___ _
/ \| | _ ____ ____ ____ ____ ___
/ /\/| | | | _ \ __|| \ / ___| / |
\ \_ | |_| | |_|| |_ | |\ | | |____ / /| |
\ \| | __/ _| | |/ | | __ \/ /_| |_
__/ / \___/| | | |___| / | |__| |____ _|
\____/ |_| |_____| |\ \ \______/ |_|
__ __ _ ____ |_|_\/
/ \ | \ / \ | \| | ____
| \/ | / _ \ | |\ | | / \_
/ \ /_\ \| |/ | |/ \
| |\ /\ \ | /| | /\_ |
| | \/ \ |__ | |\ \| | \_/ |
| | /_| / |_|_| \ | |\ /
|__| |/ \|___| \_____/
Super Mario 64 (PAL)
FAQ/Walkthrough
for Nintendo 64
by Christian Wall
Version 1.3 (Nov 8, 2005)
cwall_85 [at] hotmail.com
http://home.swipnet.se/cpg
Copyright (c) 2003-2005 Christian Wall
This FAQ is or will be available in Spanish
at GameFAQs.com and my homepage. It was
translated by J. Pablo Quezada
-------------------------------------------------------------------------------
Table of Contents
-------------------------------------------------------------------------------
1.0 Introduction
2.0 Basics, etc.
2.1 Brief game information
2.2 Brief overview
2.3 Story
2.4 Basics
2.5 Controls
2.6 Items
2.7 Subjective review
3.0 Quick Walkthrough
(Only the positions of
the stars in courses)
3.1 Bob-omb Battlefield
3.2 Whomp's Fortress
3.3 Jolly Roger Bay
3.4 Cool, Cool Mountain
3.5 Big Boo's Haunt
3.6 Hazy Maze Cave
3.7 Lethal Lava Land
3.8 Shifting Sand Land
3.9 Dire Dire Docks
3.10 Snowman's Land
3.11 Wet Dry World
3.12 Tall Tall Mountain
3.13 Tiny Huge Island
3.14 Tick Tock Clock
3.15 Rainbow Ride
3.16 The Castle's Secret Star
4.0 Full Walkthrough
(Detailed descriptions of
how to collect all of the
stars in the courses)
4.1 Bob-omb Battlefield
4.2 Whomp's Fortress
4.3 Jolly Roger Bay
4.4 Cool, Cool Mountain
4.5 Big Boo's Haunt
4.6 Hazy Maze Cave
4.7 Lethal Lava Land
4.8 Shifting Sand Land
4.9 Dire Dire Docks
4.10 Snowman's Land
4.11 Wet Dry World
4.12 Tall Tall Mountain
4.13 Tiny Huge Island
4.14 Tick Tock Clock
4.15 Rainbow Ride
4.16 The Castle's Secret Stars
5.0 Coin Walkthrough
(Detailed descriptions of
how to collect (nearly?) all
of the coins in the courses)
5.1 Bob-omb Battlefield
5.2 Whomp's Fortress
5.3 Jolly Roger Bay
5.4 Cool, Cool Mountain
5.5 Big Boo's Haunt
5.6 Hazy Maze Cave
5.7 Lethal Lava Land
5.8 Shifting Sand Land
5.9 Dire Dire Docks
5.10 Snowman's Land
5.11 Wet Dry World
5.12 Tall Tall Mountain
5.13 Tiny Huge Island
5.14 Tick Tock Clock
5.15 Rainbow Ride
5.16 Coin Statistics
6.0 The Switches
7.0 Character List
7.1 Friendly Characters
7.2 Enemies
7.3 Special Characters
7.4 Bosses
7.5 Bowser and his courses
7.6 Harmless Animals
8.0 Extra Lives Positions
9.0 Warps
10.0 120 Stars? Secrets, etc.
including the glitch that enables
you to finish the game with 31 stars
11.0 Star names in Swedish
including help with pronunciation
12.0 Final Section
12.1 Version History
12.2 Credits
12.3 Contacting
12.4 About the Author
12.5 Copyright Notice
12.6 Final Words
Search string
-------------
If you want to get to a section fast, bring up the search function of your
browser/word editor. To activate the search function, press Ctrl F in most
programs, including Internet Explorer. Then type the number of the part which
you wish to reach. For example if you need to get to Tall Tall Mountain's stars
in the Full Walkthrough type 4.12.
But there's more to it. If you want to check a special star fast, type like
this: S-[number of course]-[number of star] For example, if you wish to check
out Bob-omb Battlefield's second star type: S-1-2. This will bring you to the
Quick Walkthrough's description, search again to get to the Full Walkthorugh's
guide.
-------------------------------------------------------------------------------
1.0 Introduction
-------------------------------------------------------------------------------
Super Mario 64 is my favourite game and I've finished it many times. I've also
wanted to write a FAQ for it for a long time. This FAQ is complete, but I'm not
sure, so if you know anything I've missed or done incorrectly, feel free to
send me an e-mail.
The biggest difference between this FAQ and the others at GameFAQs.com is that
this one has a large, in-depth Coin Walkthrough, which guides you in the
process of taking every coin in the game.
In this FAQ you can also find the glitch that enables you to beat the final
Bowser with only 31 stars.
I wish to apologise for any bad spelling and/or grammar you may encounter when
reading my FAQ. Since I have not English as my first language I have trouble
mastering the language to full extent.
I also wish to apologise if my way to write is slightly superior. I don't think
I'm better than anyone else; my ambition is just to make everyone understand,
even the younger members of our society.
-------------------------------------------------------------------------------
2.0 Basics, etc.
-------------------------------------------------------------------------------
Here, you can find some nice information before starting with the actual game.
This section is mostly for beginners of video gaming, but also for advanced
players who want to know more about Super Mario 64.
==========================
2.1 Brief game information
==========================
System: Nintendo 64
Television System: PAL
Publisher: Nintendo
Developer: Nintendo
Origin: Japan
Players: 1
Genre: Platform
Save Files: 4
Accesories: Nothing
Released
Japan: June 23, 1996
USA: September 29, 1996
Europe: March 3, 1997
==================
2.2 Brief overview
==================
The goal of Super Mario 64's is to save the princess from the evil king
of Koopas: Bowser, and restore as many of the stars as possible. You shall
as Mario, complete certain tasks; like defeating bosses, climbing mountains,
collecting coins, helping people; to collect the stars which enables you to
gain further progress in the game.
=========
2.3 Story
=========
It's not very complicated actually. Princess Peach has written a letter to
Mario and asks him to come to her castle because she has baked a cake for him.
But as Mario comes into the castle he hears a fishy voice threatening him.
Could it be Bowser? Hmmm... A Toad boy tells him that everyone has been trapped
inside the castle and the princess too and that Bowser has stolen all of the
castle's stars. Mario must now visit worlds inside paintings to collect the
stars, find the princess and give Bowser the boot.
==========
2.4 Basics
==========
These are the basics and controls in Super Mario 64. These are the contents:
- Getting started
- About the castle
- About playing with Mario's face
- About the courses
- About the bonus courses
- About the stars
- About the coins
- About the energy meter and the extra lives
- About the enemies
- About falls
- About lava
- About being crushed
- About the caps
- About Toad
- About the notice boards and singpost
- About the Pink Bob-ombs and the cannons
- About losing your cap
- About Luigi
Getting started
---------------
When you begin playing you will first see the title, then Mario's face.
Here you should press start or play with his face, you can use most of
the buttons on the controller to play with his face. Leave the controller
and you can also watch a demo of the real gameplay.
After pressing start you will come to the file selection menu. Here
you can choose whichever of the files to begin a new game. If you are
new to the world of videogaming I can tell you that it doesn't matter
which file you choose. The game will be the same. Press Erase and you
choose to erase the progress of a file. Note that if you want to Erase,
that gaming progress is lost and can not be obtained again. Press Copy
and you can copy and existing game file to another. Press Score and
you can see how many stars and coins you've grabbed on each course.
Go to the yellow screen and choose a file to get started.
About the castle
----------------
After you've chosen a file you will appear on the field outside of
the castle, from a pipe if it's your first time playing. The castle
garden consist a field, some trees, a lake, a beach, a waterfall a
moat and of course a castle. Get into the castle to continue the
game.
Inside the castle there are many doors and paintings. Some doors
cannot be opened. Then you must collect a certain amount of stars
and/or get a key from Bowser. Inside some of the paintings there
are courses. Entrances to courses can also be find in walls, pits
and in ghosts(!). Except the fifteen regular courses there are
bonus courses which are much smaller than the regular ones. All
of the regular courses are accessible from inside the castle and
it's courtyard and all of the bonus courses are accessible from the
castle accept two of them. One of these are accessible from course
six and the other from the moat outside of the castle.
The first course doesn't require any stars our keys. It's directly
to the left from the entrance.
About playing with Mario's face
-------------------------------
As explained above, the first you can do is to play with Mario's
face in the title screen. Press A to make a hand appear which you
move around the screen with the control stick. Mario's eyes will
follow the hand. These are the other controls.
A: Grip a part of Mario's face. Move the face part
around with the control stick.
B: Make Mario's head smaller. There are three sizes,
if you press B when Mario's head is smallest,
it will return to it former size.
C up: Rotate Mario's head upwards.
C down: Rotate Mario's head downwards.
C left: Rotate Mario's head to the left.
C right: Rotate Mario's head to the right.
Start: Go to the file selection menu.
The facial parts which you can grab are. The point with this
the cap exercise is probably
both ears just to show off, that
both cheeks Mario is now in full
the nose 3D.
the mouth
About the courses
-----------------
The courses, all reached from the castle are magical worlds created
by Bowser. In each course you shall collect six stars which are
located at different positions through out the course. The courses
contain enemies as well as more friendly characters and coins, lots
of coins. There are a total of fifteen courses and their environments
vary heavily. Beautiful fields, calm bays, cold mountains, spooky
mansion, hot lava lands, dry deserts and even strange clocks.
About the bonus courses
-----------------------
The courses mentioned above are the regular fifteen courses. But
there are also eight bonus courses which are small and contain
only one star. Three of these courses are guarded by Bowser and
three of these hold each a coloured switch (read further below).
About the stars
---------------
The castle's stars are very important to the castle and mushroom
kingdom. Bowser has stolen all 120 of them and spread them through
out fifteen courses created by him. He has put them in various
locations and given them to his loyal underlings. You must collect
them by fulfilling different tasks, like mentioned above. This and
confronting Bowser is the only way to gain progress in Super Mario 64.
After each star you've grabbed you have the option to either "Save
and Continue", "Save and Quit" or "Continue without Saving". Choose
the top most option and the game will be saved to the backup-battery
inside the cartridge and you can turn off at any time and begin
with your current statistics. Choose the middle one if you wish to
quit for now to continue later. Choose the last one if you want to
see how long you can last without getting "Game Over", read further
below.
About the coins
---------------
In every course there's a certain amount of coins. The coins appear
in three different colours: yellow, worth one coin; red, worth two
coins and blue, worth five coins. The coins fulfil certain tasks.
The courses contain a different number of coins, stretching between
104 coins up to 191 coins. The coins primary task is to replenish lost
energy on your energy meter (read further below). A yellow coin
replenish one lost unit, a red coin two and a blue coin five. Collect
100 coins in a course without exiting and you will get a star. When
you take a star you will leave the course. The current amount of coins
you have when you leave the course will be recorded as your high score.
If you exit the course by choosing "Exit Course" you will not have a
high score, neither if you lose a life. When you leave a course after
taken a star you will get one extra life for every 50 coins you've
collected. If you've collect 113 coin you'll get two extra lives.
Try to get every coin in every course. It's kind of tough but very fun.
About the Energy Meter and the Extra Lives
------------------------------------------
If you fall off a cliff, get hit by an enemy or hurt yourself on
an obstacle you'll lose energy from your energy meter. The energy
meter, displayed in the top middle of the screen has eight energy units.
If you get hurt you lose energy units. Depending on the level of damage
you lose a different amount of units. A hit by a Goomba takes only one
energy unit while being crushed blows away three energy units. If you
lose all of your units you'll lose a life. When you begin you have four
extra lives plus the one you're using right now. Extra lives can be
found in form of small mushrooms. Loss of lives also appear when you
fall of an edge of a course. Always when you lose a life you are being
thrown out of your current course. If you lose all of your lives you'll
have a "Game Over" and you will return to the title screen. You will
then begin with the same statistics you had before you saved the last
time.
About the enemies
-----------------
The enemies are the loyal minions of Bowser which tries to stop you
in your search for the stars. They often damage you or in other ways
tries to make life sour for you. Most of them can be defeated, other
must only be avoided. Some also leaves coins behind. Check the enemy
list near the bottom of this document for info about specific enemies.
About falls
-----------
If you fall high enough you will lose energy. You can either lose two
energy units or four. To lose four: half of your energy meter you
must fall a long way. If you fall down the edge of a course you'll lose
a life directly.
About lava
----------
If you fall into lava or really cold water you will lose three energy
units, Mario will be thrown into the air screaming. You can control him
slightly so you reach safe land again.
About being crushed
-------------------
If something heavy crushes our dear plumber, you will lose three
energy units and be flat for a second. Isn't that too lenient?
About the caps
--------------
In Super Mario 64, Mario can collect three different caps with special
abilities. There's the wing cap, the metal cap and the vanish cap.
These can be collected in coloured block. A red block, a green block
and a blue block. These blocks will be transparent until you've pressed
the switch which corresponds with the colour of the blocks. These switches
are hidden in the bonus courses reached from the castle and one of the
regular courses. With the wing cap you can fly by doing a triple jump,
with the metal cap you are invincible and can walk on the sea bottom and
with the vanish cap you are also invincible, but also transparent.
Read more below.
About Toad
----------
The Toads are boys with big mushrooms heads. They are positioned on
different locations in the castle. Be sure to talk to these because
they give you useful information and sometimes even stars.
About the notice boards and signposts
-------------------------------------
Found everywhere. Here you can find useful information. Be sure to read.
About the Pink Bob-ombs and the cannons
---------------------------------------
A nice new feature is the ability to use cannons. In some of the
courses you can find a Pink Bob-omb. Talk to it and it will prepare
the cannon(s) in the course. Cannons are seen as holes in the ground.
Jump down it and you can aim. Press A and you'll blast off. This does
not damage you.
About losing your cap
---------------------
In the eighth, tenth and twelfth courses you can lose your regular
cap by being attack by a Vulture, blown off an ice floe or down a
mountain. When you're without the cap and you'll lose one more
energy unit than usual do and it doesn't look very good. You must
get the cap back in the same course which you've lost it. In the
eighth course you must knock it from the Vulture, in the tenth
it's beyond the ice cube, in the twelfth you must catch the
Monkey.
About Luigi
-----------
It doesn't matter how detailed your searching is, Luigi is
not included in this game.
============
2.5 Controls
============
These controls are also visible in the manual, but maybe you want to read my
comments.
A: Jump
B: Punch
Z: Crouch
C: Camera controls
R: Camera controls
L: Not used.
Control stick: Move Mario
Control pad: Not used.
Start: Pause
Regular jump
------------
Press once on the A button while running, walking or standing on place and
Mario will perform a regular jump. This is used to climb low ledges and
defeating simple enemies. You can grab ledges with your fingers.
Continuous jump
---------------
Do a regular jump and press the A button again when you've landed and Mario
will make the second jump a bit further up in the air. There are many ledges
which aren't accessible with a regular jump, so do a continuous jump. This
jump can also be done while running, walking or standing on place and you can
grab ledges with your fingers. In this FAQ I will call this jump the double
jump mostly.
Triple jump
-----------
Do a continuous jump and then jump again to do a really high jump with a
somersault on it's peak. This must be done while running and must be well
timed or it won't work. You can't grab ledges with your fingers while doing
this jump but continuing the jump into a wall kick is OK. This jump is tough
to completely master and seldom necessary.
Side somersault
---------------
Press the control stick in either the right or left direction, then quickly to
the opposite direction and the press A. Like this:
--> + <-- + A
or
<-- + --> + A
Press the A button just while Mario is changing direction and the jump will be
executed. This jump is the highest jump in which you can grab ledges. It can be
done running or being nearly stationary if you're skilled enough.
Wall kick
---------
Run against a wall, jump up on it and press A just when touching the wall and
Mario will kick off from the wall to go further up in the air. If there are
two walls near each other you can jump high in the air by jumping from wall to
wall.
Back flip
---------
An indeed useful jump which you will do many times is the back flip. Press Z
while standing then press A and the back flip will be executed. It can be done
while walking or being stationary, not when running. This jump and the double
jump makes you reach the same heights because with this jump you can't grab
ledges.
Long jump
---------
The longest jump which boosts you away in a surprisingly long distance. While
running, press Z and then the A button immediately or one second later and
Mario will perform the jump. When the jump is in action, i.e. when Mario's in
the air, you can control the jump. If you press down you'll even go back behind
the position from which the jump was executed from. This jump can be performed
in series so it's a great way to move in a fast way.
Pound the ground
----------------
Jump, then press Z during the jump and Mario will pound the ground hard with
his rear. Great way to break stuff and make poles go down into the ground.
Right hand punch
----------------
Press B while walking or being stationary. Easy way to beat most enemies.
Left hand punch
---------------
Press B twice and the right hand punch will be followed by the left glove.
Kick
----
Press B thrice and the left hand punch will be followed by a kick.
Jump kick (high)
----------------
Stand on place or walk. Press A and while in the air, press B and a kick will
be executed. Great way to take out air born enemies.
Jump kick (low)
---------------
Just like the above but press A and B at the same time and a kick will be
preformed just some centimetres (an inch) above the ground.
Slide attack
------------
Press B while running really fast and Mario will slide along the ground and
take out enemies in his way. Commonly used.
Slide kick
----------
A better slide attack because this one can be used while moving slowly as well.
Run or walk, the press Z and quickly B.
Trip
----
So useless. Be stationary. Press Z to crouch and when you're in a crouched
position press B and Mario will do a trip with no reach at all. Might be used
if you're surrounded by Goombas, but the jump attack beats this lousy trip
whenever.
Crouch
------
Press Z and Mario will go down into a crouch. From here various actions can be
done.
Crawl
-----
Press Z then move and you will slowly crawl. Used to get into tight openings
and on very narrow ledges.
Hold and throw
--------------
Some enemies and items can be held by pressing B near them and then be thrown
when pressing the same button again. Bob-ombs for example.
Swing
-----
Some things and enemies are too heavy to be lift. Then press B near something
that can be grabbed and then rotate the control stick. When the thing you're
holding are spinning hard enough press B again to release.
Swim
----
When in water press A to make Mario thrust himself forward. Try to find the
right speed by continuously pressing the A button in different grades of speed.
Hold the A button to swim slowly with only Mario's legs. Press B to grab stuff
in the water. You can grab shells for example. Press up together with the A
button to dive further down into the depths and down to ascend further up to
the surface. When Mario's head is above the surface you can press down and then
A button to jump out of the water. When underwater you lose energy. Revive
yourself by either grabbing coins or going up to the surface. If you lose all
energy units while underwater you faint and leave the course together with the
lose of a life. Water can be used for healing. If you see water in a course.
Jump into it to heal yourself.
Pole climbing
-------------
Trees and some poles may be climbed. Jump to a pole and then use the control
stick to either move around the pole or climb up and down. When on the top of
the pole, release up and press it again and Mario will do a handstand on the
top. Press A here to do a really high jump. While on the pole press Z to
release the pole and A to jump away from it. Many extra lives are hidden at
the top of poles.
Hanging from ledge
------------------
While hanging from a ledge you can perform different moves. Press down or Z to
simply release your grip of the ledge. Press A to jump up to the platform or
up to slowly climb onto the platform.
Wire nets
---------
Mario can hang on to wire nets in the ceiling. Press A to get up to the net
and then keep the button pressed to stay there. When Mario has taken a steady
grip on the net, you can move him around. Release A when you want to fall.
Cannon
------
Drop down a cannon and you can shoot yourself to a distant target. Move the
crosshair until you're pleased with the position, then push A to blast off.
Camera controls
---------------
The camera is preset but can often be moved freely. To spin the camera around
Mario press C left and C right. Press C down to place the camera further away
from Mario, C up to place it near him again. When it's near Mario press C up
to have a first person view. Use the first person view whenever you're stuck
to look for clues. Press R and the camera follows Mario around, just behind
him. Press C down to have the camera further away from him. Press Start when
in a course and then set the camera to stop and hold R. The camera will stay
at this point until you release R. So you can be on the other side of the
course but the camera is positioned on the place you left it. I figure this is
just for fun.
Start menu
----------
When in or outside Peach's castle you can check how many stars you have on each
course and how many coins you've collected. In a course you can choose between
continuing the game, exiting the course or changing the R function.
The shell
---------
In some courses you get the chance to ride a shell as a skateboard and surf
around on the courses. It rides forward automatically but you can change
directions with the control stick. Press A to jump and Z to make the shell
disappear. Slippery hills may be climbed with it and you can ride over water,
lava, quicksand and similar material. It may be found underwater in clams as
well. Press B to grab it and swim around with it without losing any air. It
will disappear in awhile which is not the case if it's used on shore. Shells
on the ground can be found in yellow blocks and by defeating Koopas.
The caps
--------
Below, I explain how to use the different caps in Super Mario 64. They are
found in red, green and blue blocks which all aren't active until you activate
them by stomping on a switch which correspond to each of the block's colours.
How to reach these switches is explained in the section The Switches. All of
the caps can only be used for a limited amount of time. Get a new cap when the
one you have is expiring.
Wing cap controls
-----------------
Found in a red block. Blast off from a cannon or do a triple jump and Mario
will fly away. Turn left and right to fly in these direction. Press up to
descend and down to ascend. Unless you haven't gained a lot of speed,
ascending is almost impossible. It's mostly about gliding. This is one of the
best control features in the game.
Metal cap controls
------------------
Found in green blocks. You will be made of steel. This means you're invincible,
except for falling off a cliff, and you can walk on the bottom of the ocean.
Vanish cap controls
-------------------
Found in blue blocks. You're not solid and can therefore not take any harm from
enemies. Both they and their attacks go through you. You can also go straight
through thin walls, ice walls and wire nets.
=========
2.6 Items
=========
There's an amount of items in Super Mario 64. These are listed alphabetically
here.
1-up Mushroom
-------------
Gives you one extra life. Can be found by climbing trees,
punching butterflies, jumping into yellow blocks and when
doing other stuff.
Arrow lift
----------
Available only on course eleven. A small platform with two
arrows. Step on it and it will fly away in the direction of
one of the arrows.
Block
-----
A large orange block that looks shattered. Sometimes contain
a red coin but it's often used for climbing. These blocks
often show up when you hit a "!" switch. Can be broken by
a punch, kick or ground pound.
Blue block
----------
Contains a Vanish cap.
Blue coin
---------
Large blue coins that shows up from certain enemies, like
Koopas, boos and when ground pounding large Goombas. It also
shows up when pounding a blue block. Worth five coins and
fills up five energy units.
Bouncing box
------------
A small box with an, let's say, uncertain face on it. It
slightly hops on place. Grab it and it will bounce three
times up in the air. Each time the bounce is higher and
after the third jump it explodes, leaving some coins behind.
It's possible to slightly control the bounces by using the
control stick.
Green block
-----------
Contains a Metal cap.
Heart
-----
Run through it fast and it fills up your energy. The faster
it spins the more health you get. They're always stationary
and never disappears.
Magic carpet
------------
A magic carpet which follows a rainbow trail when someone stands
on it. This carpet makes you reach new heights and is only available
in course fifteen.
Metal cap
---------
Comes out from a green block. Makes Mario metallic. He becomes
invincible and can walk on the sea bottom.
Move block
----------
It's a big blocks, twice as big as Mario and with purple
edges which you can move around by pushing it. It can be used
to reach ledges you can't reach normally.
Purple switch
-------------
Marked with a "!". When stepped on something happens.
Often blocks show up and it's often a time limit.
Red block
---------
Contains a Wing cap.
Red coin
--------
There are eight of these in every course and when all eight are
collected a star shows up. Worth two coins so it fills up
two energy units for Mario.
Shell
-----
Found in Yellow blocks. When you stand on it, you can ride
it like a skate board around the courses. Slippery hills
may be climbed with it and you can ride over lava, quicksand
and similar material. It may be found underwater in clams.
Press B to grab it and swim around with it without losing
any air. It will disappear in awhile which is not the case
if it's used on shore.
Sign post
---------
Stand in front of it and press B or A and you can read useful
and/or funny information.
Star
----
The main item included in this game. Seven of them in every
course and 15 outside the courses, makes 120 stars in total.
These make you advance and are therefore necessary to collect.
Throw block
-----------
A small block similar to the ordinary block. Press B to pick
it up and then you can move around with. Press B again to throw
and pick up the three coins the block usually contain.
Vanish cap
----------
Comes out when hitting a blue block. Makes Mario vanish,
so he can avoid enemies and go through thin walls, ice
and wire nets.
Water Switch
------------
When you touch a water switch the water level will sink or
rise to the same point as the water switch is positioned.
Only accessible on the eleventh course; Wet Dry World.
Wing cap
--------
Comes out when hitting a blue block. Makes Mario fly.
Do a triple jump or blast off from a cannon to take off.
Yellow block
------------
Contains various items. Mushrooms, shells, stars and yellow
coins. Found everywhere.
Yellow coin
-----------
Very common. Worth one coin and therefore fills up one unite
on the power meter. Collect 100 coins in a course and you get
a star. Can be found in yellow blocks, from enemies or
they could just be lying around. From enemies coins disappear
rather quickly so be fast.
=====================
2.7 Subjective review
=====================
It's a short subjective review. As simple as that.
Graphics 9/10
When it came it was one of the most beautiful games ever made.
Lots of colours, lots of variation, lots of beauty. Amazing
that it was Nintendo's first real 3D game.
Sound 9/10
Cosy, catchy, nostalgic and well made music and nice sound
effects.
Controls/Gameplay 10/10
The balance, the fun, the variation, the brilliance. In short
words, there is no other game that is more worth a perfect 10
in this category.
Lasting appeal 10/10
The adventure is long and then... I'm still playing it today.
Total 10/10
Best game ever.
-------------------------------------------------------------------------------
3.0 Quick Walkthrough
-------------------------------------------------------------------------------
This is the Quick Walkthrough. If you just want to know very
shortly how to reach a certain star, you've scrolled to the right
place. Here you find the location and a very short description
of how to collect the star. You will therefore not get any un-
wanted spoilers thrown in your face.
If you want to reach a specific star quickly without scrolling
bring out the search function by pressing CTRL B if you watch
this in Wordpad or press CTRL F if you watch it in Microsoft
Internet Explorer. Then type S-[insert course here]-[insert
number of star here]. For example if you wish to reach the sec-
ond star in the first course, search for S-1-2. Search again to
see the strategy in the full walkthrough.
Part 3.16 contains the locations of the Castle's Secret Stars.
So in this Quick Walkthrough you find locations for all of the
120 stars.
=======================
3.1 Bob-omb Battlefield
=======================
Location: First room to the left.
Required amount of stars: 0
1. Big bob-omb on the summit --- S-1-1
Follow the trail and scale the mountain. Defeat King Bob-omb.
2. Footrace with Koopa the Quick --- S-1-2
Talk to Koopa the Quick near the start and race him to the top of
mountain where King Bob-omb was standing.
3. Shoot to the island in the sky --- S-1-3
Use the cannon under the floating island, aim straight up and get
the star in the yellow block on the island.
4. Find 8 red coins --- S-1-4
1. On top of the elevator, near Chain Chomp
2. On the pole where Chain Chomp's chained
3. On a rock on the field north of the starting point
4. Inside the white building you always walk over before the
the gate of the mountain
5. On the slide next to the mountain
6. On the floating island
7. In the meadow above the starting point
8. In the meadow above the starting point
5. Mario wings to the sky --- S-1-5
Go to the floating island and fly through all five rings in the sky,
using the cannon and the wing cap.
6. Behind Chain Chomp's gate --- S-1-6
Pound the pole which Chain Chomp's chained to three times.
7. Collect 100 coins --- S-1-7
Check the Full Walkthrough.
====================
3.2 Whomp's Fortress
====================
Location: First middle room to the right.
Required amount of stars: 1
1. Chip off Whomp's block --- S-2-1
Climb the fortress and beat Whomp.
2. To the top of the fortress --- S-2-2
Climb the fortress again and the new tower as well.
3. Shoot into the wild blue --- S-2-3
Use the cannon to shoot yourself to the platform below the
flagpole.
4. Red coins on the floating isle --- S-2-4
1. On a trail near the starting point
2. On the moving log
3. Just before the moving log
4. Below the same spinning log
5. Behind a Piranha Flower near moving log
6. On top of the northern Thwomp (a big blue block)
7. On a rotating platform high up in the sky
8. On a rotating platform high up in the sky
5. Fall into the caged island --- S-2-5
Climb the tree in the beginning, ride the owl that comes
out and then fall down on the caged island with a star.
6. Blast away the wall --- S-2-6
Use the cannon to blast away the right-most wall.
7. Collect 100 coins --- S-2-7
Check the Full Walkthrough.
===================
3.3 Jolly Roger Bay
===================
Location: First room to the right.
Required amount of stars: 3
1. Plunder in the sunken ship --- S-3-1
Swim down to the eel inside the sunken ship and lire him
out, then swim inside and open the treasure chests in the
right order.
2. Can the eel come out to play? --- S-3-2
Lure out the eel from a hole in the ocean wall and touch the
star on his tale.
3. Treasure of the ocean cave --- S-3-3
Swim into another hole in the ocean wall and into the
cave. Open the treasure chests in the right order.
4. Red coins on the ship afloat --- S-3-4
1. In a clam in the shallow parts
2. In a clam in the shallow parts
3. In a clam near the Pink Bob-omb
4. On top of the pole near the pink bom-omb
5. In a clam in the deep part
6. On the ship afloat
7. On the ship afloat
8. On the ship afloat
5. Blast to the stone pillar --- S-3-5
Activate the cannon with the Pink Bob-omb nearby and
blast away to the middle pillar far away. Then jump to
a platform.
6. Through the jet stream --- S-3-6
Activate the metal cap. Grab it near the ship and jump
down into the water. Then go to the jet stream.
7. Collect 100 coins --- S-3-7
Check the Full Walkthrough.
=======================
3.4 Cool, Cool Mountain
=======================
Location: First middle room to the left
Required amount of stars: 4
1. Slip slidin' away --- S-4-1
Climb down the chimney and complete the slide.
2. Li'l penguin lost --- S-4-2
Grab the penguin above the cabin and deliver it to its
mother near the foot of the mountain.
3. Big penguin race --- S-4-3
Climb down the chimney and defeat the big penguin in a
race down the slide.
4. Frosty slide for 8 red coins --- S-4-4
1. In a tree near the starting point
2. Behind an ice pillar just below the broken bridge near the
starting point
3. In a slot in the mountain at the end of the slide that goes
outside the mountain
4. At the end of the broken bridge above the floor where the
penguin mother is standing
5. Near the cannon at the foot of the outer slide
6. In a tree near the penguin mother
7. On the same floor as the penguin mother, between the two
bridges.
8. On the same floor as the penguin mother, but beyond her, at the
peak of the floor.
5. Snowman's lost his head --- S-4-5
Go to the snowball near the starting point and make it roll.
Lead the way down the slide and stand near the platform with
another snowball at the foot of the slide.
6. Wall kick will work --- S-4-6
Go to the cannon near the penguin mother and shoot yourself to the
other side. Follow the trail and wall kick to get the star.
7. Collect 100 coins --- S-4-7
Check the Full Walkthrough.
===================
3.5 Big Boo's Haunt
===================
Location: Defeat a ghost in the courtyard.
Required amount of stars: 10
1. Go on a ghost hunt --- S-5-1
Beat all the ghosts on the first floor and then beat Big Boo in
the foyer.
2. Ride Big Boo's merry-go-round --- S-5-2
Go to the basement from the hut near the starting point and
into the room in here, beat all Boos and finally Big Boo again.
3. Secret of the haunted books --- S-5-3
In the bottom-left room on 2F, accessed from the top-most left
room. Punch the right code. The upper book, the lower book and
the one in the middle.
4. Seek the 8 red coins --- S-5-4
1. In the right room on 1F
2. In the middle left room on a bookshelf on 1F
3. In the middle left room on a bookshelf on 1F
4. In the bottom left room behind the piano on 1F
5. In the room above the room with the piano on 2F
6. Under a sarcophagus in the top-most room on 2F
7. Under a sarcophagus in the top-most room on 2F
8. In the right room on 2F.
5. Big Boo's balcony --- S-5-5
Climb to the third floor by wall kicking from the rightmost room
on the second floor. Big Boo's on the balcony.
6. Eye to eye in the secret room --- S-5-6
Climb to third room with the vanish cap on and go into the painting
there. Beat the eye. The vanish cap is found on the second floor in
the foyer.
7. Collect 100 coins --- S-5-7
Check the Full Walkthrough.
==================
3.6 Hazy Maze Cave
==================
Location: In a door to the left in the basement.
Required amount of stars: 8 and the first key.
1. Swimming beast in the cavern --- S-6-1
Go down to the water cavern. Use the lift beyond the source of the
rolling rocks to get there. Climb the beast in the lake and jump
to the island in the middle.
2. Elevate for 8 red coins --- S-6-2
Go to the right from the starting point and into the big room.
Move around with the moving platforms both on lower and upper
plane to collect all coins.
3. Metal-head Mario can move! --- S-6-3
Go to the water cavern and take the metal cap. Follow the trail
down to the water and on the lake's bottom. Climb the switch and
go through the door.
4. Navigating the toxic maze --- S-6-4
Go to the toxic maze and jump up the ledge that farthest
from the entrance. Then get the star.
5. A-maze-ing emergency exit --- S-6-5
Go to the toxic maze and jump up the ledge closest to the
entrance. Get the star after climbing the wire net.
6. Watch out for rolling rocks --- S-6-6
Wall jump in the corridor after the source of the rolling rocks.
7. Collect 100 coins --- S-6-7
Check the Full Walkthrough.
====================
3.7 Lethal Lava Land
====================
Location: In the middle of the basement.
Required amount of stars: 8 and the first key.
1. Boil the Big Bully --- S-7-1
Follow the course until you get to the Big Bully.
2. Bully the bullies --- S-7-2
Defeat the bullies on the platform to the right of
where you beat the Big Bully. Then defeat the Big
Bully again.
3. 8-coin puzzle with 15 pieces --- S-7-3
Follow the course until you get to the red coins.
4. Red-hot log rolling --- S-7-4
Beyond the wire net near the starting point. Use
moving platforms to get there.
5. Hot-foot-it into the volcano --- S-7-5
Jump down the volcano and climb up to the star.
6. Elevator tour in the volcano --- S-7-6
Jump down the volcano and use the lifts near the
entrance to reach a star.
7. Collect 100 coins --- S-7-7
Check the Full Walkthrough.
======================
3.8 Shifting Sand Land
======================
Location: In a wall to the left (your left) of the 7th course.
Required amount of stars: 8 and the first key.
1. In the talons of the big bird --- S-8-1
Stand on one of the pillars and wait for a vulture to
come by. Beat it and collect the star.
2. Shining atop the pyramid --- S-8-2
Climb the pyramid.
3. Inside the ancient pyramid --- S-8-3
Go inside the pyramid and go to the top.
4. Stand tall on the four pillars --- S-8-4
Place yourself on all four pillars and then jump down
the roof of the pyramid. Beat the boss you eventually
get to.
5. Free flying for 8 red coins --- S-8-5
1. Behind the starting point
2. Inside a block in the enemy-crowded structure
3. In the middle of the maze with the fatal quicksand
4. In the oasis
5. Near a pillar in the air
6. Near a pillar in the air
7. Near a pillar in the air
8. Near a pillar in the air
6. Pyramid puzzle --- S-8-6
Head inside the pyramid and grab the five special coins
that are located along the flow of sand.
7. Collect 100 coins --- S-8-7
Check the Full Walkthrough.
====================
3.9 Dire, Dire Docks
====================
Location: In the basement beyond the door with the big star.
Required amount of stars: 30
1. Board Bowser's sub --- S-9-1
Located on the submarine in the dock area.
2. Chests in the current --- S-9-2
In the sea area. Open the chests in the right order.
3. Pole-jumping for red coins --- S-9-3
All of them are accessible by jumping the moving poles.
in the dock area.
4. Through the jet stream --- S-9-4
In the dock area. Swim through five water rings in a row
that come from the jet stream in the middle.
5. The manta Ray's reward --- S-9-5
In the sea area. Swim through five water rings in a row
that come from the manta swimming around.
6. Collect the caps --- S-9-6
There are a vanish cap and a metal cap on shore in the dock
area. Grab them and walk through the cage on the sea bottom.
7. Collect 100 coins --- S-9-7
Check the Full Walkthrough.
===================
3.10 Snowman's Land
===================
Location: On the second floor, in room with mirror, invisible.
Required amount of stars: 30 and the second key.
1. Snowman's big head --- S-10-1
Use the penguin as a shield from the snowman's freezing
breath on the ice floe and then get the star on top of
his head.
2. Chill with the Bully --- S-10-2
Beat the Blue Bully. His snowflake is impossible to miss.
3. In the deep freeze --- S-10-3
Work your way through the deep freeze near the starting area.
4. Whirl from the freezing pond --- S-10-4
Go to the place where it comes waves of snow towards the
water. A Flower Snowman will come rising from the water.
Jump on it and whirl towards the ledge on the other
side of the pond. Get the star inside the yellow block.
5. Shell shreddin' for red coins --- S-10-5
1. To the right of the starting point
2. Between the pond and the bully
3. Further down the snow plain on the same ledge as Star #4
4. Further down the snow plain on the same ledge as Star #4
5. Further down the snow plain on the same ledge as Star #4
6. Further down the snow plain on the same ledge as Star #4
7. Under the Bully's ice floe (use a shell)
8. Under the Bully's ice floe (use a shell)
6. Into the igloo --- S-10-6
Go inside the igloo and collect the star using a vanish cap.
Get to the igloo with a shell or fall down from the snowman's
ice floe.
7. Collect 100 coins --- S-10-7
Check the Full Walkthrough.
==================
3.11 Wet Dry World
==================
Location: Painting with a Water Spider on second floor.
Required amount of stars: 30 and the second key.
1. Shocking arrow lifts! --- S-11-1
Push the switch near the start point and work yourself towards
the star, using the lifts.
2. Top o' the town --- S-11-2
Climb to the very top of the town and collect the star.
3. Secrets in the shallows and sky --- S-11-3
Move to five special positions.
1. Push a block on the floor of the course towards the corner
it's positioned in
2. Jump up to the yellow block very close the block mentioned above
3. Push a block into a wall on the 2nd floor
4. Near the top of the town there's a small tower with a yellow
block above
5. On top of the caged tower, in a yellow block
4. Express elevator-hurry up! --- S-11-4
Inside the caged tower. Blow up the block on the floor, ride the
elevator down on the outside and up on the inside.
5. Go to town for red coins --- S-11-5
Use the cannon to shoot yourself into the caged area in a corner.
Dive and swim to the town.
1. Above the brown house.
2. Above the grey and orange house.
3. Above the grey house.
4. Above the white house.
5. In a block in the centre.
6. In a block in the centre.
7. In a block in the centre.
8. On top of the north most house in the middle.
6. Quick race through downtown --- S-11-6
Use the cannon to shoot yourself into the caged area in a corner.
Dive and swim to the town. Get the vanish cap, press the switch
and get through the wire net on the other side of the town.
7. Collect 100 coins --- S-11-7
Check the Full Walkthrough.
=======================
3.12 Tall Tall Mountain
=======================
Location: Small painting with mushrooms on second floor.
Required amount of stars: 30 and the second key.
1. Scale the mountain --- S-12-1
Scale the mountain.
2. Mystery of the Monkey cage --- S-12-2
Scale the mountain and catch the monkey. Then grab the
obvious star.
3. Scary 'shrooms, red coins --- S-12-3
1-4 Grab them on the mushrooms near the starting point.
5-8 Grab them on the ledges near the first four coins.
4. Mysterious mountainside --- S-12-4
Scale the mountain until you get to a portal wall. Get inside
and go down the slide.
5. Breathtaking view from bridge --- S-12-5
Push the switch near the top of the mountain and then jump
from the bridge into the waterfall.
6. Blast to the lonely mushroom --- S-12-6
Jump on the Shy-guy's head near the monkey and spin out to
the lonely mushroom with the star.
7. Collect 100 coins --- S-12-7
Check the Full Walkthrough.
=====================
3.13 Tiny-Huge Island
=====================
Location: In room opposite of the tenth course.
Required amount of stars: 30 and the second key.
1. Pluck the Piranha flower --- S-13-1
Jump into the tiny world and go to the area two platforms
away from the starting point. Jump down the pipe and then
defeat the Piranhas.
2. The tip top of the huge island --- S-13-2
Go to the top of the island in the huge world.
3. Rematch with Koopa the Quick --- S-13-3
In the huge world, go to the grassy area further away from where the
cannon balls are flowing. Meet Koopa the Quick and beat him again.
4. Five itty bitty secrets --- S-13-4
Find the secrets in the tiny world.
1. From where the cannon balls come
2. On top of the island
3. The entrance of the cave where the eight red coins are, above the
beach
4. Where the cannon is, near the sea
5. On the other side of the wall of the starting point.
5. Wiggler's red coins --- S-13-5
Activate the cannon in the tiny world. The pink fellow is positioned near
the sea, below the grassy hills. In the huge world get into the cannon
in the same area and shoot yourself up to the highest platform on the
hills above. Walk on the bridge, into the cave and get the coins.
6. Make Wiggler squirm --- S-13-6
Ground pound the area above the island in the tiny world, go there
in the huge world and down the hole. Beat Wiggler.
7. Collect 100 coins --- S-13-7
Check the Full Walkthrough.
====================
3.14 Tick Tock Clock
====================
Location: In the big clock on the uppermost floor.
Required amount of stars: 50 and the third key.
1. Roll into the cage --- S-14-1
Follow the trail until you see a star in a cage.
2. The pit and the pendulums --- S-14-2
Go past the first star, the ones who bumps you away
and then grab the star.
3. Get a hand --- S-14-3
Follow the trail until you get to a platform approximately
as big as the starting point, wait for a hand and let it take
you to the star. The 12 o' clock cheat can't be used.
4. Stomp on the Thwomp --- S-14-4
Follow the trail all the way to the top and take the star on
the Thwomp. The 12 o' clock cheat can't be used here either.
5. Timed jumps on moving bars --- S-14-5
Follow the trail and get the fifth star in a cage positioned
to the right and above the second star.
6. Stop time for red coins --- S-14-6
Use the 12 o' clock cheat and collect the red coins on the
keys to the left of the starting area.
7. Collect 100 coins --- S-14-7
Check the Full Walkthrough.
=================
3.15 Rainbow Ride
=================
Location: To the right of the big clock on the uppermost floor.
Required amount of stars: 50 and the second key.
1. Cruiser crossing the rainbow --- S-15-1
Go to the rotating blocks and board the flying carpet.
Choose the left carpet from Mario's perspective to take
you to the flying ship.
2. The big house in the sky --- S-15-2
Go to the rotating blocks and board the flying carpet.
Choose the right carpet from Mario's perspective to take
you to the big house.
3. Coins amassed in a maze --- S-15-3
From the rotating platforms, go north and collect the
coins inside the maze.
4. Swingin' in the breeze --- S-15-4
Choose the left way with the pole from the rotating
blocks and collect the star you'll surely notice on the way.
5. Tricky triangles! --- S-15-5
Go the same way but continue past Star #4 and get to the
triangles.
6. Somewhere over the rainbow --- S-15-6
Activate the cannon by going to the maze and wall kick.
yourself to the top on the far side. Then go to Star #1
but instead down the cannon. Get the star.
7. Collect 100 coins --- S-15-7
Check the Full Walkthrough.
==============================
3.16 The Castle's Secret Stars
==============================
105 stars are listed above, the rest (15) are listed below and
are accessible in the castle or in bonus courses that're entered
from the castle. Next to the topic of the stars there's a number.
That number indicates the least amount of required stars to get
the star in question.
1 Star - The Princess's Secret Slide
Go down the slide, reached from the uppermost room in the
right corner of the first room of the castle.
1 Star - The Princess's Secret Slide
Go to the same place as above and go down the slide in
under 21'0.
3 Stars - 8 red coins in The Secret Aquarium
Get the eight red coin in the Secret Aquarium, entered from
the same castle room as Jolly Roger Bay.
1-4. In rings in the middle of the course.
5-8. In the corners on the bottom of the aquarium.
8 Stars - 8 red coins in Bowser in the Dark World
Go to the room with the big star in the first room of
the castle. Collect the eight red coins in this course.
1. Press the purple switch, return to the starting area
and get the coin on the block.
2. Near the purple switch.
3. Behind a crystal on trail with Electric Balls.
4. On orange moving platform.
5. On a moving triangle.
6. On an island in the centre, reached from narrow trail.
7. On top of platform above seesaws.
8. Beyond the second seesaw.
8 Stars - 8 red coins in Vanish Cap under the Moat
Ground pound the two pillars in the basement pool. Get
outside of the castle and drop down a hole in the moat.
Get the eight red here.
1-4. In the slide.
5, 6. On the see saw between the elevators.
7. On top of an elevator.
8. Near blue switch.
8 Stars - 8 red coins in Cavern of the Metal Cap
Get to the water cavern of Hazy Maze Cave. Enter through
the double metal doors and get into the bonus course.
Collect the eight red coins here.
1, 2. On each side of an extra life in a socket.
3, 4. On each side of the green switch.
5-8. Around the pillar with the green switch.
10 Stars - 8 red coins in Tower of the Wing Cap
Look into the sun in the first room of the castle. Collect
the eight red in the course you get to.
12 Stars - Toad outside Hazy Maze Cave
Visit Toad outside Hazy Maze Cave.
15 Stars - Catch the bunny in the basement
Catch the bunny in the basement when you have 15 stars.
30 Stars - 8 red coins in Bowser in the Fire Sea
Get into the hole beyond the door with the big star in the
basement. Collect the eight red coins here.
1. Follow a black net trail near the Bully and the Goombas
near start.
2. On a wingling platform above the area mentioned previously.
3. In the yellow and blue cell.
4. Below the elevator leading away from the yellow and blue cell.
5. On a platform above the wire net. A Bully's guarding it.
6. On the structure that moves up and down.
7. On a sinking platform near a Flame Thrower.
8. Just before going to Bowser.
30 Stars - Toad upstairs
Visit Toad in the hall of the second floor.
50 Stars - Catch the bunny again
Go back into the basement and catch it again.
50 Stars - Visit Toad outside Tick Tock Clock
Visit Toad outside Tick Tock Clock.
50 Stars - Wing Mario over the Rainbow
Get down the bonus course on the opposite side of the
room from Rainbow Ride. Collect the eight red coins.
1. On starting platform.
2, 3. On the clouds above the large pink platform.
4. On the large pink platform.
5, 6. On the uppermost cloud.
7. In a transparent cloud next to the uppermost cloud
8. Below the uppermost cloud.
70 Stars - 8 red coins in Bowser in the Sky
Get to the top of the castle and collect the eight
red coins in the course you can enter.
-------------------------------------------------------------------------------
4.0 Full Walkthrough
------------------------------------------------------------------------------
This is the Full Walkthorugh. Here I describe in detail for you, how
to get all of the 120 stars in the game. There are seven stars in
each of the 15 courses and 15 stars are found in the castle and in
small Bonus Courses reached from the castle or a course. Six of the
stars in the courses are found by completing special tasks and you
get the seventh star if you collect 100 coins in one try without
leaving the course.
This walkthrough doesn't follow a continuous red line through the
game, it tells you how to get a certain star. You can get most stars
in different ways. Try to find the strategy that you find most fun,
easiest or best. For most stars I list different strategies. I will
always list the way which I believe Nintendo wanted us to use. For
example if the star title is "Stand tall on the four pillars" I
will first explain the way you get the star by standing on pillars,
but also another way which some may find easier. But note that this
is not for all stars. If I've found a way which I like and think is
note worthy I will list that one as well.
When you have collect 10 stars you should go look for the coloured
switches in the castle. Check the part about these to reach them.
It's part 9[.]0. In part 7[.]16 you can find strategies for the
Castle's Secret Stars: the ones you can't get in the regular courses.
You can also find detailed walkthroughs for the seventh stars:
collecting 100 coins. For most of these strategies they are
copied from the coin walkthrough but heavily edited in most cases,
and sometimes they are totally new.
I've also included a simple search string function. It works like this.
If you want to reach a specific star quickly without scrolling,
bring out the search function by pressing CTRL B if you watch
this in Wordpad or press CTRL F if you watch it in Microsoft
Internet Explorer. Then type S-[insert course here]-[insert
number of star here]. For example if you wish to reach the sec-
ond star in the first course, search for S-1-2. Search again to
see the strategy in the Quick Walkthrough.
Before I list the star strategies for every star in a course I list
general course information. I explain the information below.
Location Where the course is located in the
castle. What you must do to get there.
Description A short description of the course.
How the environments look like mostly.
Available stars
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 | This is my hand made diagram.
|H | _ _ _ _ _ _ | Tough to explain, it's easier
|O |1 |O|X|X|X|X|O | if you look at the diagram for
|O |2 |X|O|O|O|O|O | awhile. I can tell what this
|S |3 |X|X|O|O|O|O | diagram
|I |4 |X|X|O|O|O|O | tells me. When you choose star
|N |5 |X|X|O|O|O|O | four from the star selection
|G |6 |X|X|O|O|O|O | menu before you enter a course,
|-------------------| you will be able to get star
3 but 1. If you want to get star
2, you must choose the second
star, but if you choose another one
you won't be able to get star 2.
Special Conditions If there is anything special
about the course that is worth
mentioning.
Required amount of stars/keys: How many stars you must have collected
to reach the course and which keys.
Amount of coins: 146 How many coins there are in the
course. This can be slightly
inaccurate.
Caps available: Red, 3 If there are special caps in the
course, how many and in what colours.
Cannons: Yes, 5 If there are warps in the course,
how many.
Warps: I If there are warps in the course,
how many.
=======================
4.1 Bob-omb Battlefield
=======================
Location
--------
Go into the castle. In the first room of the castle there are lots
of doors. If you picture the entrance to the first room being the
south, you should go into the western most room with the little
star on the wall. You can go out into the courtyard if you go through
a number of doors but you can't reach any course when not having
collected a single star. In the room with the little star there
should be a large painting on a wall with three Bob-ombs on it.
Jump right into it and you can choose the only star accessible.
Description
-----------
Bob-omb Battlefield is a beautiful meadow and an excellent starting
course. Here we find a large battlefield with lots of rocks and trees.
The course surrounds a big mountain and there's also a floating island
hanging from the sky. But there's a war going on, a low scale war but
still a war. The Pink Bomb-ombs vs. the Black Bob-ombs led by the feared
King Bob-omb, king of all blasting matter.
Available stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| | * = It's harder than usual,
| |---------------| but possible.
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|X|*|X|X|O |
|O |2 |X|O|O|O|O|O |
|S |3 |X|X|O|O|O|O |
|I |4 |X|X|O|O|O|O |
|N |5 |X|X|O|O|O|O |
|G |6 |X|X|O|O|O|O |
|-------------------|
Required amount of stars/keys: No stars, No Keys
Amount of coins: 146
Caps available: Red, 3
Cannons: Yes, 6
Warps: Yes, 2
1. Bob-omb on the summit --- S-1-1
----------------------------------
Let's kick off. Your goal is the top the mountain on the other side of
the course. In front of you, when you've jumped into the nice
painting, you'll see a brown trail leading to some blocks, some Goombas
and a bridge. Follow it, walk over the bridge, continue on the trail,
past the big round dog (Chain Chomp), and over the next bridge which
is kind of like a seesaw. So you'll fall off it if you stand on the
same place for too long. If you do, backtrack to the starting point
and redo the process. When you've passed the second bridge go towards
the mountain and some metal bars. Go into the entrance in a gap in
the bars and you'll see a pit containing two cannon balls and
in front of you a grassy slide. Either run up the slide by constantly
holding the control stick upwards the slide or you'll slide down
and must redo the process. Or you can go past the cannon balls and
continue up the mountain on the trail. This will lead you to the top
but there will be some obstacles. Some Bob-omb, watch out so they don't
blow you down, pick them up from behind using B. When you come to the
source of all the cannon balls, a hole in the mountain, you can warp
yourself a bit up the mountain by standing in the middle of it. There's
a pit as well you either must long jump over (run -> Z -> A) or walk over
the plank next to it. Right before the top you will find a Spinning heart.
Run through it fast to regain lost energy.
On the top, King Bob-omb will be standing. Go over to him and talk.
After the talk the battle will begin. The King will try to pick you
up and throw you away, most likely just some meters away from him
but sometimes he will throw you down the mountain and then you must
redo the whole process of defeating him.
You must avoid this by never be in front of him. You must go behind
him and press B to pick him up and B again to throw him on the
platform. You may not throw him off the platform, because then he
won't lose anything. You must throw him three times on the platform.
The first and second throw are done by just running behind him but on
the third try he will try and follow you so it's not just to run.
Either do a back flip or a somersault. To do the somersault stay in
front of him, then run slightly away from him, pull the control stick
in the opposite direction, then jump and you should be behind him, to
grab him. The sucker is clueless, tehehe. Or just crouch in front of
him, with your back against him. Then press A to execute the back flip
and you'll be behind him to do the devastating grab. When you've beaten
him go collect your first star. Sorry for the long unnecessary
description.
Warning! Nostalgic crap below!
Do I remember six years ago when I first got this game and my brother
and I couldn't figure out how to beat this boss. We kept going towards
the edge and throw him down the mountain because, that, was of course
most damaging. We could hardly read any English so we didn't know he
said we cheated every time we threw him down the mountain. So after
a bunch of hits we really started to wonder how much whoppin' he
needed. Ahh... the good ol' days. Hrm... back to the FAQ.
