Page 1
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----------------------------------Introduction------------------------------
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1) The following story is directly from the instruction booklet, and is in
no way the work of Brian P. Sulpher.
The Mushroom Kingdom has remained a peaceful place, thanks to the brave
deeds of Mario and Luigi. However, the Mushroom Kingdom forms an entrance
to the Mushroom World, a place where all is not well. Bowser sent his seven
children to make mischief in this normally peaceful land. As their first
order of business, they stole the royal magic wands from each country in the
Mushroom World and used them to turn the kings into animals. Mario and
Luigi must recover the royal magic wands from Bowser's seven kids to return
the kings to their true forms. As Mario and Luigi set off on their journey
deep into Mushroom World, Princess Peach and Toad have but one thing to say:
"Godd-bye, and Good Luck!"
Keep in mind that I will refer to the character being played as Mario
throughout the FAQ, but this does not mean that Luigi can not do the same
as they have identical skills in this game.
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------------------------------------Controls--------------------------------
----------------------------------------------------------------------------
2) This section will look at the basic controls for the Regular play and the
Mario Brothers Battles.
o------------------o
| Regular Controls |
o------------------o
D-Pad : LEFT and RIGHT will move Mario in the corresponding directions.
UP is used to climb things like vines as well as entering doors.
DOWN is used to descend down things like vines as well as causing
Mario to duck.
SELECT : Use this on any map screen to bringg up a menu that allows you to
replay your last level run (clear or death). You will also have
the option of saving that run, with a maximum of two at one time
being able to be saved.
START : Pauses/unpauses the game.
L Button: No apparent use.
R Button: When held down, Mario will run.
B Button: When held down, Mario will run.
A Button: Press this to jump.
o--------------o
| Map Controls |
o--------------o
D-Pad : Moves Mario in the corresponding direction pressed. This will
also scroll your cursor through the Item Bar.
SELECT : No apparent use.
START : No apparent use.
L Button: Opens/closes Items Bar.
R BUtton: Opens menu for Demo/Power-Up Cards.
B Button: No apparent use.
A Button: Enters icons on map as well as inputting selection in the Item
Bar.
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---------------------------------Advance Moves------------------------------
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3) This section will look at all aspects of every Power-Ups as well as
general Advanced Moves that can be done in any Power-Up situation.
o---------------o
| Anytime Moves |
o---------------o
These can be done at any time with any Power-Up, unless the Power-Up
prohibits it.
Gap Dashing : When the space between platforms are one space, you can hold
the R Button/B Button to pass over the holes without falling
through.
Flying Squat : When you have to fly into a small space, Hold the
B Button/R Button as you run to build your flying meter. As
soon as you hit the flying speed, press DOWN to go into a
squat and then immediately take flight. You can then fly in
the squat allowing Mario to enter small spaces.
Shell Grabbing: After a Koopa Troopa or Buzzy Beetle have been retreated into
their shells, Hold the B Button/R Button to pick their shells
up. Then you will carry the shell till the B Button is
released.
Slide Duck : Sometimes the open space is only the size that Regular Mario
could normally pass through, but Mario can run at the space,
duck (press DOWN) just before he gets there, and then he
will slide through to the far side.
Sliding : On a hill's slope, press DOWN to slide down the hill and
kill enemies that are in the way.
Slope Jumping : Sometimes the sliding down the hill will bring Mario to a
bump at the end that he can jump off the end of to fly far
into the air provided he timed it right.
Super Jump : When you hop on an enemy, hold the A Button to fly farther
into the air than a normal hop would bring Mario.
o---------------o
| Raccoon Mario |
o---------------o
Flying : Hold down the B Button/R Button to run, and when the flying
meter fills up, press the A Button repeatedly to flap into
the air with your tail.
Tail Attack: Press the B Button/R Button to swing your Raccoon tail at
enemies, bricks, etc.
o-------------o
| Fiery Mario |
o-------------o
Fireballs: Press the B Button/R Button to throw fireballs at your enemies.
Up to two fireballs can be thrown at a time.
o---------------o
| Tanooki Mario |
o---------------o
Flying : Hold down the B Button/R Button to run, and when the flying
meter fills up, press the A Button repeatedly to flap into the
air with your tail.
Tail Attack : Press the B Button/R Button to swing your Raccoon tail at
enemies, bricks, etc.
Statue Stomp: When Mario wants to become a statue, hold DOWN and
B Button/R Button to turn into a statue. However, this effect
has a maximum time of five seconds before turning back into
Tanooki Mario (although it can be reapplied repeatedly).
o------------o
| Frog Mario |
o------------o
Swimming: Mario can take strong strokes by pressing the A Button, but he can
also use the D-Pad to steer about the water effectively.
o--------------o
| Hammer Mario |
o--------------o
Fire Repellant: Duck inside of the helmet to become invulnerable to fireball
attacks.
Hammer Throw : Mario can toss Hammers in this suit to kill many enemies he
otherwise could not. He can throw two hammers at a time.
