way through is the bottom path, which is populated with Buzzy Beetles.
One of the compartments above holds a Dragon Coin. Eat every single Buzzy
Beetle before you proceed, ok? When they are all gone, go all the way to
the entrance of this structure. Swallow the Blue Shell, and drop down to
the bottom path and go all the way to the end of the structure. Jump up,
and bump the leftmost block in the rightmost compartment (the one where
the Super Mushroom pop out) for a 1-up. Leave this structure through the
top and fly to the right. When you see the invisible Red Blocks, fly up
through them. You will find another key and keyhole. Yes, it's a Secret
Exit. Swallow the key and walk into the keyhole. You would have revealed
Vanilla Secret 1, Mario will go off the main path to the left, and climb
up the rock face to a secret level, called Vanilla Secret 1.
Now, let's assume you want to beat the level the standard way. Skip the
secret exit, and continue on. There is a Prize Block on the ground, and
to open it, whack it with a Buzzy Beetle shell or cape. It's got another
Fire Flower inside. Jump over the 2 large pits to the right. Go through
the pipe to the right to the next area.
You will come to another cave like that of Donut Plains 2. Punch the Prize
Block for a Super Star, and jump onto the pillar. Run quickly across this
pillar since it will sink into the lava. Invincibility cannot save you
from the lava, only fast running can do that! In the middle of the pillar,
there is going to be a bump, so be ready to jump. At the end of the pillar
is a Dragon in the air. Jump and get it. It's your only chance. (There
are more than 8 enemies here, making it possible for you to collect an
Extra Life if you kill them all.) Exit through the pipe to the right.
The midway gate is right in front of you. Jump forwards and drop down by
following the coin. Move to the right, and bump through the wood blocks
to get to the above level. You will now have 2 paths to take. The bottom
path is filled with Spike Tops. The top one is safer, and has a Dragon
Coin, but to enter, you have to be tiny, so get off Yoshi, and deliberately
hit the Spike Tops until you are small, and jump up to that path. Grab
the Grab Block and kick it at the Buzzy Beetle in this area, and get the
Dragon Coin. Go back and mount on Yoshi. Take the lower path and eat all
Spike Tops that are in the way. To help you, there is a Prize Block with
a Super Mushroom to the right. Jump over the pit, and there will be several
pipes follow up. The pit between the second orange pipe and the green pipe
is rather wide, and to help you, a row of Green Exclamation Blocks has
covered the hole up. You can always bounce off the Red Koopa Paratroopa
to get the Dragon Coin above.
Continue to go right. You will encounter another Buzzy Beetle. Go right
for another up a rather steep slope. Up the slope, continue to go right,
and you will find the final Dragon Coin in the bottom level of this maze
like area. Spin jump through the right wooden block to get to that level,
dismount from Yoshi, and do a squat run to get beneath the brown blocks
and get the final Dragon Coin. Get back out, and leave the maze by continuing
to go right, and you will find the goal line, with a Chargin' Chuck
practicing place kicks. Jump on him and use him to help bounce up to break
the tape at a higher height. Now, Mario will enter the underground lake,
and that is where Vanilla Dome 2 is.
---------------
Vanilla Dome 2
---------------
This is one subterranean level, and parts of it are waterlogged, so expect
the presence of a number of Cheep Cheeps. After the initial drop, you will
land in a pool of water. There is a Cheep Cheep to the right. He's jumping
like a fish out of water. Run forward and ram him. He will die immediately!
Run to the right, and you will find another stretch of water. Jump beneath
the Prize Blocks and bump them one by one. They each hold a coin, except
one with a Fire Flower. It's useful against all Cheep Cheeps you encounter.
Swim to the right, eat the Cheep Cheep and you will find a lone wood block
there. Bump it for a beanstalk. You must climb it to advance, so you have
to say goodbye to Yoshi at this point. Climb up the beanstalk. You will
come to an area with several Buzzy Beetles. Stomp them and spin jump on
them as you wish. You will eventually pass an area that is sealed off with
brown blocks. A secret area is hidden below. It's up to you to find a Switch
Block. Drop down the next pit, following the coin arrow, and collect the
Dragon Coin there. In the pit below, roast any Cheep Cheeps you find, and
continue to the right. You will find a trio of Prize Blocks. Bump the area
to the left of the blocks for an invisible 1-up Mushroom by the wall there.
Cape Feathers don't do a good job here, so switch back to the Fire Flower
by dropping it from your reserve. (Press Select)
Continue to swim right. You will find a ledge leading up. Jump onto the
Prize Block (it holds a Fire Flower, and jump first to the right, go up
the path slightly and jump back to the left, collecting the Dragon Coin.
Follow the path up, and you will find a Switch Block. That's just what
you need. Don't stomp it yet! Move it to the left to the Brown Blocks
blocking the way. Stomp it now. Jump across the pit, and drop down the
newly revealed area to the left. There is a Dragon Coin, and a key! This
key opens the Secret Exit leading to the Red Switch Palace.
If you grab the key now, and swim in the water below to the right, you
will find the keyhole. If you do insert the key into that hole, Mario will
wade to the far right shore of the underground lake and enter the Red Switch
Palace. But if you are interested in leaving the level with all 5 Dragon
Coins, switch to Cape Mario and fly back out of the hole, and continue
to the end of the level. Just go right, see? There are still 2 Dragon Coins
left for you to get. Brace yourself as you approach the wooden blocks.
The reason is that a Chargin' Chuck will break through the blocks to attack
you. Twirl your cape again and again until he gets close and gets knocked
out! The Midway Gate follows next. There is a roulette block in front of
you. Get the Super Star! Charge forward, down the slope, get the Dragon
Coin and press the Switch Block to unblock the path ahead. Charge through
the next area. It's all dry land here, and there are several Swoopers.
On one of the hills, is the final Dragon Coin. The exit is located further
to the right. Beware of the Chargin' Chuck there, since he will split into
3 Chargin' Chucks when they spring into action! With the standard exit
completed, Mario will go north, climb up the slope to the Vanilla Ghost
House. But first, let's activate all the Red Exclamation Blocks.
------------------
Red Switch Palace
------------------
The Red Switch Palace is also another level where Kick and Chase techniques
are required to score extra lives. You may want to stomp it now, and release
that insane glowing Koopa Shell so that it can kill the Koopas in the area.
However, it's not a good idea since this mad shell is quite hard to handle.
So instead of doing that, carry the Switch Block all the way to the far
right near the pipe. Stomp it now, and stomp the shell off the rightmost
Red Koopa, and kick it to the left, run after it. It will destroy all the
Koopas, including the Yellow Shell and the shelless Yellow Koopa. If you
follow it during the first rebound, there is a chance that the shell will
destroy one or two more enemies, and hence netting you a couple more extra
lives. When you are done, go through the pipe.
Run along the balcony as usual, and get to the Red Switch. Stomp it, and
the power of the switch palace will turn all invisible Red Blocks into
Red Exclamation Blocks. Now, Red Exclamation Blocks don't contain any power
ups. They are just there for you to bridge certain gaps or make it easy
for you to reach certain high places. What a disappointment. I was expecting
Red Exclamation Blocks to hold Fire Flowers, or something like that. In
fact, I had been expecting that since I have been playing the SNES version,
and has been disappointed with that feature up till now!
--------------------
Vanilla Ghost House
--------------------
In this dark world, you are to enter alone while Yoshi stays behind. But
which part is scarier, the outside or the inside, definitely the inside.
Right at the start, 2 Eeries will come towards you. Duck, and let them
pass over your head. Then, you will come to a wooden platform guarded by
a Boo ring. At the bottom level holds a Dragon Coin. Sneak in through the
gap and collect it. Then, jump up to the upper level, and bump the block
for a Fire Flower. With that, go to the right. You will then come to a
series of small ledges, guarded by many Boos. Make your way across them
slowly and carefully. You will find a Dragon Coin on one of the higher
ledges. To the right, are 2 rows of wooden blocks, and they are guarded
by a Big Boo. See the gap in the lower row? The third block to the right
of the gap holds a Beanstalk that will give you a shortcut to the door
leading out of the first area.
Climb up and run along the path. There is a Dragon Coin in the air above
the path. Jump over the gap. Collect the coins while avoiding the Eeries
up there. At the end of the path, drop down the hole to the far right.
The door leading to the next area is right in front of you. If you like,
you can backtrack a bit to hit the coin box guarded by the large Boo ring
as well as the fourth Dragon Coin above it. In the next area, there are
no boos, yay! Instead, there are just Giant Green Bubbles. But what is
so special about Giant Bubbles? They are not even ghosts! Must be the ghost
slime inspired by the Ghostbuster movies back in the late 80s! If you jump
on one, you will get hurt, but if you spin jump on it, Mario will bounce
harmlessly off it.
Move right to find the first Giant Bubble. Another one is floating down
towards you are you come to the next ledge. Jump up to find another one
floating towards you. Drop down to the next ledge and spinjump off the
next one to reach the next platform in the middle. The next one is coming
down from above, so duck to avoid it. You will eventually leave the danger
zone and reach the safety of a much larger platform, and there is another
Giant Bubble that can be avoided or spinjumped off. The middle wooden block
of the three holds a Switch Block. Grab it now, don't stomp it yet. Instead,
carry it over to the right. You will find a door. Don't go through it,
otherwise, you will end up back at the first area. Instead, continue to
the right and collect the five coins. Stomp the switch now. A blue door
will appear. Go through it for the exit. With this, Mario will continue
his way along the upper east area of Vanilla Dome and onwards to Vanila
Dome 3, a yellow level without any secret exits.
---------------
Vanilla Dome 3
---------------
Vanilla Dome 3 is one underground lava land. You have to ride many rafts
through the lava in order to advance. In the lava, are many dragon creatures
called Blarrgs. They cannot be defeated in anyway, but if you ride Yoshi,
you will bounce harmlessly off them. Start by boarding the first raft.
See the eyes down there? They are Blarrgs. Be prepared to jump as they
dive down before jumping. You will come to 2 Flying Prize Blocks and one
stationary one. The 2 bottom blocks hold coins while the top one holds
a 1-up Mushroom. But would you risk it? Nah! Another Blarrg follows those
blocks before you reach the first stretch of dry land.
There are 3 pipes here, arranged in steps. A Buzzy Beetle walks slowly
down them. Have Yoshi eat it up. There are 2 Jumping Piranha Plants that
make great lunches for Yoshi. Meanwhile, the Prize Block there holds a
Fire Flower, which is ineffective against both Blarrgs and Buzzy Beetles.
Get it anyway if you are deprived of special power. Slide down the slope,
and collect the Dragon Coin, jump onto the next raft and continue the ride.
The one and only Flying Prize Block you find here holds nothing but a coin,
so don't bother with it. Just continue. You will come to a pair of Blarrgs
in the lava, and after that, 1 more follow. You will come down a lava fall,
and the raft will break up. Don't panic. The raft will come pack into one
piece when it lands. Jump off it and get onto the dry land.
You will come to 2 tall pipes. How do you get up there, you ask? It's simple.
Lean against the first pipe and jump up to reveal a hidden block. Then,
you can get onto the pipe, drop down between the 2 pipes and collect the
Cap Feather in the Prize Block between the pipes. There's more. Hop out
of the pipes the same way you came in, and then fly high to the left for
a hidden alcove with a 3-up Moon! (Take off again and fly to the right
for a bonus game, if you like.)
You can then drop down and continue your way to the right. You will come
to yet another short raft ride with only one Blarrg before you reach a
brown platform above where you have to jump up to. Continue to the right,
and collect the Dragon Coin you find on the way. You will then come to
a series of upside down pipes with Piranha Plants sticking down the other
way. Eat them up one by one, and you will reach another raft. This time,
it will pass under the large brown platform to the right. Before activating
the raft, jump up onto the platform and eat the Buzzy Beetle and inverted
Piranha Plant. Bump the block, and get the coins inside. Then, go and
activate the raft and allow it to pass under the platform. Move to the
right and drop onto the raft as it comes out again.
You will eventually come to a Golden Pipe. Enter it. You will find yourself
in a slippery ice world. Wow, it's an icefire level, with both ice and
lava! You will find 2 Buzzy Beetles walking down the path towards you.
Eat them both. Then jump over the next few water pools, and kill any Buzzy
Beetles you find. There is a Dragon Coin here too. It's rather high up,
above a pool with a Cheep Cheep inside. If you don't have the cape, bounce
off the Red Koopa Paratroopa's back to give you a boost. There is a Cape
Feather in the Prize Block next to the exit pipe.
After exiting from the pipe, go to the right, and bounce onto the high
pipe with the help of the Triangle Block. In the pit between the 2 pipes,
a shelless Blue Koopa is kicking a Red Shell around. Drop down and stomp
him. Eat or stomp the Red Koopa Shell to stop it, then with Yoshi's help,
jump up to the Prize Block above to get Yoshi, but now it's a 1-up mushroom.
Go to the right after breaking the midway gate there. Another lovely raft
ride awaits you. This time, you will go up and down the lava. There one
Blarrg, 2 Blarrgs, and then you will go way up. There is a platform in
the air to the right of the lava fall. Jump onto it, and wait for the raft
to pass under the platform. When it's to the right, jump and get the Dragon
Coin and land onto the raft.
The next stretch of dry land is populated with Spike Tops, and won't be
a problem since you can eat them all up. Then, jump across the pit, and
jump past the next series of hills above the pits. One of the hills has
a Prize Block on it. Inside is a Cape Feather. Another has a Dragon Coin.
You then come to another lava ride. As before, activate it and then jump
up onto the platform and follow it to the right, eating all inverted Piranha
Plants as you go. Then get back onto the raft. The goal line will appear
after the final lava falls. The end is in sight! After this level, Mario
will continue to go south and reach another stage with a smaller yellow
dot. It is the Vanilla Dome 4.
---------------
Vanilla Dome 4
---------------
Vanilla Dome 4 is a Bullet Bill land, and is the only underground level
with a happy theme in Vanilla Dome. The Bullet Bills just fly out of nowhere,
and cannons are no where in sight, so be ready to avoid them when you hear
the boom of the cannon. At the start, run forward, drop down two platforms
until you reach the first white pillar. Collect the Dragon Coin in the
way. Then, jump up and spring yourself up with that green spring. Jump
to the platform to the right. The next platform has a Red Koopa on it.
Jump onto the next white pillar. Below this pillar is a Super Mushroom,
standing completely still, don't bother with that, since you have a hard
time getting up using those green springs. Jump over to the next pillar.
Drop down to the platform below and jump up the next white pillars.
You will come to 2 green platforms before you find some more white pillars
connected by green springs. There are coins on each spring, and just don't
move too far from the pivot of each spring and you won't fall through.
The 2nd and 3rd pairs of springs have a small gap between them. A dragon
coin is found above the 2nd pair. Bounce up to the pillar above the third
pair. In case you have taken damage at this point, help is on its way.
There is a Prize Block with a Cape Feather inside. Jump up the green spring
to the right, and you will find several more green platforms with coins
on them after the white pillar. Then, you come to another tall white pillar
guarded by 2 Red Koopa Paratroopas. Bounce up with the springs to the
platform above. You will find the midway gate past that. The tape is high
up, so you only have one chance to break it.
You will then come to a series of white pillars with pipes between them.
Jumping Piranha Plants will reside in those pipes. At this point, many
Bullet Bills may come flying at you from many directions, so beware. The
green pipe may be entered. It leads to a raft ride in the lava. Many coins
are there waiting for you. Things are made slightly more difficult with
brown blocks in the raft's path. You will either have to jump or duck to
avoid getting knocked into the lava. A Dragon Coin waits for you at the
end of this ride for all your troubles.
You will then come to a platform with a Green Koopa walking towards you.
Beware as you get near, since a large barrage of Bullet Bills will be fired
from all 4 directions at you. A Dragon Coin is to the right below the next
white pillar. The next area consists of merely white pillars and green
springs. They are all guarded by Red Koopa Paratroopas. Navigate through
them and collect the Dragon Coin. The goal line follows. Use the Green
Spring to amass as many Star Points as you can. With this level beaten,
Mario will move south to Lenny's Castle.
----------------
Vanilla Secret 1
----------------
Before covering the boss levels, let me cover the secret path first. Vanilla
Secret is the first vertical level in the game. This means that to beat
the level, you have to go up, rather than to the right. At the start, jump
upwards, to the left. Avoid the Green Koopa Paratroopa. You will find 2
Prize Blocks on top of a grey pillar. One of them has a Cape Feather inside.
With that, drop back down, and jump up to the right for the horizontal
green pipe. There is a single Dragon Coin on the pillar beneath it. Then,
jump onto the pipe and bump the center wooden block for a beanstalk. Climb
up the beanstalk. You will find another Dragon Coin in the air to the right,
jump and collect it, then drop to the left onto the ledge. Bump the wooden
block there for another Beanstalk that leads up.
Climb up that and drop onto the ledge to the left. Jump over the first
gap and fall into the pit to the left. You will land near a third Dragon
Coin. Collect it, and use the green springs to bounce back upwards. See
the Invisible Blue Blocks? They are to help you get to the secret exit,
but unfortunately are only available when you have completed the Blue
Switch Palace, so let's get up there another way, shall we? Jump back to
the ledge to the left of the beanstalk, and hang around near the right
edge. Run to the left, and take off. There should be barely enough room.
Fly upwards, and you will find the pipe that leads to the alternate goal
of this level. This secret goal line is guarded by a Chargin' Chuck that
is practicing place kicks. He's on a higher ground, and that gives him
the advantage, but just jump over him and go through the Goal Line. With
this secret exit done, Mario will move to the left, and break through the
rocks to reveal yet another portal leading to the Star Road.
If you are not interested in the secret exit, continue to jump up the hills.
Jump onto the platform to the right to find 3 Prize Blocks. One of them
holds a Cape Feather, then jump up to the Springboard. You have to bounce
up, through the gap in the Koopa Paratroopa formation and through the gap
above to reach the upper level. The Cape provides some protection since
you can twirl it while going up, hitting, any Koopas in the way. Another
Springboard awaits you above. Carry it up to the grey platform above, and
drop it. Use it to reach the Dragon Coin above you. Then, with it in your
hands, jump to the large ledge to the right, and bounce up for the 5th
and final Dragon Coin there. Now, you can leave this level. Go left, and
bounce your way up using the green springs. Go through the pipe. In the
final path, you can have a shot at gaining more Star Points by choosing
the upper path, but a Chargin' Chuck is waiting for you at the top. It's
up to you to decide which path to take. Break the tape. Mario will climb
up the wall to the north to reach a pipe. Get into it to reach the surface.
You now can play Vanilla Secret 2.
-----------------
Vanilla Secret 2
-----------------
Finally, sunshine. If you stay underground for too long, you are likely
to suffer from Light Deprivation Disorder! The starting area of Vanilla
Secret 2 is filled with Green Koopa Paratroopas. Some have low jumps, others
have very high jumps! At the start, the first Prize Block you can find
holds Yoshi. Use him to pound and eat all the Koopa Paratroopas you find,
to make things easier for you. Start eating an killing Koopa Paratroopas
until you are up to the Green Exclamation Block on the ground. This is
definitely a hint that tells you to take off at this point. There are 2
clouds over head, with some coins and a Dragon Coin. Collect them all and
drop down to the ground continue carefully to the right.
The next 3 Koopa Paratroopas are low jumping, and the 2 after that jump
very high up. After dealing with those 2, you will find a second Coin in
the air. Another high jumping Paratroopa follows before the downward slope,
and there is going to be a high jumping one at the bottom, followed by
another low jumping one, then you come to maybe four more that alternate
between high jumping and low jumping. Afterwards, you will find another
Prize Block. Inside is a Fire Flower. Use it if you are feeling very
unconfident with your cape feather at this point, but I won't bother getting
it. Beyond this block are some more Koopa Paratroopas. Once you get past
them, you will find a slope leading up, and beyond that are 2 pipes with
Jumping Piranha Plants in them. A Dragon Coin is found between the 2 pipes.
