New Super Mario Bros. Walkthrough :
This walkthrough for New Super Mario Bros. [Nintendo DS] has been posted at 24 May 2010 by jesus_bambesus and is called "New Super Mario Bros FAQ". If walkthrough is usable don't forgot thumbs up jesus_bambesus and share this with your freinds. And most important we have 20 other walkthroughs for New Super Mario Bros., read them all!
Walkthrough - New Super Mario Bros FAQ
******************************************************************************* ---------------------------------------- N E W S U P E R M A R I O B R O S ---------------------------------------- Nintendo DS FAQ/Walkthrough, Version 1.1 Last Updated - 31/7/2006 By Crazyreyn (email@example.com) And A I e x Copyright (c)2006 Matthew Reynolds. All rights reserved. ******************************************************************************* +--------------+ | Legal Notice | +--------------+ The ONLY sites that may have this FAQ and all my other FAQs are the following.. http://www.gamefaqs.com http://www.neoseeker.com http://faqs.ign.com/ http://www.cheats.de http://www.cheathappens.com http://www.gamerhelp.com http://www.cube-europe.com http://www.computersnstuff.co.uk You will find the latest versions here. 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Thank You. =============================================================================== ---------------- INTRODUCTION ---------------- =============================================================================== Hello and welcome to the New Super Mario Bros FAQ/Walkthrough. This guide will provide you with a full walkthrough from beginning to end, basics, minigames and a level checklist. Although not quite as good as the old 2D Mario titles, it's extremely playable and a great adventure to play on the move! I hope that you enjoy this game, and using this FAQ! - Reyn Ditto! - Alex =============================================================================== --------------------- TABLE OF CONTENTS --------------------- =============================================================================== 1. Version History 2. Game Overview 2.01. Story 2.02. Basics 2.03. Controls and Moves 2.04. Power-Ups 3. Walkthrough 3.01. World 1 3.02. World 2 3.03. World 3 3.04. World 4 3.05. World 5 3.06. World 6 3.07. World 7 3.08. World 8 4. Multiplayer 5. Minigames 6. Level Checklist 7. Secrets and Tips 8. Frequently Asked Questions 9. Conclusion and Special Thanks Searching - Simply copy and paste the section you want to go to into the Find box (to open it, press CTRL+F). Now press enter twice and you will be taken to your selected section. =============================================================================== ---------------------- 1. VERSION HISTORY ---------------------- =============================================================================== +-------------------------+ | Version 1.1 - 31/7/2006 | +-------------------------+ Added a Level Checklist, Secrets and FAQ section at the end of the guide and fixed a few formatting problems and typos. +-------------------------+ | Version 1.0 - 25/7/2006 | +-------------------------+ The first version of the FAQ, everything is complete! =============================================================================== -------------------- 2. GAME OVERVIEW -------------------- =============================================================================== This section provides you with an overview to playing the game, with the controls, game basics and items. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.01. Story =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here is the story of the game, lifted straight from the game's manual. -- Emergency Newsflash! Princess Peach has been kidnapped! Whilst 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! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02. Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------- Game Screen ----------- +-------------------------------+ 1 |C x ## T### | 2 | | | | | | | | | | | | | | | | | | +-------------------------------+ 3 | W #-# M x # | 4 | | | | | | | .---------------------------H | 5 | | | Touch! | 6 | SCORE####### /--\ | | | | | 8 7 | O - O - O \--/ | +-------------------------------+ 1 - Coin Count This tells you how many coins you have collected so far. Once it reaches 100, it resets and you gain a 1-Up. 2 - Time Remaining Lets you know how much time you have left to complete the level. If it reaches 0, you die. Yep. 3 - Level Tells you what level you are playing. 4 - Lives Remaining The amount of lives you have left. 5 - Progress Bar Shows how far into the level you are. Also shows the checkpoint level (if you've passed through it), although on certain levels such as Ghost Houses this will be hidden from you. 6 - Score Count Killing enemies, collecting items and jumping high up the exit flagpole nets you points. Useless. 