2. Footrace with Koopa the Quick --- S-1-2
------------------------------------------
You shall talk to the Koopa near the start and race him to the top of the
mountain where King Bob-omb was standing. Koopa the Quick is standing so
he's visible from the starting point. Go and talk to him and he'll offer you
a race to the top of the mountain. When the timer starts run ahead of him,
in a series of long jumps if you want to keep a nice speed.
Go the same way as above but keep some things in mind.
On the seesaw bridge, Koopa will jump down from it and walk up a slippery
slide that leads to the mountain. Don't follow him because you can't climb
that slide, go the usual way and avoid the green, grassy slide up the
mountain as well. You can now talk to the pink Bob-omb near the cannon
near the start and have him prepare the cannons for you, but if you jump
down a cannon and then win. Koopa will call you a cheater and you won't
get no star. You're allowed to use the warp in the mountain, the
little sockets where the cannon balls come from. Koopa's got a strange
definition of cheating. When you've past the uppermost cannon ball socket
you can do a side somersault to get up to the uppermost platform of the
mountain. This saves you some time because Koopa must follow the trail
completely.
Koopa's time is 1'30 which you'll easily beat, but try not to fall down
the seesaw bridge in the beginning.
3. Shoot to the island in the sky --- S-1-3
-------------------------------------------
You shall get to the floating island, which you must have seen by now.
For this mission you'll need the aid of cannons or you won't make it.
There are two pink Bob-ombs near the starting area. Talk to the one
closest to the cannon. He will prepare the cannons if you haven't
already done it. There are six cannons in the course. One is near
the starting point, one is below the floating island, one is on top
of the floating island. Another is on the opposite field of the floating
island (not far from the entrance to the mountain trail) and the two last
are positioned on two different mountain shelves.
I recommend the one below the floating island. To get there, go over the
first bridge, then go out on the big, green field, don't follow the trail
past Chain Chomp. You will probably see a grey mountain structure which
looks a little different from the other hillocks. Go to the top of this
structure by running hard up it. Be sure to avoid the bubbles that're
bombing you. Then go down the hole and you be in the cannon. First aim
in the centre of the floating island, then press the control stick down
so you aim straight up in the air, as high up as possible. Then fire and
you should land directly on the island. You will see a yellow block.
Break it and grab the star.
You can get here using different methods. You can use the cannon near
the top of the mountain by aiming a little above the tree on the floating
island. You can also wait until you get ten stars, activate the red cap,
get a red cap somewhere on the course, and then fly from the top of the
mountain. That's unnecessary...
4. Find 8 red coins --- S-1-4
-----------------------------
Your mission is to collect eight red coins shattered on the course and
then collect a star that will show up in the meadow above the starting
area.
1. Follow the trail in the beginning towards the first bridge and you'll
see an elevating structure. Go to it and you'll see a red coin on top of
it. Use the elevator to get to it and then jump to the platform where
Chain Chomp is raging.
2. 'On top of Chain Chomp's pole the next coin is'.
3. Now go towards the area of the floating island, the field that is. On a
hillock beyond the cannon you'll find your third coin.
4. Now climb down the cannon below the floating island (it's inside a
grey hillock). Aim in the centre of the island, then straight up in
the air and you'll land on the island once you've shot yourself out
of the cannon. A tree is here. On top the tree the coin is.
5. Now jump down to the ground again. Then go past the trail near Chain
Chomp, over the seesaw bridge, and continue towards the mountain. Just
before entering the mountain trail, through the iron bars, you know,
you'll be on a white structure. To reach the next coin, jump down from
it, on the left side, not on the side where cannon balls come rolling.
Go into the structure and a coin will be there.
6. Climb up from the structure to the field again and go towards the
mountain. There's a slide just in front of you, when you've entered the
mountain trail. A red coin is visible way up this slide. Run up to get it
but never loosen the grip of the control stick or you'll fall down again.
7, 8. Now backtrack, no more action on the mountain. Go back to the field
opposite of the floating island area. Walk towards the area that lies just
above the starting area and separates the areas with a wire net. In this
meadow the two last coins are spinning. A star will appear nearby, so go
get it.
5. Mario wings to the sky --- S-1-5
-----------------------------------
To take this star you must get up to the floating island and shoot
yourself through five coin rings in the sky. The point of this star
is that you should use the wing cap but it's just as easy without.
If you want the wing cap you must wait until you've collected 10
stars and then go and stomp the read switch. How to get to the switch
can be read in the part "The Switches".
If you've got the red cap get to the floating island by going over
the first bridge and then getting on the big field below the island.
Get on top of the big grey mountain structure and down the cannon there.
Aim straight up into the air as high as possible but have it vertically
in the centre of the island. Fire! And you will land right on the island.
Get the wing cap from the red box go down the cannon ON the island and
aim at the first ring. Place the crosshair just slightly above the coin
in the middle of the first ring. Leave the control stick centred until
you see the fifth ring. Then press slightly down to get into the final
ring. If executed correctly you should have gone through all of the
rings. If not go back to the island and try again but don't take any
of the coins while flying back cause they work as your mark.
If you feel like doing it without the wing cap that's perfectly OK,
but you have to shoot yourself from the cannon three times. Go up to
the island as descried above and down the cannon. First aim just in
the middle of the first ring. This will take you through the first
three rings. You will land in the meadow with the two red coins. Now
get back to the island and down the cannon again. Now aim slightly
above the uppermost coin in the first ring. "Slightly" here means
like some millimetres or a fourth of an inch. You will go through
the fourth ring. To get through the fifth ring you have to look
carefully. Check the place where the highest coin in the first ring
was positioned and you'll notice a sharp line going through the sky.
You'll notice that these lines are everywhere and divide the sky into
different sections. You shall aim straight on the line that is two
lines above the place you last aimed. This means you must look at
the line where the uppermost coin in the first ring was and then
not aim at the line above it instead the line above the recent
mentioned one. This ASCII might make sense.
Aim in the middle of this line to hit the fifth ring
___________________________|______________________________
__________________________________________________________
This is the uppermost Aim towards this coin
coin in the first if you want to reach the
ring. ------------> CCC <------------ fourth ring.
_______________ CCC ______C C______ CCC ________________
C C C C C C
C C CCC C C
CCC CCC
Either way you're doing it, when you complete it a star will show up in
the meadow with the two red coins.
6. Behind Chain Chomp's gate --- S-1-6
--------------------------------------
Not too tricky. Go past the first bridge to Chain Chomp's area. Now
you shall use the ground pound (A -> Z) on the pole where Chomp's chained
three times so it's levelled with the ground. As you may have noticed,
Chain Chomp does attacks now and then if Mario's close. Stand on a
place where he can't reach you because of his chain. When he has
done an attempt to attack, go to the pole and ground pound it once,
twice if you dare. Chain Chomp will bounce around and freeze just
before he attacks, so then it's recommended not to be stationary.
When you've pounded the pole three times the friendly dog will brake
the bars covering the star and you can get it.
7. Collect 100 coins --- S-1-7
------------------------------
- Follow the trail from the start and you'll see a couple
of blocks and a throw box. The left block holds three
coins, just as many as many as the throw box. 5-6
- There are two Goombas up the same trail. One close to
the boxes and one on the first bridge. Gives you one
coin each. 7-8
- Check the area under the first bridge and you'll find
a coin trail of five. 12-13
- Get to the brown area and defeat the four Bob-ombs
strolling around here. Most of them are in the place:
where cannon balls come rolling down. Watch out for the
last one because if you throw him wrong, he might blow
up and leave his coin on the other side of the bar door.
15-17
- Get back to the first bridge down the trail from the
starting area and you'll find an elevator. At the top of
this structure a red coin will be showing. Just above it
a Bob-omb is strolling. 18-20
- Now get out on the green field to the right to get some
coins. This field is just below the floating island.
Find the six Goombas that are walking here. They walk
in two squads. The squad positioned to the north are
pretty near a small hillock with a red coin above it.
Grab it as well. The southern squad is pretty near a
Koopa which gives you a blue coin as a token of his
death. 31-33
- There's a grey hillock in this area with a cannon within.
Jump down it and aim vertically to the island but as far
up in the air as possible. Then grab the red coin on top
of the tree here. Get the red cap and jump down the cannon.
Aim in the coin ring in the air and collect at least 15
coins here. 48-53+
- Return to Chain Chomp and grab the red coin on top of
the pole in the middle. You get five yellow coin if you
run around his pole, but isn't worth the time and time
loss. 50-55
- Pass his area and continue towards another bridge which
works like a seesaw. Go left directly to get to a meadow.
Grab the two red coins and defeat the three Goombas here.
Break the throw box as well to get three coins. 63-68
- In the same area, four poles are visible. Run around all
of them five times each and they will drop five coins
each. 83-88
- Now go to the big green field, opposite of the field with
the floating island. Here there are four Bob-ombs. Defeat
them and then go to the edge of the field, like a corner
of the course and you'll see a flower field with eight red
coins in a ring. 95-100
- Look towards the gate of the mountain. See the structure you
must pass to enter the gates? Get under it and you'll find
a Bob-omb and a red coin. Also a switch, step on it, just in
case. 98-103
- Get to the entrance of the mountian trail above. Get past
the cannon balls and until you get to a small field with
a Bob-omb, a block, a tree and a cannon. Pick up the only
coin from the Bob-omb. 99-104
- Continue up the mountain until you find a cannon that shoots
soap bubbles and a Bob-omb guarding it. Sneak up from behind
the Bob-omb and throw him towards the mountain wall. Grab the
five coins in the trail just after the Bob-omb. 104-110
- Continue the climbing if you haven't got 100 coins yet and collect
five coins near the top of the mountain. 109-115
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
====================
4.2 Whomp's Fortress
====================
Location
--------
In the first room of the castle there's big stairs that lead up
to the door with the key hole. On the right side of these stairs
a door with a small star with a "1" written on it. Go through
this door and you'll see a painting showinga large fortress.
Jump into the painting and you're in the second world.
Description
-----------
This is the first out of many floating island-courses you'll come
to. If you fall of this island you lose a life. On the island a
great fortress is positioned. There are lots of Piranha Flowers
and Whomps guarding the fortress together with the huge Whomp on
top. There are also lots of floating islands around here, watch
your step.
Available stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| | * = It's harder then usual,
| |---------------| but possible.
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|X|*|*|X|X |
|O |2 |X|O|*|O|X|X |
|S |3 |X|O|O|O|X|O |
|I |4 |X|O|O|O|X|O |
|N |5 |X|O|O|O|O|O |
|G |6 |X|O|O|O|X|O |
|-------------------|
Required amount of stars/keys: 1 star, No keys
Amount of coins: 141
Caps available: Green
Cannon: Yes
Warp: Yes
1. Chip off Whomp's block --- S-2-1
-----------------------------------
You shall go to the top of the fortress and defeat a boss. From the
starting area press C up to look around. Check the wall to the left
and you'll see that you can get up on it. Walk a little to the right
and you'll see a dirt trail leading away and above that a stone trail.
Get up to the stone trail using a back flip or a double jump. You'll now be
at the foot of the long hill and you'll have a shallow pool of water here
as well. Go up the long hill and you'll see a Phirana Flower against
a wall. Defeat it by quickly smashing it while it sleeps. I recommend
doing a slide attack (run -> B) or slide kick (run -> Z -> B) to defeat
it. Now you'll see a thin passageway against the wall. Walk there
towards another sleeping Piranha. Either sneak by it towards the spinning
log or defeat it very quickly while it sleeps. Now wait for the spinning
log to come by.
When it comes by, board it and walk to the middle so you don't get
pushed off it. When the lodge boards with the other side. Run over
and you'll be in the next area. Here you'll see a flagpole and some
Whomps. To defeat Whomps you must stand before them and then avoid
them just before they smash down on you. Defeat it by ground pounding it.
Follow this trail until you reach a couple of elevators leading towards
the uppermost platform. If you find the elevator a little tricky (sorry
if I'm offending anyone) you can climb the flagpole and jump towards
the platform from the top of the pole.
When on the highest platform go to the giant stone block Whomp. Whomp's
sad, so why don't you cheer him up by pounding him in the back >;) The
principle in defeating him is the same one as the other Whomps but he's
a little trickier and takes three hits to defeat. When the battle begins,
run towards him, his front. He will then try to fall on you so keep
running towards him and you'll safely avoid the attack.
Then jump on top of him (try side somersaulting) and pound him.
Don't take too much time or he'll rise again. I think that rise
contradicts gravity. Repeat the process two more times and he'll be dust
and give you a star. Note that if you fall off this platform any hit
damage you've caused him will be reset and he will have regenerated
when you climb back up.
2. To the top of the fortress --- S-2-2
---------------------------------------
You shall go to the place where Whomp was and then climb a tower which
has magically appeared. Follow the walkthrough for the above star until
you reach the uppermost platform. Here's a tower, a plank and a cannon now.
Not a cannon for your usage, a cannon that shoots Bullet Bills. Go around
the tower until you find a platform to climb. Now you'll have to jump
from platform to platform of similar shape that make stairs for you.
Every other are being pulled in and out from the tower, so before you
jump to a platform be sure that you won't fall off. The last platform will
elevate you to the star. Be sure to watch the view.
3. Shoot into the wild blue --- S-2-3
-------------------------------------
Go to the pool with the shallow water. Go to the other direction of the
starting area and you'll see a Pink Bob-omb. Talk to him to activate the
cannon near his feet. Jump down the cannon and look at something that
might look like this terrible ASCII art
||
Aim about here ||
\ || --- Flagpole
\OO || /
_____OO_||_______/
| __________ ___/
|| || || /
|| || || / --- You will land in the
||____||____||/ middle area.
|____________/
The Star is | /
down here-----____|_/
|_____/
You'll land in the middle area and then you can go down with a pole to
the star floor. Or you can stand on the flagpole floor. Stand on a very
edge of the platform with your back to the edge. Then do a double jump
and pull the control stick slightly down and when you fall over the
middle area press B to kick yourself onto the floor. That's of course
pretty unnecessary.
4. Red coins on the floating isle --- S-2-4
-------------------------------------------
1. Don't go up to the shallow pool, instead go the other way, where you
encounter nasty blocks that tries to push you down. On the way to those
blocks the first red should be. Near the start.
2. Go back and up to the pool. Once here, go towards the cannon. When you
get to the area under the spinning log look up the slope to encounter a
second red coin. Do a long jump up the slope to grab the little rascal.
3. Go up the hill from the pool and you'll see a Thwomp (big blue block)
bouncing up and down in front of you. Place yourself on the step above him
and back flip to the top of his head when he's positioned on the ground.
When he reaches the top of his movement a red coin will touch your head.
Above the Thwomp that is.
4. Near the above coin there's a sleeping Piranha Flower. Behind this
Piranha the next coin is. You'd better defeat the enemy first.
5. From the Piranha Flower, lean against the wall and grab the coin
on the thin ledge behind the recently defeated enemy.
6. The spinning log, which aren't long from the position you should be
at now, lead to another coin. Start with boarding the log, then go to the
middle and when it stops on the other side go out to the edge of the log
and wait until it moves past the red coin.
7, 8. Now go to the top of the fortress, and to the plank that's standing
upright here. Punch it and it will start to wingle. Do a jump kick
afterwards and it will fall flat so you've got yourself a bridge.
Up here, there're some floating islands, three rotating and one stationary.
The stationary platform and one of the rotating ones hold coins.
5. Fall into the caged island --- S-2-5
---------------------------------------
This can be a little tricky. Jump up into the tree near the start and an
owl will come out. He will fly around the area and it's up to you to jump
up into his feet and hold A from there. Watch the shadow of the owl to
know when to jump.
He will now take you very high up in the air. You can control but it's a
little slow. Your goal is to be released into a little caged island with
a star within. Fly around with the owl, try to all the time keep relatively
above the island (rotate around it) and as soon as you spot a shadow on
the island's floor release A and you'll probably fall right on the star.
I've recently found out another way to reach the caged island. My very own
translator J. Pablo Quezada told me, so all credit goes to him. Check his
Spanish translation of this FAQ on GameFAQs and my homepage. Go to the cannon
(the cannon you used to get the third star) and then loacte the left pointy
wall (the wall you break for the sixth star). Check the heaven and you'll see
that it's divided into sections. Aim to the north east of the rightmost part
of the wall, three sections of the heaven above the wall. Check this ASCII and
you might become wiser. Check the positions of the coins. You have to be very,
very exact, and that's hard. I don't recommend this strategy. I could send you
a picture of the exact right location of the cross-hair, if you wish. The
photograph is taken by Pablo so you can probably ask him as well.
_____________
/ \
/ \
/ V \
| > < | C = Coins
| ^ | # = Pointy Wall
|______ |
\######| /
\#####| C /
\####|____C___/
6. Blast away the wall --- S-2-6
--------------------------------
Go to the cannon, check the third star if you don't know where. When
you aim around you'll notice two thin walls pointing out. Between them,
you find the spinning log. Concentrate on the right one. You shall now
blast away the tip of the wall by using Mario as ammunition. Aim slightly
above the tip and hope you hit. If nothing brakes, you've just aimed too
low, so try again. If you've aimed too high the only wall you're going
to hit is the invisible wall of the course. When it brakes (the thin
wall I mean) a star will be shown. Either test your accuracy by aiming
the cannon or climb up there old-fashioned style.
7. Collect 100 coins --- S-2-7
------------------------------
- In the area you begin in, you'll find a Piranha Flower.
Nasty fellow which must be defeated hastily when it
sleeps. Further away on the same floor you'll find an
eight coin ring around a flower bed and a throw box
containing three coins that should be thrown against
the wall to break. 16
- Go back to the starting area and up a dirt ramp nearby
to collect the five coins visible here. A little further
away you'll find blocks that push you off the path. On
top of one of these you'll find a red coin. 23
- Go back to the dirt ramp and climb the stone ramp above
it to collect five coins here. Get down into the water
and grab the eight coins in a ring lying around there. 36
- Continue to the left towards the cannon and the jolly Pink
Bob-omb. You'll now be below the spinning log and you'll have
a ramp with a red coin on it to Mario's right. Do a long jump
up the ramp to collect the coin and grab the five coins lead-
ing to the cannon. 43
- Round the corner near the cannon and get down a ramp. Here
you'll see a throw block containing three coins and a blue
coin block that makes 4 blue coins appear. 65-66
- Then get to the area where the
Thwomps and the Piranha Flowers are. On top of the Thwomp (big blue
block) that's on the highest altitude there is a red coin. Back flip
near the Thwomp to get on top of it and grab the coin. 67-68
- In the area a Piranha Flower will be sleeping. Kill it and grab the
blue coin it leaves behind but also the red coin literally behind it.
Around the corner a red coin will be positioned and also another red
coin and another Piranha will be positioned. This means 2 red coins
and 2 blue coins for you. 81-82
- Just before the spinning log a plank with five coins will be visible.
Grab them and then get out on the log. Go into the middle of the log
and when it has passed the area where you'd be pushed down, get out
to the edge of it. Four yellow coins and one red coin will be yours.
91-93
- In this area, let's say "the flagpole area", there are two Whomps
that will give you ten coins each. Let them fall on their tummies
then jump five times on their back and for every jump you receive
a coin. When you've got the five coins you can ground pound 'em
for five coins more. Get the rest of the coins from these fellows
and you can leave the course. 111-113
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
===================
4.3 Jolly Roger Bay
===================
Location
--------
From the first room of the castle, go to the room opposite
of the first course. The door leading to this course has
a star with a "3" written on it. This is the eastern most
room. The painting shows a ship.
Description
-----------
The first water course, can you hear the calm, beautiful
music? This course is played mainly underwater, where lots
of fishes, clams and other nice or less nice animals are
living. A mysterious sunken ship may be found as well as
a nasty electric eel. But there isn't water everywhere.
If you explore well enough, you can find an ocean cave,
where Goombas like to hang and pillars like to fall.
Available stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|X|O|X|X|X |
|O |2 |X|O|O|O|O|O |
|S |3 |X|X|O|O|O|O |
|I |4 |X|X|O|O|O|O |
|N |5 |X|X|O|O|O|O |
|G |6 |X|X|O|O|O|O |
|-------------------|
Required amount of stars/keys: 3 stars, no keys
Amount of coins: 104
Caps available: Green
Cannon: Yes
Warp: No
1. Plunder the sunken ship --- S-3-1
------------------------------------
From the starting area try looking towards the huge stone
pillars far away. You're now supposed to swim to the area
beyond these stone pillars. Remember that you lose energy
if you're swimming under water so you'd better stay near
the surface in case you need to replenish your lost energy.
When you've swum beyond the large pillars and are in the
centre of the area, dive and continue to dive until you
see a sunken ship with an Eel inside. This is a nasty
creature which takes away three units of your energy. Your
mission now is to swim close to the Eel to lure him
out of the hole in the ship. But for him to come out
you must swim away from him after you've swum near
him. I recommend you to go to the surface to catch some
air and health. Remember that if you're about to drown/
die when you're near the bottom of the sea(?) there's a
coin ring there leading into a tunnel. And coins replenish
lost energy.
When you're on the surface and fully healed, return to
the ship and you'll now see the nasty Eel swimming around
the ship and you can now swim into the little black hole
in the ship.
When you're inside the ship you'll see four treasure chests,
which you should open in the right order. You open the
chest by simply touching them. If you've chosen the wrong
chest you will lose one energy unit and you must redo the
whole process. If you've opened a chest correctly a bubble
will be released. Break it and all your lost energy will
be replenished
This is the right order. First open the chest which is not
among the other three: the outer one. Then open the chest
that's closest to the entrance. After that the chest that's
not in the centre, closest to the wall. Finally the one in
the centre.
When the fourth chest is opened, the ship will be drained of
water. To save yourself some time and effort start swimming
to the other side of the ship, where there's a block with
a star within. You'll probably reach that platform before
the water level has passed here. If not, then you must climb
the platforms, up the slippery slide leading to the star.
When you climb, remember never to be on the slide, jump from
platform to platform. Use different kinds of jumps.
2. Can the eel come out to play? --- S-3-2
------------------------------------------
Now it's time to return to the area beyond the huge stone
pillars. Dive into the deep water here and continue until
you see a hole in the ocean wall and the Eel inside it.
The hole is located to the right and north of the big
tunnel leading to ocean cave. Also note that the ship
which was sunk is now afloat at the surface of the bay.
This time you shall lure him out and then grab the end of
his tale where a star is attached.
Swim towards him and stop some metres before him. He'll then
do an attacking movement and slowly swim out from his hole.
Now be on your guard. On his tale he has the star so when the
tale has left the hole you must quickly swim towards it and
touch it. If you fail the first attempt, then you must either
hunt the Eel or swim back to the surface to replenish energy
and then try again. The Eel takes one turn around the deep
area and then it returns to its hole. If you want energy
without going to the surface, you can always grab the coins
in the ring near the tunnel to the ocean cave.
When you've grabbed the star on the tail of the Eel it will
appear just below the Eel's hole. Grab it and you've done
it. Remember that if you come in contact with the Eel without
touching the star, you will lose three units of energy so you
better keep an eye on your energy meter.
3. Treasure of the ocean cave --- S-3-3
---------------------------------------
Yet again you shall swim to the area beyond the big stone pillars.
When you're there you shall dive and swim to the big tunnel near
the sea bottom. There's a coin ring just before it. Swim into the
tunnel, through it and board the other beach. Now you're inside
the ocean cave. There are pillars here which fall if you come close
enough. I think they take away two or maybe three energy units.
There are also Goombas here and actually a blue coin block. Run
through the cave fast and the pillars won't hit you. On the right
side of the cave there's a green block holding a metal cap. If
you've pressed the green cap switch and put the cap on, you won't
be injured by the pillars.
At the far end of the cave there's a bunch of treasure chests,
four to be precise. Now you must touch the chests in the correct
order to gain your star. Start with the upper one, then the left
one, the right one and last but not least the bottom one. Now
you will gain your star.
4. Red coins on the ship afloat --- S-3-4
-----------------------------------------
1. Start your coin hunting by going into the water in front of
you. Dive and you'll see two Clams on the bottom. The one to the
right holds a green shell and the other one holds a coin. You
can grab the shell by pressing B and surf around in the water
for awhile. You won't lose energy while holding the shell.
Be near the clam and it will open soon.
2. Now swim to the right: to the platforms leading to the ship
which is now afloat. On the platform closest to the starting
area there's a Pink Bob-omb. You better ask him to prepare the
cannon for the next star. Next to the platform with the Pink
Bob-omb there's a pole. On top of it the next coin is positioned.
If you can't grab the pole you must jump up on it at a higher
point.
3. Now go to the platform near the platform with the Pink Bob-omb
which is floating. Kind of below it there's another Clam which
holds a red coin.
4. Now swim towards the huge pillars. Below these on the sea bottom
there's yet another Clam with a red coin.
5. Now go to the really deep part and dive to the sea bottom here.
Grab the red coin in a Clam on the bottom. The coin can be spotted
almost from the surface. That's some clear water.
6. Now get back to the surface and to the platforms leading to the
ship. Climb the beach near the floating platform and then back flip
to the next platform through the coin trail. Here you'll find a
switch and a green cap. Press the switch and some nice blocks will
appear between the wooden platforms leading to the ship. Run on the
platforms and jump to the ship, preferably when the ship is leaning
against you. Grab the coin nearby.
7, 8. Now you must jump to the floor above the hole in the ship to
get the last coins. When the ship is leaning towards this area,
you better triple jump, back flip, side somersault or whatever to
get there. Grab the coins and grab the star in the middle of them.
5. Blast to the stone pillar --- S-3-5
--------------------------------------
You shall use the cannon to shoot to the middle one of the large
pillars near the ship afloat. So if you haven't prepared the
cannon you better do that now. From the start follow the course
wall to the right and you'll come by a platform with a Pink
Bob-omb. Talk to it and return to the cannon very near the start.
When you're inside the cannon, aim towards the huge pillars far
away. The top of the middle one is your target. Line up with the
middle pillar and then have the top of it near the bottom of the
sight. Not near the very bottom of the sight but close to it.
If you can't grab the pole you've aimed too low, if you fly above
it, you've aimed to high. If you grab the pillar, change your
camera view so you can see the yellow block and the platform.
Climb to the top of the pillar or close to it and jump towards
the platform. Break the block and collect the star.
6. Through the jet stream --- S-3-6
-----------------------------------
For this star you need the metal cap and the metal cap isn't active
before you've pressed the green metal cap switch. This switch is
found in a bonus course, reached from the sixth course. When you've
collected eight stars and defeated Bowser once you can activate the
switch.
Get out to the platform before the ship afloat, with the switch and
the green block. The thing is that you shall grab the star that is
on the sea bottom, in the jet stream, where the ship was lying before.
The stream is too strong to swim into so you must use the metal cap.
When on the platform before the ship, picture yourself that the ship
is just above the star on the sea bottom. Now grab the metal cap near
by and walk over the purple switch, get out on the wooden platforms
before the ship and jump down into the water when you feel like doing
it. Then walk straight for the star in the stream and grab it.
7. Collect 100 coins --- S-3-7
------------------------------
There is a total of 104 coins in this course so this walkthrough
will guide you to all of them.
- Behind to the left, when you begin playing in this course,
there's a yellow block with three coins within. 3
- Get to the platform with the Pink Bob-omb, it's positioned
straight and a little to the right from the starting area.
On top of a pole near it is a red coin. 5
- Go towards the ship afloat by walking over a floating plat-
form. Five coins will be visible, standing upright. 10
- Get up to the area with the switch and the metal cap. Press
the switch and walk out on the wooden platform and grab the
15 coins here. 25
- Jump aboard the ship, easiest to do when you've pressed the
switch. Grab the red coin nearby and when the ship is leaning
so the rear part is going downwards run towards the rear part
and do a triple jump. Grab the two red coins here. 31
- Time for some underwater action. Swim to the area near the
start. You'll see two clams and a pillar surrounded by eight
coins. Grab the coins and get the red coin in one of the
clams. 41
- Go to the area with the Pink Bob-omb and the floating platform.
Just below it lies a clam with a red coin within. 43
- Get to the three pillars; three huge stone structures, impossible
to miss. Below them on the ocean bottom a red coin in a clam
will be lying. 45
- Swim up to the surface and around the middle pillar, a ring of
eight coins will be visible. 53
- Now swim down into the really deep part. Grab the red coin in
the clam here, it's almost visible from the surface. 55
- Swim towards the ocean cave and you'll see a ring of eight
coin. Collect them. 63
- Get into the ocean cave by swimming through the tunnel. To the
right is a blue coin block. Break it and collect the six blue coins
that appear against the wall in front of the block. 93
- Further into the cave three Goombas will be visible. Defeat them
and take their three coins. 93-96
- As long into the cave as possible, to the right of the chests there's
a coin ring of eight coins. Grab them and you've taken every coin.
101-104
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
=======================
4.4 Cool, Cool Mountain
=======================
Location
--------
From the first room of the castle go to the opposite side
of the big stairs from the second course. It's a door with
a star and a "3". Inside there's a painting with a snowman
painted on it.
Description
-----------
Isn't it wonderful with a snow course in a platform game?
Even the music is right. This course is one big floating
mountain. There's snow and ice everywhere which makes it
slippery and in that way also fun. Lots of nice Penguins
here, as well as nasty Snowmen in different shapes and
forms. Inside the mountain there's a long and slippery
slide which is a thrill to glide down. Such a thrill that
I had to write a rhyme below.
Available stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|X|O|X|O |
|O |2 |O|O|X|O|X|O |
|S |3 |O|O|O|O|X|O |
|I |4 |O|O|O|O|X|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|X|O |
|-------------------|
Required amount of stars/keys: 3 stars, No keys
Amount of coins: 154
Caps available: None
Cannons: Yes, 3
Warp: Yes
1. Slip slidin' away --- S-4-1
------------------------------
Enjoy the music, enjoy the snow,
down the chimney you will go.
From the beginning of the course,
use the chimney not the doors.
Chimney on a cabin that is,
I am sure you will not miss.
In front of you a slide will be,
glide down it, don't you trust me?
Not a penguin yet in sight,
now go down with all your might.
In the middle of the slide,
pay attention before you glide.
You'll surely find a coin trail here,
glide along it and you fear,
that you've just into a wall have gone
but really you're on a short cut son.
The short-cut will lead you to the end
and you won't go by roads that bend.
In the short-cut, not even a gap,
so you won't have to bring no map.
If you've chosen the other way,
that ain't too bad so don't say nay.
Many tricky bends there'll be,
but also lots of coins for thee.
So at last a roof you'll see,
but are you safe? Don't ask me!
Will I tell or will I not,
there's a passage that's not hot.
Lots of solid ice you'll see,
and just as thin as ice can be.
Over the line you've must have gone
to find a cosy cabin, that's not a con.
Out of the cabin you will go,
to find your precious star in the snow.
When you've grabbed your star yo' lad,
you'll now understand my rhyme is bad.
And you wouldn't wanna hear it more,
but you're afraid that I will roar,
for you to say my rhyme is bad,
just makes me really, really mad.
But either way I will now stop,
because I'm tired, are you not?
2. Li'l penguin lost --- S-4-2
------------------------------
Now it's time to deliver a Penguin Baby near the top of the
mountain to the Penguin Mother near the foot of it. Jump on
top of the chimney near the start, but don't fall down it.
Jump up to the mountain shelf just above the chimney. Here's
a Penguin Baby. Pick it up with B and return to the starting
area.
Now there are lots of ways to complete this delivery. I'll
first explain the easiest one. Start by going down the first
straight way in the outer slide, the slide that goes on the
outer side of the mountain. You shall never turn in this slide,
instead jump of it when it's time to turn for the last time.
So when you've started sliding down, just continue off the cliff.
You'll then land pretty near the Penguin Mother. She's a big
Penguin standing in a pond in the middle of this floor. Go and
show her the Baby and she'll reward you with a star.
The real method is to pick up the baby and then glide down the
outer slide, the whole slide. This is very straight-forward.
When you can't glide no more continue on the snowy trail and
you'll pass a snowball with eyes (the Snowman who's lost his body),
then come to a bridge with Jumping Snowmen. This bridge must
be crossed and you must time your passing under the snowmen
well. When a snowman is about to jump on you, simply rush below
it. After you've passed the bridge, look down to the right and
you'll see the Penguin Mother in her pond. Jump to her and
give her the Baby. Get the star.
3. Big penguin race --- S-4-3
-----------------------------
Now it's time to return to the inner slide down the chimney,
this time without rhyming. When you reach the beginning of
the slide a Penguin will be standing here. He will ask you
to race him. Accept his challenge if you want another star.
Do a quick jump with a dive and you'll race past him
instantly.
Note that you cannot take any short-cuts, this includes the
unsolid wall short-cut after the coin trail leading into
the wall, and jumping off the slide to land on another place.
The Penguin will pass you a couple of times under the contest
but will hardly push you off any edges. Just slide fast and
use all inner curves and you'll easily win. When you win he'll
give you a star.
Special note
When you've collect 120 stars you can return to challenge the
Penguin again and then it'll be two or three times as big and
easily tackle you off the edges.
4. Frosty slide for 8 red coins --- S-4-4
-----------------------------------------
1. The first red coin is in a spruce near the starting area.
2. Now go behind the starting point and out on the broken
bridge. Don't stand still or you'll warp, just run off
it and aim towards the ice pillar. Be sure to break in time.
Near this ice pillar there's a coin.
3. Now climb off this cliff on the short side to the left if
you look towards the wall. In this area you shall follow the
wall up the slide and you'll soon find a red coin in a socket.
4. Now go back to where you fell off the cliff with the ice
pillar. Here's a bridge and a cannon which is either prepared
or not. On the corner of this area, there's a red coin. Here's
were the lift makes a stop.
5. Now you could be a tough guy/gal or not. Be tough and look at the
small floating island with the Pink Bob-omb and do a long jump
towards the spruce. Then jump towards the next floor and a strong
wind will make you get there. Be not so tough and pass the bridge
and then jump down towards the floor with the Penguin Mother.
Either way there's a red coin in the spruce near the exit of the
slide.
6. Continue to the other side of the floor and you'll see a broken
bridge. A red coin is available here. Very visible.
7. Now continue to the very peak of the floor, indeed the very peak
of the whole course. Hidden in a socket you can find the seventh
coin.
8. Return to the Penguin Mother, and you can yet again choose two
different ways. Either choose the slightly more difficult wooden
trail on the wall very close to the Penguin Mother or take the lift
in the corner of this floor. If you take the lift you'll then have
to cross the bridge with the Jumping Snowmen. When you've passed the
bridge or walked up the wooden trail (if you chose the wooden trail,
you better know that the stone parts in the snow are not slippery)
you'll see a red coin at the edge of the broken bridge.
The star will appear on the other side of the bridge. This side can
be reached with a very accurate long jump. If you have trouble pulling
this off you can either go back to the sixth coin and warp from
the edge of the broken bridge to the starting area. Then glide down
the outer slide until the slide "changes direction". Here you shall
gain extra speed and jump over the edge. You can also reach the star
from the ice pillar area.
5. Snowman's lost his head --- S-4-5
------------------------------------
Jump up to the chimney near the star and get up to the ledge above
where the Penguin is. Now glide down to the wooden platform with
the Flower Snowman and a snowball. Approach the snowball from the
direction of the hill downwards. It will then talk to you and ask
you to lead the way to a nice head for it. It will start rolling
and you must glide down before, therefore you should approach it
from the direction of the hill which is going downwards. Now it's
really important to not glide on the stonish areas in the snow or
you'll be slowed down. So, you must always glide before it. The
snowball will grow during the glide down the slide. Continue to
slide until you reach the plate with Snowman's head at the foot
of the slide. Now quickly place yourself behind the plate and
then the snowball will come rolling and form a body for the Snowman.
The Snowman will in gratitude give you a star.
6. Wall kick will work --- S-4-6
--------------------------------
For this star to be collected you must use the cannon and visit
an area you usually don't. First get to the area with the penguin
mother, go here by first going straight down the slide from the
starting area and instead of turning right when you should, jump
off the cliff and you'll land somewhat near the penguin. This is
a long fall. Go to the part where the exit of the slide is and you'll
find a cannon and a lift amongst other things. If you haven't activated
the cannon, do so by going to the lift. Stand in the position so you
look towards the mountain and you'll see a floating island nearby.
You get to it by jumping over the rail of the lift with a regular
jump. When you've spoken to the friendly fellow wait for the lift
to come back and board it carefully. When you're back to the area
of the cannon, jump down it and when you aim you'll see a tree. Aim
high above it. Then follow the trail and really be careful about
the snowmen. It's possible to be bumped down by walking into them.
Don't jump on them cause you'll spin for so long. I recommend the
slide kick (run -> Z -> B) to take them out efficiently. You will
soon come to a big gap which you must long jump over. Now you'll
come to the area where you have to use the wall kick (Don't kick
me!). Why not press C up to have a look around so you know what
you're up against.
You should see a wall to the right which you should wall kick against.
Run hard against it, jump awhile before the wall and press A
again when you hit it and you'll be able to bounce away from it
and up to the ledge above. This ledge lead you to another wall
kick. But to perform the next wall kick you must do either the
triple jump or a continuous jump on the very edge of the platform
before you're ought to do the wall kick. It's good to finish the
wall kick with a dive. When you're on the uppermost platform and
have your star in sight, you can either crawl carefully on the
very slippery ledge, walk or run over or be a really nasty son
of a gun and long jump yourself over there.
7. Collect 100 coins --- S-4-7
------------------------------
- First get the red coin above the spruce in the starting
area. Then jump down the chimney and get the five coins
above it. 7
- There is a total of 77 coins in the slide. I suggest that you
at least get 50 of them. Don't go down the slide on your belly,
because then you won't be able to get the coins you must jump
for. Follow the blue coin directly, because that one is important.
57-84
- When you get out of the cabin of the slide get the three red
coins in the mama penguin area. One is above a spruce close
to where you are; the next one is further away in the other
direction of the platform, it's between some broken bridges;
and the last one is hidden near the very peak of the platform,
beyond the previous red coin. 63-90
- Get back to the exit of the slide and you'll see a pathway
leading upwards. When you get to a turn point you'll see a
Flower Snowman. Defeat it for three coins. Continue upwards
and a Spinning Snowman will attack you in the snow. I'd
say ignore it, but defeat it if you wish. 66-96
- You should soon see Jumping Snowmen and behind you a broken
bridge with a red coin on an edge. Go get it, then do a long
jump over the broken part of the bridge. Pound the blue coin
block in this area and grab the 2 blue coins. 78-108
Get back to the mama penguin area, preferably by jumping,
and then go to the area with the broken bridges where you
got a coin. On the end of the broken bridge there's a warp.
Stand still there and you will get back to the starting area.
- When you get up to the starting area jump to the little
penguin above the chimney and then slide down to the place
where the snowman's head used to be, you know the fifth star,
"Snowman's lost his head". Here a Flower Snowman should be
walking. Give him a whooping and grab his three coins. 81-111
- Now slide down the outer slide, the one that runs outside of
the mountain. Along the way you'll find four five coin trails
and at the foot of the slide, where you must start walking
again a red coin should be visible for you, hidden in a slot
in the mountain. If you have 95-99 coins when you're just
about to come into a coin trail, avoid it and all of the
following coin trails on the slide, because the 100 coins
star might be tricky to get. Instead get the red coin near
the foot of the slide and the coins from a Flower Snowman
who's walking near the foot the slide. 103-136
- You're ought to have gotten 100 coins now, if not collect the
last coins down the trail.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
===================
4.5 Big Boo's Haunt
===================
Location
--------
This will not work if you haven't collected at least ten
stars. At the sides of the big stairs in the first room
of the castle there's a wooden door at each side. Go
through one of these and a long corridor will open up
in front of you. A ghost should be looking at you. Run
towards it and go through the door. Now you're in the
courtyard. Here there are a lot of ghosts. Ignore the
fellows and go to the left field. Here there's a bigger
ghost which contains a little cage. Defeat it by attacking
it from behind and the cage should be lying on the
ground. Walk towards it and you'll be warped to
the fifth spooky course.
Description
-----------
This is a ghost world. The course contains a big house
which has three floors and a basement. Creepy music and
lots of Boos, Spiders and Eyeballs add to the atmosphere.
But none of them are as bad as the Big Boo who is after
you.
Available stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| | - = You must beat the Big
| |---------------| Boo again if you want
|C | 1|2|3|4|5|6 | the star.
|H | _ _ _ _ _ _ |
|O |1 |O|O|-|-|-|- |
|O |2 |X|O|O|O|O|O |
|S |3 |X|O|O|O|O|O |
|I |4 |X|O|O|O|O|O |
|N |5 |X|O|O|O|O|O |
|G |6 |X|O|O|O|O|O |
|-------------------|
Required amount of stars/keys: 10 stars, No keys
Amount of coins: 151
Caps available: Blue
Cannon: No
Warps: None
1. Go on a ghost hunt --- S-5-1
-------------------------------
To get the first star in this course you must defeat all five ghosts
on the first floor of the mansion and defeat Big Boo once. Start by
entering the mansion and then go to the right. Watch out for the big
pit which will take you to the basement. Skip the next section if you
don't want to know how to get up from the basement.
If you've fallen down to the basement you'll be in a pool. Get up from
it and run along the hall way to the right until you see a door leading
away from the place. Go through the door and follow the hallway to the
next door. Enter and go up the elevator. Watch out for the Eyeball and
go through the door. Now you're in the starting area again.
In the room with the pit then. Defeat the Boo here by either ground
pounding it or attacking it from behind. Continue into the next room.
Defeat the Boo coming right at you and walk over the falling bridge.
If you fall off this one you'll appear in the basement as well. Go
through the next door and you're back in the main room.
Now go into the topmost left door and defeat the Boo in here. Go through
the next door and you'll be in a room with a big ghost painting a table
and some chair. When you close in on the chairs, they will try to attack
you. Move away from them when they fly towards you. Then stand on the
table with your back against the painting and two Boos will come and
visit you. These are the last ones so defeat them. You will now get the
announcement of Big Boo. He's waiting for you in the main room. Go there
through the door.
Big Boo is much bigger then the usual Boo. He is defeated in the same way,
though he must be attacked three times. I recommend standing with your
back against him and then back flip and ground pound him when he comes
near. After the first hit, he will probably show you his back so you can
calmly attack him there two more times. If not, just repeat the first step.
When defeated he will hand you a star on the second floor.
2. Ride Big Boo's merry-go-round --- S-5-2
------------------------------------------
Near the start there's a hut. Go through the door, avoid the eye
and get down the elevator. Go down the corridor and in the next
door. Go through the next corridor and the door and you'll have
another door just nearby. Go into it and a you'll be in a spinning
strange room. Defeat the five Boos here that come out of a painting
and you'll face the Big Boo once more. Defeating him is done in
the exact way as above but watch out for the flame throwing picture
and the con about being on a spinning floor. Grab the star that
appears.
3. Secret of the haunted books --- S-5-3
----------------------------------------
This can be reached from at least two ways. I'll start with the
regular one. Go into the mansion and up to the second floor. Go
though the top most door on the left wall. You'll be in the
corridor of a library. If you move in this corridor, books will
come flying to injure you. Just run fast through it or long jump
and you'll be safe. At the far end of the corridor you'll see
three books sticking out of the wall. You must attack them in the
right order for the path to show itself.
First do a jump kick against the uppermost book, then punch the
lower one and the jump kick the one in the middle. The wall will
now slide away and you can go through the door to receive the
next star.
Even though this is easy, I can tell you another method. Go into
the mansion and climb to the second floor. Go through the bottom
most door to the left. Press C up and you'll see your star on the
opposite ledge above you.
To reach it you must do a triple jump from the platform you're now
on. This must be performed very accurately and can be tough. Place
yourself against the wall opposite of the target. Then jump once,
when you land, jump again and move slightly towards the ledge. When
you land again, jump and you'll probably do the triple jump and get
over there.
4. Seek the 8 red coins --- S-5-4
---------------------------------
All of the coins are located on the first and second floor of the
mansion.
1. Enter the mansion and then take the first door to the right. The
coin is located on the ledge here. Avoid falling down and the Boo.
2. Go back into the main room. Go to the bottom left room. Go to the
Piano and let him start his attack. Run around him and collect the
coin behind him.
3, 4. Continue into the next room. Avoid the chairs by running away
from them. The coins lay on top of the book shelves. Back flip to
reach them.
5. Go back into the main room and climb the stairs to the second
floor. Go into the right most room and here you'll find a red coin
on a trap door. Either run quickly across the trap or touch the coin
by moving slowly towards it without setting off the trap door.
6, 7. Back into the second floor main room. Go to the top right room.
Avoid the Eyeball and get into the next room. There are six sarcophagus
in here. They rise when Mario comes near. Below two of them there are
two red coins. It's the bottom right one and the middle left one. Don't
stand below the sarcophagus when it falls down again or you'll lose energy.
8. Go back into the main room of the 2F and get into the top left room.
On the other side of this net thing there's the last red coin. The star
is located in the main room of the second floor. Hard to miss.
5. Big Boo's balcony --- S-5-5
------------------------------
To reach this star, you must reach the balcony on the somewhat hidden
third floor to beat the Big Boo once again.
Go into the mansion and go up to the second floor. Go through
the uppermost door on the right wall. Press C up to get a perspective
of things. You'll probably see a table and a book shelf. In the book
shelf there are some Angry Books, so beware them. It is from this room
you come to the third floor.
There's a ledge above the entrance to this room that lead to the third
floor. To reach it you must wall kick the wall beyond the table. Do
like this. Run towards the table very fast, jump up the table and then
quickly perform a continuous jump on the table towards the wall. Wall
kick off the wall and you'll probably land on the ledge above then
entrance. Note that you must be "in the run" all the time. This may
take a couple of tries...
From the ledge, go through the door and you'll see another door to the
right. Go through it and you're on the balcony.
Beating the Big Boo this time is just like the other times but you
can fall down here and area is much more narrow. Do a back flip
and a ground pound as usual, but do use the somersault and the ground
pound if the ghost's about to hunt you off the platform.
When he's defeated a star will appear on the roof of the mansion. It's
a little tricky to get there. First check to the right or the left and
you'll see small flat areas above the windows (can't even say the word
in Swedish) which you should reach. Long jump there. You may land on
the slippery area in front of the flat area, then just press up directly
and you may be able to come up. I recommend pressing R here so you
won't have the camera so far away. Now there are two methods. Either
long jump towards the roof where the star is or crawl, because you can
crawl on the slippery areas, up to the top of the roof and then walk
on that path until you get to the star. The crawling process is boring
though.
6. Eye to eye in the secret room --- S-5-6
------------------------------------------
Before trying this star, be sure you have pressed the blue switch, the
vanish cap switch. Check the part about the switches for details.
This is the toughest star of this world, but it is easy to explain.
Go into the mansion, and guess what, up to the second floor. Go into
the uppermost room on the right wall. Go around the bookshelf, watch
out for the trap door and go through the ordinary door here. Now you'll
see a blue block.
Now this is the thing. You are supposed to grab the vanish cap, then
go back into the previous room and jump to the third floor. You must
manage the wall kick in one try or you must go and get another vanish
cap. Once you're on the third floor, you should go to the other side
of the room where there's big ghost painting and jump into it with
your vanish cap on. If you don't have it on, the ghost painting will
be solid. In this room there's a giant Eyeball. This one should be
defeated like any Eyeball. Make it look at you and then run around
it once. It will leave you a star. How to make the wall kick to the
third floor is described above but I can describe it once more. A copy
of course.
There's a ledge above the entrance to this room (the room with the
book shelf, upper right room on the second floor) that lead to the third
floor. To reach it you must wall kick the wall beyond the table. Do
like this. Run towards the table very fast, jump up the table and then
quickly perform a continuous jump on the table towards the wall. Wall
kick off the wall and you'll probably land on the ledge above then
entrance. Note that you must be "in the run" all the time. This may
take a couple of tries... and be sure to "refill" your vanish cap
after each try.
When you've managed to get it right, go through the door to the third
floor and quickly run or long jump over the floor to a big ghost
painting. Walk into it if you have the vanish cap. A Boo may bug you,
so defeat it. Now you're in front of a "boss". It's a huge version
of the ordinary Eyeball. Defeat like an Eyeball, by running around it
once. See there, dead, and you've got your star.
7. Collect 100 coins --- S-5-7
------------------------------
- There's a bouncing box near the beginning. Grab it and find
your five coin reward when it's broken. No, you cannot get over
the course edge with this box. I tried it when I was younger. 5
- Go towards the hut that leads to the basement. On the other side
of the hut, from the starting point there are two blocks with three
coins in each. Also beat the Spider near start. 14
- Two Spiders are walking around on the backside of the house. Three
coins each from those and there's also a 10 coin yellow block nearby.
30
- Go back to the starting area and the hut. Go through the hut door
and defeat the Eyeball before going down with the elevator. Run
around the Eye to defeat it. That's a blue coin. 35
- When you've reached the basement with the elevator continue to the
door at the far end of the room. Then continue through the next
corridor and through the next door. Another door should be near.
Go through it and you'll be in a spinning room. From one of the
paintings, 5 Boos will come out. Defeat them for 5 blue coins. 60
- Get up from the basement and enter the mansion. Take the door to
the bottom right on the first floor. In here there'll be a red coin
and a Boo. Get the coins and watch out so you don't fall down the
basement. 62-67
- Take the opposite door of which you just came from and you'll be in
the top right room. Here's a Boo. 67-72
- Get back into the main room of 1F. Take the top left door to get
into a room with an Eyeball and a Boo. That's two blue for you.
77-82
- Back into the main room. Take the middle left door. First go by the
bookshelf closest to the screen and an Angry Book will appear. Jump
up on it from behind and a blue will appear. Don't let it attack you
or your run for all coins will be over for this time. On top of the
shelves there are two red coins. Get them as well. 86-91
- In the same room. Either grab the vanish cap and run through the
ghost portrait and beat the ghosts in there or place your back against
the portrait to make the ghosts come to you. Either way it's two blue
coins. 96-101
- Get up to the second floor from the main room of the first floor.
Go to the upper left room here first and get the red coin on the
metal net. 98-103
- Go to the top-most room. There's an Eyeball in your face at once
you get in. Beat it. 105-110
- I suppose you've collected the 100 coins now, or else, just search
the other rooms on the second floor.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
==================
4.6 Hazy Maze Cave
==================
Location
--------
When you have defeated Bowser by going into the door
with the big star in the first room you'll get the
first key. Take the key to the basement, opposite
of the the courtyard. Unlock the basement door and
go into it. In front of you a dark corridor should
be visible. Walk to the end of it and through the
door. Go right and follow the corridor to the next
intersection, then continue right and then take a
left. You'll probably see a door with a star on it.
Enter it and jump down into the pit in the middle
of the room.
Description
-----------
Do you hear the classic 1-2 music from Super Mario bros.?
This is the maze, but a maze which you shouldn't be
lost in. The course contain of dark mysterious passages,
a large room with elevators, a gloomy toxic maze,
a big room with rolling rocks and an underground lake with
a sea dragon swimming around in it.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
Required amount of stars/keys: 8 stars, 1st key
Amount of coins: 139
Caps available: Green
Cannon: No
Warp: No
1. Swimming beast in the cavern --- S-6-1
-----------------------------------------
You shall, to take the first star, go down into the underground
lake and get the star on the island in the middle.
Start by defeating or avoiding the Spider and then take the left
path. Long jump over the first pit and go through the door. Watch
out for the other Spider here. Locate the platform with the spinning
heart. Long jump yourself there. Then long jump to the place where
rocks come rolling. You should run up the hill where they come. They
are kind of target locating so you better run zigzag between them.
There's a slot in the wall where you can rest and replenish your
energy with coins.
Go through the door from the rolling rocks to a room with a plate
on the floor, which is an elevator. Step on the elevator and either
let it take you down or jump down. Even if you lose energy you can
replenish it soon. Walk down the trail and get into the water. Swim
around the island in the middle, preferably from the right and you
will discover a Sea Dragon. Board it and then run up its neck so
you stand on its head. If you find it difficult to run up the neck,
just ground pound it in the back and it will lower the head for
you.
Now look towards the island in the middle and the Sea Dragon will
take you there. Jump to the island and grab the star.
2. Elevate for 8 red coins --- S-6-2
------------------------------------
Now you must go to the right in the beginning. Watch out for the
Spiders and the flame. When you're about to jump over to the door,
wait until the flames are temporarily put out. Go through the door
and glide down the pole. Go directly to the right from here and up
the high steps in the corner of the room.
Now you shall manoeuvre a sort of transport or elevator. If you push
one of the buttons, the transport will move in the direction the
arrow on the button corresponds with.
1. Try now to get to the centre of the room where there's a block.
Break the block and collect the red coin which reveals itself after
the block.
2. Continue to the next block, break it and collect the coin.
3. On the other side of the obstacle is another block. While the
elevator is moving you must jump over the obstacle. Then break
the block and collect the coin.
4. From the previous coin you will see the next coin on a corner
platform. Drive the elevator there and jump over to it to get
the coin.
5-8. Now, follow the wall, with the elevator, to the place where you
entered the room. That is not towards the Eyeball. You will see
two poles. Climb the one from the green platform. Then move onto
the chequered elevator on the uppermost floor and simply follow it
to collect the rest of the coins. Remember to break all of the
blocks during the travel. The star will appear in the centre of
the room.
If you were to fall down from the uppermost level, you can wall kick
yourself to the pole leading there. See the caged tower near the
pole. Use that and the nearest wall to wall kick.
3. Metal-head Mario can move! --- S-6-3
---------------------------------------
You shall head to the same position as where you took the first star:
the underground lake. You must have the metal cap activated. If you
haven't, check the part about the switches or hear my brief explanation.
To activate the metal cap, go down to the underground lake, then
board the Sea Dragon. Go up to its head and lead it to a platform
which has a double set of metal doors. Go in there and then go down
the pit. Work your way to the green switch and press it.
Back to the walkthrough. From the start, choose the left way and jump
over the hole in the path. Long jump to the platform with the spinning
heart and then from that platform long jump to the rolling rocks.
Run up this hill and go through the door. Ride the elevator down to
the underground lake, the cavern.