The Midway gate will follow shortly. Be glad that you are done with that
nightmare! You will find a slope leading up next. Jump on it and use it
to reach the hill above. A Spiny awaits. You can whack them with your cape.
Run down the slope and you will find an area populated with Bob-ombs. The
pipe there has a Lakitu hidden inside, so use the Cape to whack him. Punch
one of the Music Blocks above for a Cape Feather and then quickly leave
the area, since the Bob-ombs come down non stop. Run down the slope,
whacking the Spinies on the way and you will find a coin box over the bit,
and there is only one brown block below it. Between the 2 blocks is the
4th Dragon Coin. Get it, and run to the right.
You will then come to a pit filled with Spinies. How can you get through.
The answer to this predicament is found in the second Wooden Block from
the left. Bump it for a Grey Switch Block. Stomp it to turn the Spinies
into Grey Coins. Collect them all and you can get 3 Extra Lives. (The number
of points collected by collecting subsequent Grey Coins increases to 100
for the first coin to 8000 for the 8th coin. The 9th coin lands an Extra
Life, the 10th lands 2 Extra Lives and all subsequent Grey Coins collected
land 3 each!) Past the pit, run up the slanted pipe and enter the pipe
with Lakitu inside. It's another underground room. There is lava everywhere,
and to get through this place stomp the Switch Block. The coins over the
lava will turn solid, and you can collect the now freed coins above them,
as well as the final Dragon Coin to the far left before the exit.
When you exit from the pipe, hold right on the D-pad and let Mario soar
over the Chargin' Chuck, then he's likely to bounce off a Red Koopa
Paratroopa in the air and go straight through the goal line! With this
level completed, Mario will move east along the path to a damp area. It's
Vanilla Secret 3, the level preceding the Fortress.
Tip! There is a way to quickly fill up your lives by replaying Vanilla
Secret 2. First, break the tape of the Midway Gate and then leave the level.
Then, reenter at the Midway Gate, and go right, and grab the Grey Switch
Block and carry it back to the two pipes with the Jumping Piranha Plants.
Stomp the switch block now. Collect the grey coins on the pipe, then jump
up to the slope and run left through the area where the Green Koopa
Paratroopas once were. You will find them replaced with Grey Coins, lots
of them. Collect them all until time expires. You should have racked up
40 Extra Lives or more! The final tally will be shown and your character
will cheer in happiness. Oh, by the way, the original Super Mario World
allowed 99 lives at most, but for this game, you can have up to 999!
-----------------
Vanilla Secret 3
-----------------
Vanilla Secret 3 is one watery level that introduces you to the Micro
Dolphins. They are harmless, and jump out of the water, giving you lifts,
like the normal lifts do. Before you enter this level, I suggest you have
a Cape Feather. Go back to the Top Secret Area and stock up on them, have
Yoshi along as well. The first 4 Micro-Dolphins work in pairs. The two
pairs rise and drop down to the water in unison. The second one in the
second pair can help you reach the platform rather high up. There is a
Prize Block there. Bump it for a Cape Feather. There is a Dragon Coin
slightly below this block. In the next stretch of water, there are plenty
of coins in the air above. To get them, jump onto the Micro-Dolphins. All
of them jump to the left, instead of jumping left and right as the previous
ones. Fortunately, there is an infinite number of Micro-Dolphins coming
from the right to help you until you reach the next long platform.
On the next long platform, there will be a second Dragon Coin above it.
Then jump into the water and swim to the right, ignore the Micro-Dolphins
for now. You will find a large spiky fish swimming towards you. He's a
Procupuffer. Let him come to you and defeat him with a whack of your cape.
When he's gone, this level is officially devoid of all enemies, and you
can take it slowly as you like. Just watch out for the time! Collect all
the coins in the air with the aid of the Micro-Dolphins. You will come
to another long platform. There is a Bonus Block. Don't bump it yet, since
you are unlikely to have collected 30 coins up till this point. Beyond
this long platform is the water, and you will come to the Midway Gate shortly.
It's rather high up in the air, use the help of a Micro-Dolphin to reach
it. Don't worry, the 2 Dolphins responsible jump back and forth. Then,
jump onto the vertical dolphin to the right to reach the high green
platforms. One of them has a Dragon Coin on it.
Beyond the last high platform are loads of large coin arrows. Use the large
school of Dolphins from the left to grab as many as you can, and grab the
Dragon Coin hidden among them. With all those coins, return to the Bonus
Block and bump it. A 1-up Mushroom will come out, get it. You will find
the 5th Dragon Coin before the exit pipe, and another one is waiting for
you before the goal line, so that makes 6 Dragon Coins in one level. With
this level completed, Mario will continue to move west, and enter the lake,
and it seems that a Fortress is found right in the middle of it all!
---------------
Lenny's Castle
---------------
It's the 3rd Castle, and it belongs to the hijinx Koopa Kid, Lenny Koopa.
The first area is a real nightmare. It's filled with Magikoopas, and they
can often blast you with magic spells, and appear very frequently. If you
are on the same level, you can duck to make their spells float harmlessly
above you. But now, you start on a long row of wooden blocks high above
the ground, and are trapped. Don't even think about spin jumping, since
Mario will continue to spin jump through the lower row and fall into the
lava. What to do now?
The trick is to wait for a Magikoopa to appear below. Let him fire a spell
at you, and it will make a hole on the row, allowing you to drop through.
At this point, run quickly to the right, and dodge all the spells, there
will be a Prize Block in the middle of the path. It holds a Cape Feather.
Get it if you are that desperate. Then, continue to the right for the water.
Jump onto those wooden blocks high up. You will eventually find the Switch
Block. Carry it over to the door floating above the coins. Collect the
coin pillar to the right of the door, and stomp the switch block. Jump
onto that makeshift platform and go through the door. You will find the
Midway Gate and the 1-up Mushroom. Say goodbye to those nasty Magikoopas!
(It's likely that you will suffer lots of pain now!)
The next area features lots of moving stone pillars, like the ones in
Morton's Castle, only that there is lava complimenting them at this point!
Better save and quit at this point, and stock up on Cape Feathers at the
Top Secret Area before tackling the area. The 5 Dragon Coins have not
appeared yet, so you don't have any losses. Run to the right to the pillar
floating and sinking in the lava. The lowest ledge to the left has a Dragon
Coin on it. Then, jump back to the central and highest pillar when the
pillar starts to sink. When it has sunk all the way, take a running jump
to the next patch of dry land to the right. (You should reach it if you
play as Luigi and have a cape.) There is a Dry Bone. Whack him hard. Then,
wait for the next wall to the right to rise up so you can jump over.
Go over to the other side, quickly before it comes down and jump onto the
next patch of dry land, and dodge the Podoboo. Whack the next Dry Bone
and jump into the gap of the next floating structure when it's within reach.
There is a safety refuge inside to jump up to so that you won't be fried
when the thing comes down again. There is a small gap that holds a Dragon
Coin. It's quite a risky exercise to get it, but you must take the risk.
Luigi is most suited to this task. With it, quickly jump to right for the
ledge. Go down the single step, for another weird inverted structure.
Another Dragon Coin is found beneath its tip. 2 more pillars by the side
of the lava pool will rise up later. Drop onto them to help you get the
coin and go to the right. Another rising and falling structure awaits to
the right. When they are rising, jump over there and quickly go to the
right. Another safe refuge exists at the bottom and has a Cape Feather
standing still waiting for you.
Then, the path ahead may be temporarily blocked by a set of floating and
sinking stone steps. When the top step is down, jump onto it. This is the
only step that will stay out of the lava when the entire series are at
their lowest point. When subsequent steps rise up, drop down. A dragon
coin is found on the bottom step. Jump over to the next stone platform,
and over the next lava pit to the alcove with the Dry Bone. Whack him away.
Then wait for the next stone "elevator" structure to come down so you can
enter. Rise up and continue your way through this castle. Another lift
waits for you to the right, then another past the two Dry Bones. Watch
out for the bottom, since a Dragon Coin will appear there. Drop down and
collect it, and quickly get back up. Jump to the right and you will find
the red door leading to Lenny Koopa.
Lenny is one nasty trickster. He will pop out of one of seven pipes. You
have to stomp him when he's out to hurt him. Repeat this 3 times to win.
That's not all, along with him, 2 dummies will also pop out of the pipes
too. If you stomp those, they don't count. So, you must watch carefully.
There is also a fireball bouncing around, but it won't hurt you as long
as you get the hang of its pattern. Once Lenny is stomped 3 times, he will
fall through his pipe into the lava, screaming as he is burnt. There goes
the court jester! Ha ha! Having rescued the yellow baby in the egg, Luigi
will take out the castle by hammering it down to the ground! Instead of
giving a preview of the next world, you will be told that the quest is
getting more and more difficult. You are also reminded to find the Red
and Green switches. But you have, haven't you? Once this Castle is
demolished, a path will be revealed to the exit pipe of Vanilla Dome. And
you will be in the outside world again. You will get on a bridge across
the bay there. You are now in the Twin Bridges Area.
-----------------
Vanilla Fortress
-----------------
The Vanilla Fortress is one big exception and a big first. First, it is
the first Fortress you are going to tackle, second, it's the one and only
Fortress that is completely waterlogged, so you must swim your way through.
Swim to the right, and upwards, to avoid the Ball and Chains. You will
find a new enemy here. They are the Fish Bones. They are Dry Bones that
are swimming! To defeat them, whack them with your cape. Stick to the
ceiling. Then, drop down to the block of the next Ball and Chain. Whack
or avoid the Fishbone, and swim through the chains to avoid damage. Continue
to stick to the ceiling, and wait by the next block hub of the Ball and
Chain until it passes you. Then continue your way. You will then find a
spike pit. Wait for the Fishbone to swim past you before swimming over
the spikes. Next, you will come to a Prize Block in a relatively open area.
There is only one Fishbone guarding the Prize Block. Punch it and get the
Cape Feather inside.
The next area features spikes on the ceilings. Note that certain spikes
are loose and will fall down when you get near. They can be figured out
by their slightly darker color. In the pit below, there are some Bony
Beetles and Dry Bones. This time, the Dry Bones will throw Bones at you,
so you may want to swim just between the bottom of the pit and the spikes
above. Take note of the Dragon Coin that is found there. It's not that
hard to whack the enemies here. As soon as you swim past that, you will
come to the blue pipe that leads to the next area.
To the right are 2 Fishbones, a bone throwing Dry Bone and a Dragon Coin.
Get the Dragon Coin. With that, go left of the pipe, and you will find
a Dragon Coin guarded by a Thwomp wait for him to drop down, rise back
up and quickly make your move! It seems that water does not seem to resist
the drop of the Thwomp. Swim to the right, and dodge the Thwomp. Another
Fishbone awaits you. Then, swim up and to the left. In that hidden place
above, there is another Dragon Coin to the left among all the Balls and
Chains. Then, drop back down, and swim through the next room. Drop down
near the right of the pit, and you will find the final Dragon Coin hidden
there. It's within the swing radius of the ball and Chain, so watch out
as you get it. When you are done, swim to the right and you will find the
door underwater that leads to the boss.
A quartet of fire breathing rhinos on spinning platforms called Renzors
are in charge. They spit fireballs at you. To get rid of them, bump them
from below. But that's not all. As you bump them (after bumping the second
one off), the walkway below will start to disintegrate, revealing the lava
below. So, you are very likely to defeat the last one while standing on
one of their platforms. When you are done, the fort will surrender, and
a long bridge will be built linking the eastern cliff to somewhere to the
east. You are in the upper path of the Twin Bridges Area now.
*****WORLD 4: TWIN BRIDGES*****
After Vanilla Dome, you will enter the next world in either one of 2 entry
points. It is dependent on which final level you have completed. If you
have completed the Fortress, you will start on the higher road, Butter
Bridge. If you have beaten Lenny's Castle, you will start on the lower
road, Cheese Bridge Area. It does not matter which path you take. Both
paths will converge at Ludwig's Castle. However, in spite of it being one
of the smallest worlds in Super Mario Advance 2: Super Mario World, there
is still a secret exit. It is only accessible if you play the lower Cheese
Bridge Area. It leads to the Soda Lake, and afterwards, you will be able
to find another portal leading to the Star Road. Here is the map.
From Lenny's Castle:
Cheese Bridge Area --> Cookie Mountain (Standard) or Soda Lake (Secret)
Soda Lake --> Star Road
Cookie Mountain --> Ludwig's Castle (Convergence Point)
The upper path is harder than the lower path, so if you are glutton for
punishment, consider taking the Butter Bridges!
-------------------
Cheese Bridge Area
-------------------
Before you enter this stage, make sure that Yoshi's with you. He's going
to be a big help in this level. The first Prize Block you find holds a
Cape Feather to the right, with that, jump onto the first tracked lift.
To the right are 2 more lifts higher up. Jump onto them to activate them.
Stay on the top one, since it's safer and you can avoid most of the Saw
Blades. Before you reach the next Prize Block, you will encounter 2 more
Saw Blades. Jump over them. If Yoshi is there, you can bounce off them
without getting hurt. The Prize Block holds a Cape Feather, but it's
basically impossible to get it without risking your life. Beyond the Prize
Block is a Dragon Coin in the air. Now, you may notice that you have missed
a couple of Dragon Coins below. But don't worry, there are more than 5
Dragon Coins here for you to collect.
After passing several more Sawblades, you will come to the midway gate,
and you are lucky to be at the top, since you can't reach it if you have
taken any other lift. There is another Prize Block below. Punch it for
a pair of Yoshi Wings. Grab them and you will be propelled to the stars
in what looks like coin heaven. You can now control Yoshi and fly around,
collecting more Dragon Coins. Just follow the scrolling screen and avoid
all the Fuzzies that get in the way. It's possible for Yoshi to eat those.
When you are done, you can either follow the scrolling screen until the
end of the area, or just drop out of the screen. With that, you will be
considered to have completed the level. Mario will cross the bridge to
a rather brown area. It's the Cookie Mountain. I wonder what flavor the
cookie is! Let's hope it's Chocolate Chip!
Now, let's go and find the secret exit of Cheese Bridge Area. Take Yoshi
along again. This time, past the Midway Gate, skip the Yoshi's Wings and
continue to go right. There are plenty of poles that you can grab on to,
but you can't since you are riding Yoshi. Just continue to the right, and
you will come to a platform with a Prize Block. Inside is a Cape Feather.
Another blue pipe awaits you. Don't enter it, and continue to go right.
You will then come to a rather long wooden platform. Run across it and
take off, as you descend, try to bounce forward off the Saw Blades until
you see the goal line. You are to glide beneath the platform with the goal
line, and spring up off Yoshi's back behind it! You will find another goal
line behind the previous one, and you can also net a 3-up Moon before you
leave for the secret exit! Once you are done, Mario will climb down a
beanstalk off the bridge into Soda Lake.
Warning! As you go the above maneuver, don't glide too high, or you may
hit the tape of the first goal line and stop gliding forward, and then
dropping to your doom! I had this funny time when I hit the goal line,
and the 3 star points appeared on the screen, and then I fell to my death!
---------------
Soda Lake
---------------
Soda Lake is one tough underwater obstacle course. It's because there are
plenty of Torpedo Teds around. Once they start to launch out of their
cannons, they will launch continuously without pause at all! Bringing Yoshi
along is going to provide you with a little protection from them all, since
when you charge through, and keep to the bottom of the cannon, you cannot
be knocked off easily. It's recommended that you play as Luigi as well.
At the start, swim to the right and upwards, eat the first Blorg and spit
it at the next one. Notice the Torpedo Ted cannon below. The Torpedo Ted
is continuously firing, so it's hard to get past once they start. You will
come to the only Prize Block in this level. It holds a Fire Flower. Get
it if you need to. To the right, are 2 Torpedo Ted Launchers on the ceiling.
Stay low and avoid them. Then, you will come to 2 Torpedo Ted Launchers
arranged in a column with a gap between them. There is a Dragon Coin in
that gap. Swim through that gap quickly to collect it. If a Torpedo Ted
comes up, continuously swim up and hit the bottom of the launcher. Luigi
is likely not to be knocked off Yoshi.
Next, you will come to a formation of 4 Blorgs. Stay low, and eat the 2
lower ones. Then continue right. Then, you will come to a low ceiling with
steps above. There are Torpedo Ted Launchers guarding each "step", and
there is a Dragon Coin to the right of the 2nd launcher. Coax the 2nd launcher
into firing to the left and quickly swim up and get the coin, then drop
down and swim to the right immediately. Swim upwards to the top of the
next brown pillar. And then you will find a Dragon Coin in the pit below.
That coin is guarded by another Torpedo Ted Launcher, but fortunately,
it's a little further away. So, you can get in and swim out before you
get hit. Then, you will come to a trio of 3 Torpedo Ted Launchers. The
2 to the right are arranged in a column with a gap between them. Swim through
that gap and keep bumping the bottom of the launcher so as to stay on Yoshi.
To the right are some Blorgs, and another low Dragon Coin that is guarded
by a Torpedo Ted Launcher to the right. But this time, it's much closer
so you have to react quicker. With that, swim beneath the next Torpedo
Ted Launcher to the right, and then get above the one after it. The last
Dragon Coin is there. Then, get down again and get past the next Torpedo
Ted Launcher. The final area has 3 Torpedo Ted Launchers placed so closely
together. Swim quickly to the right and don't even hesitate. There may
be some more Blorgs before the exit pipe, but fortunately, it's not a bad
idea to sacrifice Yoshi at this point. Use your temporary invincibility
and you should be able to make it through.
With Soda Lake completed, Luigi will wade south thorugh the lake, and down
the waterfall into the bay. Down there, he will get onto a remote island
with the portal leading to Star Road. Now, let's get back to business and
find Cookie Mountain, ok?
---------------
Cookie Mountain
---------------
Finally, sweet solid land. I assume you enter this level having lost Yoshi
in Soda Lake. Immediately after you enter, a shelless blue koopa will slide
down the slope and charge towards you. Whack that koopa to death. Then,
you will find a Monty Mole jumping out of the ground in front of you. Stomp
him or whack him. Then, jump onto the slope, and get up to the top. Jump
over the pit onto the row of Prize Blocks where the Sumo Brother is. The
Sumo Brother specializes in pounding the platform, causing flames to drop
down to the ground beneath it. Whack him with a cape. Then, bump the top
Prize Block for a Cape Feather. Jump forwards and steer clear of the pit.
In front of you is another slope with a shelless Koopa sliding down towards
you. Whack him to death and jump up onto his slope. Go right, and stay
on the slopes. Get the Dragon Coin above the slope. You may want to take
out the other sliding Koopas. Then, drop down to the ground and pick up
the Red Koopa Shell. Jump up the hill.
This hill is guarded by many Monty Moles. Kick the shell and let it go
down the hills and take out all the Monty Moles in the way. Then drop down
and go right, all the way to the pit partially blocked by 2 Red Exclamation
Blocks. You will come to a super deluxe Monty Mole hill. Watch out as they
jump out and try not to get hurt. Afterwards, you will find a long row
of Note Blocks above, and 2 Sumo Brothers are running the show above. When
they have stopped pounding the flames down, jump to the right and collect
the Dragon Coin as you go, then get away from the area beneath them quickly.
You will find a midway gate in the air. Use the green pipe to reach it.
