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SUPER MARIO WORLD: SUPER MARIO ADVANCE 2
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Written, compiled, and submitted by: charmandermaster1015
Console: Game Boy Advance (GBA)
Copyright 2005-2008 Karanhaar Singh. All Rights Reserved.
Version: 1.14
IMPORTANT:
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This walkthrough is best viewed in Courier New, size 10.
***NOTE: My current email address has changed to gman7331@gmail.com***
*****************
Table of Contents
*****************
Section 1: History
Section 2: Controls
Section 3: Items & Powerups
Section 4: Characters
Section 5: Walkthrough
World 1: Yoshi's House
World 2: Donut Plains
World 3: Vanilla Dome
World 4: The Bridge Levels
World 5: Forest of Illusion
World 6: Chocolate Island
World 7: Valley of Bowser
Star World
Special World
NOTE: Each level is search friendly, meaning that you can type in a combination
of letters in the Find box) and you will be instantly located to that level.
The levels are coded by the first letters of each word while the special levels
have (SW) in front of the first letter of the level.
Section 6: Credits and Contact Information
******************
Section 1: History
******************
Version 1.14:
Changed email address and changed hosting policy.
Version 1.13:
Added 1Up and SuperCheats to allowed list.
Version 1.12:
Added two more sections. More might be coming up in a week or two!
Version 1.02:
Fixed some minor spelling mistakes.
Version 1.01:
Fixed some consistency errors, added Neoseeker to allow list, and removed
filter from email.
Version 1.00:
Submitted guide
History before initial submission:
11/17/05: Finished writing Sections 1, 2, and 4.
11/14/05: Finished Special World
10/25/05: Finished Star World
10/21/05: Finished Valley of Bowser
10/6/05: Finished Chocolate Island
9/26/05: Finished Forest of Illusion
9/19/05: Finished The Bridge Levels
9/13/05: Finished Vanilla Dome
9/8/05: Finished Donut Plains
9/4/05: Finished Yoshi's Island
9/2/05: Started Walkthrough
Yes, I slacked off near the end of the guide...
*******************
Section 2: Controls
*******************
---Single Button Controls---
A Button: Pressing 'A' makes Mario jump. If you press and hold 'A' for about a
second, Mario will jump the max height. This button also confirms menu
selections. In the water, pressing 'A' will make Mario swim.
B Button: The 'B' button has many functions. Ironically if you just tap 'B' as
normal or super Mario, nothing will happen. If you have a cape, pressing 'B'
will cause Mario to swing the cape. Likewise, if you have a Fire Flower, 'B'
will make Mario throw a fireball. 'B' also lets you grab shells, flip through
grates, makes Yoshi lick, and cancels menu selections.
Start Button: The main use of the Start button is to pause the game, but you
can also use it to confirm menu selections.
Select Button: On the map, the Select Button brings up the level completion
checklist. During game play, pressing the Select button causes the power up
(if any) in reserve to drop down.
Up button (on the Directional Pad): Pressing up during game play will make
Mario look straight up and cause the screen to pan upwards. Use the up button
to enter pipes, gates, and to climb fences.
Down Button (on the Directional Pad): Use the Down button to enter pipes below
you, dodge enemies, or to pan down. If you press Down on a steep slope, you
will slide down.
Left Button (on the Directional Pad): Makes Mario move left and enters some
pipes.
Right Button (on the Directional Pad): Makes Mario move right and enters some
pipes.
L (Shoulder) Button: Press this button to pan left or right (depending where
you face).
R (Shoulder) Button: Press this button to spin jump or to get off Yoshi.
---Multi Button Controls---
Run: Simply hold the 'B' button as you press Left or Right. Running is very
useful in many levels.
Carry an Item: Walk near an item while pressing 'B', and you will grab the
item. This works for 'P' switches, shells, and other small objects. Holding
any item will make you swim better in the water.
Climb/Jump off a Vine or fence: To get on a green vine or a fence, press Up
when you are right if front of the vine. To get off the vine, simply press
'A'.
Yoshi sacrifice Jump: Like the name suggests, you can only perform this move if
you are riding a Yoshi. With Yoshi, jump, and immediately press 'R' when you
are in the middle of your jump. Now you will jump very high, but you will lose
your Yoshi. This move should be used rarely and only if you are about to fall
down a gap.
Fly: To fly, you must have caped Mario or Luigi, and you cannot be riding a
Yoshi. Now get a good running start and run forward until you see your Brother
throw out his hands. Now press 'A' and continue holding 'B' and you will fly
high in the sky. To continue flying at level height, press Left every second
while holding the 'B' button. Flying is much easier with Luigi. If you want
to shake the ground when you land, just hold the Right (or Left) button while
pressing 'B'.
***************************
Section 3: Items & Powerups
***************************
This section will describe all of the blocks, powerups and other objects found
around this game.
Blocks/Bricks
-------------
Yellow Brick:
This is your standard brick. You can easily recognize them because they look
like a yellow block with two black dots on it (eyes). Most of the yellow
bricks are empty (they contain nothing), which means they spin if you hit them
and they break if you spin jump on them. Others contain coins, powerups, extra
lives and many more. Yellow bricks turn into Brown ones when they are hit and
not empty.
Brown Brick:
This is another common brick that has angry looking eyes unlike the yellow
ones. These bricks are obviously brown, and are indestructible (they also have
no coins/items). Brown bricks are mostly placed in the level to help (or
possibly prevent) you to access different parts of the level. These bricks
turn into coins when you hit a 'P' switch.