There's a green cap next to the elevator bottom stop. Take it and
run down the trail to the lake. The trail continues into the lake
and on the bottom of the lake. Follow the trail even here and it
will lead you to a purple switch. Press the switch and a wall will
open up in front of you.
Enter through the door and watch out for the spider. As you can see
there's a pit in front of you, then a short platform, another pit
and the star. You must long jump over the first pit. Then you can
choose between stopping which is recommended if you're inexperienced,
or continue the rush into a new long jump or a regular jump with a
dive. The last alternative is not a safe way to get over.
I've recently found out from the cool and Brightguy that it's possible to
press the switch without the metal cap. Simply swim over there and
then make a wall kick or any jump above the switch from the land area
and then fall on the switch or do a ground pound. It can be hard to
hit the switch exactly so the other method is in my opinion much better.
4. Navigating the toxic maze --- S-6-4
--------------------------------------
For this star and for the next you must enter the toxic maze. It's
reached from the big room.
Choose the right path in the beginning. Watch out for the
spiders and the flame. When you're about to jump over to the door,
wait until the flames are temporarily put out. Go through the door
and glide down the pole. Directly to your right you'll have a big
map. When you've passed the map take the first turn to the left.
To enter the maze you must go down the little hole. I've made an
ASCII to help you understand. It may look confusing at first,
but give it a chance, will you.
Ledge leading to 4th star
| S = Shooter
___ M = Mole
__/ H \_______ B = Bat
__/ H____ \ H = Slippery hole
/ S _/ \_ BB | C = Metal cap
Ledge | / \_ BB / BB = Blue coin block
leading to -|b3|_________ | C / b = Blue coin
5th star |____bM_b_ b | | | (will appear when
__________| |_| |__ blue coin block
| C _________b___BB | is ground pounded)
| |______ ______| |
| S ___MM | |S ____ S|
| | | |_| |____|_C| - Empty ledge
| | | ___________| - Exit
Entrance - |__| |__/
Here's a step-by-step guide as well. From the start, move straight,
pick up the metal cap (it's a little harder if you don't have it on)
and follow the turn to the right. Take the first turn to the left
and continue until you see a ledge with a metal door. It's not here,
it's the fifth star. Instead continue until you see another ledge
with green stuff hanging down from it. Jump up this one and go
through the door. When you're on the other side, run quickly past
all the Flame Balls and Bats and step on the elevator. The star
will be directly in front of you when you've ridden the whole
way up.
5. A-maze-ing emergency exit --- S-6-5
--------------------------------------
Just like the previous star: you must reach the toxic maze.
Choose the right path in the beginning. Watch out for the
spiders and the flame. When you're about to jump over to the door,
wait until the flames are temporarily put out. Go through the door
and glide down the pole. Directly to your right you'll have a big
map. When you've passed the map take the first way to the left.
To enter the maze you must go down the little hole. I've made an
ASCII to help you understand. It may look confusing at first,
but give it a chance, will you.
Ledge leading to 4th star
| S = Shooter
___ M = Mole
__/ H \_______ B = Bat
__/ H____ \ H = Slippery hole
/ S _/ \_ BB | C = Metal cap
Ledge | / \_ BB / BB = Blue coin block
leading to -|b3|_________ | C / b = Blue coin
5th star |____bM_b_ b | | | (will appear when
__________| |_| |__ blue coin block
| C _________b___BB | is ground pounded)
| |______ ______| |
| S ___MM | |S ____ S|
| | | |_| |____|_C| - Empty ledge
| | | ___________| - Exit
Entrance - |__| |__/
Here's a step-by-step guide as well. From the start, move straight,
pick up the metal cap (it's a little harder if you don't have it on)
and follow the turn to the right. Take the first turn to the left
and continue until you see a ledge with a metal door. Jump up this
ledge and continue through the door. Walk through the corridor
until you reach an elevator. There's only bats here so no sweat.
Ride up the elevator and you will reach a small room with a door.
Go through the door and you will be in the place above the pit
where the rocks fall down. The star is located on a platform a
distance away. No do a continuos jump and hold A on the second
jump to grab hold of the wire net in the ceiling. Keep A pressed
now and move under the net using the control stick to reach the
star. It's easy to fall down, so try to keep in the middle and
when you shall turn, try to do it very slowly. Then continue
holding on to the net until you reach the star.
6. Watch out for rolling rocks --- S-6-6
----------------------------------------
You shall go to the source of the rolling rocks. From the stating
point, go left and long jump over the pit. Go through the door and
then long jump to the platform with the spinning heart. Then make
yet another long jump to the place where the rocks come from. Walk
all the way up the hill and avoid the rocks. When you're just about
to go into the door, you must stop.
Just before the door is a narrow corridor. Use the walls to wall
kick yourself to a ledge above. Here's the star.
7. Collect 100 coins --- S-6-7
------------------------------
- In the starting area there's a Spider worth three coins. Continue
to the right and another Spider will come for three more coins
and a coin trial just after it of five coins. 11
- Go through the door beyond the nasty flame-throwers and into the
big, the main, the major room. On the floor two Spiders should be
walking around. If you don't find them, look harder. 17
- In one corner of the room there should be some steps. Mount it
and jump up on the elevating platform. It takes you around the
room in the same height. You will find three red coins in blocks,
hard to miss and one on the platform in the opposite corner of
where your elevator starts from. 25
- Now you should get up to the uppermost floor of this room to collect
the last red coins. Either use the elevating platform to reach the
pole leading you up to the coins or wall kick between a rock wall
and a caged tower. When you're up here follow the upper elevating
platform for the four remaining red coins. 33
There are two Eyeballs and two bats in this room, but all of them
are rather hard and time consuming to get. So I say: ignore them.
- Now go to the toxic maze. If you don't know where, check the signs
in the big room. Just before going down the maze a trail of five coins
will be in your way. 38
- Describing the poisonous maze, exactly where to go is tough, so I
hope you can settle with this ASCII. I'd be happy for some feedback
about the ASCII. If it's impossible to read I would very much like
to hear it so I can add a regular walkthrough. There are four Shooters
worth two coins each (I call the hovering enemies which shoots black
balls Shooters), there are also four Bats worth one coin each. In the
centre of the maze there's a blue coin block which makes seven blue
coins appear. This makes 8 + 4 + 35 = 47 coins to collect in the maze.
You can allow yourself to miss three of the blue coins but not more.
70-85
Ledge leading to 4th star
| S = Shooter
___ M = Mole
__/ H \_______ B = Bat
__/ H____ \ H = Slippery hole
/ S _/ \_ BB | C = Metal cap
Ledge | / \_ BB / BB = Blue coin block
leading to -|b3|_________ | C / b = Blue coin
5th star |____bM_b_ b | | | (will appear when
__________| |_| |__ blue coin block
| C _________b___BB | is ground pounded)
| |______ ______| |
| S ___MM | |S ____ S|
| | | |_| |____|_C| - Empty ledge
| | | ___________| - Exit
Entrance - |__| |__/
- Check the ASCII map above and locate the ledge leading to the fourth
star, the ledge farthest from the entrance. Climb up it and go through
the door. Here you'll find a coin trail of five coins and two bats.
77-92
- Go back into the maze and locate the ledge leading to the fifth star.
Climb up the ledge and defeat the two Bats in the area after you've
gone through the door. The second Bat might take a triple jump to
reach. 79-94
Continue on this trail and get up the elevator. Then you'll be in the
room with the rolling rock but above. A trail of five coins are posit-
ioned under the wire net in the ceiling. Ignore these, bacause it's
too risky.
- Walk off the platform.
Check Mario's shadow so you're sure you don't fall down into the
big pit. When you're in this room be extremely cautionous about
the pit. If you fall down it, it's over. Walk over to the opposite
side of where the rocks come from and you find a Spider. Defeat
it for three coins. 81-97
- Ignore the bat and long jump to the platform with the spinning
heart. Do another long jump to the source the rocks. Run up the
hill and get the five coins in the socket. 86-102
- If you got all of the blue coins, then you maybe have 100 coins
now. If not, continue up the hill of the rocks and through the door.
There'll be a ring of eight coins beyond the elevator. 91-110
- Then continue into the underground lake for the last 11 coins if
you still haven't collected the 100 coins star. There are eight
coins on top of the island in the middle and three beyond the
bars.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
====================
4.7 Lethal Lava Land
====================
Location
--------
Go down to the basement and through the dark corridor.
Go through the door and continue right. You should soon
see a painting with a scary face. Jump into the painting.
Description
-----------
This the lava course. Everywhere you find lava. Lava
is dangerous, lava hurts you and lava is hot. Besides
that there are vicious Bullies patrolling the place
and even though they can't hurt you directly they
always try to push you down into the lava. They are
led by the Big Bully which is tougher than the little
ones. There is also a big volcano in the course
doesn't hurt to try and enter.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
Special Note
------------
When it comes for all of the star strategies in this
course, all of them are made so you don't have to lose
energy, but when play myself I always make short-cut
over the lava to save patience and time. Feel free
to do that yourself.
Required amount of stars/keys: 8 stars, 1st key
Amount of coins: 133
Caps available: Red
Cannon: No
Warp: Yes
1. Boil the big bully --- S-7-1
-------------------------------
Nice hot lava, but it isn't deadly. Pity. Your first task is
to defeat the Big Bully.
Long jump over the first gap, run under the valve to the left.
Choose the left way over the falling bridge in the intersection.
Go past the Eyeball, over to the sinking platform, and over the
puzzle. Quickly run past the Bullies and just after a flame
wall has passed on the rotating platform, run over. Run over
the platforms and whoa, you're near the Big Bully.
If this big boy spots you he will rush in your direction and if
he hits you, you won't lose any energy but you will be pushed
and that may mean into the lava. If you jump towards him, or
punch or dive or whatever he will be pushed. You shall now
just attack him until he falls into the lava and a star will
show up on a nearby platform.
Steps will show up to connect with the platform but they dis-
appear as soon as you stand on them. Jump very quickly from
step to step without climbing on any of them and you'll reach
the star.
2. Bully the Bullies --- S-7-2
------------------------------
Time to bully some Bullies. There's a large platform beyond
the one with the Big Bully. This is your target.
From the start.
Long jump over the first gap, run under the valve to the left.
Choose the left way over the falling bridge in the intersection.
Go past the Eyeball, over to the sinking platform, and over the
puzzle. Quickly run past the Bullies and just after a flame
wall has passed on the rotating platform, run over. Run over
the platforms, up on the Big Bully's platform, run past him
and jump onto the black elevator that goes by on the other side
of the platform. This elevator take you to the next platform.
This is a large platform with three Bullies and a coin ring.
You must now push all of them into the lava. Try to attack one
at a time if you find it difficult. Lure them towards an edge
and it will also be easier.
When they are defeated a Big Bully will show up. He is just
slightly faster than the one you previously defeated. He is
also slightly smarter. Do as usual. Attack him until he falls
down the lava.
3. 8-coin puzzle with 15 pieces --- S-7-3
-----------------------------------------
Easy, extremely easy. Run until you meet the sole Bully and the
intersection. Choose left and go over the bridge. Pass the Eye
and continue until you reach the big puzzle with Bowser's portrait.
There are eight red coins here. Grab them, but watch the lava.
Then grab the star. What more to say: Nothing!
4. Red-hot log rolling --- S-7-4
--------------------------------
From the start. Long jump over the first gap, run under the valve
to the left. When you reach the intersection with the Bully go to
the right. Time your passing over the Flame Thrower and then look
to the right and you'll see two sinking platforms. One with coins
and one without. Pass the one without coins and you'll come to a
platform with two Bullies and a coin ring. Next to the platform
lies a black transport platform.
Step on the transport and it'll take you to the start of the log
rolling. During the trip the transport will pass three Flame
Throwers. The first one will fry the middle of the transport, so
stand on one edge; the second one will fry in the left part, so
stand on the right part; the third and final will fry the right
part, so stand on the left part of the platform.
Then climb onto the log and stand on it so it starts rolling. Move
carefully so you don't fall off the log. When you get to the stop,
jump off and get the star.
5. Hot-foot-it into the volcano --- S-7-5
-----------------------------------------
You've surely noticed the volcano in the centre of the course. This
time you shall jump down it to get a star. Don't try this at home!
When you've jumped down the volcano you shall follow the trail to the
right. This is very straight forward so continue walking until you
pass a Bully. Be careful after because then there's a piece of the
wall that regularly crush things below. Just wait until it has crushed
ones, then jump up to the next ledge. Carefully move over the floating
islands, they're rather small so don't go to fast. Time your passing
through the Flame Thrower and it wouldn't be a pity if that Bully
pushed you down when you're so close to your goal.
Then jump up the pole. Press R and then C down to have the far Mario
view enabled. This will make the camera to always aim on Mario's back.
To make a successful jump to another pole, Mario must have his back
straight towards the pole. Then it's just to press A and Mario will
grab the next pole. The help this camera mode will give you is that
the targeted pole will line up just between the camera and Mario
if Mario is positioned on that perfect place on the pole.
Mario will then grab that pole directly when you press the A button.
This doesn't work if you do handstands. Jump from pole to pole using
this method until you reach the star.
6. Elevator tour in the volcano --- S-7-6
-----------------------------------------
Time to go down the volcano in the centre of the course again. This
time you shall go to the left inside the volcano. Here's an elevator.
Step on it and it will bring you along. Another one is waiting higher
up, wait until you get close enough until you jump to it. This one
takes you to a pole. Climb the pole, but not all the way up. Stop
when Mario's head is on the same level as the floor of the platform,
or the fire may burn you. There's a pole leading away from the
platform. On the platform there're flame lines rotating. When a flame
line has passed the pole you want to climb, jump up the platform
towards the pole and climb it to the top. Almost to the top at least,
stop when you have a Mario metre left, and then jump up the platform.
If you jump from the top of the pole, you may jump over it. When you
have only those tiny platforms left, be careful. I recommend a long
jump to the star or small regular jumps on the platforms. Whatever
works for you.
7. Collect 100 coins --- S-7-7
------------------------------
First a little something about the Bullies on this floor.
To defeat them you must push them down into the lava. If
everything goes well one coin a bully will bounce back
onto the platform you're one. This will at least happen
if you bounce it straight into the lava. Sometimes the
coin can go where it feels like going because the Bully
might have been pushed into lava in a wrong way. You get
few coins from the Bullies so it doesn't matter much.
- If you follow the trail in front of you, you'll come by
a yellow block with a shell within. Stand on the shell
and "begun your shell shreddin' has". Locate the bridge
that unfolds itself near the starting area. Let's call
it the falling bridge. Under it there're five coins
that's only available with the shell. It might be
possible without, but it'd take tremendous timing to
complete. 5
- After you've passed the coin trail, a large ramp should
be in front of you, just next to the volcano. On the
other side of the ramp there's a... let's say half ramp
with 4 coins on. 9
- Now surf to the opposite side of the course from the
start point. There's a ramp there, beyond a large plat-
form with three Bullies on. 14
- Now surf back to the starting area. Near it, behind it,
there's a half ramp which has three coins on it. Just
north of the platform with the wing cap, if that direction
is better. 17
- Get back to the starting point and get off the shell by
pressing Z. Follow the trail until you get a Bully that's
positioned before the falling bridge. 17-18
- Time your run over the bridge well and then beat the Eyeball
here by running around it. 22-23
- Continue to a sinking platform with a coin trail of five coins,
just before the big puzzle. 27-28
- Get on the puzzle with Bowser's portrait. Wait for the
puzzle to be complete, to show Bowser completely. Then five
yellow coins will appear from his mouth. While waiting
carefully collect the 8 red coins spread out on the puzzle.
43-49
- Continue on the trail after the puzzle and you'll come by two
Bullies on a platform. Defeat them carefully. 43-51
- Go past the rotating, flaming platform and onto a sinking
platform with five coins just before the Big Bully. 48-56
- Pass him or defeat him, whatever. Go to the other side of
Big Bully's platform from where you came from and await
the black moving platform to get you to another big platform.
When you're on the big platform that's east of Big Bully's
grab the eight coins in the ring in the middle and defeat
the three Bullies here. Remember that this platform isn't
a square, this means that if you push off the bullies in a
strange direction the coin may go away from the platform
instead of towards it when you've defeated on of the Bullies.
56-67
- South of this block there are four sinking pyramids, all
with a coin on top. Grab those. 60-71
- If you look to the east of this area, towards the course
wall you'll see a platform with an Eyeball and coins.
Long jump yourself there, grab the eight coins and beat
the Eyeball. 71-84
- Continue to the south and you'll come by an S-shaped
pathway. On the edge of it there's a bouncing block. Look
towards the big platform where there were three Bullies,
grab the box and keep up pressed. You'll land on the big
platform and you can grab the five coins and you won't
have to land on the sinking pyramids and see your precious
coins being swallowed by lava. 76-89
- Get back to the S-shaped platform. Follow it to a sinking
platform with five coins on. 81-94
- There's another sinking platform nearby. Follow it towards
the course wall and you'll come by a platform with eight
yellow coins in a ring and two Bullies. This platform leads
you to the fourth star. 89-104
- Now go to the volcano in the centre of the course. Around
it there are three yellow coins. Grab them all. 92-107
- If you have 100 coins already, go get a star, like the red
coins star, or leave the course in another way if you're not
interested in the extra lives. If not, jump down into the
volcano. Go to the left for a coin and an elevator. Take
the coin not the elevator. Then continue on the trail to
the right and I can assure you that you will get the 100th
coin during the walk.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
======================
4.8 Shifting Sand Land
======================
Location
--------
Go down to the basement and go through the dark corridor.
Then go to the right and continue to the lava painting,
then go left until you hit a dead end. Jump into the
wall here and you'll go to the eighth course
Description
-----------
Shifting sand land is a desert filled with enemies. Nasty
Goombas, Shy-guys, Cactuars and even Bob-ombs patrol the
ground so watch out. There's also deadly quicksand every-
where and a big mysterious pyramid in the centre. Who
knows what hides in the depths of the tombs in there.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |X|O|O|O|O|O |
|S |3 |X|O|O|O|O|O |
|I |4 |X|O|O|O|O|O |
|N |5 |X|O|O|O|O|O |
|G |6 |X|O|O|O|O|O |
|-------------------|
Required amount of stars/keys: 8 stars, 1st key
Amount of coins: 136
Caps available: Red
Cannon: Yes
Warps: Yes
1. In the talons of the big bird --- S-8-1
------------------------------------------
Now it's absolutely time,
for yet another rhyme of mine.
Because this star is simple to get.
so I am sure that you will bet,
that there's no need for no real guide
and now I think it's time to ride.
Here's a desert big and vast,
and a pyramid from the past.
A Vulture's holding your precious star,
go get it now but not by car.
Now it's time for me to tell,
where you can go and get your shell.
The shell is hiding in a block,
on a grey platform two o' clock.
But to get to the platform on top,
you've got to make a big bad hop.
A smooth side somersault will probably do,
or maybe a pretty triple jump too.
When you're on your groovy shell,
you can surf on quicksand well.
If you don't have your shell at hand
you will be sinking down in sand.
Now you shall surf to the other side
where you can wait for the Vulture's hide.
In this area there are two towers,
which you can climb with no special powers.
It's just to run up its steady walls
if you really do have the balls.
While you wait for the bird to come by
why don't you have a piece of pie?
When the vulture's here at last,
it's time for some action, just like in the past.
Jump towards it and it'll give a cry,
in the ancient desert hot and dry.
He'll drop a star, be stunned for sure
'cause soon you'll see it below your floor.
Another method I do have in store,
but you may think it's kinda poor.
Climb the grey structure near the start
and grab the red cap, which you can't get in the mart.
Then fly around, all over the town
until you've hunted your stupid bird down.
The star'll land between the towers:
just as pretty as a bunch of flowers.
Now it's time to grab the star,
but have you finished the game? No not by far.
Now it's time to stop this rhyme
before I lose this head of mine.
2. Shining atop the pyramid --- S-8-2
-------------------------------------
There are two main methods to get this star. The easy and the one
where you get to experience most parts of the course. I explain
the easy one first.
From the start, go directly to the grey structure with the Goombas
inside. Jump on top of the thing. Do this easiest but performing a
triple jump from the direction of the dark fatal quicksand area.
Starting
area
______________
| |
Pit |Grey structure| <-- Do the triple jump
|______________| from this direction.
When you're on the roof of the structure, break the yellow block
and step on the shell which was inside. Surf to the pyramid and
then up to the top of it where a star is waiting. I can't go in-
depth because there's nothing to be in-depth about.
The other way, then. First go past the enemies in the starting
area, or defeat them if you wish. Continue away from the grey
structure and get past the Cactuar (collection of yellow balls
with spikes).
You'll now have a maze in front of you with dangerous blocks
walking around and brown quicksand below. That quicksand makes
you instantly die. Almost no other quicksand is that fast. This
maze is pretty straight forward, so you shall just go to the
other side. You'll spot a palm tree. Follow it because that's
your goal. About the blocks. On the block you may see five flat
sides and one hollow side. If one of the flat sides fall over
you, you lose three energy units, but you're all right if the
hollow wide falls on you. If you need to pass a block, do some
simple math and then stand on a tile where you know the hollow
side will fall.
When you're through the maze, keep moving because the Vulture
will sweep down on you to get your cap if you stand still. If it
manages to take your cap, run up one of the pillars and wait for
it to come by, then jump to it and it will drop the cap. While
you're in the area you can talk to the Pink Bob-omb to activate
the cannon. It doesn't hurt.
Then continue on the path, pass both pillars, pass the Cactuar,
go around the quicksand pit and over the bridge to the pyramid.
There's an entrance here, here you must enter for two other stars.
Go to the right now and you'll see a ledge going around the
pyramid. Jump up it because it's slippery. Watch out for the Flame
Ball and the Shy-guy on the ledge and the fact that it's getting
thinner all the time. When you reach the end of the path you'll
probably walk right in to the star.
3. Inside the ancient pyramid --- S-8-3
---------------------------------------
From the start, go directly to the grey structure with the Goombas
inside. Jump on top of the thing. Do this easiest but performing a
triple jump from the direction of the dark fatal quicksand area.
Starting
area
______________
| |
Pit |Grey structure| <-- Do the triple jump
|______________| from this direction.
When you're on the roof of the structure, break the yellow block
and step on the shell which was inside. Surf to the pyramid and
then into the entrance which is rather easy to spot. Of course
you can use the same way is written on the previous star as well.
When you're inside the pyramid, take the first right, to the left
you can find three extra lives. To the right, walk past the
Goombas, and you'll soon see a Grey Whomp which is jumping up
and down. Either do a back flip or a double jump to its top
and then quickly jump to the second floor. Press C up and locate
a pole and on the other side a wire net with coins below. Walk
to the pole and climb it to the third floor.
Continue and then grab the wire net here or use a wall kick to get
on top of the wire net. Climb or run to the other side and then
up the stairs. Next up is a Rolling Grey Thwomp. To get past it,
either do a high jump over it or wait until it's far away, go to
the little slot in the wall and stand there until it has rolled
past you.
Then follow the trail until you hear a couple of Electric Balls.
Run faster because these try to attack you. Climb the pole and
you're soon there. Here's a Grey Thwomp which jumps back and forth.
Try to, with a double jump, jump on top of it, when it's on the
ground. Jump off it towards the many coins on the other side.
Follow the golden things, jump up to the ledge and collect the star.
4. Stand tall on the four pillars --- S-8-4
-------------------------------------------
Boss time. You can reach them in two different ways. I'll start with
the "real" way. Pass the enemies and run to the grey structure. Side
somersault or triple jump up it. Both ways work if you perform it
right. Seems to be easiest from the direction of the fatal quicksand.
When on top, grab the wing cap. (If you haven't activated this one
yet look up into the sun from the sun plate you always come to when
choosing "Exit Course") Then fly to the nearest pillar with a coin
on top. Land by ground pounding in the middle of it. A wind may come
and bother you. If it grabs hold of you, you're ought to know that
you can simply run up the pillar. When on top of the pillar, take
off again and fly to the pillar in the brown fatal quicksand. This
one's hard to reach without using the wing cap. When you've stood
tall on that one, continue to the next two on the other side of
the course.
When you've stood on everyone of them, the top of the pyramid will
be destroyed. Fly or walk over to the top of the pyramid and fall
down the hole. Let the elevator take you through the elevator and
then go into the little entrance. Run down it and you'll reach The
Ancient Ones.
Stand on the table like thing and they will wake up. They are two
hands which has been sleeping for awhile. Now they want to crush
you. While one hand attack you by either making feeble shoving
attacks and crushing attack which are very easy to avoid, the other
will show it's eye. Attack the eye quickly with any B attack. It
disappears quickly.
Both of them can take three attacks before blowing up. When one
of them is defeated, the other will try more desperate solutions.
It will try to shove you off the platform at the same time as it's
showing it's unprotected eye. This is a fast attack so be very
ready with the B button. One quick tap and the hand will retire.
When both are defeated, you'll get your star. I'm pretty sure it's
impossible to get out of this place ones you've entered, without
falling down or taking the star.
The other way to the bosses then. Go into he pyramid the usual way,
preferably with the shell on top of the grey structure neat the
beginning.
When you're inside the pyramid, take the first right. Walk past the
Goombas, and you'll soon see a Grey Whomp which is jumping up
and down. Either do a back flip or a double jump to its top
and then quickly jump to the second floor. Press C up and locate
a pole and on the other side a wire net with coins below. Walk
to the pole and climb it to the third floor.
Continue and then grab the wire net here or use a wall kick to get
on top of the wire net. Climb or run to the other side and then
up the stairs. Next up is a Rolling Grey Thwomp. To get past it,
either do a high jump over it or wait until it's far away, go to
the little slot in the wall and stand there until it has rolled
past you.
When you've passed the Rolling Grey Thwomp you'll come by a spinning
heart. Replenish the lost energy and then locate the big chequered
"thing" in the middle of the course. Sand run here. Long jump to
this place and then stand on the edge of it towards the entrance of
the pyramid. If you haven't the C down view, press C down and you
will notice a hole beneath you. To reach it, place your back towards
the edge, towards the entrance of the pyramid. Then do a continuous
jump and press slightly back, when you fall over the little hole,
press B and Mario will jump kick himself into the hole. Press C up
to get the normal view so you're prepared for the boss.
5. Free flying for 8 red coins --- S-8-5
----------------------------------------
"It's Monday night, time for headlines." er... time to collect
some coins again.
1. To the left from the start, that is the direction you never
walk in, run until you get to the course corner and collect the
red coin here.
2. Head back to the starting area and then to the grey structure.
Here you will find an orange block, a large one. Break it and
collect the second coin.
3. Go away from the grey thing and head for the maze. In the centre,
very visible is the next red coin lying. Do a careful jump to it
and grab it.
4. Now to the oasis. From the maze, locate the palm tree on the
other side. Follow it and you'll come to the oasis. In the lake
is the coin.
5-8. Now walk to the entrance of the pyramid. From the oasis,
walk along the path, past the yellow coin and the pillars, around
the quicksand pit and up to the pyramid. Grab the wing cap
and then fly to the closest pillar. Land on it with a ground
pound and you'll see a red coin in the air nearby. Fly over
to it and I'll tell you that all of the four pillars have each
a red coin nearby. So fly to all of the pillars and grab all
four coins. Then the star will be on the top of the grey
structure so you better hope your wing cap will last that
long.
6. Pyramid puzzle --- S-8-6
---------------------------
This time you must get into the pyramid and collect five special
coins.
From the start, go directly to the grey structure with the Goombas
inside. Jump on top of the thing. Do this easiest but performing a
triple jump from the direction of the dark fatal quicksand area.
Starting
area
______________
| |
Pit |Grey structure| <-- Do the triple jump
|______________| from this direction.
When you're on the roof of the structure, break the yellow block
and step on the shell which was inside. Surf to the pyramid and
then into the entrance which is rather easy to spot. Of course
you can use the same way is written on the previous star as well.
When you're inside the pyramid, take the first right, to the left
you can find three extra lives. To the right, walk past the
Goombas, and you'll soon see a Grey Whomp which is jumping up
and down. Either do a back flip or a double jump to its top
and then quickly jump to the second floor. Press C up and locate
a pole and on the other side a wire net with coins below. Walk
to the pole and climb it to the third floor.
Continue and then grab the wire net here or use a wall kick to get
on top of the wire net. Climb or run to the other side and then
up the stairs. Next up is a Rolling Grey Thwomp. To get past it,
either do a high jump over it or wait until it's far away, go to
the little slot in the wall and stand there until it has rolled
past you.
Then follow the trail until you hear a couple of Electric Balls.
Run faster because these try to attack you. Climb the pole and
you're soon there. Here's a Grey Thwomp which jumps back and forth.
Try to, with a double jump, jump on top of it when it's on the
ground. Jump off it towards the many coins on the other side.
Follow the coin trail and you'll see a gap in the fence just
before the place where you shall jump up to the ledge for the
third star. Hang from this gap and then press Z to fall down
and small square shaped platform with a special coin. You must
grab four more of these.
There's an exact platform just like this some metres below
but on the other side of the sand stream. Press C up to locate
it. Do a regular jump to get to it, the jump must be very
short. Here's the second coin. There's on more of these
platforms. It's just below the first platform so you shall
make the same regular jump but to the other side of the
sand stream. That's the third coin.
After that one, look down and then fall onto the quick sand
leader below. Follow this to get the two last coins. Jump
all the time or you will drown in the sand. The star will
show up just on the edge, just before the quicksand fall
down onto the ground. Jump repeatedly or you will have trouble
getting the star. If you miss any of the platforms you shall
jump to, you must walk all the way back to the top of the
pyramid.
7. Collect 100 coins --- S-8-7
------------------------------
- From the start. Grab the bouncing box and collect its
five coins. There are also two Bob-ombs and one Shy-guy in
this area. 9
- Now go to the big struture, where there are lots of enemies.
On your way to the structure you'll find a Cactuar worth one
blue coin. Three Goombas are strolling here as well and in
one of the blocks a red coin is hiding. 18-19
- Ignore the throw box in the area, it's only time consuming.
Continue towards the fatal maze like quicksand area. Before
it another Cactuar will be standing. 23-24
- Now get into the maze with fatal quicksand. On a platform in
the centre there's a red coin. Hard to miss. 25-26
- Jump and long jump yourself to the corner of the maze where
there's a wing cap and a cannon. Grab the wing cap and fall
into the cannon. Aim anywhere and then start collecting the
four red coins that are positioned in the air around the
pyramid, each of them near a pillar. 33-34
- When you've finished your flying, land in the oasis in a
corner of the course. In the lake you'll find another
red coin. 35-36
- Nearby another Cactuar. 40-41
- Two hard-to-miss pillars have a trail of five coins between
them. 45-46
- Beyond the farthest pillar there's a bouncing box of five coins
and a Cactuar. That's ten more coins. 55-56
- You'll probably see the bridge over to the entrance of the
pyramid from here. Walk over the bridge and get into the
pyramid. Remember that you can't get back. I'll explain
floor wise. Very near the entrance on the 1F there's a blue
coin block. Ground pound it for three blue coins to appear on
an island in the quick sand. 70-71
- On the first floor six Goombas are spread out. Their positions
are not exact so look for yourself. 75-77
- If we say the entrance is
south; go to the east side now. Go below the Grey Thwomp and
continue until you must jump over quicksand. Two coins can be
found in the north part of the first floor. If you fall into
the quicksand just search the area for small platforms so you
can jump back onto solid ground again. 77-79
- Now go up the stairs here and continue along the trail. You'll
see a wire net with a coin ring below. Grab the net and climb
around until you get all eight. Watch out for the electric
dude. 85-87
- You're out to know that there're three Goombas spread out on
the second floor. 87-90
- Jump over the Grey Thwomp and continue along the path and
you'll come by another wire net that must be climbed. Five
coins can be found below the net. Hold and arm-walk the net
until you get to the other side. 92-95
- Grab the four coins in the stairs thing that leads to the third
floor. 96-99
- Follow the path over the third floor. Watch out for
Electric Balls and the Rolling Grey Thwomp. The stairs thing
to the fourth floor holds four coins as well. 100-103
- Now climb the rest of the pyramid until you get to the top
where ten coins will be waiting in a trail if you haven't
received your star yet. 110-123
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
====================
4.9 Dire, Dire Docks
====================
Location
--------
Go down the basement and into the door with the big
star. Then jump into the floating wall.
Description
-----------
Another water course. This may look like a quite ocean
at first but if you look carefully you'll discover a
hidden passage to Bowser's personal dock for his sub-
marine. There are currents everywhere and in the docks
you can find Bowser's very own submarine and a lot of
poles. Bowser has a passage in the dock leading to the
lake outside Princess Peach's castle. Watch out so you
don't get drawn into the strong current from the hole.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------| The first can only be taken
|C | 1|2|3|4|5|6 | once, because when Bowser's
|H | _ _ _ _ _ _ | sub is gone, it's gone for-
|O |1 |O|O|X|O|X|O | ever. When you've taken the
|O |2 |X|O|O|O|O|O | first star once, you can choose
|S |3 |X|O|O|O|O|O | again and be able to get the
|I |4 |X|O|O|O|O|O | third star but not the fifth.
|N |5 |X|O|O|O|O|O | I'm sure about the fourth
|G |6 |X|O|O|O|O|O | though.
|-------------------|
Required amount of stars/keys: 30 stars, 1st key
Amount of coins: 106
Caps available: Green, Blue
Cannon: No
Warp: No
1. Board Bowser's sub --- S-9-1
-------------------------------
This star must be taken, to be able to reach Bowser's second
course: "Bowser in the Fire Sea". Your mission is to board
Bowser's submarine in the dock and grab the star there.
When you first land in the ocean, start diving towards the
bottom. Sharks and small orange fish inhabit this area. These
will hurt you. Avoid the large current as well. There's a
square shaped tunnel near the sea bottom. Swim into it and
replenish eventual lost energy with the coins.
This tunnel will lead you to a dock, but it passes a air shaft
where you can catch some air. When you've swum through the
whole tunnel, you must board the big submarine lying on the
surface. You can board it using two different methods.
Either swim to the rear part of the sub and board one of its
wings near the propeller. Then to a double jump to its fin
above the wings. From the fin to a long jump to the wooden
top of the sub. Behind the large fin up here the star's
spinning.
You can also board the quay and search for the purple switch
here. Press it and a couple of blocks will appear and form
a stair case for you towards the star on top of the submarine.
2. Chests in the current --- S-9-2
----------------------------------
Remember when you swam down the sunken ship in Jolly Roger Bay?
This is the same deal: open chests in the right order.
Start with the chest which is angled in a different way from the
others. Its short side is angled towards the wall. Just swim to it
and touch it. Two coin trails are pointing towards this chest.
The next one has its lock angled towards the wall. Reach it by
going to the right if you're looking towards the current that is.
Continue to the third in the same direction. It has its lock
pointing towards the current. Then swim towards the tunnel, turn
around and you will spot the fourth chest just in front of the
current. Now swim slowly towards it, touch the chest and it
will open. A star will show up nearby.
3. Pole-jumping for red coins --- S-9-3
---------------------------------------
The red coins are in the dock area. To get there, swim to the
ocean floor and through the tunnel. Swim up the quay and go to
the purple switch. Press it but don't climb the blocks next to
you, look around and you'll spot another set of blocks. Get over
there and climb those.
1. The first coin will be on the platform after you've climbed
the blocks.
2-4. Wait for the left pole to arrive. Then jump on to it and
stay there. It will take you to the next three coins. It will
take you back to the platform again.
5. Now choose the right pole and it will take you to the main
platform where the star will show up. Choose the left pole
from here and it will take you to another pole. Board that
one and it'll take you to yet another one. Soon you'll arrive
on a platform with a blue coin block. Collect the coin if you
wish or continue to the next red coin via the pole that should
arrive soon.
6-8. Get back to the main platform and choose the pole towards
the last coins. I'm sure you know which. Ride the pole to
another pole and let that one take you to a red coin. Then
place your back towards the closest wall. It's time to switch
pole again. Just before the other pole passes you, jump and
you will probably hit it. This will take you to the two last
coins. The star, as I wrote, shows up on the main platform.
4. Through the jet stream --- S-9-4
-----------------------------------
Swim into the dock area via the tunnel from the ocean. There's
a strong stream in the middle where transparent rings come
from. You must swim through five of these rings in a row. First
swim to the surface. Then dive and swim slowly towards the net
on the bottom where the rings come from. Don't swim too deep
or you'll be pushed away from the stream and miss rings. The
star will show up on the stream net when you've swum through
the five rings. Get up to the quay and grab the metal cap.
Jump into the water and run up the hill to the star. You don't
go through any rings if you stand with your metal cap on the
stream net.
5. The Manta Ray's reward --- S-9-5
-----------------------------------
Near the beginning of the course, a Manta is swimming around. It
regularly releases rings form its tale. Follow Ray around and
swim through five rings he releases in a row. You must do it in
a row. Don't be to close or you may not be able to swim through
it. Ray will reward you with a star which he will place at the
top of the current.
6. Collect the caps... --- S-9-6
--------------------------------
A funny thing... Go to the dock area and locate a cage on the
bottom with a star within. Then get up to the quay and look out
for the vanish cap and the metal cap. Go there and collect first
the vanish cap, then run through the net and collect the metal
cap. Jump into the water and walk to the cage. Get inside and
grab the star.
The vanish cap will enable you to come through thin net which
makes you come through the cage and the vanish cap makes you
walk on the bottom of the dock and then you can ignore the
strong forces of the big hole that sucks you in. This is fully
operational without the metal cap though.
7. Collect 100 coins --- S-9-7
------------------------------
Try to get every coin mentioned here and you won't have to go
near the risky place, where you must conquer the really mean
stream just before the big hole.
- Just when you plum down the water turn right, you'll see
a coin trail of five coins leaning against a slope some
10-15 meters (30-45 feet) below the surface. 5
- Swim straight down from the position above and you'll see
two towers of five coins in each. One tower just above a
chest and one near the current. Remember that the current
can be strong so keep cold. 15
- Turn to the right and you find another chest and this one
has three coins around it but they are far from each other. 18
- On the way into the tunnel from the area you are in now
you'll see three coin rings with eight coins in each. A
total of 24 coins that is. 42
- Go through the water filled tunnel. You don't want to do that
for real, do you? When you get out move to the right area
of the docks and you'll find a clam with a shell inside and
near it a coin ring of eight coins. 50
- Now get on shore and you'll find five coins if you just walk
around for awhile. They are near a Flame Ball. 65
- Get over to the purple switch in the area and don't climb
the blocks that appear near you. Get to the area where the
five coins and climb the block there instead. Now you shall
receive all of the red coins up here. You should have
done this before so I figure it doesn't require a walkthrough.
71
- From the platform you reach by climbing the blocks that
appear after pressing the switch, take the right moving
pole and get over to the central platform. From here take
the left pole and move over to the platform with the blue
coin block. Ground pound the block and get the six blue
coins on the platform. If you miss more than two blue coins
here, you're screwed. If you've only missed two you can
try to get down to below the big hole in the water,
where five coins are standing. This is pretty hard though.
Check the coin walkthrough for details. 104
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
===================
4.10 Snowman's Land
===================
Location
--------
When you've got the second key from Bowser you can unlock the
door in the first room of the castle. This is leading to the
second floor of the castle. This is a circular hallway where you
find two Toads, some stairs to the next floor and two entrances
to two different castle rooms. Go into the room to the right. Here's
a mirror and some paintings. If you look into the mirror you can
see your camera man Lakitu right behind you. Look in the left
part of the mirror and you'll see that there's a painting of a
Snowman on the left wall but if you look on the left wall you'll
see no painting there. The tenth world is through this wall, where
there is no painting, but the mirror's indicating there is one.
Description
-----------
The second snow course. But this course ain't on no floating island.
It's stable. The thing that takes up most of this course's room is
the big mountain which also is a huge Snowman. He really hates having
people on his snowflake. In this course there's also an igloo; freezing
ponds which drain your energy; a ledge, hard to reach and a Big Bully
which is blue.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
Pink Bob-omb
------------
You don't need to activate the cannon to get any of the stars, not
even the 100 coins. Therefore, even though it's described how to
activate it in the sixth star description, I will describe it
here as well. Get into the igloo. Described in the sixth star
strategy as well. When inside, walk forward, below the star
until you hit an ice wall. Go around it from the right, and then
continue until you hit the igloo wall. Go to the right and you
are in the Pink Bob-omb's quarters
Required amount of stars/keys: 30 stars, 2nd key
Amount of coins: 127
Caps available: Blue
Cannon: Yes
Warp: Yes
1. Snowman's big head --- S-10-1
--------------------------------
Yes, then you must make a course run for this first star as well.
To start with, you must head to the big pond, the biggest. It's
straight from the starting point, on the other side of the course.
When you're in the pond area, you'll see an aisle where waves of
snow keep coming towards the pond. You shall, from where they
disappear run up this aisle and jump over of the snow waves until
you reach the wall. Do a quick double jump here and grab the ledge
here. Jump up it and continue on the trail until you reach the
ice floe. Remember to be careful and not to fall down.
When you're on the ice floe the Snowman will tell you that he will
blow you off the flake if you step on it. The Penguin which is
walking here already cannot be blown down. When he comes over to
you, either jump up to his head or walk next to him until he reaches
the other side. Use the penguin as shelter for the wind. If you
slack off and the penguin get ahead you will be blown off and land
near the starting area. Your cap will blow off your head. It won't
fall a long distance from where you fell so go collect it if this
has happened.
If not, make any high jump up to the Snowman's head, carefully walk
around the hill and get the star.
2. Chill with the Bully --- S-10-2
----------------------------------
A Blue Bully is patrolling an ice floe not long from the starting
point. Walk up the hill near the start and you'll see it, or follow
the ground level trail to the right.
When you're there, cross the bridge to the ice floe and start attack
him directly. I recommend you to jump against his forehead several
times and don't let him get to you. Jump on his forehead until he
falls down the chilly pond. I don't recommend using dodge moves,
since the ice is so slippery. If you're pushed down into the chilly
pond Mario will react in the same way as when falling into lava:
three energy units lost and yelling. When you've pushed the Bully
into the lake you'll get a pretty star.
3. In the deep freeze --- S-10-3
--------------------------------
Tough to explain, but I'll give it a try. From the starting area,
move to the left and locate the big ice sculpture. This is a
mini-maze with a star inside. It's very easy to reach once
you know how.
First locate the path that goes straight through the sculpture.
When you've done that stand in the middle of the path and start
jumping because there's a ledge above that can be reached with
either a back flip or a double jump. Jump around until you find
it. Then jump to the roof and go down the only other hole you
see. The star is there.
4. Whirl from the freezing pond --- S-10-4
------------------------------------------
Here there's also a "real" method first but I prefer another one.
Either way, you shall head for the biggest pond, straight from the
starting area. The point is then that you shall move onto the
island in the middle and wait for the Flower Snowman to get half
way up from the water. You maybe know that there is one Snowman before
the pond, one on the island, one in the water trying to get up
on the island and the there's one in the water far away. You shall
jump on the one which tries to get up when it's halfway up and
then aim for the wall on the other side of the pond. If you get
on top of the wall, you'll see two yellow block. The left one
holds a star.
"My" method then. Go to the pond here as well, but stop before it.
There are two trees and a Flower Snowman here. Jump up the tree
closest to the sign post, which is also in the area, climb to the top
and handstand. Aim towards the area where the grey area and the
snow meet. It looks like a pyramid. Aim towards the peak. Then
press up all the way, followed by some jumping and diving and
you'll be on the mountain shelf. Now go to the left and you'll
encounter two yellow block. Break the one beyond the first and
it holds a star for ye.
5. Shell shreddin' for red coins --- S-10-5
-------------------------------------------
Time for some coins again.
1. Go directly to the right from the start and pass the first spruce.
Continue to the second one and the coin is very near.
2. Continue along the wall and the Big Bully's pond. Soon you'll see
the next red coin.
3-6. Now you're close to the pond. There are two trees near the big pond.
Climb the one closest to the sign post in the area. I think the
sign post tells you about the water. Either way, climb to the top
and handstand. Aim towards the area where the grey area and the
snow meet. It looks like a pyramid. Aim towards the peak. Then
press up all the way, followed by some jumping and diving and
you'll be on the mountain shelf. Now go to the left and you'll
encounter two yellow block. Break the first one you see and a
shell will come out. Board the shell and start surfing. Surf on
the ledge, don't get down, and collect the following four coins,
that are here. Be careful after the third coin because a Spinning
Snowman will pop up here. Surf a little to the left after taking
that coin. To get up to this ledge you can also jump on the Flower
Snowman in the pond who's trying to get up on the island.
7, 8. Now get off the ledge and continue to the pond below the
Big Blue Bully. He's on the way to the starting area. Tough to
miss. The last coins are under the ice floe. I believe those
are impossible to get without the shell, at least one of them.
The star will then show up very near the starting area.
6. Into the igloo --- S-10-6
----------------------------
There are two equally easy methods to get here. As usual I'm starting
with the method Miyamoto and his co-workers mainly had in mind.
If you want to know what to do inside the igloo, skip the following
five text sections.
Go get the shell. Do like this. Go to the biggest pond, straight
from the starting area. There are two trees before the pond.
Climb the one closest to the sign post in the area. I think the
sign post tells you about the water. Either way, climb to the top
and handstand. Aim towards the area where the grey area and the
snow meet. It looks like a pyramid. Aim towards the peak. Then
press up all the way, followed by some jumping and diving and
you'll be on the mountain shelf. Now go to the left and you'll
encounter two yellow block. Break the first one you see and a
shell will come out. Board the shell and start surfing. Surf off
the ledge down to the biggest pond and locate the steep hill
with the coins. Go up that hill and you will reach the igloo.
lose the shell with Z and enter the igloo. There's another way
to reach the shell. You shall head to the pond as usual. You
maybe know that there is one Snowman before the pond, one on
the island, one in the water trying to get up on the island
and the there's one in the water far away. You shall jump on
the one which tries to get up when it's halfway up and then
aim for the wall on the other side of the pond. If you get
on top of the wall, you'll see two yellow block. The right one
holds a star.
But there's also completely different way to reach the igloo.
Go to the pond and when you're in the area, you'll see an isle
where waves of snow keep coming towards the pond. You shall,
from where they disappear run up this isle and jump over of
the snow waves until you reach the wall. Do a quick double
jump here and grab the ledge here. Jump up it and continue
on the trail until you reach the snowflake. Remember to be
careful and not fall down.
When you're on the snowflake the Snowman will tell you that he will
blow you off the flake if you step on it. The Penguin which is
walking here already cannot be blown down. When he comes over to
you, either jump up to his head or walk next to him until he reaches
the other side. Use the penguin as shelter for the wind. If you
slack off and the penguin get ahead you will be blown off and land
near the starting area. Your cap will blow off your head. It won't
fall a long distance from where you fell so go collect it if this
has happened. If you made it over the snowflake, look directly down
to the right and you'll see that the igloo is just below you.
Jump down there and enter it.
I hope you can oversee that some of the text above is copied from
the previous star descriptions in my FAQ. It felt stupid to write
the same thing again, but in other words.
While inside the igloo. Remember to watch out for and defeat enemies
along the way, so they won't bug you. See the star on top of the
wooden platform inside the ice. You need a vanish cap to get it.
Follow this guide to get to the vanish cap. Walk below the star,
then take the first right. Take the first left after that and you
will see the vanish cap behind an ice wall. Jump over the wall and
grab the cap. Now walk back to the star and jump through the ice
to get it.
To activate the cannon, which you don't need for any star, you must
talk to the Pink Bob-omb inside the igloo. The Pink Bob-omb is reached
by doing this. From the star, with your back against the entrance,
walk straight until you're stopped by an ice wall. Go around it from
the right and continue straight until you hit the snow wall. Go to
the right then and you're near the Pink fellow and an extra life.
7. Collect 100 coins --- S-10-7
-------------------------------
- Start by going to the left towards the big freeze. First grab
the two visible coins. It looks like there's a third but it's
really a Coin Frog. To beat it easily, jump towards it and
ground pound. The coins shatter fast so try to collect them
quickly. 6-7
- Nearby there are three Flower Snowmen, each worth three coins. 14-16
- Backtrack to the starting area and walk around until two Spinning
Snowmen shows up. Run around them to defeat them. Three coins
each. 20-22
- There's a hill very near the starting area. On top there's a
Flower Snowman. A Shy-guy is flying around the hill. Jump
kick him. 24-27
- Press C up and look towards the closest course corner. Go there
and pick up a red coin and defeat a Flower Snowman. 29-32
- Continue along this wall, on the side of the pond below the Bully.
You'll come around an area with a red coin, two Flower Snowman, a
Spinning Snowman and a Coin Frog. 2+6+3+5=16 >> 43-48
- Let's head to the pond. There's a Flower Snowman just before it.
46-51
Time to get up a ledge. There are two trees near the big pond.
Climb the one closest to the sign post in the area. I think the
sign post tells you about the water. Either way, climb to the top
and handstand. Aim towards the area where the grey area and the
snow meet. It looks like a pyramid. Aim towards the peak. Then
press up all the way, followed by some jumping and diving and
you'll be on the mountain shelf. Now go to the left and you'll
encounter two yellow blocks. Break the first one you see and a
shell will come out. Board the shell and start surfing.
- First surf on the shelf. Follow the trail and you'll encounter
four red coins and after the third, a Spinning Snowman. Slow down
so you don't bump into the Snowman and break your shell. 57-62
- Surf off the shelf, and go towards the pond below the Bully where
there are two red coins. Grab them. 61-66
- Get back to the big pond and surf up the hill that leads to the
igloo. There are eight coins here. Don't enter the igloo just yet.
69-74
- Surf to the island in the middle of the pond. lose the shell with
Z and beat the Flower Snowman. 72-77
- Two Flower Snowmen are in the water. One will try to get up to the
island. Remember to use B attack against him. The other one will
be trickier so I think you should ignore him. The process may drain
a lot of energy. If you really want to defeat him, do a long jump.
75-83
- Now jump up to the big Snowman. Do so by jumping over those snow
waves coming towards you and then finally double jump or triple
jump up to the ledge. On the path towards the ice floe there are
three coins. 78-86
- Use the penguin as a shield and walk over the ice floe. There are
two more coins after this. 80-88
Look down the gap, just after passing the ice floe and you'll see
the igloo. Drop down to it and enter.
- Near the entrance, two Flower Snowmen are strolling around. 86-94
- Then we have two Goombas after going under the platform with the
star. 88-96
- Go to the right from here and you can find the last Goomba. Very
close to is the last Flower Snowman. 92-100
- Then it's time to reach the yellow block near the Pink Bob-omb.
From the platform with the star. Go straight until you come to
an ice wall. Go around it from the right and then continue
until you reach an igloo wall. Go right and you can get an
extra life and those three coins. 95-103
- If you haven't got 100 coins yet you must get the vanish cap.
Take the first right after the
platform with the star and the then the first left. Jump over
the ice wall and get the vanish cap. I'm sure you have spotted
the many coins inside the ice. With the vanish cap you can go
through ice, so go get all 23 and then go to the star and get
it because now you must have collect at least 100 coins. 118-127
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
==================
4.11 Wet Dry World
==================
Location
--------
On the same floor as the above, on the second floor of the castle.
This is pretty simple. It's the painting with the Water Spider just
when you come up to the floor.
Description
-----------
This is a really fascinating course. In this course you can control
the water level by activating certain water switches. By changing
the water level you can reach special heights, or meet certain
enemies you can't on other water levels. The course is like a big
deserted ruin or like a huge aquarium. If that weren't enough there's
a spooky town below it.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
Special conditions
------------------
There's a neat thing about where
you jump into the painting. If you jump in the lower part, the water
level in the course is set at the bottom; if you jump into the middle
of the course, or slightly below the middle the level will be set
in the middle and if you jump into the painting a bit over the middle
or further above, the water level will be very high, higher than the
highest switch within can raise the water level.
Another thing worth mentioning is that when using the Lakitu view you
can't angle the camera so you look towards a special direction on
the course. Then just press R and C down and that's fixed.
Everything in this course, can be done in so many different ways,
because the course is so very open and free. I will explain the
strategies, I believe the game wants you to use, the easiest ways
and of course the ways I find amusing.
Water switch locations
----------------------
As mentioned, if you touch a water switch the water level will be set
on the same level as the switch. The first switch is the lowest one
and the fifth is the highest one.
1. From the starting point, walk or swim straight ahead and it will
be positioned on the ground near the wall. Just after the block
covering the entrance to the tower. Here's where the water level
will be if you jump into the bottom of the painting.
2. Just behind you from the starting point. It's located on a stone
block.
3. Near the second switch, it's located on top of some stairs. Located
like seven o' clock from the starting area. Here's where the water
level will be if you jump into the middle of the painting.
4. Get on top of the bridge/platform just behind the starting point,
press the purple switch and follow the appearing blocks to the fourth
switch.
5. It's near the top of the town. On top of the massive brown structure
that takes up most parts of the course. If you look up from the
starting point you'll see an out pointing brown hill. Not the grey
ramp, above that one. There's the fifth switch. The water level will
be set slightly above this switch if you jump into the painting at
a high point.
The Pink Bob-omb
----------------
Just wanted to give a special note about the helpy-helper-bomb. The
easiest way to talk to him/her and prepare the cannon is to jump into
the painting above the middle. The water level will be set high. Now
swim over to the pink red platform where the Bomb stands. It will be
easy to jump up to the platform from the wooden platform nearby and
talk to the Pink Bob-omb. The platform is located to the right and
behind the starting area.
Required amount of stars/keys: 30 stars, 2nd key
Amount of coins: 152
Caps available: Blue, Green
Cannon: Yes
Warps: Yes
1. Shocking arrow lifts! --- S-11-1
-----------------------------------
If you want to do this the real way, jump into the middle of the
painting. The water level should be in the middle of the course.
Jump up the platform (bridge) just behind you and press the purple
switch. Nearby should a bunch of block show up, leading to a
platform a distance away. Carefully jump from block to block until
you reach the platform. Here's five coins and a water switch. Walk
into the water switch and the water level will be raised to the
level you're currently on. A bit away you can see some red platforms
in the air and some wooden platforms floating. Jump up the wooden
platform to the right of the red platforms. Then jump from the
wooden to the red. Here you can see some arrow lifts. Step on the
first and it will take you to the next. Go from switch to switch
until you reach a platform with a yellow block. Break the block
and collect the star.