Another giant Monty Mole hill awaits you. Let them jump out one by one
and get rid of them, then go to the right. Punch one of the 4 wooden blocks
for a beanstalk. Climb up for a third Dragon Coin. Jump onto the hill to
the left to find another wooden block with a 1-up Mushroom there. Then,
drop down and go right. Beyond the next blue pipe is a prize Block between
2 Note Blocks. Yoshi is inside. Hi buddy! He's going to be of help since
to the right, there is another Monty Mole hill, filled with surprises.
Let Yoshi feast on tasty mole meat, if you like. There is a Dragon Coin
on one of the hills. Eat the pink apple just before the pit.
Jump across the pit. Then, eat the second pink apple there. Yoshi will
lay an egg and release a cloud that drops happy faced coins. You are to
follow it and collect all those coins. IF you do, the cloud will drop a
1-up Mushroom before disappearing again. Get the Super Star from the
roulette block on the ground if you like. As you go right, you will come
to a Jumping Piranha Plant that spews fireballs. Then, you will also find
the Final Dragon Coin in the level before you reach the 2 rows of blocks
with Sumo Brothers. Run through the area with Yoshi covering you. Jump
over the next Chargin' Chuck, onto the tall blue pipe and then break the
tape at the Goal Line. That's it. With Cookie Mountain completed, Mario
will hike along the base of the mountain and then climb up a ladder to
the east to find Ludwig's Castle.
---------------
Butter Bridge 1
---------------
Butter Bridge 1 is a scrolling level that features lots of piston platforms.
The longer you stay on one, the lower it sinks, and the higher its mate
goes up. If you go too low, you will fall to your death. So, the best thing
to do is to keep hopping in place while you are on one of those platforms.
There are 3 coins between each of the first 2 pairs of platforms, and a
Red Koopa Paratroopa flies between the second pair. Then, you will come
to a collapsible platform with a Dragon Coin on its right side. Get it,
and then jump to the next pair of piston platforms. This pair also features
a grey collapsible platform in the middle. Jump to the right platform and
wait. You will find a wooden platform rather high above, and there is a
second Dragon Coin on its left edge. To reach it, jump forwards and bounce
off the back of the Red Koopa Paratroopa. It's easy to die here. If you
are desperate, let Yoshi give you a boost.
The next pair of piston platforms after the wooden platform you are on
has a Dragon Coin between them. Collect it carefully, then you will come
to a long platform of Red Exclamation Blocks. Above are a parade of Green
Koopa Paratroopas. They are all flying to the right. You can practice power
hopping by stomping all 9 without touching the ground, and then you can
get an Extra Life. Afterwards, you will find another pair of Piston
Platforms. There are 3 coins in the middle between them. Then, the next
pair has a column of 3 coins between them. Then, for the top pair, there
is a Dragon Coin in the middle, but it's quite low. To get it, you have
to stand on the right platform, and let it go down, then jump to the left,
get it and swerve back. Fortunately, the screen is scrolling downwards
at this point. Jump down to the next pair of platforms and then to the
longer solid platform to the right. You now come to rows and rows of wooden
blocks. The Prize Block at the bottom holds a Cape Feather.
As you go up, you will find that certain blocks hold coin boxes, but you
will have to bump them quickly before the screen catches up. At the top,
jump onto the next pair of piston platforms to the right, and you will
find a Koopa Paratroopa flying in the middle. Use the cape to help you
jump over. Let the platform drop a bit, and get the 5th Dragon Coin by
the collapsible platform. Finally, you will come to the exit, and there
are some Koopa Paratroopas around. If you have collected 30 coins up till
now, bump the Bonus Block and a 1-up Mushroom will be given to you. Go
through the exit pipe. You will need to take a running jump from your
platform to get to the goal line. With this level completed, another level
will be revealed on this long bridge, and that is Butter Bridge 2.
----------------
Butter Bridge 2
----------------
You will be please to know that this level is built on solid wood platforms,
so it's less likely for you to fall to your death. However, there is a
new influx of Super Koopas, so watch out! The blue Super Koopas with glowing
capes can have their capes stolen. The first Super Koopa you find is red,
and will swoop down from the right. Then, you will come to a low flying
Blue Super Koopa with a glowing cape. Steal his cape for your own use and
kill the wingless Blue Koopa left behind. With those 2 Koopas killed, the
initial path is clear.
Move back to the left and take off. You will land on a cloud with 6 coins
and a Dragon Coin in the middle. Take the Dragon Coin and drop down to
the left of the clouds. You will land on a long wooden platform. There
is a prize block high up. Use the Koopa Shell to hit it. It contains a
Cape Feather. Jump to the right, and find a series of platforms 3 logs
wide, each separated by a small gap. There is a small trickle of coins
slanting upwards, and the top coin is a dragon coin. If you are playing
as Luigi, you should be able to jump high enough to reach it.
Afterwards, you will find a Red Koopa shell being kicked towards you. Twirl
your cape and stop the shell, move to the right. So, there are plenty of
nasty Blue Shelless Koopas kicking Koopa Shells down on you. Make your
way to the right, stopping all the shells and use them as shields against
the enemies. At the end, you will find a pair of those shell kicking Koopas,
so beware. To the right of their platforms is the 3rd Dragon Coin. After
that, you will come to the Midway gate. There is a Shelless Green Koopa
to the right. Kill him. Then, a large squad of Green Super Koopas will
start flying around. This is truly overwhelming.
But eventually, you will come to a platform with a Green Exclamation Block.
To the right are 2 pipes. The right one can be entered. Drop down to the
lift below, and then grab on to the steam powered pole above. There is
a platform in the middle with a Dragon Coin. Get it, and ride to the right.
Leave. Go to the right, and you will get to another long platform. This
time, the red Super Koopas are coming at you in pairs, leaving a narrow
gap between them. Your best bet is to jump up and whack the lower one so
you can pass. Eventually, you will leave that platform and come to a series
of descending platforms.
The final Dragon Coin is to the right, and floating in the air between
2 platforms, and this is one tricky one. This is because it's on the same
level as the lower left platform. You should jump to the right, and float
slowly back to the left to get it. Then, you will find the Goal Line to
the right. To get to it, bounce off the squadron of 5 Red Super Koopas.
Once this is completed, Luigi will cross the bridge all the way to the
east to Ludwig's Castle.
---------------
Ludwig's Castle
---------------
This is the ultimate convergence point for the 2 paths that have been split
since Vanilla Dome. You now come to the Castle owned by the Koopa Kid who
likes to play many malicious melodies! Perhaps the music sounds horrible,
so Yoshi will not be willing to get in with you. In the entry way, go to
the right. Drop down to the path below, and you will come to a Bony Beetle.
Then, there is a Ball and Chain in the corner. Jump onto its center block
and you will not be hit. Jump up to the area above with the stone block,
and then drop down to the right. Then, you will find a pair of Ball and
Chains, one on the ceiling and one on the ground blocking the path. To
get past this tight area, Run forwards as the lower one is about to reach
its highest point, and do a squat run. With luck, you can glide past all
of those spiked balls and reach the exit door.
But hey, there is more, see that short segment in the ceiling above? You
can jump through it. Then you can jump up to the far right to play a Bonus
Game before you reach the next area. The next area features a ceiling of
spikes dropping down from the roof. Quickly run down the steps, jump over
the lava pools, and get the Dragon Coin on one of the platforms on the
way. Then, you will come to an On/Off block. Wait until the spikes have
almost come down onto the block and hit it. The ceiling will rise up again.
Jump up and get the Dragon Coin above. Then, jump over the next few lava
pits and take a dead run to the right until you reach the exit. The spiky
ceiling will come down on you after it has reached the top, so run for
it! Once you get to the exit, have a sigh of relief. It's going to be a
tight squeeze if you use Luigi, since it takes him a longer time to land.
This implies that Mario is a better choice for this level.
The next area features more wirenetting as for Iggy's Castle. To the right
is a Midway Gate. Jump over there and break the tape, then start to climb
up. The first set of wirenetting has some Green Koopas climbing. To the
right is a small alcove with a Prize Block. Inside is a Cape Feather. Then,
jump up to the next piece of wirenetting with only one Green Koopa. The
one above that has one Red Koopa, and has a gate for you to get the other
side. Then, you can get the Dragon Coin there. There are many small pieces
of wirenetting, each with a Green Koopa to the right. There is also a column
of Coins in the middle. Jump to the right pieces of wirenetting and drop
all the way to the bottom. There is a Dragon Coin in one small space in
the spike pit. There is no spike in that particular position, so you can
collect it without getting hurt. Jump back up and continue climbing up.
If you get hurt, there is another Prize Block to the right with a power
up. Now, jump back to the left. There is a wirenetting there that leads
to the top, where the door to Ludwig Von Koopa is. As you get there, you
will find a final Dragon Coin right above the spikes. Get it carefully,
and climb up to the door. Face the music! You are given a very long arena
to fight Ludwig. He spits flames at you, but you can defeat him by jumping
on his head 3 times. Every time you stomp him, he will withdraw into his
shell and hurl himself towards you, like any mad flashing Koopa Shell.
Then, he will make a side somersault and continue to spew flames. Stomp
him 3 times, and he will deflate.
As in most cases, Mario will use TNT to blow up the castle. But this time,
it takes off and crashes in a nearby hill. So, Ludwig Von Koopa's days
of composing symphonies in his castle are over. Now, they move on to the
Forest of Illusion. Mario and Luigi must try to solve the puzzles of this
perplexing forest. They got a point there!
*****WORLD 5: FOREST OF ILLUSION*****
With the castle destroyed, the hill to the right will have a bandage on
it, and a path will be revealed behind the castle's porch, and Mario will
climb down the ladder into a forest made up of trees with weird faces,
it's the Forest of Illusion! The most perplexing thing about this forest
is that basically every normal stage is connected to any other level. All
4 of the standard levels have secret exits, and are marked by Red Dots.
At the same time, the castle here must also be reached by a Secret Exit,
so if you are unaware, you will end up running around in circles! Here's
the map of the Forest of Illusion.
Forest of Illusion 1 --> Forest of Illusion 2 (standard)
or Forest Ghost House (secret)
Forest of Illusion 2 --> Forest of Illusion 3 (standard)
or Blue Switch Palace (secret)
Forest of Illusion 3 --> Forest Ghost House (standard)/Roy's Castle (secret)
Forest Ghost House --> Forest of Illusion 4
Forest of Illusion 4 --> Forest of Illusion 2 (standard)
or Forest Secret Area (secret)
Forest Secret Area --> Forest Fortress --> Star Road
As you can see, the secret exit in Forest of Illusion 1 provides a shortcut
to the Ghost House. If you are planning to only go to the Star Road, you
should take the shortcut and beat the later levels, going through many
secret exits. If you are interested in beating Roy Koopa, you have to beat
the first 2 levels the normal way and then find the key in the 3rd level.
--------------------
Forest of Illusion 1
--------------------
Welcome to the first level of the Forest of Illusion. The trees are so
tall and thick here that you cannot see the sky. There are some places
so thick with trees that you may find it hard to spot the enemies. You
will be introduced to a new enemy called the Wiggler. These enemies must
be eaten by Yoshi. They are immune to Mario's cape and fire flower. Stomping
on them only provokes them and causes them to charge at you angrily. Move
forwards and have Yoshi eat the Wiggler. Then jump over the pit to the
next path. There is a block above, and it has a Fire Flower inside. Let's
not bother with that, shall we? Jump over the next few pits, and onto the
next path with the Prize Block. Inside the block is Yoshi. A Wiggler will
also start walking from the right. Eat him. What follows are a couple of
Goombas and a Paragoomba. Then, you will find another Wiggler before you
see a spring block. You can use the spring board to reach the apples in
the trees high above if you like.
Jump over the pit to the next path. You will find a wooden block in the
middle of lots of note blocks. There is a Dragon Coin to the left of the
note block column. Bumping the wooden block reveals an 1-up Mushroom. Use
a Note Block and bump it to the right, and catch it as it falls while you
jump to the path to the right. You will come to an area that is rather
thick with trees. There are 3 Wigglers just waiting to be eaten, as well
as a Dragon Coin between 2 of the trees. Jump over the next pit and you
will come to the midway gate in the air over another pit. There is a roulette
block to the right. Eat the Super Star and run towards the right. There
are some enemies that force their way through the wooden blocks above.
Engage them one by one, same goes for the Wigglers, then jump up to the
wooden platforms above, and continue taking out the Koopas and Wigglers
that you find. It seems that once you have beaten 9 enemies, any subsequent
Wiggler killed will bring you 2 Extra Lives. When you have dealt with all
the enemies on the Wooden Platforms, jump to the right and into the trees
to take out 2 more Wigglers.
You may be able to get a 14-up, as tallied by the game. When you are done,
backtrack to the start of the path with all those enemies jumping out of
the blocks. Walk into the first large tree trunk you find, and jump up,
you will find a Dragon Coin hidden there. There is also a Dragon Coin on
the wooden platform that you may have skipped. When you are done, go to
the right into the pit with the Wiggler and Amazing Flying Hammer Brother.
Knock the Hammer Brother off his perch, and collect the final Dragon Coin
in the pit. Use the perch to reach the ledge above and jump through the
goal line. With this, Mario will blaze a path through the woods to the
right, and reveal a lake in the middle of the forest. It's Forest of Illusion
2. If you want to get to the Secret Exit, you have to stop at the end of
the wooden platform. Drop down and punch the Prize Block for a Power Balloon.
Float to the left, where there is a keyhole and a Prize Block on a lone
island. Punch that block for the key and stick it in. Mario will blaze
a trail to the west, revealing the Forest Ghost House.
---------------------
Forest of Illusion 2
---------------------
This is the underwater level of Forest of Illusion. It's entirely down
in the damp places. Even the exit gate is underwater. The secret exit to
Blue Switch Palace is also found here, so watch out. Make sure Yoshi is
with Luigi. Right at the start, there is a Green Exclamation Block in front
of you. Punch it for a Cape Feather and swim to the right. You will find
the waterway guarded by 2 large Urchins on patrol. Wait until they move
out of the way and move on. Then, you will come to a small gap leading
up. Another Urchin guards the area to the right. Consider eating several
of the Blorg formation coming from the right. Swim up through the gap when
the coast is clear. Try to spit out a Blorg at the Urchin, you will be
surprised that the Urchin is killed, so that's how you get rid of those
nasty troublemakers. Up there, to the left is a Dragon Coin closely guarded
by an Urchin. With Yoshi's help, you can swim to the left while bumping
the ceiling to get the coin without getting hurt. Another Urchin patrols
the stretch leading upwards to the right. Swallow a Blorg and spit it at
the Urchin. It will die, and you can swim up unopposed.
There are 2 square lumps to the right, both patrolled by Urchins running
along their edges. Dodge them and drop down to the bottom. Then go right
and swim up, avoiding all the Blorgs and Cheep Cheeps. The Prize Block
at the top holds a Fire Flower, but you don't need that now. Swim to the
right, and swim over the 2 Sea Urchins to find a Dragon Coin guarded by
a Rip Van Fish. Swallow him. It's a rude awakening! Spit it at one of the
2 Sea Urchins. Then, drop down, go left, and drop down to the trench below.
At the bottom, kill the Sea Urchin and go right. You will come to another
dead end with a Dragon Coin. In the alcove above, you will run into invisible
blocks. One of them holds a 1-up Mushroom. So, bump carefully, and make
sure you don't seal up the area completely. The block is the third one
from the left. If you accidentally hit the second or first block, the 1-up
already cannot drop down onto you. Swim back up and go on to the right.
Swim past the next few sets of Urchins, and you will find one moving up
and down, and there is a Dragon Coin at the bottom of the pit guarded by
it. Drop down and get it when the Urchin is up. Then, go right, and drop
down the gap when the Urchins are out of place. Drop all the way to the
bottom. Then swim to the right. Try to keep low in order not to attract
the attention of the Rip Van Fish above. However, a Chargin' Chuck down
below will wake them up for you anyway, and they will all give chase! Before
swimming right to the Goal Line, be sure to collect the final Dragon Coin
from the alcove to the right that is one of the Rip Van Fish's resting
place. With this level completed, Luigi will blaze a way south to another
point which is Forest of Illusion 3. This level also has a red dot!
If you want to visit the Blue Switch Palace, drop all the way down just
before the Rip Van Fish and go left, through the wall to the left of the
Yellow Exclamation Block. This wall is not solid. The key and keyhole are
waiting for you there. Luigi will blaze a path to the right, and the Blue
Switch Palace will pop out of the woods.
-------------------
Blue Switch Palace
-------------------
The Blue Switch Palace is much simpler than the Red Switch Palace when
it comes to collecting extra lives. There are a lot of Spinies on the brown
platform high above you at the start of the level, and there is a long
row of coins. Before doing anything else, collect all the coins. Then,
go back to the left and stomp the Grey Switch Block. All Spinies will turn
into Grey Coins. Then, stomp the Blue Switch Block so that the Grey Coins
will fall down on you. Collect them all, and you should be able to collect
3 Extra Lives. With them, go through the pipe. Run across the hallway and
trip the Blue Switch. The Power of the Switch Palace will turn all invisible
Blue Blocks into Blue Exclamation Blocks. You can then save. Please note
that Blue Exclamation Blocks are meant to provide platforms and no power
ups. So, if you bump one from below, you get nothing.
---------------------
Forest of Illusion 3
---------------------
Forest of Illusion 3 is the land of enemy filled bubbles. The bubbles will
hold Goombas, Bob-ombs or Cheep Cheeps. Touching any bubble will burst
it, and the enemy will pop out. If you wait too long, the enemy will come
out too. So, the best approach is to use Yoshi, let him have the preemptive
strike by eating the contents! Yummy! All ready wrapped food. Right at
the start, there is this Bob-omb in a bubble coming towards you. Eat him,
then jump over to the pipe where the first Dragon Coin is. Drop down, collect
it, and eat the Goomba from the right. Jump over the lower pipe. Jump over
the next pit for a Bob-omb and a Goomba hidden inside bubbles. They will
make a nice meal. Use the Springboard to the right to bounce up the tall
pipe, and drop down between the 2 pipes for a Prize Block. You will find
Yoshi inside. Get the 1-up, since Yoshi's there with you. The shorter pipe
leads to a bonus game, but I will skip it this time.
To the right before the grey pipe is another Bob-omb in a bubble. Beyond
that, there are 2 Goombas and a Bob-omb in bubbles. Jump up the wooden
block steps. The second block from the ground is a coin block. Stand on
the lowest block and whack it continuously with your cape for loads of
coins. There will be a Super Mushroom provided for you in another bubble
to the right. Jump across the next pit for a springboard rather high up.
Bump the red Koopa Shell so that it hits the block and knocks it down to
you. Carry it to the tall pipe to the right and jump right over. To the
right is a Dragon Coin in the air, with several more enemies in bubbles.
Go over the pit, and you will come to an area with lots of blocks overhead.
Move to the right cautiously. This place is filled with Goombas galore,
and the Midway Gate can be found at the end, so can a Super Mushroom packed
in a bubble. Jump over the next pit and go onto the next golden pipe. There
is a pit between this pipe and the next. Get the dragon coin in the air
as you jump. Jump over the next few pits until you reach the Prize Blocks.
The top prize block is a coin block. To the right is an area filled with
Prize Blocks. There is another Dragon Coin on one of them. Jump over the
next pit, and you may find Cheep Cheeps in bubbles if you are slow. There
is a Chargin' Chuck waiting for you to the right.
He will split into 3 if you give him the chance, so get past him and jump
up to the tall green pipe quickly. The ground to the right holds the final
Dragon Coin. Get it, and jump through the goal line to the right. Now,
Luigi will go northwest to the Forest Ghost House! This is really a circular
route! If you need to find the secret Exit to Roy's Castle, enter the tall
green pipe, and you will find the key and keyhole hidden beneath a row
of wooden blocks. Spin jump through the blocks for the key. Then, Luigi
will blaze a trail south, out of the forest to Roy's Castle by the coast.