Blue Bricks:
Blue Bricks look just like yellow ones except they are blue instead of yellow
(obviously). These are also very useful as you can pick them up (they will
start flashing) and use them to hit blocks in hard to reach places, kill
enemies, and swim quickly in water. Blue bricks are usually found in clusters
and are not common to find. Note that these bricks disappear in a short time
after picking them up, so be quick!
Icy Bricks:
This brick is seen in only the icy levels and act just like Brown bricks. The
only difference is that they are slippery and they don't turn into coins when
you hit a 'P' switch.
Prize Block ('?' Block):
Prize blocks are the same size of bricks, except they have a picture of a '?'
on them that moves on the block. These blocks are never empty and may contain
coins, a stream of coins, or powerups. These blocks rarely contain green vines
or extra live mushrooms.
Note Block:
Note blocks are unique from other ones because they are white and very bouncy.
This means that you can jump on them to jump up higher than usual. Note blocks
are usually used to help you reach higher ledges, but they also might contain
powerups (never coins or vines). These blocks are also indestructible but do
not turn into brown bricks after they are hit.
Green Star Block:
This is the rarest of all blocks. Only hit these blocks when you have thirty
coins, because you will be awarded with an extra life. If you have less than
30 coins, they will only give you a measly coin.
Stone/Wooden/Other Blocks:
These blocks are found in castles, ghost houses and in other areas. They
compose the walls in the levels and are indestructible like the brown bricks.
Shifting Blocks:
Shifting blocks act like '?' ones with powerups, except they change every
second (they shift from Mushroom to Fire Flower to Cape to Star). Quickly hit
them when you get your desired powerup, and grab it before it bounces away.
Powerups
--------
Mushroom:
Shrooms are your standard powerup. Once Mario/Luigi touches them, they will
grow twice their size (which gives you one piece of extra health) and will be
able to break through yellow blocks easily. If you already have a mushroom,
your new one will go into your reserve box.
Fire Flower:
Fire flowers will only appear if you have a mushroom and from certain '?'
blocks. Once you get one, you get a third piece of health and will be able to
throw fire balls. Fire balls are useful for killing certain enemies and even
work in water. Mario's fireballs bounce lower than Luigi's.
Cape:
Capes are more useful than Fire Flowers, as they give you the ability to fly.
They also let you whip enemies to kill them, spin yellow bricks near you, and
even hover slowly to the ground.
Star:
Stars are the best powerup in the game, but they only last for a few seconds.
Once you collect a star, you get impervious to all attacks and can kill enemies
by running into them. If you run into enough enemies within the Star's
duration, you can get a crapload of points and even extra lives.
Miscellaneous
-------------
Key:
Keys are used for getting to secret exits in many levels. Simply pick them up
(you can use Yoshi), and put it in a keyhole nearby to get through the secret
exit.
Green Trampoline:
These objects are very useful for getting to hard to reach places and possibly
to secret exits. Like the Key, you can pick them up or hold it in Yoshi's
mouth. To jump off of a trampoline successfully, press 'A' when the Trampoline
is fully pressed down.
*********************
Section 4: Characters
*********************
This section will describe Mario, Luigi and other allies that you will be using
throughout the game.
Mario:
The star of the game is back for another wacky adventure! You will start out
as Mario (you can switch to Luigi if you like though) and will be playing
through many levels using him. Mario is different from Luigi because he is
faster, throws fireballs that bounce lower, and is harder to control while
flying compared to him. Use Mario when you are playing levels with few
obstacles and more enemies and some castles.
Luigi:
Luigi is also in for another adventure helping his pal, Mario. He is different
from Mario because he jumps higher (though harder to control), throws higher
fireballs, and flies better than Mario. Luigi should be mainly used in shorter
levels with lots of jumping and with cliffs and gaps (sky levels).
Yoshi:
Yoshi actually started out as a free dinosaur playing with his friends. After
the princess was kidnapped, Bowser trapped all of the Yoshis into different
blocks. When you first free Yoshi, you will get a message from him thanking
you for freeing him, and he will be willing to help you on your quest. Jump on
Yoshi's back to ride him like a horse. With Yoshi, you can lick, eat enemies
and even step on spiky terrain. You can fly with Yoshi, but you will fall down
after reaching the highest point after takeoff. If you get hit by Yoshi, you
will jump off of him, and he will be running back and forth. If this happens,
quickly jump on him again before he falls in a gap.
There are four colors of Yoshi:
Green: Your standard Yoshi with no shell bonus.
Red: Red Yoshi is only available after you unlock him in Star World. When
this Yoshi eats any shell, he will spit out fire if you press 'B' again.
Yellow: Like the red one, the Yellow Yoshi is also only available after you
free him in Star World. With any shell in his mouth, Yellow Yoshi can stomp
the ground causing the enemies around you to die or get stunned.
Blue: Blue Yoshis are my personal favorite on because he can fly for a short
period of time with any shell in his mouth! The flying is a lot more
controlled if you have a Cape (you won't be erratically bouncing up and down).
Sadly, this Yoshi is also available in Star World.
**********************
Section 5: Walkthrough
**********************
Here is the Walkthrough! You may notice that the first few levels have more
detail than the other ones. The reason for this was that I tried to explain
every new concept as I originally planned not to write the other sections.
