DS | New Super Mario Bros.

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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!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  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

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  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 --- - ---\
      |                 |