-------------------
Forest Ghost House
-------------------
If you check the level menu carefully, you will find that there are 2 exits
in Forest Ghost House. Only one of them leads to Forest of Illusion 4,
so you have to choose the exit carefully. The opening area is very tight,
and has little room to maneuver. You will find a Big Boo right in front
of you as you enter. Run past him quick. Then, drop down that small trench
and face left. Duck and let the Eerie pass over your head. Then, you will
come to a large pit guarded by another Big Boo. He's blocking the way.
You have to lure him out of the way by turning your back to him. When he's
safely away from the passage, you can jump up and continue. Run across
the hallway, outrunning all the Boos, and you will find another pit. This
time, the other side is blocked by 2 Boos. Lure them away. You must hurry,
since you are surrounded. When they are out of the way, jump over them
and continue to the right. You will come to an area where you have to jump
up to proceed. There are 3 Eeries passing by overhead, and you have to
let them pass. Once they have passed, hurry and jump up and don't let the
Boos cut you off. You will leave the tight area.
In the next relatively open area, you will be confronted by an Eerie. Then,
a column of 3 Eeries. You will now come to a platform with 2 Prize Blocks.
One of them holds a Cape Feather and there is a Dragon Coin above them.
The Eeries are rather persistent here. Jump over to the right when the
coast is clear and go through the door. You are in another of those Ghost
Filled Rooms. Run to the right. This time, there are blocks on the ground,
so you are forced to jump up. The first flying Prize Block you see holds
a Fire Flower while the next one holds a Cape Feather. You will find a
couple of Dragon Coins here before you reach the stone ledge. (with the
4th Dragon Coin.) There is a switch block there. Get it and quickly go
right and get down. That part is quite a high area, and you can easily
get hurt by the Boos above. Drop down to the second pit and stomp the Switch
Block. A Blue Door will appear. Go through.
You are now in the area above the initial tight entry hallway. Go left,
and avoid the Boos as you go. There is an exit door, but don't go through
it. Instead, go far left for the Dragon Coin, then, find the first Boo
of the level. Lure him away from his spot, and then you will find that
he is hiding a door. Go through it and you will find a Goal Line with a
3-up Moon there. Get it and go through. Luigi will sort of recreate a trail
back to Forest of Illusion 1. To get to the main exit, enter the first
door I told you to skip. Luigi will blaze a trail to the southwest and
you will come to Forest of Illusion 4.
---------------------
Forest of Illusion 4
---------------------
Forest of Illusion 4 is the land of the Lakitus. There are plenty of them,
in the clouds and hiding in pipes. The clouds of the Lakitus can be stolen
in this game. All you have to do is to throw an object up towards them
in the sky and they will be knocked off, and you can get the cloud and
have a free ride. At the start, a Lakitu is fishing for you, he's hanging
a 1-up down at you. If you get the 1-up Mushroom, he will start throwing
Spinies. So, it's best not to get the 1-up. To the right before the first
pit is a Green Koopa Paratroopa, and then, you will find a Red Koopa. Swallow
him and spit out flames at the Lakitu. If you manage to hit him, he will
be killed, and leave his cloud for your use. Jump onto it and ride around.
It's easy to steer, but it does not last forever. Float up to the right
and get the First Dragon Coin. Continue to float to the right and enjoy
the scenery. There are quite a number of Lakitus hiding in the pipes. You
will eventually find a Dragon Coin on the ground beneath the row of Prize
Blocks. This is when you have to abandon your cloud and get it. Jump over
the next pipe and eat the Lakitu there. One of the Prize Blocks holds a
Fire Flower, so you can get it if you please.
Jump over the next pit and eat the Lakitu in the Blue Pipe. Jump over the
pit and onto the green pipe. It is rising and falling. When it is at its
highest position, jump to the right and collect the Dragon Coin. Jump over
the pit to the right and eat the Lakitu in that pipe as well. Yummy. Continue
to the right. You will find the midway gate on a hill high up. Break the
tape and move on to the right. You will then find a Blue Pipe in the middle
of the air. There is a Lakitu guarding it. This pipe leads to the secret
exit, but let's worry about the Dragon Coins before we get there, all right?
There is a switch block beneath the pipe. You don't need to take it.
You will then come to a series of steps. A Green Koopa Paratroopa is jump
down the steps. Avoid him and move on. You will come to several green pipes,
and a new Lakitu will start dropping Spinines on you. Ignore him. Continue
to the right until you find the Blue Shell. Swallow it and fly upwards.
You will find the 4th Dragon Coin there. Continue to the right. You are
nearing the final stretch when you see the Grab Blocks. Fly around and
find the final Dragon Coin. Continue to the right and you will see the
Goal Line. Go through it now. It seems that Luigi will blaze a trail east
back to Forest of Illusion 2! That's it. You now know that if you don't
take any secret options, you will more or less be running around in circles.
To get to the secret exit, enter the Blue Pipe I mentioned. It's possible
to jump there with the help of the cape. Inside, you will be in a room
with a key and a keyhole. Stick it in. Luigi will blaze a path to the south,
and you will reach the Forest Secret Area.
-------------------
Forest Secret Area
-------------------
Forest Secret Area features 2 flying lifts. You are supposed to stay on
them in the entire course of the level, and collect as many coins as you
find. Of course, there is going to be Koopa Paratroopas all over the place.
First, pick the left one. It will first go upwards, and then go downwards.
That is when the 2 flying platforms meet. Don't change platforms yet. As
the platform continues to do down, you will eventually find a Dragon Coin
in the middle of several coins. Just watch out for the Green Koopa
Paratroopas in the place. The platform will then go up, past a Prize Block,
and reach another Dragon Coin high above. As you descend, you will run
into another Koopa Paratroopa. Then, you will find a Prize Block above
you. Bump it and there is a Fire Flower inside. It's not very practical
to use a Fire Flower right now. Continue to the right. Watch for the ambush
of Red and Green Koopa Paratroopas. These guys are very nasty.
As you reach the next highest point, you will find the 3rd Dragon Coin.
After the next descent, the platform will rise up towards the platform
of Blue Exclamation Blocks. That row of blocks is solid, and you will be
knocked off if you stay on the lift. Jump onto the platform quickly and
bump the Wooden Block for a 1-up Mushroom. Continue with the same lift.
It is going to ascend and descend, and in the way is a Dragon Coin. The
goal line is to the right, there may be 3 1-up Mushrooms behind the goal
line. So, before you exit, consider changing lifts, and you may be lucky
enough to get past the goal line and get the 1-ups, otherwise, they will
be reduced to coins. With this level completed, Luigi will blaze a path
to the southwest, out of the forest, and you will find the Forest Fortress
by the west coast.
----------------
Forest Fortress
----------------
This is one of two final levels of the Forest of Illusion, and completing
this does not take you to the next world, but only to the Star Road. It's
quite tough, and you will find the saw blades here as new hazards. The
first room features a scrolling area with giant wooden pillars overhead!
Right at the start, there is a Dragon Coin above you at the left of the
screen. Get the coin before the screen starts scrolling. A pillar will
drop down to your right. Then, past the next trench, you will find the
first of the Grinders. It's moving in a fixed track. Duck down in the trench
as the next pillar drops down. The next trench is also guarded by a Grinder.
The only safe spot to duck in is the far right of the trench. The Grinder
simply cannot reach that spot. Get the Dragon Coin above and drop down
into the right trench. Duck. When the pillar is up, jump up and to the
right before the scrolling screen crushes you.
You will then come to 2 pits sealed with Blue Exclamation and Red
Exclamation Blocks. Stick just behind the Grinder, and let the pillar drop
down in front of you. When the path is clear, run past both of them. The
next pit is blocked off by a Yellow Exclamation Block. Fortunately, you
can just stick to the left and the pillar would have long dropped and gone
back up by the time you reach the Grinder. The final 2 pits are also guarded
by the Grinders, and there is one more Dragon Coin in the air near the
left Grinder. Wait until it's down before jumping up and get it. Then run
right to reach the door. You will be in the next area.
As soon as you enter, a Grinder will drop down and roll along the ground
to get to you. Jump over it. Then, break the midway gate. Jump over the
lava pool. There are 2 Podoboos down there this time! Jump up the steps,
and drop down into the pit. Quickly jump over the 2 Grinders and run full
speed up the triangular block. To add to the difficulty, the designers
have added a Dragon Coin at the upper left corner of the alcove there,
so you may have to drop down to the Grinder Pit again before you can proceed.
There is another lava pit with 2 separate Podoboos. Jump over it. You then
come to a stone bridge with Grinders. Fortunately, there are blocks above
which help you avoid the dangerous path below. Podoboos will pop up from
through the bridge. In the next tight area, stick to the upper path, then,
you won't be easily hurt by the Grinders. There is a Prize Block in one
corner with a Cape Feather inside. The entrance to the Renzors is beneath
the next stone platform. However, go over the platform to the right and
you will find a final Dragon Coin before the large lava pit. If you have
a cape, you can fly over this pit for another door to the Renzors. Let's
bump them off their perches as before, and another entrance to Star Road
will be opened to you.
---------------
Roy's Castle
---------------
This is the 5th Castle in the game, and things are getting a bit complex
for Mario. This is because, the entire first section of the level involves
moving around in a single lift platform. Drop down onto the lift, and let
it carry you around the giant lava pool. It is the only way for you to
proceed. Before the platform moves upwards in a step like form, collect
the Dragon Coin in the air above the platform. Watch out for the Podoboo.
As you reach the ceiling, you will find a fireball bouncing up. If you
stick to the right, you can avoid getting hit. The lift will then start
to twist and descend, before moving upwards in a stepwise way. As you reach
the top, you must duck to avoid the fireball. Then, the other fireball
may miss the platform, and you can be safely out of the lava pit.
The next area is a large spike pool. There are many dropping spikes. The
best way to deal with them is to tend to the back of the lift. Then they
would have dropped long before you have reached them. The first pit alone
holds 3 Dragon Coins. That's great, right? This part is not very hard,
just concentrate and you won't fall in by mistake. You come to the Midway
Gate. Break the tape. The snake like lift will drop down to the pit. Don't
follow it, instead, jump to the right. Move down slowly, and avoid the
spikes on the ceiling. There is a Switch Block. I suggest you to carry
it to the right before stomping it. Run across the next catwalk, and avoid
the podoboos from below. When you have passed the first Bowser Statue,
stomp the switch. Any subsequent Bowser Statues would have fallen down
the large pit to the right. (They are mounted on brown blocks!) But still,
the Bowser Statues here no longer shoot lasers, they just spit flames.
The next platform is one that contracts and expands. There is a lone
fireball guarding it. Bump the Green Exclamation Block for a Cape Feather
if you need to, otherwise, jump onto the green block. Jump to the right,
and while you are drifting, collect the last Dragon Coin in the air. The
Bowser Statue would have dropped down the pit due to the switch being
stomped. One final Bowser Statue awaits you before the door leading to
Roy Koopa. If I remember correctly, Roy Koopa is the Koopa who is called
Bully Koopa in the Super Mario World Cartoon Show. He is to be defeated
the same way as Morton Koopa, but this time, the 2 walls will close in
as time passes, so you must hurry. Once you have beaten him, Mario will
attempt to blow up the castle as usual, only the bomb doesn't get set off
until he walks up close! A Red Yoshi is freed, and you are on to a Delicious
Chocolate Island!
*****WORLD 6: CHOCOLATE ISLAND*****
Charlie Bucket or Willy Wonka will be pleased. This island is made entirely
of chocolate! I wonder if Bowser or the King of the Dinos has sent Willy
Wonka to build this island from scrap. (Like that nutty Indian Prince
Pondicherry!) But still, this chocolate must be very strong, since it does
not melt under the hot, hot sun! This island is one of the most linear
levels of the game. There is one standard straight path, going from east
to west of the island, and then there is one single secret level accessed
early on, that provides a shortcut to the Castle here. This is the only
world where the Fortress is situated in the main path. Here's the map of
this tasty and delicious island!
Chocolate Island 1 --> Choco-Ghost House --> Chocolate Island 2
Chocolate Island 2 --> Chocolate Island 3 (standard exit)
or Chocolate Secret (secret exit)
Chocolate Secret --> Wendy's Castle (shortcut)
Chocolate Island 3 --> Loop back to Chocolate Island 3 (fake goal line)
or Forest Fortress (real goal line)
Chocolate Fortress --> Chocolate Island 4 --> Chocolate Island 5
Chocolate Island 5 --> Wendy's Castle
-------------------
Chocolate Island 1
-------------------
This must be the original Chocolate Island, before whoever it was built
the huge extension to the west by chocolate. Chocolate Island 1 is on a
green island, so the ground has grass. This place is home to the Dino Rhinos,
which are green hybrids of dinosaurs and rhinoceros. They have a smaller
version called Dino Torches. These guys can spew fire at you. Stomping
a Dino Rhino turns them into the smaller version. Both of them will turn
and chase after you. Fireballs can kill Dino Torches. These enemies also
can climb over pipes! Right at the start, a Dino Rhino will charge towards
you. With Yoshi, stomp him dead in one hit. Then, you will come to a slope,
where a Dino Torch drops down towards you. Eat him. Use the slope to reach
the top of the hill above. Eat the Dino Torch you find above. There is
a Super Mushroom that will jump out as you pass the bush. It's not very
useful, since you have Yoshi. Then run down the hill. There is another
Dino Rhino running up towards you. Stomp him. You will then find a series
of steps, with a number of foolhardy Dino Rhinos running and jumping towards
you. They are just asking to be eaten.
Finally, there is another Dino Rhino beneath the Flying Question Block.
Stomp him, and bump the question block for a Fire Flower. I doubt that
you will need that. Then, jump up the next hill to engage the Dino Rhinos
that bother to bounce up after you. Then, you will come to a Green Pipe
with a Jumping Piranha Plant. Behind it is another slope with a Dino Torch
running down towards you. Eat him as well! Continue to the right. You will
find the first Dragon Coin in this level, which is rather late! Enter the
Golden Pipe. You will be propelled to the right.
You will be propelled past a Dino Rhino, so let's get back and stomp him.
Continue to the right. You will then come to a springboard at the edge
of a pit. Use it to bounce up to the Midway Gate high up in the air. (If
you did not enter the Golden Pipe just then, you cannot find this Midway
Gate.) You will then come to a pit with munchers at the bottom. Stomp the
Switch Block to turn the coins into a brown platform. Then you can cross.
Watch out for the Chargin' Chuck! To the right is another slope with a
Dragon Coin at the top. Get that coin and run down the slope. You will
be meeting a Dino Rhino and 2 Dino Torches. There is another Flying Question
Block with a Fire Flower. Continue right. Go up the hill and face the Dino
Torch. Then, jump over the large pit.
You will come to a Prize Block. Yoshi is inside, or maybe a 10up Mushroom.
A Dino Torch will jump towards you from the right. Eat! Must eat! To the
right, are several pits blocked by Exclamation Blocks. There is one Yellow
Exclamation Block guarded by a Dino Rhino. Stomp him, and get the Super
Mushroom if you wish. If you have not entered the Golden Pipe back there,
it will be a Green Exclamation Block. The blue pipe before the Red
Exclamation Blocks can be entered. It leads to a water world with several
Porcupuffers. The wooden block you see holds a 1-up Mushroom. Use the
Micro-dolphins to get to the exit pipe. Upon exiting, you will be propelled
across the large pit, and you will find the goal line in front of you.
Make sure you get the Dragon Coin on the springboard before you cross the
goal line. The springboard is useful in amassing many Star Points for the
cause, I am sure. With this, you will move to the mainland.
-----------------
Choco-Ghost House
-----------------
This is the first time I encounter a Ghost House so early in a world. It's
just the first level! No matter how tasty are the things inside, you are
NOT allowed to bring Yoshi inside, much to his disappointment. This level
features sliding floors, where the gap will move left and right, and you
must time your jumps.
The first sliding gap will appear immediately to your right. Jump over
it. Two Eeries immediately follow! Jump past the next platform, and you
will find 5 Eeries moving towards you. Back track to the previous platform
and let them get close before you jump over them all. Jump over the next
moving gap. 3 Eeries await. Across the next gap, a pair will come over
to you. Jump between them. Across the next gap, a fishing Boo will come
over. He uses a flame as the bait, so you CANNOT touch the bait. Your jumping
abilities are hence limited at this point. The following path is continuous,
and no jumps will be required at the moment. Several Eeries will patrol
the paths. The first one can be avoided by backing up to the left stairs,
and letting him pass. The second one can be dodged by simply keeping low.
You will then come to a Prize Block on a low platform. Bump it for a Cape
Feather. Then, run to the right, and jump over the pit. There is a Dragon
Coin on the lower platform to the left. Use the squat jump to dodge the
bait and reach the coin.
The Prize Block holds another Cape Feather. Then go right, and jump across
the next few sliding gaps. A pair of Eeries will swoop up and down beyond
that gap, so your timing as to be precise to jump between them AND avoid
the flaming bait. The next pair of Eeries can be dodged by ducking before
the sliding gap. Jump over the gap for the Midway Gate. One final Eerie
awaits you before the door to the next area. Be sure to collect the second
Dragon Coin to the right before going through the door. The next area
features Boo Blocks. They are blocks that turn into Boos when you face
away from them. They are harmless when you face them. The first Prize Block
can be reached with them. It holds a Fire Flower. Go right, and you will
find a large room with a Dragon Coin rather high up. A line of Boos will
move around, avoid that and use the Boo Blocks to create steps for you
to jump up and reach the coin.
The next room holds the exit on the ledge high up. Ignore that, and go
right to the next one. There is a Dragon Coin above a platform. Avoid the
Boo lines and get it. Then go to the far right room. The top platform holds
the final Dragon Coin. Get it and then get to the exit. If you have no
cape to fly up, you should lure one Boo Block to give you a little boost.
Go through the goal line. With this level completed, Mario will bust a
path to the south to Chocolate Island 2.
------------------
Chocolate Island 2
------------------
Chocolate Island 2 is the first level where the timer really matters. The
areas you get to visit change depend on how fast you complete your previous
areas and the amount of coins collected. So, there are many possibilities
here. To get to the secret exit, you must complete the first two areas
with 250 seconds or more left in the timer, and this means you only have
50 seconds! It's recommended that you bring in Luigi and Yoshi for this
course, since only then you can move fast. First, I will tell you how to
get to the Secret Exit. At the start of the level, jump up to the hill
and all the way to the summit where there is a Dragon Coin and Yoshi in
a Prize Block. Get him, and jump off the hill to the right and collect
the second Dragon Coin there. Go through the pipe.
Since you have collected very few coins, you will be given a cliff region!
This area features lots of slopes overlooking a pit, and to tell you the
truth, the ones sloping to the right are hard to jump on, but with the
Cape in hand, you can bounce off all the Red Koopa Paratroopas and reach
the pipe quickly. You should definitely have more than 250 seconds left
on the clock right now. This is the area with the secret exit. It is guarded
by some pitching Chargin' Chucks. If you have completed all 4 Switch Palaces,
there will be a walkway above them that will allow you to get to the key
at the dead end without much trouble. Otherwise, you will have to use the
Grab Blocks and fling them at the Chargin' Chucks. With the secret exit
opened, Luigi will bash his way through the chocolate to the south, before
moving in an anti-clockwise direction all the way to the north shore where
a pipe is. If you enter that, you will find yourself on another plateau
overlooking the Valley of Bowser. It's Chocolate Secret.