This is the format of every level in the walkthrough:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of level
-------------
Difficulty/10 | Recommended Brother (Mario or Luigi) | Number of Dragon Coins |
Time of level (200, 300, 400, or Infinity)
Enemies: Listed here are all the enemies found in this level in alphabetical
order. Bosses are always listed last.
Here, I will explain a little bit about the level and how it compares to other
levels in this world. I may also recommend (or require) you to have specific
powerups before you enter this level.
This will be the actual walkthrough for this level. If you see three
consecutive stars (***) that means that if you want to use the secret exit,
stop reading here and go directly to the 'Secret Exit' section of that level.
In a few levels, there are alternative exits (usually associated with a pair of
wings). These exits are depicted with three ampersands (&&&).
Secret Exit:
If there is a secret exit it will be listed here. (***)
Alternative Exit:
If there is an alternative exit, it will be listed here. (&&&)
GO TO: The next level
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Well, here we go!
=======================
World 1: Yoshi's Island
=======================
Yoshi's House (YH)
------------------
Difficulty: 0/10 | Brother: Luigi | Dragon Coins: 0 | Time: Infinity
Enemies: None
This is not really a level, but I put it here as a reference.
If you do not have a Yoshi, there is nothing you really can do but read the
help block which says that Yoshi is out playing with his friends. If you come
here with a Yoshi, you can eat all ten apples on the tree to get a mushroom.
GO TO: Yoshi's Island 1
Yoshi's Island 1 (YI1)
----------------------
Difficulty: 1.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Banzai Bill, Chargin' Chuck, Jumping Piranha, Koopa, Rex
This level is not that hard, but people new to this game might have some
trouble dodging all of the Banzai Bills.
You will start on the ground next to a slanting cliff with a shelless Koopa
sliding down to attack you. Jump on it and you will see the first Dragon Coin
near the top of the cliff. Grab the coin and move forward making sure you
dodge the Banzai Bill trying to ram you. A lone Rex will walk from the right,
so spin jump to kill it. Continue walking until you see a flying '?' block.
Hit it, grab the mushroom that pops out, then kill the two incoming Rex. Run
up the slanted green pipe to land on a cliff. Keep running as you jump past
the two Rex under the three slanted cliffs. Jump on the third cliff to collect
the second Dragon Coin near the top. Run across the first bush to reveal a
hidden mushroom. Kill the Rex, but watch out for the Jumping Piranha in the
yellow pipe. Carefully jump across the pipe but ignore the help block. You
will see a blue pipe that is blocked by stone bricks and yellow bricks. If you
are super, spin jump to break the bricks below you, and enter the pipe. You
will find yourself in a secret chamber. A mushroom is hiding out under three
yellow bricks, so break them and grab it. (You really don't need it, but get it
for the 1000 points) Grab the six coins above you and get the third Dragon
Coin under three more yellow bricks. Now run into the green pipe and you will
be blasted out of the chamber. Don't touch any button while flying and you
will hit the checkpoint before you land.
---Check Point---
You will see a yellow '!' block outline, because you cannot do anything to it,
ignore it for now. Keep walking forward and kill the three Rex trying to halt
you. Jump up the series of cliffs until you reach the top. Grab the fourth
Dragon Coin located there and slide down the cliff killing the Rex at the
bottom. Keep walking forward, but beware of the Banzai Bill trying to hit you.
Ignore the help block, pick up the shell and throw it up at the yellow brick in
the sky. If you hit the brick, an extra life should come out and start to
glide across the line of clouds. Follow the extra life making sure you dodge
the Banzai Bill, and grab it when it falls down. Continue on your way, killing
the two Rex that walk by, until you reach four bricks in a diamond shape. Hit
the '?' block (The uppermost one), and grab the Fire Flower that comes out.
Kill the two Rex that walk by and hop on the short cliff to avoid the Banzai
Bill. Hop on the green pipe but don't get hit by the Jumping Piranha. Grab
the last Dragon Coin, kill the Rex, and jump down from the cliff. A Chargin'
Chuck will be snapping at the air. Keep jumping on it until it dies, and pass
through the End Marker to beat the level. Congratulations! You finished the
first level.
GO TO: Yellow Switch Palace
Yellow Switch Palace (YSP)
--------------------------
Difficulty: 0/10 | Brother: Luigi | Dragon Coins: 0 | Time: 200
Enemies: None
This is the Yellow Switch Palace, you are not required to complete this level,
but I strongly recommend you to do so.
You will start next to a 'P' switch, jump on it. The whole room will be filled
with coins for a limited time, so jump back and forth and try to grab as many
as you can. You can get as many as 5 extra lives if you try hard enough. When
the coins disappear, run through the green pipe and jump on the large yellow
'!' switch. The message will tell you that all the yellow '!' block outlines
will become real yellow '!' blocks; and each will contain a mushroom!
GO TO: Yoshi's Island 2
Yoshi's Island 2 (YI2)
-----------------------
Difficulty: 1/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Chargin' Chuck, Jumping Piranha, Koopa, Monty Mole,
This level is one of the easier ones, perfect for beginners. I personally
think that 400 seconds is too much for this level as I can easily beat it at
40.