A much easier method is to jump into the painting on a low point.
The water level will then be equal to the ground. Go to the south-
west from the starting point and you will run into a structure
of a few steps up to a water switch. It's the third switch if it
helps. There's a warp point just next to the first step.
Check this ASCII and I'm sure you understand.
_ _
Switch -|_|_|- 2nd step
Warp - |_|- 1st step
If you warp successfully you can look down from
the place. If you see a ledge with a Flame Ball and a yellow block,
drop down there. Break the and collect the star. There are lots of
other methods but this is the ones I explain.
2. Top o' the town --- S-11-2
-----------------------------
If you want to "experience" the course, choose this way. Jump into
the painting at a low point and the water level will be so low so
you can walk on the ground. Go to the left from the starting area
and jump up to the short ledge with the blue coin block. Let's call
this the first floor. Watch out for the Flame Ball and walk towards
the vine red fellow with a Shovel, whom I want to call a Bouncer.
When you don't know the real name, what are you going to do? When
this guy has its back towards the wall and is pretty near it
step on the shovel and he will throw you to the third floor. You
can lure the Bouncer to stand with its back against the wall. Run
towards the wall and stay there, when he's just about to throw
you run around him. He will follow you're movement and have his
back towards the wall.
On the third floor it's pretty much the same thing. If you were
unlucky when you were thrown to 3F you might have landed on the
Bouncer up here and being thrown away somewhere you don't wanna
be. Do the same thing here and you will be thrown to the fourth
floor. Here's also a Bouncer but he can't throw you to the next
floor. Go to the right and you will spot a moving block to the
right and below a yellow block. Move the moving block in the
opposite direction of the yellow block, towards the ledge.
Then jump onto the moving block and jump to the ledge. If you
want to have an assurance, jump to the right first and
walk to the water switch and press it. If you would fall down
anywhere you will easily get back up.
Now walk to the left, over the gap from where you came from and
then continue. You better defeat the Purple Ball here, because he
can be a nasty bastard. Then jump up to the plank. You can't place
the camera behind you unless you press R and preferably C down as
well. It's an advantage. On the plank there are several Electric
Balls circling. Just walk, they won't throw you down and only
take one energy unit. Soon you'll get to a platform with a Flame
Ball in the middle of it. Quickly jump to the rotating platform
nearby, because avoiding fire balls here isn't nice. Make a
careful jump from the rotating platform to the platform with
a yellow block. It's pretty easy to fall here. The star is inside
the yellow block.
3. Secrets in the shallows and sky --- S-11-3
---------------------------------------------
You shall stand on five different places in Wet-Dry World and then get
the star that shows up. Jump into the painting at a low point. If you
didn't, then touch the lowest water switch straight ahead from the start.
1, 2. The first and second trigger point lies in a course corner on the
ground. It's the course corner that lies opposite of the caged area.
Far away from the starting area in other words. Go there and you will
find a moving block on the ground and a yellow block in the air. Move
this block to the left and towards the corner. You will automatically
step on the first trigger point. Place the moving block below the
yellow block. Then break the yellow block and you will touch the trigger
point together with receiving an additional 10 coins.
3. Now walk to the right from this area and jump up to the second floor.
The second floor is just some metres above the ground. On the wall you
will see a moving block sticking out of it. Press it in to the wall and
you will touch the third trigger point.
4. Now it's time to get to the fourth floor. For that you need to use
the little fellow with a shovel, whom I call a Bouncer. When
this guy has its back towards the wall and is pretty near it
step on the shovel and he will throw you to the third floor. You
can lure the Bouncer to stand with its back against the wall. Run
towards the wall and stay there, when he's just about to throw
you run around him. He will follow you're movement and have his
back towards the wall.
On the third floor it's pretty much the same thing. If you were
unlucky when you were thrown to 3F you might have landed on the
Bouncer up here and being thrown away somewhere you don't wanna
be. Do the same thing here and you will be thrown to the fourth
floor. Nearby is a pillar with a coin ring and an Electric Ball
around it. Jump up to the top and break the block. There you
have the next secret.
5. So the last one. From the same floor. Locate the purple switch
next to the caged tower. Press it and steps will appear to the
top of the tower. On the top there's block holding your last
trigger point.
The star will show up near the starting area. You can see it from
the tower if you look down towards it. Now there're two main methods
to get it. We'll start with the funny one. Press R and C down so you
get the distant Mario view. Angle yourself towards the star and you
will see it. Then make a long jump from the tower towards the plat-
form with the star. It's not that hard and it's very funny. If you
miss you can activate the third switch nearby and get the star
anyway.
You can also get it by long jumping towards the ledge near the closest
wall from the tower. The highest water switch is nearby on the hill.
Touch the switch and then swim down to get the star.
4. Express elevator-hurry up! --- S-11-4
----------------------------------------
Jump into the painting at a low point. Now the water level will
hopefully be very close to the ground now. Look at the huge
caged tower near the starting point. There's a block near the
bottom of it, covering a way in. Break the block and then start
climbing to the very top of the tower.
Now go around the corner here and jump to the second floor,
very close to the first. Let the Bouncer throw you to the
third and the Bouncer on the throw you to the fourth. Check the
second star on details on how to behave with these Bouncers.
On the fourth floor you'll see a purple switch very close to
the caged tower. Press it and a number of blocks will appear,
forming steps up to the top of the tower. See the wooden
platform on the outside of the platform. Step on the half
of the platform pointing out and it will go down to ground level.
I recommend you to jump off it immediately and then go into the
entrance of the tower where you broke the block.
The platform will come down in one second. Board it on the inner
side of the tower by wall kicking or back flipping or whatever.
it will take you up to the star and you can do nothing but grab it.
5. Go to town for red coins --- S-11-5
--------------------------------------
Now it's time to go to the hidden town underneath the regular
world. There are two main methods to get there. Cheat and don't
cheat. If you want to follow the walkthrough when you come've
come into the caged tower, skip the following four sections.
To do it the way I believe the developers want you to do it,
do like this.
Locate the big caged tower in a corner close to the starting area.
That's the entrance to the hidden town. To reach it this way, you
must reach the cannon in the opposite corner of the course. Choose
either water level and then work your way to the highest water
switch, touch it and then swim to the Pink Bob-omb. The Pink fellow
is standing on a red platform pretty near the cannon which is located
in a tower, in the opposite course corner of the caged tower. To
reach the Pink Bob-omb you must triple jump from a wooden platform
just below it. This is kind of tough. You must do the first jump
standing still, the double jump as well and when you've jumped away
from the double jump you must immediately press towards the Pink
Bob-omb so that you do the third jump from the very edge of the
wooden platform. Then run up the tower to the cannon and aim in the
dark blue area of the sky, towards the caged tower.
A much easier method to reach the cannon, if you've prepared the
cannon of course, is to use the warp point. Jump into the painting
on a low point. The water level will then be equal to the ground.
Go to the south west from the starting point and you will run
into a structure of a few steps up to a water switch. It's the
third switch if it helps. There's a warp point just next to the
first step. Check this ASCII and I'm sure you understand.
_ _
Switch -|_|_|- 2nd step
Warp - |_|- 1st step
If you've warped successfully you'll stand just next to the cannon.
Line up the sight with the caged island and aim in the dark blue area
of the sky.
Now for the "cheat" method. Jump into the painting on a high point,
above the middle of the painting and the water level will be set
higher than the usual highest point. Swim towards the caged tower
and you can now just jump over the wall into the cage. Simple, too
simple.
When you're in the water filled caged tower, quickly swim to the
bottom, then into the lower gap of the bars, continue and enter
the town into the upper gap in the bars. If you've got lots of
energy left, dive into the town and go just below the entrance to
activate the water switch which enables you to walk around
freely in the town with the water level to be minimal. If you've
lost plenty of energy I'd recommend you to first take a trip to
the surface to replenish the energy.
1. First go towards the vanish cap block which should be very
visible from where you activated the water switch. Don't grab
the cap, instead go into an alley to the right. Wall kick
yourself to the roof of the brown building. Break the block
and grab the red coin.
2. Then long jump to the next building, but be sure to jump to
the flat part or you'll glide down. Break that block on the
roof to get the next red.
3. Fall off the roof and continue your walk around the town.
You will soon spot a tiny garden with two trees. Climb the
closest one and then jump to the grey building nearby.
There is a block with a red coin here.
4, 5. From this roof you'll see two other blocks. Jump to the
nearest. Ground pound it in the middle to get another coin.
Then double jump towards the other and do the same thing
to that one.
6. Go back to the mini-garden with the trees. Climb the closest
one, do a handstand and then jump towards the white building.
If you did right, you'll have grabbed the edges with your
fingers. Here's another block with a red coin.
7. Then get to the house in the back centre where a pole is
leading to the platforms above. In front of this there's
another block with a red coin.
8. On top of the house is the final red coin. Then grab the star
from the eight red coins.
6. Quick race through downtown --- S-11-6
-----------------------------------------
The text below is mostly copied from the one above. Please don't
judge me about doing a "filler". I'm just trying to make the FAQ
as user friendly as possible. Sorry. Skip the following six
sections if you want to know what to do when you've reached the
hidden town. If I get at least three e-mails about removing the
parts below and instead refer to the fifth star, I will do so.
Now it's time to go to the hidden town underneath the regular
world. There are two main methods to get there. Cheat and don't
cheat. If you want to follow the walkthrough when you come've
come into the caged tower, skip the following four sections.
To do it the way I believe the developers want you to do it,
do like this.
Locate the big caged tower in a corner close to the starting area.
That's the entrance to the hidden town. To reach it this way, you
must reach the cannon in the opposite corner of the course. Choose
either water level and then work your way to the highest water
switch, touch it and then swim to the Pink Bob-omb. The Pink fellow
is standing on a red platform pretty near the cannon which is located
in a tower, in the opposite course corner of the caged tower. To
reach the Pink Bob-omb you must triple jump from a wooden platform
just below it. This is kind of tough. You must do the first jump
standing still, the double jump as well and when you've jumped away
from the double jump you must immediately press towards the Pink
Bob-omb so that you do the third jump from the very edge of the
wooden platform. Then run up the tower to the cannon and aim in the
dark blue area of the sky, towards the caged tower.
A much easier method to reach the cannon, if you've prepared the
cannon of course, is to use the warp point. Jump into the painting
on a low point. The water level will then be equal to the ground.
Go to the south west from the starting point and you will run
into a structure of a few steps up to a water switch. It's the
third switch if it helps. There's a warp point just next to the
first step. Check this ASCII and I'm sure you understand.
_ _
Switch -|_|_|- 2nd step
Warp - |_|- 1st step
If you've warped successfully you'll stand just next to the cannon.
Line up the sight with the caged island and aim in the dark blue area
of the sky.
Now for the "cheat" method. Jump into the painting on a high point,
above the middle of the painting and the water level will be set
higher than the usual highest point. Swim towards the caged tower
and you can now just jump over the wall into the cage. Simple, too
simple.
When you're in the water filled caged tower, quickly swim to the
bottom, then into the lower cap of the bars, continue and enter
the town into the upper gap in the bars. If you've got lots of
energy left dive into the town and go just below the entrance to
activate the water switch which enables you to walk around
freely in the town with the water level to be minimal. If you've
lost plenty of energy I'd recommend you to first take a trip to
the surface to replenish the energy.
Locate the purple switch just next to the water switch and then
run towards the very high grey house in the other direction. You
will soon spot a blue block. Get over there and get the vanish
cap. Run back to the purple switch, press it and continue along.
You will see a caged area in the corner, beyond some thin stone
wall. These wallsd can you walk straight through while wearing the
cap and the cage as well. You pressed the switch so the block
inside the cage could help you to reach the star. If the block
disappears while you're in the cage, get the vanish cap inside
the cage and get back to the switch and redo the process. If
not, grab the star.
7. Collect 100 coins --- S-11-7
-------------------------------
If you take all of the coins below you won't have to go to
the hidden town, and this saves you some time and effort.
If you miss more than seven, check the above text for how
to get down to the town.
- The water level should be in the middle of the course, if
not swim, or walk to the third switch and activate it. Now
get on the bridge thing just behind the starting point.
Here's a yellow block with three coins, a purple switch
and a Flame Ball. 3
- Press the switch, jump on the blocks that appear to the
platform with a water switch. Don't touch the switch,
instead just get the five coins here. 8
- Now swim over and press the first water switch: the lowest
water switch which is near the big caged area. The water
level will now sink so you can walk around on the first
floor. Look towards the big wall that's closest to the
starting area. Against this wall there are four blocks
with three coins in each. 20
- Locate the corner which is caged. Run over to the opposite
corner and there should be a moving block and a yellow block
in the air. Move the moving block to the place under the
yellow block, break the block and collect the ten coins. 30
- On the second floor. By the second floor I mean the ledge
you can reach with a regular jump from the first floor.
Break the blue coin block here and collect the six blue
coins that appear. 60
- Before you head up to the third floor, be sure that you've
defeated the two Water Spiders that are strolling around on
the first or the second floor. 66
- Go to the Bouncer and let it throw you to the third floor.
Nothing of interest here. When the bouncer has its back
against the wall, let it throw you to the fourth floor.
The fourth floor is brownish. Around a pillar here there's
a coin ring of eight coins, watch out for the Electric Ball
that's guarding the coin ring. 74
- Jump up the pillar and above you'll see a yellow block.
Contains 10 coins. Break it with a regular jump and then
do a double jump to collect all of the coins in one go.
You don't want to run around the whole course looking for
your lost coins, do you? 84
- Locate the big moving block with a yellow block slightly
to the left. Move the moving block so that it's just below
the yellow block. Break the yellow block and collect the
three coin. 87
- See the big pillar that looks like a big cage on the same
floor. Run towards it and you'll see a purple switch. Press
it and a set of block will appear and form stairs to the
top of the pillar. There's a yellow block containing 10
coins as well here. It's even more important here to take
all of the ten coins in one go. 97
- From the big pillar, look towards the closest wall and
you'll see a coin trail near a sign post. Long jump your-
self over there and collect the coins. Activate the switch
nearby as well, just as a precautionary measure. 102
- Now run to the left and jump the ledge and continue on the
same floor towards the big Purple Ball. Defeat it without
getting thrown down. 107
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
=======================
4.12 Tall Tall Mountain
=======================
Location
--------
On the second floor, take a walk around the hallway until you see
a small painting showing a mountain and some mushrooms. That's your
course.
Description
-----------
Tall Tall Mountain is a huge floating mountain. You fall down, you
lose a life. This mountain is clean of snow but there are lots of
big floating mushrooms here. A thieving monkey also lives here and
lots of Bob-ombs. Inside the mountain goes a slide which is great
fun to glide down.
The Pink Bob-omb
----------------
The Pink Bob-omb has hidden itself in a strange place on this course.
You must walk up to the area near the Purple Ball and the Bob-omb.
To reach the area, go to the left from the start and jump off the
cliff. The wind will carry you to the area. Then cross the bridge
and look down when you've reached the end of it. The Pink Bob-omb
is standing on a ledge just below.
The Best Short-cuts
-------------------
I list two great short-cuts which are worth knowing about before
beginning the scaling. The first one is just beyond the starting area.
You may also say to the left. On the edge here, there's an extra life.
Run off the cliff after the extra life and let the wind carry you to
the area with the Purple Ball, before the bridge to the waterfall.
The next big short-cut. When you've done that large long jump over
the gap before those square mountain walls you must pay attention.
Just after you've got past the second mountain wall, do a side
somersault up the mountain and you may very well come up to the
top of the mountain.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|X|O|O|O|O |
|O |2 |X|O|O|O|O|O |
|S |3 |X|X|O|O|O|O |
|I |4 |X|X|O|O|O|O |
|N |5 |X|X|O|O|O|O |
|G |6 |X|X|O|O|O|O |
|-------------------|
Required amount of stars/keys: 30 stars, 2nd key
Amount of coins: 137
Caps available: None
Cannon: Yes
Warp: Yes
1. Scale the mountain --- S-12-1
--------------------------------
The first star is just about getting to the top of the mountain. It's
pretty straight forward actually. I will explain the "real" way first
and then the two major short-cuts at the bottom of the star strategy.
First walk to the right, go past the Goombas and up the hill. Long
jump over the and then long jump over the next gap. Try to aim the
long jump a little to the right so you don't accidentally fall down.
Continue along the trail with the mushrooms and go around the corner
to the area with the moles. Walk carefully and don't jump, because
then you can be hit by a nut and that may cause you to fall down the
cliff. Walk past the Bob-ombs in the next area and avoid the Purple
Ball.
Walk over the bridge and then jump to the waterfall area. Don't grab
the monkey with B or he will take the cap and you may have a hard
time getting it back. Walk on the spinning log. Either just walk out
on it and then long jump into the mountain again or stand on the left
side and make it roll into the mountain.
Then continue on the path and get up the hill. Be careful about the
cannon balls though. Try to zigzag yourself through the area, between
the balls. They always roll in the same pattern. Next up are some
Goombas. You may want to defeat them and grab their coins if you've
lost energy on the cannon ball hill.
Then there's a great gap in the road. Do a long jump to the other
side. Continue, and don't try to jump into the second wall or you
will come to the mountain slide. Continue to the Goombas on the
vines. Here you can't jump well so be careful. Run past the switch
and then carefully cross the bridge. Get up on the hill and grab the
star.
About the short-cuts. The first one is just beyond the starting area.
You may also say to the left. On the edge here, there's an extra life.
Run off the cliff after the extra life and let the wind carry you to
the area with the Purple Ball, before the bridge to the waterfall.
The next big short-cut. When you've done that large long jump over
the gap before those square mountain walls you must pay attention.
Just after you've got past the second mountain wall, do a side
somersault up the mountain and you may very well come up to the
top of the mountain. I know I listed these in the course explanation
but I think it's just as good to have them here as well. Note,
that there are many more short-cuts but these are the real time
saving ones.
2. Mystery of the Monkey cage --- S-12-2
----------------------------------------
Go to the exact same place as for the first star. Follow that
walkthrough. I know I've been copying text before but here it's
completely useless. Instead of reaching a star you will reach a
monkey. This fellow avoids you, your mission is to catch him.
Don't attack him, instead walk slowly towards him and try to trap
him in a corner. When you're very close, press B and catch. Choose
to free him and you will together go to the star in the cage near
the waterfall. Talk to him again and he will jump on the cage,
making it fall and break. The star will show up in the area with
the other (or the same) monkey. Jump down there and get the star.
3. Scary 'shrooms, red coins --- S-12-3
---------------------------------------
1-4. Go to the right from the starting area. Jump over the first gap
and then the second. Four red coins are spread out on the mushrooms
here. I can't give you much help, other then jump carefully and be
very accurate.
5. When you're finished, go around the corner to the right. In the
Moles area, climb the hill farthest away and then jump to the ledge
above that hill.
6. Next to the previous one is the sixth coin.
7. Jump to the ledge above and you'll spot the seventh.
8. Jump from ledge to ledge until you reach the top. Here's the final.
The star is on a mushroom below. You can long jump to it from the
eight coin, but it's risky. Jump from the pointy part of the platform.
You can also go back to ground level and long jump from there, it's
much safer.
4. Mysterious mountainside --- S-12-4
-------------------------------------
First walk to the right, go past the Goombas and up the hill. Long
jump over the and then long jump over the next gap. Try to aim the
long jump a little to the right so you don't accidentally fall down.
Continue along the trail with the mushrooms and go around the corner
to the area with the moles. Walk carefully and don't jump, because
then you can be hit by a nut and that may cause you to fall down the
cliff. Walk past the Bob-ombs in the next area and avoid the Purple
Ball.
Walk over the bridge and then jump to the waterfall area. Don't grab
the monkey with B or he will take the cap and you may have a hard
time getting it back. Walk on the spinning log. Either just walk out
on it and then long jump into the mountain again or stand on the left
side and make it roll into the mountain.
Then continue on the path and get up the hill. Be careful about the
cannon balls though. Try to zigzag yourself through the area, between
the balls. They always roll in the same pattern. Next up are some
Goombas. You may want to defeat them and grab their coins if you've
lost energy on the cannon ball hill.
Then there's a great gap in the road. Do a long jump to the other
side. To the left in this area, you will see two square shaped
mountain walls. Jump into the second one and you will get into the
mountain slide.
Go down the slide, keep a decent speed in the beginning and when
you see coloured arrows showing on the wall, try gaining as much
speed as possible. A wooden way will soon show up to the right. You
turn into that or if you continue and you will fall down the slide.
To get over, go by high speed first a little to the left and then
turn sharply to the right and you will make it.
Then go by high speed for the rest of the slide because there will
be some gaps to get over. When you've finished the slide, go down
the hole and pick up the star.
5. Breathtaking view from bridge --- S-12-5
-------------------------------------------
First walk to the right, go past the Goombas and up the hill. Long
jump over the and then long jump over the next gap. Try to aim the
long jump a little to the right so you don't accidentally fall down.
Continue along the trail with the mushrooms and go around the corner
to the area with the moles. Walk carefully and don't jump, because
then you can be hit by a nut and that may cause you to fall down the
cliff. Walk past the Bob-ombs in the next area and avoid the Purple
Ball.
Walk over the bridge and then jump to the waterfall area. Don't grab
the monkey with B or he will take the cap and you may have a hard
time getting it back. Walk on the spinning log. Either just walk out
on it and then long jump into the mountain again or stand on the left
side and make it roll into the mountain.
Then continue on the path and get up the hill. Be careful about the
cannon balls though. Try to zigzag yourself through the area, between
the balls. They always roll in the same pattern. Next up are some
Goombas. You may want to defeat them and grab their coins if you've
lost energy on the cannon ball hill.
Then there's a great gap in the road. Do a long jump to the other
side. Continue, and don't try to jump into the second wall or you
will come to the mountain slide. Continue to the Goombas on the
vines. After this area, you will see a purple switch. Press it
and ignore the block that shows up. Run past it and out on the
bridge. Stay in the middle of it and you will notice a block in
front of the waterfall, in front of the star. Do a double jump
towards the block and then jump into the waterfall to get the star.
6. Blast to the lonely mushroom --- S-12-6
------------------------------------------
I know some ways to get this star. All are rather obvious but I'll
explain all of them either way.
The first and the method that you "should" use according to the
game. You must first prepare the cannon. If you have, jump to
the next section of the text. From the beginning go to the left
and jump off the cliff next to the extra life. The wind will
carry you to the platform with the Purple Ball. Run over the
bridge ahead and when you're just about to jump to the waterfall
area, look down and you'll see the Pink Bob-omb below. Talk to
it and then glide back down to the starting area.
From the starting area, run up the hill to the right, long jump
over the gaps and continue along the mushroom area to the area
with the Moles. From here do a long jump to the mushroom outside
this place. From the mushroom look back from where you came into
the area. Below the path goes another path. Long jump there.
If you want to reach the exact same area in another way, it's
possible. In the mushroom area with the red coins, there's
two tiny mushrooms. One which holds a red coin, one which
doesn't. Jump on the one that doesn't have a coin and you
will be in the same area as above.
Either way you got here, walk on the ledge against the wall slowly
until you reach the cannon. Jump inside and you'll see your star.
To be able to hit the star you must aim so that the star is in the
very bottom of the sight. Then fire and you will hopefully hit
the star.
Another method then. From the starting area, walk to the left
and off the cliff near the extra life. Walk over the bridge and
then jump to the waterfall area. You will notice that the spinning
log is pointing in the exact same direction as the star you want.
Run on the log and then long jump off it and you may very well
land on "the lonely mushroom".
The last method. In the waterfall area, locate the Shy-guy. When
it dives towards you, jump on its head, you will spin and then
press the control stick in the direction of which the spinning
log is pointing and you will probably hit the star on the mushroom.
7. Collect 100 coins --- S-12-7
-------------------------------
This is my way of completing the course. Try to get up to the
mountain slide as fast as possible in the beginning without
getting any coins. The purpose of this is that if you first
grab 40 coins in the course and then 60 coins in the slide, the
100 coin star will land in the slide and then you must get all
the way back up to the slide again when you've finished it.
From the start, walk off the cliff to the left and let the wind
carry you up to the above platform.
- Ignore the Purple Ball, instead go for the Bob-ombs nearby.
Defeat them all by throwing them against the mountain wall. 3
- Continue past the Purple ball and out onto the bridge leading to
the waterfall, there are five coins here you can grab, so do it. 8
Ignore the Shy-guy and the monkey and instead go over the rolling
log and continue to the place where cannon balls roll. Zigzag up
the hill and then glide down. Continue on the path. The Goombas
lack importance right now. Long jump over the gap in the road near
the waterfall and use the second mountain wall after the Cloud to
reach the slide.
If you fall off in this slide, you'll lose a life and when you reenter
the course it's from here you will start.
- In this slide you can get a total of 57 yellow coins and 1 blue coins.
All of them are very visible except one. Just before saying "Geronimo"
and going down the slide, there's a covered up, very small area, on
either side of the fall point down the slide. Behind one is a coin and
behind the other is an extra life. Get at least 50 coins in the slide
or restart. 58-70
- First defeat the three Goombas near the start. 61-73
- Continue on the path but don't go up the hill, instead go on the path
next to the hill that's going downwards. Here's a bouncing box. These
boxes jump three times in the air before they break on the ground.
Grab the box when Mario's looking towards the coin ring nearby. Aim the
box into the coin ring. Grab the five coins from the box and the eight
coins in the ring. 74-86
- Go up the hill, jump over the gap, and the next gap and you'll be in the
mushroom area. Four red coins are resting on top of these. I recommend
you to ignore these, because falling down is easy. 74-92
- When you've grabbed those coins, continue around the corner and you'll
be in the area with the Moles. On the wall above you there are the
rest of the red coins. You'll find vines you can hang onto where there's
a coin trail of five yellow coins. Be careful not to get nuts in your
head by the moles. This could lead to your defeat. 87-105
- Get back on the ground, in the moles area. Go around the corner. Ignore
the revived Bob-ombs, they won't give you any coins. A Purple Ball will
be patrolling the following large area. Defeat it for five more coins.
92-110
- Continue over the bridge. There will probably be no coins here since
you've already taken them. A Shy-guy will give you two coins in the
next area, near the waterfall. Try to jump kick him instead of jumping
in his head since you will then spin away from your coins. 94-112
- Run over the log and jump to the area with the cannon balls. Run past
the cannon balls or take the other path. Either way, you'll end up
with three Goombas. Defeat them all. 97-115
- Continue, and then jump over the cliff. Take the five coins near the
mountain slide. Be careful about the Cloud. It can blow you away.
102-120
- Continue and you'll come into an area with vines on the ground. Here
are three Goombas. Defeat them. If you haven't taken 100 by now,
there are ten more coins available before you the top of the mountain.
105-123
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
=====================
4.13 Tiny-Huge Island
=====================
Location
--------
Go to the right from the entrance of the second floor and enter through
the door here. In here there are three paintings. The one in front of you
can't be jumped into. The one to the left lead you to the small version
of this course, and the one to the right, to the huge version. The one
to the right fools the eye some. It looks like the painting is at a near
distance but really you must run a long time to it and it's really huge.
I don't think I've seen this in any other game.
Description and Special Conditions
----------------------------------
A course which yet again shows off the innovation of Miyamoto and
Nintendo. There's one huge island and one tiny island. Or some might
say that Mario grows larger and smaller. You can transport between
these worlds by using green pipes spread out through the course.
If you're in the tiny world all the enemies will be tiny and hardly
hurt you. You will be mighty. If you're in the huge world everything
will be large and confusing. You will stand face to face with Goombas
three times your size.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|X|O|O|O |
|O |2 |O|O|X|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|X|O|O|O |
|N |5 |O|O|X|O|O|O |
|G |6 |O|O|X|O|O|O |
|-------------------|
Required amount of stars/keys: 30 stars, 2nd key
Amount of coins: 191
Caps available: None
Cannon: Yes
Warp: Yes
1. Pluck the Piranha flower --- S-13-1
--------------------------------------
Now it's time for my final rhyme,
I bet you think it's kind of fine,
that there'll be no more of these,
so you can finally have some peace.
The final rhyme is for the thirteenth course,
a course which really has no doors.
You must now have the second key,
and you must now take the left way, see.
If you take the right way in,
it really is no big bad sin,
but even though it might be fun,
it's a long tough way you then must run.
If you've chosen the left pretty way,
I can say everything is A-OK!
Now it's time to do some jumps,
on platforms that really looks like humps.
On a platform there's a green pipe,
which you should jump down I now must type.
When you're out of the pipe you'll see:
that you're now in a huge world, I tell thee.
On this grassy field, long and vast,
you cannot jump very high and fast.
And as it wasn't really enough,
there are Piranha Flowers here, big and rough.
They'll appear when you walk near,
and they will probably make you fear,
'cause they are huge and fire they use
which makes you think that you will lose.
But they a have weak point, be sure of that,
it is the stalk, underneath its head: big and fat.
Attack the stalk of all the five,
preferably by doing the fatal dive.
But hear me now and hear me well
because I've got something I need to tell.
If you fall of the platform at any time
renter the course and renter the rhyme.
There's such a long and dangerous way
to get back to Flowers, is that OK?
When you've defeated all of the flowers,
and have not even used your powers,
a star will be waiting in the centre of the place
and you cab grab it, in Bowser's face!
That's the last you'll hear from my rhyming,
maybe some day I'll move on to miming.
2. The tip top of the huge island --- S-13-2
--------------------------------------------
Go into the left painting, into the tiny world. Jump over to the grassy
island with the pipe and then side somersault to the ledge above.
Jump down the pipe in front of you and then start working your way
up the mountain.
There's a Goomba nearby. Defeat it if you wish no disturbance. Then make
a double jump or another high jump, up the cliff on the right side of
it. Get up on the next using the same method, but don't get yourself in
the arms of the Purple Ball. He may very well throw you back down.
Continue on the bridge nearby and then walk up the grassy hill to the
yellow block. This block holds a star.
3. Rematch with Koopa the Quick --- S-13-3
------------------------------------------
It's time to face Koopa the Quick again. Even though it is in the huge
world, you should go into the tiny one first. The painting to the left.
Jump over to the grassy island with the pipe and then side somersault
to the ledge above. Jump down the pipe in front of you and then go to
the right. Pass the source of the cannon balls nearby and continue on
that path. At the end of the trail you will see Koopa the Quick.
Go and talk to him and choose to race him. Now you shall head to
Windswept Valley, which lies near the pipe near the bottomless pit.
Start running up to the source of the cannon balls. I'd recommend
doing long jumps there because that's fastest. Pass the cannon balls
outlet and then continue down the hill where the balls roll. Do
long jumps here as well, ignore the lost energy.
When you reach the bridge, cross it by running against the wind. DO
NOT jump or you will fall down. Cross the grassy field and stop
near the flagpole which is the goal. Koopa the Quick runs this
distance in 0'25. That's worth knowing about. He gives you the
star if you win, he mocks you if you lose.
4. Five itty bitty secrets --- S-13-4
-------------------------------------
This is the only star that appear in the tiny world, even though for
all of the stars you should first enter the tiny world. You must pass
five trigger points for a star to show up. Enter the tiny world then.
1. Start by jumping to the grassy island with the pipe. Then side
somersault up the ledge above and walk up to the top of the island.
Watch out for the Goombas on the way up. They can push you off the
mountain. Remember to be careful where to step. The trigger point is
right on the top.
2. Walk back down the mountain and towards the pipe in the centre.
Nearby lies the source of the cannon balls. The next trigger point
is here.
3. Continue along the path, towards the beach. Above the beach
is a tiny hole in the mountain with a bridge leading to it. The
trigger point is just in front of the hole.
4. Walk down the beach towards the water and then to the left from
the camera view. In the little hole in the light grey wall is the
next trigger point.
5. Swim over the water to the area where the Pink Bob-omb is standing.
The last point is on the cannon hole near the Pink Bob-omb. The star
will show up on the island near the starting area. Walk back to the
centre pipe, near the foot of the mountain and jump down the grassy
island with another pipe (the first star was here). Then press the
switch below and go carefully out to the island and grab the star.
5. Wiggler's red coins --- S-13-5
---------------------------------
If you've prepared the cannon, go into the right painting, the huge
world, if you've not prepared the cannon, go into the left painting.
To reach the Pink Bob-omb, jump to the grassy island with the pipe
and then side somersault up to the ledge. Go to the right (the
direction of the cannon balls source) until you reach the beach.
Run down to the water and swim to the left from Mario's view.
Talk to the Pink Bob-omb and then head for a pipe or jump down
the cliff nearby if you feel like doing that. You could backtrack
to the pipe near the source of the cannon balls and then get back
here but in the huge world.
When you're at the same location, but in the huge world, go down
the cannon and then aim towards the tree. Have the tree in the lower
part of the sight and you will hit the tree. Avoid or defeat the
Goomba and then carefully cross the bridge. Get into the entrance.
1-6. The first six coins are positioned on platforms which you can
jump between using only careful regular jumps. When you've taken the
fifth coin continue to the left and save the coin on the top pillar
until you've grabbed seven coins.
7. To reach the uppermost ledge, you must make a running double jump
from the below platform. So run towards the ledge and jump twice. Then
collect the coin fast and avoid the Flame Ball.
8. Carefully jump back to the below platform and from there, long
jump to the last place. Wall kick yourself to the eighth coin which
is on top of the right pillar. Then fall down on the star which
appears just below the last coin.
6. Make Wiggler squirm --- S-13-6
---------------------------------
Wiggler's a sad dude. We shall pay him a visit and cheer him up.
Enter the tiny world, the left painting. From the start, jump
to the grassy island with the pipe. Side somersault to the ledge
above and then scale the tiny mountain. Be very careful. It's
rather easy to fall off and down the endless hole. When you're
on the top, ground pound the area, and you'll hear a sound and
see the water being drained. Get down the mountain and get down
the pipe which is in the centre of the course, near the foot of
the mountain.
Now you'll be in the huge world. Watch our for the Goomba nearby
and then climb the first cliff on the right side. Continue up
the cliff with the Purple Ball. The cliffs can be climbed with
side somersaults, double jump or any other high jump.
Pass the Purple Ball and get on the ledge/bridge. Run up the
grassy hills and jump down the hole on the top of the mountain
leading to Wiggler. Wiggler is a huge and mad caterpillar. He's
really a nice guy, but since his home is flooded and the star(!)
is messing up his life he has not one of his better days.
You must jump on his head three times for him to calm down.
He will run around the floor and will run faster for each hit
you give him. Jumps on other places than the head doesn't count.
To avoid his rushed just after he has been hit, try to continue
jumping on his head, continue onto his body and then fall off
behind him.
Isn't much to say except that you should jump a lot to avoid
his rushes, which takes away a massive three units, and to
grab the coins in the corner if you lose energy. After three
hits he will give you the star. Terrific!
7. Collect 100 coins --- S-13-7
-------------------------------
Since there are only 33 coins in the tiny world, I find it really
unnecessary to even go into that world. There are 153 coins in
the huge world. Go into the right paiting and you will come here.
It's important that you use the ground pound on every Goomba you
see because then you will get a blue coin as reward. If you do a
regular jump you will only get a yellow coin.
- Start by ground pounding all of the Goombas in the starting area
and then running around the pole in the area a couple of times
for an additional five coins to come up. If everything has gone
well you should have 20 coins when leaving the starting area
through the hole in the wall. 16-20 (16 if you did a regualar
jump on one of the Goombas)
- Get into the water until you hear a strange sound, then get back
on shore and you will notice a Lakitu flying around. Jump up to it
with a double jump and you will get five coins. Stand on a deep
part in the water but not so you start swimming. 21-25
- Swim away to the long beach nearby and check out the Shy-guy and
Koopa here. Defeat them both and get Koopa's shell. 28-32
- Ride the shell up the beach until you find two coins. Grab them.
30-34
- Ride the shell back down to the lake and head to the right from
the camera's view. When you get to the shore near the cannon, lose
the shell with Z and defeate the Shy-guy nearby. A Gooma is
strolling here as well, gound pound it. 37-41
- Jump down into the cannon which I hope you have prepared. If you
haven't, then the Pink Bob-omb is standing on this location in the
tiny world. Either way, aim the cannon towards the tree but aim
above is so you have the tree near the bottom of the sight. You
will probably hit the tree. Defeat the Goomba nearby. 42-46
- Get out on the bridge and get the five coins here. Be careful so
you don't have to fall down and go all the way back to the cannon.
I'd suggest you to backtrack off the bridge because this one leads
to the cave. The cave has many gaps and because of that it's risky
and that wouldn't be fair of me. 47-51
- Fall down to the cliff below the tree. Look down before, so you
don't fall on the Goomba and then get only one yellow coin.
Defeat the Goomba with a ground pound. 52-56
- Get back to the cannon platform and then long jump to the island
in the middle of the bottomless pit. There's a strong gust here,
but no need to fear, let it bring you down the cliff and an even
stonger gust will carry you. Get to the left island above you and
from here, cross the ledge. Get the yellow coins. 57-61
- There are two Goombas in the next area as well. This is near a pipe.
Ground pound both. 63-71
- To avoid a rather hard area, jump down the pipe and you will come
to the tiny world. Try to defeat the Goombas here if you wish and
don't let them run into you because then you won't get any coins
at all. They only give you one coin each. 63-73
- Continue on the thin bridge and don't fall down. Run up the hills
and then try to defeat the Goomba here. 63-74
- Near the grey thing that lets out cannon balls are three coins
lying. You can only see two of them, the third is invisible.
66-77
- Follow the trail down wards until you see a Goomba and a Koopa.
Try to defeat them both with regular jumps. 66-83
- Get back to the pipe you recently got passed. Jump down it and
you're back in the huge world. Defeat the Goomba nearby with a
ground pound. 71-88
- Now go down to the outlet of the cannon balls. There should be
four coins here. 75-92.
- Continue on the trail until you see two Goombas. Defeat them both.
85-102
- Get back to the pipe you grew smaller in. Work your way up the
mountain. You will find one Purple Ball worth five coins. Pick
it up from behind and throw it on the ledge. You will then find
a wooden ledge with five coins on. 90-112
- If you're one of those who has between 90 and 99 here, backtrack
down the mountain and then look down the ledge near the pipe.
You will see a grassy platform way down there with a pipe. First
jump into the pipe near you and then, as a big man, jump down
to that grassy platform and defeat the Piranha here for a coin.
Jump down the pipe here and then defeat the five Huge Piranha
Flowers here for those (probably) last 10 coins.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
====================
4.14 Tick Tock Clock
====================
Location
--------
Now it's time to climb to the third floor. Right in front of the
entrance of the third floor stands a big clock. That's the fourteenth
course.
Description
-----------
This course is one big clock. It's really fascinating. There are
not many enemies but lots of other things. You can find many
pendulums, rotating block, keys, belt conveyors, moving bars
and of course hands.
Special conditions
------------------
The conditions of the course vary depending on where the big
hand is positioned when you jump into the clock. If you jump into
the clock when the big hand is pointing at "12" or slightly before
or after, every thing in the course which would normally move
stays put, allowing you to pass several obstacles easier than
if the clock moved. Note that you can't take some stars when
the clock stands still. Star four is impossible, star six is
very hard and time consuming to get and star three loses its
point if you stop the clock. It's possible, though, to get all
coins in the course when the clock is dead, you even have an
advantage.
If you jump into the clock when it's pointing between 12 and
3, everything will move slowly and regularly. Between 3 and
6 is of course harder and 6 and 9 is even harder. If you jump
between 9 and 12 everything will move very fast and irregularly.
It's funny to reach the fourth star in this condition.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
Required amount of stars/keys: 50 stars, 2nd key
Amount of coins: 128
Caps available: No
Cannon: No
Warp: No
1. Roll into the cage --- S-14-1
--------------------------------
This star is possible to collect when the clock stands still as
well as it moves. To make it stop, jump into it when the big
hand points at 12. The following strategy is for the clock when
it's stopped.
Go to the right first, jump over the pit, cross the treadmill
and get up on the usually rotating block. Continue up the path
and then pass the three rotating blocks. Follow the trail
until you reach a large platform. Cross the platform and continue
up the steps. Next stop is a cage and the first star is within.
2. The pit and the pendulums --- S-14-2
---------------------------------------
This star is possible to collect when the clock stands still as
well as it moves. To make it stop, jump into it when the big
hand points at 12. The following strategy is for the clock when
it's stopped.
Go to the right first, jump over the pit, cross the treadmill
and get up on the usually rotating block. Continue up the path
and then pass the three rotating blocks. Follow the trail
until you reach a large platform. Cross the platform and continue
up the steps. Next stop is a cage, jump up on it and then follow
the trail. It leads to another platform to climb and then also
a pole. Climb the pole to the top and then jump off it to the
left and continue in that direction. Avoid the Bouncer and soon
you reach a gap.
Jump to the platform in the middle of the gap and then to the
next. The view is annoying here. It might help if you press
R and then C down. Carefully walk over the ledges here to get
the second star. Keep in mind that the ledge have gaps in it.
3. Get a hand --- S-14-3
------------------------
This star is possible to collect when the clock stands still as
well as it moves, but the point about taking the star is that
the clock should move. The following strategy is for the clock
when it moves.
Go to the left first, avoid the pendulum and jump over the pit.
Cross the treadmill and get up on the rotating block, it hops just
before it rotates. Jump when it does and the rotate will happen
when you're in the air. Avoid the pendulum and continue up the path.
Next up are three rotating blocks. Cross them as the first. Follow
the trail until you reach a moving bar which regularly comes out of
a wall. Don't let it fool you and then get over to the large
platform up ahead. Wait for a hand to come by this platform, avoid
the Flame Ball while you wait. When the hand reaches you, board
it and stand on its edge. Wait for it to take you to the star.
It's possible to grab this star when the clock is stopped as well.
Get up to the large platform when taking the left trail from the
beginning. Then continue on the trail to the first star. There's
a platform in front of the treadmill that leads into the cage
that usually moves. Stand on it and you will see a star below.
Fall down and steer the fall towards the star. Use the kick as
well and you may very well get it.
4. Stomp on the Thwomp --- S-14-4
--------------------------------
The course travel star. You may not take it when the clock is
stopped. It's according to my knowledge impossible. Maybe it's
possible if you use a gameshark, I don't know. If you want it
to be easy, jump into the clock when the big hand points at
one - three. It's harder if you jump into it later.
Go to the left first, avoid the pendulum and jump over the pit.
Cross the treadmill and get up on the rotating block, it hops just
before it rotates. Jump when it does and the rotate will happen
when you're in the air. Avoid the pendulum and continue up the path.
Next up are three rotating blocks. Cross them as you did on your
earlier encounter with a rotating block. Follow the trail until
you reach a moving bar which regularly comes out of a wall. Don't
let it fool you and then get over to the large platform up ahead.
Cross it and then continue on the moving platforms which form steps
for you. Jump from platform to platform fast and you will hardly
notice them. Continue and you'll come by the cage for the first star.
Jump onto the cage and continue running on the trail downwards.
Jump up on the elevating platform and then up the next stationary
platform. Climb the pole that goes from the platform.
Now get up on the platform with the spinning heart and replenish
any lost energy. Get up on the elevating platform and you'll see
that when it reaches its top you must jump to a moving triangular
platform. You can also do a wall kick to reach it but its not very
safe. Continue to the right and up to the rotating block. Then
you must to a running regular jump to the next rotating block and
after that any jump to the next ledge. There's a certain gap to pass
next. Try a running double jump to get over it. You don't have any
rotating block to defeat this time.
Continue along the trail and you will find a cage with moving bars
below. You probably understand how to pass them. Don't let them
push you down. Next obstacle could be a little tricky. Two rotating
keys are moving in opposite directions. This is actually hard if
you jumped into the clock at a late time. Try jumping towards
the first key and then quickly make the second jump over the second
key to safe ground.
Continue along until you find triangular rotating
blocks. These must be passed as regular block but their edges can't
be held on to. So you must jump on top of them or you may fall down.
Now you're at the highest point in the course. A hand will pass,
which you should board. The Flame Ball here can be annoying while
you wait, but do your best. I prefer side somersaulting up to one
of the blocks here. When the hand comes, get on it but don't stand
in the red area, you will soon be pushed off. Get off the hand when
you find a treadmill. This leads you to a Thwomp which you must
stomp(!). Try to stay near the Thwomp and when it comes to the
ground, make a double jump to get on top of it. It takes you to the
star.
5. Timed jumps on moving bars --- S-14-5
----------------------------------------
This star is possible to collect when the clock stands still as
well as it moves. To make it stop, jump into it when the big
hand points at 12. The following strategy is for the clock when
it's stopped.
Go to the right first, jump over the pit, cross the treadmill
and get up on the usually rotating block. Continue up the path
and then pass the three rotating blocks. Follow the trail
until you reach a large platform. Cross the platform and continue
up the steps. Next stop is a cage, jump up on it and then follow
the trail. It leads to another platform to climb and then also
a pole. Climb the pole to the top and then jump off it. Get on
top of the block above and then to get up another level you
must do a double jump towards the wall and then wall kick it.
This can be hard. Do the double while moving.
Then walk to the right and get past the yellow usually rotating
blocks. Get up the ledge as far to the right as possible.
Then jump on top of the bar and then get into the cage and
grab the star. If the clock is moving then these bars will
move in and out. You must then jump on the bars when they come
out and then wait for the next to come out before jumping to
that one.
6. Stop time for red coins --- S-14-6
-------------------------------------
I've never seriously tried to get this one with the clock moving.
So get it when the clock is stopped. Read the title of the star.
Go to the right from the start and get on the first key.
1. Do a double jump from the first to the second key to get the
first coin.
2. Get the second coin on the second key.
3. Double jump to the third key. Then double jump to the fourth
to get the third red coin.
4. The fourth coin is on the fourth key.
5. Double jump to the double set of keys to get the fifth coin.
6. The sixth coin is between the double set of keys.
7. When jumping to the key above the double set of keys.
8. The uppermost coin. The star will appear next to the double set
of keys.
7. Collect 100 coins --- S-14-7
-------------------------------
When you're aiming for100 coins in this course,
I recommend you to stop the course, by jumping into the
clock at 12 o' clock. You don't miss any coins this way
and it won't be impossible to get the eight red coins.
There's an important block breaking technique you're
ought to know about. Especially for the blocks containing
10 coins. First make a regular jump to break the block
and then immediately as you touch the ground make a
double jump. When doing like this you will always get
all of the coins, and not one of them will shatter.
- In the starting area there are two Bob-ombs, the only coin
giving enemies in this course. Preferably grab them from
behind and throw them quickly against a wall. Collect the
coins. 0-2
- Now go to the right, towards the keys. There's a block
containing 10 yellow coins below these keys. To grab all
of these without having them falling off the cliff, you
should do a double on the block so that when you do the
second jump you will jump up into the broken block and
collect all of the coins. 10-12
- In this "key" area there are eight red coins. I bet you've
taken these before so I don't need to explain how to do it.
Grab all of the coins and if
you tend to fall down and lose lots of energy there's a
spinning heart below this area. 26-28
- When you've taken all of the eight, fall down to the starting
point again. Now continue over to the platform to the left,
until you get to a yellow block that normally rotates. On
top of this one there are two more coins. 28-30
- Jump over to the ledge against the wall. Go to the right from
here and break the block behind the pendulum, this is the second
pendulum from the start. 31-33
- Now continue on the trail until you get to big platform further
up. This is a platform where you find a Flame Ball, where the
lower hand goes by, and you reach this area from the eight coins
area. Here's a also a yellow block. Avoid the flames and grab
the coins. 34-36
- Continue on the trail to the right. Climb some platforms and
you'll see a trail of five coins where an Electric Ball is
hanging. These are the last visible coins in this course. 39-41
- Climb the pole and you'll be in a wide area. Go to the right
and you'll see a Bouncer and two yellow blocks. The yellow blocks
contain three coins each. Just in case, wait for the Bouncer to
rewind itself before you break the blocks. 45-47
- Continue to the right and do an accurate jump over to the
platform that normally spins. Continue to the next. Now you're
close to the second star. Go to the right and out one the ledge.
At the end of this ledge there's a blue coin block. Break it
and backtrack to the previous area. But don't be too fast on
this ledge because the camera makes some nasty spins here.
On the platform nearby seven pretty little blue coins will be
waiting. You must at least take two of these to be able to
get 100 coins. 55-82
- Now continue to the right until you reach the place beyond the
Bouncer. Jump up the platform here and then do double jump and
a wall kick to reach the platform above this one. This may take
some practise to manage. When you've reached this place continue
towards the yellow rotating blocks. Move upwards on these by
doing double jumps. When you're on top I think you can do a
long jump to the right to reach the top of the cage of the fifth
star. This block contains three coins. 58-85
- Go back to the top of the yellow rotating blocks then follow the
trail until you reach a caged area with lots of bars which used
to move. Pass this bars and climb into the cage form the other
side. Break the block inside and collect the ten coins. 68-95
- Continue on the trail and you'll find another block with coins.
It's on a ledge. 71-98
- Continue along the way and you'll come to a big area with a
yellow block. This is the area just below Thwomp. This block
must be reached with a high jump. If you've taken all coins
so far and of course all of the blue coins, you will have
more than 100 coins now. So leave the couse. If not continue.
81-108
- Press C up from this area and look towards the centre of this
floor. Here's a platform with another yellow block. This
platform can be reached with a long jump from the main path.
Do it and collect the coins. 91-118
- Long jump back to the main path and continue up. At the end
of this path there're two yellow blocks. Here's an extra life
and 10 coins. You can't get the Thwomp star when you want to
save your high score, so I recommend you to backtrack to the
fifth star in the cage. 101-128
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
=================
4.15 Rainbow Ride
=================
Location
--------
On the third floor there are two ledges to the left and right
of Tick Tock Clock. Next to these ledges there are some kind
if windows. In the right one Rainbow Ride is located. Reach
the ledge by side somersaulting to it and then long jump to
the window from the ledge.
Description
-----------
This is one vast course. There is no land here, just many floating
platforms. This course is located on a high altitude, where the
clouds and the rainbows come from. Here you can find many magic
carpets, a high maze, a floating ship and a really big house with
a chimney fire. Nintendo definitely didn't lack new ideas in the
closing of the game.
Available Stars
---------------
|-------------------| O = You can get the star
| GET STAR | X = You can't get the star
| |
| |---------------|
|C | 1|2|3|4|5|6 |
|H | _ _ _ _ _ _ |
|O |1 |O|O|O|O|O|O |
|O |2 |O|O|O|O|O|O |
|S |3 |O|O|O|O|O|O |
|I |4 |O|O|O|O|O|O |
|N |5 |O|O|O|O|O|O |
|G |6 |O|O|O|O|O|O |
|-------------------|
The short-cut in the beginning
------------------------------
To get to the main area of the course from the beginning the point
is really that you should ride on a magic carpet to this place:
the four rotating platforms. But for all of my star strategies I
list a much quicker and not as boring way. Look behind the starting
area for a pole. Long jump to it and climb it and you will be in
the main area. If you choose to go by carpet anyway I recommend
you to dodge when going through the Flame Thrower.
Required amount of stars/keys: 50 stars, 2nd key
Amount of coins: 146
Caps available: None
Cannon: Yes
Warp: Yes
1. Cruiser crossing the rainbow --- S-15-1
------------------------------------------
From the starting point look around until you see a pole far away.
Long jump over there because that's a very convenient short-cut.
Climb the pole to the top and jump off it. You will now be in the
four rotating platforms area. Go straight here, jump to the
opposite platform via the right or left one. On these platforms
a Lakitu is flying around. Double jump from behind of it, and it
won't bug you no more. This one will follow you to other areas of
the course.
Board the magic carpet and let it transport you. Avoid the obstacles
which comes in your way. They're easy to avoid so not worth mentioning.
When you come to the point where you must choose carpet, choose the
right one from the camera's point of view or the left one from Mario's
view.
Follow the next carpet and watch the rotating thing carefully. If
a wing tries to sweep you off, jump over it quickly. When it comes
blocks to avoid keep your tongue straight in your mouth and make
easy secure jumps. Then jump to the falling platforms and make a
quick double jump to the ledge leading to the ship. Cross the plank
and then go towards the wind and get the star.
2. The big house in the sky --- S-15-2
--------------------------------------
From the starting point look around until you see a pole far away.
Long jump over there because that's a very convenient short-cut.
Climb the pole to the top and jump off it. You will now be in the
four rotating platforms area. Go straight here, jump to the
opposite platform via the right or left one. On these platforms
a Lakitu is flying around. Double jump from behind of it, and it
won't bug you no more. This one will follow you to other areas of
the course.
Board the magic carpet and let it transport you. Avoid the obstacles
which comes in your way. They're easy to avoid so not worth mentioning.
When you come to the point where you must choose carpet, choose the
left one from the camera's point of view or the right one from Mario's
view.
Continue on the next carpet and when it passes through solid blocks
you must pay attention. Just before it's about to push you off, make
a regular jump and you will get on top of the platform. The carpet
will then take you into the house. Stay on the carpet. It will then
take you outside and then take you to other platforms which are just to
jump on to and run to the other side of. Continue standing on your
carpet and it will once again take a turn through the house and
make its final stop on the roof. Leave the carpet here and grab the
star. If you go out on the hills leading from the house, you will
fall down.
If you would accidentally leave your carpet and lose it, you're
screwed. Then you must get all the way back to the rotating platforms
or at least, the carpet switch. There's a warp near the entrance of
the house. Check the Warp section for more details, or just fall down.
3. Coins amassed in a maze --- S-15-3
-------------------------------------
From the start, lock around until you see a long pole at a
far distance. Take aim and long jump towards it. This is much
easier than it might sound. Climb up the pole and you're among
the four rotating platforms. Go to the huge structure to the
left: the maze. Use the yellow platform to get to the entrance
of the maze. If you happen to fall down on the floor of the
maze, crouch under the yellow platform and then back flip to
it when it shows up on the screen.
1. Now go straight ahead from the entrance and make a long jump
to the first red coin.
2. Long jump back. Get up on the nearest ledge. Jump to the next one
and get the red coin next to the Flame Ball to the left.
