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New Super Mario Bros. FAQ/Walkthrough
For the Nintendo DS
Version 1.25 (Last Updated 5/29/2006)
By Devin Morgan
This file is Copyright (c)2006 Devin Morgan. All rights reserved.
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Table of Contents
1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Enemies
8. Items
9. Mini-Games
10. Secrets/Tips and Tricks
11. Credits
12. Copyright Notice
13. Contact Information
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-=-=-=-=-=-=-=-=-=-=
-= 1. What's New -=
-=-=-=-=-=-=-=-=-=-=
Version 1.25 (5/29/06): Of course, I added some more bits and pieces here and
there thanks to various submissions I've received today!
Version 1.2 (5/28/06): Added another method to get infinite 1-Ups, and added
a small bit about the Blue Shell's ability to make you move faster when
underwater.
Version 1.15 (5/25/06): Updated the method for unlocking background pattern 5
in the Secrets section. Also, I updated part of the walkthrough for the final
castle, thanks to Matt K.
Version 1.1 (5/24/06): I added an enemy list, thanks to Boo Destroyer!
Version 1.05 (5/23/06): Added/changed a bunch of things, including new and
different methods for obtaining certain Star Coins, as well as a couple new
secrets in that section of the guide.
Version 1.0 (5/20/06): The main walkthrough, as well as the other sections of
this guide, are fully complete! If there is more to be added, let me know via
email, otherwise thanks for reading!
Version 0.8 (5/20/06): The walkthrough is complete up to the end of the first
castle in World 8. The final stages of the guide will be added later today,
and the supplementary sections will be worked on as well.
Version 0.6 (5/19/06): Right now, the walkthrough is done through World 6.
Version 0.45 (5/17/06): The main walkthrough is now complete up to the start
of World 5.
Version 0.3 (5/16/06): Walkthrough now covers through World 3.
Version 0.1 (5/15/06): The first version, which covers all of World 1. More
to come shortly.
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-=-=-=-=-=-=-=-=-=-=-=
-= 2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=
After so many years of having a successful franchise, Mario returns to his
roots for a brand new adventure on the Nintendo DS. It is a wonderfully fun
game, which absolutely delivers, despite being an old-style platformer. This
title definitely has plenty of new tricks, and uses the power of the DS to
bring life and depth to this platformer. When you play New Super Mario Bros.,
you will be reminiscent of Super Mario Brothers 3 and Super Mario World
especially, if this were to be compared with any previous Mario game. Without
a doubt, Mario is back with another hit of a game, and this is it!
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-=-=-=-=-=-=-=-=
-= 3. Story -=
-=-=-=-=-=-=-=-=
EMERGENCY NEWS FLASH!
Princess Peach has been kidnapped! While enjoying a nice walk with Mario, the
beloved ruler of the Mushroom Kingdom was whisked away by an unknown
assailant. How could this happen with Mario around?
According to eyewitnesses, the walk was going swimmingly when Mario and the
princess spotted smoke billowing out of Peach's Castle. The mustachioed
marvel immediately jumped into action and sped off toward the fire. The
moment he left her side, the princess vanished!
Who's behind Princess Peach's disappearance?
Who's behind the attack on Peach's Castle?
Are the two incidents related?
Didn't Bowser Jr. once think Princess Peach might be his mother?
Looks like Mario's going to need all the Mega Mushrooms he can find to get to
the bottom of this mess!
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-=-=-=-=-=-=-=-=-=
-= 4. Controls -=
-=-=-=-=-=-=-=-=-=
Control Pad: Move Mario, move cursor on menu screens
Down: Go down pipes, slide (press while running/going down a hill)
Up: Climb vines, ropes, etc., climb onto a ledge when hanging, enter
doors, grab onto fences
Start: Pause game, view menu screens
A: Jump (press Down while in air to ground pound; press again when landing
and while dashing to perform double or triple jumps), wall jump (press
Control Pad in direction of wall you are sliding on, then jump), confirm
selection on menu screens
B: Same as A for Mario's functions, cancel selection on menu screens
X/Y: Dash (hold while moving to go faster), pick up an item in front of you
(hold to carry it), use current special ability, punch through fences
L/R: Scrolls the map screen to the left and right
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-=-=-=-=-=-=-=-=-=
-= 5. Overview -=
-=-=-=-=-=-=-=-=-=
================
Main Menu Screen
================
Mario Game: This option will let you enter the single-player adventure. You
can pick one of three save files to play, or you can copy/erase
already existing data.
Mario Vs. Luigi: Here is where you can connect to another player with a DS in
the same room, and play against them. You will have to
choose if all players have this game card, or if you will be
the host of the match. In the actual game, you can pick 1 of
5 courses to run around in, collecting Stars. In there, you
can get items and attack each other to steal Stars. If you
collect 8 coins, you will receive a new item from above and
the coin counter will reset. Based on your settings, whoever
collects the most stars during the course of the game, wins.
Minigames: Here, you can access the various mini-games included with the
game. You will be able to choose to play them by yourself, or
enter multiplayer mode, and play against other people in the same
room with a DS and this game.
Options: You can change the audio settings and control scheme here.
=========
World Map
=========
If you have played Super Mario Bros. 3 or Super Mario World, then you will be
familiar with the overhead map view in this game as well. The map shows the
individual levels, which you can access by walking along the map with the
Control Pad. There are many levels in each world, and not all of them are
accessed by conventional means; that said, you will have to do some extra
exploring to find all the secret routes to "hidden" stages.
On the touch screen, you will see a dotted map of the current world. It will
show your current position, the world's tower and castle, and all stages you
can access (they appear as white dots), secret or otherwise. On the top
screen, you will see a graphical version of the world map, which you can move
around on. The next course you have to beat is designated by a red circle,
completed courses are blue, and courses you are unable to reach yet are
black.
Also on the world map, you will find that each time you exit a stage, either
a Winged Block or a Hammer Bro will move around to a new location on the map.
If you enter the stage where either of them is located, you will find a
Winged Block at the start of the stage which yields a good item, or a Hammer
Bro to fight. They are optional, but can prove to be quite helpful as you
play through this game.
================
Saving Your Game
================
As you may have already figured out, you can't just save your game at any
given time. You will be given the option to save when you complete Towers and
Castles (the first time only). Also, when you pay out Star Coins to open up a
new path on the map, you will be allowed to save then as well.
==========
Star Coins
==========
As you may have guessed, there are two varieties of coins found in this game.
The regular kind are plentiful, and give you an extra life if you collect
100, but these Star Coins are much larger and rarer. There are three of them
to be found in each stage (1000 points each). While they may be optional to
collect, you will need to have them in order to pay and access certain areas
on the world map.
===========
Toad Houses
===========
Another aspect of Super Mario Bros. 3 returns to this new title as well. When
you go to this house, depending on the color/size of the house, you will get
to do one of three things, outlined below.
Green House: In this house, you will play a mini-game of sorts. There will be
several blocks lined up: most will have 1-Ups, one will have 3
1-Ups, one will have a multiplier to increase your winnings, and
the last one will be a Bowser Card. You can hit blocks and gain
more 1-Ups, but if you hit the Bowser Card, the game will end.
You get to keep what you won up to that point, though.
Item House: In the regular colored house, there will be a giant item box in
the middle of the room, visibly alternating between several items
(Mushroom, Fire Flower, Blue Shell, and Mini Mushroom). Whichever
item is displayed when you hit the box, is what you will receive.
Mega House: This large-sized house will give you a Mega Mushroom when you
enter, that's all.
==============
Midpoint Flags
==============
As you run through a stage, you may notice a white flag suddenly appearing at
a certain point in each stage. When that happens, you have just passed the
stage's midpoint. If you die or exit/reenter the stage, you will be able to
start from the midpoint (as long as you don't enter another stage before
returning).
============
Progress Bar
============
When you are playing in an actual level, if you look at the touch screen
there will be a horizontal bar along the top. It will show your current
position (as shown with Mario's head), the level's midpoint (assuming you
passed it already), and the stage's goal. The Mario icon will move to the
left or right as you progress through the level. It is a good way of judging
how far into a given stage you are, and in some places, if you're even going
the right way!
=============
Reserve Items
=============
On the touch screen, you will notice there is a large circle where an item
can be held. When you get an item from a Toad House, that item will sit in
that slot. Also, suppose you are playing a stage and you are Fire Mario; if
you find another Fire Flower and you don't already have a stored item, the
extra flower will go there. You can use the item in reserve anytime by
touching it, obviously. When you lose a life, you won't lose that reserve
item, which can really be useful especially in the later worlds.
Please note that certain items have higher priority and will replace a
currently stored item if you get them (if you have a Fire Flower stored and
you are Shell Mario, when you find a second Blue Shell it will replace the
Fire Flower). Also, Mega Mushrooms from the Toad House will replace any
stored item.