Now, let's try to beat the level using the standard exit. So, take your
time in the first area and collect as many coins as you can. There is a
coin box above the spring block at the start, but a little lower to the
right of that is an invisible block. Step on it once it is revealed, and
then jump up and whack the coin box from the right to get over 10 coins,
then proceed to the top of the hill as usual, and collect the 2 Dragon
Coins. Don't worry about Yoshi this time. If you have around 260 seconds
left at this point, you will find yourself in an area with a Cape Feather
in front of you. Get it, and run up the Triangular Block, take off at the
top and get the coins in the air. You will come to a plateau with a Dragon
Coin on it. You can stop, land and get it, and then use the Cape to glide
to the exit. If you have 229 seconds left at this point, you will come
to a watery land. There are no enemies here, just lots of Super Mushrooms
in floating bubbles like those in Forest of Illusion 3. Dig in! There is
a 4th Dragon Coin here. Go through the pipe.
If you have 214 seconds left at this point, you will find yourself facing
a large pit that is completely sealed up with Exclamation Blocks. There
is a Switch Block in front of you. Carry it and walk across the pit, then
you can collect the final Dragon Coin at the end, and pass through the
goal line with the Switch Block. If you have a Cape Feather in reserve,
you will get a 1-up Mushroom as a bonus! Now, Luigi will smash his way
to the west, where Chocolate Island 3 is.
-------------------
Chocolate Island 3
-------------------
Chocolate Island 3, like most of the other 3rd levels are a highland
platformer level. This time, you will be using a lot of mechanical swing
lifts, most of them have a Koopa or Fuzzy on the central hub. The latter
are more annoying, but can be eaten by Yoshi. Jump to the right through
the first set of Swing Lifts, and then drop down to the next platform.
Then, jump up to the next Swing Lift guarded by a Red Koopa to reach the
Dragon Coin high above. Jump through the next set of Swing Lifts to a
platform with a Prize Block. There is a Cape Feather inside the block.
Get it if you please. Then, jump your way past the next few Swing Lifts.
The second Swing Lift of the next set has a Dragon Coin at the bottom.
The Red Koopa is no threat, really. Then continue to the right. There is
a Blue Pipe leading up. It leads to a bonus area with loads of coins, which
can be collected by riding on the Swing lift. Collect as many as you can,
and also bag the Dragon Coin. Leave. You will now find yourself in an area
with Swing Lifts guarded by Fuzzies. This place is really hazardous. But
still, there is a Dragon Coin 2 the right between 2 swing lifts.
Then, there is one below the Swing Lift that follows! Duck to dodge the
Fuzzy. Then, you will come to a Bonus Block. Punch it, and a 1-up Mushroom
should appear, since you have collected more than 30 coins. Now, to the
right is a wooden block, punch it and a beanstalk will sprout. Up there,
is a Swing Lift leading to a goal line. Unfortunately, this is a FAKE Goal.
When you beat this, you will follow a roundabout path that leads back to
where you start! But, how do you get to the real one?
Well, actually, there is something else behind the Goal Line. To get there,
run along the platform below, and fly upwards beneath the Goal Line, and
come up through the platform behind it. Then, you can run and take off
to the right, through the skies and reach the final platform with the goal
line. It seems that there are 3 Wooden Blocks before the real goal line.
Each of them holds a 1-up Mushroom. (Note that if you don't have a cape,
you must bring Yoshi in order to reach the gate. Eat the Blue Koopa, and
then use his wings to fly through the long stretch of nothingness and then
you will eventually reach the final platform.) Now, Luigi will continue
to blaze a trail through the chocolate hills until he reaches a Fortress,
the yummy yummy Chocolate Fortress.
-------------------
Chocolate Fortress
-------------------
This is the first time I encounter the Fortress in the middle of the world,
instead of near the end. But you are in for a treat, literally. Of course,
Willy Wonka has learnt his lesson from the Prince Pondicherry fiasco, and
has strengthened the melting point of his chocolate mix, and it's going
to take forever for this fort to melt. So, let's go in and take care of
the enemies inside. You come to a new obstacle. Sharpened wooden pillars
that move up and down. The pointed tips will hurt if you touch them. The
first pair moves from the ceiling and ground at the same time, and will
meet at the middle before stopping. Let them move out of the way and jump
through. Whack the Dry Bone that appears next. Then, you will come to a
pair that rise and fall in unison with a gap between them. Jump between
them as usual. There will be a pool of chocolate fudge next, but fortunately,
it's blocked by a row of Red Exclamation Blocks, so you won't end up being
Augustus Gloop, the great fat greedy nincompoop. The next opening is
guarded by one sharp wood pillar. Wait for it to rise up before jumping.
The next pool is large, and a wood pillar will occasionally move down from
the ceiling, wait for it to move up before jumping. The next island has
a Prize Block with a Cape Feather inside. This is when the flames start
appearing from the right. They come from many directions, and you have
to pay attention in order to avoid them all. Jump over the next few pools
of chocolate fudge, and you will come to a Dragon Coin guarded by a sharp
wood pillar. Wait for it to drop down before getting it. Jump over the
next pool when the pillar has gone up. Then, you will come to another pool,
blocked by a row of Blue Exclamation Blocks. Beyond that is a pair of sharp
wooden pillars adjacent to each other. Wait for them to both come down
and jump over to the other side. Now, just make your way through 4 more
sharp wooden pillars and a Dragon Coin and you can reach a midway gate
and a door that leads to the next area.
The next area is a Thwomp and Thwimp haven. For the first pit, you have
to lure the Thwomp to drop, and then drop down yourself as it rises to
get past the spikes. Another Thwomp is guarding the path ahead. You need
to jump up over that small bump while he's rising up. Another bump is guarded
by a Thwomp and a Thwimp. Stick to the left of the bump and duck. When
the Thwimp has gone to the left and the Thwomp is rising, jump to the right.
Then, you come to a row of Prize Blocks with a Dragon Coin guarded by 2
Thwomps. First, run across the small gap between the path and blocks and
collect the Dragon Coin at the top, then drop down and bump the Prize Blocks
for a Cape Feather. Then jump over the pool of chocolate fudge when the
Thwomps are rising. Then, you will make your way past two Thwomp-Thwimp
pairs. The second Thwimp is blocked in by the Red Exclamation Blocks, so
you are rather safe. Then, you will come to a spike pit guarded by a Thwomp
in the middle. You have to jump using the cape, lure the Thwomp down, drift
to the left, and then make your jump across the spikes. Then, you will
come to two pairs of Thwimps. It's easy to pass them, but it's hard to
get the Dragon Coin guarded by them without getting hurt. Immediately past
the next spike pit is another Thwomp, lure him down, drift to the left
before jumping over him.
Then, you will come to a small bump in the middle of a spike pit with a
Thwomp guarding it. There is a Dragon Coin there too. Then, make your way
past the next few bumps in the spikes guarded by Thwomps. Several of them
are sealed in with Exclamation Blocks, so it's relatively safer. Only one
last Thwimp gets in the way. Before you reach Renzor, you will come to
a Green Exclamation Block. Get the Cape Feather before going in to face
the Renzors. Let's bump them off their perches like you have done before!
-----------------
Chocolate Secret
-----------------
Now that we are past the midway point of the standard path of Chocolate
Island, it's time to take a look at the one and only secret level. This
level is found very far under the ground, and is on another plateau to
the south, and overlooking the Valley of Bowser. Let's play as Luigi, bring
capes and Yoshi to help you with what you are doing. Right at the start,
drop down, and you will be overlooking a pool of lava. Jump onto the
Springboard in order to bounce to the right. Take care of the Blarrg hiding
beneath the springboard. Move along the path, and kill the Buzzy Beetles.
Then, you will come to the first hill with a Chargin' Chuck who is practicing
his kicks. Swallow a Buzzy Beetle on the ground below him and spit it at
him. Repeat this with the second Buzzy Beetle, this time, spit it out at
the Chargin' Chuck at the top. Then slide down the hill and jump over the
pit. There is a Prize Block. It holds a Cape Feather.
You might as well go up the hill and take out the Chargin' Chuck before
you try getting it! With that, get the Cape Feather, go up the hill and
go up the green pipe. You will be rather high up in the sky. There is a
series of dropping grey platforms, and there is a Dragon Coin in the middle
of the air guarded by an Amazing Flying Hammer Brother. You must first
jump along the platforms, get rid of the Hammer Brother, land on the hill
to the right, before you jump back to the left and grab the Dragon Coin
in the air. The collapsible platforms would return once more.
Now, enter the exit pipe. Go right, and drop down to the bottom of the
hill beneath the Chargin' Chucks. Grab the Dragon Coin, and go through
the pipe to the next area, and don't bother with the Midway Gate. Just
slide down the hill, and hit any Buzzy Beetles you find. It's just like
the old days of Super Mario Bros. 3. If you are nervous, you can just jump
to the right, and slowly drift down. At the 3rd slope, there is a small
pit with Munchers, so you must look before you slide. Go through the pipe
to the next area at the bottom.
The next area features a series of steps with Spike Tops moving down them.
Whack the Spike Tops with your cape as they get in the way. You will come
to a yellow pillar floating over the lava pit. Jump on it, and immediately
jump back to solid ground before the pillar sinks into the lava. There
are even more Spike Tops in the path ahead. One of the pits holds a Dragon
Coin. Collect it now. At the end of the path, you will come to a series
of yellow pillars that act as stepping stones for you to jump across the
lava pit. As soon as you land on one, the entire series will sink, so you
must jump fast. There is a Dragon Coin on one of the pillars. At the other
side, you will come to a path with Chargin' Chucks guarding the way. The
lone Prize Block holds a Fire Flower. Get it only if you are short on power.
At the end of this path, you will come to another series of sinking pillars.
Jump across them swiftly. The final Dragon Coin is in the air between the
ledge and the last pillar. Once that part is clear, you can reach the exit
pipe. You will find the goal line. Once this level is completed, you will
be given access to the western pipe, and you will emerge very close to
Wendy's Castle. This really IS a shortcut for you.
-------------------
Chocolate Island 4
-------------------
This time, you will be visiting a chocolate cave. It's all underground,
but veins of chocolate fudge are all there. Just don't fall in if you don't
want to be like Augustus Gloop! Go down the hill, and jump onto that orange
and green lift, and let it give you a boost upwards and across the pool
of hot chocolate fudge. Then, move past this small hill and jump past the
next set of orange and green lifts to get to the other side. You will find
a Dragon Coin there. You will then come to a rather large pool of hot
chocolate fudge. To get across, you will have to make your way to the right
and down. If you continue upwards, you will reach an alcove with a Super
Mushroom. Go down, and jump onto that dropping platform for the next path.
Go up the slope and jump up to the left for another Dragon Coin. As you
can see below, there is a pool of hot chocolate fudge sealed up with Blue
and Red Exclamation Blocks. You can get the 3 1-up Mushrooms with ease
now. Just use the orange and green lifts to get back up. The Midway Gate
is also down there too. Then, you will come to a diagonal of wooden blocks.
There is a Dragon Coin on it. Bump one of the wooden blocks to reveal another
Dragon Coin below, as well as a brown pipe leading to a bonus area.
Inside the Bonus Area, stomp the Switch Block, and drop down level by level
to find your prizes. Different levels have different powerups, and one
level has 5 1-up Mushrooms. One of the levels has a long row of coins.
Get down to that level, and you will find the 5th and Final Dragon Coin
there. (It's the 3rd level from the top.) Go through the exit pipe. You
will exit from a Golden Pipe that is nestled on a bony platform rather
high up, and you will find the place filled with Mega Moles roaming about.
The Prize Block to the right of the pipe holds a Fire Flower. Now, drop
down to the path and make your way past the Mega Moles, and jump over the
large pool of hot chocolate fudge.
Now, you will eventually see the sign. This means that the goal is near.
The goal line is preceded with a Green Pipe with a jumping Chargin' Chuck.
Just like Yoshi's Island 1, you can stomp on his head, and use him as a
spring to bounce up high to the goal line, breaking the tape rather high
up and amassing more Star Points. With this level completed, Mario will
continue to blaze a path through the chocolate to the west, and reach
another yellow dot on the map. This is the Chocolate Island 5.
-------------------
Chocolate Island 5
-------------------
This is a first of Super Mario Advance 2: Super Mario World. This is the
first level with the number 5 in the level name. What took them so long
huh? Well, I guess a linear world needs a couple more levels in order to
be on par with the rest, I say. You will be back on the surface now. This
is one weird world. Many enemies are sealed in brown blocks or wooden blocks.
This will mean that you will need a Switch Block to release them from their
little prison. At the start, move past the Spinies imprisoned in their
blocks and reach the pit that is temporarily sealed up with brown blocks.
Bump the Prize Block for Yoshi, and maybe the lower right one for a Fire
Flower. The Switch Block is on the ground. Don't stomp it yet or you will
fall to your death. Instead, swallow it, and move to the right. When you
have found the sealed up Dragon Coin, stomp it and collect the Dragon Coin.
You can also retrace your steps and enter the Golden Pipe just now and
play a Bonus Game. If you do so, you will exit from the pipe after the
next Golden Pipe you see. It's so close to a large pool of water.
You will find a Dragon Coin in the air above the water. You must also avoid
all the Goombas and Bob-ombs that are being paradropped down onto you as
you collect the coins. Don't jump too high and stay low. Once you are cleared
of the water, you will find a Green Koopa Shell between a coin and a row
of coins above the water. Now you know. If you carry the Switch Block and
stomp it here, a pathway will be formed above the water, and lots of Koopa
Shells will drop from the sky. That way, you can kick the green shell to
the right to hit all the other shells for an Extra Life. But let's not
bother with that, shall we? Anyway, you may want to backtrack and enter
the second Golden Pipe of this level. You will be dropped into an area
with lots of Cheep Cheeps in bubbles. They are harmless until they hit
the water, then they will swim. Several Super Mushrooms can be found as
well. But most importantly, you will find 2 Dragon Coins here. Get back
out and you will exit from the Golden Pipe before the Midway Gate. You
are to get to an area with pipes that rise and fall all the time. It's
the same story as in Donut Plains 4.
The last orange pipe is stationary. It precedes a series of wooden platforms
that contract and expand. It's the same story as in Yoshi's Island 3. (Wow,
that phrase has become rather frequent at this point.) You will then come
to a rather high pipe with a Chargin' Chuck blocking the way. He is jumping
up and down and is planning to intercept you in the air. If you have the
Cape, you should be able to jump higher than him. Knock him off his platform,
and collect the single Dragon Coin that he is guarding. The hog! After
that, you will come to the goal line, and it's guarded with 3 jumping
Chargin' Chucks. The final one should make a good boost to get more Star
Points. With this exit gone through, Mario will move north, through a couple
more Chocolatey hills and to Wendy's Castle.
---------------
Wendy's Castle
---------------
Wendy's Castle is the first and last castle in this game that is owned
by a female fatale. It's Wendy Koopa, the spoiled brat of Bowser. Yoshi's
not going to be with you, son. Right in front of you as you enter is a
Bone Throwing Dry Bone. Charge forwards and whack him before he can do
anything with you. You will then come to a pit guarded by a Monster Spike.
These new obstacles will slam down hard onto the ground and remain there
for a short moment before rising up again. This means that if you are only
in Super mode, you will definitely die if you get stuck under one. As soon
as the Spike rises, jump over the gap. Then, go over to the next bed of
springboards and bounce up to the ledge above before the spikes come down.
Then, you can move forwards, and drop slowly down to the path below while
avoiding the spikes in the corner.
As soon as you have dropped down, be careful of the Grinders coming from
the right. The first safety pit is a little to the right. Then, you will
come to a small section of the path with a higher ceiling that you can
use to jump up and get the Dragon Coin there. Jump and avoid the Grinders,
and go right. You will find a large lava pool. There is a stone block,
extended into a platform by 2 Red Exclamation Blocks. Jump on, and to the
next path while you avoid the Podoboo. The next area features a combination
of Grinders and Monster Spikes. The first set can be avoided by standing
inside the trench. Then, a Monster Spike follows. Squat to avoid the next
Grinder. Then, when the next Monster Spike rises, run forwards to avoid
the next long tracked Grinder, and stand right between this track and the
next to dodge the Monster Spikes. It's a tight squeeze, but there is a
gap just big enough for you to fit in. The next pair of Grinders are to
be jumped over when they are close. Use the Cape to drift all the way to
the right beyond the Monster Spikes to the safety of the next path.
You will then come to a trio of Grinders. To get to the path up above,
jump along those stone blocks. The first 2 Grinders can be avoided by
ducking on the stone block and Blue Exclamation Block you stand on. Then,
just make a long jump to the ledge above with a help of the cape. You will
then come to a pair of alternating Monster Spikes. The left one and right
one move in turns. When the first rises, run and jump over the next one.
The next pair move downwards in unison. Wait for each to rise up and run
beneath them. There is a Dragon Coin in an alcove beneath 2 Stone Blocks
to the left of the second Spike. Better react quickly!
The Midway Gate is found in front of you. Break the tape and go through
the door to the next area. The next area features lots of stone platforms
guarded by L'il Sparkys and Hotheads. The latter are the large fireballs.
They can be spinjumped on. Jump onto the first platform with the Li'l Sparky
and get the Super Mushroom inside the block if you please. Then, jump into
the next moving path for the 3rd Dragon Coin. Jump onto the next platform
with a Hothead. You will have to wait until the next path is revealed before
you jump over. Hurry past this path and jump to the next platform before
the ceiling comes down. Wait for the masonry to move up in front of you,
and jump to the next platform with the Hothead, collecting the Dragon Coin
as you go. Jump onto the next rising and falling platform.
You will then find a grey platform moving left and right. Let it carry
you to the right. After this, drop down to the lower grey platform and
continue right when the path is clear. You will then jump onto the next
platform guarded by a Hothead, and collect the Final Dragon Coin on the
ledge to the left. Jump to the right, and onto one of the many platforms
with the Hotheads when the coast is clear. Then jump to the final platform
where you can find the door leading to Wendy Koopa. If you have the need,
get the Cape Feather inside the Green Exclamation Block beforehand.
Wendy Koopa is also hiding in one of the 7 pipes in the boss battle room.
This time, all pipes are level, and there are 2 Fireballs bouncing around.
Since the pipes are level, it's easy to predict where the fireballs will
go. Just stomp the real Wendy Koopa (not the dummies) 3 times and she will
fall into the lava, just like Lenny. This time, Mario will simply use a
mop and mop the castle away from the scenery! You will be told that Wendy
O. Koopa has sung her swan song. You now come to a Sunken Ghost Ship that's
a threshold to the dreaded Valley of Bowser.
------------------
Sunken Ghost Ship
------------------
With Wendy's Castle knocked down, you will move north, and into the bay.
There is a wrecked ship there, and that's the Sunken Ghost Ship. What do
you expect from ghost ships? Boos, of course. However, in spite of this
being a haunted level, Yoshi can still come with you! It's a definite plus
to have him come with you. The first area features 3 Bullet Bill cannons.
There is a prize block above the first one. It holds a Cape Feather. With
that, swim upwards, and then drop down the next trench and you will find
the Golden Pipe leading to the next area. In the next area, swim right,
and stick to the ceiling. You will find several Eeries around here. But
none of them seem to be moving any higher than the ground. Swim upwards
and go over that stack of giant crates. This is when the Boos appear. A
massive array of Boos will fill the room from time to time, and they appear
and disappear without any warning. The best strategy is to use Yoshi, and
continue to bump the ceiling while you are riding on him. Then, even if
you touch a Boo, you can still force yourself to stay on Yoshi and you
will be safe. You will eventually reach a narrower hallway, and so be
prepare to dive a little deeper.
After you have gone past the hallway and have found several more Boos,
you would have seen Eeries ahead. You know you are safe when you have seen
them! This is because those Boo arrays will no longer come to haunt you.