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------------------------------------World One-------------------------------
----------------------------------------------------------------------------
4) Welcome to Grass Land! This section will give you the know all for
getting through with ease.
______________________________
KEY |
|
S - Start Location |
X - Level Location |
F - Fortress Location |
S - Spade House Location |
T - Toad House Location |
W - Wandering Hammer Brothers |
L - Locked Door Location |
C - Castle Location |
______________________________|
G R A S S L A N D
X-----X--X---+
| | |
| | |
--S---+ +--X---T
L |
+--F--H
|
|
| T--+--W---C
| |
X-----X
o-------------------------o
| Mushroom House Contents |
o-------------------------o
House #1: Random Distribution
Items : Super Mushroom, Fire Flower, Raccoon Leaf
House#2 : Random Distribution
Items : Super Mushroom, Fire Flower, Raccoon Leaf
o---------------------------o
| Wandering Hammer Brothers |
o---------------------------o
Brother Set #1: Invincible Starman
o-----------o
| Level 1-1 |
o-----------o
A Goomba approaches Mario to start the level, which is a tribute to the
original Super Mario Brothers. Hit the four ? Blocks to get three Coins and
a Super Mushroom before going right to pass a Pirahna Plant. Stomp the Red
Koopa Troopa, kick it's shell right, and grab the Power-Up that comes out of
the ? Block. Now the walkthrough splits up based on your Power-Up level.
==========
OPTION ONE
==========
If you are Raccoon Mario, start off by clearing the two Goombas and the
Para-Goomba out of the way, and then run back to the left till a block is in
your path. Now run to the right until you are almost to the cliff, at which
point you should fly into the air along the coin trail to find some ledges
in the sky. Grab the first three Coins, hit the block on it's right side so
the 1-Up falls left, and then go right to get more Coins. Now head left so
you are on the edge of the cloud platform, and then run right to take flight
to go until you see a tall green pipe to land on and go into. Inside are
Coins in the shape of a 3, and then you get outside, head left.
==========
OPTION TWO
==========
Go through the two Goombas and Para-Goomba, jump the gap, and then walk
underneath the three Green Paratroopa Koopas on the ledge above to kill a
Green Koopa Troopa so you can grab the Power-Up from the ? Block. Go past
the gap, up the wooden blocks to jump the next gap, and then make your way
past the gap there to find a Pirahna Plant and a Venus Fire Trap in two
pipes. Go right past them.
========
REJOINED
========
Now you should stomp the Red Koopa Troopa on the right, and then kick the
shell to the left to break some bricks out of your path. Walk underneath
the resulting overhanging bricks on the left, jump to reveal a P-Switch, and
stomp it to turn the Bricks into Coins! You can reset this P-Switch by
flying into the pipe high above and then exiting to come back left to
collect once more.
Once you have had your fill of Coins, go right though the pipe to run right
and into the black segment to hit the card slot for your card to finish the
level!
o-----------o
| Level 1-2 |
o-----------o
Run up the hill, go past the pipe, and then down the hill to tangle with a
Goomba. Hit the ? Block to get a Power-Up before going on top of the block
to hop onto the "T" Pipe. In this next valley is a location for the
"Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
this maneuver.
Head right past the Para-Goomba to hop a pipe before running down a hill to
duck and slide under the bricks, where you jump to reveal a P-Switch! Hit
it and then use the recently made bricks on the left of the floating pipe
to make your way onto the said floating pipe so Mario can go inside to get
20 Coins.
When you reappear, go right down the hill to duck as you slide to jump and
make the P-Switch appear again. Now climb the bricks back on top of the
floating pipe, which is where Mario should stand on the right side of the
pipe before jumping up to hit a brick off screen that holds a 1-Up Mushroom.
Now head right up the hill (kill the Goombas as you go), and then hit the
second Note Block to get a Power-Up.
Continue right to the next slope where you should press DOWN to slide down
the slope, killing two Goombas as you avoid the Venus Fire Traps fireball.
If you use the floating Note Blocs to cross the gap on the right, the third
Note Block will spit out an Invincible Starman for Mario to use! Run right
through the Goomba, Venus Fire Trap, and the Para-Goomba with Micro-Goombas
to reach the dark segment of the level to hit the slot block for your card!
o-----------o
| Level 1-3 |
o-----------o
Start off by stomping the Green Koopa Troopa, followed by picking up it's
shell before running right at top speed to plow through the Boomerang
Brother. Use the Not Blocks to get on top of the brick formation, stomp the
Red Koopa Troopa, and then kick it left into the brick formation to clear
out some of the bricks. Jump into the resulting hole, jump onto the ledge
on the right, and then start hitting the Coin Block in the second brick to
the right of the hole. Now go back down to ground level on the left, and the
first block to your right contains a Power-Up. Now the level enters a
split, so the walkthrough will cover both routes.