7 - Star Coin Count Shows you how many of the three star coins you have, plus which exact ones you have missed so you know exactly what one is missing. 8 - Saved Item Touching this will drop the saved item into play for you to collect. Note that it can drop down onto the above platforms and such, so ensure it has a clear route down before hitting the screen. --------- World Map --------- You access each level from the World Map. After completing a level it unlocks the path to the next one. There are also secret exits, meaning some levels can unlock other paths to other levels, as well as paying for the new routes to other levels with Star Coins. Each item on the map has a dot underneath, with is either red (open), blue (cleared) and black (unopen, locked) levels. There are also Houses on the map, which are discussed in more detail below. Also on the map is a flying ? block and a Hammer Bro; these change location from level to level, and if they are in the level you select they will be near the start. You can strategically avoid or meet with either by going to a different level, exiting and letting them move elsewhere. This is handy if you need a certain item, of if you are low on lives / patience and can't be bothered with a Hammer Bro on your case. ----------- Toad Houses ----------- There are three types of houses on the map. Item Houses are where an item box cycles various power-ups, and hitting it will give you a random item. Life Houses play a game where several boxes contain either 1-Up Green Mushrooms plus one Bowser Card; if you select the latter then the game is over and you stop playing, put get to keep the winnings to far. The Mega House gives you a Mega Mushroom. Once you have used the House then it cannot be used again. You can create a new House on the starting space of each world by getting fireworks on a level within that World. Note there is also a Background House in World 1 when you complete the game. This allows you to purchase extra backgrounds for the bottom touch screen, costing 20 Star Coins each. ---------- Star Coins ---------- Each level, Tower, Castle and Ghost House contains three Star Coins. They are mostly hidden or hard to get to, and can unlock new courses and houses on the map. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03. Controls and Moves =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------- Controls -------- Here are the controls for the game. D-Pad - Move Mario A - Jump B - Jump Y - Dash / Throw Fireball X - Dash / Throw Fireball L - View left R - View right SELECT - N/A START - Pause Game Touchscreen - Use item Mic - N/A - Note that you can change around the controls for jumping and dashing around in the options menu. - You may not move the screen to look left or right in certain levels. - While the main adventure doesn't really use the touchscreen or mic, the minigames do. ----- Moves ----- Jump [A / B] Pressing B makes Mario jump. Holding B after jumping on an enemy makes Mario jump up higher. Running [D-PAD + Y / X] Pressing on the D-Pad makes Mario move, and holding Y when moving makes Mario run. Holding an item [HOLD Y / X] Stand next to an item and press and hold Y. As long as you hold Y you hold the item, meaning you can run around and also swim. Let go of Y to drop the item. Pressing a direction on the D-Pad when letting go throws the item. Note that in this game you cannot throw items up, which sucks. Swimming [D-PAD + B] In water, using the D-Pad and B (or A) you can swim. To get out of the water, at the surface press Up on the D-Pad and B (or A). Crouch [DOWN] Pressing Down on the D-Pad makes Mario crouch, which is good for dodging enemy fire or the enemy themselves. Crouching on a pipe sometimes makes Mario travel down it. Ground Pound [JUMP + DOWN] Whilst in the air, pressing DOWN will cause Mario to Ground Pound below. This can destroy bricks and injure enemies. Wall Slide [LEFT / RIGHT ON WALL] If you are falling next to wall, pressing the direction toward it will make Mario slide down. This is also required to do the Wall Jump, seen below. Wall Jump [WALL SLIDE + JUMP] When you are sliding down a wall, or simply connecting to it, press the direction of the wall and jump to jump away. To clarify, if you are sliding down a right wall and wish to jump away to the left, hold right and press jump. Climbing onto a Fence / Rope [UP] At a fence or rope, jump to it then press Up to hang onto it. You can punch the fence by pressing the Y / X button where you can knock enemies off on the other side, or rotate a door. Opening doors [UP] Pressing Up at a door opens it, and Mario travels through it. Throwing