Dive down and swim past the next hallway. There is a pair of Boos preceding
the first Boo Ring. Keep facing them until you can swim in through the
gap in the ring, and keep pressing A to avoid touching the Spikes at the
bottom. When the gap is open, swim up and to the right, and wait for the
next Boo Ring to reveal its gap and swim through drop down to the pipe
and go through it to get to the next area.
The next area is a giant vertical drop. As soon as you leave the pipe,
you would have collected a Super Star. Start dropping. All the 5 Dragon
Coins are found in this area. If you want to collect them, you might as
well slowly down your descent with your cape, and weave left and right
to discover their locations. For one things, the first Dragon Coin is to
the left, the 2nd and 3rd are to the center. The 4th is also to the left.
The 5th and final one lies in the center after the first coin column. Near
the bottom, you will find plenty of Spiked Balls dropping around you. You
must avoid them all if the Super Star has worn out. At the very bottom,
you will come to a platform floating on the water with a green orb. Touch
that green orb to beat the level. When this level is completed, a large
entrance modeled after Bowser's face would have risen out of the water.
You will enter through his mouth and end up in the Valley of Bowser!
*****WORLD *: STAR WORLD*****
Now, before we get to the Valley of Bowser, let us have a look at the portal
world of the Star World. Star World is accessed through Star Roads unlocked
in Donut Plains, Vanilla Dome, Twin Bridges, Forest of Illusion and the
Vally of Bowser. You will be sent to an island in the sky that is star
shaped. The stages are designed in a loop. To get to the next level, you
must find the secret exits of each level. Once all links are connected,
you can use Star World as a "Warp Zone" to travel quickly between all the
other worlds. Here's the map of Star World, it's very linear, so we will
start from the southwest.
Star Road from Donut Plains --> Star World 1 --> Star Road from Vanilla Dome
--> Star World 2 --> Star Road from Twin Bridges --> Star World 3 --> Star Road
from Forest of Illusion --> Star World 4 --> Star Road from Valley of Bowser
--> Star World 5 --> Star Road from Donut Plains (standard) or Star Road
to Special World (secret)
A new world can be revealed if you find the secret exit of Star World 5.
Otherwise, the entire loop is completed.
---------------
Star World 1
---------------
This level is very simple. It's just a cavern with happy background music.
You are to spin jump through rows of wooden blocks to reach the exit at
the bottom. If you just wish to find the Secret Exit to Star World 2, just
hang to the far right as you spin jump down and you will come to a ledge
with the key and keyhole as you spin through the second layer of blocks.
On the other hand, if you are interested in getting through the standard
exit, you should also find the Dragon Coins. When you are tackling the
first layer of blocks, hang to the right and you will find the first Dragon
Coin stored there. If you miss it, you can perform a high jump off Yoshi's
back from below. Bringing a Cape here is a good idea since you can go left
and right while you are spin jumping down through the place. When you spin
jump through the second layer, stick to the left and you will find the
second Dragon Coin stored in a rather tall "compartment". Spin jump to
the left to find a Cape Feather. That concludes the second layer.
At the third layer, look down, and you will find a Dragon Coin in a hole
in the layer to the left, so that is where you have to spin jump down to
get it. When you are at the bottom, move to the right, and jump up from
below and make your way to the 1-up Mushroom there. There are 2 Super Stars
in the 4th layer. Collecting them is optional, since you need not spin
jump through this layer. There are several Koopas hanging around the place
below. You can kill them or ignore them as you wish. As you get to the
5th layer, spin jump through the left side and collect the 2 final Dragon
Coins there. Then, spin jump through the next thin layer, collect the Super
Star and drill all the way to the bottom, ignoring the Red Baby Yoshi you
may find. The exit pipe is at the bottom level. Before you exit, dump Yoshi.
---------------
Star World 2
---------------
Star World 2 is the underground Star World level. Before you enter, let's
dump Yoshi. At the start, swim up next to the pipe and collect the Dragon
Coin there, then lunge for the Super Star that is dropping down from above.
Get it to become invincible. Drop down and grab the Baby Yoshi. He's Blue
in color. With him in your hands, you can swim extra fast. Swim quickly
to the right, grabbing all the Dragon Coins you find. Eventually, you will
reach a Prize Block. Bump it before the power of the Super Star has worn
off to find another Super Star instead of a coin. Continue to swim to the
right at a high speed until you see the exit pipe to the far right. That
exit pipe leads to the standard exit. To get to the Secret Exit, swim
underneath this pipe. Eventually, you will find a secret cave with the
key and keyhole. When you want to beat the level the standard way, come
back and beat it again.
One thing to note is that the Baby Yoshi will grow into an adult Yoshi
once he eats 5 enemies. At that point, Blue Yoshis would be unlocked in
the game. These Yoshis can fly with any type of Koopa Shell swallowed.
As long as you are Cape Mario, Blue Yoshis will be revealed inside the
prize blocks that normally hold Yoshi. If you are Super Mario or just normal
Mario, there is a 25% chance for you to find Blue Yoshis when the other
coloured Yoshis are unlocked.
---------------
Star World 3
---------------
This is one weird level. The standard exit is just to the next screen.
The Secret Exit is to be reached by luring the Lakitu to the right by the
steps of Grab Blocks, grab a Grab Block yourself, and chuck it at the Lakitu
so that you can use his cloud to reach the secret exit above. The key is
in the Prize Block. Of course, the Grey Switch Block is there for you to
temporarily turn the Spinies into Grey Coins. If you want to collect the
Dragon Coins, first collect the one to the left of you, then the one at
the top of the Grab Block Steps. Then, get the Lakitu Cloud, drift up to
the right, and jump over the right stone wall to go behind the goal line.
Grab the other 3 coins and then break the tape!
The Baby Yoshi in this level is yellow. Feeding him with 5 enemies or Grey
Coins will turn him into an adult Yellow Yoshi. These guys are capable
of creating Earthquakes by jumping with any Koopa Shell they eat. You must
be normal Mario or Super Mario to have a 25% chance of getting this Yoshi
whenever you bump a Prize Block with Yoshi inside.
---------------
Star World 4
---------------
Finally a real serious Star World level. Make sure no Yoshis are with you.
Then, go right and jump onto the platform. There is a Red Egg, from which
a baby Red Yoshi would hatch. Grab them. Jump onto the grey swing lift.
Jump onto the next platform, and feed baby Yoshi with the Red Koopas. Try
to separate the Koopas from their shells and you can double the number
of enemies Yoshi has eaten. The next grey Swing Lift has a Dragon Coin
on it. So, jump on and get it. Jump onto the next platform and eat the
2 Blue Koopas. The Baby Yoshi grows into an adult! So, he can breath fire
with whatever shells he eats. Now, as long as you are Fire Mario, you will
find Red Yoshis in Prize Blocks that normally hold Green Yoshis. Jump onto
the next platform, and drop all the way to the bottom one for a Dragon
Coin. Jump back up to the top one, and swallow the Red Koopa there. Look
to your right. There is a column of Red Koopa Paratroopas blocking the
way. Spit out the fireballs at them to clear the jump. Then jump to the
next platform. There is a Prize Block with a Cape Feather inside.
Jump to the next platform, and swallow the Red Koopa you find. Blow
fireballs at the Koopa Paratroopa that is coming over to say hi. Another
Dragon Coin is on the next grey swing lift. Watch out for the next Red
Koopa Paratroopa as you jump onto the next platform. There is a Blue Koopa
there. Jump past the next swing lift to the next platform. There is a Red
Koopa in front of a pit guarded by a column of Red Koopa Paratroopas. Spit
fire out at them, and jump to the right. Jump up the next set of platforms.
Then, jump onto the Swing Lift. Next, instead of following the stone block
path, jump down to the row of Green Exclamation Blocks. It's a path leading
to the Secret Exit. With both the Red Exclamation Blocks and Green
Exclamation Blocks, it's a cinch to get the key, which is inside the block
on the ground. Use a Cape Feather to open up the block.
On the other hand, if you wish to reach the Standard Exit, follow the stone
path. There is a Blue Koopa kicking a Green Koopa Shell into that small
pit in front of you. Counter with the Red Koopa Shell. Then, do a high
jump off Yoshi's back onto the top of the Orange Pipe. There is a Dragon
Coin up there. Then, jump over the next 2 Green Pipes and avoid the 2 jumping
Green Koopa Paratroopas. Jump over the platforms, swing lifts and to the
platform guarded by the Blue Koopa. 3 more Swing Lifts are left. The final
one before the goal line has the last Dragon Coin on it.
---------------
Star World 5
---------------
Star World 5 is the land of the Dropping Platforms. The secret exit here
does not lead to a new level, but a new world, Special World. The first
3 collapsible platforms are guarded by one Green Koopa Paratroopa flying
from the right. There is a Dragon Coin in the air above one of them. Then,
jump up to the next row of 4 collapsible platforms. The final platform
has a Dragon Coin beneath it, so you have to stand still on the platform,
let it drop and collect the coin. Then, jump over the large gap to the
next set of 5 collapsible platforms to the next green solid platform. Bump
the Prize Block. It's a control block. Allow the coins to go right all
the way without interference, so you should wait for the music to run out.
Only then stomp the Switch Block, and run on this newly created platform
made from the coins all the way to the end when you find 4 wooden blocks.
(There is a Dragon Coin slightly off the edge to the right.) Bump one of
them for a beanstalk. Climb up.
The path to the secret exit is made of Yellow, Green, Red and Blue
Exclamation Blocks. There are a couple of spots that you should squat run
past. But still, it's not hard to reach the key. A new Star Road will be
created in the central hill of Star World. That's the Special World. If
you want to complete the loop, beat the standard exit.
Just jump to the right at the wooden blocks. You will come to the next
platform, and there is an egg with a baby Yellow Yoshi. Feed him with the
Spinies and Jumping Piranha Plants you find by all the pipes. Then, he
will turn into an adult. Jump on the next 4 collapsible platforms arranged
in steps up and collect the last 2 Dragon Coins. The first one is above
the platform, and the bottom one can be grabbed by dropping down. You will
come to a platform with a Red Koopa in front of several spinies. Eat the
Koopa and spit the flames out at the Spinies. There is another Red Koopa
with 2 Spinies near the goal line, and after that you can call it a day.
Congrats, you have completed the loop of Star World.
*****SPECIAL: SPECIAL WORLD*****
When you have unlocked the central Star Road in Star World, you can use
that to warp to a new secret world called Special World. The entire
environment is like a disco, most of the place is dark, and only the revealed
levels are illuminated. Flood lights arranged in the world SPECIAL flash
to the north. Special World features a set of 8 linear levels, all named
after hippie terms. If you stay on the map of Special World long enough,
you get to hear a calypso version of the theme of the original Super Mario
Bros.! The names of the levels in their order of appearance is Gnarly,
Tubular, Way Cool, Awesome, Groovy, Mondo, Outrageous and Funky! Beating
the last level unlocks a Star Road that is one way, and leads back to Yoshi's
Island. So, let's begin with Gnarly!
---------------
Gnarly
---------------
Gnarly is a vertical level, so you will have to go up, then to the right
and drop all the way down in order to beat this level. Start this level
WITHOUT Yoshi. At the start, bounce up the green springs up to the platform
above with 4 Wooden Blocks. Only bump the one to the right to reveal that
beanstalk there, and climb up. Keep climbing until you reach the platform
of brown blocks. You will see 2 wooden blocks there. Break them both by
spinjumping, and get the Dragon Coin on the left wooden block. Drop down
to the platform below and bump the 2 Wooden Blocks in the center of the
4 to reveal beanstalks there. Climb up the left one. It leads all the way
up to the top of the left area. On your way up, you will find 2 Wooden
Blocks to the left above two green springs. Don't bump those blocks yet,
but get the Dragon Coin to the right of them.
You will climb up to a hidden alcove with a 1-up Mushroom tucked in there.
Then, get all the way down and bump the 2 Wooden Blocks. The left one holds
a Switch Block, while the right one reveals a second beanstalk that
continues to lead up. Grab the switch block, and jump onto the platform
of note blocks to the right. Bounce all the way up to the top of the stone
block, and jump over the wooden block to the top stone platform. Stomp
the switch block now. Jump all the way to the right, and lean against the
right wall as you fall down. You will land on a Prize Block to the left
of a green pipe. Go through. You are now at the bottom of the second area.
Go left first and collect the 3 Dragon Coins there. Then walk to the right.
3 1-up Mushrooms will pop out of the ground, giving you 3 extra lives!
Now, jump up the hill. There are 2 Switch Blocks and 1 Grey Switch Block.
Stomp one Blue Switch Block and carry the Grey Switch Block with you. Then,
jump onto the platform of Prize Blocks revealed by the Switch Block and
quickly bump the Amazing Flying Hammer Brother from his perch. Jump onto
his perch before the Switch Block's effects wear off. Jump onto the next
hill afterwards. Stomp the Grey Switch Block before the Lakitu comes. Then
he will be basically harmless while you stomp him or whack him down. The
goal line is to the right. Get a Super Mushroom from the bushes if you
please. That's it. The path leading east will be revealed all the way to
the next flashing light, and that is Tubular.
---------------
Tubular
---------------
This is one ugly level of the game. To proceed, you must find and use 3
Power Balloons. Even if you now their locations, you will still be in
trouble since there are so many Chargin' Chucks and Volcano Lotuses in
the way. Anyway, brace yourself for pure terror! At the start of the level,
you will be jumping across a series of pipes, and 2 of them are guarded
by jumping Chargin' Chucks. Luckily, it's possible to jump even higher
than they do. Eventually, after you have collected a Dragon Coin, you will
reach the first Prize Block with a Switch Block on it. Stomp the Switch
Block to reveal loads of coins. But that switch block is not the most
important thing for you to collect. Rather, the contents of the Prize Block
is more important. Jump down to the Springboard, and bounce up to reveal
the Power Balloon. Bounce up again and grab it before it drifts away. Now,
you must float through the sky all the way to the exit!
On your way to the second Power Balloon, you will encounter 2 Chargin'
Chucks mounted on Prize Blocks. Ignore the first one, and get the Dragon
Coin beneath the first Prize Block. There is a Dragon Coin above the second
Chargin' Chuck from the bottom. If you don't want him to disturb you, you
can try stomping him. The next Prize Block you see in the sky holds the
second Power Balloon. Bump it, and let it drift to the right. Get it only
when you have passed the pair of Red Koopa Paratroopas. Your balloon should
have enough power to last till then.
With the second Power Balloon, drift in between the 2 Volcano Lotuses you
will find next to collect the Dragon Coin. Also consider bumping the Prize
Block holding the upper Volcano Lotus to get rid of it. Continue to float
to the right, and float over the Jumping Piranha Plant. After the pipe,
you are going to encounter the final hurdle, and that's the part that is
most likely going to stop you out cold.
Start descending, and go beneath the Prize block with the Chargin' Chuck
who is practicing place kicks. Bump him from beneath to reveal the Power
Balloon. You now have to get it, but another Chargin' Chuck above and to
the right is the greatest hurdle. He is positioned in a way so that it
is easy for him to hit you while you are desperately trying to get the
last balloon. Anyway, after a few tries, you should be able to get the
balloon and dodge his footballs. Then, I suggest you bump him off his block
from beneath to teach him a lesson. A 5th Dragon Coin is found to the right.
Now, just drift to the right, and stay high above the Volcano Lotuses,
and you should find the exit in no time. What's more, you can save after
completing this level, so you never have to beat it again!
---------------
Way Cool
---------------
Everyone needs a breather now and then. Way cool is not only cool, but
it's very easy. The first part features a series of lifts guided by On/Off
Blocks that determine which tracks will the lift follow. Ride the lift
you see, and skip the first two switches, and bump the next two. You will
be sent to a pipe. Enter. You will exit on a fluffy cloud with a Prize
Block inside. Bump it for Yoshi. Then, exit with him. You will come to
a Prize Block as you exit. It holds a pair of Yoshi Wings. Wear them and
fly up to the clouds, and this is a quick way of beating this level. Note
that there are only 4 Dragon Coins in the bonus sky. To get 5 Dragon Coins,
replay this area with Yoshi, and bump the first switch of the 4 to reach
a Dragon Coin at the start. Then, bump the second switch, and then the
4th switch. Try not to lose Yoshi to the Fuzzies, and you should have
collected 3 Dragon Coins before you have even worn the Yoshi Wings. Then,
go back up to the bonus sky and get the hell out with 2 more Dragon Coins.
---------------
Awesome
----------------
Awesome is a slippery ice world. But this time, all action takes place
on the surface instead of underground, so you will have the athletic music
theme. Right at the start, a flashing yellow Koopa Shell will charge at
you. Swallow it with Yoshi and go right, jump onto the retracting platform,
and go up the hill. You will come down into a pit, and there is a blue
shelless Koopa to the right kicking a Red Shell down to you. Eat the shell
before it hits you. Then, jump up the next hill and drop down the next
pit. The next pit is guarded by a shelless Koopa which is kicking a Blue
Shell down onto you. There is a Dragon Coin in this pit, as well as 2 Rexes.
The pit after that is guarded by a flashing yellow Koopa Shell. There is
a Prize Block with a Fire Flower inside.
Continue to the right. Run down the slope, and jump over the water,
collecting the Dragon Coin. The next hill is guarded by another shell
kicking Koopa. How annoying. The next downhill slope has a Switch Block.
Hold it in Yoshi's mouth for now. Jump over the water, and dodge the next
series of Shell Kicking Koopas, Rexes and Koopa Paratroopas. Note that
the Yellow Koopa Paratroopa walks sometimes, and he tries to follow you
around. In fact, all Yellow Koopas do that. When you are reaching the next
pit, stomp the Switch Block and jump onto the next platform. There is a
brown platform that allows you to reach the Prize Block above. Bump it
for a Super Star. This will help protect you from all those Cheep Cheeps.
Start running to the right. There is a Fire Flower on the ground for you
to collect. It's a mad dash to the finish, and there are pipes and single
ice blocks in the air for you to jump on, so take your time and don't rush.
The power of the Super Star lasts long enough that you can kill the final
Red Koopa Paratroopa and collect all the Dragon Coins you find. Just jump
onto the final ice block, and jump up to the hill above to the right to
clear the last pit and reach the goal line. That's done it. You would then
continue to go right and walk out of the screen, and then you will reappear
at the upper right path to find Groovy.
---------------
Groovy
---------------
Groovy is the level you find being demonstrated to you in the starting
screen of Super Mario World. If you have watched the starting sequence
carefully, you should know how to clear the first part. But since Yoshi's
with you, we will have a little change of plan. At the start, stomp the
first Koopa and eat the apple. Get off Yoshi, and whack the Prize Block
on the ground with your cape for a 1-up. Then, jump over, get the Dragon
Coin and eat the next two apples. There will be a shelless Blue Koopa sliding
down the next hill to greet you. What follows then is a parade of 4 Koopas,
each with a different color. Use the shell of the leader to dispose of
the entire parade. You will encounter a Pokey next. Have Yoshi eat him
up. Then, walk past the next bush carefully, since a Jumping Piranha Plant
is hiding inside. Jump over the next pit, and avoid the Volcano Lotus on
the stone block. To the right is a roulette block. Bump it and get the
Super Star. It's time to go on a crazed run to the right. Kill all the
Pokeys and Volcanic Lotuses you can see, all the way to the hills stacked
with Pokeys. There should be 2 more Dragon Coins for you to collect in
that particular run. Jump up the tall blue pipe and continue to the right.
Run up the slope, and jump high up to the right, that is because there
is a Stone Platform to the right with a pitching Chargin' Chuck on it.
Get onto his platform, whack him, and get the Dragon Coin. Drop down and
eat the Pokey. Walk to the right, eat the Volcanic Lotus get the last Dragon
Coin, and eat the last Pokey, then jump up the pipes guarded by the Chargin'
Chucks swiftly, and the goal line is to the right.