==========
OPTION ONE
==========
Go to the bricks on the left, jump up to reveal an oddly-hued Not Block, and
then jump off of it to go to Coin Heaven. Coin Heaven has five sets of 7
Coins as well as 22 Coins in the sky surrounding a brick containing a 1-Up
Mushroom. After collecting the third set of Coins on the ground, fly to
the sky (if you are Raccoon Mario of course) to get the 1-Up and extra Coins
before covering the rest of the ground and head down the pipe. When you
land, head left past the Para-Goomba with Micro-Goombas, a Green Koopa
Troopa, two Goombas, and then onto a white block to kick a Red Koopa Troopa.
==========
OPTION TWO
==========
Go right to fight a Green Koopa Troopa before hopping the barrier ahead to
kill a Goomba. Now hit the top wooden block in the next barrier to make a
Power-Up appear, and then continue right to kill a Para-Goomba in the next
two segmented parts between wooden barriers. Jump the last wooden barrier
to jump a small gap to fight a Boomerang Brother before continuing right to
jump another gap. Head up the floating blocks to kick a Red Koopa Troopa
off of a white block.
========
REJOINED
========
If you want the Warp Whistle, duck down on the white block for five seconds
to fall behind the scenery, and then dash wildly to the right while avoiding
enemies. If you are fast enough, you will slip behind the black segment of
the scenery at the end of the level to find a secret Mushroom House where
Toad gives Mario a Warp Whistle!
If you wish to finish the level normally, just head right past the various
members of the Goomba family to get to the box slot to get your card for
finishing the level!
o-----------o
| Level 1-4 |
o-----------o
This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize! This
level requires you collect a minimum of 44 Coins to make the White Mushroom
House appear.
Jump to the brick ledge on the right, wait till you see a moving platform
move under three Coins, which is your cue to jump over and get the Coins
before the platform falls away (you jump to the next ledge on the right).
Grab the three Coins here, and then jump across the three fallaway platforms
as you aim for the lower ledge. Jump up and hit the second brick from the
left to find a 1-Up Mushroom (hit left side of brick), and then go right to
use another fallaway ledge to reach a brick ledge where three more coins
await.
Get the three Coins as you hop to the next ledge, step down to lower brick
ledge, and go right until you reach the spot where the first block above is
directly overhead. Nail the Coin Block, go left to get a Power-Up from the
block on the left, and then go up a ledge to head right to grab the Red
Koopa Troopa's shell and jump to the high ledge. Kick the shell at the
brick on the end to get a 1-Up to appear, so be fast to get it before it
falls down into the depths below.
Use the fallaway platforms below your position to get the three Coins as you
climb in altitude to the next brick ledge, and then wait till the next
fallaway platform lines up with the big vertical Coin line (grab all of them
before jumping right to the brick ledge. Get on the elevated part of the
ledge, jump to break a brick, and then keep jumping into the Coin Block till
it is finished. Use the fallaway ledges to get to the last brick ledge, and
then jump past the Red Paratroopa Troopa to get the last three Coins in the
level, and then head down the pipe.
Run right to the slot box before the Boomerang Brother to your left can
throw his weapon at you so you exit the level! If you were diligent in
your Coin collecting, a shiny new P-Wing will belong to you!
o-----------------------o
| World One Fortress #1 |
o-----------------------o
Run right from the start to jump across three lava pits (each with their own
Podoboo) to land on a platform where a Power-Up sits in a ? Block. Jump the
lava pit to the right (again watching for the Podoboo), head right through
the enclosed area to enter a more open area with two Roto-Discs. Head right
to jump another lava pit (two Podoboos here) to jump another lava pit to a
platform with a Roto-Disc, followed by one more lava pit jump (Podoboo in
here). Now the walkthrough splits up into two paths.
==========
OPTION ONE
==========
If you would like to get a Warp Whistle, hit the ? Block for a Raccoon Leaf
(if you are not Raccoon Mario, you can not get this Warp Whistle), and then
stomp the Dry Bones as you go right to PASS the door. Run left to get
flying speed, take off straight up in air (just to left of ? Block), and
when you see the wall to your right is tight against Mario, start pushing
RIGHT while flying. If done correctly, Mario will end up on the roof off
screen, so go RIGHT till you can go further, press UP, and then you fall
into a room where the Warp Whistle awaits Mario in a Treasure Chest.
==========
OPTION TWO
==========
Grab the ? Block if you wish, stomp the Dry Bones, and go through the door
on the right. Go right to get in the one part of the falling ceiling where
the spikes will not hit you, wait for the pikes to raise before jumping the
gaps on the right to take off for the far right. Wait for the ceiling to
come down and then retreat back up so the door appears, which you go
through.