3-5. Then do a wall kick in the gap above the previous coin and grab
the next one. Also grab the two other red coins you can see on the
screen.
6. From the coin which was on a log, long jump to the sixth coin in
the upper left corner of the maze.
7, 8. Jump back to the log-like platform. Continue down the hill,
jump and get the seventh coin. This jump will probably lead you
outside the maze to the final coin.
4. Swingin' in the breeze --- S-15-4
------------------------------------
From the starting point look around until you see a pole far away.
Long jump over there because that's a very convenient short-cut
to the main area where you have to go before taking any star. Well
for all stars except this one and the fifth.
Now slide down the pole and continue to the left onto the seesaw.
Defeat the Shy-guy if you wish. Stand on the side of the seesaw
closest to the screen to make the opposite side rise. Then go to
that side and continue onto the swing. You won't slide off the
swing. Let it take you to a couple of falling platforms. These
start falling slowly if you step on them. Jump to another seesaw
from these platforms and from that seesaw to another set of
falling platforms. Then to yet another and from these wait for
the flame to stop and jump to that platform. Place the camera
behind Mario and when you see that the yellow moving platform
is about to move to the falling platforms, jump to these and then
to the moving platform.
Watch out for the Goomba in the next area. Heh! Then move up the
wooden slide. You can only step on the blocks here. Wait for the
swing on top to take you to the fourth star.
5. Tricky triangles! --- S-15-5
-------------------------------
From the starting point look around until you see a pole far away.
Long jump over there because that's a very convenient short-cut
to the main area where you have to go before taking any star. Well
for all stars except this one and the fourth.
Now slide down the pole and continue to the left onto the seesaw.
Defeat the Shy-guy if you wish. Stand on the side of the seesaw
closest to the screen to make the opposite side rise. Then go to
that side and continue onto the swing. You won't slide off the
swing. Let it take you to a couple of falling platforms. These
start falling slowly if you step on them. Jump to another seesaw
from these platforms and from that seesaw to another set of
falling platforms. Then to yet another and from these wait for
the flame to stop and jump to that platform. Place the camera
behind Mario and when you see that the yellow moving platform
is about to move to the falling platforms, jump to these and then
to the moving platform.
Pass the area with the Goomba and continue to another set of falling
platforms, run quickly up the hill and break in time on the falling
platform. Jump to the last falling platforms and you're then in
the area of the triangles.
When you push the purple switch all of the triangles will move
up-side-down and enable you to jump on them. You must be quick
here. Directly after you've pressed the purple switch, move to
the second triangle. Do a back flip from that one to the one above
and to the right. Then be quicker than the wind and cross the
final two. Get the star.
If you find it easier or more amusing to reach star six, you may
want to know that star five is just below star six. So it's just
to follow the sixth star walkthrough and then do a very accurate
jump to the fifth star. You won't even have to do the triangle
process. Of course the whole star would lose its point and you'd
have to travel by those boring carpets, but that's what makes this
game so great: the freedom!
6. Somewhere over the rainbow --- S-15-6
----------------------------------------
Go to the rotating platforms. Choose the way to the maze. Then go
on the platform next to the maze and you'll get to a blue coin block
and a spinning heart. Press C up around here and you'll see two
parallel walls against each other above the block. You shall wall
jump up these to a ledge above the maze. This jump is very tricky
to get because it's so easy that you're in the slightest wrong
angel and you'll fail and Mario will fall down to the blue coin
block again. Have the camera so it's angled just between the walls.
Then start the wall kick up to the ledge. Go right on the ledge,
and you'll find a pink Bob-omb. Get down to the rotating platforms
by using the elevator to the right of the bomb.
Now just follow the walkthrough for the first star to reach the ship
in the air. When you're on the ship avoid Bob-ombs, Lakitu and a
strong wind to get to the stern of the ship where the cannon's positioned.
Jump down it and you'll see a distant platform. Aim at the pole, pretty
high up and you'll fly through the rainbow. Go down the pole and be
careful about the Purple Ball. If he grabs you there's a huge chance that
you'll be thrown off the platform and that isn't funny. Either avoid
him or carefully grab and throw him from behind. The last ordinary star
is found in the yellow block.
7. Collect 100 coins --- S-15-7
-------------------------------
- Follow the magic carpet in the beginning to the nearest
platform where there are eight coins and an Electric Ball. 8
Go back to the starting area by long jumping there. Or jump
carefully down to the blue log near the platform with the
Electric Ball and then jump to the start. From the start, lock
around until you see a long pole at a far distance. Take aim
and long jump towards it. This is much easier than it might
sound. Climb up the pole and you're among the four rotating
platforms.
- On two of these rotating platforms there are two rings of eight
coins in each. Then there's a Lakitu flying around. Defeat it
as well for further five coins. Try to defeat this fellow in
the centre of a platform and then quickly collect its coins
because those shatter quickly. 8+8+5=21. 27-29
- Now you have four different directions to head for. This
walkthrough makes the first move to the big structure, the
maze where all of the red coins are. On the ground, just out-
side the maze you are probably aware that two Bob-ombs are
strolling around. Pick these quickly up and throw them in the
area where it's a little vaster than in other places. 28-31
- Go to the far end of this ground area and you'll see a spinning
heart and a blue coin block. You better get a good overview
what's to be done. Above the block there's a long place where
you must wall kick yourself upwards. Once up there are five
blue coins up here. The first blue is located just above the
blue coin block. The only pointers I can give you is to keep
your head really cool and to have the camera right in the middle
between the walls. Why not practise wall kicking without breaking
the blue coin block, because if you fall down even once when you've
broken the block, you, my good sir, are screwed. If you didn't
manage to collect all of the blue coins or missed at most one,
jump down the cliff and restart. You can still get 100 coins,
but it's much tougher. 53-61
- When you've taken the blue coins, continue on this path until you
pass the Pink Bob-omb (activate the cannon if you haven't) and then
step on the blue block. This is an elevator. Don't take the red
below the elevator, instead jump into the maze. Start by jumping
down a couple of floors until you're just above the Bob-ombs.
Now make a long jump to the left and grab the red coin here. 55-63
- Long jump back. Get up on the nearest ledge. Jump to the next one
and get the red coin next to the Flame Ball. 57-65
- Then make a wall kick in the gap above the previous coin and grab
the next one. Also grab the two other red coins you can see on the
screen. 63-71
- From the coin which was on a log, long jump to the sixth coin in
the upper left corner of the maze. Jump back to the log like
platform. Continue down the hill, jump and get the seventh coin.
This jump will probably lead you outside the maze to the final
coin. 69-77
- Now get back to the high pole which you climbed to be able to get
to the four rotating platforms. Below the pole there goes a trail with
five yellow coins. There's a also a Shy-guy here, and "for all butter
in little land" (as we say in Sweden) don't jump on it. Jump kick
instead. 76-84
- Continue and you'll come to a seesaw. Go past it and onto the swing.
Get the five yellow coins here. Preferably by a back flip when the
swing is going upwards. 81-89
- Continue onto the platform and the falling platforms, then the
seesaw and two more trios of falling platforms. Those hold two
coins each. 85-93
- Continue to move on the next platforms and the yellow moving one.
Now you're hopefully in an area with a Goomba. Defeat it for a
coin. Climb the wooden slide for a coin trail of five golden things.
91-99
- Go down the slide and then continue onto the falling platforms.
There are five coins on a hill next. 96-104
Now there's a nice posibility that you have more than 100 coins.
If that's the case you can get the fifth star: Ticky Triangles
and leave the course or simply jump off the course.
If you haven't got 100 coins continue with the walkthrough.
- From the hill just jump down to the area where you defeated the
Shy-guy. Continue to the rotating platforms and to the opposite
side of the area where there's a flying carpet. Follow the
carpet until it's time for a switch and you will then have
collected two more coins. Iy any of these coins is the 100th
coin be focused to get the star. 98-106
When it's time to switch carpet, choose the right one from your
point of view or the left one from Mario's and the carpet's point
of view. This carpet takes you to the house. There are a couple
of coins just above, on the falling platforms, but ignore them,
because it can be really hard to get the star then.
- Now just follow the carpet and you will get the last coins on the
way. Then let the carpet take you to the second star or just jump
off it.
If you want to collect every coin in the course or if you want to
see a shorter coin list, check the Coin Walkthrough.
==============================
4.16 The Castle's Secret Stars
==============================
As mentioned before, there are 120 stars in Super Mario 64
but all of them aren't accessible in the courses. There are
seven stars in each of the fifteen courses. 15 X 7 = 105.
The rest you get by completing special objectives in the
castle or by accessing hidden courses from the castle or as
in one case from a regular course. All of these 15 stars
are listed below. For all of them you need a certain number
of stars. The least number of stars to get the hidden star
is indicated below.
1 Star - The Princess's Secret Slide
------------------------------------
From the foyer of the castle, go to the right most door on
the second floor and jump into the right window. Then simply
go down the slide and collect the star inside the box.
1 Star - The Princess's Secret Slide
------------------------------------
Go to the same place as above. This time you must reach the
goal of the slide in under 21 seconds. This means you
get star if you get 20'9 but not 21'0. To manage this, take
aim in the beginning and press B and forward when you get into
the slide. Then go as fast as possible by avoiding bumping
into walls and taking the inner curve all the time. It's
important not to touch the walls. If you've cleared it, a
star will show up between the regular star box and the
finish line.
3 Stars - 8 red coins in The Secret Aquarium
--------------------------------------------
In the first hall, the foyer, go to the right most room,
the room with the course Jolly Roger Bay. Go into the middle
of the room and look up to the ceiling to the left of the
door you just went through. There you will find a black
hole in the wall. Do a double jump to reach it. There's
hole in the wall on the other side of the room that gives
you an extra life.
Now you will be in the secret aquarium. There are four red
coins in a square in the middle of the room and four in a
square on the floor. Swim around and take them all. A star
will show up when you've taken them all. If you run out of
air and are too far from a red coin, try to take the coins
in the centre of the room.
8 Stars - 8 red coins in Bowser in the Dark World
-------------------------------------------------
When you've got 8 stars go to the room with big the star on the
second floor of the first room in the castle. Fall down the
trapdoor and you're in this vast area. It's not a requirement
to have the metal cap activated but recommended.
1, 2. Go to the right from the start until you come by a purple
switch near a flame throwing thing. If you can take the metal
cap during the way here, do it. The fire from the Flame Thrower
won't hurt you with the cap on. Locate the red coin outside the
platform near the fire. Then press the purple switch and a block
will show up under the coin. Go get the coin and then, depending
on how fast you are, either wait until you can press the switch
again or run directly back to the starting area. Two blocks will
be visible here. On one of them, a red coin will be. If the blocks
starts to blink, get back to the switch to repress it.
3. Continue on the path, until you pass a few Goombas and walk
over a narrow bridge. The next red coin is behind a crystal on
the path that follows after the bridge. Lots of Electric Balls
are patrolling this area.
4. Continue until you get to a yellow platform that moves from
side to side of a grey platform. To get the next red, stand on
the grey platform and get down on the yellow platform towards
the moving pyramids.
5. Continue to the moving triangles and the coin is very visible.
6. Continue to the platform near the seesaws. Look around and
spot a narrow path leading to a platform in the centre of the
course. On this platform there's the sixth coin.
7. Use the second seesaw to reach the seventh coin on top of one
of the valves.
8. Pass the second seesaw and climb down to the same platform as
the two Goombas, just before the stairs that lead to the pipe.
From this platform a narrow path leads to the final coin. You
have probably spotted this one when you were on the seesaws.
The star turn up, just behind the pipe leading to Bowser.
8 Stars - 8 red coins in Vanish Cap under the Moat
--------------------------------------------------
When you've beaten Bowser for the first time go down to the
basement and unlock the door. You will then see a dark
corridor. Follow it to the right and enter the door.
Go right and continue through the corridor. When you can,
choose to go right, go right and you will see a door without
a star. Enter the door and you'll see a clean pool. Take a
bath, dive and swim under a wall so you'll get to another
room. In here you will find two pedestals in the water and
a door beyond them. Ground pound both pedestals and the
water around them will be gone. Go out through the door
and you'll be outside the castle in the moat. There are no
loner water here. Continue to the right until you found
a hole. Jump down it and you have reached your destination.
To get the star you must collect the eight red coins in here.
1. Ignore the Flame Ball here, since you've got the vanish cap
on, you won't take damage. Slide down the slide in front of
you to the left. I mean to the left from the camera view. You
will come by a platform with the first red coin.
2. Then jump into the middle to come to a platform with the
second coin.
3, 4. Then jump straight down to get an extra life and the next
platform has a red coin. Jump to the right then to get the fourth
coin.
5, 6. Then continue along the path until you reach an elevator.
After the elevator a seesaw will be hanging. Two red coins are
located on each side of the seesaw.
7. Then ride two more elevators. When you switch to the third
elevator you'll probably get the seventh coin.
8. Continue on the third elevator to the switch. The last red
is next to the switch. Then grab the vanish cap near and go
through the thin screen to get the star.
8 Stars - 8 red coins in Cavern of the Metal Cap
------------------------------------------------
Follow the description above to reach Hazy Maze Cave.
You shall go through double metal doors in the water cavern.
To reach the water cavern go to the left in the beginning.
Do a long jump over the pit and enter the door. You'll be
in a large room with a huge pit in the middle. Fall down
into it and you'll lose a life. Look to the left and you'll see
a platform with a spinning hart. Long jump yourself there.
Then long jump to the place where the rocks come from.
Go up this walkway and avoid the rocks. Enter the door
to the right. Place yourself on the platform and it will
bring you down to the water cavern.
Now go down to the lake and swim around until you see the beast.
Board him and run to the top of his head. Look in the
direction you want to swim and then locate a platform with
metal double doors. Make the beast swim over there and jump
to the platform. Then go through the doors and continue down
the corridor until you found another pit with floating stuff.
Jump down into it and you'll get to Cavern of the Metal cap.
Now you'll have a metal cap and therefore be invincible. Run
through the corridor and you'll later be in a large room where
the metal cap switch is located. The current in here is very
strong so if you happen to take a bath without the metal cap
on, the current will take you brutally down to the right
exit. If you go there you will be going down the waterfall
outside Peach's castle. Surprise, this course is located
behind the big waterfall. Don't go down the waterfall, it'll
do you no good.
1, 2. From the beginning of the course you will pass two Shooters.
Then you'll be in the main room. Don't fall into the water.
Jump from platform to platform until you reach a bridge. Pass
it and grab the two red coins behind the pillars and next to
the extra life.
3, 4. Jump over to the green switch and you'll see the next
two coins on either side of the it.
5-8. Get the metal cap nearby and fall into the water. Around the
big pillar where the green switch is upon, the rest of the coins
are spread out. The star will show up near the course wall under
water.
10 Stars - 8 red coins in Tower of the Wing Cap
-----------------------------------------------
When you've collected 10 stars place yourself on the sun panel
in the first room of the castle and look straight up using
C up. This will transport you to these beautiful towers.
You will start in the air while using the wing cap. The
description is simple, the performance is more difficult.
You will see a trail of yellow coins. If you follow this
trail you'll get all 8 red coins. The only tip I can give
you is to always stay on the trail and to learn to read
the winds pattern. Don't try to go back and take the coins
if you miss any except the last two, just press Start and
choose exit course to try again. If you miss any of the
two last ones you can easily try to take them again. Fly
over the platform in the middle and place a new wing cap
on Mario's head. Then locate the missing coin(s) and climb on
to the part of the wall that's closest to the coin. Press
A three times to fly and grab the coin. It's fool proof.
If you miss both of the last ones you might want to do the
process twice.
12 Stars - Toad outside Hazy Maze Cave
--------------------------------------
Your goal is the sixth course; Hazy Maze Cave. Go down to the
basement and go through the door with small star. If you've
come right there will be a rail before you. Carefully jump
to the other side of the rail and Toad will stand there.
Talk to him and he'll give you a star. If you come here
before you've collected 12 stars no Toad'll be standing here.
15 Stars - Catch the bunny in the basement
------------------------------------------
I believe his name is Mips. Go down to the basement, where
you find course 6, 7 and 8. You now have to catch
him by pressing B, either while running or walking.
This may be frustrating for some. Don't press B all the
time. He will mostly avoid you. Try just running after
him and always take the inner curve and you'll soon
catch up with him and can easily catch him. You can also
try to hunt him into a corner and then throw yourself
to the position where he most often tries to escape from
you when you get too close.
30 Stars - 8 red coins in Bowser in the Fire Sea
------------------------------------------------
From the entrance of the basement, go left to the big
door with a star. If you've collected at least 30 stars
it will open and you can go in. Jump into the flowing
wall and finish the first star in Dire Dire Docks.
Then jump down the pit that will appear in front of
Dire Dire Docks and you're in the king's fire sea.
1. Go to the right until you see a fork in the road.
The ordinary path and a black path going to the left
of the ordinary path. Follow the black path, watch out
for the gaps and then the red coin will be over a pit.
Stand on the edge of the pit and double jump over it.
The coin will be yours.
2. Backtrack to the ordinary path and continue along
it. Climb the pole and get the next coin on the very
unstable platform after the pole.
3. Continue up the next pole and into the blue and
yellow cell. Grab the coin here.
4. From the cell a grey elevator rises up to the surface.
Step on it but quickly get off it. It will rise upwards
and you can get the coin that is below the elevator.
Then you must of course fall down in the area with the
Bully and the Goomba.
5. Get back into the cell and take the elevator upwards
this time. When you're on top, long jump to the next platform,
run up the hill and go into the side path here. This will
lead you to a hill which end on a circular platform with
a red coin and a Bully.
6. Fall off the platform onto the wire net below. Continue
left and move over the area with the Bullies. Walk up the
big moving structure until you're on the second to the
uppermost platform where you'll find either the shadow
of a red coin or a red coin. Depending on if the structure
is high or low. If you only see the shadow, wait for it
to rise again and then grab it.
7. Get to the stone trail from the above area and then
continue on the platforms that sink into the lava.
On one of them, near a Flame Thrower the seventh coin
is positioned.
8. The final then. Get to the right from the platforms
and continue down the pole up ahead, go down to the
lower trail, to another pole and up this one. Get the
red coin here and a star will show up... well you'll
see where. Reach it by going back down the pole you
just came from. Climb the next pole to the top and do
a handstand. Wait for it to reach its peak the jump
towards the right wall. Wall kick from it and then
you'll be on the platform with the star.
30 Stars - Toad upstairs
------------------------
When you've collected the second key from the second Bowser
confrontation unlock the door in the first room of the
castle. Go upstairs and around to the back of the room.
Under the valve a Toad boy stands and if you speak to
him he'll give you a star. There's another Toad on this
floor but he won't give you anything but information.
50 Stars - Catch the bunny again
--------------------------------
Collect 50 Stars and you can catch the little rascal, on
the same place and use the same strategy, he's just a tad
faster.
50 Stars - Visit Toad outside Tick Tock Clock
---------------------------------------------
Go up the stairs from the middle floor to the door with
the big star and open it. A Toad boy will be standing
next to the big clock. He'll give you a star.
50 Stars - Wing Mario over the Rainbow
--------------------------------------
Here you shall collect the 8 coins shattered here.
Don't fall down because then you will land in the lake
outside Peach's castle. Even though you don't lose any lives
it's pretty darn annoying to walk all the way up to the
castle's top floor again. An important pointer is to take
a new wing cap as soon as you see one.
1. The first coin is just near you.
2. If you look around on the cloud, you'll see rainbows
going away from you. Take the wing cap and fly off from
the left one. Follow it and you come to another cloud
with a coin.
3. If you picture that you came from south to this cloud,
stand on the eastern edge and look down. You'll see a
large pink platform and another cloud slightly above
it. Fly to the cloud and grab the coin there.
4. Now fly over to the big pink platform you saw before.
On that platform you'll find a pink Bob-omb, a cannon,
a red coin and a big pole. Get the coin.
5. Activate the cannon and jump down it when you've reactivated
your cap. Aim above another pink platform, but this one's
much smaller. When you reach it you'll see that this one's
got a cannon as well. Jump down it and look at a big cloud
with green poles below. Aim straight up in the air and land
upon the cloud. Get the fifth coin.
6. Get the sixth next to the fifth.
7. Now check where the rainbow starts here and fly away in that
direction. You'll see a transparent cloud which has a coin
inside. Fly into the cloud and get the coin.
8 . Now backtrack to the big cloud with poles underneath. Fly into
one of the poles and grab the coin visible. You can now easily
slide down to the cloud underneath. Don't be afraid of falling
down 'cuz the cloud underneath will save you. From there fly
away towards the cloud in the centre that holds your star.
70 Stars - 8 red coins in Bowser in the Sky
-------------------------------------------
On third floor, the same floor as Tick Tock Clock and Rainbow
Ride is located, there are huge steps leading to another door
with a big star. You can enter it whenever but then the stairs
after the door will be endless, and only repeat themselves.
When you've collected 70 stars, this seal will be broken and
you can enter a pit above the stairs. Eight coins to collect
as usual and at the end you will face Bowser for the final time.
1. Run up the first platforms until you find a block that can
be moved. Move it to the edge of the platform closest to the
starting area. Jump up on the block and collect the coin.
2. Continue on the unstable platform, run fast, up the yellow
wall (don't jump), past the stone trail with the Goombas,
past the Electric ball and you'll have the next red coin near
a Tiny Piranha Flower.
3. Next up is a large platform with a seesaw and a rotating
elevator above. Get down on the platform and turn the camera
180º around so you will see the platform from the other side. You
will spot the red coin on a tiny platform on the side of the
major platform.
4. Get up on the seesaw above, over to the rotating elevator.
Crouch here and back flip as you reach the peak and you'll
land on the ledge above. Press the purple switch and go up
the stairs. Follow the climbable trail to the top where the
next red coin is.
5. Follow the trail down. Either jump over the Flame Throwers
or be careful. Continue over to the transport with a red arrow
and let it take you away. Jump over blocks and soon you'll
see the next coin. Make a double jump followed by a kick to
reach the coin easily.
6. Continue and grab the next coin behind the "thing".
7. Climb up the pole and grab the next coin on the other pole.
8. Continue up the stone trail, onto the elevator, over the
platform with the wind and then stand on the edge here. You'll
see that you there's a passage below the steps up to the pipe
area where the last coin is. The star is behind the pipe.
-------------------------------------------------------------------------------
5.0 Coin Walkthrough
-------------------------------------------------------------------------------
This is a try to cover every little coin in the whole game. I will list
all coins that I've found in every course below and make description on
how to get them . This is surely inaccurate so I will accept contri-
butions for this part. So, if you find coins that're not listed here,
mail me and I will give you full credit. About the walkthrough then.
Every course have short coin information which is explained just below
and they have a walkthrough divided into paragrahs. Each paragraph explains
how to get a certain bunch of coins and after the paragraph, a number
will be shown to indicate how many coins you should have collected.
Also note that when I give directions I mean from the view of the default
camera unless I specifically write that it's from Mario's view I'm
meaning. Always choose the sixth star by the way when attempting to
get all the coins in a course. Remember that you must get a star after
you've collected all of the coins or the high score won't be saved.
Choose "Exit Course", lose a life, press reset, turn off the machine,
pull out the plug or cause a power failure and you will not receive a
high score. In the coin list before every course walkthrough there are
figures in brackets. These indicate the value in yellow coins.
Each course part is divided into three parts: First the figures. How
many coins there are in total, how the total score is divided into
the colour of coins and how the total score is divided into the source
of the coins: from enemies, from blocks, lying visible, etc.
The second part is a coin list where I describe shortly where all of
the coins are located.
The third part is the walkthrough, where I explain in-depth how to
get every coin in one go.
These are the sub categories for the figures.
Total: How many coins there are in total, yellow,
red as well as blue.
The total sum of coins in divided into the following two types
categories. The first out is the colour of the coins.
Yellow Coins: How many yellow coins there are in the
course.
Red Coins: How many red coins there are in the course.
There are always 8 of them and every
single on is worth 2 yellow. The first
number is the number of 8 red coins and the
second is the value of all of the red coins
in the course.
Blue Coins: Similar to red coins, how many there are indi-
cates the first number and the second one
indicates what the total of blue coins are
worth in yellow coins. One blue coin is
five yellow coins.
The second category is where you find the coins: the source of them.
Yellow Coins from Enemies: How many yellow coins you can get by
beating enemies.
Blue Coins from Enemies: How many blue coins you can get by beating
enemies.
Blue Coins from Block: How many blue coins you can get from blue
coin block.
Red Coins: How many red coins. Totally unnecessary to
have in this category but the sum must be
filled up, right?
Yellow Coins in Slide: Two courses have slides. Here is the amount
of yellow coins in the specific slide listed.
Blue Coins in Slide: Two courses have slides. Here is the amount
of blue coins in the specific slide listed.
From Poles: If you run around a wooden pole five times
it's likely to drop five yellow coins. The
number indicated how many coins you can get
from all of the poles. This category is
only available on two courses.
In Bowser's Mouth: Only available in one course. When the
puzzle in the seventh world shows the
complete form of Bowser you can collect
5 coins that will appear.
In Blocks: Yellow coins hidden in boxes and blocks.
Either if it's from a yellow block, a
throw block or a shattered block it's listed
here.
Visible: How many coins that's spread out on the
course, coins that won't disappear and are
visible from a distance. Only yellow coins.
=======================
5.1 Bob-omb Battlefield
=======================
Total: 146
Yellow Coins: 125
Red Coins: 8 (16)
Blue Coins: 1 (5)
Yellow Coins from Enemies: 23
Blue Coins from Enemies: 1 (5)
Blue Coins from Block: 0
Red Coins: 8 (16)
From Poles: 25
In Blocks: 9
Visible: 68
Yellow Coins from Enemies
2 - Goombas near the beginning.
4 - Bob-ombs where the cannon balls roll down.
6 - Goombas on the field under the floating island.
1 - Bob-omb near Chain Chomp.
4 - Bob-ombs on the opposite field of the floating island.
3 - Goombas in the meadow with two red coins.
1 - Bob-omb in area with bars.
2 - Bob-ombs on the mountain trail.
Blue Coins from Enemies
1 (5) - Koopa on field below the floating island.
Red Coins
2 (4) - Near Chain Chomp.
1 (2) - Below the floating island.
1 (2) - Above the floating island.
1 (2) - In the structure below the entrance to the mountain trail.
1 (2) - In a green slide up the mountain.
2 (4) - In the meadow above the stating area.
From Poles
5 - From Chain Chomp's pole
20 - From four poles in the meadow.
In Blocks
3 - Throw block near start.
3 - Block near start.
3 - Throw block in meadow with two red coins.
Visible
5 - Under the first bridge from the start.
8 - A ring of coins around some flowers near mountain entrance.
10 - When on the mountain trail.
45 - In the air.
- Follow the trail from the start and you'll see a couple
of blocks and a throw box. The left block holds three
coins, just as many as many as the throw box. 6
- There are two Goombas up the same trail. One close to
the boxes and one on the first bridge. Gives you one
coin each. 8
- Check the area under the first bridge and you'll find
a coin trail of five. 13
- Get to the brown area and defeat the four Bob-ombs
strolling around here. Most of them are in the place:
where cannon balls come rolling down. Watch out for the
last one because if you throw him wrong, he might blow
up and leave his coin on the other side of the bar door. 17
- Get back to the first bridge down the trail from the
starting area and you'll find an elevator. At the top of
this structure a red coin will be showing. Just above it
a Bob-omb is strolling. 20
- Now get out on the green field to the right to get some
coins. This field is just below the floating island.
Find the six Goombas that are walking here. They walk
in two squads. The squad positioned to the north are
pretty near a small hillock with a red coin above it.
Grab it as well. The southern squad is pretty near a
Koopa which gives you a blue coin as a token of his
death. 33
- Return to Chain Chomp and grab the red coin on top of
the pole in the middle. Then comes a tricky thing. You
must run around the pole five times in a row to get five
coins. Try to get to the pole just after an attack of
the big dog and then run as fast as possible around.
Check Chain Chomp carefully and either avoid or don't
avoid him when he attacks. 40
- Pass his area and continue towards another bridge which
works like a seesaw. Go left directly to get to a meadow.
Grab the two red coins and defeat the three Goombas here.
Break the throw box as well to get three coins. 50
- In the same area, four poles are visible. Run around all
of them five times each and they will drop five coins
each. 70
- Now go to the big green field, opposite of the field with
the floating island. Here there are four Bob-ombs. Defeat
them and then go to the edge of the field, like a corner
of the course and you'll see a flower field with eight red
coins in a ring. 82
- Look towards the gate of the mountain. See the structure you
must pass to enter the gates? Get under it and you'll find
a Bob-omb and a red coin. Also a switch, step on it, just in
case. 85
- Now get in to the mountain trail through the gate in the bars.
Look up the green slope and a red coin will be visible. Run
up the slope and get it. You must keep running or you'll fall
down again. 87
- Now get back to the entrance of the mountain trail and go
past the cannon balls and until you get a small field with
a Bob-omb, a block, a tree and a cannon. Pick up the only
coin from the Bob-omb. 88
- Continue up the mountain until you find a cannon that shoots
soap bubbles and a Bob-omb guarding it. Sneak up from behind
the Bob-omb and throw him towards the mountain wall. Grab the
five coins in the trail just after the Bob-omb. 94
- Continue the climbing and you will come by another coin trail
and a cannon you can jump down into. Get the coins and jump
down the cannon. Aim slightly above the tree on the island and
grab the coin at the top of the tree when you get there. 101
- The last coins are in the sky reached with the cannon on the
floating island. You'll see them directly when you've entered
the cannon. Five rings with 9 coins in each become 45 coins in
total. It's tough to give you pointers here. Use the cannon
and the wing cap and fly around until you get all coins. Remem-
ber to leave some coins in the first ring as marks so you know
where to aim when you shoot with the cannon. 146
====================
5.2 Whomp's Fortress
====================
Total: 141
Yellow Coins: 90
Red Coins: 8 (16)
Blue Coins: 7 (35)
Yellow Coins from Enemies: 20
Blue Coins from Enemies: 3 (15)
Blue Coins from Block: 4 (20)
Red Coins: 8 (16)
In Blocks: 6
Visible: 64
Yellow Coins from Enemies
20 - 2 Whomps, jump five times on back too.
Blue Coins from Enemies
1 (5) - Piranha Flower near starting area.
2 (10) - 2 Piranha Flowers near the spinning log.
Blue Coins from Block
4 (20) - Below the cannon.
Red Coins
1 (2) - Near start.
1 (2) - Above Thwomp, below a spinning platform.
1 (2) - Before spinning log.
1 (2) - Before spinning log.
1 (2) - On spinning log.
1 (2) - Below spinning log.
2 (4) - On rotating platforms.
In Blocks
3 - Throw block near start.
3 - Throw block below the cannon.
Visible
8 - Near start, ring around flowers.
5 - Near start, on dirt ramp.
5 - Above dirt ramp.
8 - In the shallow pool.
5 - Near the cannon.
8 - Above third star in ring.
5 - On plank leading to spinning log.
4 - On spinning log.
8 - On arrow shaped platform after plank.
8 - On a rotating platform high above.
- In the area you begin in you'll find a Piranha Flower.
Nasty fellow which must be defeated hastily when it
sleeps. Further away on the same floor you'll find an
eight coin ring around a flower bed and a throw box
containing three coins that should be thrown against
the wall to break. 16
- Go back to the starting area and up a dirt ramp nearby
to collect the five coins visible here. A little further
away you'll find blocks that push you off the path. On
top of one of these you'll find a red coin. 23
- Go back to the dirt ramp and climb the stone ramp above
it to collect five coins here. Get down into the water
and grab the eight coins in a ring lying around there. 36
- Continue to the left towards the cannon and the jolly Pink
Bob-omb. You'll now be below the spinning log and you'll have
a ramp with a red coin on it to Mario's right. Do a long jump
up the ramp to collect the coin and grab the five coins lead-
ing to the cannon. 43
- Round the corner near the cannon and get down a ramp. Here
you'll see a throw block containing three coins and a blue
coin block that makes 4 blue coins appear. 66
- Now get to the cannon and get down it. And aim here...
||
Aim about here || Sorry to use the same
\ || --- Flagpole ASCII twice, but it tells
\OO || / you where to aim and
_____OO_||_______/ where your eight coins are.
| __________ ___/
|| || || / 77777 4 4
The coins || || || / 77 4 4
are here -||____||____||/ 77 4444
|____________/ 77 4
The Star is | /
down here-----____|_/
|_____/
- Jump down the platform but be careful. Then get to the area where the
Thwomps and the Piranha Flowers are. On top of the Thwomp (big blue
block) that's on the highest altitude there is a red coin. Back flip
near the Thwomp to get on top of it and grab the coin. 76
- In the area a Piranha Flower will be sleeping. Kill it and grab the
blue coin it leaves behind but also the red coin literally behind it.
Around the corner a red coin will be positioned and also another red
coin and another Piranha will be positioned. This means 2 red coins
and 2 blue coins for you. 90
- Just before the spinning log a plank with five coins will be visible.
Grab them and then get out on the log. Go into the middle of the log
and when it has passed the area where you'd be pushed down, get out
to the edge of it. Four yellow coins and one red coin will be yours.
101
- In this area, let's say "the flagpole area", there are two Whomps
that will give you ten coins each. Let them fall on their tummies
then jump five times on their back and for every jump you receive
a coin. When you've got the five coins you can ground pound 'em
for five coins more. 121
- Get up the elevator structure and ignore the tower. Go to the plank.
Punch it once and then jump kick it to make it fall. Walk over the
plank to an arrow shaped platform with 8 coins on in it. After that
platform you can find a block with a red coin above and two rotating
platforms. One of these has a red coin and the other 8 yellow coins.
141
===================
5.3 Jolly Roger Bay
===================
Total: 104
Yellow Coins: 58
Red Coins: 8 (16)
Blue Coins: 6 (30)
Yellow Coins from Enemies: 3
Blue Coins from Enemies: 0
Blue Coins from Block: 6 (30)
Red Coins: 8 (16)
In Blocks: 3
Visible: 52
Yellow Coins from Enemies
3 - Goombas in the ocean cave.
Blue Coins from Block
6 (30) - In the ocean cave.
Red Coins
1 (2) - On top of a pole near the Pink Bob-omb.
3 (6) - In three clams in the shallow part.
1 (2) - In a clam in the deep part.
3 (6) - On the ship afloat.
In Blocks
3 - Near the start.
Visible
5 - Vertical coin trail near switch and metal cap.
15 - On wooden platforms leading to the ship.
8 - In a shallow part around a statue.
8 - Ring around pillar on surface.
8 - Ring before ocean cave.
8 - Ring in ocean cave.
- Behind to the left, when you begin playing in this course,
there's a yellow block with three coins within. 3
- Get to the platform with the Pink Bob-omb, it's positioned
straight and a little to the right from the starting area.
On top of a pole near it is a red coin. 5
- Go towards the ship afloat by walking over a floating plat-
form. Five coins will be visible, standing upright. 10
- Get up to the area with the switch and the metal cap. Press
the switch and walk out on the wooden platform and grab the
15 coins here. 25
- Jump aboard the ship, easiest to do when you've pressed the
switch. Grab the red coin nearby and when the ship is leaning
so the rear part is going downwards run towards the rear part
and do a triple jump. Grab the two red coins here. 31
- Time for some underwater action. Swim to the area near the
start. You'll see two clams and a pillar surrounded by eight
coins. Grab the coins and get the red coin in one of the
clams. 41
- Go to the area with the Pink Bob-omb and the floating platform.
Just below it lies a clam with a red coin within. 43
- Get to the three pillars; three huge stone structures, impossible
to miss. Below them on the ocean bottom a red coin in a clam
will be lying. 45
- Swim up to the surface and around the middle pillar, a ring of
eight coins will be visible. 53
- Now swim down into the really deep part. Grab the red coin in
the clam here, it's almost visible from the surface. 55
- Swim towards the ocean cave and you'll see a ring of eight
coin. Collect them. 63
- Get into the ocean cave by swimming through the tunnel. To the
right is a blue coin block. Break it and collect the six blue coins
that appear against the wall in front of the block. 93
- Further into the cave three Goombas will be visible. Defeat them
and take their three coins. 96
- As long into the cave as possible, to the right of the chests there's
a coin ring of eight coins. Grab them and you've taken every coin.
I recommend you to grab the third star, which is nearby. 104
=======================
5.4 Cool, Cool Mountain
=======================
Total: 154
Yellow Coins: 123
Red Coins: 8 (16)
Blue Coins: 3 (15)
Yellow Coins from Enemies: 18
Blue Coins from Enemies: 0
Blue Coins from Block: 2 (10)
Red Coins: 8 (16)
Yellow Coins in Slide: 72
Blue Coins in Slide: 1 (5)
In Blocks: 0
Visible: 33
Yellow Coins from Enemies
3 - A Flower Snowman near the starting area.
3 - A Flower Snowman below the Snowman statue.
6 - A Flower Snowman and a Spinning Snowman just above
the mama penguin area.
6 - Two Flower Snowmen on pathway to the sixth star.
Blue Coins from Block
2 (10) - Just above from the mark of the red coins star.
Red Coins
1 (2) - In a tree near start.
1 (2) - In a socket at the foot of the outer slide.
1 (2) - Behind the ice pillar reached with the cannon
near bridge with Jumping Snowmen.
1 (2) - Near the cannon above.
1 (2) - On broken bridge leading to the red coin star.
3 (6) - On same floor as the mama penguin.
Yellow Coins in Slide
72 - In the inner slide.
Blue Coins in Slide
1 (5) - A blue coin near start of inner slide.
Visible
5 - Above chimney leading to the slide.
20 - Picked up if you go by the outer slide.
8 - On pathway to the sixth star.
- First get the red coin above the spruce in the starting
area. Then jump down the chimney and get the five coins
above it. 7
- Now you must take all 77 coins in the slide. 72 yellow
coins and 1 blue coin. The blue coin must be taken directly
because it will fall down if not and you must reenter the
course. Taking all 77 coins in the first go may be difficult
so when you've reached the bottom and need to get up to the
starting area again get out of the cabin and go left, Mario's
view. You'll get to some bridges and a red coin. I don't
advice you to get the red coin yet because it confuses the
FAQ. Stand on the edge or to close it of the broken bridge here
and you'll warp to the starting area and can get down the
chimney again. Repeat the process until you've taken all coins
in the slide. Remember not to go down the slide on your tummy
because then you can't jump and get the coins in the air. 84
- When you get out of the cabin of the slide get the three red
coins in the mama penguin area. One is above a spruce close
to where you are, one is between the bridges you used to tele-
port with and the last one is beyond the one recently mentioned.
At the outer very edge of the platform it's kind of hidden. 90
- Get back to the exit of the slide and you'll see a pathway
leading upwards. When you get to a turn point you'll see a
Flower Snowman. Defeat it for three coins. Continue upwards
and a Spinning Snowman will attack you in the snow. Run
around him at close range or you'll slip. Just the stonish
area to continue upwards or you'll... that's right, slip. 96
- You should soon see Jumping Snowmen and behind you a broken
bridge with a red coin on an edge. Go get it, then do a long
jump over the broken part of the bridge. Pound the blue coin
block in this area and grab the 2 blue coins. 108
- Get back to the mama penguin area, preferably by jumping,
and then get to the warps to get up to the starting area
again. The warp is a point on the broken bridge thing
AT THE SAME FLOOR as the mama penguin but beyond her. On the
edge of the bridge.
When you get up to the starting area jump to the little
penguin above the chimney and then slide down to the place
where the snowman's head used to be, you know the fifth star,
"Snowman's lost his head". Here a Flower Snowman should be
walking. Give him a whooping and grab his three coins. 111
- Now slide down the outer slide, the one that runs outside of
the mountain. Along the way you'll find four five coin trails
and at the foot of the slide, where you must start walking
again a red coin should be visible for you, hidden in a slot
in the mountain. 133
- Go to the snowman statue thing and then get to the ledge below
him and you'll find a Flower Snowman walking. Take his three
coins and continue along the trail towards the bridge of
jumping snowmen and the cannon. 136
- Go towards the cannon but pass it and get down a ledge with
red coin on the surface. This ledge is the one you get on
if you take the lift from the mama penguin area. 138
- Now get down the cannon in the area near the Jumping Snowmen.
Aim at the upper part of the ice pillar and then grab the red
coin behind it. 140
- Now you should get down to the mama penguin area, the area
where the exit of the slide is. Get down the cannon here and
aim above the tree on the side, way above the tree. Where a
sharp line goes through the mountain ceiling, about there
you should aim.
The following part can be unfair. On the trail there are two
Flower Snowmen. Don't jump on them, DON'T. Walk straight up
to one of them and punch it. Then quickly stand in its place
and the three coins should be collected. Do the same to the
other one. 146
- Walk around the corner and you should find 8 coins lying
around as an arrow. Grab them and take the sixth star. 154
===================
5.5 Big Boo's Haunt
===================
Total: 151
Yellow Coins: 30
Red Coins: 8 (16)
Blue Coins: 21 (105)
Yellow Coins from Enemies: 9
Blue Coins from Enemies: 17 (85)
Blue Coins from Block: 4 (20)
Red Coins: 8 (16)
In Blocks: 21
Visible: 0
Yellow Coins from Enemies
9 - 3 Spider outside the house.
Blue Coins from Enemies
1 (5) - Eyeball in the hut leading to BF.
5 (25) - Boos on BF.
5 (25) - Boos on 1F.
1 (5) - An Eyeball in the top left room of 1F.
1 (5) - Angry Book in the middle left room on 1F.
2 (10) - 2 Angry Books in the right room 2F.
1 (5) - Eyeball in top most room on 2F.
1 (5) - Boo in the secret room on 3F.
Blue Coins from Block
4 (20) - In the hallway on 3F.
Red Coins
1 (2) - In the right room on 1F.
2 (4) - In the middle left room on bookshelves.
1 (2) - In the down left room behind the piano.
1 (2) - In the room above the room with the piano on 2F.
2 (4) - Under the sarcophagus in the top-most room on 2F.
1 (2) - In the right room on 2F.
In Blocks
5 - In bouncing box near starting area.
6 - In blocks near the hut.
10 - In yellow block behind the house.
- There's a bouncing box near the beginning. Grab it and find
your five coin reward when it's broken. No, you cannot get over
the course edge with this box. I tried it when I was younger. 5
- Go towards the hut that leads to the basement. On the other side
of the hut, from the starting point there are two blocks with three
coins in each. Also beat the Spider near start. 14
- Two Spiders are walking around on the backside of the house. Three
coins each from those and there's also a 10 coin yellow block nearby.
30
- Go back to the starting area and the hut. Go through the hut door
and defeat the Eyeball before going down with the elevator. Run
around the Eye to defeat it. That's a blue coin. 35
- When you've reached the basement with the elevator continue to the
door at the far end of the room. Then continue through the next
corridor and through the next door. Another door should be near.
Go through it and you'll be in a spinning room. From one of the
paintings, 5 Boos will come out. Defeat them for 5 blue coins. 60
- Get up from the basement and enter the mansion. Take the door to
the bottom right on the first floor. In here there'll be a red coin
and a Boo. Get the coins and watch out so you don't fall down the
basement. 67
- Take the opposite door of which you just came from and you'll be in
the top right room. Here's a Boo. 72
- Get back into the main room of 1F. Take the top left door to get
into a room with an Eyeball and a Boo. That's two blue for you. 82
- Back into the main room. Take the middle left door. First go by the
bookshelf closest to the screen and an Angry Book will appear. Jump
up on it from behind and a blue will appear. Don't let it attack you
or your run for all coins will be over for this time. On top of the
shelves there are two red coins. Get them as well. 91
- In the same room. Either grab the vanish cap and run through the
ghost portrait and beat the ghosts in there or place your back against
the portrait to make the ghosts come to you. Either way it's two blue
coins. 101
- Get into next room which is the bottom left room. Behind the piano a
red coin's waiting. IIIIIHH!... err... I mean a manly AAARGHH! 103
- Get up to the second floor from the main room of the first floor.
Go to the upper left room here first and get the red coin on the
metal net. 105
- Go to the top-most room. There's an Eyeball in your face at once
you get in. Beat it. 110
- In the room next to the above some sarcophagi are lying. They might
open if you get near. A red coin is hiding under the bottom right and
another under the middle left one. 114
- Get back into the 2F main room. Then go to the right room. Stand near
the shelf and wait for two Angry Books to appear. Beat them and then
go around the corner for a red coin on the trapdoor. If you fall down
you must get up again from the basement. 126
- Go back to the shelves with the two Angry Books and wall kick to the
third floor. If you don't know how, use the search function and type
S-5-5. Find the blue coin block up here, pound and collect the four
blue coins. 146
- On the third floor place your back against the ghost portrait and a Boo
will attack. Defeat it for the last coin. 151
==================
5.6 Hazy Maze Cave
==================
Total: 139
Yellow Coins: 78
Red Coins: 8 (16)
Blue Coins: 9 (45)
Yellow Coins from Enemies: 37
Blue Coins from Enemies: 2 (10)
Blue Coins from Block: 7 (35)
Red Coins: 8 (16)
In Blocks: 0
Visible: 41
Yellow Coins from Enemies
6 - Two Spiders near start.
6 - Two Spiders in the big room.
2 - Two Bats in the big room, near roof.
8 - Four Shooters in the toxic maze.
4 - Four Bats in the toxic maze.
2 - Two bats leading to the fourth star from toxic maze.
2 - Two bats leading to the fifth star from toxic maze.
3 - A Spider in room with rolling rocks.
1 - A Bat in room with rolling rocks.
3 - Spider before the third star.
Blue Coins from Enemies
2 (10) - Eyeballs in the big room.
Blue Coins from Block
7 (35) - In toxic maze.
Red Coins
8 (16) - In the big room.
Visible
5 - Coin trail between the start and the big room.
5 - Coin trail before the toxic maze.
5 - Coin trail leading to the fourth star from toxic maze.
5 - Coin trail leading to the fifth star from toxic maze.
5 - Coin trail in socket in the room with the rolling rocks.
8 - Before elevator to the underground lake.
8 - Below the first star in the underground lake.
- In the starting area there's a Spider worth three coins. Continue
to the right and another Spider will come for three more coins
and a coin trial just after it of five coins. 11
- Go through the door beyond the nasty flame-throwers and into the
big, the main, the major room. On the floor two Spiders should be
walking around. If you don't find them, look harder. 17
- In one corner of the room there should be some steps. Mount it
and jump up on the elevating platform. It takes you around the
room in the same height. You will find three red coins in blocks,
hard to miss and one on the platform in the opposite corner of
where your elevator starts from. 25
- On a platform in the middle of the floor and on a platform in a
corner there are Eyeballs. They can both be reached with the
elevating platform. The one in the middle is easy. It's just to
run around him in a decent pace at the same time as you watch the
edges so you don't fall down. The other one, on the corner plat-
form is tougher. You must run around him in a decent pace but you
have insanely small edges to move on. You must be exactly between
the eye and the edge. Check the shadow of Mario to manage the trick.
The shadow should touch the edge all the time. If a too big part
of the shadow is outside of the edge you'll fall down, if it doesn't
touch the edge, you'll touch the Eyeball and fall down. Be careful,
but fast. 35
- Now you should get up to the uppermost floor of this room to collect
the last red coins. Either use the elevating platform to reach the
pole leading you up to the coins or wall kick between a rock wall
and a caged tower. When you're up here follow the upper elevating
platform for the four remaining red coins. 43
- While on the uppermost elevating platform you will discover two small
bracket like obstacles in the way of the platform. If you climb the
first obstacles and jump around on it a bat might come flying. Kill
it and grab it's coin. Do the same thing on the other obstacle and
another bat should come flying. 45
- Now go to the toxic maze. If you don't know where, check the signs
in the big room. Just before going down the maze a trail of five coins
will be in your way. 50
- Describing the poisonous maze, exactly where to go is tough, so I
hope you can settle with this ASCII. I'd be happy for some feedback
about the ASCII. If it's impossible to read I would very much like
to hear it so I can add a regular walkthrough. There are four Shooters
worth two coins each (I call the hovering enemies which shoots black
balls Shooters), there are also four Bats worth one coin each. In the
centre of the maze there's a blue coin block which makes seven blue
coins appear. This makes 8 + 4 + 35 = 47 coins to collect in the maze.
97
Ledge leading to 4th star
| S = Shooter
___ M = Mole
__/ H \_______ B = Bat
__/ H____ \ H = Slippery hole
/ S _/ \_ BB | C = Metal cap
Ledge | / \_ BB / BB = Blue coin block
leading to -|b3|_________ | C / b = Blue coin
5th star |____bM_b_ b | | | (will appear when
__________| |_| |__ blue coin block
| C _________b___BB | is ground pounded)
| |______ ______| |
| S ___MM | |S ____ S|
| | | |_| |____|_C| - Empty ledge
| | | ___________| - Exit
Entrance - |__| |__/
- Check the ASCII map above and locate the ledge leading to the fourth
star, the ledge farthest from the entrance. Climb up it and go through
the door. Here you'll find a coin trail of five coins and two bats. 104
- Go back into the maze and locate the ledge leading to the fifth star.
Climb up the ledge and defeat the two Bats in the area after you've
gone through the door. The second Bat might take a triple jump to
reach. 106
- Continue on this trail and get up the elevator. Then you'll be in the
room with the rolling rock but above. A trail of five coins are posit-
ioned under the wire net in the ceiling. Do a double jump to get a
firm grip of the net and then climb to the coins without falling down.
111
- Carefully climb back onto solid ground and walk off the platform.
Check Mario's shadow so you're sure you don't fall down into the
big pit. When you're in this room be extremely cautionous about
the pit. If you fall down it, it's over. Walk over to the opposite
side of where the rocks come from and you find a Spider. Defeat
it for three coins. 114
- In the middle of the room there's a Bat. He's tricky. The easiest
way to get his coin is to make him move to the low platform with
the spinning heart and defeat him there. Walk around in the area
where you defeated the Spider and try to set the Bat in movement.
When you see he's moving towards the spinning heart, quickly long
jump yourself there and when the Bat arrives, beat him and get his
coin. 115
- Öong jump to where the rocks come from. On the trail
upwards you'll find a socket with a five coin trail. 120
- Continue up the hill of the rocks and through the door. There'll
be a ring of eight coins beyond the elevator. 128
- The elevator leads you down to the underwater cavern. Go down
with it and when you come down or jump down, take the metal cap.
Run down the hill and follow the trail. The trail will continue
underwater so keep following it. Step on the switch at the far
end of the trail and the gate to the third star will open. Go
through the door and defeat the Spider that jumps up from a pit. 131
- Now get back into the lake and climb the sea dragon's head. Turn him
to the island in the middle and grab the last eight coins under the
first star. Then I would recommend you to grab the star so your new
high score will be saved. 139
====================
5.7 Lethal Lava Land
====================
Total: 133
Yellow Coins: 107
Red Coins: 8 (16)
Blue Coins: 2 (10)
Yellow Coins from Enemies: 10
Blue Coins from Enemies: 2 (10)
Blue Coins from Block: 0
Red Coins: 8 (16)
In Bowser's Mouth: 5
In Blocks: 5
Visible: 87
Yellow Coins from Enemies
1 - A Bully Just before the falling bridge.
2 - Two Bullies on the platform leading to the fourth star.
2 - Two Bullies between the puzzle and the rotating platform.
3 - Three Bullies on the large platform east of the Big Bully.
2 - Two Bullies in the volcano.
Blue Coins from Enemies
1 (5) - An Eyeball visible from start, after the falling bridge.
1 (5) - An Eyeball on a platform, on the opposite side of the
course from the start.
Red Coins
8 (16) - All of them on the puzzle.
5 - In Bowser's Mouth on the puzzle.
In Blocks
5 - In bouncing box on passway shaped as an S.
Visible
5 - On sinking platform before the puzzle.
5 - Before the Big Bully on a sinking platform.
8 - On platform with three Bullies east of the above.
5 - On ramp in the same corner as above.
4 - On sinking pyramid platforms below the above.
8 - On platform with an Eyeball to the east of the above.
3 - Around the volcano.
5 - On sinking platform to the east of the volcano.
8 - On platform with bullies leading to the fourth star.
5 - Below the falling bridge.
4 - In centre of course on a half ramp.
3 - Behind the start on a half ramp.
1 - Just before the elevator in the volcano.
3 - On islands in the lava in the volcano.
7 - On the ledge leading to the first Bully in the volcano.
5 - Floating platforms way up in the volcano.
5 - Coin trail after the second Bully in the volcano.
3 - On floating platforms leading towards the sixth star in the volcano.
First a little something about the Bullies on this floor.
To defeat them you must push them down into the lava. If
everything goes well one coin a bully will bounce back
onto the platform you're one. This will at least happen
if you bounce it straight into the lava. Sometimes the
coin can go where it feels like going because the Bully
might have been pushed into lava in a wrong way. When
you've boiled a bully stand always on the edge of the
platform and be ready to jump into the lava if you see
the coin going in another direction of where you are.
- If you follow the trail in front of you, you'll come by
a yellow block with a shell within. Stand on the shell
and "begun your shell shreddin' has". Locate the bridge
that unfolds itself near the starting area. Let's call
it the falling bridge. Under it there're five coins
that's only available with the shell. It might be
possible without, but it'd take tremendous timing to
complete. 5
- After you've passed the coin trail, a large ramp should
be in front of you, just next to the volcano. On the
other side of the ramp there's a... let's say half ramp
with 4 coins on. 9
- Now surf to the opposite side of the course from the
start point. There's a ramp there, beyond a large plat-
form with three Bullies on. 14
- Now surf back to the starting area. Near it, behind it,
there's a half ramp which has three coins on it. Just
north of the platform with the wing cap, if that direction
is better. 17
- Get back to the starting point and get off the shell by
pressing Z. Follow the trail until you get a Bully that's
positioned before the falling bridge. 18
- Time your run over the bridge well and then beat the Eyeball
here by running around it. 23
- Continue to a sinking platform with a coin trail of five coins,
just before the big puzzle. 28
- Get on the puzzle with Bowser's portrait. Wait for the
puzzle to be complete, to show Bowser completely. Then five
yellow coins will appear from his mouth. While waiting
carefully collect the 8 red coins spread out on the puzzle. 49
- Continue on the trail after the puzzle and you'll come by two
Bullies on a platform. Defeat them carefully. 51
- Go past the rotating, flaming platform and onto a sinking
platform with five coins just before the Big Bully. 56
- Pass him or defeat him, whatever. Go to the other side of
Big Bully's platform from where you came from and await
the black moving platform to get you to another big platform.