---------------
Mondo
---------------
When I typed in Mondo, Microsoft Word decided that it is a typo. But still,
Mondo is Italian for "world". Hmm... Anyway, this is a world of rising and
lowering tides. So, sometimes, the place will be flooded, and at other
times, it will be completely dry. Cheep-Cheeps rule this place, and are
particularly vulnerable when the place is dry, since they will be flipping
around helplessly, and you can defeat them by running into them. At all
costs, bring Yoshi and make sure he stays with you. At the start, the water
is still static. Swim to the right and eat the Cheep-Cheeps. When you reach
the first Amazing Flying Hammer Brother, the water will start to rise and
fall. Quickly swim right and knock him off his perch. Then go right. You
should reach the next hill as the water lowers. Now, the Cheep Cheep you
see will be flipping around helplessly. There are several pits with
Munchers here, but you will be safe since Yoshi's standing on them. Jump
over the Golden Pipe and to the Muncher pit with a Prize Block above. Bump
it for a Cape Feather. Jump over the next Blue Pipe, and wait for the water
to fall. The reason is that there is another Amazing Flying Hammer Brother
to the right. When the land is dry, it's easier to knock him off.
Run along the ground, and knock the 3 Cheep-Cheeps out. Go over to the
Muncher pit by the tall green pipe for the 1st Dragon Coin. Jump over that
pipe, and swim to the right as the water rises up. Eat all the Cheep Cheeps
you find. You will come to another hill, with 3 Prize Blocks to the left.
The top block holds Yoshi, but a 1-up Mushroom will come out if you have
not lost him yet. There is a Dragon Coin on the top of the hill. You will
then come to 2 Blue Pipes. Enter the shorter one. You will emerge on a
cloud slope filled with coins. Run down the slope, and collect the Dragon
Coin before the exit pipe.
When you exit, immediately go right, and jump over the Muncher Pit and
eat the 2 Red Koopas that get in the way. Jump over the next series of
Muncher Pits. Then, you will come to 2 long rows of Prize Blocks. When
everything is dry, run along the ground and get the Dragon Coin. Don't
bother with bumping the Prize Blocks if you don't have enough time. The
last muncher pit is guarded by a Hammer Brother. There is a Dragon Coin
in the middle of the pit! Bump the Hammer Brother off his perch when
everything is dry, and then collect the last Dragon Coin, Jump onto the
flying platform, and reach the Goal Line.
---------------
Outrageous
---------------
Outrageous leads back into the forest, and this time, the place is infested
with Bullet Bill Cannons. If you are temporarily trapped, stand very close
to the cannon, and it cannot fire. Hopping flames are in too. They jump
around, starting small fires which hurt you. Yoshi can eat those flames,
so he's a powerful asset to have around. Right at the start, you will find
a Wiggler, so eat him up. Then jump over the pit. You will come to a path
with 2 hopping flames coming towards you. Wait for them to get close and
eat them both. Let the tiny flames die away before proceeding to get the
Dragon Coin. There is a third jumping flame before the Prize Block. It
holds a Fire Flower. That is not needed now. Let's make sure you have a
Cape in hand. Before the first Bullet Bill Cannon, there is a Springboard.
Have Yoshi hold it in his mouth, and go all the way to the start of this
path, run to the right and take off. You should be able to cover almost
the entire Bullet Bill Cannon obstacle course, but you will also skip two
Dragon Coins here. So replay the hard way after you have beaten this level
in order to get the Dragon Coins.
You will come to a tall orange pipe. Spit the springboard out, and use
it to bounce over it. There are 2 Wigglers on the other side of the pipe.
Straight ahead is an Amazing Flying Hammer Brother. Bump him off his perch
and use the platform to go over the next tall Golden Pipe. Beyond that
pipe are some hopeless flipping Cheep Cheeps that are popping out of the
wooden blocks. 2 Goombas are also present. If you observe carefully, you
will find that the Jumping Piranha Plants here spit flames out. So, beware.
There is a Wiggler between the next 2 Orange Pipes. The Prize Block there
holds Yoshi, and you can get him if you lost him earlier. Use the next
green pipe to reach the next hill and jump down and continue your way.
You will come to another Amazing Flying Hammer Brother. His platform is
used to jump up to the tall blue pipe to the right. Between that pipe and
the next, there is a jumping flame and 3 Prize Block. One holds a Fire
Flower. The goal line is further to the right. It's guarded by 2 Bullet
Bill Cannons (with a Dragon Coin in between), and you may need to use the
Amazing Flying Hammer Brother's flying platform to reach it. However, if
you have a Cape, you can long jump across this pit to reach the goal line.
---------------
Funky
---------------
Funky is the last level of Special World. There is one new type of apple
for Yoshi to eat. They are the green apples. Each one eaten adds 20 seconds
to the countdown timer! This is one thing you don't want to miss! At the
start, immediately run forward to avoid the flames made by the Sumo Brother
overhead. Jump over the pit, and land on the green pipe. Then eat the first
green apple. Run underneath the next stone platform with the Sumo Brother,
and jump over the pit, over those small islands and get the Dragon Coin.
The next path has a Green Apple in the bush. You will then find a Red Koopa,
followed by a walking Yellow Koopa Paratroopa. Just eat them all ok? If
you are having a Blue Yoshi, you can simply fly across most of the level.
But I am not a spoilsport, so I will just tell you how to beat this level
the hard way.
To the right is a row of Prize Blocks with a Sumo Brother on top. Just
jump up the row of blocks, and jump over the Sumo Brother since Yoshi is
protecting you from harm. Past that row of blocks is the next path with
a Switch Block, green apple and 2 Blue Koopas. Jump over the next pit,
and onto the next platform of Prize Blocks. There are a pair of Sumo Brothers
here. One is on the row of Note Blocks above you. Quickly bump that one
away, and whack the second. Then spin jump through the 2 Wooden Blocks
to the bottom level, and collect the Dragon Coin there. Continue to the
right, and jump over the pit. There is a pitching Chargin' Chuck there.
Stomp him and whack him. To the right is a Chargin' Chuck waiting for
something. He is actually getting ready to signal the arrival of lots of
Green Super Koopas. You must move forward and whack him before he whistles,
or lots of Green Super Koopas will be swooping around.
When he's gone, collect the Dragon Coin above you, and jump onto the next
two platforms made out of Grab Blocks. Since you are riding Yoshi, you
won't worry about grabbing one by mistake and falling to your death.
Continue along the path, and you will reach a Prize Block before the next
Green Apple, that block is a coin block, but due to the shortage of time,
let's continue right to the next path. Another Green Apple is provided
for your use. You will see another Chargin' Chuck standing there waiting
for you. Whack him before he can signal any reinforcements. Jump over the
next two islands guarded by Red Koopas to reach the next path. Another
Sumo Brother is above you. Bump him from below and eat the next Green Apple.
Two Para-Goombas follow. Jump over the next pit. There is going to be a
Chargin' Chuck guarding the top of the next hill. Only jump up when he
has stopped pitching. Get the Dragon Coin above him. Then, you will come
to a path with several jumping Green Koopa Paratroopas, and you can eat
another Green Apple before you jump to the next grab block platform. There
is a flying Prize Block overhead. Let Yoshi give you a boost so that you
can collect the 1-up Mushroom inside. Then, to the right is a column of
Chargin' Chucks in the way. Get past them, and collect the final Dragon
Coin, and run past the coin message and you are home free!
If this is the last of the 96 exits to be beaten, congratulations. You
can play in a slightly different dinosaur land. You see Luigi on a hot-air
balloon tossing new Koopa shells with a Mario face on them all over the
world. Meanwhile, Mario is stripping the existing Koopas of their shells
and replacing it with their new ones! Meanwhile, Luigi continues
distributing new shells, and Mario flies back up to join him. Super Koopas
fly in a formation, and one of them has a Congratulations banner tied to
his back. Press Start to play your new world!
Oh, and a new Star Road will be made available to the far west, and it's
a one way portal to Yoshi's Island. You will be back at Yoshi's House,
and notice that the entire world's colors have changed. Yoshi's Island
is now brown in color, and Chocolate Island is green! (Must be the mould)
*****WORLD 7: VALLEY OF BOWSER*****
The Valley of Bowser is where the evil Koopa king is based in dinosaur
land. It seems that in his move here, he has built himself a very large
castle to the north, and you are to slowly move there and get the Princess
from him. There really are no secret levels here, but many levels do have
secret exits and they create shortcuts to the final level when they are
found. So, here is the map of the Valley of Bowser.
Valley of Bowser 1 --> Valley of Bowser 2
Valley of Bowser 2 --> Valley Ghost House(standard)/Valley Fortress(secret)
Valley Ghost House --> Valley of Bowser 3 (standard)/Lenny's Castle (secret)
Valley of Bowser 3 --> Valley of Bowser 4
Valley of Bowser 4 --> Lenny's Castle (standard)/Star Road (secret)
Lenny's Castle/Star Road --> Bowser's Castle Front Door
Valley Fortress --> Bowser's Castle Back Door
As you can see, levels that are north and south of each other have secret
exits leading to them. In fact, when all the exits are revealed, you will
end up with a figure of eight to the west of this world!
-------------------
Valley of Bowser 1
-------------------
Valley of Bowser 1 is a completely underground level. It's so large and
has many paths. It's a maze! This maze is also infested with Mega Moles,
so you may want to bring Yoshi along. Right at the start, to the right,
you will find a Mega Mole being imprisoned inside some Red Exclamation
Blocks, so he's harmless. Meanwhile, a Chargin' Chuck will run down the
steps at you from the right. Let him come close and give him a good whacking!
Jump up, and you will find that there are 2 paths for you to take. Take
the lower path first. You will come to a wall of Grab Blocks. Press and
hold L to look to the right. Then, the Chargin' Chuck at the other side
will charge right through the blocks at you. When the path is clear, whack
him out of his misery. Run to the other side of the blocks. You will find
an alcove above with a Dragon Coin guarded by a Mega Mole. When he's under
a wooden block, bump him from below to get rid of him. The coin can then
be collected. Backtrack and take the upper path. You will find a small
pit. Let the next Mega Mole move and fall into that pit. When he's inside,
you can simply walk on him to the other side! At the next junction, take
the upper path, and you will find a Dragon Coin up there.
Take the next path from the top, and jump over the pit to the next path
you see. You will see that a certain part of the ceiling's higher than
the rest of the path. Look right and let the Mega Mole come to you. Use
the bump to jump over the Mole. Go right. Another junction appears. The
lower path leads to the Midway Gate, while the upper path leads to the
next area. Break the tape of the Midway Gate, and go up, jump over the
next Mega Mole. You will come to a pit filled with Munchers. When the Mega
Mole has come over, jump onto him, and let him transport you to the other
side. Jump over the pit for a 3-up Moon! With that, drop down the pit.
Let's go all the way to the far left, and over to the lowest path of them
all. There is a Green Exclamation Block with a Cape Feather inside. Go
to the right, and go up to the second path from the top. There is a Dragon
Coin to the left of the Mega Mole that is trapped inside a wall of Yellow
Exclamation Blocks. You can whack a block with a cape if you want a Super
Mushroom for your reserve slot.
Drop 2 paths down and collect the 4th Dragon Coin at the dead end. Make
sure that you bump the air at the gap of the path above to reveal 3 invisible
blocks. With them there, jump up, and follow that path to the right. You
may encounter some more Chargin' Chucks that charge through block walls.
Then jump up all the way to the top path out of the next set. Go all the
way to the right, and drop down to the pit to collect the final Dragon
Coin. Oh, the time is running out. Let's get out through the exit at the
bottom right. Go left, and drop down to the bottommost path. There may
be a single wooden block containing a beanstalk there, but I don't advise
punching it, since the beanstalk leads to a bonus game that exits rather
far away from the exit. Bust through another Grab Block wall with the help
of a Chargin' Chuck, and you will come to the exit pipe. Go through it
and run through the goal line. Now, Mario will move west to the next dot
on the map, and that is Valley of Bowser 2.
------------------
Valley of Bowser 2
------------------
For the Valley of Bowser 2, it's advised that you beat the standard and
secret exits with and without Yoshi respectively. So, now, let's beat the
level using the Standard method first. The first area features the usual
moving pillars of Donut Plains 2. This time, the screen is NOT scrolling
to the right. Jump onto the first pillar, and a Swooper will fly from above.
Jump over to the next pillar, and watch out for the lone Green Koopa dropping
down from the next hill. The next pillar that follows has 2 coins above.
Then, jump over the next hill to the next yellow pillar. There is a Prize
Block between this pillar and the next one. This block holds a Cape Feather.
Jump up and get it. Look to the right. You will find a crazed flashing
Yellow Koopa Shell charging at you. Have Yoshi eat the shell up or stomp
it flat. Jump past the next 2 pillars. Another Green Koopa will drop down
the second one of the next pair. It seems that a Green Koopa will drop
down every other pillar. Learn this pattern and you won't be surprised.
The second pillar before the midway gate has a Dragon Coin above it. Get
it, break the midway gate, and go through the pipe. The next Prize Block
holds a pair of Yoshi wings. Get them and you will be rocketed up to the
clouds. IN this bonus area, there are no enemies whatsoever. Just coins
and Dragon Coins. Since there are 4 Dragon Coins here, collecting them
all will net you a total of 5 Dragon Coins in this level and you can drop
down the sky with the level beaten. Mario will move west along the path
to the Valley Ghost House.
On the other hand, if you are after the secret exit, don't get the Yoshi
Wings. Instead, dismount at the block, and continue right to the path moving
up and down. Yoshi should be ditched since you need flexibility. As the
path moves up and down, you may be crushed to death if there are obstacles
above or below and you cannot move out of the way. Enter this moving tunnel
and let it move up, the run all the way to the right. When you have reached
the corner, stop. Let the tunnel move all the way down. When it starts
to move up again, run to the right, and stop at the higher ceiling of the
next tunnel. That is your first safe haven. When the tunnel moves down
again, run to the right. Stop at the beginning of the next constriction.
Wait for the tunnel to move to the top, and hold down B and right on the
directional pad. Mario will run to the right as soon as there is room.
Stop at the pit, and that's your second safe haven. Hold down B and right
when you are in there and wait for the tunnel to go up.
Run all the way to the right until you reach the far right corner at the
top. Then, run to the right. As soon as there is room, seek shelter at
the next safe pit. When the tunnel has risen, run to the right, and stop
at the area where the ceiling and ground are furthest apart. Wait for the
tunnel to go down and begin to go up again. Then, run into the next hole
in the ceiling. Continue running to the right and follow the downward steps.
Since the tunnel is moving down as well, you shouldn't have much trouble.
The exit pipe is further to the right and is near the top of this tunnel
system. Just take the low path and eventually follow up to the top path
when you see the Green Pipe. Go through. At the next area, you will land
on a giant yellow pillar, and it will start to rise up. Quickly jump up
the steps, and run to the right. When you have enough speed, take off,
fly up to the left. Walk along the top of the ceiling to the left for the
secret room with the key and keyhole. Insert the key into the key hole
to find Valley Fortress, north of your current position.
-------------------
Valley Ghost House
-------------------
It's very close to the end of the game, and yet this Ghost House is not
very hard. The most difficult task will simply be the location of the Dragon
Coins and the Secret Exit. Regardless of how easy it is, Yoshi is not allowed
to come in with you. At the start, run up the stairs. You will come to
a Prize Block. Inside is a Fire Flower. I doubt that you will need it.
In the air over the first gap in the path is a Dragon Coin surrounded by
coins. At this moment, 2 Giant Bubbles would have drifted from the right.
Jump along the path, past another 2 Giant Bubbles, and you will find the
door leading to the next area.
You are on a lone platform with a door. This door leads back to the start
of the level, so don't try to go through it. Bump the Wooden Block above
for a Switch Block, and carry the Switch Block to the ground. Wait for
the wooden block to stop spinning, and jump onto the wooden block for a
second Dragon Coin. Then, stomp the switch block, and run to the right.
Lots of blocks will be revealed, allowing you to get to the right. One
of the created platforms holds the 3rd Dragon Coin. When you have collected
it, enter the first door you see to the right to get back to the start
of the Ghost House, so that you can return to the area with the Switch
Block. Stomp the Switch Block again, and run to the right. This time, take
off to increase your speed. When you have reached the hallway with the
converted coins, take a dead run and see if you can reach the final door.
There is a 1-up Mushroom there standing still and waiting for you to get
it. With that, go through the door.
There is a Switch Block in front of you. Stomp it, and the next gap in
the path will be temporarily bridged, allowing you to collect the Dragon
Coin and converted coins above. Go right, and wait for the path to be cleared.
Then, jump up through that wooden platform, and collect the 5th and final
Dragon Coin. Go through the door to the area with the first switch block.
Stomp it again, this time, wait for a Super Star to drop from the ceiling.
With that invincibility in hand, move along the platforms at a faster speed
and reach the hallway. This time, go through the 3rd or 4th doors to reach
the exit gate, and you will go through the goal line of the Standard Exit
again. Mario will continue to go west until he reaches the next yellow
dot on the map. That yellow dot is Valley of Bowser 3.
Now, if you want to get to the secret shortcut leading to Lenny's Castle,
you are to replay the level again. This time, rush to the final door (and
1-up Mushroom) as before. However, don't stomp the Switch Block where you
see it. Instead, carry it over to the far right area accessed by jumping
up through the wooden platform. Drop the Switch Block, and bump the Prize
Block. This block is a control block. Create a series of steps leading
up with the coins. I suggest that each step be 3 coins high, and 3 coins
wide. Just keep pressing right and up in a comfortable pattern until the
coins hit a wall or something. Stomp the Switch Block. Those coin steps
will turn into real steps made up of wooden blocks. Jump up, and if you
are lucky enough, the steps will lead to a small gap that leads to the
alcove with the secret exit. You may have to do a squat jump to enter if
you are large. With this exit gone through, Mario will go north directly
to Lenny's Castle, bypassing Valley of Bowser 3 and Valley of Bowser 4.
-------------------
Valley of Bowser 3
-------------------
Valley of Bowser 3 is another lift hopping level. This time, there are
timed lifts. Whenever you jump on those lifts, their number will start
to count down. When the timer reaches zero, the lift will fall! So get
ready to change lifts if you find the lifts to be running out of steam.
Make sure you bring Yoshi here. Right at the start, 3 jumping Green Koopa
Paratroopas will come for you. The first and third jump especially high.
Swallow one and spit the shell out at the other two. Jump onto the next
white pillar. There is a Prize Block, and a Cape Feather is inside. You
will find several high wires patrolled by jumping Green Koopa Paratroopas.
You can always avoid them by jumping on those timed lifts. Each lift has
1 second's worth of fuel. But it would be more than enough. The next lift
beyond those high wires also has 1 second's worth of fuel.
Jump onto the lift, and ride to the right, collecting the Dragon Coin that
is in the way. Avoid the Red Koopa Paratroopa in the way. Then, change
to the next lift with a 4 on it. Ride it to the right while you avoid the
Koopa Paratroopas that are always seeming to be in the way. Change onto
the next 4 second lift. Eventually, you will find a Dragon Coin below.
Drop down onto the 1 second lift there to ride over and collect it. Be
sure to jump onto the next white pillar before the next lift disintegrates.
Another Dragon Coin is waiting in the air to the right. Jump over to it,
collect it, and drift down to the 4 second lift. Ride it to the right.