Run right to fight your first Boom-Boom! Remember to jump on his head three
times, but wait for him to retract his spikes between hits before attempting
to hurt him. Grab the ? Ball and head out of the Fortress!
o-----------o
| Level 1-5 |
o-----------o
You will slide down the slope through four Buzzy Beetles, collect the Coins,
and then head up the slope to go past some Pirahna Plants and a Buzzy
Beetle. When the path forks, take the top path towards the surface, but
when the path cuts straight up, look for a discoloured splotch in the
background. Jump up at it to reveal the off-hued Note Block, which when
jumped on will take you to Coin Heaven!
Once you land, walk right to jump over the hill to tangle with a Green Koopa
Troopa. Go into the hole, wait at the top for the Venus Fire Trap below to
spit the fireball, and then run down the hill past it while it is in the
pipe. Run past the Pirahna Plant to go up a pipe.
Run right to hit the box slot to exit the level!
o-----------o
| Level 1-6 |
o-----------o
Head right across the platforms to kill two Red Koopa Troopas, followed by
grabbing the Power-Up from the ? Block. Jump to the right to use the lift
to reach a Note Block bounce to a green hill. Jump past the Red Paratroopa
Koopa onto the grass to take out a Green Koopa Troopa. Hit the left bricks
for a Coin, and then do a running slide under the right brick to hit a Coin
Block, followed by getting the 1-Up Mushroom from the set of bricks above
Mario.
Head right to fall down the hole to the small wooden block below before
jumping to the lift on the right. Ride the lift right, jump the Red
Paratroopa Koopa, and then jump to the wooden block ledge. Jump to the
right to the moving ledge, and then onto the lift before hopping past
another Red Paratroopa Koopa to the ground. Run right to jump to the slot
box while dodging the Green Koopa Troopa to finish the level!
o-----------------o
| Larry's Airship |
o-----------------o
Go past the two Cannonball launchers, then a Bullet Bill cannon, and then
two more Cannonball launchers (one on the floor, one on the ceiling). Get
next to the Bullet Bill cannon, wait for the Cannonball launcher to shoot,
and then jump over the barrier to grab a Power-Up from the ? Block.
A rotating Cannonball launcher is next, followed by a walk to the right to
find a Cannonball launcher and a Bullet Bill cannon. Once you pass this
set-up, just time your jump up the stairs around a Cannonball launcher and
head down the pipe to find the Koopa Kid's Chamber!
His room looks like the following:
| | | |
| | | |
| | | |
| | | |
| | | |
| | _____ | |
| |_____| | |_______________| |
| | | | | | | | | | | | | | | |
Larry Koopa only has the ability of shooting his three smoke rings at Mario,
so dodge them as you stomp on his head three times or feed him ten fireballs
for victory. Grab the Magic Wand and fall down to the throne room to
receive a letter from Princess Toadstool. She gives you a P-Wing as you
head off to the Second World, Desert Land!
----------------------------------------------------------------------------
------------------------------------World Two-------------------------------
----------------------------------------------------------------------------
5) Welcome to Desert Land! This section will give you the know all for
getting through with ease.
______________________________
KEY |
|
S - Start Location |
X - Level Location |
P - Pipe Location |
F - Fortress Location |
R - Rock Location |
H - Spade House Location |
T - Toad House Location |
W - Wandering Hammer Brothers |
L - Locked Door Location |
C - Castle Location |
______________________________|
D E S E R T L A N D
H--+--X +---+ T---+--X---+R---T
| | | | | | |
+--+ | | X--W---X W |
| | | | | | |
X F---+---+--P | C | +--W
| | | | | |
| T--P +R-+ X +---X |
| L | | |
--S---+-----+ H---+------+
o-------------------------o
| Mushroom House Contents |
o-------------------------o
House #1: Random Distribution
Items : Super Mushroom, Fire Flower, Raccoon Leaf
House#2 : Random Distribution
Items : Super Mushroom, Fire Flower, Raccoon Leaf
House #3: Set Distribution
Items : Frog Suit
o---------------------------o
| Wandering Hammer Brothers |
o---------------------------o
Brother Set #1: Music Box
Brother Set #2: Hammer
Brother Set #3: Warp Whistle
o-----------o
| Level 2-1 |
o-----------o
Go right to kill two Pile Driver Micro-Goombas before hitting the ? Block
for a Power-Up. Continue right to fight four more Pile Driver Micro-Goombas
and a Red Koopa Troopa before hitting the ? Block on the right for an
Invincible Starman. Go right killing the Pile Driver Micro-Goomba and
Firesnake before using the Note Blocks to hop on top of the structure on the
right.
Kill the two Goombas as you move right, fall into the hole on the right, and
then head left to break into the structure. Kill the Firesnake with your
tail attack if you can, and hit the brick by the four Coins to get a 1-Up
Mushroom. Then get on the right of the structure, run left and take flight
into the air to break bricks to gain access to a pipe that leads to some
Coins.
Mario will be deposited on the second odd structure, so go left while the
P-Block is still in effect, fall through the Coin to the inside, and then
collect the Coins as the P-Switch wears off (Careful of the Firesnake).