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-=-=-=-=-=-=-=-=-=-=-=
-= 6. Walkthrough -=
-=-=-=-=-=-=-=-=-=-=-=
=======
World 1
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
BT: Background Toad House (only appears after you beat the game)
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
BT GT MT /--- 5 ----------\
* * | | | |
* *^x5 |^x5 | | |
S --- 1 --- 2 --- 3 --- X --- T --- 4 --------- X \---GT X --- C
* * * |vx5 |
* * * | |
****RT **** **** W IT --- A ---------------/
Stage 1-1
---------
In this opening stage, you should expect nothing out of the ordinary, aside
from the basics in a Mario game. Go right and hit the second block to get a
Mushroom, then stomp some Goombas as you continue onward. If you jump onto
the block formation ahead and hit the high block enough times, you will get a
bunch of coins, as well as another Mushroom (which you'll most likely be
storing right now).
Up ahead, hit the lone block and you can take a Mega Mushroom if you're in
the mood for wreaking havoc in the region, as well as gaining a 1-Up or so.
Hop over a pit and jump from the pipe to reach some high blocks, then jump to
grab Star Coin #1. At the next block formation, hit the top middle block to
make a beanstalk appear. Climb it to a secret cloud area, where you can jump
through a Red Ring to make 8 Red Coins appear for a limited time. Collect
them all and you will receive a 1-Up, then drop down to the area below
once more.
On the ground again, backtrack to the left a little and go down the pipe into
an underground area. Collect some coins and crush some Goombas, and collect
Star Coin #2 at the far right before going through the exit pipe. Above
ground once more, go back left and ground pound through some blocks to reach
Star Coin #3. With your obligations done here, simply head right to the
steps. Jump up them and hop over to the flagpole to exit the first stage!
Stage 1-2
---------
You start this underground stage in a ground pound, dropping through some
blocks to collect coins below (assuming you're Super Mario). Hit the first
block to the right to get an item (Mushroom or Fire Flower), and ground pound
some more to collect coins if you desire. For added coinage, you can ground
pound into a hidden area below and grab 24 coins before springing/jumping
back to the upper path.
Run and jump onto the blocks in the air so you can reach Star Coin #1 in the
upper alcove, then go down and continue right. Get through some Goombas and a
Koopa Troopa, and you will reach a block formation with Star Coin #2 in the
middle. Jump on the Koopa Troopa and kick its shell to break through the
blocks, netting you the coin in the process.
Go right some more and run/jump across the giant tilting platforms. When you
reach the second tilting ledge, first thing you should do is get rid of the
Koopa Troopa walking on it. Then, stand on the left side and run to the
right, causing it to sharply tilt upward to the right.
Run up the hill and jump onto the ceiling, and run right above the first pipe
to a hidden room (don't do this and go into the pipe only to access the
regular exit leading to Stage 1-3). In the hidden room, pick up Star Coin #3
and go through the pipe to reach the secret goal, which opens up a shortcut
to the Tower on the world map.
Stage 1-3
---------
Here, you will be faced with a whole load of tall mushroom platforms. Head
right and jump across some platforms, collecting coins and crushing Goombas
along the way. When you reach the Spin Block, jump onto it and fly upward to
the next ledge. If you want to land quickly, simply press Down on the Control
Pad to perform a spinning drill stomp.
Jump onto the second Spin Block and float upward while spinning. Bounce on
the mushroom platform to reach Star Coin #1 above you. Then, glide to the
right while following a coin trail through the air. If you choose to fall,
there are platforms below, so don't worry about that. You can jump to an
upper mushroom platform to receive Star Coin #2 at the end of said coin
trail.
Further along, there are a series of tilted platforms that move up and down,
so jump across them to reach Star Coin #3. Up ahead is a Red Ring which you
can jump through to collect 8 Red Coins and gain an extra life. Either way,
continue right across a few more wobbling platforms to reach the flagpole.
Tower
-----
In the very first tower you'll face, there are Dry Bones enemies, which are
impervious to fireballs and will just come back to life after a few moments
if you jump on them. Anyway, jump up the ledges and through the openings when
the gray blocks move apart. Be careful that you don't get crushed between the
gray blocks when jumping between them to reach an upper ledge, though! For
the next part, wait for the entire formation of gray blocks to move down,
then run left/right across the area when the opening appears. Then, jump up
to the ledge above you and run back across at the next opening.
At the top of this formation, go right and collect Star Coin #1. Get to the
left side and jump up a couple ledges to reach a pipe. Go down the pipe and
you will be launched straight up to a small ledge. A line of coins will also
appear below you. Slide down the left wall, collecting all the coins, then
wall jump to the ledge with the door. Go inside and jump to get Star Coin #2,
then exit through the lower door.
NOTE: If you are Shell Mario and you go into this room, jump to the northeast
opening and walk into a hidden room. There, use your shell form to
break through the blocks leading to the red pipe to the right. Then,
jump to the flagpole and you will open up the Cannon stage outside.
You will be to the right of the pipe now. Jump upward into the room ahead and
wait for the gray blocks to recede, then jump up the blocks one at a time to
reach the top. Be careful of the spikes to the left, though. At the top, you
will find Star Coin #3. Above you are a series of gray blocks that will come
together before withdrawing. When there are openings, jump to avoid being
crushed. For the final part, hop into the pipe when the area above opens, and
you will be shot up to the top section. Then, enter the door to face off with
Bowser Jr.
The fights with Bowser Jr. are reminiscent of Koopaling/Boom-Boom fights in
Super Mario 3. Bowser Jr. will run back and forth trying to hit you, and all
you have to do is jump on his head 3 times to win. You can also shoot
fireballs to defeat him from a distance. Regardless of how you do it, once he
is defeated, the stage is over.
Stage 1-4
---------
Here, slide down the hills and defeat some enemies along the way. You will
see a really skinny pipe below and a low passage leading to it, as you pass
above them. Drop to the right and hit the blocks to get a Mini Mushroom to
shrink down to Mini Mario. Then, go left and through that passage, and head
down that pipe. Run across the water and collect the coins, then wall jump at
the other end to reach Star Coin #1.
Go back across the water and jump up to reach the exit pipe on the ledge.
Above ground again, go down the hill with the constant stream of Goombas
flowing from a pipe at the top. To the right, hit the center ? block to get a
Mushroom to become regular-sized again. Jump on the Koopa Troopa and carry
its shell to the top of the block formation to the right, and let go. Let the
shell break all the blocks, giving you access to the pipe below.
Go into the pipe and head all the way right (do NOT collect the coins in the
air!). Hit the right block at the end to reveal a P switch. Hit it to make
the coins turn into blocks; jump onto the temporary ledges and go left to
collect Star Coin #2. Go right to exit the room, and you will be outside once
more.
Now, backtrack to the left a bit, to the large block formation. Wall jump to
get past it, then jump on the Koopa Troopa and pick up its shell. Now, head
back right past the Goomba pipe and you will come to a downhill slope. Run
down the hill and go right to a low passage which you cannot fit through
because of a low ceiling and a pit. Throw the shell down that hill and it'll
cross the pit, and then it will go up the other side to collect Star Coin #3
for you.
With that settled, go back left and jump to the higher ledge, and continue to
the right. Go up another hill, watching out for the constant supply of
Goombas coming at you, then jump to the flagpole for the finish.
Stage 1-5
---------
Here in this mushroom platform stage, much of the area will be dominated by
the bouncy platforms. Bounce to the right, and double jump to reach Star Coin
#1 high in the air. Then, continue to the right, past a bunch of Koopa
Troopas on the platforms below (you can kick the first one's shell to the
right and follow it to gain lots of points, and eventually an extra life).
Up ahead, jump onto the hanging platforms (the ones where if you stand on
one, it will sink and the other one rises). From there, jump onto the higher
ledge with Star Coin #2 atop it. You will now encounter some normal mushroom
ledges that you can walk on. Go right until you reach the next set of hanging
platforms, and use them to jump into the upside-down pipe above. Ride the
wobbling mushroom platform to the right in this area, while jumping to
collect coins along the way. Near the end, you can jump to get Star Coin #3
in the middle of a coin formation.
At the end of the ride, drop down to the main stage below. Defeat a couple of
Koopa Troopas before continuing right onto the trampoline platforms once
more. Jump through a Red Ring and collect the coins for a 1-Up if you want,
otherwise keep bouncing to the right until you reach the flagpole.
Stage 1-A
---------
When you enter this area, go right and down the pipe to go underwater to the
main segment of the stage. Down here, swim to the right as the stage
automatically scrolls with you. Hit the ? block to get an item (if you are
Fire Mario, you can shoot fireballs at the fish enemies to kill them; don't
ask me why fire works here, it's a video game!). Collect some coins that are
floating in bubbles, and hit the upside-down P switch to make some coins
appear in the area ahead.
Swim between the bubbles and grab a bunch of coins if you want, as you head
to the right. You will spot Star Coin #1 above you, but if you try to swim
upward at it, invisible blocks will appear. A block does not exist below and
to the right of the coin, so quickly find the opening and grab your coin.