You will start on the ground with no immediate danger. Walk forward, grab the
shell, and jump to the upper cliff where ten Koopas are roaming. Release the
shell to kill all the Koopas, a lot of points, and an extra life. As you walk
forward, two '?' blocks and one '!' block will appear. Hit the two '?' blocks
for coins and get the mushroom from the '!' block. Two more '?' blocks will
appear, with a coin in the first and a Yoshi in the second. Hop on the Yoshi
and continue on your way. The only new hint the help block tells you is that
you can hop off the Yoshi by pressing 'R'. As you walk forward, lick any red
apples that pop up. You can also run into the apples, and Yoshi will
automatically eat them. The long path ahead will have the first 2 Dragon Coins
in the air, and two shelless Koopas trying to attack you. Climb the flight of
stairs at the end of the path and kill the Chargin' Chuck. As you jump off the
edge of the cliff, grab the third Dragon Coin. Disregard the help block and
run into the checkpoint.
---Check Point---
Hop across the two yellow pipes and hit the three '?' blocks. The middle block
will contain a Yoshi or an extra life (Depending if you already have a Yoshi or
not). Jump across the cliffs, kill the Monty Moles, and hit the pair of yellow
bricks to the right. The second brick will reveal a plant that reaches the
sky. Climb the plant, jump on the line of clouds to the right, and grab the
fourth Dragon Coin. Jump off the clouds, and get the last Dragon Coin on the
top of the short cliff that comes up. Get the mushroom from the '!' block if
needed. Monty Moles will start to pop out of the ground at this point, so
dodge them and go down the first blue pipe that pops up. You will land in a
cavern with 6 flying '!' blocks and 4 blue bricks on the ground. Pick up the
bricks and throw them at the flying blocks. The third block will contain an
extra life while the rest contains coins. When you are done collecting the
coins and the extra life, run into the green pipe and you will end up above
ground from a white pipe. Jump across the green pipe and release the 'P'
switch blocked by eight yellow blocks by hitting the middle one. Step on the
switch, dodge the Chargin' Chuck and walk across the path of brown bricks that
appear. The End Marker will be at the end of the short path of brown bricks.
Second level complete!
GO TO: Yoshi's Island 3
Yoshi's Island 3 (YI3)
-----------------------
Difficulty: 1.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Koopa
It is strongly recommended that you have already pressed the yellow '!' switch
before you start this level. If you do, 75% of the time you fall down, a line
of yellow '!' blocks will save you from losing a life.
You will start near a series of cliffs with no immediate danger. Jump up the
series of cliffs and onto the brown platform. When the platforms starts to
rotate, jump to the small cliff with a green bush. Grab the mushroom if needed
and jump on the middle of the line of yellow bricks. These bricks will retract
into one block and back into five every two seconds, so make sure you jump in
the middle every time. The first Dragon Coin will be at the top of second line
of retracting yellow bricks. Hop on the second brown platform and jump on the
cliff with two '?' blocks. The first block contains a coin while the second
one contains a Yoshi. Hop on the Yoshi and kill any Koopas you see around you.
Jump across the two white moving platforms. When you land on the cliff with
the red Koopa, kill it and slowly walk off the cliff with out jumping. When
you land on the yellow pipe, go down it. You will end up in a secret cavern.
Hit the 'P' switch and run across the line of brown bricks that appear. At the
end of the line, the second Dragon Coin will pop up. Grab the coin and exit
the cavern through the green pipe. Back above ground, run through the Check
Point, kill the Koopa and grab the third Dragon Coin.
---Check Point---
Hop above the line of yellow bricks and grab the Fire Flower from the '?'
block. Jump across the series of platforms until you reach the long line of
retracting yellow bricks. Be very careful as this line retracts vertically and
horizontally. As you proceed across the bricks, grab the fourth Dragon Coin
above the second to last line of bricks. Jump across the white platform and
the three brown platforms, grab the final Dragon Coin and pass the End Marker.
You are done with the third level!
GO TO: Yoshi's Island 4
Yoshi's Island 4 (YI4)
-----------------------
Difficulty: 1.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Guppy, Koopa, Pokey, Spiked Ball
This level is short compared to the other levels in this world. It also has no
Check Point.
You will start on a long cliff the shape of a mushroom with hopping Guppies
swimming below you. Quickly run past these and grab the mushroom from the '!'
block before they hop to attack you. The small green platform floating in the
water will sink when you step on them, so quickly hop across this grabbing the
first Dragon Coin sitting there. Get the Fire Flower from the '?' block at
next cliff and the second Dragon Coin in the sky above the second floating
platform. Jump across the series of platforms while dodging the Spiked Balls
until you reach a small blue pipe. When you go down the pipe you will end up
in a place where many Pokeys reside. Walk across this area dodging (or eating
if you have Yoshi) all the Pokeys until you go through the pipe. Back in the
previous area, head LEFT until you see the third Dragon Coin above the water,
grab it. Now get the 'P' switch, step on it, and grab the star from the '?'
block. When the row of brown bricks appears, run across it grabbing the fourth
Dragon coin. Now run across the series of mushroom cliffs and sinking
platforms. As you run across, dodge the Spiked Balls and make sure you grab
the final Dragon Coin. When you reach the green pipe on the last mushroom
platform, enter it to get to the final area. At this point, just run into the
End Marker ignoring the help block. Congrats! You beat the fourth level.
GO TO: Iggy's Castle
Iggy's Castle #1 (IC1)
-----------------------
Difficulty: 2.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Climbing Koopa, Fireball, Falling Log, Iggy
Here it is... the first castle and boss battle! You really should not have
much trouble beating Iggy, but I included some tips to help you if you do.