Continue right to kill off two Pirahna plants and a Pile Driver
Micro-Goomba, and then head down the last pipe if you wish to hit a P-Switch
and come out to collect the just turned into Coins between the two pipes
(repeat as much as you like for Coins). Head right into the black segment
to hit the slot box for a card while dodging the Pile Driver Micro-Goomba
located underneath the slot box.
o-----------o
| Level 2-2 |
o-----------o
This level is the White Mushroom House level, so go into this level trying
to collect all the Coins possible to win yourself a fabulous prize! This
level requires you collect a minimum of 30 Coins to make the White Mushroom
House appear.
Go up the hill to deal with a Goomba before jumping the quicksand pit where
a Venus Fire Trap lives to go up the slope to bump the wooden block to
reveal a Power-Up. Get the Coins as you jump to the pipe, head down the
short slope to jump the quicksand pit that has another Venus Fire Trap to
arrive at a wooden platform that will start right when you step onto it.
As you head right, collect the Coins, duck and hit the two bricks for a Coin
and a P-Switch (which you do not touch), and then get the Coins and hit the
invisible block with the 1-Up in it. Now swim left past the Cheep-Cheeps to
get back to the wooden platform to start right once more.
When you come to the P-Switch ledge, step foot onto it, wait for the wooden
platform to start to the right ahead of you before finally hitting the
P-Switch. Now jump right to the wooden ledge, collect the Coins that the
bricks became, and once you have finished the Coin collecting in sight, take
a running leap right to fly through the four Coins to the right (you need to
get at least three of them).
Go through the pipe on the right to appear at the end of level black
segment, so run right to hit the slot box for your card as you leave the
level. If you were diligent in your Coin collecting, a shiny new Anchor
will belong to you!
o-----------------------o
| World Two Fortress #1 |
o-----------------------o
Go right to stomp the first Dry Bones, followed by going right to see two
more Dry Bones. Draw them back towards the first Dry Bones before using the
"Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
this maneuver.
Head right to pass by a Thwomp, then two Dry Bones, and another Thwomp.
When you do this, a Boo Diddly will give chase to Mario whenever his pack
his turned. Continue right (quickly so Boo Diddly does not catch up) to
jump a Dry Bones before heading up the pipe.
Head right to jump a gap of spikes while landing short of a Thwomp, and then
jump right over yet another set of spikes. You can run and slide under the
brick here for a Power-Up (careful of the Boo Diddly), and then run right at
full speed to pass underneath the Thwomps to arrive at a door which Mario
will go through.
In this room, you have the option of going underneath the spikes when the
platforms raise in the air, or you can jump across the safe spots on the
spike beds on top of the platforms. However, this must be accomplished
while dodging the attacks of two Boo Diddlies. Wait to the left of the
platform with all spikes on the top and bottom of it for the door to come up
from the floor to go through to the next area.
Run right to fight Boom-Boom! Remember to jump on his head three times, but
wait for him to retract his spikes between hits before attempting to hurt
him. Grab the ? Ball and head out of the Fortress!
o-----------o
| Level 2-3 |
o-----------o
A Fire Snake and a Red Koopa Troopa inhabit the first pyramid stack in this
level, so use the Red Koopa Troopa on the bricks above to get yourself a
Power-Up (or bust the bricks from below). The next pyramid block contains
two Fire Snakes guarding an Invincible Starman. The final pyramid block
contains a Power-Up guarded by a Fire Snake and a Green Koopa Troopa.
If you are Raccoon Mario, use the bottom of the third pyramid block to take
flight to find a brick ledge where a P-Switch can be tripped, followed by
diving down to the multitude of Coins below (before they revert to bricks).
Otherwise you need to go over the brick formations mentioned above while
fighting the Pile Driver Micro-Goombas and Green Koopa Troopas.
Now climb the brick stairs (use your Raccoon Tail on the bricks to get
Coins) to fall into the hole to stomp and kick the Green Koopa Troopas so
they will clear the bricks away so Mario can go to the pipe below. You can
also risk the ricocheting shell for a Coin Block that is beside the pipe.
Just run to the right to hit the slot box for your card.
o--------o
| Desert |
o--------o
You will notice The Angry Sun in the top left of the screen right from the
start here, but it can be ignored... FOR NOW! Anyway, jump the quicksand
pits (they have Venus Fire traps contained within them) as you dodge the Red
Paratroopa Koopa and the Green Koopa Troopa. You may want to grab the Green
Koopa Troopa shell before running right to jump through the tornado (if you
mistime your jump you will be carried back to the left).
NOW The Angry Sun attacks in swooping motions, so use a Koopa Shell (even
the one you brought with you) to kill it off or just dodge it as it attacks.
Now continue right to deal with two Green Paratroopa Koopas (good shells to
use as well) before jumping the next two quicksand pits. Now run right to
find the slot box for your card and to end the level.
o-----------o
| Level 2-4 |
o-----------o
This level has two paths, and this walkthrough will cover both.