Continue to the right, and swim into the upside-down pipe to reach an above
ground area. Jump to collect Star Coin #2, then go down the right pipe to
submerge once more.
Continue swimming to the right, being cautious of the increasing onslaught of
sharks coming from behind. Swim through the Red Ring and collect the Red
Coins if you want, while avoiding the sharks. Farther to the right, swim
toward the middle area to avoid the sharks and you will spot Star Coin #3 on
a ledge above you. You will have to swim right and then to the left in order
to access it, though. There will be another upside-down P switch for more
coin collecting if you wish. If not, then just keep going right to the final
pipe leading to the flagpole.
Castle
------
The final stage in this and every world is the castle, where you will have to
face a world boss. Anyway, start off by jumping to the right and walking
across a tightrope of sorts. Avoid the fireball coming out of the lava at the
other end, and jump to the next ledge. Go across another rope, then continue
right across some rising and falling platforms. Further ahead is a rather
lengthy segment of spiky ceilings which will slowly move downward to the
floor before rising up again. If you are Shell Mario, you can get through
this rather quickly.
Halfway through the area with the spiked ceilings, you will reach a safe spot
between ceilings with Star Coin #1 above you. When the spiked ceilings around
you are down, wall jump to reach the coin. When the ceiling goes up, run to
the right and you will have reached the halfway point. Go across a rope and
hit the block above you to get an item. Up ahead is a Dry Bones on a low
platform that moves up and down. If you wait a few moments, a much smaller
block will rise to the right; jump to it and you will claim Star Coin #2.
From here, jump to the rope above and continue right. Jump to the second rope
and avoid the fireballs, then bounce upward to reach a hidden upside-down
pipe (be careful as you run back and forth trying to double jump). In the
hidden room above, collect Star Coin #3 before going back down again. From
here, go right to the red door.
In the final room, go right and you will face off with Bowser at the end. The
battlefield is quite familiar as well, for those of you who have played the
original Super Mario Bros. Bowser will slowly move towards you, jumping every
now and then to spit a fireball in your direction. You can defeat Bowser in a
few different ways here. You can run under him when he jumps, and hit the red
switch to the right. Secondly, you can jump onto the platform above you and
dash jump right over Bowser to hit the switch. If you want a more traditional
fight, you can always use fireballs as Fire Mario.
Regardless of how you do it, when you win the fight, you will go on to the
second world, having completed World 1!
=======
World 2
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
IT MT GT IT
| | | |
|^x5 |^x5 |^x5 |^x5
S --- 1 --- 2 --------- 3 --------- 4 --- T --- X ------- 5 --- X --- 6 --- C
* * * *
* * * *
W *** A --- P ***************IT *************** P
Stage 2-1
---------
In the first area in this desert world, hit the second block to get an item,
then head up the hill and jump over Pokey (the segmented cactus). Go down and
avoid the Spiny, and hit the yellow block a few times, then jump from it to
get over the next Pokey. To the right, collect Star Coin #1 in the air, then
wait for the Pokey to come down the hill before jumping over it. Continue
along the path, jumping over the Pokeys as the platforms they sit on sink.
Further ahead, wait for the platform with the Pokey on it to move upward,
then jump over the gap to receive Star Coin #2. Keep going to the right and
hop over some more Pokeys, then hit a ? block to get another item. Jump
across a series of solid platforms while making it over the Pokeys (if you
are Fire Mario, you can shoot them down). Collect Star Coin #3 on one of the
lower platforms, then continue right into the pipe. (Just before the exit
pipe, there are smaller pipes you can enter if you are Mini Mario, which lead
to a secret coin room.)
When you emerge, go right and hit the center block to find a P switch. Hit it
to make the coins above the final Pokey turn into blocks. Jump onto them and
make a running leap to the flagpole to finish off the level.
Stage 2-2
---------
Here, head to the right and you will soon see Lakitu floating overhead,
dropping Spiny enemies on you periodically. Since he is so high up, it may be
hard to defeat Lakitu, but it is possible. Head to the right and jump to the
higher blocks (hit the ? blocks to get items), then shoot a fireball at
Lakitu to knock him out of the cloud. You can then ride in the cloud until it
disappears, so take full advantage of this. Fly to the right until you see a
bunch of coins surrounded by blocks on the ground, then from that point fly
directly upward to find Star Coin #1 high above.
Continue to the right and jump over a couple gaps, as well as a Piranha
Plant. Past the first plant, ground pound through the blocks in the ground,
and go right to grab Star Coin #2. Keep going to the right while avoiding the
Lakitu onslaught, and you will reach yellow and green pipes. Go into the
green one and it will shoot you high into the air. Hold Up as you rocket
upward, and you will enter an upside-down pipe.
In this bonus room, hop into either of the green pipes to rocket upward,
collecting a whole lot of coins on the way. At the peak of your jump, move to
the side to collect Star Coin #3. Go down the red pipe to exit here, then
jump to the right onto the tilting mushroom platform. Run up the hill it
forms and jump to grab the flagpole at the end.
Stage 2-3
---------
From the start, go right and down the pipe into the sewer maze below. Slide
down the long hill, defeating numerous Koopa Troopas, then drop down at the
end. Go right and wall jump to the hill above the manhole, and run up to get
Star Coin #1. Go back down and ground pound on the manhole to drop down some
more. Head to the left and hit the block to get an item, then defeat the bat
as it swoops down from the ceiling. Go all the way left and ground pound
through 3 manholes, then continue right along the lower area.
In the next room with the arrow flippers, defeat the Piranha Plant with a
fireball if you can, otherwise jump to the higher ledges to avoid it. Make
your way around to collect Star Coin #2, then go down and right to a new
area. There, go right past the midpoint and slide down another hill. At the
bottom, go down and to the right (if you go up and left, you can hit a coin
block and jump to a hidden block containing a 1-Up).
When you can jump onto a ledge above you, do so and head left to a ? switch.
Step on it to make the water rise in the room. So, head right and jump to the
top ledge, and swim all the way right through to the following room.
NOTE: If you are up for exploring and swim into the opening in the ceiling,
you will reach a coin room and a second ? switch on the ceiling. Hit
that switch to raise the water some more, allowing you to access a high
ledge. Note that if you don't do this quick enough, you can hit the
first switch again and the second switch will have already been
pressed, saving you some time. When you go outside there, you will
reach a secret exit leading to Stage 2-A.
In the next area, go right and jump over the giant plant (or kill it with
fire), then go up the hill. At the top, jump to the left ledge. Hop onto a
ledge to the left, then jump to the right ledge above. Run to the right,
dropping off the ledge onto another one, and collect Star Coin #3.
From here, drop down to the lower area and head right. Go up another hill and
jump up through the thin ledges and out of a manhole above. Go right and jump
through the ledge to the top area, and hit the ! switch to the right. This
will create a red walkway above the Piranha Plant below, allowing for safe
passage to the exit. As soon as you hit the switch, drop through the flippers
to the bottom area, then quickly jump up the ledges to the left and run
across the walkway before it vanishes.
When you exit to the outside, jump onto the springboard if you want added
points on the flagpole in front of you. Otherwise, jump at the pole to exit
this stage.
Stage 2-A
---------
In this tropical oasis stage, head right and defeat some Koopa Troopas. You
will notice the infamous giant fish in the waters below, which will try to
jump and devour you whole. If you are Fire Mario, you can shoot it down
temporarily, which majorly helps. Go right and when you reach the chance to
take a lower path, do so and you will find Star Coin #1.
Jump to the upper ledges and go right some more to find some Spin Blocks. Use
them to fly high up in the air and collect a whole lot of coins. Farther to
the right you will see Star Coin #2 in the air, so glide downward and to the
right to claim it. While spin gliding still, float to the right and land on
the Koopa Troopa to launch up into the air once more. Land on the upper ledge
and go through the yellow pipe (if you want to get the regular exit leading
to the pipe, take the green pipe below).
If you took the yellow pipe, jump to claim Star Coin #3 in the next room.
After you take the red pipe, go right and jump onto the secret exit flagpole,
and you will gain access to the Cannon.
Stage 2-4
---------
In this stage, start by going right and hitting the ? block to make a hill
form, allowing you to hit the blocks above. Continue to the right, stomping
the Goombas and Koopa Troopas along the way. Hop over a gap and take the low
path at the other side. Wait for the Piranha Plant to recede into the pipe,
then jump to collect Star Coin #1.
Drop back down when the plant retreats, then jump to the upper ledge and
continue to the right. Go down the hill when it's safe, while avoiding the
Piranha Plants along the way. When you hit the water, swim to the right until
you can jump onto dry land again (if you are Mini Mario, run across the water
to the left and go into the skinny pipe, which will lead to a hidden exit,
forming a shortcut on the world map).
Instead of going up the dry hill, sink into the water a little and swim to
the right underneath the wall. Go down the red pipe in the hidden area, and
swim through the room with the Cheep Cheeps. Head up the pipe at the other
end, and run left to find Star Coin #2.