You will start on the stone ground. Run up to the help block and read what it
says. Climb the fence above you, and start to head right, making sure you
dodge or to kill the Koopas around you. You can step on the Koopas on the same
side of you, and you can punch the Koopas opposite towards you. When you see
the line of '?' blocks, hit the middle one to reveal a Fire Flower. Because
the space between the ceiling and the block is too small to fit through, you
must use the 'P' switch to bring it down. Step on the switch, and the Fire
Flower will fall down when the brown bricks turn into coins. When you get the
Fire Flower, grab the first Dragon Coin near the large pool of lava. As you
keep moving forward, you will see the second Dragon Coin on the other side of
the fence, ignore it for now and dodge the jumping fireball. When you see the
switch grate, press 'B' to flip to the other side. Now you can go back and get
the second Dragon Coin. Head back right and hop to the other fence until you
see another switch grate. Flip and get the third Dragon Coin slightly towards
the left. Flip back and keep heading right until you pass the Check Point.
Disregard the help block and enter the yellow gate to get to the second area.
---Check Point---
This area can be quite dangerous as you are automatically pushed forward and
huge logs will try to smash you every few seconds. Move forward until you see a
small pit. Quickly get the Dragon Coin above the pit and duck to dodge the
falling log. The handy flying '?' block will contain a Fire Flower; grab it as
it will be useful. The last Dragon Coin will be above a line of retracting
yellow bricks. Grab the coin, disregard the help block and enter the red gate
to fight Iggy.
Boss Battle: Iggy
-----------------
You and Iggy will be on opposite sides of a see-saw floating in lava. Your
goal is to push Iggy into the lava but not get pushed in yourself. Jump on
Iggy's head (or throw fireballs at him) as the see-saw tilts right. If you did
this fast enough, he should fall in the lava and die, but if he survives, you
can keep pushing him towards the right as long as the see-saw is tilting right
at the time. Occasionally Iggy will throw fireballs at you, but they are slow
and easy to dodge by jumping. When Iggy finally falls into the lava, he will
burn and die. Congrats! You beat your first boss! Now let's go to Donut
Plains!
GO TO: Donut Plains 1
=====================
World 2: Donut Plains
=====================
Donut Plains 1 (DP1)
---------------------
Difficulty: 3.5/10 | Brother: Luigi | Dragon Coins: 5 | Time: 400
Enemies: BB Chargin' Chuck, Jumping Koopa, Jumping Piranha, Super Koopa,
Volcano Lotus
This level tends to get annoying with all the Super Koopas flying around, so
some people may have some trouble completing this level without getting hit.
The BB Chargin' Chucks will also get on your nerves.
You start on the ground with no immediate danger. As you walk forward, a Super
Koopa with a flashing cape will charge at you. If you jump (not spin jump) on
it, the Koopa will lose its cape and a Cape will come out; grab it. Two Super
Koopas with yellow capes will charge at you. These Koopas will not have any
Cape if you jump on it, so you can ignore these. Grab the first Dragon Coin on
the top cliff. Get the mushroom from the green bush if needed and kill the
pair of BB Chargin' Chucks. Get the cape from the next super Koopa and kill
the Volcano Lotus on the top of the cliff. Jump on the upper cliff, dodge the
Super Koopa, and grab the second Dragon Coin. Ignore the line of yellow bricks
and jump up the blue pipe. (Refer to Bonus Game #1) Head left until you see
the Check Point; break it.
---Check Point---
Go back right and enter the first blue pipe. In this area, there are 600
coins, but I do not recommend you to get them all as it will waste too much
time and is hard to do. Grab the Cape and run up the very tall pipe using the
red triangle. Start to fly across the area grabbing as many coins as possible
until you reach the end. Drop down and exit the area through the green pipe.
Now run right and climb up the stairs making sure you kill the Volcano Lotus.
The third Dragon Coin is in the sky, so grab the Yoshi from the '?' block, and
fly to the upper right until you get the coin. Fall down while moving right
and grab the fourth Dragon Coin above the Volcano Lotus. Kill the BB Chargin'
Chuck above the three yellow bricks and dodge the four Super Koopas, but try to
get the Cape from the first one. The last Dragon Coin is near the green pipe.
*** Because you did not get the green '!' switch, ignore the stack of green '!'
block outlines and the help block. Kill the Volcano Lotus and the BB Chargin'
Chuck, grab the mushrooms if needed and run through the End Marker. You
finished Donut Plains 1, Congrats!
Secret Exit:
You can only use the Secret Exit if you pressed the Green '!' Switch. Run up
the line of green '!' blocks and end up on a small platform. Jump across the
pipe and put the key in the keyhole. You found the secret exit! Good Job!
Normal Exit - GO TO: Donut Plains 2
Secret Exit - GO TO: Donut Secret 1
Donut Secret 1 (DS1)
--------------------
Difficulty: 3.5/10 | Brother: Mario | Dragon Coins: 6 | Time: 300
Enemies: Blurp, Flying Koopa, Guppy, Rip Van Fish
This is your first under-water level. It may seem hard with all the fish, but
if you get the Fire Flower from the Top Secret Area, you can kill all the fish
with fireballs. I find it strange that Mario can throw fireballs underwater...