===========
NORMAL PATH
===========
a dark Para-Goomba greets Mario as he goes right, and then two Red Koopa
Troopas on high posts (kick them at the ? Block below to get a Power-Up).
Continue right to retreat a Red Koopa Troopa to it's shell, grab the shell,
and then kick it at the ? Block for a Power-Up before killing a Boomerang
Brother.
Go right to fight a Green Paratroopa Koopa, followed by a Red Koopa Troopa
before hopping a hole. Now hit the ? Block to get a Power-Up, go past the
Venus Fire Trap, and deal with a Boomerang Brother before collecting 12
Coins. Now go right to find the slot box guarded by a Boomerang Brother.
===========
FLYING PATH
===========
Take care of the dark Para-Goomba on the right before running to the left to
take flight and bust through the brick line to find a path above the regular
one! go right collecting all the Coins over the water before going into the
water to hit the third brick to the right from the hole to reveal a P-Switch
(collect the Coins). Now go right to collect the Coins from the ledge as
well as hitting the brick ledge for Coins.
Now go right past the Red Paratroopa Koopas to collect Coins from the set
ahead as well as revealing a P-Switch to get more Coins from the bricks.
Now jump down the Note Blocks to the right to reveal a Power-Up before
landing on the ground to go right to find a Boomerang Brother guarding the
slot box and the end of the level.
o-----------o
| Level 2-5 |
o-----------o
Go by the first Chain Chomp (go into the ? Blocks for a Power-Up if you
wish) to use the pyramid blocks to go past another Chain Chomp. Kick the
Red Koopa Troopa to the left to bust a brick so you can fall down to hit a
wooden block to reveal a Power-Up. Now head right over a gap to dodge a
Chain Chomp and a multitude of Goombas on the pyramid blocks to jump a small
water gap to fight some Red Koopa Troopas.
Go past their to find another Red Koopa Troopa for Mario to kick left to
reveal a vine leading to the sky to go left on some clouds to find a bonus
room with lots of Coins and a P-Switch to collect the bricks. Fall down
from the sky blocks to go right into the dark area to get the slot box and
end the level (watch out for the Chain Chomp). If you do not use the vine,
go right past the Red Koopa Troopas to the dark area to get the slot box and
end the level (watch out for the Chain Chomp).
o---------o
| Pyramid |
o---------o
Go up the pyramid to enter the door to find a small staircase leading up
past a Buzzy Beetle to another Buzzy Beetle you should kick out of the way
so Mario can get a Power-Up. Now head right to jump to the second level
ahead, bust the wall (if you are not Raccoon Mario, bring a Buzzy Beetle
shell along), and then continue right to the Pirahna Plant to jump up a
level to the left.
Take out the Buzzy Beetle, jump up a level to the right, and bust the wall.
Now go right under the pipe to look for an obvious discolouration in the
background, and jump to reveal an Invisible Block which will allow Mario to
get to the pipe. Go inside to get Coins, a P-Switch, and a 1-Up Mushroom
(look above the top row of bricks off the screen for this one).
Back in the main level, go down the hill past two Buzzy Beetles, jump the
gap, and then climb the hill to face Buzzy Beetles on the roof (they fall
down and spin at you as Mario nears them). Bust the wall down, go past the
Pirahna Plant, up the pipe, and then past a Boomerang Brother to the slot
box to finish the level!
o----------------------------o
| Morton Koopa Jr.'s Airship |
o----------------------------o
Go right to use two Bullet Bill cannons to climb to a higher ledge, and then
continue right past a Cannonball launcher and four Bullet Bill cannons to
find a Power-Up. Go right to fall through the crates when the screen has
scrolled down enough, go right, and immediately jump straight up to the top
of the crates before the Bullet Bill cannons ahead make Mario into swiss
cheese.
Head right to fight three light Rocky Wrenches (they will keep reappearing),
followed by two Bullet Bill cannons guarding the way to the pipe to the
Koopa Kid's Chamber!
His room looks like the following:
| | | |
| | | |
| | | |
| | | |
| | _______| |
| | _________ | | | |
| |_____| | | |___| | | |
| | | | | | | | | | | | |
Morton Koopa Jr. only has the ability of shooting his three smoke rings at
Mario, so dodge them as you stomp on his head three times or feed him ten
fireballs for victory. Grab the Magic Wand and fall down to the throne room
to receive a letter from Princess Toadstool. She gives you a Jugem's Cloud
as you head off to Water Land!
----------------------------------------------------------------------------
-----------------------------------World Three------------------------------
----------------------------------------------------------------------------
6) Welcome to Water Land! This section will give you the know all for
getting through with ease.