Next, hit the upside-down ? block to make a hill form leading out of this
area. Jump up the hill to the upper ledge and continue to the right. Drop
down and hit the blocks to reveal yet another ? block; hit that and a couple
of hills will form on the landscape ahead. Jump over or defeat the Piranha
Plants along the way, then jump from the second hill onto the upper ledge to
the right. Evade or defeat the Hammer Bros here, and collect Star Coin #3 on
the middle ledge.
After that, go right and defeat a couple more Koopa Troopas. Then, jump up
the steps and leap towards the flagpole to exit the stage.
Tower
-----
In here, go right and jump onto the rotating ledges. Ride them to the right,
then hop onto the next side. At the top, jump atop the blue blocks and then
onto another set of rotating ledges. Head to the left ledge and defeat a Dry
Bones, then grab onto and climb to the left via the rope. Hop up to the upper
area, and ride yet another rotating ledge.
Up here, ride the platforms to the upper area, then jump to the rope above.
Climb to the right, then drop onto the next set of rotating ledges. Use the
Red Ring if you want to try for a 1-Up, then go down and right to collect
Star Coin #1. Ride the platforms back up to the rope, then go back left and
ride the first set of ledges to the upper-left corner. Jump to the small
ledge over there to the left. Wall jump to a door high above, and enter that
room.
You will see a couple of yellow walls hanging from a track above. Constantly
wall jump inside this contraption as it rides all along the track. When you
reach the upper-right area, drop down and hop up the side ledges, then when
the yellow encasement drops down, ride it to the left and jump to receive
Star Coin #2.
From here, jump to the upper ledge and wall jump in the next yellow
encasement above. At the top, drop down and go through the door to exit this
room. Drop into the room below and hit the red block to make rotating red
blocks appear. Start by jumping across the two rotating blocks you formed,
and wall jump upward in the space between the wall and the pipe, hitting the
red block in the air. This will make a new block form to the left.
Drop down to the ground below and defeat the Dry Bones, then head left. Jump
from the far left red block onto the upper triangular rotating platform. From
it, jump upward to the newly formed rectangular block, then simply jump into
the air to reach Star Coin #3. After this, go back to the right and hop from
the red block to reach the rotating blocks.
Jump across the blocks, then go into the upside-down red pipe above. In the
small room you emerge in, go through the door to meet Bowser Jr. The battle
platform will be smaller, so you can fall off and die, so be careful. After
the fight, you will clear the tower and move on.
Stage 2-5
---------
Over here, head to the right and ground pound the blocks if you want some
coins. You will start to encounter block monster enemies, disguised as blocks
with a ? block at the bottom. Ground pound through the stack to defeat those.
Anyway, go right to the first bunch of them and you will see some coins in
the air above a pile of blocks. Wait for the block monster to jump upward,
then dash jump toward the coins and with luck you will grab Star Coin #1 in
the air above.
Further ahead, you will reach several gray blocks with fire snake enemies
jumping along them, as well as more of those block monsters. Go to the third
set of gray blocks and lure the fire enemy into the pit, then jump onto the
block enemy. Face the left to make it run in that direction, then when it
jumps, hop up as well to collect Star Coin #2 (this may take some time).
Alternatively, there are 3 blocks to the right; hit one to find a P switch,
then jump onto the newly formed blocks to reach the star coin.
Keep going to the right and you will have to defeat a Boomerang Bro. There
will be some quicksand below that platform; sink into it and move to the
right. You will see a gray block under the regular exit pipe; jump to that
block and go right to enter a hidden room. Drop down all the ledges and go
right to a block monster. When it jumps, do a jump as well to reach Star Coin
#3.
Finally, go back left and jump up the gray blocks to exit this underground
room. Then, go right to the flagpole, using the block monster for added
height if you so desire.
Stage 2-6
---------
In the opening area, jump across the ledges and jump into the upside-down
pipe to reach the main area of the level. When you emerge, you will be on a
large moving platform for much of the stage. Jump to collect coins, and hit
the blocks to get an item. Up ahead you will see Piranha Plants moving on
their own platforms. Stay toward the middle of your platform, since two of
the plants will end up occupying the edges.
When the plant to the right leaves your platform, jump in the air as you pass
to get Star Coin #1. Continue along and you will see a second large platform
above you; jump onto it to get it moving. Be careful of the up/down moving
platforms since the Piranha Plants may sit on them and move around, so try
not to run/jump into them if you can help it. Stay on the upper platform and
you will soon come to Star Coin #2.
Below you will be a giant Piranha Plant, but it won't reach you, so don't
worry. Up ahead, the two large platforms will disappear, leaving you on a
bunch of smaller ledges. Jump across them, being careful of the plants above
you, and jump in the air to collect Star Coin #3. After jumping across
several more moving platforms, you will reach the end ledge. There is a
Piranha Plant sitting on a cork, which blocks access to the pipe. Jump on the
air pump below a few times to remove the cork and plant. Then, go down the
pipe and head right to the flagpole.
Castle
------
When you start, wait for the giant spiked ball to roll downward and into the
pit, then head to the right. Jump over some smaller spiked balls along the
way. Grab onto a rope hanging from the ceiling, and swing/jump from it to
avoid the spiked ball below, while collecting coins in the air. Go right
through the narrow hallway, ducking into the small pits to avoid the spiked
balls as they pass.
When you reach the split in the path, wall jump to the upper area and grab
Star Coin #1 in the alcove. Go back down and continue to the right from here,
then go through the door to reach an outside area. Out there, go right and
avoid the Bullet Bills being shot at you. When you reach the inner segment,
wait for the Bullet Bills to be shot, then jump from them to the upper ledge
where Star Coin #2 is waiting.
After that, go right and duck when the Bullet Bills are coming at you. At the
end, jump onto the ? switch to form a pit below. Jump over the spiked ball
and get across that pit, then go up the other side and continue right. Hit a
block on the next ledge to get a Mini Mushroom, then head right some more.
Avoid the spiked balls as they come down the steps, and run through the tiny
passage in between the steps to reach Star Coin #3.
Hit the right block to get a Mushroom, then jump out of there and go right.
Stomp on the ? switch and a pit will form. Avoid the spiked ball and enter
the door at the bottom of the pit. In the next room, go right across the sand
and you will reach the boss's chamber.
The Mummipokey boss will come out of the sand, will sometimes shoot a sand
ball at you, then retreats into the sand before popping up again elsewhere.
You will know where the boss is going to appear next by looking at the dust
that kicks up in a certain spot. To defeat it, you have to jump on its head 3
times (or use fireballs). You won't always be able to jump and attack, since
the boss can either re-emerge very small, or very tall.
After you beat the boss, grab the golden key to complete this world. You will
then automatically run to the next room, with a sign leading to World 3
pointing to the right. If you beat this boss as Mini Mario, you will drop
into the crack in the floor, and the sign will flip around to say World 4
instead. Try beating the boss in both forms and you will unlock both of these
worlds!
=======
World 3
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
/--- 1 ---------\ MT --- 3 --- - ---GH --- - ---\
| | x5 *
\--- A ---/ \-IT \--- B -------- X ---MT P2
Stage 5-1
---------
Starting off in this icy world, wait for the snowball-throwing enemy above
you to clear the Goombas, then head right. Make your way through the area,
defeating enemies and avoiding falling snow, as well as snowy patches on the
ground (your movement will be greatly hindered in the snow). When you reach a
tall tree in the background with Star Coin #1 floating above it, jump onto
the block ahead of it, then jump to the left to claim the coin.
Further ahead, you will see Star Coin #2 in the air above you. Jump from the
Paratroopa's back to reach it, or wait for the winged block to appear (hit
the block, then jump onto it to reach). Keep going to the right from here and
defeat another snowball thrower on the way. When you reach a high cliff with
a snowball thrower on its edge, hit the yellow block a few times to make 4
blocks appear, forming a wall. Then, jump onto the stack to be able to reach
Star Coin #3 above you.
From here, go right and defeat more snow-throwing enemies while avoiding the
falling snow from the trees, which can get rather annoying fast. Up ahead is
the flagpole, and then the level will be over.
Stage 5-2
---------
Here, go directly right and into the pipe to reach an underground area. Below
you will see there are plenty of single-spiked Spiny enemies to be faced, as
well as swooping blue bats. When you land, go right along the icy path, but
be careful not to slide off the ledge to your death. Hop to the next ledge
and hit the block to get an item, then continue right. Defeat a series of
bats as you go up the icy hill, then get past a couple of Piranha Plants
ahead. If you are Super Mario, you can break the blocks overhead to gain
access to Star Coin #1.
Onward to the right, you will see yellow and red pipes above you. Pass them
for now and you will reach a springboard on a ledge. Use it to reach Star
Coin #3 directly above you (yes, the third one). Then, pick up the
springboard and jump across the left pit with it. Use it to bounce into the
yellow pipe above you.