You will enter the course from an orange pipe. Swim forward, grab the five
coins, and dodge the Blurp and the Guppy. Kill the Rip Van Fish with fireballs
and get the first Dragon Coin that is above the line of '?' blocks. If needed,
get the Fire Flower from the third '?' block. Swim forward and enter the blue
pipe that is hanging from the ceiling. You will find yourself in a very tall,
but skinny cavern. Get the 'P' balloon in the '?' block in the middle and
float up towards the left. Get as many coins as you float up, and dodge the
Flying Koopas that roam the place. When the balloon runs out, get the second
'P' balloon from the '?' block above the line of stone blocks. Two Dragon
Coins will be on either side of the cavern at the very top. After you get the
second and third Dragon Coins, exit the area through the orange pipe on the
right. Hurry, because time is not on your side. If you missed a Dragon Coin,
you can go back, reenter the blue pipe and try again. Now, kill the Guppy
hovering over a small pit to the right and swim down it to find the fourth
Dragon Coin. Keep moving right, get the Fire Flower from the '?' block if
needed, and kill the Rip Van Fish that is guarding the fifth Dragon Coin. Kill
the fish, throw one of the blocks away and get the Dragon Coin. Grab the
second blue block to help you swim faster and get the Check Point right below
you. ***
---Check Point---
From here, swim forward, kill the two Guppies and the Rip Van Fish, but ignore
the 'P' switch. As you keep swimming forward, grab the sixth Dragon Coin above
you. Kill the sleeping Rip Van Fish and swim forward ignoring the line of
brown bricks and the keyhole below you. As you swim forward, kill all the
guppies and the Rip Van fish and pass the End Marker near the arrow. You beat
your first all water level! Good Job!
Secret Exit:
After the Check Point, swim forward killing the fish around you until you see
the 'P' switch. DO NOT step on the switch yet! Instead, grab the switch and
swim forward dodging the fish and grabbing the last Dragon Coin floating above
you. Soon you will see a line of brown bricks. When you do stop, drop the
switch and step on it to turn the bricks into coins. Quickly swim through the
line of coins and hit the '?' block revealing a key. Swim out of the pit and
put the key into the keyhole to end the level. Nice job! You found the secret
exit! Now on to the Secret Ghost House!!
Normal Exit - GO TO: Donut Ghost House
Secret Exit - GO TO: Donut Secret House
Donut Secret House (DSH)
------------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Big Boo, Boo Buddy, Eerie
This is the Secret House! It is dominated by Boos and Eeries, so always watch
your step. This level has no Check Point. You should only get all five Dragon
Coins only if you plan to use the secret exit.
You will start near a flight of stairs with no immediate danger. Run up the
flight of steps dodging the circle of Boos, until you are touching the tall
brick pillar. You will notice that there is a gap in the circle of Boos. When
the gap is facing to the left, jump through it, and stand on the ground. Get
the first Dragon Coin to the left when the Boos allow, then run to the right.
Dodge the Eerie, and step on the 'P' switch that will be near the Big Boo.
Jump over the Big Boo when it moves near you. Quickly run up the second flight
of stairs ignoring the yellow brick and the Dragon Coin below you, and enter
the yellow gate. From here, head left, grab the Fire Flower from the '?'
block, and dodge the lonely Boo until you see another circle of Boos. When the
gap persists, jump through the middle of the circle then to the other side
ignoring the '?' block. Grab the five coins on the small platform, jump over
the pile of yellow bricks and keep heading right. Ignore the help block, the
two Boos, and the yellow gate. Jump onto the platform with the 'P' switch.
Ignore the 'P' switch for now and climb up the series of brown blocks on the
left wall to get the second Dragon Coin. Jump back down and carry the 'P'
switch to the right and step on it when you see the yellow bricks. Quickly
enter the yellow gate hovering over the three '?' blocks to enter the next
area. This area is dominated by Boos and Eeries, so be careful. Head right,
grab the third Dragon Coin and enter the yellow gate. Now under the second
flight of stairs in the first area, grab the fourth Dragon Coin and get the
extra life from the yellow brick. Reenter the second area through the yellow
gate. Back in the second area, head all the way right and bring the 'P' switch
near the yellow bricks again. *** Hit the switch, run past the yellow gate and
enter the blue gate on top of the platform. Outside the house, run to the End
Marker and finish the level. Great Job!! You beat Donut Secret House!!
Secret Exit:
Step on the 'P' switch and hit the yellow brick right above the yellow gate.
Quickly climb the plant that pops out and run right to see a blue gate and the
last Dragon Coin. Duck-slide under the blocks to get the Dragon Coin, then
quickly jump and enter the Blue Gate to fight a Big Boo. You will be standing
on a cluster of blue bricks with two Boos and a Big Boo hovering over you.
Pick up a block and hit the Big Boo to hurt him. He will turn invisible and
fly around. Hit him when he turns visible and tries to scare you again (Even
if he can't hurt you). Repeat this once more to kill the Big Boo and beat the
level. Great Job!! You beat the mini-Boss! Now on to Star Road!
Normal Exit - GO TO: Donut Secret 2
Secret Exit - GO TO: Star World 1
Donut Plains 2 (DP2)
---------------------
Difficulty: 2/10 | Brother: Luigi | Dragon Coins: 5 | Time: 400
Enemies: Buzzy Beetle, FB Chargin' Chuck, Spike Top, Swooper
This is you first automatic moving level, meaning that the level scrolls
automatically. This raises the danger of you being squished, so be very
careful. There is no Check Point in this level.