______________________________
KEY |
|
S - Start Location |
X - Level Location |
P - Pipe Location |
F - Fortress Location |
R - Rock Location |
H - Spade House Location |
T - Toad House Location |
W - Wandering Hammer Brothers |
L - Locked Door Location |
C - Castle Location |
B - Bridge Location |
N - Canoe Location |
______________________________|
W A T E R L A N D
T---+----X TB-+B-+--X----X---+ ---T
| | | | B |
X | X--+ X----H---F
| | | | L H--T
| F-----+ | P |
| | | | ---T--H
X +LP X--+R-------N B C-----P
| |
--S---+RHR-+-P
o-------------------------o
| Mushroom House Contents |
o-------------------------o
House #1: Pre-Determined
Items : Frog Suit
House #2: Random
Items : Fire Flower, Raccoon Leaf, Frog Suit
House #3: Random
Items : Fire Flower, Raccoon Leaf, Frog Suit
House #4: Random
Items : Fire Flower, Raccoon Leaf, Frog Suit
House #5: Random
Items : Super Mushroom, Fire Flower, Raccoon Leaf
o---------------------------o
| Wandering Hammer Brothers |
o---------------------------o
Please note that where the Hammer Brother group stands will determine if you
fight on land or if a small layer of water will interfere (only interferes if
you are Regular Mario)
Brother Set #1: Hammer
Brother Set #2: Invincible Starman
o-----------o
| Level 3-1 |
o-----------o
Thrown right into the swimming aspect of Water Land, hug the left side of
the screen to go down to find a Power-Up before returning to the above area
to go right. Go past the air blowing pipe, past the Blooper, and then past
one more air blowing pipe to reach a choice in paths.
==========
OPTION ONE
==========
If you would like a Power-Up and the ability to skip most of the level, take
this route. Go right to the wooden block wall, swim to the top, and then
hop out of the water to go on top of the wall. Head right to find a
Power-Up in a small cubby hole before continuing right to land back in the
water.
==========
OPTION TWO
==========
Head down the corridor below while on the right side (avoiding a Blooper) to
turn right and swim past a pipe, a Lava Lotus, and then another pipe. Go
right to collect 6 Coins and get a Coin from a ? Block as well as a Power-Up
(provided you want to risk the Lava Lotus attacks). Head upwards.
========
REJOINED
========
Head right along the top of the water to pass a couple Bloopers (one With
Kids) to see a pipe by a Wooden Block wall to go to the exit. If you wish
to find some extra Coins and a 1-Up, go down through the holes in the floor
to fend off a lava Lotus while navigating through Note Blocks. Just head up
the opening to the right to reach the exit pipe. Run right to hit the Slot
Box to finish the level off!
o-----------o
| Level 3-2 |
o-----------o
Jump across the two lifts to the right, fall to the lower ledge on a Donut
Block, and collect the Power-Up. Set foot onto the lift to your right
(position yourself on the left side), run and jump to the Wooden Block
platform above (knocking an Invincible Starman loose), and then get the
Starman before rejoining the moving platform. Now hit the second ? Block
you see (preferably on the left half of the block) to reveal another
Invincible Starman, followed by another ? Block with an Invincible Starman
waiting on a two Donut Block ledge.
Take the next lift right while dodging the attacking Cheep-Cheeps while
continuing right to hit the third block from the left to reveal a P-Switch.
Hit the P-Switch to make a ledge near the pipe with the Venus Fire Trap so
you can get onto it easier. However, you do not need to do this as you can
jump from the platform to the pipe as well (it is more difficult).
Once Mario comes through the pipe, avoid the Cheep-Cheep to go right and hit
the Slot Box to finish the level! Also note that you can take to the air
here to fly up and find a 1-Up and seven Coins if you are Raccoon Mario (not
likely you are though as it was a grueling level and the Power-Ups are all
Fire Flowers).
o-----------o
| Level 3-3 |
o-----------o
This level raises and lowers down to near sea level. However, Boss Bass is
patrolling here, and he can swallow you whole (even Super Mario or higher)!
Also be wary of the Cheep-Cheeps that roam here as well.
Go right till you see a Note Block which has a Power-Up (if it a Super
Mushroom, run right to stomp the Green Koopa Troopa and kicks it's shell to
bust the bricks so you can get your Super Mushroom). Jump right across two
gaps, jump to the tall and skinny platform, and then wait for the rotor
platform to become still so you can use it as a stepping stone across the
gap to the next platform.
Use one Ice block to hit the brick to the left to reveal a P-Switch, the
other Ice Block on Boss Bass (also collect the ? Block Power-Up). Trip the
P-Switch before running right to use the bricks you just formed to run
across the many gaps at top speed to avoid al the problems that Boss Bass
could pose in this area. If you did not make it to the pipe, use the high
brick ledge and the rotor platform to get there. Also note that you can
continue past the pipe to go for a 1-Up Mushroom, but you will likely have
to dodge Boss Bass as you swim (not an easy thing to do).
Jump the water to go right and hit the Slot Box to finish the level!
o---------------------o
| World 3 Fortress #1 |
o---------------------o
A Fortress that can be confusing at first, it has many doors, with most of
them leading to a room filled with Cheep-Cheeps. However, the walkthrough
will cover the ENTIRE hall that has the doors, followed by paragraphs for
any doors that lead somewhere OTHER THAN the trap moat. Be sure to count
doors as you go along so the doors labeled as good will be easily found.