When you're on the big platform that's east of Big Bully's
grab the eight coins in the ring in the middle and defeat
the three Bullies here. Remember that this platform isn't
a square, this means that if you push off the bullies in a
strange direction the coin may go away from the platform
instead of towards it when you've defeated on of the Bullies. 67
- South of this block there are four sinking pyramids, all
with a coin on top. Grab those. 71
- If you look to the east of this area, towards the course
wall you'll see a platform with an Eyeball and coins.
Long jump yourself there, grab the eight coins and beat
the Eyeball. 84
- Continue to the south and you'll come by an S-shaped
pathway. On the edge of it there's a bouncing block. Look
towards the big platform where there were three Bullies,
grab the box and keep up pressed. You'll land on the big
platform and you can grab the five coins and you won't
have to land on the sinking pyramids and see your precious
coins being swallowed by lava. 89
- Get back to the S-shaped platform. Follow it to a sinking
platform with five coins on. 94
- There's another sinking platform nearby. Follow it towards
the course wall and you'll come by a platform with eight
yellow coins in a ring and two Bullies. This platform leads
you to the fourth star. 104
- Now go to the volcano in the centre of the course. Around
it there are three yellow coins. Grab them all. 107
- Jump down into the volcano. Go to the left for a coin and
an elevator. Take the coin not the elevator. Then continue
in the other direction and collect the other coins on the
islands in the lava. 111
- You should now have reached a trail that takes you up the
volcano. Follow the trail of coins until you meet a Bully.
The trail contains of seven coins. 118
- Now for the first Bully in the volcano. Don't push him right
down into the lava. Chances are that you won't get the coin
if you go after him and if you do you won't get up easily.
Instead push him down the trail to the left, against the
wall. Jump against him in an angels so that you're jumping
to the left and against the wall at the same time. Be care-
ful when you get to the flame throwing device. When you have
your Bully on a decent height above the lava push him into
the sea and get the coin. Jump into the lava to get it if
it won't come to you. 119
- Continue up the trail until you get to a couple of floating
islands. Here you find five coins. 124
- Pass the flame throwers and go up the ledge to find another
jolly Bully. Go past him first and get the coin trail
behind him. 129
- Now you have to get a coin that's very much based on luck.
Go to the bully and either just push him down, jump after
him and try to get coin that bounce into the lava. Or you
could be a bit more tactical. Push him down to the ledge
with the flame throwers just below the present platform.
Push him so he's very near the wall of the platform you
were on. Then push him straight down from the cliff and
quickly pursue him. The Bully might have landed on the
platform where you first came to when you fell down the
volcano. If he landed on that platform then it's just to
defeat him regularly. He might also have landed in the
lava, near the platform, but then his coin will most
likely bounce up on the platform and for you to grab. Or
it might happen something else that I haven't thought of.
If you get the coin you can be calm because now you've
taken one of the trickies coin in the came. 130
- Now go to the left from the stating area of the volcano
and ride the elevator up to the sixth star. On small
platforms just before the sixth star three little coins
are waiting for you. Grab the star to save your hi-score.
133
======================
5.8 Shifting Sand Land
======================
Total: 136
Yellow Coins: 85
Red Coins: 8 (16)
Blue Coins: 7 (35)
Yellow Coins from Enemies: 20
Blue Coins from Enemies: 4 (20)
Blue Coins from Block: 3 (15)
Red Coins: 8 (16)
In Blocks: 13
Visible: 52
Yellow Coins from Enemies
2 - Bob-ombs near start.
2 - A Shy-guy near the start.
3 - Goombas in the grey structure near the start.
2 - A Shy-guy near pillar closest to start.
2 - A Shy-guy above the pyramid.
6 - Goombas on 1F of the pyramid.
3 - Goombas on 2F.
Blue Coins from Enemies
2 (10) - Two Cactuars near the grey structure.
1 (5) - Near the oasis.
1 (5) - At the other side of the sand mountain near start.
Blue Coins from Block
3 (15) - Block near the entrance of the pyramid.
Red Coins
1 (2) - Behind the starting point.
1 (2) - In a block in the grey structure.
1 (2) - On a platform in the fatal quicksand area.
1 (2) - In the oasis.
4 (8) - In the air near the pillars.
In Blocks
5 - Bouncing box near start.
3 - In throw block in the grey structure.
5 - Bouncing box on the other side of a sand mountain near start.
Visible
4 - On top of the pillars.
5 - Between two of the pillars.
5 - On a ledge on the pyramid.
2 - On opposite side of the entrance of 1F in pyramid.
8 - Ring under wire net on 2F in pyramid.
5 - Coin trail under another wire net on 2F in pyramid.
4 - Between 2F and 2F in pyramid.
4 - Between 3F and 4F in pyramid.
10 - Near the top of the pyramid.
5 - The coins that must be taken for the sixth star.
- Go behind the start, at a very corner of the course, there's
a red coin. 2
- Go back to the start. Grab the bouncing box and collect its
five coins. There are also two Bob-ombs and one Shy-guy in
this area. 11
- Now go to the big strukture, where there are lots of enemies.
On your way to the structure you'll find a Cactuar worth one
blue coin. Three Goombas are strolling here as well and in
one of the blocks a red coin is hiding. 21
- Here there's also a throw box. I recommend you throwing it
on one of the pillars. Do it by standing straight against
a pillar at a decent distance. If you're too close the coins
may go in all strange directions. If you're too far away you
might miss. 24
- Continue towards the fatal maze like quicksand area. Before
it another Cactuar will be standing. 29
- Now go towards the two pillars infront of the pyramid. In this
area a Shy-guy should be hovering around. Try beating him by
standing on the left pillar and jump kick him when he comes by.
If he is only flying near the other pillar come back here
later. Also grab the coin above the left pillar. 32
- Now get into the maze with fatal quicksand. On a platform in
the centre there's a red coin. Hard to miss. 34
- Jump and long jump yourself to the corner of the maze where
there's a wing cap and a cannon. Grab the wing cap and fall
into the cannon. Aim anywhere and then start collecting the
four red coins that are positioned in the air around the
pyramid, each of them near a pillar. On top of each pillar
there is a yellow coin. Grab all of those. It will be three
since you've already taken one. 45
- When you've finished your flying, land in the oasis in a
corner of the course. In the lake you'll find another
red coin. That should be all. 47
- Nearby another Cactuar. 52
- Two hard-to-miss pillars have a trail of five coins between
them. 57
- Beyond the farthest pillar there's a bouncing box of five coins
and a Cactuar. That's ten more coins. 67
- You'll probably see the bridge over to the entrance of the
pyramid from here. Walk over the bridge, but don't go in
just yet. Instead go to the right side of the ledge before
the entrance and climb onto another ledge, a smaller one.
Continue up to another ledge and you'll find a coin trail
of coins and a Shy-guy. Be very careful when you beat the
Shy-guy. If you jump on him you'll spin for awhile which
means your coin will probably fall down into the quicksand
below. 74
- Get into the pyramid. Remember that you can't get back.
I'll explain floor wise. Very near the entrance on the 1F
there's a blue coin block. Ground pound it for three blue
coins to appear on an island in the quick sand. 89
- On the first floor six Goombas are spread out. Their positions
are not exact so look for yourself. 95
- If we say the entrance is
south; go to the east side now. Go below the Grey Thwomp and
continue until you must jump over quicksand. Two coins can be
found in the north part of the first floor. If you fall into
the quicksand just search the area for small platforms so you
can jump back onto solid ground again. 97
- Now go up the stairs here and continue along the trail. You'll
see a wire net with a coin ring below. Grab the net and climb
around until you get all eight. Watch out for the electric
dude. 105
- You're out to know that there're three Goombas spread out on
the second floor. 108
- Jump over the Grey Thwomp and continue along the path and
you'll come by another wire net that must be climbed. Five
coins can be found below the net. Hold and arm-walk the net
until you get to the other side. 113
- Don't get the coins in the flow of quicksand. We'll get there.
Grab the four coins in the stairs thing that leads to the third
floor. 117
- Follow the path over the third floor. Watch out for
Electric Balls and the Rolling Grey Thwomp. The stair thing
to the fourth floor holds four coins as well. 121
- Now climb the rest of the pyramid until you get to the top
where ten coins will be waiting in a trail. 131
- Locate the source of the quicksand. You'll see a gap in the
rail. Grab the edge here and release the grip. You'll land
on a small platform containing one coin. Place the camera
just behind you or infront of you. Carefully jump just
infront of you and you might land on a similar platform.
Repeat the process from the present platform but note
that the next platform is below the one you just came
from. From the third small platform just jump down and
then follow the trail of quicksand to collect the two
last coins and to collect the sixth star to save the mess. 136
===================
5.9 Dire Dire Docks
===================
Total: 106
Yellow Coins: 60
Red Coins: 8 (16)
Blue Coins: 6 (30)
Yellow Coins from Enemies: 0
Blue Coins from Enemies: 0
Blue Coins from Block: 6 (30)
Red Coins: 8 (16)
In Blocks: 0
Visible: 60
Blue Coins from Block
6 (30) - On a platform in the pole jumping area.
Red Coins
8 (16) - In the pole jumping area.
Visible
5 - On slope in the starting area.
13 - Near the chests in the current area.
24 - In three rings leading out of the current area.
5 - Below the big hole in the docking area.
8 - In a ring near a clam in the docking area.
5 - On the bay.
- Just when you plum down the water turn right, you'll see
a coin trail of five coins leaning against a slope some
10-15 meters (30-45 feet) below the surface. 5
- Swim straight down from the position above and you'll see
two towers of five coins in each. One tower just above a
chest and one near the current. Remember that the current
can be strong so keep cold. 15
- Turn to the right and you find another chest and this one
has three coins around it but they are far from each other. 18
- On the way into the tunnel from the area you are in now
you'll see three coin rings with eight coins in each. A
total of 24 coins that is. 42
- Go through the water filled tunnel. You don't want to do that
for real, do you? When you get out move to the right area
of the docks and you'll find a clam with a shell inside and
near it a coin ring of eight coins. 50
- See the really big hole? Swim against it and you'll notice
five coins in a tower just below it. To grab those without
going into the hole might be tricky. Get to them from the
sea bottom and just let the hole draw you in. When you get
near the coins, navigate yourself into the trail of coins
and when you start receiving them swim frantically away
from the area. 55
- Now get on shore and you'll find five coins if you just walk
around for awhile. They are near a Flame Ball. 60
- Get over to the purple switch in the area and don't climb
the blocks that appear near you. Get to the area where the
five coins and climb the block there instead. Now you shall
receive all of the red coins up here. You should have
done this before so I figure it doesn't require a walkthrough.
76
- From the platform you reach by climbing the blocks that
appear after pressing the switch, take the right moving
pole and get over to the central platform. From here take
the left pole and move over to the platform with the blue
coin block. Ground pound the block and get the six blue
coins on the platform. 106
===================
5.10 Snowman's Land
===================
Total: 127
Yellow Coins: 111
Red Coins: 8 (16)
Blue Coins: 0
Yellow Coins from Enemies: 69
Blue Coins from Enemies: 0
Blue Coins from Block: 0
Red Coins: 8 (16)
In Blocks: 3
Visible: 39
Yellow Coins from Enemies
6 - Two Spinning Snowmen near the start.
9 - Three Flower Snowmen near the deep freeze.
5 - A Coin Frog near the deep freeze.
3 - A Flower Snowman on a ledge above start.
2 - A Shy-guy flying around the ledge above start.
3 - A Flower Snowman in a corner of the course.
6 - Two Flower Snowmen in enemy area near pond.
3 - A Spinning Snowman in enemy area near pond.
5 - A Coin Frog in enemy area near pond.
12 - Four Flower Snowmen in the pond area.
3 - A Spinning Snowman on ledge above pond.
9 - Three Flower Snowmen inside the igloo.
3 - Three Goombas inside the igloo.
Red Coins
1 (2) - In a corner of course, right of start.
1 (2) - In enemy area near pond.
4 (8) - On ledge above pond.
2 (4) - Below the Bully.
In Blocks
3 - In yellow block near Pink Bob-omb inside the igloo.
Visible
2 - Near deep freeze.
1 - An invisible coin below ice floe, reached by cannon.
3 - On path towards the ice floe.
2 - Between the ice floe and the snowman's head.
8 - Up the ledge to the igloo.
23 - Inside the igloo.
- Start by going to the left towards the big freeze. First grab
the two visible coins. It looks like there's a third but it's
really a Coin Frog. To beat it easily, jump towards it and
ground pound. The coins shatter fast so try to collect them
quickly. 7
- Nearby there are three Flower Snowmen, each worth three coins. 16
- Backtrack to the starting area and walk around until two Spinning
Snowmen shows up. Run around them to defeat them. Three coins
each. 22
- There's a hill very near the starting area. On top there's a
Flower Snowman. A Shy-guy is flying around the hill. Jump
kick him. 27
- Credit goes to Brightguy on the message boards of GameFAQs.com.
This is annoying. There is an invisible coin in a bizarre place.
Jump down the cannon near the starting area. This is very hard
to describe. Check my ASCII below and if it doesn't make it clear
for you, go to Brightguy's homepage:
http://www.geocities.com/
sm64home and then to his picture
http://www.geocities.com/
sm64home/secretcoin.jpg The purpose of the ASCII here is if
Brightguy has put down his homepage when you read this. Absolutely
no offence to Brightguy though. This is a view from the cannon
sight. Place your cross hair on the same place as the picture
indicates below.
T = Tree
\ \
\ \
\ \
THE SNOWMAN'S| |
HEAD | | TT
| | TT
| __ TTTT
___________ \/ TTTTTT
\___ TTTTTT
|\ \__ /| _________TT___
|/ \| /
____ /
/\ __/ | /
___/AIL ___| /
___/ TR __/ /
_________/ ODEN___/ /
WO___/ _____/
__________/ /
/ 28
- Press C up and look towards the closest course corner. Go there
and pick up a red coin and defeat a Flower Snowman. 33
- Continue along this wall, on the side of the pond below the Bully.
You'll come around an area with a red coin, two Flower Snowman, a
Spinning Snowman and a Coin Frog. 2+6+3+5=16 >> 49
- Let's head to the pond. There's a Flower Snowman just before it. 52
Time to get up a ledge. There are two trees near the big pond.
Climb the one closest to the sign post in the area. I think the
sign post tells you about the water. Either way, climb to the top
and handstand. Aim towards the area where the grey area and the
snow meet. It looks like a pyramid. Aim towards the peak. Then
press up all the way, followed by some jumping and diving and
you'll be on the mountain shelf. Now go to the left and you'll
encounter two yellow blocks. Break the first one you see and a
shell will come out. Board the shell and start surfing.
- First surf on the shelf. Follow the trail and you'll encounter
four red coins and after the third a Spinning Snowman. Slow down
so you don't bump into the Snowman and break your shell. 63
- Surf off the shelf, and go towards the pond below the Bully where
there are two red coins. Grab them. 67
- Get back to the big pond and surf up the hill that leads to the
igloo. There are eight coins here. Don't enter the igloo just yet. 75
- Surf to the island in the middle of the pond. lose the shell with
Z and beat the Flower Snowman. 78
- Two Flower Snowmen are in the water. One will try to get up to the
island. Remember to use B attack against him. The other one will
be trickier. Do a long jump from the island and you may very well
hit him. Then you'll spin, so quickly get down into the water and
collect the three coins. Quickly swim back afterwards because this
water isn't nice. 84
- Now jump up to the big Snowman. Do so by jumping over those snow
waves coming towards you and then finally double jump or triple
jump up to the ledge. On the path towards the ice floe there are
three coins. 87
- Use the penguin as a shield and walk over the ice floe. There are
two more coins after this. 89
Look down the gap, just after passing the ice floe and you'll see
the igloo. Drop down to it and enter.
- Near the entrance, two Flower Snowmen are strolling around. 95
- Then we have two Goombas after going under the platform with the
star. 97
- Go to the right from here and you can find the last Goomba. Very
close to is the last Flower Snowman. 101
- Then it's time to reach the yellow block near the Pink Bob-omb.
From the platform with the star. Go straight until you come to
an ice wall. Go around it from the right and then continue
until you reach an igloo wall. Go right and you can get an
extra life and those three coins. 104
- The you must get the vanish cap. Take the first right after the
platform with the star and the then the first left. Jump over
the ice wall and get the vanish cap. I'm sure you have spotted
the many coins inside the ice. With the vanish cap you can go
through ice, so go get all 23 and then go to the star and get
it. 127
==================
5.11 Wet Dry World
==================
Total: 152
Yellow Coins: 106
Red Coins: 8 (16)
Blue Coins: 6 (30)
Yellow Coins from Enemies: 17
Blue Coins from Enemies: 0
Blue Coins from Block: 6 (30)
Red Coins: 8 (16)
In Blocks: 48
Visible: 41
Yellow Coins from Enemies
6 - Two Water Spiders strolling around in the course.
5 - Near top of the town there's a Purple Ball.
6 - Two Water Spiders strolling around in the hidden town.
Blue Coins from Block
6 (30) - Near start.
Red Coins
8 (16) - In the hidden town.
In Blocks
3 - In yellow block very near start.
12 - In four blocks along the same wall as the start.
10 - In yellow block in the opposite corner of the
caged area.
10 - In yellow block above pillar on 4F.
10 - On the pillar of the fourth star.
3 - Yellow block reached with a moving block on 4F.
Visible
5 - Near the second to highest water switch, near start.
8 - Around pillar on 4F guarded by an Electric Ball.
5 - Near highest switch.
8 - In the centre of the hidden town.
5 - On a bridge on top of the hidden town.
5 - On top of white house in the hidden town.
5 - On top of grey house in the hidden town.
- The water level should be in the middle of the course, if
not swim, or walk to the third switch and activate it. Now
get on the bridge thing just behind the starting point.
Here's a yellow block with three coins, a purple switch
and a Flame Ball. 3
- Press the switch, jump on the blocks that appear to the
platform with a water switch. Don't touch the switch,
instead just get the five coins here. 8
- Now swim over and press the first water switch: the lowest
water switch which is near the big caged area. The water
level will now sink so you can walk around on the first
floor. Look towards the big wall that's closest to the
starting area. Against this wall there are four blocks
with three coins in each. 20
- Locate the corner which is caged. Run over to the opposite
corner and there should be a moving block and a yellow block
in the air. Move the moving block to the place under the
yellow block, break the block and collect the ten coins. 30
- On the second floor. By the second floor I mean the ledge
you can reach with a regular jump from the first floor.
Break the blue coin block here and collect the six blue
coins that appear. 60
- Before you head up to the third floor, be sure that you've
defeated the two Water Spiders that are strolling around on
the first or the second floor. 66
- Go to the Bouncer and let it throw you to the third floor.
Nothing of interest here. When the bouncer has its back
against the wall, let it throw you to the fourth floor.
The fourth floor is brownish. Around a pillar here there's
a coin ring of eight coins, watch out for the Electric Ball
that's guarding the coin ring. 74
- Jump up the pillar and above you'll see a yellow block.
Contains 10 coins. Break it with a regular jump and then
do a double jump to collect all of the coins in one go.
You don't want to run around the whole course looking for
your lost coins, do you? 84
- Locate the big moving block with a yellow block slightly
to the left. Move the moving block so that it's just below
the yellow block. Break the yellow block and collect the
three coin. 87
- See the big pillar that looks like a big cage on the same
floor. Run towards it and you'll see a purple switch. Press
it and a set of block will appear and form stairs to the
top of the pillar. There's a yellow block containing 10
coins as well here. It's even more important here to take
all of the ten coins in one go. 97
- From the big pillar, look towards the closest wall and
you'll see a coin trail near a sign post. Long jump your-
self over there and collect the coins. Activate the switch
nearby as well. Just so you can easily get to the hidden
town later. 102
- Now run to the left and jump the ledge and continue on the
same floor towards the big Purple Ball. Defeat it without
getting thrown down. 107
It's time to go to the hidden town underneath the regular
world. You probably already now how to get here, but I'll
explain either way. Go to the opposite corner of the caged
area. If the cannon isn't activated yet, ask the Pink Bob-omb
nearby. Get into the cannon and aim at the same vertical
position of the caged area but in the dark blue area of the
sky. When you're in the caged area, dive and swim through
the series of tunnels and finally get into the hidden town.
- First get to the surface of the town, don't activate the
lower switch just yet. Ignore the spider for now if you wish
and grab the five coins on the bridge instead. 112
- Now dive into the town and go just below the entrance to
activate the water switch which enables you to walk around
freely in the town with the water level to be minimal.
First go towards the vanish cap block which should be very
visible from here. Don't grab the cap, instead go into an
alley to the right. Wall kick yourself to the roof of the
brown building. Break the block and grab the red coin. 114
- Then long jump to the next building. Break that block and
get the next red. 116
- Fall off the roof and continue your walk around the town.
You will soon spot a tiny garden with two trees. Climb the
closest one and then jump to the grey building nearby.
There is a block with a red coin here and a coin trail of
five yellow coins. 123
- From this roof you'll see two other blocks. Jump to the
nearest. Ground pound it in the middle to get another coin.
Then double jump towards the other and do the same thing
to that one. 127
- Then jump down where you see a coin ring in the centre of
the town. 135
- Go back to the mini-garden with the trees. Climb the closest
one, do a handstand and then jump towards the white building.
If you did right, you'll have grabbed the edges with your
fingers. Here's another block with a red coin and a coin
trail of five yellow coins. 142
- Look for two water spiders in the town. If you can't find one
it means it's above you. Worth three coins each. 148
- Then get to the house in the back centre where a pole is
leading to the platforms above. In front of this there's
another block with a red coin. 150
- On top of the house is the final red coin. Then grab the star
from the eight red coins. 152
=======================
5.12 Tall Tall Mountain
=======================
Total: 137
Yellow Coins: 116
Red Coins: 8 (16)
Blue Coins: 1 (5)
Yellow Coins from Enemies: 21
Blue Coins from Enemies: 0
Blue Coins from Block: 0
Red Coins: 8 (16)
Yellow Coins in Slide: 57
Blue Coins in Slide: 1 (5)
In Blocks: 5
Visible: 33
Yellow Coins from Enemies
3 - Three Goombas near start.
3 - Bob-ombs after the mushrooms.
5 - Purple Ball after the Bob-ombs.
2 - Shy-guy near the Monkey which steals your cap.
2 - Bob-ombs on ledge below the cannon ball trail.
3 - Goombas after the cannon ball trail.
3 - Goombas in the vines area near the top.
Red Coins
4 (8) - On the mushrooms after the start.
4 (8) - On the wall above the moles.
Yellow Coins in Slide
57 - In slide.
Blue Coins in Slide
1 (5) - In slide.
In Blocks
5 - In bouncing box after start.
Visible
8 - A ring near bouncing box after start.
5 - On vines above the moles area.
5 - On bridge towards the monkey and the Shy-guy.
5 - Outside the entrance to slide.
5 - Just after purple switch near top.
5 - On bridge near fifth star.
Before attempting to get every coin in this course I recommend
you to practise some events that may be tough. You should be able
to slide down the slide without falling down, not even once.
You should be able to jump on the mushrooms where there are red
coins, easily without falling down. You must also be able to
handle the bouncing box near the starting area without breaking
it too near the edge or fall down with it. Try to locate the
Bob-ombs on the mountain fast as well. Below lies my recommended
strategy.
You must be hasty in the beginning for there are some Bob-ombs
that might fall down. Ignore (nearly) all coins and enemies so
you can come to the Bob-ombs early. Go to the left from the
starting area and you'll come to an edge with a mushroom. Jump
out into the air beyond it and you'll fly to the upper floor
using the wind.
- Ignore the Purple Ball, instead go for the Bob-ombs nearby.
Defeat them all by throwing them against the mountain wall. 3
- Continue past the Purple ball and out onto the bridge leading to
the waterfall, there are five coins here you can grab, so do it. 8
- Ignore the Shy-guy and the monkey and instead go over the rolling
log and continue to the place where cannon balls roll. But don't
go up the hill instead go to the right in the intersection, down
another hill. If you're lucky, two Bob-ombs will be walking here,
if you're even more lucky they'll both give you coins when you
defeat them. Defeat them by picking them up from behind and throwing
them against the mountain wall. 10
Continue on the path. The Goombas lack importance right now. Long
jump over the gap in the road near the waterfall and use the second
mountain wall after the Cloud to reach the slide.
If you fall off in this slide, you'll lose a life and when you reenter
the course it's from here you will start. If this happens, when you
come out of the slide, just follow the walkthrough above to reach
the Bob-ombs very quickly.
- In this slide you can get a total of 57 yellow coins and 1 blue coins.
All of them are very visible except one. Just before saying "Geronimo"
and going down the slide, there's a covered up, very small area, on
either side of the fall point down the slide. Behind one is a coin and
behind the other is an extra life. It's really hard to get all of the
coins in one go, so you must probably run up to this slide two, three
and even four times to get 'em all. Remember that if you don't get the
blue coin you're screwed. 72
When you've got all of the coins in the slide, plus the Bob-omb
coins and the five coins on the bridge before the waterfall with the
Monkey and the Shy-guy it looks like this: 3+5+2+57+5=72 Now the worst
is over, now you must move extremely carefully or it may go so terribly
wrong.
- First defeat the three Goombas near the start. 75
- Continue on the path but don't go up the hill, instead go on the path
next to the hill that's going downwards. Here's a bouncing box. These
boxes jump three times in the air before they break on the ground.
Grab the box when Mario's looking towards the coin ring nearby. Aim the
box into the coin ring. Grab the five coins from the box and the eight
coins in the ring. 88
- Go up the hill, jump over the gap, and the next gap and you'll be in the
mushroom area. Four red coins are resting on top of these. These coins
must be achieved by very carefully and accurately jumping between the
'shrooms. Be careful, you won't be happy if you fall down here. 96
- When you've grabbed those coins, continue around the corner and you'll
be in the area with the Moles. On the wall above you there are the
rest of the red coins. You'll find vines you can hang onto where there's
a coin trail of five yellow coins. Be careful not to get nuts in your
head by the moles. This could lead to your defeat. 109
- Get back on the ground, in the moles area. Go around the corner. Ignore
the revived Bob-ombs, they won't give you any coins. A Purple Ball will
be patrolling the following large area. Defeat it for five more coins.
114
- Continue over the bridge. There will probably be no coins here since
you've already taken them. A Shy-guy will give you two coins in the
next area, near the waterfall. Try to jump kick him instead of jumping
in his head since you will then spin away from your coins. 116
- Run over the log and jump to the area with the cannon balls. Run past
the cannon balls or take the other path. Either way, you'll end up
with three Goombas. Defeat them all. 120
- Continue, and then jump over the cliff. Take the five coins near the
mountain slide. Be careful about the Cloud. It can blow you away. 124
- Continue and you'll come into an area with vines on the ground. Here
are three Goombas. Defeat them. 127
- Next up is a purple switch on the ground. Press it and jump on the
block that appears to get the five coins in the air. 132
- Continue along the path and you'll come to a narrow bridge. The last
five coins are here. Then it's up to you to decide which star you
wish to take. I recommend you to go back to the switch, repress it
and then go to the bridge, jump into the waterfall and grab the
star. 137
=====================
5.13 Tiny Huge Island
=====================
Total: 191
Yellow Coins: 100
Red Coins: 8 (16)
Blue Coins: 15 (75)
Yellow Coins from Enemies: 37
Blue Coins from Enemies: 13 (65)
Blue Coins from Block: 2 (10)
Red Coins: 8 (16)
From Poles: 10
In Blocks: 3
Visible: 50
As you probably do know, this course is divided into
one tiny part and one huge part. Just to make this
easier to read I've divided this course walkthrough
into two parts so it's easier to read and follow. If
you didn't know it I can tell you that taking a coin
in the huge world doesn't affect the tiny and vice
versa. I recommend beginning with the tiny world be-
cause it's easier to miss coins here. If the little
Goombas run into you, you won't be able to get its
coin.
The Tiny Island: 33
-------------------
Yellow Coins from Enemies: 11
Blue Coins from Enemies: 1 (5)
Blue Coins from Block: 0
Red Coins: 0
From Poles: 0
In Blocks: 3
Visible: 14
Yellow Coins from Enemies
1 - Goomba near start.
1 - Piranha Flower where the first star was.
2 - Goombas on way to the top of the island.
1 - Goomba near Koopa, at the other side of
Wiggler's cave.
3 - Goombas near and above Pink Bob-omb.
1 - Goomba below Windswept Valley.
2 - Goombas at Windswept Valley.
Blue Coins from Enemies
1 (5) - Koopa on the opposite side of beach
from Wiggler's cave.
In Blocks
3 - In a block below Windswept Valley.
Visible
1 - On island where you collect the fourth star.
5 - On plank leading to top of the island.
3 - Near the source of the cannon balls.
2 - On the beach.
1 - On bridge to Wiggler's cave.
2 - Follow the cannon balls.
There is a possibility that you must restart this event several times
due to the fact that the tiny Goombas disappears when they run into
you, leaving you no coin. This happens very easily so don't get cocky.
My major pointer is to read their pattern and then carefully jump on
them. If you punch or kick them, they will go flying in such a great
distance so you may have a hard time finding the coin. Because it's
so easy to fail here I recommend you to visit the tiny world first.
To get to the tiny world, you must go into the left painting.
- A Goomba will come and attack you instantly. Jump on its head. 1
- Long jump to the next island, and then long jump to the next. A
tiny Piranha Flower will greet you with flame balls. 2
- Just next to this island is a purple switch. Press it and blocks
will form up as a bridge to the island far away. Carefully walk
over the bridge and grab the single coin out here. 3
- Don't hurry over the bridge, it isn't healthy. Right on the spot
where the coin was, there's a one-way-warp leading back to the
island where the purple switch is. From the island next to the
switch with a pipe on it, do a side somersault to grab the ledge
above. On a hill very near are two Goombas. This hill leads to the
top of the island. 5
- Walk to the top of the island and you must pass a plank where a
coin trail of five coins is lying. The get to the top and ground
pound this area. You will hear a confirming sound and the water
will be drained. This enables you to see Wiggler in the huge world. 10
- Go down the hill again, to the pipe closest to where you recently
defeated two Goombas. Now you shall go around the island. I
recommend you to go to the right. Nearby is a hole from where the
cannon balls are coming. You can see two coin here, but there are
three of them because one is invisible. This is the case on my
cartridge and I don't know if this is only for my game, if it's a
glitch for all or if was meant to be like this. 13
- Continue on this path, until you see a tiny Koopa and a Goomba in
the same size. Defeat them. 19
- Jump down the cliff onto the beach. There are two coins here.
Another coin should be very visible on the bridge leading to
Wigglers cave. It's just to jump up and get it. 22
- Go down the beach, into the water. Swim over to the right, meaning
from the default camera's point of view. Here you'll find a Pink
Bob-omb. You'll find a Goomba very near the Pink Bob-omb, two
other Goombas on some cliffs above this point. Always be careful. 25
- Back to the Pink Bob-omb. Near is an island, and the gaps around it
is endless holes. So be careful here. There's a Goomba on this
island. 26
- Above this island there's a yellow block with three coins. Do a
regular jump to break the block and a double jump to collect the
coins so they don't fall down the cliff. 29
- Then carefully jump up to the next area, an area with a pipe.
This place is known as Windswept Valley. There are two Goombas
here. It can be a pain to defeat them and collect their coins.
They seldom run down the cliff but they often move so fast
it's hard to jump on them and the coins easily fall down. 31
- Continue over the bridge and you'll find the two last coins in
the tiny world. 33
The Huge Island: 158
--------------------
Yellow Coins from Enemies: 26
Blue Coins from Enemies: 12 (60)
Blue Coins from Block: 2 (10)
Red Coins: 8 (16)
From Poles: 10
In Blocks: 0
Visible: 36
Yellow Coins from Enemies
2 - A Shy-guy on the beach.
5 - Lakitu near start.
2 - A Shy-guy near the cannon.
2 - A Shy-guy where the cannon balls roll.
10 - Five Piranha Flowers near 1st star.
5 - A Purple Bomb near plank leading to top.
Blue Coins from Enemies
2 (10) - Two Goombas in the area where you met Koopa the Quick.
1 (5) - A Koopa on the beach.
3 (15) - Three Goombas near start.
1 (5) - A Goomba near the cannon.
1 (5) - A Goomba on the ledge leading to Wiggler's cave.
1 (5) - A Goomba on the ledge above the cannon.
2 (10) - Two Goombas in Windswept Valley.
1 (5) - A Goomba on a ledge leading to the top of the island.
Blue Coins from Block
2 (10) - At highest point in Wiggler's cave.
Red Coins
8 (16) - In Wiggler's cave.
From Poles:
5 - In starting area.
Visible
4 - Near the outlet of the cannon balls.
2 - On uppermost part of beach.
5 - On ledge leading to Wiggler's cave.
5 - On thin ledge near Windswept Valley.
5 - Where cannon balls roll, below a Shy-guy.
5 - On plank leading to the top of the island.
10 - Where Wiggler walks around. Must be taken last.
I'll continue counting where I stopped in the tiny world. From the
tiny world, go down the pipe that's near the foot of the trail up
the mountain. That means you shall not get into it in Windswept
Valley and not near the Piranha Flower. Remember now, to use
ground pounds on every Goomba in the huge world. Regular jump
means 1 yellow coin, ground pound means 1 blue coin.
- From the pipe in the centre then. Ignore the Goomba nearby. You
must come back here later either way. Follow the trail around
the island to the right, just as in the tiny world. Go past the
source of the cannon balls. Four coins await you on the hill
leading from this place. 37
- Continue until you find an area with two Goombas. Defeat them. 47
- Now go towards the peak of the cliff here and look down it. You
will spot a small island in the middle of the lake with a pole
in the middle of it. Make yourself a decent camera angel and then
make a regular jump or a long jump towards the island. Run around
the pole some times and grab the five coins. I ran around this
pole several times but nothing happened. Brightguy from http://
www.geocities.com/sm64home convined me though that this worked,
and it did, when I tried again. This seems to be a glitch which
I have encountered three times. 52
- Jump down the island towards the long beach. Run up it all the
way and grab the two coins there. 54
- Further down the beach there are one Shy-guy and one Koopa. Use
the shell of the Koopa. 61
- When you're on the shell surf on the water to the big grey-white
wall with a small opening in it. This is near the starting area.
A Lakitu is hovering nearby. Lose the shell with "Z". Jump up
from the underside of the flying turtle and he'll leave five
coins for you. If they fall in the water be quick to pick them
all up. 66
- Go into the gap into the huge wall and on the other side you'll
find three Goombas and a pole. Remember the ground pound on the
Goombas and run a few times around the pole. 5+5+5+5=20. 86
Go back through the hole, and stand on the beach where you defeated
the Lakitu. Your goal is now the other side where there's a cannon.
The problem about just swimming over is a big Launch fish which
guards this water. If he attacks you, you will die instantly and
all the hard work will be lost. This can happen easier than you
might think, so just as a precautionary measure, first swim to
the sandy beach and the follow the mountain wall to the other beach.
- In this area, with the cannon, there's a Shy-guy and a Goomba. 93
- Jump down the cannon and locate the tree high up on a cliff. Aim
so you have the tree in the bottom of your sight. Fire and you'll
probably land in the tree. Nearby is a Goomba. 98
- Now it's time to get into Wiggler's cave. Walk on the bridge and
collect the five coins here. 103
- When inside, jump from platform to platform collecting all of the
eight red coin. Most of the jumps, simply require regular jumps,
but when you try to get to the highest platform, use a double
jump. Here's a blue coin block as well. Break it and collect the
two blue coins. Then it's time to jump back, out of the cave. Use
double jumps if you see the target platform to be higher than the
one you're currently on. There's also a coin above where the star
shows up. Reach it by wall kicking. 16+10=26. 129
- When you're out of the cave, go back over the bridge. When near
the tree you used to blast yourself to from the cannon, look
down and you'll see another cliff with a Goomba. Jump to the
cliff but be sure not to jump on the Goomba, unless you ground
pound yourself there. 134
When the Goomba is defeated look down this cliff and go back to
the area with the cannon. There's an island here which you can
long jump to. Do it and you feel a strong wind. Let the wind
carry you off the island and another wind will carry you up
into the air onto a ledge nearby with a yellow block on it.
- From this platform, start walking on the ledge nearby to get
to Windswept Valley and pick up the five coins on the ledge. 139
- In windswept Valley (there's a pipe here) there are two Goombas
and a very strong wind. Don't jump too high or the wind may take
control of you. Defeat the Goombas. 149
- Walk over the bridge nearby where there's also a lot of wind.
Jump from cliff to cliff until you come by a coin trail of five
coins. Grab them and wait for the Shy-guy which is ought to attack
you any second. It gives you two coins. Better jump kick it. 156
- Just when a combo of cannon balls have rolled over the cliffs,
try to jump up the cliff and continue towards the pipe in the
centre. Now it's time to get to a grassy island, just below from
here. Stand on the edge here and look down. When you're above the
grassy island, fall down on it. Here there are five Piranha Flowers.
They are huge and each worth two coins. They shove up when you walk
on different places on the island. Try not to take the star after-
wards and do not fall off. You'll have one heck of a time getting
back here. You can attack the Piranhas any way you like. 166
- Now jump down the pipe here. Yes, jump down it. Do a side somersault
to get up the cliff you recently where on and then jump down the
pipe here to come back to the huge world. Now for the last journey.
On a cliff above this pipe there's a Goomba. 171
- On a cliff above the Goomba there's a Purple Ball. Reach it by jumping
up to the cliff on the right side, where the jump is not as high. 176
- From here run over the plank nearby and collect the five yellow here.
181
- Run up the hills and you're on the top of the island. If you have 181
coins jump down the hole. Now there are five yellow coins on two sides
of this net platform. Grab all ten and defeat Wiggler for the star. 191
====================
5.14 Tick Tock Clock
====================
Total: 128
Yellow Coins: 77
Red Coins: 8 (16)
Blue Coins: 7 (35)
Yellow Coins from Enemies: 2
Blue Coins from Enemies: 0
Blue Coins from Block: 7 (35)
Red Coins: 8 (16)
In Blocks: 68
Visible: 7
Yellow Coins from Enemies
2 - Two Bob-ombs in the starting area.
Blue Coins from Block
7 (35) - Near the second star.
Red Coins
8 (16) - Near the starting area.
In Blocks
10 - Near starting area, below the red coins.
3 - After the second pendulum you pass from the start.
3 - On a large platform where the lower hand goes by.
6 - On way to the second star. In two blocks, near the Bouncer.
3 - Just above the cage of the fifth star.
10 - Above a serious group of moving bars, in a caged area.
3 - On a ledge just after the above block.
10 - In the area just below Thwomp and also the fourth star.
10 - On a platform, just outside the above block.
10 - In the area where the uppermost hand passes to take you
to the fourth star.
Visible
2 - On rotating block near start.
5 - Near the Electric Ball after the first star.
When you're aiming for all of the coins in this course,
I recommend you to stop the course, by jumping into the
clock at 12 o' clock. You don't miss any coins this way
and it won't be impossible to get the eight red coins.
There's an important block breaking technique you're
ought to know about. Especially for the blocks containing
10 coins. First make a regular jump to break the block
and then immediately as you touch the ground make a
double jump. When doing like this you will always get
all of the coins, and not one of them will shatter.
- In the starting area there are two Bob-ombs, the only coin
giving enemies in this course. Preferably grab them from
behind and throw them quickly against a wall. Collect the
coins. 2
- Now go to the right, towards the keys. There's a block
containing 10 yellow coins below these keys. To grab all
of these without having them falling off the cliff, you
should do a double on the block so that when you do the
second jump you will jump up into the broken block and
collect all of the coins. 12
- In this "key" area there are eight red coins. I bet you've
taken these before so I don't need to explain how to do it.
Check part 7.14 for details. Grab all of the coins and if
you tend to fall down and lose lots of energy there's a
spinning heart below this area. 28
- When you've taken all of the eight, fall down to the starting
point again. Now continue over to the platform to the left,
until you get to a yellow block that normally rotates. On
top of this one there are two more coins. 30
- Jump over to the ledge against the wall. Go to the right from
here and break the block behind the pendulum, this is the second
pendulum from the start. 33
- Now continue on the trail until you get to big platform further
up. This is a platform where you find a Flame Ball, where the
lower hand goes by, and you reach this area from the eight coins
area. Here's a also a yellow block. Avoid the flames and grab
the coins. 36
- Continue on the trail to the right. Climb some platforms and
you'll see a trail of five coins where an Electric Ball is
hanging. These are the last visible coins in this course. 41
- Climb the pole and you'll be in a wide area. Go to the right
and you'll see a Bouncer and two yellow blocks. The yellow blocks
contain three coins each. Just in case, wait for the Bouncer to
rewind itself before you break the blocks. 47
- Continue to the right and do an accurate jump over to the
platform that normally spins. Continue to the next. Now you're
close to the second star. Go to the right and out one the ledge.
At the end of this ledge there's a blue coin block. Break it
and backtrack to the previous area. But don't be too fast on
this ledge because the camera makes some nasty spins here.
On the platform nearby seven pretty little blue coins will be
waiting. 82
- Now continue to the right until you reach the place beyond the
Bouncer. Jump up the platform here and then do double jump and
a wall kick to reach the platform above this one. This may take
some practise to manage. When you've reached this place continue
towards the yellow rotating blocks. Move upwards on these by
doing double jumps. When you're on top I think you can do a
long jump to the right to reach the top of the cage of the fifth
star. This block contains three coins. 85
- Go back to the top of the yellow rotating blocks then follow the
trail until you reach a caged area with lots of bars which used
to move. Pass this bars and climb into the cage form the other
side. Break the block inside and collect the ten coins. 95
- Continue on the trail and you'll find another block with coins.
It's on a ledge. 98
- Continue along the way and you'll come to a big area with a
yellow block. This is the area just below Thwomp. This block
must be reached with a high jump. 108
- Press C up from this area and look towards the centre of this
floor. Here's a platform with another yellow block. This
platform can be reached with a long jump from the main path.
Do it and collect the coins. 118
- Long jump back to the main path and continue up. At the end
of this path there're two yellow blocks. Here's an extra life
and 10 coins. You can't get the Thwomp star when you want to
save your high score, so I recommend you to backtrack to the
fifth star in the cage. 128
=================
5.15 Rainbow Ride
=================
Total: 146
Yellow Coins: 100
Red Coins: 8 (16)
Blue Coins: 6 (30)
Yellow Coins from Enemies: 22
Blue Coins from Enemies: 0
Blue Coins from Block: 6 (30)
Red Coins: 8 (16)
In Blocks: 0
Visible: 78
Yellow Coins from Enemies
5 - Lakitu on the rotating platforms.
2 - Bob-ombs near the maze.
2 - Shy-guy below pole leading from the rotating platforms.
1 - Goomba near fourth star.
2 - Bob-ombs on the ship.
5 - Lakitu on the ship
5 - Purple Ball guarding the sixth star.
Blue Coins from Block
6 (30) - Behind the maze, coins reached with wall kicking.
Red Coins
8 (16) - In the maze.
Visible
8 - On platform near start, an Electric Ball guarding it.
16 - On rotating platforms.
5 - Below the pole leading from the rotating platforms.
5 - On a swing.
4 - On falling platforms after the swing recently mentioned.
5 - Just before fourth star.
5 - Between fourth and fifth star.
2 - Go by carpet from rotating platform.
8 - On the ship.
5 - On falling platforms just after the switch of carpet
to the big house.
5 - Inside the big house.
5 - On platform just after you've gone through the house once.
5 - When the carpet takes you into the house a second time.
First a major pointer: don't fall down! Let's continue...
- Follow the magic carpet in the beginning to the nearest
platform where there are eight coins and an Electric Ball.8
Go back to the starting area by long jumping there. Or jump
carefully down to the blue log near the platform with the
Electric Ball and then jump to the start. From the start, lock
around until you see a long pole at a far distance. Take aim
and long jump towards it. This is much easier than it might
sound. Climb up the pole and you're among the four rotating
platforms.
- On two of these rotating platforms there are two rings of eight
coins in each. Then there's a Lakitu flying around. Defeat it
as well for further five coins. Try to defeat this fellow in
the centre of a platform and then quickly collect its coins
because those shatter quickly. If a coin, falls down, it's
just to jump off this course, you know. 8+8+5=21. 29
- Now you have four different directions to head for. This
walkthrough makes the first move to the big structure, the
maze where all of the red coins are. On the ground, just out-
side the maze you are probably aware that two Bob-ombs are
strolling around. Pick these quickly up and throw them in the
area where it's a little vaster than in other places. 31
- Go to the far end of this ground area and you'll see a spinning
heart and a blue coin block. You better get a good overview
what's to be done. Above the block there's a long place where
you must wall kick yourself upwards. Once up there are five
blue coins up here. The first blue is located just above the
blue coin block. The only pointers I can give you is to keep
your head really cool and to have the camera right in the middle
between the walls. Why not practise wall kicking without breaking
the blue coin block, because if you fall down even once when you've
broken the block, you, my good sir, are screwed. 61
- When you've taken the blue coins, continue on this path until you
pass the Pink Bob-omb (activate the cannon if you haven't) and then
step on the blue block. This is an elevator. Don't take the red
below the elevator, instead jump into the maze. Start by jumping
down a couple of floors until you're just above the Bob-ombs.
Now make a long jump to the left and grab the red coin here. 63
- Long jump back. Get up on the nearest ledge. Jump to the next one
and get the red coin next to the Flame Ball. 65
- Then make a wall kick in the gap above the previous coin and grab
the next one. Also grab the two other red coins you can see on the
screen. 71
- From the coin which was on a log, long jump to the sixth coin in
the upper left corner of the maze. Jump back to the log like
platform. Continue down the hill, jump and get the seventh coin.
This jump will probably lead you outside the maze to the final
coin. 77
- Now get back to the high pole which you climbed to be able to get
to the four rotating platforms. Below the pole there goes a trail with
five yellow coins. There's a also a Shy-guy here, and "for all butter
in little land" (as we say in Sweden) don't jump on it. Jump kick
instead. 84
- Continue and you'll come to a seesaw. Go past it and onto the swing.
Get the five yellow coins here. Preferably by a back flip when the
swing is going upwards. 89
- Continue onto the platform and the falling platforms, then the
seesaw and two more trios of falling platforms. Those hold two
coins each. 93
- Continue to move on the next platforms and the yellow moving one.
Now you're hopefully in an area with a Goomba. Defeat it for a
coin. Climb the wooden slide for a coin trail of five golden things.
99
- Go down the slide and then continue onto the falling platforms.
There are five coins on a hill next. 104
- From the hill just jump down to the area where you defeated the
Shy-guy. Continue to the rotating platforms and to the opposite
side of the area where there's a flying carpet. Follow the
carpet until it's time for a switch and you will then have
collected two more coins. 106
When it's time to switch carpet, choose the left one from your
point of view or the right one from Mario's and the carpet's point
of view. This carpet takes you to the house.
- Quickly jump to the falling platforms where there are five coins
and then back to the carpet. 111
- Follow the carpet until you come into the house. Jump off the carpet,
grab the five coins on the table and then quickly board the carpet
again. 116
- Follow it outside. Below a platform with an Electric Ball and then
below a platform with five coins. 121
- Let it take you into the house once more when you automatically
receive five more coins. 126
Time to say good buy to your carpet inside the house. Get out on
the porch of the house and use the warp here...
| The big house |
| | W = Warp
|______ ______|
| | - The Entrance
\___W___/
You'll then appear on the roof of the maze. Walk to the other
side and follow the falling platform down, back onto the
rotating platforms. Once again choose to go by flying carpet
from here. When you come to the switch choose the left one
from Mario's point of view to get to the ship. Watch out for
the rotating thing. It can push you down. Be cool when it comes
to the jumps before the ship.
- When you're on the ship you'll have to mess with two Bob-ombs,
a Lakitu and a terrible wind. Be careful where you throw the
Bob-ombs. There's also a coin ring here. 2+5+8=15. 141
- Then go to the cannon on the stern of the ship. Aim at the pole
on the island. Pretty high up. Then go down and carefully grab
the Pink Ball. Take his five coins, then grab the star. 146
====================
5.16 Coin Statistics
====================
You can find some statistical tables for the coins below.
Some are pretty advanced. If they are too hard to read
please mail, also tell me how to make them better. Also
mail me if anything needs to be corrected. I've double
checked everything but it may be something I've missed.
This may look like a fill-out for the FAQ but that's
not the purpose. I'm sure many will find the tables
interesting and helpful. Here's what you can find.
- Statistics of how many coins there are in each course.
- How the coins are divided into yellow, red and blue coins.
- Total sums of all coins in the game.
- Ranking system of which course that has most coins.
- Ranking system of which course that has most yellow/blue
coins.
- Coins divided into how they are collected.
- Advanced ranking system for each of the categories.
|----------------------------------------------------|
| Standard statistics |
|----------------------------------------------------|
| Course| Total| Yellow C.| Red C.| Blue C.|
|----------------------------------------------------|
| 1| 146| 125| 8 (16)| 1 (5)|
| 2| 141| 90| 8 (16)| 7 (35)|
| 3| 104| 58| 8 (16)| 6 (30)|
| 4| 154| 123| 8 (16)| 3 (15)|
| 5| 151| 30| 8 (16)| 21 (105)|
| 6| 139| 78| 8 (16)| 9 (45)|
| 7| 133| 107| 8 (16)| 2 (10)|
| 8| 136| 85| 8 (16)| 7 (35)|
| 9| 106| 60| 8 (16)| 6 (30)|
| 10| 127| 111| 8 (16)| 0|
| 11| 152| 106| 8 (16)| 6 (30)|
| 12| 137| 116| 8 (16)| 1 (5)|
| 13| 191| 100| 8 (16)| 15 (75)|
| 14| 128| 77| 8 (16)| 7 (35)|
| 15| 146| 100| 8 (16)| 6 (30)|
|----------------------------------------------------|
| Total| 2091| 1366|120 (240)| 97 (485)|
|----------------------------------------------------|
|-----------------------------|
|Total amount of coins by rank|
|-----------------------------|
| Rank| Course| Amount|
|-----------------------------|
| 1| 13| 191|
| 2| 4| 154|
| 3| 11| 152|
| 4| 5| 151|
| 5| 1| 146|
| 5| 15| 146|
| 7| 2| 141|
| 8| 6| 139|
| 9| 12| 137|
| 10| 8| 136|
| 11| 7| 133|
| 12| 14| 128|
| 13| 10| 127|
| 14| 9| 106|
| 15| 3| 104|
|-----------------------------|
|-----------------------------| |-----------------------------|
| Yellow coins by rank | | Blue coins by rank |
|-----------------------------| |-----------------------------|
| Rank| Course| Amount| | Rank| Course| Amount|
|-----------------------------| |-----------------------------|
| 1| 1| 125| | 1| 5| 21|
| 2| 4| 123| | 2| 13| 15|
| 3| 12| 116| | 3| 6| 9|
| 4| 10| 111| | 4| 2| 7|
| 5| 7| 107| | 4| 8| 7|
| 6| 11| 106| | 4| 7| 7|
| 7| 13| 100| | 7| 11| 6|
| 7| 15| 100| | 7| 15| 6|
| 9| 2| 90| | 7| 9| 6|
| 10| 8| 85| | 7| 3| 6|
| 11| 6| 78| | 11| 4| 3|
| 12| 14| 77| | 12| 7| 2|
| 13| 9| 60| | 13| 1| 1|
| 14| 3| 58| | 13| 12| 1|
| 15| 5| 30| | 15| 10| 0|
|-----------------------------| |-----------------------------|
YC = Yellow coin | BC = Blue coin | RC = Red coin
Vi = Visible coins. Coins spread out in the course.