Kill the beetle that walks towards you where you start and get the mushroom
from the '!' block and the coins from the '?' ones. Dodge one more beetle and
two swoopers and quickly jump on the yellow ground before it starts to rise.
Kill the beetle and grab the Dragon Coin when you rise up. Dodge another
Swooper and get the Cape from the '?' block when you get off the moving ground.
Quickly run across the gray ground before the yellow ceiling squashes you.
Dodge more beetles and Swoopers and beware of the rising ground until you reach
the second green pipe. *** Get the Dragon Coin near this pipe and run past the
last piece of rising yellow ground. Dodge even more beetles and swoopers and
grab the third Dragon Coin. From the flying '?' block, get the Cape. The
ceiling will start to fall and rise at his point, so be careful. Dodge two
more beetles until you see and grab the fourth Dragon Coin. Quickly run across
the yellow floor and get the last Dragon Coin near the blue pipe. Dodge the
pair of Spike Tops and exit the ground via green pipe. Run to the End Marker
to finish the level. You finished the first automatic moving level!
Secret Exit:
Go up the pipe. Get the mushroom if needed and kill the lonely FB Chargin'
Chuck. Go past the yellow bricks and get the blue shell. If you have Yoshi,
eat the shell and fly up above the fourth yellow brick to reveal a key and a
hole. Spit out the shell and bring the key into the keyhole. (By licking it)
If you don't have Yoshi, you can throw the shell at the second yellow brick to
reveal a green plant. Hop across the series of blocks, climb the plant and put
the key in the keyhole. Good Job, you found the secret!
Normal Exit - GO TO: Donut Ghost House
Secret Exit - GO TO: Green Switch Palace
Green Switch Palace (GSP)
-------------------------
Difficulty: 0.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 200
Enemies: Koopa
This is the second switch palace. It is very easy and if you play your cards
right you can easily get an extra life.
You will be above the floor on a long platform. Step on the switch only if the
shelless Koopa is on the right of the short platform below you. When he kicks
the shell, start to run after it. (Stay on the upper platform) It will kill
ten Koopas below you giving you an extra life! Enter the green pipe and step
on the huge green switch in the next area. Now, the green '!' blocks will be
solid and each will contain a handy Cape! Good Job!
GO TO: Donut Ghost House
Donut Ghost House (DGH)
-----------------------
Difficulty: 2/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Boo Buddy
This is the first Ghost House level. It is not really hard, but the Boo
Buddies might get on your nerves. There is no Check Point in this level. If
you choose to go to the secret exit, you cannot collect all 5 Dragon Coins.
You will find yourself on an eerie-looking floor with tons of Boos flying above
you. *** Ignore the help block and run forward making sure you dodge all of the
Boos and the many gaps on the floor. When the Boos are translucent, they
cannot hurt you, but you cannot hurt them either way. Get the Dragon Coin
after the second gap on the floor and enter the yellow gate after the third
gap. You will see a Dragon Coin and a yellow brick under the flight of stairs
in this area. Because you cannot get them, ignore them for now and enter the
yellow gate. Now, you will appear the flight of stairs, so grab the Dragon
Coin and step on the 'P' switch from the yellow brick. Quickly run to the left
and enter the blue gate on the platform. In this area, hit the help block and
read what is says. Hit the '?' block to reveal an expanding line of coins.
Navigate the line of coins away from walls, and blocks to get as many as
possible. Collect the coins and hit the green star block to get an extra life.
Above the star block is the third Dragon Coin; grab it and exit through the
yellow gate. Now back in the second area, climb the stairs and enter the
yellow gate. Below the staircase again, ignore the yellow brick and enter the
yellow gate above you again. Again you will be in the same spot below the
staircase. Grab the fourth Dragon Coin and hit the yellow brick to reveal a
green plant. Climb the plant, grab the last Dragon Coin, and enter the yellow
gate on the platform. Outside the Ghost House, run to the End Marker and
finish the level. Congratulations! You finished the first Ghost House!
Secret Exit:
You must have a cape to use the secret exit. Go under the help block and fly
up towards the left. Try to dodge all the Boos and land on the very long
platform above the level. Run towards the right, dodging all the Boos until
you fall into a large pit. All four yellow bricks contain extra life, so
carefully collect them and exit through the yellow gate. The End Marker is
right outside the Ghost House. You found the secret exit!!
Normal Exit - GO TO: Donut Plains 3
Secret Exit - GO TO: Top Secret Area
Top Secret Area (TSA)
---------------------
Difficulty: 0/10 | Brother: Mario | Dragon Coins: 0 | Time: 200
Enemies: None
You reached the Top Secret Area! This is not really a level, but is just a
place to gather powerups and a Yoshi. I guarantee you that you will come here
very often.
You will be in an area with five '?' blocks. The two on the right contain Fire
Flowers while the two on the left contain Capes. The middle block contains a
Yoshi. Exit by running to either side of the screen.
GO TO: Donut Plains 3
Donut Secret 2 (DS2)
--------------------
Difficulty: 4/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Jumping Piranha, Koopa, Nip Nip, Spike Top
This is your first icy level, meaning that you will more than likely slip off
the edge when you first try this level. This level does not have a Check
Point. Yoshi is recommended to play this level easily.