A Roto-Disc and a Dry Bones greet you before you have to clear a small wall,
where another Roto-Disc twirls. Continue right to pass a Thwomp, a Dry
Bones, and then a Boo Diddly will chase as you go by to go under yet another
Thwomp. If you are not careful, a Boo Diddly from the other side of the
Thwomp will charge, so go under it, past another three Dry Bones, and then
under one last Thwomp to pass two more Dry Bones to reach the end of the
hall.
Door Number Five leads to a small platform where a 1-Up Mushroom can be
collected. Be sure to hit the left half of the brick to get the 1-Up to
fall to the platform so the swim in the moat can be avoided.
Door Number Six leads to a ledge that can be climbed up to enter another
door. This leads to Boom-Boom's hideout!
Door Number Nine leads to a room with a bunch of Coins! Jump straight up
over the door to reveal a hidden block (worth a Coin), get on it, and then
jump into the Coins (being careful to not fall through the holes). After
collecting the Coins, attempt to jump through the holes in the floor where
the Coins were held to reveal three more hidden blocks worth a Coin each!
Boom-Boom has no ledges in his room, but be wary. After one stomp, he will
wing to the skies, so stomp him right away to knock him back to earth
(otherwise you need to wait for him to swoop). One more stomp to finish him
off and collect the ? Ball to finish the Fortress!
o-----------o
| Level 3-4 |
o-----------o
Two Goombas march up the hill, which are followed by a Pirahna Plant and then
a gap of water to jump to face a Venus Fire Trap. Collect the Power-Up if
you wish, go up to the high ledge, and then slide down the slope through the
Goombas before jumping off the end to rocket across the watery gap below.
However, if you do end up in the water, swim to the right, jump out of the
water to hit an invisible block, which you can use to get on the high ledge.
Slide the slope to take out three Green Koopa Troopas before heading right
to collect a Power-Up and some Coins from ? Blocks while dealing with two
Para-Goombas (one light brown, one dark brown) and a Venus Fire Trap. Also
note that a P-Switch exists in one of the two blocks underneath the Venus
Fire Trap, so hit it to make a pile of silver Coins appear out of nowhere!
Go right to see 6 bricks forming a ledge that you go under to hit and get
Coins as well as a 1-Up Mushroom. However, you will also have to start
contending with Lakitu throwing Green Spiny Eggs from here on out! Head
right across the multiple gaps to hit two ? Blocks for a Coin and a Power-Up
before continuing right down the slope to enter the black screen where the
Slot Box awaits you to finish the level!
o-----------o
| Level 3-5 |
o-----------o
Note that if you enter as Raccoon Mario, you can fly across the gaps to the
Wooden Block ledges to cut over much of the level as well as using your tail
to get two Coin Blocks before plunging back into the level three quarters of
the way through the level!
When you enter the water, you will see Jelectros for the first time, as well
as Big Bertha. Head right while avoiding these enemies and some
Cheep-Cheeps as well to gain a Power-Up from some ? Blocks (one on the
left). Swim right to pass some more Jelectros as well as a Blooper before
cutting under a Cheep-Cheep for some Coins.
Continue right to cut under a Jelectro to go for a Power-Up from the middle
? Block, followed by going up and right before going down to pass the air
blowing pipe. If you are careful, you can hit an invisibly block in the air
stream from the pipe to reveal a 1-Up Mushroom!
Swim right into the Jelectro corral, draw the Blooper With kids into the
area, and then swim underneath the bottom of the Jelectro line to go past
this trap area. Swim past Big Bertha and a Cheep-Cheep to the pipe,
followed by swimming/jumping across the pond to hit the Slot Box to finish
the level!
o-----------o
| Level 3-6 |
o-----------o
This level will scroll along at a set pace, so you will need to be moving
along with it. Start by jumping to the Donut Blocks across the gap, collect
the Power-Up from the ? Block, and then use the wooden ledge to jump across
another gap to more Donut Blocks (use the rotor platform if you wish to).
If you have a tail, go down below to hit a Coin Block, but otherwise just go
right to the next ledge. Here you can use an ice block/Koopa shell to hit
the block on the lower ledge for a Power-Up before jumping to the right
across some wooden platforms (using Koopa Shells on the bricks for Coins).
Go to the bottom, pluck an ice block, and throw it at the brick to the right
to reveal a P-Switch which will make a bunch of bricks collectable as Coins
(just watch for the Green Paratroopa Koopa coming from above). Jump to the
Donut Block ledge on the right, jump to the rotor platform as it stills, and
then quickly go to the pipe before the rotor platform starts moving.
Go right across the wooden ledges that have a Green Paratroopa Koopa
patrolling to hit the Slot Box to finish the level!
o-----------o
| Level 3-7 |