In that outside area, chase the bandit enemy to the right, then when you
reach the end, bounce on its head to reach Star Coin #2. Go down the green
pipe to head back underground at the end. Head right along the icy floors,
while avoiding the Spinys and swooping bats. You will reach a large block
formation up ahead that you can break through if you want.
NOTE: If you want to reach the secret exit to the pipe, you need to be Super
Mario or better here. Break through the blocks and hop onto the upper
platform that the Spiny enemies are crawling around. When the Piranha
Plant goes back into the pipe, jump into the upside-down pipe and go
right to the secret flagpole.
If you didn't take the secret exit, continue right across a couple of icy
platforms. At the very end, go through the upside-down pipe. Once outside,
jump up the traditional steps and leap to the flagpole to exit.
Stage 5-A
---------
Head to the right here, and jump across the expanding and contracting
mushroom platforms (keep in mind that the larger platforms will extend wider,
but will retract the same distance, so be quick in jumping across them; if
you want to be safe, stand on the middle of any of these platforms). After
several of these platforms, you'll reach a Red Ring in the air. Hop across
the next several mushroom platforms, then hit the block on the ledge to
receive an item.
Pass the midpoint, then hop onto the upper mushroom platform. When it
expands, jump downward to the lower one as it expands. Then, go right when it
expands again to get Star Coin #1. Hit the ! switch on the ceiling to make
red blocks appear to the left; when the current platform expands, go left and
jump across the blocks to get back onto the safe ledge.
From here, head to the right some more via the upper path. At the next set of
platforms, run and jump to hit the lone block, and a beanstalk will grow.
Climb it to reach a hidden cloud area. Hit the P switch, then use the spin
block to launch into the air. At the apex of your jump, land on the blocks up
there before they turn back into coins, and jump to reach Star Coin #2. When
you're done up here, drop down to the main area again.
After you land, head to the right and you will reach some mushroom platforms
with a line of coins that will appear when you run past their outlines. When
the platforms retract, drop to the one below to nab Star Coin #3. Then, jump
to the right and touch the flagpole to complete the stage.
Tower
-----
This particular tower stage is very straightforward, as you are on a single
screen that scrolls upward. Along the way, you will have to deal with spiked
balls moving back and forth before rolling off your platform altogether. They
will clear the Dry Bones in the way, but you need to jump over the balls to
avoid getting hit. If you don't touch any of the Dry Bones, the spiked balls
will clear them on their own.
On the way up, hop along the thin ledges and hit blocks to get coins and
items. You will also see Star Coins #1 and #2 in plain sight on the way up.
Soon after, you will have to deal with 2 spiked balls at once (try wall
jumping to avoid getting hit by them), and then a giant spiked ball will bust
through the wall. When that appears, hop along the ledges and stay to the
right side of the room. Grab Star Coin #3 on a block ledge, then stay to the
right when you reach the center wall which will divide the area.
Continue evading the giant spiked ball and it will eventually roll away,
leaving you to progress to the top in peace. Once there, go through the door
to meet Bowser Jr. yet again. The fight plan here is the same as the previous
battles: Bowser Jr. will run back and forth, jumping every now and then,
without any added tricks. All you have to do is jump on him three times to
win. The icy platform that you CAN fall from will make it annoying enough, so
be warned.
Stage 5-3
---------
In this stage, you will spend a great deal of time sliding down icy hills.
Begin by hitting the nearby block to get an item, then slide down the first
several hills, knocking out the enemies along the way. When you start going
uphill and reaching plateaus, jump to the upper ledge to the right. Defeat
the Koopa Troopa there and jump to grab Star Coin #1, then drop down and
continue right along the hills. (If you are Mini Mario, you can drop into the
pit directly below to find a skinny pipe. Go down it and hit the block to get
a Starman, then move around the room to make coins appear as long as you have
star power. It's an optional room, but a fun bonus nonetheless.)
When you pass the midpoint, you will reach another steep downhill portion.
Follow the hill all the way down and head right, sliding under the low walls.
At the other side, break the blocks to get Star Coin #2. Get through the
shell-headed enemies ahead, then wall jump when you see the coins above you
to reach Star Coin #3.
Next, defeat the Koopa Troopa and continue to the upper-right ledge. Go down
the hill ahead and jump at the bottom to reach the flagpole, ending this
stage.
Stage 5-B
---------
In this stage, run to the right, defeating the enemies and avoiding the
shelled ones when you come across them. Ahead you will see some hills, and
Star Coin #1 beneath an overhang. To reach it, walk down the hill to the
right of it and jump to collect the coin.
Continue to the right and you will see a row of Koopa Troopas on ledges below
you, as you cross overhead. At the other end, jump to the upper ledge, then
back to the left ledge where you will find a P switch. Hit it, then run to
the left (jump over the larger gaps) to reach Star Coin #2. Go back to the
right, and continue up a couple of hills. When you reach a downhill portion,
go down it and avoid the shelled enemy to reach Star Coin #3.
With all 3 coins now, take the upper path to the right. Defeat the Paratroopa
and wall jump to the upper ledge at the far right. If you want to reach the
secret exit here, wall jump into the opening in the ceiling just before the
final platform, and head left. As Shell Mario, break through the low blocks
and go through the pipe. When you emerge, go right to the secret flagpole. If
you aren't here for the secret exit however, simply continue right to the
regular flagpole.
Stage 5-C
---------
Starting off here, go down the pipe in front of you to go underground. Head
right when you land, and you will soon see the ghost boxer enemy below, who
can punch through blocks. Pass over it and hit the ? block to get an item,
then hop over the pit and continue until you reach a roadblock. Wait for the
boxer to punch through the blocks, allowing you access, but do not kill it
yet. Let it pass you, then head to the right of it. That will cause the enemy
to turn around and punch the blocks to the right away, giving you access to
Star Coin #1.
Continue to the right, stomping the Shelled Beetles you come across. When you
reach the constant stream of platforms moving up and down, jump across to the
down-moving ones and land on the lower ledge to the right. Stomp on the
Shelled Beetle when it falls from the ceiling, then go right and toss it into
the pit to retrieve Star Coin #2.
Go back left and jump to the upper ledge, then continue to the right. You
will see a ledge comprised of 4 blocks in the air, with a row of blocks above
that. Jump up the steps, avoiding the boxer enemy, then jump onto that ledge.
Break the blocks above it (you need to be at least Super Mario for this
part), then hit the rightmost block on the ledge to sprout a beanstalk. Climb
it to reach a secret room.
In the snowy area above, go right and you will reach a P switch. Hit it to
make the coins and blocks switch forms, then go down to the boxer enemy. Lure
it to the left before time is up, and let the enemy break the solid blocks at
the end. After it falls, drop into the newly opened compartment to claim Star
Coin #3. Now, go right and drop through the coin-filled opening to some steps
below. Then, jump to the flagpole ahead to end this stage.
Ghost House
-----------
In this ghost house, head up the steps until you reach the first dead end.
Stand on the lower ledge and wait for the boxer enemy to break through the
blocks on the upper ledge. After it does that, wait for it to turn around
before jumping to the upper ledge, allowing the enemy to clear the blocks on
the lower one. When that's done, defeat the enemy and go right along the
lower path. Wall jump at the end to reach Star Coin #1 on a high ledge.
Head back to the left and continue up the steps. At the top, go left and up a
larger set of stairs. When the boxing enemy comes down the steps after you,
bounce on its head to reach the door on the upper-left ledge, and enter it.
Be quick since as soon as the door shuts behind you, all the boxer enemies
will start cutting through the blocks on their respective ledges. Wall jump
to the top area to grab Star Coin #2, then stomp the enemy on the top ledge
and wait for the area below to become safe. Then, drop back down and exit the
room.
Head up the steps and go left at the top, and you will reach a ledge made of
3 blocks. Jump onto it, then hop around to reveal 3 more hidden blocks. Jump
onto the middle hidden block, then squat down and jump to reveal a lower
block which will sprout a beanstalk (you need to squat down, or be regular
Mario to trigger it). Please note that if you want to reach the normal exit,
missing a coin in the process, ignore the stalk and continue right up the
stairs. Then, ride the moving platform upward to the top, and go through the
door to reach the end.
Now, if you want to reach the secret exit, climb up the beanstalk and wait
for the boxing enemy on the ledge to cut through the blocks. When it falls,
drop onto the ledge and enter the room there. Defeat the two enemies and ride
the moving platform as it goes upward. Be careful since it will start to tilt
sharply on both sides before reverting back to normal.
Collect the coins on the way up, and wait for the platform to freefall. Once
it stops, stay against the right wall and hold Right on the Control Pad. When
you start to rise, keep moving to the right and you will drop onto a ledge on
the way up (this is the only way to reach it, otherwise you'll miss it). If
you make it onto the ledge, go right and collect Star Coin #3.
After you get the coin, hit the nearby block to make another beanstalk grow.
Climb it to the top, then jump through the ledge and head through the door to
the left. Outside, go right and jump to the secret flagpole, which will lead
you to the Cannon.