You will find yourself near a help block and a '?' block. Read what the help
block says and use the Koopa shell to hit the '?' block. Control the line of
coins so that it does not hit anything for as long as possible; collect the
coins when you are done. Climb the ice cliffs and jump off the right side for
the first Dragon Coin. Use the trampoline to hit the yellow brick above it.
When the green plant shoots up, climb it and jump off a small floating ice
platform with the 'yellow brick. Hit the brick, grab the star, and jump off
the ledge tilting right to grab the second Dragon Coin and to avoid the pit
below you. Run through the Spike Tops, grabbing the third Dragon Coin near the
tall cliff, and the fourth one to the left of the pit. Keep running forward,
climb any cliffs and kill all Spike Tops until you reach a cliff slanting to
the right. Carefully hop across the pipes, dodging the Jumping Piranhas and
the Nip Nips until you see a green pipe sticking out of the ceiling. Hit the
yellow brick to get the mushroom if needed, but ignore the green pipe. Fall to
ground level, dodge the incoming Spike Top and get the last Dragon Coin. Hit
the green Koopa and kick the shell to kill four Spike Tops and get a lot of
points. Carefully jump up the slanted cliff and jump down the line of eight
Koopas, getting an extra life. Run forward and hit the End Marker. Good Job!
You beat Donut Secret 2!
GO TO: Donut Plains 3
Donut Plains 3 (DP3)
---------------------
Difficulty: 2/10 | Brother: Luigi | Dragon Coins: 5 | Time: 300
Enemies: Flying Koopa, Fuzzy, Koopa
This is another 'jumping' level, meaning there are less enemies and more
obstacles and pits to fall in. This level is quite short, but make sure you
have a Yoshi as he will be very useful.
On the mushroom platform, hit the help block in front of you and read what it
says. Jump past the three rotating gray platforms and land on the tall, but
small mushroom platform. Get the Cape if needed and jump on the brown platform
that follows a circular path. The first Dragon Coin is on one of the gray
rotating platforms. Now eat the blue Koopa and start to fly towards the upper
right. Land on the line of clouds and follow the coins until you see the
second Dragon Coin. After grabbing it, hop to the ground and read the help
block right next to you. Kill the Koopa, jump on the moving brown platform and
hit the 'ON' switch. You will notice that the 'ON' switch will turn into an
'OFF' one, and the path will change. When you see the second 'OFF' switch, hit
it, dodge the spinning Fuzzy, and grab the third Dragon Coin. Now, back on the
ground, run through the Check Point.
---Check Point---
Hop across the brown platform, making sure you dodge the Fuzzy, and get the
Cape from the middle of the spinning gray platforms shortly after. Jump on the
stationary brown platform and it will start to move towards the right. Dodge
the Koopas, and grab the fourth Dragon Coin. Ignore the yellow pipe and jump
across the two sets of spinning gray platforms grabbing the Dragon Coin on the
second set. Hop across the orange pipe and the spinning gray platforms (Dodge
the Fuzzy) until you land on a stationary brown platform. Hit the green star
block for an extra life and run through the End Marker. You finished Donut
Plains 3! Only one level away from Morton's Castle!
GO TO: Donut Plains 4
Donut Plains 4 (DP4)
---------------------
Difficulty: 3/10 | Brother: Mario | Dragon Coins: 5 | Time: 300
Enemies: Koopa, Goomba, Flying Goomba, Para-Goomba, Jumping Piranha, Amazing
Flyin' Hammer Brother
It is recommended that you have a Yoshi and two Fire Flowers before you enter
this level. The second half of the level is easier than the first.
Quickly run forward and kill the shelless Koopa (or the yellow shell) before it
turns into a super shell. Get the first Dragon Coin on the top cliff near the
green pipe. Hop across the pipes, dodge the Jumping Piranha, and you will
encounter a blue Koopa. Eat the Koopa and start flying across the level, but
be careful of the rising green pipes. Spit out the shell when you reach the
line of yellow bricks and get the second Dragon Coin. Break the bricks below
you and get the Fire Flower from the middle '?' block. Plunge down the blue
pipe with the Jumping Piranha and you will land in a cavern with tons of Flying
Koopas. Dodge the first four Koopas and grab the third Dragon Coin above the
line of Koopas above the large pit. Enter the green pipe and you will be
blasted out of the green pipe cannon. Don't touch any button, and you will hit
the Check Point near the tall green pipe.
---Check Point---
Jump across the pit and into the first ditch where a Yoshi is trapped in a '?'
block. The fourth Dragon Coin is in the second ditch and a shifting block is
near the third ditch. Grab the star and jump on the Amazing Flyin' Hammer
Brother, killing it. Quickly run across the long and bumpy ground ahead of you
killing all the Goombas. The last Dragon Coin will be at the middle of your
run. If you are fast enough and still invincible, you can jump across the huge
pit, ignore the Amazing Flyin' Hammer Brother, and pass the End Marker. Great
Job! You can now enter Morton's Castle!!!
GO TO: Morton's Castle #2
Morton's Castle #2 (MC2)
------------------------
Difficulty: 2.5/10 | Brother: Mario | Dragon Coins: 5 | Time: 400
Enemies: Ball 'n' Chain, Dry Bones, Thwimp, Thwomp, Morton
Welcome to the second Castle! The area after the Check Point is dangerous as
you can get easily squashed. Get two Capes before you attempt this level.