But hey, there is a pair of Golden Pipes in the way. Knock the Red Koopa
away, and enter the lower pipe for a bonus game. You will exit right in
front of the midway gate, only that it is very high up. Use the Spring
Board to reach it. Jump onto the green platforms to the right. Jump to
the top. You will come to a rather long V-shaped high wire with several
jumping Green Koopa Paratroopas around. Whack one, and use his shell
against all the others. Go all the way to the right white pillar, and wait
for the next orange and green lift to come. This time, that lift is NOT
timed. You will come to a 4 second lift. Ride it to the right, and don't
bother jumping up for the 1 second lifts there. When you find the next
non-timed Orange and Green Lift, jump on, and collect the Dragon Coin.
A Banzai Bill will be fired from the right, but fortunately, you are out
of its reach. Ride along the 1 second lifts and try to avoid the next Banzai
Bill that is in the way. It may prove difficult for some. You will then
reach a 4 second lift. Ride it and collect the final Dragon Coin right
in the lift's path. If you are daring, you can jump up for the 1 second
lift above, it leads to a high platform with a 1-up Mushroom. Either way,
the Goal Line is to the right. With this level completed, Mario will go
north for Valley of Bowser 4.
-------------------
Valley of Bowser 4
-------------------
Valley of Bowser 4 contains the final secret exit of the game. The secret
exit leads to Star Road. Completing this secret exit is not really that
necessary, since there is another way to access Star Road in the Valley
of Bowser. But for those people who sought a perfect file, you might as
well complete it. Do not bring Yoshi with you in this level, that's for
sure. Walk along the path, and you will find a Chargin' Chuck throwing
rocks down from above. You don't need to jump up and deal with that Chargin'
Chuck. Just whack away the rocks with your cape and take a very long jump
across the lava pool. If you don't have a cape, then jump onto that small
white platform beforehand. That platform will sink when you jump onto it,
so you must act quickly. The next path has another rock throwing Chargin'
Chuck waiting at the top of the slope. Whack any rocks you find and also
whack the Chargin' Chuck. You will come to another lava pit past the pipe.
There are 3 collapsing white platforms that you must jump on before you
can get to the other side. Make sure to avoid the Koopa Paratroopas. The
2nd one flies left and right, unlike the 1st and 3rd.
You will find a green pipe on the other side. Enter for an ice world. Jump
along the platforms high above the water to the left. There is a lone island
with a Prize Block. Inside is a Cape Feather. Jump into the water pool
to the left, and whack the Cheep Cheeps. There is a lone Dragon Coin above
the surface of the water. Get it, and avoid the Spike Tops above. Go through
the pipe to the left and exit back out of the first pipe you see in this
level. Be sure to whack the Chargin' Chuck before he can do anything. Jump
across the lava pit as usual. Bump the wooden block to the right for a
beanstalk. Climb up and you will find a Prize Block. Bump it for Yoshi.
Get onto him, and swallow the Springboard. Then, spin jump down the blocks
until you reach the ledge below. Go right, and walk right off the edge
for the 3rd Dragon Coin. Make sure you use the Cape to control where you
land, since you may fall into lava.
Drift to the left and you will find solid ground. With the springboard
still in Yoshi's mouth, jump to the right, past the lava pit. You will
come to another island, and there is a Chargin' Chuck high above pelting
you with rocks. Stay low, sneak behind him, jump up from behind him and
whack him. Collect the Dragon Coin around here. Then, continue to the right.
Should Yoshi be about to eat the springboard, spit it out, and swallow
it again. Jump over the next lava pit and you will find the Midway Gate
in the air above the lava. The next island has a narrow path and a Chargin'
Chuck is guarding the area to the right. Beat him at his own game if you
are Luigi. Spit out the Springboard, and swallow a rock. Spit it out and
take out the Chargin' Chuck. If you are playing as Mario, you will have
to barge your way through and stomp the Chargin' Chuck several times to
take him out.
In the middle of the next lava pit, you will find a Prize Block above a
Yellow Exclamation Block. It holds a Cape Feather. Continue to the right
and stay low. A Chargin' Chuck is waiting for you from above. Sneak up
behind him and whack him as usual. There is a Dragon Coin in that closed
area above a small lava pit. Jump to the right, get the coin and land on
the white platform. Jump back out before it sinks. Jump up the hill and
drop down to the Yellow Exclamation Block. There is a Chargin' Chuck above
and to the right pelting rocks down at you. Wait until he is not throwing
any rock and jump to the right. Run along the next path, and deal with
the rock throwing Chargin' Chuck at the top of the next slope. Finally,
you will reach another tricky area. There is a Springboard allowing you
to bounce up, but there is a Chargin' Chuck that is continuously throwing
rocks down! There is another solution to this problem. Since the block
is extended into a platform by several Blue Exclamation Blocks, move along
those blocks and collect the last Dragon Coin. Jump and drift to the white
platform to the right. You will then come to the key and the keyhole. The
trick is that the Key is hidden in a way so that you cannot spin jump through
the stone blocks to get at it. You need to have Yoshi's tongue grab the
key, swallow it, and walk into the keyhole to beat the level. With this
level beaten, Mario will blaze a path to the north and come to another
portal that leads to Star Road. At the same time, a new path will be made
going east from the portal to the front door of Bowser's Castle! So, this
is yet another bypass! But for those who want to have a perfect file, let
us beat the level again by passing through the normal goal line past the
secret exit. Mario will go east to Lenny's Castle. It's the final castle
of Super Mario Advance 2: Super Mario World!
---------------
Lenny's Castle
---------------
Welcome to the final Castle of this game. Instead of leading to a new world,
this castle simply leads to the front door of Bowser's Castle. If you have
completed the secret exit of the previous level, Valley of Bowser 4, you
won't need to beat this level at all, but for the sake of completion, let's
beat the life out of this Koopa Kid anyway. At the start, you are to ride
a much longer snake lift like the one in Roy's Castle. The lift will move
to the right, and go up some spikes on steps. Jump up, and follow through.
The lift then moves through a rather long spike pit, with Ball and Chains
above and below. After that, it drops down the steps, and down to the next
lava pit. Some more Ball and Chains are present. AS you see several brown
blocks in the air, walk over to the front brown block. This is because
the lift will start to rise up. If you hang around any of the previous
blocks, you will have to jump up those blocks in order to keep up.
At the top of this ascent, you will come to a Dragon Coin. The lift then
moves to the left. It goes under a long brown platform with the Ball and
Chains you found before. But this time, you will be running to the left
on the platform to follow the lift that passes below. Eventually, the block
moves up in steps. Jump up, and follow it up and to the right. You will
find a Dragon Coin at the top. As the lift moves to the right, you will
find a Yellow Exclamation Block above the path of the lift. Bump it if
you need a Super Mushroom. The lift will then go right, and drop down slowly
in a repeated S pattern. It's that repetitive. The Ball and Chains are
all there. The snake lift then moves up in steps, each with 3 block's height.
Go up and to the right. You will find a Spike Pit at the top with another
Ball and Chain. Collect the Dragon Coin up there. The door leading to the
next area is in front of you. But let's not go through. Follow the lift
down to the bottom of the pit. There are 2 more Dragon Coins there, the
Midway Gate is there too! IF you don't want to get the Super Mushroom,
do a squat jump over it. (If you do get it, any powerful item in your reserve
slot will be replaced by the Super Mushroom!) Go through the door.
You will first encounter 2 Dry Bones before the first sharp wood pillar.
Slip underneath when it's up. There is another one immediately after the
first. This is when the Magikoopas appear again! Duck to avoid their spells.
You will find a wall of wooden blocks. Use the cape to whack them into
spinning so that you will pass through. If you have no cape, then, well
you will have to let a Magikoopa create holes in the blocks. Beyond the
first lava pool is a Yellow Exclamation Block. Right after that block are
2 sharp wood pillars moving up from the ground. After that, another wooden
block wall follows. Whack it with your cape as usual. Then, you will come
to 2 pairs of sharp wooden pillars right on top of each other. Jump past
them, and continue to the right. You will come to a long wooden block bridge
over a lava pool. This pool is complete with Podoboos, and there are also
wooden pillars coming down from the ceiling to block your way from time
to time. This, compounded with the Magikoopas is a really challenging path.
But still, once you time thing right, you should get past it. Run down
the steps, and the door to Lenny will appear anytime soon. In case you
have experienced a severe bashing by the Magikoopas, there is a Green
Exclamation Block by the door with a Cape Feather inside.
Lenny, just like Iggy Koopa is also perched on a teetering platform. You
are to knock him off as before. But this time, there are 3 Podoboos flying
out of the lava at certain points. The platform is also teetering faster
than the one in Iggy's Castle, so you only have time to stomp him once
before the platform goes the other way. Eventually, you will knock him
into the lava and you will win. Now, all that remains is Bowser's Castle,
where Princess Toadstool is being held prisoner. Can they rescue her and
restore peace to Dinosaur Land? When this castle is completed, Mario will
go north and reach the front door of Bowser's Castle. With this level
completed, the figure of eight in the Valley of Bowser is finally complete!
Hey, that castle looks more like a night club to me with that large flashing
neon light saying Bowser.
---------------
Valley Fortress
---------------
This Fortress seems to be rather out of the way, but it actually leads
to the secret back door of Bowser's Castle. If you can get to the back
door, you can skip loads of obstacles and be in spitting distance to Bowser
himself! So, let's check it out. Right at the start, run to the right.
You will see a trio of Monster Spikes. Run down the steps and onto the
safe area with the Green Exclamation Block before all the spikes drop down.
If you are short of a powerup, you can always get the Cape Feather. Then,
the Monster Spikes would have fallen down. As soon as the first one to
the right starts to rise, start jumping up the steps. The designers of
the game expect you to be a hurry, so slow down just as you have gone past
the last spike. Jump carefully over the spike pit and also don't jump too
far to the right or you will hit the spikes mounted on the wall. Wall along
the ground and don't jump too much, since there are spikes on the ceiling.
The next pit is like the one in Vanilla Fortress, only that there is no
water this time. Duck every time a Dry Bone throws a bone out at you. When
he's done, run forward and whack your cape. The same goes for the Bony
Beetles. There are 2 Dry Bones and a Buzzy Beetle in this pit. One spike
will drop down to reveal a Dragon Coin. Jump up and get it.
You will find another spike pit to the right of that room. This time, the
only islands for you to jump on are guarded by Monster Spikes, so only
jump when that giant spike is about to rise up. In the air a little above
the third pit is a Dragon Coin. It can only be collected by jumping to
the right, and drifting slowly back to the left with the cape. Once the
spike is up, long jump across the island and the pits. Then, you will come
to a set of 3 consecutive islands in the spike pit guarded by Monster Spikes.
There is a Dragon Coin in the air between the first two spikes. The 3 spikes
move in unison. As soon as the first one starts to rise, start jumping
like mad! It's very likely for you to lose a Power Up here, since it's
hard to get that Dragon Coin. But fortunately, you will find a Midway Gate
beyond that set. The next area is an area with lava. The areas between
each platform are guarded by Podoboos, and each platform has a Dry Bone
on it. There is also a Yellow Exclamation Block above the first platform.
Get a Super Mushroom for your reserve. The final platform before the spiky
walls has a Bony Beetle guarding it. Then, jump to the right. More Monster
Spikes, this time, they are guarding the edges of the islands in the lava.
There is a Dragon Coin in the air between the first and second islands.
The problem is, the edges of both islands are guarded by spikes that move
in unison, so watch out! The final Dragon Coin is found at the edge of
the final path by the lava. There is a Monster Spike guarding it too! This
is just so difficult! After that, there is a Monster Spike sticking out
from the ground. It's not hard to jump over it. You have the door to the
Renzors next. You know what to do with them. With the Valley Fortress
completed, Mario will move north to the backdoor of Bowser's Castle.
----------------
Bowser's Castle
----------------
Now, on to the final showdown. It's time to face Bowser, to fight him man
to reptile. Before you enter, make sure that you have 2 Cape Feathers with
you. Then you can enter. Yoshi stays outside. He's missing the best parts!
This part assumes that you will enter through the front door, and tackle
the areas there before you tackle the back door area. If you play from
the Front Door, you will be given 800 seconds. In the first area, you will
come to 4 doors, each marked with a number. Different rooms lead to
different obstacles. You only need to beat one area to advance to the next
4 choices. So, let's enter the door marked with a 2. Area 2 is simply a
fenced area, just like Iggy's Castle and Ludwig's Castle. Only Red Koopas
are climb around. There is a big spike pit at the bottom. Just climb up,
and stick to the top and you will be fine. There may be fireballs bouncing
around, but it's easy to determine their path and avoid them. Drop down
at the other side and go through the door.
At the next junction, select the door marked with a 5. This area features
slow moving Monster Spikes arranged alternatively with Thwomps. The
Monster Spikes here are slow, so are easy to avoid. It's just that the
path is very long. So, as soon as the first Monster Spike starts to rise,
start running full speed ahead until you reach the door. You may lose a
power up. But there is always a temporary invincibility to help you get
through. Go through the door. You are now in the back door area.
This is where you start if you entered Bowser's Castle through the back
door. This area is rather dark, so let's turn on the light. Go right, and
bump the red question block to turn on the spotlight. Jump up the steps.
There is a Mini Ninja before the lava pit. Whack him with your cape, and
take a long jump across the lava pit. On the other side of the pit is a
Mini Ninja with a Mecha Koopa coming down towards you. Jump over both of
them and move on. To the right, there are 2 more Mini Ninjas blocking the
way. Then, you will come to a small path that is guarded by a Mecha Koopa.
Spin jump on him to destroy him, and move to the right. All Mecha Koopas
walk after you. Then, you will find 2 more Mini Ninjas before the next
lava pit. Jump over, follow the path, and go through the door to face Bowser.
Bowser is perched on a Koopa Clown Car. He swoops around, left and right
and drops Mecha Koopas at you. To hurt him, jump onto a Mecha Koopa to
stun him, and then grab him. Toss him upwards at Bowser. Try to time yourself
so that it will fall onto Bowser as he passes through. You can also toss
the Mecha Koopa at Bowser when he's stopping to toss out more Mecha Koopas
at you. Note that whenever a Mecha Koopa is destroyed, Bowser will toss
out a replacement, and that there will be no more than 2 Mecha Koopas in
the arena at a time. To stop the first wave of attacks, throw 2 Mecha Koopas
at Bowser, and try to make sure that there is one Mecha Koopa remaining
on the platform for the next wave. Bowser will retreat, and fireballs will
rain down onto the platform, avoid them. Then, Bowser will come back, and
Princess Peach will toss out a Super Mushroom to help you before Bowser
takes control again. Toss the Mecha Koopa at Bowser.
Bowser will follow you in the air above, and drop down a giant ball at
you every now and then. Jump over the ball or spin jump on it to bounce
off it unharmed. Between every two balls, Bowser will drop a pair of Mecha
Koopas at you. Toss another Mecha Koopa at him. You should stand in a
position where you know Bowser will be next and toss it up quickly. Then
stand still at that position. Bowser will attempt to follow you and get
hit by the Mecha Koopa as it falls. This second wave is done for. Brace
for more fireballs, and get another Super Mushroom from Peach.
Bowser is really mad now! He will bounce on his Koopa Clown Car along the
platform, and try to pound you as he goes. Every now and then, he stops
and throws a pair of Mecha Koopas out at you. This is much easier than
the second wave. You are to toss 2 more Mecha Koopas at him to defeat him
for good. His clown car will malfunction, and the Princess will drop out.
With the princess freed, you will be given points, and that each second
counts as a massive 500 points! Peach kisses Mario, and you will be told
that your adventure is over. You are all going to take a vacation.
The credits roll. You see Peach riding Yoshi, escorted by Mario and Luigi,
and they walk away, through the Castle, Chocolate Island, the Forest of
Illusion, Cheese Bridge, some dome hills, Donut Plains and you return to
Yoshi's Island. At Yoshi's house, the other coloured Yoshis are waiting
for you. They watch the 7 freed Yoshi eggs hatch, and you will be given
a big THANK YOU. Then, you will come to see the list of all the enemies
you see in the game. Then it's the end.
--------------
5. Conclusion
--------------
OK, after considerable hard work, the walkthrough for the standard way
of completing Super Mario Advance 2: Super Mario World is completed. I
must say that Super Mario World is the first SNES game I liked to play
when I was much younger, and I must thank Nintendo for remaking such a
fine game for a much more portable system. I must also thank Nintendo for
making slight changes to the levels so as to make them much easier, since
certain levels are too hard for me to beat back then. After this section
is complete, I can start work on the walkthroughs for Star Road and Special
World. This guide is copyright 2005 worldwide by Alasdair Lo. This guide
is intended to be published in GameFAQs and only GameFAQs only. So, now
you know. See you.
--------------------------------
Appendix I. Feedback Information
--------------------------------
Since the publishing of the original version of this guide, I decided that
I must make some new rules for those people who want to give me a feedback
about my guides. All future strategy guides will have this section. If
the following rules are not observed, I will just consider your e-mail
to be spam mail or flame mail, and I will delete it without reading it,
and will blacklist your e-mail address.
For publishing permission:
This guide is intended to be published in GameFAQs and only GameFAQs. You
can print it out to read it while your computer is off, but do not copy
my work and claim it as your own. That is all. Although I do not have a
lawyer to sue anyone if they do it without my permission, I expect everyone
to have self discipline about these things.
Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN
UP)
As I am a human, and we are all humans, we all make mistakes. Nobody is
perfect. If I had made any mistakes in my guide, feel free to e-mail me.
But however, you must follow these rules. I have typed out some bad examples
with each rule, and they are from some of the e-mail I received by people
who are dissatisfied by my original Command and Conquer: Generals side
comparison guide.
You must:
Be polite, as I will take these feedback letters as seriously as formal
letters, and you should specify the version number of my guide, then I
can check my guide out. However, it need not be as formal as business letters,
after all it is only a game. You should also present yourself clearly,
I won't even think about anything that I cannot understand at the first
glance, as I am a busy person.
For example, "I enjoyed reading your guide, but disagreed with you on some
points." From a person called Alex Shikh or "I agree with you that China
is the strongest factions, but it is not much stronger than the other 2."
From Ives Gobau And so on.
You must not:
Say any foul language and offend me.
For example, "Your guide was ********, full of lies and biased opinions."
From K Truin. You are not going to make me listen by saying rude words
to me, you will only give me the impression that you are either uneducated
or have low EQ.
Conduct any surveys about how good my guide is and give it to me, as I
could not care less about your so-called surveys.
For example, "I have conducted a survey about your guide and over 90% said
that it was a trashy tabloid." From Frozak.
Finally, you must not say anything I consider to be racist.
For example, "You mentioned that you live in China that is obvious,
considering your bias towards this side, etc..." "I am afraid that your
living in China has blinded your judgment so much." From someone I could
not remember his name. So, what are you trying to say, say that us Chinese
are all idiots? Besides, the word bias is used to describe unfair
comparisons due to neglecting some facts. As I have put all facts into
account, I really cannot have made any bias towards any sides.
From all the 50 or so letters complaint I received, I decided to listen
to less than 5 of them. Why? As only 5 of them could follow the rules stated
above. So, you MUST take those points into consideration, or else, don't
expect me to listen to you.
Submitting your own tips:
I am always ready to submit tips from readers. However, you should make
sure that the tip has not been posted in my guide before you mail me. Also,
write down your name or a pseudonym so I may credit you.
Game Help:
If you have read my guide and did not understand something, feel free to
ask, but please do not do this too often, as my e-mail account has other
uses. But do not ask about anything that was clearly written in my guide
or I will not reply. Also please refer to the chapter you have problems
with, as my guide is very long, and I cannot memorize everything that
happens in this game!
You may have wondered why I put this section up. This is a new
"Anti-disturbance" ordinance I set up for my own use, in order to minimize
all those annoying and insulting things I receive. In fact, during
September alone, I received at least a hundred of mail concerning my Side
Comparison Guide, and I am now to make sure this will never ever happen
again.
Thank you for your cooperation.
Yours,
Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)