Stage 5-4
---------
Here in this automatically-scrolling stage, there will be mushroom platforms
that move up or down when you stand on them. The darker ones will move up,
and the lighter ones will sink, so remember this as you progress through the
stage. There will also be a slow but steady stream of Bullet Bills being shot
at you from the right side, so be prepared to crush them if they come near.
Go through the Red Ring up ahead, but be careful of the Bullet Bills as you
collect the coins. When you reach the last mushroom platform, hop on it to
keep it from sinking, then dash jump to the upper-right ledge. If you get up
there, go right to collect Star Coin #1. If you have a Mini Mushroom, use it
here to pass under the low wall to reach Star Coin #2. If not, you have to
stand on the donut block and take the lower path to avoid being crushed
(alternatively, if you're quick enough, go all the way right and up the
rising mushroom, then go left to collect the second coin).
Anyway, continue through the stage and you will reach a rising mushroom
platform. If you hop along that platform, it will stay down, allowing you to
grab Star Coin #3 on the middle ledge. Drop to the ground from there, and
continue right, hopping across several more mushroom platforms. At the end,
jump from the final platform to the flagpole to finish the stage.
Castle
------
Here, head to the right across a bunch of fast-moving conveyor belts, evading
the Piranha Plants and Dry Bones along the way. You will reach two conveyor
belts and a ledge below them with Star Coin #1 on it; run to the right on the
lower belt to reach the ledge and the coin, then quickly jump to the right to
avoid the plant that will fall on you.
Hop across a bunch of regular platforms with Dry Bones on them, then hit the
blocks on the last one to get an item. The next part of the stage will put
you against fireball-spitting Piranha Plants on the conveyor belts. Avoid
then like you would the regular versions (if you are Fire Mario, it would
greatly help here). Go right and you will notice a high ledge above you. Jump
onto the next belt and bounce on the springboard when it approaches you to
reach that ledge, claiming Star Coin #2 in the process.
Jump back down to the conveyor belts and keep moving to the right through
this castle. Hit the mixed item box, and hopefully you will get the Fire
Flower or Starman, as both will help immensely. Up ahead there will be more
Piranha Plants, as well as a giant-sized one which can take a few hits. When
you are on solid ground, go right and you will see a lone block in the air,
and a gap in the ceiling above it.
Go right to the upper ledge and stomp the Dry Bones, then get a running start
on the ice and jump to the ? block in the air to the left (this may take a
few tries to get right). When you successfully land on the block, wall jump
through the gap in the ceiling and run all the way right atop the ceiling.
When you reach the far right, drop to the lower ledge and go left on the
conveyor belt to find Star Coin #3. An alternate method would be to carry the
springboard from earlier to the lone ? block, then bounce onto the block and
wall jump through the ceiling hole, and run to the right.
Run back across the belt and hit the block to get an item, then jump to the
ledge above and enter the boss room. There, you will meet Petey Piranha for a
boss fight. The giant plant will hover in the air and move back and forth
before crashing into the ground in an attempt to hit you. The impact will
cause Petey to temporarily become dizzy. This is when you should jump on the
head to cause damage. Petey will also bounce around the room before hovering,
so keep your distance and run underneath when he passes overhead.
After you hit the boss 3 times, the battle will end. So, grab the golden key
and head onward to World 6. Just like in World 2, if you were to beat this
boss as Mini Mario, you will fall into the gap in the floor in the following
room. Then, when you run to the right, the sign will be flipped, allowing you
access to World 7 instead. You will have to beat the boss in both forms to
reach both worlds (unless you used the Cannons in earlier worlds).
=======
World 6
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
1 ---------\ GT MT IT 5 ---------\
| | | | | | |
| | |^x5 |^x5 |^x5 | |
S --- X IT X --- 2 ---T1 --- 3 ------- 4 ---T2 --- X GT 6 --- C
vx5| | | |vx5 | |
| | | | | |
\--- A ---/ \--- B ---/
Stage 6-1
---------
The opening stage of this cliff-oriented world will be littered with Bullet
Bill shooters, so be prepared for many projectiles floating around. Head to
the right and you will partake in a new feature of this game: being able to
shimmy alongside the cliff when crossing certain areas. You can press Down to
hang from the ledge, which is good for collecting coins and dodging bullets
above. Keep in mind you can also jump when shimmying across.
With that said, continue to the right until you reach an upper ledge you can
jump to. Wall jump from there to reach Star Coin #1 overhead. Then, take the
lower path and continue to the right (if you want, wall jump upward when you
get the chance to reach some coins and an item box). Up ahead, wall jump up
the ledges, then leap to the left ledge to find Star Coin #2.
Hit the ? block to get another item, then continue onward. Wall jump while
avoiding the Paratroopa to reach the upper ledge. Shimmy along the cliff
ahead, while jumping and hanging to dodge or defeat the Paratroopas. When you
reach the tall stack of Bullet Bill cannons, drop to the very bottom area and
head right.
When you reach the second shimmying section, hang from the cliff to grab Star
Coin #3 below you. Then, continue to the right and you will spot the
flagpole. If you wait for a bunch of Bullet Bills to be on the screen before
tagging the pole, you can get lots of points as well!
Stage 6-A
---------
Here in this sandy stage, you will have to deal with Lakitu flying overhead
once again. Hit the first block you encounter to get an item, then continue
right while avoiding the Spiny enemies that Lakitu rains on you. You will
come across a giant whirlwind up ahead; jump into it and it'll send you
flying in the air. Glide to the right and you will reach Star Coin #1.
Drop to the ground and head right through various block formations, ground
pounding them to collect the coins below if you want. Up ahead, you will see
a column of quicksand between two solid blocks. Sink into that column to
enter a hidden room. Down there, wall jump to reach Star Coin #2 on the way
down. At the bottom, go right and up the other side, while jumping to avoid
the Spiny enemies. Then, go through the pipe at the top to get back outside.
Out here, go right and you will notice that there are now multiple Lakitus in
the air to torment you. Continue right and you will reach an alcove that can
only be reached by treading through the quicksand, but the lone block there
contains a Starman, which may be helpful. Further ahead you will spot a bunch
of pipes. Submerge into the middle yellow one to enter the room below.
There, go left and you will see a giant Piranha Plant. If you are Fire Mario,
destroy it with some fireballs and jump to claim Star Coin #3. If you are
daring, you can try jumping over it if you can afford to sacrifice. Despite
your actual method, exit through the red pipe to the left. Once outside
again, continue right across some more platforms until you reach the final
pipe. Go through it and head right to the flagpole, thus ending the stage.
Stage 6-2
---------
Out here, head to the right across the Spiny-filled platforms, hitting blocks
and collecting coins along the way. You will notice that the tide will cause
the water to rise and fall every now and then. Continue right to the red
pipe, then go through to reach the second part of the stage.
In this area, go right and you will see a palm tree. Wait for the tide to
rise, then jump directly above the tree to reveal a hidden block which will
sprout a beanstalk. Climb it to reach a high cloud ledge. Hit the block to
reveal a P switch (use the first winged block to reach it). Hit the switch,
then jump across the winged blocks to the right. On the last platform, grab
Star Coin #1 before the blocks disappear, then drop down and continue right
like you have been.
Head all the way right until you reach the pipes. Jump into the second green
pipe to launch over the wall to the right (the first pipe leads to a bonus
room in the clouds with lots of winged boxes). After you land at the other
side of the wall, go right past the underhang and wait for the tide to rise.
When it does, swim upward to grab Star Coin #2.
Continue to the right and use the next pipe to get over the wall ahead. Go
right and drop into an opening where you will find a mixed item box. Hit it
if you want, otherwise keep going to the right across a long platform filled
with Spinys. When you drop off the far end of that platform, run back to the
left and collect Star Coin #3.
From here, head right and up a hill, jumping over the Spinys along the way.
At the top, go into the pipe to reach the final area. There, head right and
jump onto the platforms, then leap to the flagpole at the end.
Tower #1
--------
In here, jump up the platforms as you make your way upward, but be careful of
the giant spiked walls that will jut out from the sides. When the coast is
clear, jump up to the next platform, and so on. Once you pass the first three
of them, go left and jump to the ledge above you. Wait for the next spiked
wall to shoot out and move back right, then run onto that ledge to grab Star
Coin #1. Duck into the small opening until the spiked wall retreats again,
then continue upward.
For the next part, go right and hop up a few ledges, then wait for the spiked
walls above to retract. At that point, bounce on the springboard to reach the
upper ledges. Once you make it to the top, go into the door leading to a new
room. In there, wait for it to be safe above you, then jump up the ledges to
the very top. Wait for the spiked walls to come out and then retract before
dropping down to collect Star Coin #2. Once you have it, jump to the top and
go through the door.