Other = Coins in slides, from poles and from Bowser's mouth
Corse = Course, tehehe.
|----------------------------------------------------------------------------|
| Coin sources |
|----------------------------------------------------------------------------|
|Corse|Total|Enemy YC|Enemy BC|Block BC|Block|Vi YC| Vi RC|Other YC|Other BC|
|----------------------------------------------------------------------------|
| 1| 146| 23| 1 (5)| 0| 9| 68| 8 (16)| 25| 0|
| 2| 141| 20| 3 (15)| 4 (20)| 6| 64| 8 (16)| 0| 0|
| 3| 104| 3| 0| 6 (30)| 3| 52| 8 (16)| 0| 0|
| 4| 154| 18| 0| 2 (10)| 0| 33| 8 (16)| 72| 1 (5)|
| 5| 151| 9| 17 (85)| 4 (20)| 21| 0| 8 (16)| 0| 0|
| 6| 139| 37| 2 (10)| 7 (35)| 0| 41| 8 (16)| 0| 0|
| 7| 133| 10| 2 (10)| 0| 5| 87| 8 (16)| 5| 0|
| 8| 136| 20| 4 (20)| 3 (15)| 13| 52| 8 (16)| 0| 0|
| 9| 106| 0| 0| 6 (30)| 0| 60| 8 (16)| 0| 0|
| 10| 127| 69| 0| 0| 3| 39| 8 (16)| 0| 0|
| 11| 152| 17| 0| 6 (30)| 48| 41| 8 (16)| 0| 0|
| 12| 137| 21| 0| 0| 5| 33| 8 (16)| 57| 1 (5)|
| 13| 191| 37| 13 (65)| 2 (10)| 3| 50| 8 (16)| 10| 0|
| 14| 128| 2| 0| 7 (35)| 68| 7| 8 (16)| 0| 0|
| 15| 146| 22| 0| 6 (30)| 0| 78| 8 (16)| 0| 0|
|-----------------------------------------------------------\----------------|
|Total| 2091| 308|42 (210)|53 (265)| 184| 705|120(240)| 169| 2 (10)|
|----------------------------------------------------------------------------|
|-----------------------------| |-----------------------------|
| Yellow C. from foes by rank | | Blue C. from foes by rank |
|-----------------------------| |-----------------------------|
| Rank| Course| Amount| | Rank| Course| Amount|
|-----------------------------| |-----------------------------|
| 1| 10| 69| | 1| 5| 17 (85)|
| 2| 13| 37| | 2| 13| 13 (65)|
| 2| 6| 37| | 3| 8| 4 (20)|
| 4| 1| 23| | 4| 2| 3 (15)|
| 5| 15| 22| | 5| 6| 2 (10)|
| 5| 12| 21| | 5| 7| 2 (10)|
| 7| 2| 20| | 6| 1| 1 (5)|
| 7| 8| 20| | 7| 4| 0|
| 9| 4| 18| | 7| 11| 0|
| 10| 11| 17| | 7| 15| 0|
| 11| 7| 10| | 7| 12| 0|
| 12| 5| 9| | 7| 14| 0|
| 13| 3| 3| | 7| 10| 0|
| 14| 14| 2| | 7| 9| 0|
| 15| 9| 0| | 7| 3| 0|
|-----------------------------| |-----------------------------|
|-----------------------------| |-----------------------------|
|Blue coins from block by rank| |Yellow C. from blocks by rank|
|-----------------------------| |-----------------------------|
| Rank| Course| Amount| | Rank| Course| Amount|
|-----------------------------| |-----------------------------|
| 1| 6| 7 (35)| | 1| 14| 68|
| 1| 14| 7 (35)| | 2| 11| 48|
| 3| 11| 6 (30)| | 3| 5| 21|
| 3| 15| 6 (30)| | 4| 8| 13|
| 3| 9| 6 (30)| | 5| 1| 9|
| 3| 3| 6 (30)| | 6| 2| 6|
| 7| 5| 4 (20)| | 7| 12| 5|
| 7| 2| 4 (20)| | 7| 7| 5|
| 9| 8| 3 (15)| | 9| 13| 3|
| 10| 13| 2 (10)| | 9| 10| 3|
| 11| 4| 2 (10)| | 9| 3| 3|
| 12| 1| 0| | 12| 4| 0|
| 12| 12| 0| | 12| 15| 0|
| 12| 7| 0| | 12| 6| 0|
| 12| 10| 0| | 12| 9| 0|
|-----------------------------| |-----------------------------|
|-----------------------------| |-----------------------------|
|Visible yellow coins by rank | | Other yellow and blue coins |
|-----------------------------| |-----------------------------|
| Rank| Course| Amount| | Rank| Course| Amount|
|-----------------------------| |-----------------------------|
| 1| 7| 87| | Yellow coins from poles |
| 2| 15| 78| |-----------------------------|
| 2| 1| 68| | 1| 1| 25|
| 4| 2| 64| | 2| 13| 10|
| 5| 9| 60| |-----------------------------|
| 6| 8| 52| | Yellow coins in slides |
| 6| 3| 52| |-----------------------------|
| 8| 13| 50| | 1| 4| 72|
| 9| 11| 41| | 2| 12| 57|
| 9| 6| 41| |-----------------------------|
| 11| 10| 39| | Blue coins in slides |
| 12| 4| 33| |-----------------------------|
| 12| 12| 33| | 1| 4| 1 (5)|
| 14| 14| 7| | 2| 12| 1 (5)|
| 15| 5| 0| |-----------------------------|
|-----------------------------| | From Bowsers Mouth |
|-----------------------------|
| 1| 7| 5|
|-----------------------------|
-------------------------------------------------------------------------------
6.0 The Switches
-------------------------------------------------------------------------------
In Super Mario 64 you can find red, blue and green transparent or solid blocks
in the courses. If they are transparent it means that you have not pressed the
switch that corresponds with the same colour as the block. When you have
pressed the switch the coloured block will be solid and you can use the
content. The content is a special cap, which enables Mario to fly, if the block
is red; be metallic if the block is green; and transparent, if the block is
blue. You find information below, about how to find and activate the three
switches.
Red Switch - Wing Cap
---------------------
When you've collected 10 stars place yourself on the sun panel
in the first room of the castle and look straight up using
C up. This will transport you to the beautiful skies.
Fly down to the tower in the middle and press the switch. To
get the red coins, check the part about the castle's secret
stars (3.16 or 4.16).
Green Switch - Metal Cap
------------------------
When you've collected 8 stars and beaten Bowser for the first
time go down to the basement and unlock the door. Then go into
the dark corridor in front of you and through the door. Go right
and follow this corridor until you see a door with a small star
on it. Enter the room and jump into the sixth course.
You shall go through double metal doors in the water cavern.
To reach the water cavern go to the left in the beginning.
Do a long jump over the pit and enter the door. You'll be
in a large room with a huge pit in the middle. Fall down
into it and you'll lose a life. Look to the left and you'll see
a platform with a spinning hart. Long jump yourself there.
Then long jump to the place where the rocks come from.
Go up this walkway and avoid the rocks. Enter the door
to the right. Place yourself on the platform and it will
bring you down to the water cavern.
Now go down to the lake and swim around until you see the beast.
Board him and run to the top of his head. Look in the
direction you want to swim and then locate a platform with
metal double doors. Make the beast swim over there and jump
to the platform. Then go through the doors and continue down
the corridor until you found another pit with floating stuff.
Jump down into it and you'll get to Cavern of the Metal cap.
Now you'll have a metal cap and therefore be invincible. Run
through the corridor and you'll later be in a large room where
the metal cap switch is located. The current in here is very
strong so if you happen to take a bath without the metal cap
on, the current will take you brutally down to the right
exit. If you go there you will be going down the waterfall
outside Peach's castle. Surprise, this course is located
behind the big waterfall. Don't go down the waterfall, it'll
do you no good. Jump from platform to platform to reach
the green switch. Don't fall down the water unless you have
a metal cap and if you do, try swimming to a land area.
Press the switch and then try to get the eight red coins
(3.16 or 4.16) or press "Exit Course" from the start menu.
Blue Switch - Vanish Cap
------------------------
When you've beaten Bowser for the first time go down to the
basement and unlock the door. You will then see a dark
corridor. Follow it to the right and enter the door.
Go right and continue through the corridor. When you can
choose to go right, go right and you will see a door without
a star. Enter the door and you'll see a clean pool. Take a
bath, dive and swim under a wall so you'll get to another
room. In here you will find two pedestals in the water and
a door beyond them. Ground pound both pedestals and the
water around them will be gone. Go out through the door
and you'll be outside the castle in the moat. The water is
no longer here. Continue to the right until you found
a hole. Jump down it and you have reached your destination.
You'll now be wearing the pleasant vanish cap and you'll see
a major slide going down at your feet. A Flame Ball is near
you but since you're transparent it can't hurt you. There are
some ledges located in the slide with extra lives and red
coins. Ignore them if you wish but try to go slowly down
the slide or you may fall down when it ends. At the foot
of the slide there's a trail with some Flame Balls. Follow
the trail around the corner and continue up the seesaw.
Stand on the first edge of it for awhile to make the edge
at the other side rise. Get to the other side and climb up
to the next platform. Continue until you see an elevator
system. Here, you really need no walkthrough. You must
jump when it feels right and understand the cycle of its
nature.
But I'll give it a try. Jump to the one taking you up.
When it's about to turn over, jump to the one below and then
directly to the seesaw with the coins. Wait for the next
elevator, board it and just before it flips over, get to
the next one, and directly to the one slightly below. This
will take you to the last elevator which will bring you to
the platform with the blue switch. When you board that platform,
be careful, though.
Press the switch and if you've collected seven red coins in here
you get the last one next to the switch. Put on a vanish cap
nearby and jump through the thin net and grab star. If you haven't
collect all of the coins, jump into the great beyond. All of the
blue blocks containing vanish caps will know be solid and the caps
will be working well.
-------------------------------------------------------------------------------
7.0 Character List
-------------------------------------------------------------------------------
In this part I list all of the characters in Super Mario 64. I've
divided them into five different categories:
1 Friendly Characters Here you can find all of the characters
in the game who are not on Bowser's side
and do not attack and/or who help Mario in
any way. They must also have some kind
of attitude.
2 Enemies How do you define an enemy? What makes
it different from the other categories?
An enemy doesn't talk, it attacks Mario
in some way. It must not take damage.
It's enough with a stun for half a
second. When it comes to separating
enemies from obstacles I reason like
this. If an obstacle has a face or makes
irregular attacks when Mario comes by,
it's an enemy.
That's what differs the Thwomp and the
ball that spits fire from the falling
walls and flame throwers.
3 Special Characters The definition of these fellows is that
they can't be defeated, and all of them
lead Mario to a star. They may be hostile.
4 Bosses There are two types of bosses. The first
type must talk and then attack Mario. The
music also changes. The second type must
be a larger version of an already existing
enemy. All of them must give Mario a star
after their defeat. I don't count the huge
Piranha Flowers in Tiny-Huge Island because
there are many of them and the size of the
enemies is only natural considering the
special conditions of the course.
5 Bowser and his Courses Here you find Bowser strategies and how
to get through his courses.
6 Harmless Animals The difference between these and the
friendly characters is that these fellows
don't have attitudes, they are only
animals among many. Mario can't be disturbed
by these since they're only decorations.
======================
7.1 Friendly Character
======================
You probably just read the definition of what makes a friendly
character so I'll explain the different sub categories.
The name
--------
Description: Who the character is, what purpose he/she
has, history if he/she has any. Attitude.
Appearance: A visual description of the character.
Location: Where in the game the character is located.
Mario
-----
Description: Mario is the hero of Super Mario 64, the
main character that is never switched. He
may look like a simple plumber but he has
during his life saved Mushroom Kingdom and
its ruler Peach Toadstool from Bowser and
other fiends numerous times. This time
he must save Peach and collect all of the
castle's power stars for peace to prosper
once again.
Appearance: Mario is a short and fat middle aged man.
He has natural calm eyes and a big black
moustache. On his head he has a big red cap
with the letter "M" on the front. It covers
his fluffy brown hair with groovy sideburns
Location: The main character, so he's everywhere.
Peach
-----
Description: She's the ruler of Mushroom Kingdom and the
owner of the marvellous castle in Super Mario
64. A great ruler, loved by the people, she's
often found to be in big trouble. She has many
times been kidnapped by Bowser and this time
it's just as serious as ever.
Appearance: She's a young woman with long blonde hair. She
has a light pink dress with darker pink on the...
lower part of the dress. She has a blue brooch
and large earrings in the same colour. She has
white gloves stretching to the overarms. Forgot
about the crown. It's yellow and small with red
dots, perhaps rubies. She has a band around her
waist.
Location: Kidnapped by Bowser.
Lakitu the Camera Man
---------------------
Description: He is the one behind the camera. He films
Mario's every step through out the adventure.
There's really no explanation why he's doing
this and why Mario tolerates to have the fellow
behind him during the travels. A funny thing,
his camera keeps swinging back and forth but
the view doesn't.
Appearance: He is a turtle sitting on a cloud holding a
fishing rod connected to a video camera. He has
a green shell and a yellow body. He looks grumpy.
He has big eyes and it looks like he has spectacles
without frames.
Location: Behind Mario all the time.
Toad(s)
-------
Description: They are Peach's guards and loyal followers.
In this game they have all been chaught inside
the castle and they can't get out. But during
Mario's travels they give him lots of great advice.
They know just about everything about the worlds
inside the castle. Three of them deliver stars to
Mario as well.
Appearance: A little fellow, about half the size of Mario. Very
cute. His friendly head is just slightly smaller than
his body. His most characteristic feature must be his
very large white hat with many red dots. It looks
like a mushroom. A blue vest and a pair of white
pants are covering his beige body.
Location: They are spread out through out the castle. One is
near the entrance, one is in the same room as the
second
course, one is in the same room as the third course,
one is in the basement, one is in the same room as
the sixth course, two are standing in the 2F hallway
and the last one is on the top floor.
Pink Bob-ombs
-------------
Description: These may look like the Bob-ombs but these are peace
loving friendly Bob-ombs. But even though they don't
like war they have some cannons in their arsenal. They
gladly offer their help by preparing the cannons so
that Mario can blast away from them.
Appearance: Just like a black Bob-omb but it's pink instead
of black.
Location: Two in the first course, then one in the second,
third, fourth, eight, tenth, eleventh, twelfth,
thirteenth and fifteenth course.
Koopa the Quick
---------------
Description: The champion sprinter of the footrace courses
in Bob-omb Battlefield and Tiny Huge Island.
He has great self-confidence and he should,
because he is also the record holder in both
of the courses. But isn't it ironic that a
turtle is a sprinter? Koopa the Quick is a
fair playing fellow who hates cheaters and
gives the ones who beat him a price worth
to remember.
Appearance: A big turtle, at least twice as big as our plumbing
hero. An orange body, covered up by a big green
shell. Very big white eyes and green shoes. His
hands are ball formed.
Location: If Mario chooses the second star in Bob-omb
Battlefield Koopa the Quick will be standing
near the starting area waiting for a chance
to challenge the plumber. He will wait on top
of the cliff above the beach in Tiny Huge Island
for his eventual rematch.
The Owl
-------
Description: A strong day-sleeping owl in Whomp's
Fortress. He would love to help Mario
reaching stars but even though he's
strong his strength is limited. The Owl
is Mario's last hope in reaching the
caged island.
Appearance: A cute little brown owl. The feathers
have a lighter shade of brown and the
the same colour can be found on its
belly.
Location: He's sleeping in a tree near the start
in Whomp's Fortress.
The Penguin Mother
------------------
Description: This lady is desperate. She has lost her
poor baby. But she is not too positive
about searching for it herself so she
pleads to Mario and he will get a reward
if he finds the baby. If Mario would
take away her baby from her she will be
angry and follow the kidnapper but if
Mario would "accidentally" drop the Penguin
baby off a cliff the mother won't give the
tiny rear of a rat.
Appearance: A dark blue penguin with a white belly, it
has a yellow beak and feet and is just larger
than Mario.
Location: On the bottom floor of Cool, Cool Mountain.
The Penguin Babies
------------------
Description: There are two babies in Cool, Cool Mountain.
One is the child of the desperate Penguin
Mother and the other one isn't. I suspect
that the big Penguin is the father to one
of them, or both. Both can be carried if
Mario tries to pick them up, but if Mario
slips he will drop the baby.
Appearance: Looks like the mother of one of them. Half
as big as Mario. Cute little fellas.
Location: The baby of the Penguin Mother is on the
highest floor of Cool, Cool Mountain. The
other one is near the Penguin Mother.
The Big Penguin
---------------
Description: He's a large Penguin which is the current
record holder of the slide inside Cool
Cool Mountain. He'd love to race against
Mario one day in his slide. But beware,
he dislikes cheating. He is sure to give
a reward to anyone who beats him. Suspected
father of one of the Penguin Babies.
Appearance: Looks like Mother Penguin. Except when you've
collected 120 stars, then he's twice as big.
It might be another penguin but I don't think
so because the huge one says the same thing.
Location: In the slide inside Cool, Cool Mountain.
The Snowman's head
------------------
Description: This is the poor head of a Snowman living
on a plate near the foot of the mountain.
His body has melted away and he is in
desperate search for a new one. There's
actually a body near the top of the mountain,
and it only needs a navigator...
Appearance: A snowball in Mario's size with two black
eyes and a small mouth.
Location: Near the foot of the slide on Cool, Cool
Mountain.
The Bunny
---------
Description: He's a bunny who's always late. He runs around
the basement of the castle when Mario's collected
15 and 50 stars. If Mario successfully manage to
catch the fellow the Bunny will reward him with
a star... or shall we say that the star is a kind
of bribe to release the fellow.
Appearance: He's about half the size of Mario. A yellow bunny,
that's about it. He looks tired and miserable and
he's got big feet.
Location: When Mario's collected 15 or 50 stars he will be
standing in the castle's basement near the
seventh course.
The Sea Dragon
--------------
Description: A large sea dragon is swimming around in the
underground lake in Hazy Maze Cave. He is very
friendly and never attacks. Mario can climb on
to him and if he gets up to the head he can
choose the direction of which the Sea Dragon
shall head, enabling Mario to reach high places.
If Mario ground pounds the beast it will lower
its head, making it easier for Mario to get up.
Appearance: Looks like Pokémon #131 Lapras but without a
shell. Dark blue on the upperside and white
on the underside. Has a long neck.
Location: In the underground lake in Hazy Maze Cave.
The Iceflake-Penguin
--------------------
Description: He's the only one who can walk on the huge
snowman's ice floe in Snowman's Land without
getting blown off. Any illegal trespassers
may walk next to this fellow of few words
to avoid the cold wind. One can also stand
on the Penguin's head and survive.
Appearance: He looks like the Penguins on Cool, Cool Mountain.
Location: On the ice floe in Snowman's Land.
The Monkey
----------
Description: An annoying little monkey. He is hard to
catch and he likes Mario's cap a lot. He
is fast and slippery so the one who wants
to catch this thief must run fast and think
fast. He's also the only one who know how
to break the Monkey Cage.
Appearance: A monkey half the size of Mario with a short
tale. Brown over most parts, beige ears, face
and underside of feet. It has a pink rear and
likes to do handstand.
Location: He is running around, killing time near the
spinning log usually but when Mario chooses
the second star he will be ready at the top of
the mountain.
Yoshi
-----
Description: Yoshi from Yoshi's island has been Mario's
good friend and riding animal since Mario
was a baby. When Mario has collected all
of the 120 stars his old buddy will be waiting
on the roof of the castle to give Mario
100 extra lives and a special tripe jump.
Appearance: Yoshi is a green dinosaur with a big head and
tail. It has a white belly and red shoes. The
tongue which is hidden here is long and also
red. He has a brown saddle and big eyes. He is
very friendly looking.
Location: On the roof of the castle.
Luigi
-----
Description: Luigi is Mario's brother and though he has
featured in many games together with Mario
he does not show up in Mario's N64 debut.
Appearance: Similar to Mario, but taller, thinner and
wears green colours instead of red.
Location: No where to be found.
===========
7.2 Enemies
===========
My defiance of an enemy is written above,
ehh... I'll out here as well.
How do you define an enemy? What makes
it different from the other categories?
An enemy doesn't talk, it attacks Mario
in some way. It must not take damage.
It's enough with a stun for half a
second. When it comes to separating
enemies from obstacles I reason like
this. If an obstacle has a face or makes
irregular attacks when Mario comes by,
it's an enemy.
That's what differs the Thwomp and the
ball that spits fire from the falling
walls and flame throwers. Of course this
is only my definition of an enemy.
And the sub categories.
The name
--------
Appearance: A visual description of the enemy.
Movement and Attacks: How the enemy moves, and how its attacks look
like.
Damage: How many energy units you lose when getting hit
by the enemy.
How to defeat: How you defeated or avoid it.
Reward: If you any coins, and how many if that's the
case.
Courses: In which courses you find the enemy.
Numbers corresponds with the main courses.
Letters mean these courses.
B1 = Bowser in the Dark World, the first
Bowser course
B2 = Bowser in the Fire Sea, the second
Bowser course
B3 = Bowser in the Sky, the third and
final Bowser course
C = The Castle Courtyard
M = Cavern of the Metal cap, where you
the green switch is located
V = Vanish cap under the Moat, where you
the blue switch is located
Goomba
------
Appearance: The Goomba is one of Mario's oldest enemies and
a pretty lame one. At least 70% of its body mass
is its round head which is dark brown with a dumb,
angry face on it. Its body is a small light brown
ball just below the head. The feet are two balls
in the same colour as the head.
Movement and Attacks: It often strolls aimlessly in groups of
three. It prefers hot places like the
desert. When an enemy comes near, very near
(the Goomba is rather short-sighted) it
will burst into a berserk rush and run
around in circles. Simply jump to avoid
it or run away.
Damage: 1/8
How to defeat: Any attack works. It's almost harmless. The
jump is recommended though, because it's
easier to collect the coin that way.
Reward: 1 yellow coin
Courses: 1, 3, 8, 10, 12, 15, B1, B2, B3
Bob-omb
-------
Appearance: Also an old-timer. The Bob-omb is a walking
kamikaze candidate. It's a shining black ball
with eyes and light brown round feet. It also
has a small grey ignition on top of its head.
Movement and Attacks: Walks around doing nothing until it spots Mario.
When it has spotted the plumber it will follow
him anywhere faster and smoke. It will take six
seconds for it to explode. You must be pretty
near the explosion to take any damage.
Damage: 2/8
How to defeat: Sneak up to it from behind and pick it up with
B, then throw it away and it will automatically
explode. You can also put it down with the Z
button and it will walk around until it explodes.
Press A and B at the same time to kick it from
behind. It will explode automatically.
Reward: 1 yellow coin
Courses: 1, 8, 12, 14, B2, B3
Koopa
-----
Appearance: Never has a Koopa been this harmless.
He's a turtle in Mario's size. His shell
is green on top with white edges and
orange underneath. His body colour is
orange and he has a pair of green shoes.
When he has lost his shell he shows the
player his white shirt and pink short
he has on himself. He also has a huge
pair of white eyes in his friendly face.
Movement and Attacks: Koopa strolls around peacefully. If he
spots Mario he tries to escape in a slightly
faster manner. If Mario attacks him he
loses his shell and then he runs around
very confused in his underwear. If the
shell is nearby he tries to jump into
it again. He can't hurt Mario but stuns
him if he runs into the plumber.
Damage: 0/8, stuns
How to defeat: Must be attacked twice. Once to get him
out of his shell, once to finish him.
Reward: 1 blue coin
Courses: 1, 13
Bubble
------
Appearance: A slimy bubble in the same size as Mario.
It has blue edges and is very flexible.
Movement and Attacks: It's shot from a cannon near the top of
the mountain in Bob-omb Battlefield.
It tries to fall on Mario. It bounces
three times, on the third bounce
it bursts.
Damage: 1/8
How to defeat: N/A, it bursts after three bounces
Reward: Nothing
Courses: 1
Piranha Flower
--------------
Appearance: Slightly bigger than Mario. It's a flower
with a green stalk with leaves below a large
red ball with white dots. The ball has a big
mouth with fatally sharp teeth. The mouth is
surrounded by a green lip. This monster lacks
a pair of eyes.
Movement and Attacks: It's stationary. Sleeps when it hears no
footsteps. If a trespasser runs by it wakes
up immediately and then it's very damaging.
Damage: 3/8
How to defeat: Sneak towards it and punch it or run fast
and attack. If it wakes up it will be
invincible. Run away from it and wait
for it to go to sleep again if this occurs.
Reward: 1 blue coin
Courses: 2
Whomp
-----
Appearance: The Whomp is a large grey stone brick with small arms
and feet. An angry face's covering the whole front
side and two crossed plasters are covering a crack
on the backside.
Movement and Attacks: They patrol a limited area by walking in a stiff
way, slowly. If someone comes in front of a Whomp,
the Whomp will fall on its belly trying to crush
anything in front of it.
Damage: 3/8
How to defeat: Make it fall by walking in front of him, run
away so it doesn't hit you. Then jump above it
and ground pound it in the back and it'll be
defeated. Do ordinary jumps on its back and it'll
drop one coin for each jump to a maximum of five
coins a Whomp. You get 5 coins after its defeat
and it doesn't matter how many coins you've
received with regular jumps.
Reward: 5 + 5 yellow coins
Courses: 2, B3
Thwomp
-----
Appearance: A big blue block with an angry face.
Movement and Attacks: It jumps up and down on the same place. The jumps
are regular. Be below = lose energy.
Damage: 3/8
How to defeat: N/A
Reward: N/A
Courses: 2, 14
Bullet Bill
-----------
Appearance: It's a pistol bullet in Mario's size. It's dark
blue and has a stale angry face on its front.
The cannon which shoots Bullet Bills is a grey
block with a black hole on a side.
Movement and Attacks: It will be shot from a cannon on top of Whomp's
fortress. After it's been released it will be
kind of semi-target locating. It will go in
Mario's direction but if it passes him it will
continue in the same direction and self destruct.
When one of them is gone the next one will be
shot.
Damage: 3/8
How to defeat: You can't defeat this foe without losing energy.
Jump on it, punch it or whatever it will fly away
and take away three units of energy. Instead avoid
and it'll self destruct.
Reward: Nothing
Courses: 2
Clam
----
Appearance: A clam which is stationary. The shell is purple with
pink edges. It's inside is white and it contains
either a red coin or a green shell. Only found
underwater.
Movement and Attacks: It opens and closes it shell now and then. Swim
near it and it will open up in awhile. If you're
inside it when it closes its shell you'll lose
energy.
Damage: 2/8
How to defeat: N/A
Reward: N/A
Courses: 3, 9
Flower Snowman
--------------
Appearance: In short words: a snowman disguised as a flower.
It has a green and yellow skirt and a spinning
pink and yellow flower on its head
Movement and Attacks: Moves around very slowly. When Mario's nearby, it
will move towards him. The slow movement and the
lack of any real attacks is balanced by its
damaging touch.
Damage: 2/8
How to defeat: Any attack. But a jump will make you spin up into
the air. This makes it harder for you to collect
the coins.
Reward: 3 yellow coins
Courses: 4, 10
Spinning Snowman
----------------
Appearance: It's two snowballs that form its body and
head. The body is slightly bigger than the
head. The head has two black dots as eyes
and another bigger dot as a mouth. It has
a broom inserted in its right side.
Movement and Attacks: When Mario comes near, it pops up from the
snow. It will start throwing snowballs at
Mario which move slowly and has a minor
damaging impact. The body is slightly more
deadly. It's always stationary except that
it always looks in Mario's direction.
Damage: 2/8, Snowballs = 1/8
How to defeat: Make sure it looks at you. Then run around
it until it falls down. This may take some
time. Often it's better to just avoid it.
Reward: 3 yellow coins
Courses: 4, 10
Jumping Snowman
---------------
Appearance: It's two snowballs that form its body and
head. The body is slightly bigger than the
head. The head has two black dots as eyes
and another bigger dot as a mouth. It has
a broom inserted in its right side.
Movement and Attacks: There are only two of these in the game and
both patrol one of the bridges on Cool, Cool
Mountain. They make short jumps back and forth
on the bridge and their touch is damaging.
Damage: 2/8
How to defeat: N/A Invincible, but you can jump below them
or above them. Wait until on of them bounces
down next to you, wait for it to jump again
and pass below it.
Reward: N/A
Courses: 4
Boo
---
Appearance: A floating ball with a vicious looking face.
Its eyes are blue, the mouth is red and big.
It's a ghost, by the way!
Movement and Attacks: It moves slowly towards Mario's direction.
It simply tries to do a slow body slam against
him. If Mario looks the Boo in his eyes, it
will stop, be invisible and harmless.
Damage: 2/8
How to defeat: You must attack it from behind or ground pound
it from above. Stand with your back against it,
back flip when it's close and ground pound it
from above.
Reward: 1 blue coin, 1 yellow coin if found in
the courtyard
Courses: 5, C
Boo Guard
---------
Appearance: Looks like an ordinary Boo but it's about twice
as big and holds a cage instead of a coin.
Movement and Attacks: Like the Boo.
Damage: 3/8
How to defeat: Boo here as well.
Reward: Entrance to the fifth course: Big Boo's Haunt.
Courses: C
Spider
------
Appearance: It's really a big yellow and red ball with four
thin red legs stretching out from it. It has red
eyes and big jaws which chew horizontally.
Movement and Attacks: Moves slowly around until it spots Mario, then it
chases him. It's only attack is its body attack.
Damage: 1/8
How to defeat: Whatever...
Reward: 3 yellow coin
Courses: 5, 6
Angry Book
----------
Appearance: It's a green big book with sharp teeth.
Movement and Attacks: If Mario passes certain book shelves one
of these may pop out and envelope itself.
It will aim straight on Mario. If it hits
it self destructs, the same if it misses.
Damage: 2/8
How to defeat: Jump into it from below and you'll receive
your reward. If not it will be destroyed
and you'll get nothing.
Reward: 1 blue coin
Courses: 5
Eyeball
-------
Appearance: Picture an eyeball in Mario's size without the
red gooey stuff. Its iris is blue and its pupil
is black.
Movement and Attacks: Its stationary but rotates slowly. If it sees
Mario, it fixes its eye (!) on him and follows
Mario around and even blows slightly damaging
energy balls towards him, at occasions at least.
Damage: 2/8, Energy ball = 1/8
How to defeat: Make it fix its sight on Mario and then run around
the Eyeball and it'll be defeated.
Reward: 1 blue coin
Courses: 5, 6, 7
Chair
-----
Appearance: It's a brown, small wooden chair.
Movement and Attacks: If one of these is hexed it will float in the
air and then fly fast towards Mario. Successful
hit will result in damage.
Damage: 2/8
How to defeat: Just avoid it, by running away from it.
Reward: Nothing
Courses: 5
Piano
-----
Appearance: A big black grand piano which might show its
set of sharp teeth within.
Movement and Attacks: If Mario comes close it will open its fender
and show Mario its sharp teeth as it slowly
moves towards the plumber. If it gets close
enough it will be mean.
Damage: 3/8
How to defeat: N/A
Reward: N/A
Courses: 5
Bat
---
Appearance: It's a small blue bat, about half the size
of Mario. Very compact.
Movement and Attacks: It often hovers in mid-air when Mario's not
around. Makes a very slow and uncertain
approach against Mario if he's near. It gives
very light damage if it touches Mario.
Damage: 1/8
How to defeat: Any attack really, but it's easiest to jump
up on it from its underside. They are often
in high places, so you must get close enough
for it to attack you.
Reward: 1 yellow coin
Courses: 6
Shooter
-------
Appearance: It's a small hovering red ball which has a white
mask with black dots for eyes and black snout.
It has two red spikes that might be some kind
of legs.
Movement and Attacks: It's almost stationary, hovering in mid-air. Can
move slightly towards Mario. It shoots a burst of
three slow bullets towards Mario.
Damage: 1/8
How to defeat: This enemy is defeated by a simple touch. Jump
towards it from any angle and you'll get your
reward. Be sure to always be fast because this
one fires bullets very often. When you encounter
these you often have the metal cap on and then
the damage from the bullets will be nullified.
Reward: 2 yellow coins
Courses: 6, M
Mole
----
Appearance: A brown blind mole. It has a white belly.
It has black claws. About the same size as Mario
Movement and Attacks: It pops regularly out if its hole to throw
a damaging nut at Mario. Then it quickly
escapes down the hole again. Attacks in
groups.
Damage: 2/8, the nut = 1/8
How to defeat: Any, but beware the nuts it throws.
Reward: Jump on a set of them eight times and you will
get an extra life.
Courses: 6, 12
Flame Ball
---------
Appearance: A black small ball.
Movement and Attacks: Is this really an enemy, me thinks.
When Mario comes by, it swells and creates
a target locating Flame Ball.
Damage: 3/8
How to defeat: N/A, simply run away or jump over the fire
ball.
Reward: N/A
Courses: 6, 7, 8, 9, 11, 13, 14, 15, B1, B2, B3, V
Bully
-----
Appearance: A black ball with two angry eyes. It has yellow
devilish horns and green small feet. Looks a
little like a Bob-omb.
Movement and Attacks: Moves around slowly, often in groups until Mario
shows his moustache. Then it will go into a berserk
and try to push Mario. Its push isn't damaging,
but it pushes Mario away. And they appear in lava
areas so that could mean a hot bath for Mario and
that, may I say, is damaging.
Damage: 0/8, a push
How to defeat: Just a B attack or jump on it and it will be pushed
away. Push it into the lava and receive your reward.
If you try to run into it, it will win.
Reward: 1 yellow coin
Courses: 8, B2
Shy-guy
-------
Appearance: A guy in Mario's size who's wearing a red coat
which covers the whole lad. He has a white mask
with holes for eyes and mouth. On his head he
has a small propeller and the blue feet give a
nice contrast to the red colour.
Movement and Attacks: He hovers in the air and sometimes flies a bit
but then very slowly. Often he send fire balls
towards Mario from a safe distance. These fire
balls are pretty slow but somewhat target locating.
Sometimes he make slow dive attacks towards Mario
and then he gives Mario the best chance to strike.
Damage: 2/8, flame: 3/8
How to defeat: Jump up to it and do a jump kick. If you jump on
it you will spin away and this may result in loss
of the coins you get from the Shy-guy.
Reward: 2 yellow coins
Courses: 8, 10, 12, 13, 15
Cactuar
-------
Appearance: Contains of five balls put on each other.
This thing is very tall, at least four
times Mario's height. Four of the balls
are full of spikes and are yellow. The
head is also yellow and the expression on
its face is happy but stupid.
Movement and Attacks: Moves very slowly around. Just as slowly
when Mario shows up but, in his direction.
It doesn't attack but its body is full of
sharps so that's damaging.
Damage: 2/8
How to defeat: Attacking its head will lead to its defeat.
Either punch away body part after body part
until you reach the head or do a jump kick on
the head. Don't try this on anyone kids!
Reward: 1 blue coins
Courses: 8
Electric Ball
-------------
Appearance: A small, grey ball with a slightly crazy
look and a yellow force field around it.
Movement and Attacks: It moves in a premade pattern. Either
forward and back or in a circle, often
around an area. If it touches Mario it
recharges for a couple of seconds and
then it begin again. It can also be
target locating.
Damage: 1/8
How to defeat: N/A
Reward: N/A
Courses: 8, 10, 11, 14, B1, B2, B3, V
Grey Thwomp
----------
Appearance: A big grey block with a happy face.
Movement and Attacks: It jumps up and down on the same place. The jumps
are regular. Be below = lose energy. Can also jump
back and forth
Damage: 3/8
How to defeat: N/A
Reward: N/A
Courses: 8
Rolling Grey Thwomp
------------------
Appearance: A big grey cylinder with a happy face.
Movement and Attacks: Rolls back and forth. Don't be in the way.
Damage: 3/8
How to defeat: N/A, there's a socket in the wall, which you
can stay in while the enemy rolls by.
Reward: N/A
Courses: 8
Shark
-----
Appearance: A shark which is dark blue on the top and white
on the belly. The sides are light blue and have
grey dots.
Movement and Attacks: It swims around and does not attack Mario, but if
Mario comes in its way it damages Mario bad. It
swims as fast as Mario's top speed so it's hard
to keep up with its pace.
Damage: 3/8
How to defeat: N/A
Reward: N/A
Courses: 9
Tiny Launch Fish
----------------
Appearance: A fish not larger than Mario's head. It's orange
with red fins. It has very big eyes and it looks
like it wears goggles.
Movement and Attacks: Almost stationary, moves very slowly. Does nothing
really.
Damage: 1/8
How to defeat: N/A
Reward: N/A
Courses: 9
Coin Frog
---------
Appearance: It's a frog. It looks like a green bag with a
hole on the front with two yellow eyes looking
out. Looks like the hole can be closed by a
zipper. It has orange feet, but no legs. Hmm...
When it rests it looks like a coin.
Movement and Attacks: When Mario isn't around it resembles a coin
perfectly. When he is very near it transforms
into a frog and starts jumping around, trying
to avoid Mario. Rather fast.
Damage: 2/8
How to defeat: Any attack, but invincible when it's a coin
or when it's turning into the frog. It avoids
you well when it's a frog. Try to ground pound
above it and it will have the time to turn into
a frog but not enough time to escape.
Reward: 5 yellow coins
Courses: 10
Bouncer
-------
Appearance: Hard to describe its shape. It's a flat vine red
machine with a shovel on the front. On the shovel
there are feet markings. Behind the shovel it has
a face showing a very mechanical expression. It
has a key on its back and pictures of Bowser on
both of its sides.
Movement and Attacks: It moves slowly around the floor, sometimes it
stops to winde up itself. It always aims for Mario.
If it reaches Mario with its shovel, it throws
the plumber away causing a fall damage or a lift
to an upper floor.
Damage: 2/8 if it doesn't throw you up one level.
How to defeat: N/A, it's slow so run away from it.
Reward: N/A
Courses: 11, 14
Water Spider
------------
Appearance: It's a spider containing of a green dot and four
thin black legs stretching out with blue feet on
the ends. It has a very short and thin tale with
a brown ball on the end. The face is two dumb
looking eyes.
Movement and Attacks: It often moves on the surface of the water, then
it makes hasty stops before it rushes away a short
while in a speed greater than any enemy. It seldom
aims its attacks towards Mario. The touch is damaging
of course. On land it moves slowly and clumsy and
cannot rush.
Damage: 2/8
How to defeat: On ground its just to attack with anything. In water
it's trickier since the spider's on the surface and
you must somehow jump up from the water and then
onto the spider. I recommend to stand on land and
then attack it by jumping on its head while it's in
the water.
Reward: 3 yellow coins
Courses: 11
Purple Ball
-----------
Appearance: A purple shining ball with two white eyes. It moves
around with a strange grey spike underneath. It has
purple arms with big red balls as hands. On its head
it has a yellow antenna with another red ball.
Movement and Attacks: When it spots Mario it makes a hasty rush towards
him and if he manages to collect Mario he will throw
him in a random direction. This may very well mean
being thrown off a cliff.
Damage: 0/8, throw
How to defeat: Run around it and press B to grab it from behind.
Then throw him with the same button and he will
blow up.
Reward: 5 yellow coins
Courses: 11, 12, 13, 15, B3
Cloud
-----
Appearance: A small could with a mouth.
Movement and Attacks: It's stationary. When Mario goes by, it inhales
lots of air and then it blows out it towards
Mario who flies away.
Damage: 0/8, loss of cap
How to defeat: N/A, you must stay in front of him awhile
for him to blow you away.
Reward: N/A
Courses: 12
Huge Goomba
-----------
Appearance: Just as a Goomba but twice the height of Mario.
Movement and Attacks: As a Goomba but slower and more damaging. Its
reaction speed is also slower.
Damage: 2/8
How to defeat: Only jump attacks work. B attacks will only push
him. An ordinary jump will give you a yellow coin
whilst a ground pound will give you a blue coin.
Reward: 1 yellow coin or 1 blue coin
Courses: 13
Tiny Goomba
-----------
Appearance: A Goomba but not bigger than Mario's feet.
Movement and Attacks: As Goomba the but much faster and it doesn't stop.
Runs around like an idiot, often in circles
Damage: 0/8, stuns
How to defeat: Walk into it and it'll disappear, but leave
no coin. Jump on it is recommended because
then you get the coin in front of you. If you
punch or kick it, it will fly away in a long
distance making the coin hard to reach.
Reward: 1 yellow coin
Courses: 13
Tiny Koopa
----------
Appearance: Just like the regular Koopa but kind of as big
as Mario's feet.
Movement and Attacks: As the normal one but faster. It doesn't leave a
shell though.
Damage: 0/8, stuns
How to defeat: Any attack, but jumping is safest for the blue.
Reward: 1 blue coin
Courses: 13
Tiny Piranha Flower
-------------------
Appearance: A very short Piranha Flower with a green stalk
with leaves below a large red ball with white
dots. The ball has a big mouth surrounded by a
green lip. This monster lacks a pair of eyes.
Movement and Attacks: It pops out of the ground and spits a target
locating flame ball towards the hero. It then
quickly retires into the ground again.
Damage: 2/8, Flame = 3/8
How to defeat: Avoid the flame, and then jump on its head quickly.
Reward: 1 yellow coin
Courses: 13, B3
Huge Piranha Flower
-------------------
Appearance: A huge Piranha Flower with a green stalk
with leaves below a large red ball with white
dots. The ball has a big mouth surrounded by a
green lip. This monster lacks a pair of eyes.
but has a sharp set of teeth.
Movement and Attacks: Pops out of the ground when Mario passes it.
Then spits a target locating flame ball towards
Mario. Stays in place after the attack.
Damage: 2/8, Flame = 3/8
How to defeat: Attack or jump on it's stalk. Do it quickly.
Reward: 2 yellow coin
Courses: 13
Lakitu and Spines
-----------------
Appearance: A turtle on a cloud. He has a green and yellow
shell and body which is also yellow. He keeps
throwing red Spines at Mario. The Spines are
red shells with yellow spikes and feet.
Movement and Attacks: Moving around in the air. He throws Spines
as mentioned. The spines walks around for
awhile.
Damage: 0/8, Spines = 2/8
How to defeat: Double jump from below.
Reward: 5 yellow coins
Courses: 13, 15
Launch Fish
-----------
Appearance: A large fish with orange scales and red fins. It
wears large sunglasses and has huge beige lips.
Movement and Attacks: It swims around slowly and guards a certain area
of water. If it spots Mario, it will swim to him
and try to swallow him. If it swallows Mario, he
dies instantly and must leave the course.
Damage: 1/8, Swallow: 8/8
How to defeat: N/A, swim away from it or choose another root
Reward: N/A
Courses: 13
======================
7.3 Special Characters
======================
The definition of these fellows is that they can't be defeated,
and all of them lead Mario to a star. They may be hostile.
Chain Chomp
-----------
Appearance: Dangerous. A very big black ball with two
dumb eyes and a huge mouth full of sharp
white teeth. He is chained to a pole.
Movement and Attacks: He bounces around peacefully for awhile,
and then he stops just to throw a surprise
attack towards Mario. Good thing he's
chained because he's tough.
How to get the star: Ground pound the pole which he's chained to
three times and he will be released. He will
break the bars covering the star in gratitude.
Damage: 3/8
Location: Near the starting area in Bob-omb Battlefield.
Eel
---
Appearance: A very large electric eel. He's surely 10-15
times Mario's size. He's black with white
dots. The fin above is striped in black and white,
the belly is vine red and then we have its
interesting head. He has an aggressive but dumb
look and a mouth full of sharp white teeth.
Movement and Attacks: He likes to occupy different sort of holes.
From these holes he can be lured out, then
he swims around in a circle and doesn't care
what or who's in his way.
How to get the star: For the first one, you must lure him out of
the ship. For the second one, you must lure
him out of the hole and then grab his tale.
Damage: 3/8
Location: In the ship, in the hole or swimming near the
sea bottom of Jolly Roger Bay.
Vulture
-------
Appearance: A rather large vulture. It's brown over most
part of the body. Its chest is white and the
head and neck is orange. It has a big red beak
the head looks very bald. It has sharp talons.
Movement and Attacks: If it has something in its talons it will circulate
around a pillar and regularly switch pillar. If
doesn't have anything it will sweep down on Mario
in an attempt to steal his cap. It will only do
this in the oasis area.
How to get the star: Attack him when he holds the star.
Damage: 0/8, loss of cap.
Location: Flies around the pillars in Shifting Sand Land.
Ray
---
Appearance: It's a manta. The overside is dark on the front but
becomes lighter. The underside is white. It has two
small eyes.
Movement and Attacks: Just swims around, leaving life replenishing rings
behind. Slow.
How to get the star: Ray leaves rings behind him. Follow him around and
swim through five rings in a row.
Damage: 0/8, Stuns
Location: In the ocean area in Dire Dire Docks.
The Snowman
-----------
Appearance: It's troublesome to say what you count as the
snowman's body. Its body is the mountain. I
will describe the head. He has two big blue and
black eyes and a mouth as round as the eyes.
He has a ice floe in front of his mouth and
a tree on top of his head.
Movement and Attacks: It's stationary, but if someone walks on his
ice floe, he will blow him off and make sure
the person's cap blows off his head.
How to get the star: Use the Penguin, which walks on the ice floe,
as a shelter from the wind and get the star
on top of his head.
Damage: 0/8, Stuns
Location: The big snowman in the centre of Snowman's Land.
==========
7.4 Bosses
==========
Information about the Bosses in the game. It's hard to define who
is a boss and who is not. To be positioned in this part a boss must
fulfil two requirements. Either must it present itself properly
and the music must change or it must be a larger version of an
already existing enemy. The exception are the enemies in Tiny-
Huge Island, because the enlargement of the enemies is the special
feature about the course. Koopa the Quick is also an exception
because he is friendly.
Location
A short description of where the boss's located and which
star you will get.
Appearance
What the Boss looks like. Pretty useless since you probably will
see them or have seen them.
Movement and Attacks
How they move and which attacks they use.
Damage
How many energy units the attacks drain from Mario's power meter.
How to defeat
How you defeat the boss.
Psychological analysis
A psychological analysis of the boss. How he is like? What is his
problem? Why does he want to fight Mario? This is only for fun,
don't take this seriously. I am not a psychologist and I don't have
any education in this area.
King Bob-omb - Bob-omb Battlefield
----------------------------------
Location
First star. Go to the top of the mountain and he'll be
standing there waiting for a whoppin'.
Appearance
He's a large decorated Bob-omb. A large big shining block
is his body and head. He has blue arms and legs with
yellow round hands and feet. He has big white eyes and
a huge white moustache. He looks old, wise and proud.
Movement and attacks
This round fellow walks around his turf in a very slow pace.
If you get near him and in front of him he'll grab you and
throw you either on the platform or off it . This will not
drain your energy.
Damage
0/8
How to defeat
Treat him the same way he treats you. First just go around
him, pick him up and throw him on the ground near you. Don't
throw him off the mountain or that hit will not count. The
battle does not restart though. Repeat this a second time
and a third time. But he may be faster when trying to do it
the third time. Try side somersaulting or back flipping to
get him for the finishing throw.
Psychological analysis
King Bob-omb is a very proud royalist. He thinks very highly
of himself and of his troops: The Bob-ombs. He seems to be the
kind of leader that doesn't participate in the heat of the
battle. He seems to be the onlooker. When it comes to someone
who has managed to scale his mountain, got past his guards
and wants to challenge him, he will fight with honour and he will
not let the opponent be clueless about what the rules are.
But he hates cheaters and will not stand for someone who doesn't
follow the rules of the combat. Not for a second dose he think
that a plumber could beat the king of "Ka-booms". This shows
off his old fashioned elitist attitude. He always remains loyal
to Bowser but he can easily say too much. Even if he may do that
he always has a nice vocabulary.
Whomp - Whomp's Fortress
------------------------
Location
First star. Climb to the top of the fortress and
tap him on his shoulder.
Appearance
Whomp is a huge stone brick, at least 10 or 15 times the height of
Mario. It has small arms and feet though. An angry face's covering
the whole front side and two crossed plasters are covering a crack
on the backside.
Movement and attacks
Just as the boss before him, he walks slowly. His only attack
is his fall attack. If you're in front of him he'll fall on you
and blow away three units of your energy meter. When you see that
he's about to fall, move away from him.
Damage
3/8
How to defeat
When he's upright, run towards the area between his legs and stay
there until he tries to fall on you, then run away from him, smoothly
side somersault on top of him and then do a devastating ground pound
in his back. Repeat the process two more times and the mighty Whomp
won't be more than mere dust.
Psychological analysis
Whomp is a bitter old stone brick. He is bitter over humans always
being so unthankful to stones. Stones build our houses and pave our
roads but we never give them our appreciation. He lets this bitterness
go out over Mario. He wishes to crush Mario and think this will be
no match. But in the end, after his defeat, he admits his place in
the world as only a mere stepping-stone. He seems to take this
confession rather lightly, so let's all hope that one day the stones
will have their appreciation. =)
Big Boo - Big Boo's Haunt (first confrontation)
-----------------------------------------------
Location
First star. Beat all the Boos on the first floor of the mansion
and Big Boo will show up in the main room.
Appearance
A big white ball, perhaps 2-4 times the size of Mario. He's simply
a large Boo. He has two blue vicious looking eyes and a nasty grin.
Movement and attacks
He flies around the room but stops and become semi-invisible when
Mario looks in his eyes. You can't damage him in this state. His
attack is simply that he tries to fly into Mario all the time.
Damage
3/8
How to defeat
You can't jump on this fellows head to damage him and you can't attack
him from the front. You must either round him and attack him from behind
or ground pound him from above. I recommend you to crouch with your back
towards the ghost and then back flip followed by a ground pound on his
head. Then run fast and attack his back. Attack his back twice and he'll
be defeated. If he doesn't show you his back after the first hit, just
repeat the back flip > ground pound process twice. For every hit he
takes he gets smaller and faster and after the third hit he leaves a
star.
Psychological analysis
Since there's no real presentation of this Boss, an analysis can't be
done well here. Because he two times shows up because you've banned
some Boos I think he is either trying to avenge his children or he's
testing you before the battles. Big Boo is probably just a sadistic
ghost who likes to hurt and scare people. He is the most persevering
boss next to Bowser. He does not leave you alone until you've beaten
him three times.
Big Boo - Big Boo's Haunt (second confrontation)
------------------------------------------------
Location
Second star. Go to the basement and into the main room. Beat
all the Boos in here and Big Boo will show up.
Appearance
Like above.
Movement and attacks
Like above.
Damage
3/8
How to defeat
Really like above, but you must this time, be more careful
since the room's spinning and there's some hot fire coming
from a painting.
Psychological analysis
Like above, but I guess he is trying to make you insecure
with a strange and scary room.
Big Boo - Big Boo's Haunt (third confrontation)
-----------------------------------------------
Location
Fifth star. Wall jump to the third floor from the second floor
and go out onto the balcony.
Appearance
Like above.
Movement and attacks
Like above.
Damage
3/8
How to defeat
Like in the first confrontation but it's a little trickier
this time. You have a very limited area to fight on. It's easy
to fall down and then have to run all the way back up again.
My pointer is to run to the edge and then side somersault back
followed by a ground pound hopefully on the Big Boo's head.
Psychological analysis
Like above, but I guess he wants to give you a final showdown
on his own balcony, under the moon.
Eye - Big Boo's Haunt
---------------------
Location
Sixth star. On the third floor, positioned in the room behind
the ghost painting. The painting can be passed if you wear the
Vanish Cap from the 2nd floor.
Appearance
This is a huge version of the enemy Eyeball. It's a white eyeball
with blue iris and a black pupil.
Movement and attacks
This giant eye spins around and shoot energy balls when he sees
Mario. He always blinks before he shoots energy balls.
Damage
2/8, Energy ball = 1/8
How to defeat
Run around him very fast.
Psychological analysis
No presentation, no attitude, nothing. He's just one mindless
enemy among the rest.
Big Bully - Lethal Lava Land (first confrontation)
--------------------------------------------------
Location
First star. Go to the big brown/orange platform after you've
walked past the puzzle with Bowser's portrait.
Appearance
A big version of the Bully. Perhaps twice the height of Mario.
A shining black ball with angry eyes. Got yellow horns and
green feet.
Movement and attacks
Walks around in a slow pace if he can't see you. If he spots
you he rushes over to try and push you down into the lava.
Damage
0/8, Push into the lava = 3/8
How to defeat
Stand near an edge and dodge him when he comes, to then attack
him either by jumps or B attacks to get him into the lava.
You can also have a push contest. Attack him until he is forced
into the lava. If you run into him you bounce back and can be
pushed into the lava yourself.
Psychological analysis
Another mindless creature. A special urge makes him rush towards
Mario when he spots the plumber. That's all.
The other Big Bully
-------------------
Location
Second star. From the platform where you fought him the
first Big Bully, go over to the next similar platform with a
coin ring and three nasty Bullies. Defeat them and the big
one will appear.
Appearance
Looks just like the other one.
Movement and attacks
Like the other, but faster and he seems to be slightly smarter.
Damage
0/8, Push into the lava = 3/8
How to defeat
Like above. The speed doesn't really matter.
Psychological analysis
This one shows up if you beat the small Bullies so I guess
he wants to avenge them. Or it may be a test.
The Ancient Ones - Shifting Sand Land
-------------------------------------
Location
Fourth star. You shall stand on all four pillars and then
the roof of the pyramid(er... the top) will break leaving
a hole you should climb down. Follow the elevator to another
hole. Climb into it and down to the boss(es)
Appearance
When they are not enveloped they look like a sofa. When they
show their real form, they are a pair of hands. The hands are
about twice the size of Mario and they each have an eye in
the middle of their palms.
Movement and attacks
While one is showing its eyes the other one is trying either
to flatten Mario or shove him off the platform. Always be
concentrated and avoid as soon as you see an action is
taken. Sometimes they both try to crush Mario but this is
easy to avoid, since they announce their attack several seconds
ahead. When one of them is gone, the other one will reveal its
eye and try to shove Mario off the platform.
Damage
3/8 or fall off
How to defeat
When one of them is showing its eye, attack with a B attack,
preferably a dive. Do it quickly since it only shows its eye
for a short period of time. Each hand takes three hits. When
one of them is destroyed the other will try to shove Mario
off the platform while showing the eye, so be quick on the
B button or you'll die instantly.
Psychological analysis
Jolly fellows. No, they've been sleeping for thousands of years
and now they're suddenly awoken. How'd you feel? They are really
grumpy and but has time for a joke. "Fight-hand to-hand" you know.
Their English isn't good so I suppose they're from a country
which doesn't have English as its first language. With the
environments in mind, I'd say Egypt. Before the battle they talk
very slowly and mysteriously. But afterwards they can suddenly
talk in normal speed. Well, they are defeated and have nothing
left to be mysterious about. They insist to keep sleeping in the
darkness.
Blue Bully - Snowman's Land
---------------------------
Location
Second star. Between the starting area and the pond.
Do I need to say more?
Appearance
A Bully. About twice the height of Mario. It's a ball in
blue shimmering colours. Has a yellow horn. One instead of
the usual two. It has green feet. Nintendo has cheated some
with the graphics here. If you look closely on this boss
you can see that the body is really two dimensional. Check
the pattern and then walk around him and you'll notice that
it looks the same all over. Might have worked in an one
coloured ball but not here. This is also noticeable on
some trees. This is the same technique as they used in all
"3D" objects in Super Mario Kart for the Super NES.
Movement and attacks
Just like another bully, slightly more active though.
Damage
0/8, Push into the cold water = 3/8
How to defeat
Like the Big Bully only beware the slippery floor. I don't
recommend standing on no edge though, since it's too slippery
for you to quickly dodge.
Psychological analysis
Another one of "them" mindless. Has it got anything to add?
No, didn't think so.
Wiggler - Tiny Huge Island
--------------------------
Location
Sixth Star. Be big and ground pound the very tip of the mountain.
Then be small and go down the hole that has appeared.