When you reappear, jump to the upper ledge and stomp the Dry Bones. To reach
the higher ledge, you will need to wall jump as Mini Mario to gain the
leverage needed to reach it (you can also bounce off the Dry Bones and wall
jump as regular Mario, and succeed). If you get up there, go up the pipe to a
well-covered room in terms of those spiked walls. When it's safe, quickly
jump to grab Star Coin #3 and drop back to the door to avoid dying (if you
duck on the middle platform, you will be safe as well). Exit the room and go
down to the boss door.
In here, you will meet up with Bowser Jr. yet again. This time, the battle
takes place atop a tilting platform which is above a bed of spikes (you can
fall off the platform and into them, so be careful). Bowser Jr. has no tricks
here either, so all you have to do is stomp him three times (wait for him to
emerge from the shell after each hit) and the battle will end.
Stage 6-3
---------
When you enter this stage, you will notice a new feature: red ? blocks with
spikes on one side. Be careful not to hit the spikes on them, though. Anyway,
head right and avoid a couple Piranha Plants, and you will see a block
swinging from a rope above. hit the block to stop it, then jump from it to
obtain Star Coin #1 in the air. Continue right and go down the red pipe to
reach an underground room.
Down here, go right across the cylinder platforms that roll when you move
(jump to avoid falling into the poisonous water). Jump through the Red Ring
halfway through and collect the coins, then go up the pipe at the end. You
will emerge in a pipe maze of sorts, with several Piranha Plants popping out
of them. Go down the second green pipe and collect Star Coin #2 below, then
exit the same way you came in.
Next, go down the very last pipe to the right. Run across the rolling
platforms and the pipes when the Piranha Plants aren't out, to avoid getting
hit needlessly. At the other end, go up the pipe to exit this room. Back
outside, hit the red block, then dash jump to the left, over the green pipe
wall. Collect Star Coin #3 in the middle area, then wall jump back over to
the right side.
Chase the bandit to the right while hopping between platforms. Up ahead, hop
across some blocks and avoid the Piranha Plants in the pipes. Then, jump to
the flagpole ahead to exit.
Stage 6-4
---------
Here, start by going right and passing under the fire sticks when it's safe.
Wall jump to the upper ledges to find Star Coin #1, then continue to the
right. It will take some fancy footwork to shimmy along the cliffs ahead, all
while avoiding the rotating fire sticks. When you pass that part, continue
onto a ledge and go right to a ! switch.
Hit the switch, then go left and jump onto the red blocks. Wall jump from
them to reach the ledge above, then go right and wall jump some more when
it's safe. Jump to the ledges on the left side to reach Star Coin #2. From
there, continue right and enter the red pipe. In the next area, drop down to
begin shimmying along the cliff. Head to the right, jumping from ledge to
ledge along the way.
You will reach a section with many ledges to stand on. Make your way up them
to the top, then go right into a green pipe. Shimmy to the right, jumping to
avoid the fire sticks along the way, then collect Star Coin #3 at the other
end. Then, jump to the lower ledge and head back to the left, and through the
yellow pipe. When you land, go left and up the green upside-down pipe, then
jump to the flagpole to end this stage.
Tower #2
--------
In here, go right and make your way upward by jumping on the fast-moving
conveyor belts. There are spikes along the sides of the tower, so be careful
not to slip on the belts and hit them. You will come to a long belt with a
couple of small spikes along it; jump to the right on that belt to reach Star
Coin #1 against the wall.
Quickly run to the left and jump up to avoid the spikes, then go up and
across some more ledges to the far left side. After you trigger the midpoint,
make your way up the next set of belts, stomping the Dry Bones (and ground
pounding the giant ones) along the way up. When you reach the pipes, go down
the right one to be shot upward to the next platform.
Land on the lower regular ledge, and wait for all the spiked beetles to crawl
to the left. Then, squat down and ride the conveyor belt to the left. Jump up
to break the blocks towards the end, and claim Star Coin #2 in the process.
Jump out and continue upward along the conveyor belts. Go up the steps and
you will reach a point where you can jump to a rope hanging above.
Jump to the rope and climb to the right while hanging to reach Star Coin #3.
After that, you can either drop to the belt below and grab the coins, or go
back left and drop down the pipe. Regardless of the way you take, you will
make it to the final ledge at the top. Up there, go through the door to meet
up with Bowser Jr. yet again.
The fight with Bowser Jr. here is just like the previous one, but the one
difference this time is the way you can attack him. You will not be able to
land direct hits, so keep your distance and avoid contact, all while staying
on the tilting platform. When Bowser Jr. throws a green shell at you, jump on
it, then pick it up and throw it right back at him. This will stun him, so
now is your chance to jump on Bowser Jr's belly to cause damage. Do this
three times to win the fight here.
Stage 6-5
---------
Here, go right and down the pipe to enter another underwater level. Below,
swim to the right while avoiding contact with the fish. The green ones will
try to swim directly at you if you get close, so be careful. Head to the
right and stay towards the top half of the screen. Grab Star Coin #1, but be
ready to swim away from the green Cheep Cheeps ahead of you.
Continue to the right and hit the lone ? block you see to get a Starman (the
next several blocks will also yield Starmen if the power is still active when
you hit them). Swim to the right, hitting the blocks to renew your star
power, then when you reach a yellow pipe in an alcove above, swim around and
go up the pipe. In that coin room littered with green Cheep Cheeps, swim to
the middle and collect Star Coin #2.
Exit the coin room when you are done, and keep going to the right. Be
extremely careful of the whirlwinds in the water, as they can suck you in,
causing you to lose a life. Swim quickly to avoid getting sucked in, though.
Head to the right and you will find a whirlwind surrounded by blocks at its
base. Let that one suck you in and you will enter a hidden room below. Down
there, swim around to get Star Coin #3, then exit via the pipe.
From where you emerge, simply avoid the giant Cheep Cheeps, then go up the
next pipe to reach dry land. Up there, jump across the platforms that drop
when you step on them, then leap to the flagpole.
Stage 6-B
---------
Start here by going right and dropping into the rightmost pipe to launch
upward. At the peak of your shot, go right and land on the ledge. Head right
and swing from the pole to reach the next ledge. Jump onto the next pole as
it moves along its track, then swing to the following ledge and defeat the
enemies there. When you reach the hill, jump on the Koopa Troopa and grab its
shell, then go down the hill (avoid the Goomba) and throw the shell right to
receive Star Coin #1.
Go back up and jump from the Paratroopa to reach the pole in the air, then
swing and jump to the next platform. Go right and hit the blocks to get an
item and a coin. Jump across the tilting mushroom platforms ahead, then go
down the pipe to the far right, and you will be launched upward. At the peak,
bounce from the Paratroopa to obtain Star Coin #2 in the air. Get launched by
the pipe again, then land on the right ledge this time.
Go right and jump over a couple of Piranha Plants, then slide down the hill.
Drop down along several tilting mushroom platforms on the way, then go right
some more. Take the upper path and hit the mixed item box, and hopefully you
will get something good. Up ahead you will see three pipes; go down the left
one as it will be the most profitable one.
When you land, go right and jump to the first rotating pole. Swing from it
and jump to reach the second one, then keep swinging on that one. When you
reach the upper-right part of its track, jump to the right ledge and slide
under the wall to grab Star Coin #3. The blocks in front of you will break,
so go down the steps ahead.
Up ahead, slide down the hill and jump at the bottom, then hop across the
tops of a few pipes (if you are regular Mario, you can run along the ground
to get coins). At the far end, go right and jump to the flagpole to finish
this stage.
Stage 6-6
---------
From the start, go right and launch from the Spin Block, hitting the ? block
above to get an item. Launch a second time and glide to the right, totally
clearing the Chain Chomp on the ledge. Launch from the second Spin Block, and
land on the upper-right ledge (if you want, drill through the blocks to the
right and nab another item at the bottom). Up there, jump onto the next Spin
Block and glide to the left. Bounce off one of the red Paratroopas to reach
the left ledge where the next Spin Block is located.
Launch from the next Spin Block and drill through the column of blocks to the
left. At the bottom, hit the P switch to turn the remaining blocks into
coins. With that done, jump to the left ledge and collect Star Coin #1. Get
back onto that Spin Block and launch/glide to the upper-right ledges. Jump
across them and launch once more to the upper-left ledge. There, jump over
the Chain Chomp and collect Star Coin #2 from atop its wooden stake (ground
pound it to get 3 coins if you want).
Go right and jump to the other ledges, then continue right and downward for a
bit. Stay to the right side, dropping downward one platform at a time. When
you are able to go right again, do so. You will see a ? block containing an
item, and a tall column of blocks. Ground pound through the blocks to access
the Spin Block below, then shoot up to the ledge above.
Now, wall jump to the right and hit the upside-down P switch, then bounce
from the Paratroopa to reach the right ledge (this works if you are Mini
Mario). If you are not Mini Mario, use that Spin Block you just opened up and
hold Right to land on that high ledge before the switch's timer ends. If you
are not interested or don't need this coin, take the pipe at the bottom of
this room to the next part. Alternatively, you can use the Spin Block right
from the start and bounce off the Paratroopa's head to hit the P switch, then
hold Right while still gliding to land on the high ledge.