Appearance
A caterpillar containing of five body parts in form of five brown
balls. Four of these have each a pair of red legs and feet.
The fifth is the head which has nervous looking eyes and a
big darker brown nose. He has a flower on his head.
Movement and attacks
He'll run around the net and aim at you. The more beating he gets
the faster he becomes.
Damage
3/8
How to defeat
You must jump on his head three time. That's all really. Grab the
coins in the corners if you lose energy because Wiggler packs some
punch actually. If you wish to avoid being run over after giving
him a jump, try to, after you've jumped on his head, continue the
jumping on his body so you land behind him. It will be much easier
to avoid his wrath then.
Psychological analysis
Wiggler is really a friendly guy, but he has recently received a star
and it makes him feel all strange. It seems like he can't really
decide whether he likes the star or not. One day when Mario broke
his ceiling and water came into his house, he didn't know what do
and was all panic struck. Of course he must blame Mario so he started
attacking him. What made him even angrier was that Mario jumped
on his head to defend himself. Then he became really mad and there
was no reason left in him. After three jump attacks against Wiggler's
head he gave up and gave the star to Mario as a reward of the battle.
Wiggler became very peaceful after the incident and wanted Mario as
a friend. He enjoyed the hole in ceiling because the stars made him
feel peaceful. I think you can easily compare Wiggler's adventure
with Tolkien's The Lord of the Rings. Smeagol's relationship with
the ring is similar to Wiggler's relationship with the star. Both
of them hates their object as much as they love it and they're
willing to fight for it. But Wiggler's condition wasn't as bad as
Smeagol's. Wiggler's condition was closer to Bilbo's. Both of them
were rather relieved when they had to leave the ring/star. Smeagol
continued the hunt and let it carry him to his own death whilst
Bilbo and Wiggler were saved in time. Don't label me here. =)
==========================
7.5 Bowser and his courses
==========================
These are descriptions on how to pass the Bowser courses and
how Bowser looks like, how he attacks and how he is defeated.
Locations of the red coins are not found here. Search section
4.16 for the locations.
Bowser in the Dark World
------------------------
Course Walkthrough
Begin going to the right until you get to a gap in the path with
only a small log to as road. If you're extremely inexperienced
you can crawl over it. Others can jump over or run fast.
Continue up the hill, time your passing past the mean Flame
Thrower. Next thing is a couple of rotating pyramids in the way.
Jump on them to continue. Either run up the hill or go around it
the other way. You need to take aim and jump many times on the
hill to be able to climb it.
Time your jump over to the elevating thing and let it transport
you to the next area. Watch out for the Goombas and continue on
the bridge. A rather small passage follows. Here and there, there
are some Electric Balls. Just pass them, if they hit you, so what?
It's so slightly damaging it doesn't matter.
Next there's an area with a yellow bridge going in and out of a
grey block. Jump out on the yellow bridge when it's stretched,
then quickly jump over to the grey platform. Then jump on the
bridge on the other side and continue to the area with the pyramids.
Jump on the pyramids. Remember to be calm and careful if you're
new.
Now you'll hopefully be in an area with a Goomba. Defeat it if you
wish. You'll see a small red path moving away from here as well
as a broad seesaw. The small path leads to a red coin. Jump to the
seesaw. Stand on the first edge of it and wait for the opposite
side to rise a bit. Run over to that side and then jump up to the
next one. Repeat the process.
Walk over to the area with the purple switch. Press it and steps
will appear. Climb them carefully, because when time runs out they
will disappear. Then read the sign post if you want pointer on how
to defeat Bowser. Then jump into the pipe.
Bowser
Appearance:
Bowser is a turtle. He has an orange body and hands and feet
have sharp claws. A big green shell with white outskirts and big spikes
covers most parts of his body. The shell is striped in white colours
on the underside. The head contains of a big beige nose, just above: a
large mouth with lost of sharp teeth. He has two devilish horns, an orange
small piece of hair and bushy red eyebrows just above the vicious
looking eyes in the same colour.
Movement:
He tramples slowly around. This nasty fellow moves in your
direction.
Attacks:
Body slam: If you run into him you lose two energy units.
Flame: If you stand still he will inhale lots of air and
then breath a long line of flames. Three units will be
lost if the fire licks you. When he starts inhaling, run
behind him and grab his tale.
Jump: If you're far from Bowser, he will jump towards you.
If you're close to the point where he lands you will lose
three energy units, if you're far from him you'll only be
stunned for a couple of seconds. He will use this attack
to get back onto the platform if you throw him off it.
How to Defeat:
Run around him to his backside and press B when you're in
front of his tale. This will make Mario grab the tale.
Then start rotating the control stick. Try to not rotate
to fiercely because this action is THE real killer for
the N64 controller. Then you can either rotate really
fast and release B when you think Bowser will land on
any of the big mines with spikes near the edges of the
platform. When he starts to inhale to make the flame attack
it's a great moment to run behind him and grab the tale.
Or you can rotate him very slowly and then throw him to-
wards a mine. Then quickly go and collect him again
and repeat the process until he hits a mine. As simple
as that. When he has hit one mine he will lose and
you will win.
Reward:
A key that leads to the door with a keyhole in the basement
This enables you to reach the sixth, seventh, eighth and
ninth courses.
Psychological analysis:
This analysis only cover Super Mario 64. In other games he
has had different attitudes. In this game Bowser plays the
important role of the "bad guy": the person which has done
something bad and it's up for the hero: Mario, to defeat
him and be saluted. I don't believe Bowser has always been
evil. I think his desire for power and his envy of Mario
whom has received the liking of Peach. Now that Bowser has
the power of the stars he thinks that Mario will never be
able to defeat him and save Peach. Bowser's self confident
and ruthless, but I think it's a mere front for the rather
soft guy inside. He wants to rule the world but he has a
long way there.
Bowser in the Fire Sea
----------------------
Course Walkthrough
Start by going to the right until you reach a platform
which contains of wire net. This will begin to move
once you've stepped on it. When it short there after
reaches a grey platform, board that one. Then reboard
the moving platform. Continue on this until you reach
it final stop. Now you must pass some platforms which
move up and down into the lava. Either be careful and
move only when all of the platforms are above the lava
surface or be tough and run over them at once, only
jumping on the top of the platforms which never go
below the surface.
Now you'll be in an area with a Bully and some Goombas.
Defeat them or run past them. Your trail is going to the
right, the black trail is leading to a red coin. Then
a pole connected with a moving platform will be visible.
Grab the pole and then when it reaches its upper peak,
jump to the left from it. Run in the middle of these
platforms because they will tip if you walk on their
edges.
Climb up another pole into a blue and yellow cell. Take
the elevator up to the next floor. Continue to the left.
Here's a moving platforms that can transport you over the
lava, or simply long jump by saving yourself some time.
Run up the hill, carefully slide down it. Grab the wire
net and take yourself to the next side. Or side somersault
to the top of the wire net. Carefully pass the moving plat-
forms and the Bullies and you'll now be in front of a large
structure that moves up and down. Run up the whole thing
and you'll see another ledge made of stone.
Run up the stone trail, watch out for the Flame Ball and
the Bob-omb and you'll now be before a semi-tricky task.
Just like before you shall move over some platforms that
sink into the lava leaving only a little bit of ground
to stand on. This time there is a Electric Ball and a some
Flame Throwers here as well. If you're uncertain, just be
calm. Move on the platforms when they're at their highest
point and watch out for the other obstacles.
The final area before the encounter is a big area of three
stone pillars. Move until you come by a pole. Grab the pole
and slide down. Beware, the pole is connected onto a platform
which sometimes is flooded with lava. Either way, continue on
the lower trail and grab another pole. Jump to the right
upper platform. Now, move fast to the right over the falling
platforms and down the green hole to meet Bowser.
Bowser
Appearance:
He looks just as... mighty as in the first encounter.
Movement:
He moves slowly around looking bad. This time he can warp
himself. He uses it very often. If you try to go around him
he often does it and if you run away from him he tries to
warp so you run into him.
Attacks:
Body slam: If you run into him you lose two energy units.
Ground pound: Always at the beginning of the battle he
jumps high up into the air and ground pounds the platform
making it almost flip over. Run in the opposite direction
of which the platform leans or you'll slide off it. You
can survive the fall off.
Teleport: As mentioned above, he uses this all the time.
Can indirectly cause damage because he can teleport just
in front of you as you run.
Rush: If you are at a long distance from him, he will try
to run you down. Avoid this by being close to him or when
he does it, run further away from him. Two units are lost.
Flame combo: In the first battle he learned that a big unit
of flame was only devastating to himself so know he just
spurts away three flame balls without warning. These take
three units but are extremely easy to avoid.
How to Defeat:
Just as in the first encounter. Running around him takes
more patience because he's faster and he teleports all
the time. Grab the tale using B when you have the chance.
Then rotate the control stick and either aim directly at
a bomb on the platforms edges or rotate him very slowly
and throw him towards a bomb. Then quickly pick him up
again and throw him even closer. Repeat until you give
Bowser those nice burns. Only one hit, just as before.
If you accidentally throw him off the platform he will jump
back up and to that annoying ground pound again.
Reward:
The second and final key which leads to the door with the
keyhole in the first room of the caste. This enables you
to reach the course 10-13.
Bowser in the Sky
-----------------
Course Walkthrough
Start by going over to the platform where there's another
platform shoving going in and out. Jump over to the area
when the blue platforms in another platform, then continue
to jump. Pass the zigzag platform fast, then continue up
the yellow wall. If you jump you will fall back down.
Continue running on a stone trail, past some Goombas, then
over a rotating platform with an Electric Ball. Over another
stone trail, only guarded by a single Tiny Piranha Flower.
If you're just going to Bowser the next area will be easy.
Jump over to the seesaw, continue up to the rotating elevator.
When you're on top of it, place Mario in the same direction
as it's spinning. Crouch and back flip so you land on the
ledge above. This saves you an encounter with a Whomp and
a pretty tricky (but funny) jump.
Press the purple switch and go up the recently created steps.
Now there's another one of those really strange wall. It's
just to walk. Pass the whole trail and be careful when
you pass the Flame Throwers. When you're on your way down,
it's easier to just jump over the Flame Throwers because you'll
get the chance to replenish lost energy soon enough. Get
over the white platform and onto the transport with the
red arrow. Carefully jump over all of the blocks and if you
can, try to grab the pole on the end.
If you didn't, continue over the next rotating platforms and
up the pole. From there pass the Goombas, let the moving bar
take you to the pole. Jump to the next bar when it's coming
at you. Walk up the stone trail and you're infront of an
rotating elevator. Stand a bit from the edge and when you
see a platform coming towards you jump to it. Then when it
meets another elevator jump to that platform and then to
safe ground. Continue through the wind in the next area and
then jump down the pipe.
Bowser
Appearance:
He looks just as... mighty as in the first encounter, but
this time he has a little more colour and his shell is black
instead of green.
Movement:
He moves slowly around looking bad. Doesn't teleport as
much as in the second encounter. But the ability is there.
Attacks:
Body slam: If you run into him you lose two energy units.
Teleport: Uses it rarely in this battle. Can indirectly
cause damage because he can teleport just in front of you run.
Rush: If you are at a long distance from him, he will try
to run you down. Avoid this by being close to him or when
he does it run further away from him. Two units are lost.
Jump: He often jumps when you're at a distance. This causes
two energy waves to spread out on the platform. One energy
unit and very easy to just jump over.
Flame: He can use the flame attack from the first encounter.
Three energy units. Inhales a lot of air when it's time.
Single flame: He can blow one single flame ball against
Mario. Three energy units even here. Easy to avoid.
Big flame: A new attack. Inhales air, than blows lots of
fire into the air and it comes down on the ground in a
chaos of fire. Release Bowser if you hold him and simply
avoid the fire. Three units.
Platform break: If you throw him off the platform he may
jump on a place on the platform where it breaks. If you're
standing and don't get off in time, you could fall down.
How to Defeat:
This time Bowser's tough. He can take three hits by mines.
Guess he's been body-building for his final battle. The
first two throws is just as usual. Run around him and
grab his tale. Then throw him either fast directly on
a mine or in phases towards a mine. After the second hit
he tramples with his feet on the ground and all of the
platforms near the mines disappear. This shapes up the
platform into a neat star which discover if you press
start but it also disables you to use the simple method
to defeat him. So now you must spin him very fast and
release him in just the right moment for him to hit a
mine. When he does he's finished and you can enjoy
the pretty credits.
Reward:
You get to see the ending sequence, this isn't saved though.
The star you collect isn't one of the 120 stars.
====================
7.6 Harmless Animals
====================
Characters in this section are the animals that not do any kind
of damage to Mario. Not stunning, not removing his hat, nothing.
They are only mere decorations.
Bird
----
Appearance: Small light blue bird, I think it's a swallow.
Movement: Flies in small groups towards the window of the
castle if Mario passes by.
Courses: Outside of the castle.
Butterfly
---------
Appearance: A very small butterfly that's pink in the centre
white in the middle and purple at the edges.
Movement: Flutters around in small groups in grassy areas.
They move slowly above the ground.
Courses: Outside of the castle, 2, 12, 13
Special: Some of the Butterflies can be punshed. Then they
will either turn into a target locating bomb or
an extra life.
Fish
----
Appearance: In about the same size as the bird and butterfly.
It's striped in the colours black white and blue.
There's a version of it that is grey, black and
orange. These kind of fish swims together with the
other fishes and behave just like the others.
Movement: Moves around in large schoals. If Mario swims by
the schoal, it shatters.
Courses: Outside of the castle, Castle, 3, 9, 11, 13
-------------------------------------------------------------------------------
8.0 Extra Lives Locations
-------------------------------------------------------------------------------
Before I received information from Brightguy and took a look
in Marsh Mallow's FAQ, this was the most incomplete part of
my FAQ. Now it's probably complete. Before, I mostly scribbled
down extra lives I found while writing the rest. If I write extra
lives, 1-up, 1-up mushroom or mushroom it means the same thing.
The number next to the area indicates how many mushrooms there
are in that area.
I've checked out Marsh Mallow's FAQ and I listed
the mushrooms I missed from his FAQ. Because he doesn't give
his e-mail to public anymore I haven't been able to ask him.
I give him full credit though.
Some of the extra lives I've got from Brightguy:
http://www.geocities.com/sm64home I give him full credit for
those. He thinks he has collected all of them. That's 120.
A funny coincidence or was it on purpose? I think he has
found every one of them. Thank you mr Bright!
|-----------------------------------------------------------------------|
|Amount of Extra lives in the courses |
|-----------------------------------------------------------------------|
| Course|Extra lives| |Extra lives|
|-----------------------------------------------------------------------|
|Bob-omb Battlefield| 3| Outside the Castle| 6|
| Whomp's Fortress| 4| Inside the Castle| 2|
| Jolly Roger Bay| 2| Castle Courtyard| 0|
|Cool, Cool Mountain| 6|The Princess's Secret Slide| 2|
| Big Boo's Haunt| 2| The Secret Aquarium| 1|
| Hazy Maze Cave| 4|Wing Mario over the Rainbow| 4|
| Lethal Lava Land| 8| Tower of the Wing Cap| 0|
| Shifting Sand Land| 9| Cavern of the Metal Cap| 2|
| Dire, Dire Docks| 1| Vanish Cap Under the Moat| 4|
| Snowman's Land| 4| Bowser in the Dark World| 6|
| Wet-Dry World| 4| Bowser in the Fire Sea| 6|
|Tall, Tall Mountain| 11| Bowser in the Sky| 6|
| Tiny-Huge Island| 10|---------------------------------------|
| Tick Tock Clock| 4|---------------------------------------|
| Rainbow Ride| 9|Total amount of extra lives| 120|
|-----------------------------------------------------------------------|
Outside the Castle - 6
----------------------
- Grab the two coins under the bridge over the moat to get an
extra life. Do a combination of double jumps and wall kicks.
- Climb the third tree from the waterfall.
- Punch the butterflies on the right side of the castle.
Source: Brightguy
- Three on the roof of the castle. Accessible after collecting
120 stars.
.. then Yoshi makes sure you have 100 extra lives, when you
talk to him after you've got 120 stars.
Inside the Castle - 2
---------------------
- In the room where the entrance to Jolly Roger Bay is
located there are two black holes in the wall. One is
the entrance to the Secret Aquarium and the other
one holds a mushroom.
- In the pool in the basement. Run or swim in every corner
of the passage under the wall. It's before the pillars.
Source: Brightguy
The Princess's Secret Slide - 2
-------------------------------
- In the middle of the slide.
- After the finish line, glide over the stairs.
The Secret Aquarium - 1
-----------------------
- There's a coin ring in the centre. Swim though it and grab
the extra life.
Wing Mario over the Rainbow - 4
-------------------------------
- In a transparent cloud near the small pink platform.
- Do a handstand on top of the pole on the large pink
platform.
- In a block on the uppermost cloud.
- Attached to a pole below the uppermost cloud.
Cavern of the Metal Cap - 2
---------------------------
- Near the outlet of the waterfall in a yellow block.
- In a socket, between two red coins.
Vanish Cap under the Moat - 4
-----------------------------
- Three extra lives in the slide of which one of them is in a block.
- Take the three coins near the star and it will show up.
Bowser in the Dark World - 6
----------------------------
- On the brown platform with the Goombas, above the
starting area in a yellow block.
- On the platform in the centre of the course,
in a yellow block, reached by a narrow bridge
from the seesaw area.
- Two beyond the seesaws.
- Two above the seesaws.
Bowser in the Fire Sea - 6
--------------------------
- Continue to the right from the start.
- At the final stop of the first transport.
- Jump north from pole leading into the yellow and
blue cell structure.
- In a yellow block on the moving structure.
- Two near the end of the course, on the big stone
pillars. One's in a block and the other is free.
Bowser in the Sky - 6
---------------------
- Pretty near the start is a rotating platform with an Electric
Ball guarding a yellow block containing an extra life.
- Under the platform, leading to the seesaw platform.
- In the middle of the spinning elevator near the previous.
- On a block when being transported by the red arrow platform.
- On a pole, near the end of the course.
- Behind a pillar near the pipe leading to Bowser.
Bob-omb Battlefield - 3
-----------------------
- Under the floating island, in a tree.
Source: Marsh Mallow
- Near the mountian lies a bed of flowers with coins surronding
them. Run around the flower bed and a mushroom will show up.
I know I've taken this before but since I read it in Marsh
Mallow's FAQ it wouldn't feel OK not to give him credit.
- Under the structure which lies just before the entrance
to the mountain trail. It's near the switch which opens the
bar gate to the area with the Bom-ombs.
Whomp's Fortress - 4
--------------------
- Punch the butterflies near the starting area.
Source: Brightguy
- On the rotating log, grab the red coin and you will activate the
extra life.
I know I've taken this before but since I read it in Marsh
Mallow's FAQ it wouldn't feel OK not to give him credit. Silly me!
- Climb to the top of the flagpole.
- When the tower is here, climb to that platform: where the Bullet
Billys are raging. Punch the section of the tower that lies two
parts to the left of the lowest platform. A socket will open up
and reveal an extra life.
Source: Brightguy
Jolly Roger Bay - 2
-------------------
- Go through the coin ring leading to the ocean
cave and a 1-up mushroom will show up.
- At the top of the huge middle pillar.
Cool, Cool Mountain - 6
-----------------------
- In a block near the ice pillar.
- In a block to the left of the snowman's head. Near the foot
of the outer slide.
Source: Brightguy
- Near the Snowman's head at the foot of the slide.
- Two extra lives in the short-cut of the slide.
- In a block near the short-cut finish line of the slide.
Big Boo's Haunt - 2
-------------------
- On top of the shed near the start. Use the bouncing box.
Source: March Mallow
- On the roof of the mansion in a yellow block.
Hazy Maze Cave - 4
------------------
- On a platform above the big pit where rocks roll down,
reached from the toxic maze, in a yellow block.
- Near the elevator to the water cavern, in a yellow block
above a coin ring.
- In the toxic maze there are two Moles near the beginning.
Grab a metal cap and then run over them many times.
- There's another Mole in the toxic maze which needs the same
treatment. It's near the centre.
Source: Brightguy
Lethal Lava Land - 8
--------------------
- On a ramp near the volcano.
- On Flame Thrower near the volcano.
- On a ramp near the platform with the wing cap.
- Behind the platform where the first star appears.
Source: March Mallow
- On a ramp, in a course corner, near the platform with the
three Bullies.
- On a ramp, in a course corner, near the rotating platform
with the flame lines.
- Run around the spinning platform with the flame just after
the puzzle.
Source: Brightguy
- Inside the volcano, near the sixth star.
I know I've taken this before but since I read it in Marsh
Mallow's FAQ it wouldn't feel OK not to give him credit.
Shifting Sand Land - 9
----------------------
- Near the grey structure, above a quicksand pit.
- Near the big wall of bars, on the side closest to
the starting area.
- In the tree near the oasis.
Source: Brightguy
- Near entrance to pyramid, in block.
- Inside the pyramid. If the entrance is south,
extra life is in north-west corner, in block.
- Inside the pyramid. On the other side of the
quicksand from the previous, in block.
- Inside the pyramid. Above a Grey Thwomp in
north-west corner, if the entrance is south.
- On the first floor of the pyramid there are five
platforms in the quicksand. Step on each one and
an 1-up will appear.
Source: Brightguy
- Inside the pyramid. On the second floor, on
top of the wire net.
Dire Dire Docks - 1
-------------------
- In the ocean area, swim through a Clam.
Snowman's Land - 4
------------------
- In an enemy area near the biggest pond, in a block.
- In the tree on top of the Snowman's head.
- Inside the igloo in a block of ice.
- Inside the igloo, in a block next to the Pink Bob-omb.
Wet Dry World - 4
-----------------
- Two in a cylinder at the very top of the town. Long jump
from nearby platform.
- Walk on a trigger point in the centre of the hidden town.
There's a coin ring there.
- In the tiny garden in the hidden town.
Tall Tall Mountain - 11
-----------------------
- To the left (or behind) of the starting point at the edge
of the floor.
- In a block on one of the mushrooms.
- There are two sets of Moles in the eight coins area. In each
set, jump on the moles eight times and extra lives will appear.
Source: Brightguy
- On a ledge above the moles, on wire net.
- Before jumping to the entrance of the mountain slide,
there's a mushroom looking at the waterfall.
- In the starting area of the slide, run into all of the four
corners of the room.
- Before jumping down the slide, there's a mushroom to the
right.
Source: Brightguy
- There're two in the slide.
- On the vines near the top of the mountain. There are butterflies
that need punching.
Tiny Huge Island - 10
---------------------
In the tiny world
- Punch the butterflies very near the starting point.
Source: Brightguy
- On the stone island after the starting area, in a block.
Source: Brightguy
In the huge world
- Near start, in the water, between the grassy island with
a pipe and the stone island which is empty.
- Grab the two coins on the beach.
- In the tree, reached when using the cannon.
- Punch the butterflies near the the tree above.
Source: Brightguy
- Just above the fifth star, on a pillar.
- On the island below Windswept Valley in yellow block.
- Punch the butterflies near Koopa the Quick.
Source: Brightguy
- On the stone island to the left of the start in a block.
You must jump to it from above.
Source: Brightguy
Tick Tock Clock - 4
-------------------
- When you jump from a pole to the same floor as the
Bouncers and the second star. You get it when you
leave the pole.
- There's a platform beyond some moving bars after the place
you reach with a wall kick, above the floor with the second
star.
- On the trail towards the fourth star and Thwomp after the
area with the cage above the moving bars there's an area
of three keys and a platform beyond these with an extra
life inside a yellow box. Not funnt get when the clock's
moving.
- At highest point in a yellow block.
Rainbow Ride - 9
----------------
- On the long platform under the trail leading to
stars 4 and 5. Forgot to type this one, Brightguy
reminded me. Really!
- On rotating thing just before the ship.
- On top of the ship.
- On the front edge of the ship.
- On top of the maze in a block.
- When going by falling platform from the roof of maze.
- On roof of the big house in a block.
- On falling platforms after the carpet switch.
- On the last triangle in the Tricky Triangles area.
-------------------------------------------------------------------------------
9.0 Warps
-------------------------------------------------------------------------------
In most of the courses there are one or more special locations where you can
warp from one place to another. There's really nothing which indicates if it
is a warp point. If you stand still on one of these points you will transport
to another point in the blink of an eye. All of these warps except one work in
both ways. I've found all of these myself so I give credit to no one. If you
find any and submit it/them I'll give you credit.
Bob-omb Battlefield
-------------------
- On the field below the floating islands there's a group of
Goombas and a Koopa strolling around. The Koopa is not there
when choosing the first two stars. Below this gang, towards
the starting area there's a flower bed. Stand in the middle
of it to warp to...
- ... another flower pad. This one is located on the other
big field. Near the cannon in the hillock. Not the flower
bed with the coin ring around it.
- The second warp. Go to the
mountain and climb up the trail. Soon you'll come to a
mountain socket which is the source of the cannon balls.
Stand in the middle of it and you'll warp to...
- ... the other cannon ball socket near the top of the mountain.
Whomp's Fortress
----------------
- Go to where you find the metal cap, at the foot of the stairs
with the Thwomps. The warp is on the platform of the metal cap.
In the corner closest to the sign post. This will take you to...
| ||T|
| || |
| || |____
| T M|
| . |
|________W|
- ... the platform where you find the flagpole. In one of the
outer corners of the platform. It's the corner to the left if
you look against the fort.
^
| To the fortress
__________
| | W = Warp
|. F . | F = Flagpole
|W_________| . = Sign post
Cool, Cool Mountain
-------------------
- Just behind the starting point there's a broken bridge. Stand
on the edge of this bridge and you'll warp to...
- ... the edge of the broken bridge on the same floor as the
one the Penguin Mother is on. This is the bottom most platform
in this world.
Lethal Lava Land
----------------
- Behind the start point there's a platform with a wing cap on.
The warp point is just in the centre of this platform. It takes
you to...
- ... the platform after the falling bridge with an Eyeball in
the middle. The warp point is just below the eye in the socket.
Shifting Sand Land
------------------
- Get to the course corner in the maze with the fatal quicksand.
Here there's a cannon and a wing cap. Stand under the wing cap
and look towards the pyramid. You'll have the block you can warp
from (and to) on your left hand. The warp's in the centre of that
block and takes you to...
_____ _____
| | | W = Warp
| W | C | Cannon this way -->
|_____|_____| C = Wing cap
- ... the only palm in this course, near the oasis and the Pink
Bob-omb. The warp's under the palm tree on the side towards
the fatal quicksand.
- The second warp is inside the pyramid. It's a one-way-warp so
you can only warp in onc direction. Climb the first pole you
see: the one leading from the second floor to the third. Jump
away from it when you have climbed it. If the trail goes to the
right, then the warp will be located to the left towards the
wall and takes you to...
______________ _ _ _ _ W = Warp
_| P = Pole
|W P -----> Trail towards the wire net
|________________ _ _ _ _
- ... the top of the other, square shaped wire net on the second
floor. Where there's a mushroom.
Source: JMendes
Snowman's Land
--------------
- From the start, walk to the right. Pass the first spruce and
go towards the second one, this one's close to the corner of
the course. Stand below it and it'll take you to...
- ... the spruce that's closest to the sign post near the big
freezing pond. A Snowman's walking nearby.
Wet Dry World
-------------
- The warp FROM this position only works when the water level
is lowest. Go to the third switch, the one you must walk up
three steps from the ground to reach. Stand on the first
step ready to jump to the second. The warp is just to the left
of the first step.
_ _
Switch -|_|_|- 2nd step
Warp - |_|- 1st step
This will take you to...
- ... the same platform as where the cannon is, high above
the ground in the opposite corner of the caged area.
_____________
| | W| W = Warp
| HHH | C | C = Cannon
|_______|_____| HHH = Hill leading to the cannon
Tall Tall Mountain
------------------
- In the area with the mushrooms and the red coins. In the
middle of the area there are two small mushrooms with no
coins on them. Jump carefully to the one closest to the
mountain wall and you'll warp to...
- ... the ledge below the mushroom where the eight red coin
star shows up. This is the ledge that lead you to the
cannon. It's on the platform with the sign post, in the
corner where there's almost like the mountain forms a
ceiling.
Ledge towards the cannon
| ______ W = Warp
_______|W . | . = Sign post
______________|
Tiny Huge Island
----------------
This warp is the only warp which warps you only in one
direction. You can go from the first warp to the second
but not vice versa.
- In the tiny world, on the island with only one yellow
coin and the destination where the star shows up when
you've grabbed the itty bitty secrets. It's positioned
where you collect the coin and takes you - one-way-
ticket - to ...
- ... just behind the pipe that's near a Piranha.
Rainbow Ride
------------
- First go with the carpet leading you from the rotating
platforms, choose the one leading to the big house when
it's time to switch. When you are above the maze jump
down on its roof. Go to the outer edge of it and locate
the warp point. It takes you to...
_____________________ _ _ _
|
| W - Here
|_____________________ _ _ _
- ... the entrance of the big house, on the outer edge.
Jump off the carpet when you're in the house.
| The big house |
| | W = Warp
|______ ______|
| | - The Entrance
\___W___/
-------------------------------------------------------------------------------
10.0 120 Stars? Secrets, etc.
-------------------------------------------------------------------------------
Not a very important section, really. I only take some stuff I've seen in the
game and cool stuff I read from other people on the net. Only stuff I remember.
I may accept contributions here if it's strange/funny enough. The Flying Corpse
and Koopa the Quick glitches I believe I first read on
http://www.classicgaming.com/tmk. I give them credit and if you're a webmaster
on that page and wish me to remove the parts just mail me and it will be done
instantly. Also I tell you about how to collect all 120 stars and what happens.
120 Stars
---------
In Super Mario 64 you can collect a total of 120 stars. You can
say that you've finished the game with 100% once you've done that.
Some may say that you haven't collected 100% before you've taken
every coin in every course. Well, think of it as you want.
There are 15 regular courses with 7 stars in each. Six of these are
obtained by completing special tasks and to take the last one you
must collect 100 coins in the course.
7 X 15 = 105. The rest of them can be collected by completing certain
tasks outside of the courses, in the castle and bonus floors reached
from the castle, outside the castle and a certain course. These 15
stars are known as The Castle Secret Stars. 105 + 15 = 20.
You get some bonuses explained below. You get to see Yoshi, race a
huge penguin, get a better triple jump and you when you beat Bowser
in the third battle you'll hear a different message from Bowser.
Yoshi!
------
When you've collect 120 stars go out of the castle to the shore side
where a cannon is positioned. Jump down it and aim to the right of the
big tower. Shoot and you'll land on the top of the castle. A wing cap
is yours, three extra lives and whose that... it's your old friend
Yoshi. Talk to him and he'll give you 100 lives and a message from
the developers. That's sweet, really sweet so enjoy it. The visit is
sadly not saved. Each time you turn off the machine you have to revisit
Yoshi to get your 100 lives. Together with the lives and the message you
also get a special triple jump which glitters when you perform it.
You do flips all the time you're in the air while doing it and you won't
lose any energy from falls while performing it. It's also kind of a
target locater. If you do the jump to get from one cliff to another
you often get there if you use the jump because Mario seem to search
his way to the other side.
The Black Room of Death
-----------------------
A nice glitch. I was scared to the line of death when I first discovered
this glitch. I was 25 and lived in my mother's garage, no seriously, I
was about 12 and pretty jumpy for my age. The Black Room of Death is the
common term used for this glitch.
You need 120 stars or else it won't work. Get the wing cap on the roof
of the castle. Then fly down to the cannon and picture yourself to go
to the absolute highest point of the castle. You can land on a ledge
which is very close to the sky roof. Now try to jump into the castle
wall and you might go straight through it and fall down into a very
strange room indeed.
This is hard to explain but I'll try. When you go into the castle
you're going into a black void, a room and when you see yourself
coming into the castle you'll see yourself going out from a black
room. This is the room where you'll be when doing the glitch.
You can go into the doors but you will only go to the other room
of death. If you're in the black room outside the castle and try to
get out of the room you'll only appear in the black room inside the
castle.
But there is a way out of this scary place. When you're inside the
black room inside the castle you can simply go into the wall next
to the doors and you'll get into the regular castle. When you've
gone through the wall you can't go back into the wall again. It's
now solid.
The Huge Penguin
----------------
When you've collected 120 stars, return to the fourth course and
choose the third star: "Big Penguin Race". Now you'll race a huge
penguin instead of the regular one. He almost takes up the whole
slide so be careful and have fun. I am not sure if it's the same
Penguin which has gained weight or if it's another Penguin.
Bowser's other "Good Buy"
-------------------------
When you've collected 120 stars Bowser will say a different thing
to you compared from when you've not collect 120 of them. When you've
collect between 70-119 stars, Bowser gives you this message after
you've defeated him: (This is the message he will also say when you
use the amazing glitch that enables you to finish the game with
31-69 stars)
"Nooo! It can't be!
You've really beaten me,
Mario?!! I gave those
troops power, but now
it's all fading away!
Arrgghh! I can see peace
returning to the world! I
can't stand it! Hmmm...
It's not over yet...
C'mon troops! Let's watch
the ending together!
Bwa ha ha ha!"
If you've collected 120 stars this is what he will
say when you've beaten him.
"Noooo! You've really
beaten me this time,
Mario! I can't stand
losing to you!
My troops... worthless!
They've turned over all
the Power Stars! What?!
There are 120 in all???
Amazing! There were some
in the castle that I
missed??!!
Now I see peace
returning to the world...
Oooo! I really hate that!
I can't watch--
I'm outta here!
Just you wait until next
time. Until then, keep
that Control Stick
smokin'!
Buwaa ha ha!"
No matter how many stars you have, he will always say this
before you've beaten him.
"Mario! You again! Well
that's just fine -- I've
been looking for something
to fry with my fire
breath.
Your Star Power is
useless against me!
Your friends are all
trapped wihtin the
walls...
And you'll never see the
Princess again!
Bwa ha ha ha!"
The Mighty Cap
--------------
This is funny. Go to Snowman's Land, the tenth course. Choose
whichever star and get up to the snow flake next to the snowman's
mouth. Stand there and let him blow you out of there. You'll lose
your cap. Locate it but don't pick it up. Now go back to the starting
area. Go right from here if you're facing the snowman and you'll come
by a spruce. Pass it and you'll come by another one. Stand below it
and you'll warp to a spruce near the pond, just next to the sign post
in the area. If you can't find the first warp then try to locate the
second one.
This is how it works. For each time you warp, a new cap will appear
on top your old cap. So if you warp once and then go back to your
cap, there'll be two caps there on top of each other. If you walk
towards the caps in a decent speed you'll pick up everyone and place
'em on your head except the last one which you will take in your hand.
But then the cap you have on your head will disappear. Now you can
fight with your cap. Even though this looks really neat, you lose one
more energy unit because you don't have a cap on your head. If you
dive into the pile of caps or run too fast or walk too slowly you
won't get any cap in your hand. The more caps you have in your pile
the bigger is the chance for the trick to work. You better warp
forward and back a couple of times to be sure. Maybe four times
so you'll have a pile of five caps.
This can also be done in the eighth course, Shifting Sand Land. Choose
whichever star you want except the first. Then get over to the area near
the oasis and let the big Vulture swoop down on you and grab your cap.
Now knock it off him, but don't pick the cap up. Instead leave it and
get over to the palm near the oasis. Stand under the palm and you'll
warp to a place near the cannon. Warp back and forth as many times
as you wish and then go back to the pile of caps and collect your new
"glove".
Control the camera in the credits
---------------------------------
When you're seeing the credits you can actually control the camera
so you choose where to look. Insert a second controller and then
tilt the control stick in different directions to decide yourself
what you will see. This I discovered by accident. My second controller
was lying in a position so the control stick was tilting upwards.
I became a little surprised when I could only see the sky in the
credits.
The glitch in Tall Tall Mountain
-------------------------------
My friend Daniel Nugoz told me about this glitch. It's in Tall Tall
Mountain. From the starting point, look towards the left, beyond
the lake. There's a mountain wall here, and a sharp line in it.
Do a long jump towards this sharp line and you will go right through
the wall. You will land in a lake inside the mountain. You can from
here, either dive and fall down the island, you can swim to an edge
and fall off or you can swim back through the mountain wall and thou
shall be saved.
Source: Daniel Nugoz
Flying Corpse
-------------
This is amusing. You must have unlocked the red cap to do this. Go
to the eight course and choose whichever star. Now go and get the
cannon activated by the Pink Bob-omb next to the oasis. Now go lose
half of your energy. Then get to the cannon. It's positioned in the
corner of the big maze thing with the fatal quicksand around it.
There's a red cap next to the cannon. Get it and jump down into the
cannon with half of your energy. Now press the control stick as far
to the left and down as possible so you'll be aiming in the upper-left
corner of your shooting area. Fire and you'll bounce into an
invisible wall and then fall down right in front of the cannon, lose
all your energy units and then bounce back into the cannon. You'll
now have no energy but you can aim with the cannon. Shoot yourself
out of the cannon with the wing cap on and you can fly around just
like if you were alive. You can even grab coins in the air but they
won't regenerate you. You know, you can't cure the dead. You cannot
take any stars either, they will be transparent for you. When you
land or your wings vanish you'll simply die and bounce out from the
painting.
Source:
http://classicgaming.com/tmk
Beat Koopa the Quick in 0'00''0
-------------------------------
Get to the first course and choose the 2nd star to face Koopa the
Quick. Find him near the start, but pass him and go towards the
first bridge. To the right of the bridge a red cap is positioned.
Grab it and go back to Koopa. This is what you have to do. You
must do a triple jump next to Koopa and make sure the third jump
lands right in front of the turtle. Then you shall fly down the
cannon WITHOUT touching the ground and aim on the floating island.
When you get to the floating island, go down the cannon up here
and aim on the mountain top. Make sure you don't touch any ground.
Fly into the pole on the mountain and slide down. You get to choose
if you want to race Koopa. Press Yes and the race will begin and
you will finish in 0'00''0. Koopa
will never get up on the mountain because he has disappeared. So
no star for you. The function of this glitch is that if you jump
near Koopa the Quick, the dialogue against him will begin when
you touch ground. If you don't and instead fly around, using
cannons until you reach the goal, the race will not begin until
you're on the ground again.
Source:
http://classicgaming.com/tmk
Finish the game with only 31 stars
----------------------------------
This is an amazing glitch and all credit goes to gera2000 and Brightguy.
I've confirmed it though. The glitch enables you to get up to the final
Bowser encounter with only 31 stars collected. This means that you can
beat the game by taking less than half as many stars as normal.
First you must be familiar to the backwards long jump. Do a series of long
jumps and instead of pushing forwards, push backwards and Mario will move
backwards in the long jump.
First collect 30 stars and get down to the second Bowser encounter in the
basement. Remember that you must get the star on top of Bowser's sub in
Dire Dire Docks. This makes it 31 stars. Then beat Bowser and go to the
stairs leading up to Tick Tock Clock and Rainbow Ride.
At the bottom of these stairs you should do a backwards long jump, up
the stairs. This is pretty hard to pull off and pretty hard to explain.
Do a long jump up the stairs but go with your back first. Direct the camera
so it's aimed up the stairs. When doing the long jump backwards, keep up
pressed and press A repeatedly until Mario starts gliding up the stairs.
If the speed is high enough, Mario will run through the door with the
big star. This can take a good while, don't give up and always start from
the bottom of the stairs. I've confirmed this and I can swear it's true.
When you've accomplished this, get up to the endless stairs and do the
exact same thing here. This time it's much easier. Do those backwards
long jumps up the stairs and you will soon break the endless line and
be free of the curse.
Here's the link to a movie showing the whole process in completing it. This is
hosted at my homepage, but it's made my gera2000. I do not have his permission,
because I don't know how to contact him. If you, gera2000, read this, and
don't want me to publish this movie, which originally was located at your
homepage, please contact me and I will remove the link and the movie at once.
The format is MPEG, so you should be able to use it even if you're on a really
poor computer. It's 2.3 MB big, 13 seconds long and there's no sound.
http://home.swipnet.se/cpg/zsm64.mpeg
Sourse: gera2000 and Brightguy
-------------------------------------------------------------------------------
11.0 Star names in Swedish including help with pronunciation
-------------------------------------------------------------------------------
In this section I have translated all of the English names of the stars into
Swedish. The translation is not official because Super Mario 64 was never
translated here, nearly no games are. This is mostly because I found it a good
fun to write, but also because there may be Swedish reading who wants a
translation or maybe some of you English speakers are interested in our nothern
language.
Because you as an English speaking person shall be able to pronounce the words
correctly I have added a very, very small guide how to pronounce the Swedish
words in an English way. Writing a complete guide to make you say the words in
perfect Swedish would take more than a whole FAQ, so be happy with what I give
you.
If you're Swedish and think that some my translations are nothing but weird or
that I've misunderstood any word, please mail me.
How the Swedish letters are pronounced in an English way
-------------------------------------------------------
Swedish letters English correspondence
A A = a (book), but it's longer
and pout with your lips slightly
B B = book
C S if the word starts with C,
rarely used
CH C = clock or CH = church
CK C = clock
D D = dough
DJ J = jam
E E = Eric
F F = family
G G = get, if the following letter
is a soft vowel (E,I,Y,Ä,Ö) or
if the word ends with g.
G = gender without the d,
if the following letter
is a hard vowel or a
consonant.
GJ G = gender without the d
H H = house
HJ G = gender without the d
I I = in
J G = gender without the d
K C = clock
L L = lamp
LJ G = gender without the d
M M = money
N N = no
O O = book
P P = pay
Q Q = quick, very rarely used
R R = rapid
S S = say
T T = ten
U say "under" and pout with your
lips when you start saying it
V V = Darth Vader
W V = Darth Vader, rarely used,
used mainly in names. So my
last name is pronounced vahll.
X X = Six
Y say "ill" and pout with your
lips when you start saying it
Z Z = Zebra
Å A = say "up" and pout with your
lips when you start saying it, but
it's longer.
Ä A = (I) am
Ö A = a (book)
The Swedish alphabet looks like this:
A B C D E F G H I J K L M N
O P Q R S T U V W X Y Z Å Ä Ö
A short list of commonly used words below
ja yes
nej no
skjut shoot
den/det helps making a definite article
på on/at/
i in
mot against/at
till to
har have/has
för fore
ovanpå on top
sta'n slang for town
Note that it's a big difference in pronunciation if there're
one or two consonants of the same letter next to each other.
If it's only one consonant the vowel before it shall be
pronounced harder, lower and longer and if there are two
the vowel should be pronounced lighter, higher and shorter.
Also, just so you know instead of using "the" in front of
nouns we add "en" or "et" at the end. We do not use any
apostrophes to express genitives. That's worthless and
should be very confusing for foreigners. We add an S at
the end of nouns and it doesn't matter if the nouns are
expressed in plural, in genitive plural or in genitive
singular. Worth knowing is that we have four different
genuses as well. Totally unnecessary, but we don't have
any diphthongs which makes our pronunciation very logical.
I will stop now, because this is getting irrelevant to
the FAQ.
That's all the help you're getting, but as a Swede I can of
course not put myself into how this may look for you as an
English. Mail me and complain if it's only unnatural, but do
give me CONSTRUCTIVE criticism. Note that the phrases below
are not translated literally, they're are translated so they
sound relatively well in Swedish.
Also note that this is no type of tribute for my
country nor my language. This is only a tissue sample
of Swedish for the interested ones and of course for
Swedes who want the names below translated.
BOB-OMB BATTLEFIELF BOB-OMBS SLAGFÄLT
Big Bob-omb on the summit Den stora Bob-omben på bergstoppen
Footrace with Koopa the Quick Tävla mot Koopa den Snabbe
Shoot to the island in the sky Skjut mot ön i skyn
Find 8 red coins Hitta 8 röda mynt
Mario wings to the sky Mario flyger mot skyn
Behind Chain Chomp's gate Bakom Chain Chomps port
WHOMP'S FORTRESS WHOMPS FORT
Chip off Whomp's block Knacka bort Whomps block
To the top of the fortress Till toppen av fortet
Shoot into the wild blue Skjut mot den blå friheten
Red coins on the floating isle Röda mynt på den flytande ön
Fall into the caged island Träffa ön inringad av galler
Blast away the wall Skjut sönder väggen
JOLLY ROGER BAY GLADA ROGER-VIKEN
Plunder in the sunken ship Plundra det sjunkna skeppet
Can the eel come out to play? Kan ålen komma ut och leka?
Treasure of the ocean cave Havsgrottans skatter
Red coins on the ship afloat Röda mynt på det flytande skeppet
Blast to the stone pillar Skjut iväg till stenpelaren
Through the jet stream Genom jetströmmen
COOL, COOL MOUNTAIN KYLIGT, KYLIGT BERG
Slip slidin' away Glid, glid iväg
Li'l penguin lost Lilla pingvinen är vilse
Big penguin race Stora pingvin-tävlingen
Frosty slide for 8 red coins Frostigt glid för 8 röda mynt
Snowman's lost his head Snögubben har förlorat sitt huvud
Wall kick will work Väggsparken ska fungera
BIG BOO'S HAUNT STORA BUUS HEMSÖKNING
Go on a ghost hunt Gå på spökjakt
Ride Big Boo's merry-go-round Åk Stora Buus karusell
Secret of the haunted books De fördömda böckernas hemlighet
Seek the 8 red coins Sök de åtta röda mynten
Big Boo's balcony Stora Buus balkong
Eye to eye in the secret room Öga mot öga i det hemliga rummet
HAZY MAZE CAVE DIMMIGA GROTTLABYRINTEN
Swimming beast in the cavern Det simmande odjuret i vattengrottan
Elevate for 8 red coins Lifta för 8 röda mynt
Metal-head Mario can move! Metalhövdade Mario kan röra sig!
Navigating the toxic maze Navigering i den giftiga labyrinten
A-maze-ing emergency exit Fantastisk nödutgång
Watch out for rolling rocks Se upp för rullande stenar
LETHAL LAVA LAND DÖDLIGT LAVA LAND
Boil the Big Bully Koka den stora mobbaren
Bully the Bullies Mobba mobbarna
8-coin puzzle with 15 pieces 8-myntspussel med 15 bitar
Red-hot log rolling Röd-het stockrullning
Hot-foot-it into the volcano Bege dig till vulkanen
Elevator tour in the volcano Hisstur i vulkanen
SHIFTING SAND LAND FÖRÄNDERLIGA SANDLANDET
In the talons of the big bird I den stora fågelns klor
Shining atop the pyramid Någonting skiner ovanpå pyramiden
Inside the ancient pyramid Inuti den antika pyramiden
Stand tall on the four pillars Stå stolt på de fyra pelarna
Free flying for 8 red coins Flyg fritt för 8 röda mynt
Pyramid puzzle Pyramidproblem
DIRE, DIRE DOCKS FARLIG, FARLIG DOCKA
Board Bowser's sub Borda Bowser's u-båt
Chests in the current Kistor i strömmen
Pole-jumping for red coins Hoppa på pålar för röda mynt
Through the jet stream Genom jetströmmen
The manta ray's reward Spinnrockans belöning
Collect the caps... Samla mössorna...
SNOWMAN'S LAND SNÖGUBBENS LAND
Snowman's big head Snögubbens stora huvud
Chill with the Bully Coola ner med mobbaren
In the deep freeze I kalla frysen
Whirl from the freezing pond Virvla från den frysta dammen
Shell shreddin' for red coins Skalsurfning för röda mynt
Into the igloo In i igloon
WET DRY WORLD VÅT TORR VÄRLD
Shocking arrow lifts! Chockerande pilliftar!
Top o' the town Toppen av sta'n
Secrets in the shallows and sky Hemligheter på marken och i luften
Express elevator-hurry up! Snabbhiss - skynda på!
Go to town for red coins Gå till sta'n för röda mynt
Quick race through downtown Spring snabbt genom sta'n
TALL TALL MOUNTAIN HÖGT HÖGT BERG
Scale the mountain Bestig berget
Mystery of the Monkey cage Den mystiska apburen
Scary 'shrooms, red coins Läskiga svampar, röda mynt
Mysterious mountainside Den mystiska bergsväggen
Breath-taking view from bridge Häpnadsväckande utsikt från bron
Blast to the lonely mushroom Skjut iväg till den ensamma svampen
TINY-HUGE ISLAND MINI-ENORM Ö
Pluck the Piranha flower Plocka Pirayablommor
The tip top of the huge island Den absoluta toppen av den enorma ön
Rematch with Koopa the Quick Returmatch med Koopa den Snabbe
Five itty bitty secrets Fem pyttesmå hemligheter
Wiggler's red coins Wigglers röda mynt
Make Wiggler squirm Få Wiggler att våndas
TICK TOCK CLOCK TICK TACK KLOCKA
Roll into the cage Rulla in i buren
The pit and the pendulums Avgrunden och pendlarna
Get a hand Få hjälp av visaren
Stomp on the Thwomp Stampa på Thwompen
Timed jumps on moving bars Tajmade hopp på rörliga bjälkar
Stop time for red coins Stanna tiden för röda mynt
RAINBOW RIDE ÅKTUR PÅ REGNBÅGEN
Cruiser crossing the rainbow Kryssare korsar regnbågen
The big house in the sky Det stora huset i skyn
Coins amassed in a maze Intrasslade mynt i en laburint
Swingin' in the breeze Svinga dig i vinden
Tricky triangeles! Kluriga trianglar
Somewhere over the rainbow Någonstans ovan regnbågen
-------------------------------------------------------------------------------
12.0 Final Section
-------------------------------------------------------------------------------
This is the final section. Here, you find miscellaneous parts which don't
belong anywhere else.
====================
12.1 Version History
====================
Version 1.3 - 8th of November 2005
----------------------------------
Added my new homepage URL. Fixed a broken link.
Version 1.2 - 9th of April 2004
-------------------------------
After the last update I decided to extract that Swedish
Walkthrough from this FAQ because I found it rather
unnecessary to have it here. Now it has a file of its
own and you can find it at my homepage and at GameFAQs.
I made some big updates to that FAQ and I've corrected
a few things over here as well.
Version 1.1 - 5th of April 2004
-------------------------------
Hahaha! This update was meant to take place last summer,
but I decided to await a Spanish translation and a
proof-reading until I actually posted the update.
Sadly, none of them are finished even to date, but
hopefully they will be. Tons of corrections and tons
of changes to the format, that's what this update was
about.
Version 1.0 - 2nd of April 2003
-------------------------------
Probably the final update. Thanks to Brightguy
(
http://www.geocities.com/sm64home), I think I have
a complete list of the extra lives. You can also find
my old Swedish Walkthrough I made several years ago
near the bottom of the FAQ and the amazing glitch
discovered by gera2000 and somewhat Brightguy, which
enables you to finish the game with only 31 stars!
It's available in the "Secrets" part. I've also made
some other minor updates. This may very well be the
last update.
Version 0.95 - 7th of March 2003
--------------------------------
I think it's complete soon. Added some warps, coins
and extra lives. This version is only available on
my homepage.
Version 0.9 - 3rd of March 2003
-------------------------------
Initial version. It will be updated to 1.0 when I have
heard from you: the readers, what more extra lives,
warps and coins there are to collect in the game.
============
12.2 Credits
============
J. Pablo Quezada - For translating the whole FAQ into Spanish
Julia - For proof-reading the whole English version
GameFAQs.com/CJayC - For accepting all of my FAQs
The Mushroom Kingdom - For some secrets
Daniel Nugoz - For telling me about a glitch
Brightguy - For helping me with some coins I missed, etc.
Marshmallow - I used his FAQ for the 1-ups I missed.
JMendes - I used his FAQ for a warp.
the cool - For a strategy
gera2000 - For the 31 stars glitch
David Barber - A correction and offering himself to proof-read
Raquel Martínez - Spanish translation contributor
Fátima Calvo - Spanish translation contributor
Rory Quinn - For a contribution which never got accepted
My brother Nightcrawler86 - Because I've used his computer
Nintendo - For making the game
===============
12.3 Contacting
===============
If you've got anything on your mind concerning this FAQ, feel free to send me
an e-mail. Corrections and constructive criticism are always welcome, but I
will probably not accept contributions to the FAQ, unless they're very good.
Send me e-mails in Swedish, English, Spanish, Norwegian or Danish. You will
get the reply in the same language as your e-mail, except if you write to me
in Norweigian or Danish. If that is the case, you will get the reply in English
or Swedish. Whichever e-mail you send me, must be polite and properly written
or it will be ignored and deleted. I will probably not reply to questions
already answered in this document, unless the answer isn't clear enough.
cwall_85[at]hotmail.com
=====================
12.4 About the Author
=====================
Not that anyone cares, but I think it's nice to know something about the
author that has written the FAQ. My name is Christian Wall and I am born in
1985. I live in a small town in the middle of Sweden together with my little
brother and our cat. I am currently (Summer, 2003) on a Summer vacation from
the gymnasium (highschool) and I will be studying there for another year. When
I have finished my gymnasium time, I will continue to study either law or
economics. In my spare time, I like to play videogames, read books, write
FAQs and believe it or not, I like studying.
=====================
12.5 Copyright Notice
=====================
This document is protected by international copyright law. You may download
this document for personal use, print it and/or put it on your homepage/site.
However, this document may not be altered, divided into different parts, no
parts may be removed, it may not be published in any magazine and/or sold for
profit. You may not convert it into HTML, nor any other file format. It may
only be displayed in ASCII text (.txt). All credit must be given to me,
Christian Wall, the sole owner of this document. If you follow these demands,
you may publish it on your homepage/site. You don't have to e-mail me about it.
I will not send my FAQs nor updates to any other sites than the ones below. If
you want the most recent versions, go here. The only legitimate translation of
this FAQ is a Spanish tranlation, made by J. Pablo Quezada and can (or will) be
found at these sites as well.
http://home.swipnet.se/cpg
http://www.gamefaqs.com
Copyright (c) 2003-2005 Christian Wall
================
12.6 Final Words
================
Thank you for reading.
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SSSSSSSSSSSSSSSSSSSSSSSOOOOOOOOOOO
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Copyright (c) 2003-2005 Christian Wall
All trademarks and copyrights contained in this document
are owned by their respective trademark and copyright holders.
- End of Document -