Assuming you got onto that upper ledge, go into the pipe there. In the secret
room, use the Spin Block and land on the high ledge, then drop down the right
side of the room. Slide along the left wall to acquire Star Coin #3 on the
way down. At the bottom, go down the yellow pipe to reach the next area.
There, go in the first pipe to be shot onto the next ledge. Go into the next
several pipes to reach the very top area.
Once there, jump to the right and you will find several more pipes. Depending
on which one you go into, you may reach a certain spot on the flagpole, or
get shot back to the left where you just came. If you want the extra life, go
down the third pipe to reach the flagpole.
Castle
------
Starting off here, head to the right by jumping on the gray platforms when
they move into range. When you reach the small platform with a Koopa Troopa
on it, stomp it to get its shell, then stand at the right edge of the
platform and throw the shell to the left, allowing you to get Star Coin #1
below. Go right by jumping between platforms a little more, avoiding the
fireballs jumping from the lava, and you will see 2 gray platforms moving
back and forth. Jump onto the top one, then drop to the lower one so you can
grab Star Coin #2.
From here, continue to the right and pass through the midpoint on solid
ground. Hit the block up ahead to get an item, then wall jump to the upper
platform. Go right and wait for the gray blocks to come together, then bounce
from the Koopa Troopa onto the ceiling to the right. Up there, run all the
way right and collect Star Coin #3 at the end.
Now that you have all three coins in here, go back left and drop to the
ledge, then go right between the gray blocks when they move apart. Run across
the platform when the gray blocks move down, so that you don't get crushed by
the spikes above. At the end, go into the door to reach the next room.
In here, jump up the gray ledges, one at a time, as they stick out of the
right wall. When you reach the top, go into the boss door to meet this
world's boss. Outside, run to the right and you will be confronted by Monty
Mole in a tank. The boss battle will then commence out here in the courtyard.
Monty Mole pilots a tank, as you can see, which shoots Bullet Bills from its
large turret. You can jump on them to eliminate them, which is not a problem.
The boss itself will pop its head out of the top of the tank, and will toss a
Bob-omb in your direction (jump to avoid it). To attack this boss, simply
jump on its head when it pokes it out. When you hit him, the tank will go
haywire, spinning around and randomly shooting Bullet Bills in random
directions. When it calms down, a second (and then third) turret will be
added to the tank. Repeat the same battle plan again, and hit Monty Mole 3
times to destroy the Monty Tank.
Once you win this fight, run over to collect the golden key and you will be
done here. Unless you select otherwise on the touch screen, you will now be
headed to World 8 (unless of course you used a Cannon in a previous world, or
beat the World 5 boss as Mini Mario to reach World 7).
=======
World 7
=======
S: Start Point
#: Stage Locations
T: Tower
C: Castle
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.
MT IT GT ****GT **********
| | | * *
|^x5 |^x5 |^x5 * *
S --- 1 ---GH --- 2 --- 3 --------- T --- 4 --- 5 *** A --- X --- C
* * | | |
* * | | |
****************GT **** \--- 6 *** 7 ---/
Stage 7-1
---------
Here, start by going up the ledges before dropping down to the platform on a
track. As soon as you step on the platform, it will begin to move along its
track. Jump to the second platform when you get to it, and ride to the right
above some Paratroopas. The trick is to stay on the platform even when it
appears that it's about to fall off the track. There is a hidden segment of
track below that you will ride to the left on, giving you access to Star Coin
#1 if you wait. Then, take the platform back to the right and continue on.
(NOTE: If you want the second coin, read this paragraph; otherwise continue
along the platforms as normal to reach the next part of the stage. You will
need to return to this stage again to get the coin you missed.) You will see
a winged block floating overhead; hop onto it and ride it all the way to the
right. At the end, drop down to a small ledge and go up the upside-down pipe.
In that coin-filled room, swing/jump from the hanging poles to the top area.
Then, jump to grab Star Coin #2 and exit via the pipe at the bottom.
When you emerge in the next area, go right and the midpoint will trigger.
Jump onto the blocks, then onto the platform on the upper-right track. Ride
it to the right, stomping the fire-spitting Chomps in the air, and jump to
collect Star Coin #3. Then, ride the platform as it drops below and continue
right at the end. Keep going to the right, and jump through the Red Ring if
you want, and continue onward. Hop across some more platforms and go up the
pipe at the end, then jump to the flagpole to exit this stage when you
emerge.
Ghost House
-----------
This ghost house can definitely be tricky, especially if you don't know what
you're doing and can't move quickly enough. In the room where you start, hit
the left block to make a ? switch pop out; hit it and 5 doors will appear
around the middle area. Start by going into the left door. Jump across the
wobbly floor, bouncing on the pumpkin enemies if needed, and you will find
Star Coin #1 in the air. Exit via the door at the right side of this room.
Go into the top room next. There, stay to the left side and ground pound
through the yellow ooze to sink through it. Pound your way down to get Star
Coin #2, then move to the right and ground pound to the ? switch. Hit it,
then jump out to reach the door that appears. Back in the center room, go
into the bottom-right door (the other two doors are optional).
In this room, you will see a whole row of ghostly hands above you, and they
appear to be moving something back and forth. Jump below the ones that are
moving and you will reveal a hidden block with a ? switch on it. Use the
springboard to hit the switch, then go right and ride the moving platforms
upward. Then, jump up the ledges and enter the door to the left.
When you arrive in the next room, hit the P switch above you, then run to the
right. Here, you must be quick to jump across the platforms (try your best to
dodge the Boo on the second ledge), then hop up the small steps leading to
the ceiling before the time runs out. If you do this successfully, run all
the way right along the ceiling and you will find Star Coin #3 at the end.
Then, go back left and drop down to the ground, and enter the door to the
right. Now that you are outside, simply go right and the flagpole is there.
NOTE: If you want to reach the secret exit instead, run left from the P
switch and you will find a block on the upper ledge with a shine to it.
Hit that block to make a beanstalk grow, then quickly jump up the
ledges to reach the stalk before the blocks turn back into coins. Enter
the hidden door at the top of the stalk and jump to the secret exit
flagpole. This will open up the path to a Green House, as well as
provide a shortcut to the Tower.
Stage 7-2
---------
When you enter, jump across the ledges in the air and go up the upside-down
pipe to reach the next area. Here, you will see a large platform with arrows
pointing to the sides and upward. When you step on it, it'll begin to move.
To change direction, walk to one of the sides to tilt slightly, otherwise it
will just move straight up (this is how you will progress through this stage,
so get used to it). Another fun aspect of this stage is how the sides of the
screen wrap around, so if you go off the right side, you will reappear on the
left side (this will also come in handy).
Make your way upward, defeating Paratroopas along the way. After you pass
through the area with walls on both sides, get to the right side and hit the
blocks surrounding Star Coin #1, so you can collect it. Keep going upward as
that's the only way you can go, and pass through the Red Ring for a red coin
challenge if you so desire. Continue going upward past the midpoint, and
stomp some more Koopa Troopas.
You will soon come to a ledge on the right side with 2 blocks on it and a ?
block floating overhead. Around this point, stomp a Koopa Troopa and take its
shell upward. You will pass between platforms with blocks on them, as well as
Star Coin #2 to the right. To obtain it, throw the shell to the left and
it'll break the blocks on the right side, nabbing the coin for you in the
process.
Hit the blocks in the air as you continue upward, then stay toward the middle
area, since there will be plenty of Paratroopas above you. When the wave of
them flies downward, bounce on their heads to reach Star Coin #3 to the left.
Then, get back onto your platform and continue to the upper-right ledge. Go
through the pipe there, then when you emerge, bounce on the Paratroopas to
reach the flagpole.
Stage 7-3
---------
From the start, go right and bounce on the second Wiggler to hit the ? block
for an item. Then, go down the green pipe to reach the next area. Here, you
will see a giant Wiggler start walking to the right. It has MANY segments,
but they do end, so try not to get too far behind as you make your way
through the stage. Drop onto its back and run to the right, while jumping to
collect a ton of coins in the air.
After you pass the upside-down pipe which spits out Goombas, there will be a
ledge with a Boomerang Bro on it. Hit the block below the Boomerang Bro to
defeat it, then jump onto the remaining blocks to grab Star Coin #1. Continue
onward while stomping Goombas and Paratroopas along the way. Up ahead, there
will be a high ledge you need to bounce from a Paratroopa to reach. When you
get up there, you will be able to claim Star Coin #2.
Head right through the rest of the area, and when you reach the end, be
careful of the Boomerang Bro. Go up the upside-down pipe to reach the final
area by the flagpole. You will notice some blocks in a step formation below
you. Ground pound the top one to make a beanstalk grow upside-down, then
ground pound the lower blocks to gain access to it (you need to be at least
Super Mario for this). Climb down the stalk a little bit, then jump to the
right to reach Star Coin #3.
Now that you have the third coin, jump back to the beanstalk