fireballs [FIRE FLOWER REQUIRED] Press Y to throw a fireball ahead of you. See section 2.04 Power-ups for more details on this. Shell Dash [SHELL MARIO REQUIRED] If you are Shell Mario then pressing down until retreat Mario into the shell. If you run while doing this, you can spin onward and smash bricks and take out enemies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.04. Power-Ups, Blocks and Gimmicks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------- Power-Ups --------- This is the standard power-up cycle. MUSHROOM FIRE FLOWER /---------------\ /--------------\ | V | V Small Mario ------> Super Mario ------> Fire Mario ^ | ^ | \---------------/ \--------------/ DAMAGE DAMAGE Small Mario ----------- This is the default Mario status. You start as Small Mario, and you will probably die as Small Mario (seeing as one touch of an enemy or something harmful means you lose a life). In this state, it is advised you collected a powerup to gain better abilities. You cannot Ground Pound to destroy blocks either. Super Mario ----------- This is the mostly preferred status. When you collect a Mushroom you turn into Super Mario (if you are Small Mario, otherwise you might get the mushroom stored in the Item Stock). Super Mario can jump and hit better, and Ground Pound to destroy bricks. Fire Mario ---------- Same as Super Mario, apart from a more reddish appearance and the ability to shoot fireballs at will. To become Fire Mario, collect the Fire Flower. Pressing Y / X fires a fireball, which can defeat certain enemies. Mega Mario ---------- Collecting a Mega Mushroom turns Mario from any status he is into Mega Mario. For a short time you'll fill the screen and can destroy anything on the screen, so feel free to charge across the screen. This includes pipes, which is handy for collecting certain Star Coins (wink). You also get a Meter at the top of the screen which keeps track of damage; the more things you destroy the more it fills, and after every thick bar you collect a 1-Up Green Mushroom once the status is over. Mini Mario ---------- A Mini Mushroom will turn Mario into Mini Mario (makes sense) that allows him to go through tiny passages and Mini Pipes. You can also run across the surface of water and jump higher and further than any other Mario status. However like Small Mario, one touch and you're toast. Shell Mario ----------- Collecting a blue shell decks Mario out in a shell, that allows him to swim amazingly well in water. You can also duck in the shell and shell dash by running and ducking to slide across the screen and destroy enemies, and bricks. --------------------------- Various Blocks and Gimmicks --------------------------- Here is a list of various blocks and gimmicks that you'll find through out the game, what they are and how to use them. Brick - A standard brick; as the larger statuses of Mario you can destroy these and perhaps find things hidden in them, use as coins or vines. ? Block - Yellow blocks with ? on them. Will give you coins or a power-up. Coin - Adds a coin to your total. Red Rings / Red Coins - Jump through a red ring to make 8 red coins appear in the level. Find them before the time runs out (listen to the jingle) and you'll get a power-up or 1-Up green mushroom. Shadow Coins - These are hollow ovals and once touched will turn in to normal coins. 1-Up Mushroom - Mario will gain a life. Star - Makes Mario invincible for a certain amount of time, and make him run faster and jump higher and do cool flips in the air. Spin Blocks - Jumping from these spins projects Mario high up in to the air and makes him fall slowly. You can also press down whilst falling to corkscrew down and act as a Ground Pound style move. Switch Blocks - There are three types; blue P switches turn coins into bricks and vice versa; red ! switches fill in outlined blocks and yellow ? blocks have various effects. =============================================================================== ------------------ 3. WALKTHROUGH ------------------ =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.01. World 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- Map --- --- BH* LH MH /--5-----\ Key | | | | | | --- S---1---2---3--+--T-----4-----+ \-LH +--CA S = Start | | | | | 1,2,A etc = Levels \--IH-----/ +--W IH---A--------/ BH = Background House* IH = Item House *This only appears once you've LH = 1-Up House completed the main adventure. MH = Mega House T = Tower CA = Castle W = Warp Cannon --------- Level 1-1 --------- Run right, stomp the Goomba and hit all of the ? blocks for some coins and a Power-Up. Head up the steps, drop down, ignore the blocks (they just contain coins or nothing) and onward past a pipe and a gap to a stationary ? block. This contains a Mega Mushroom, making Mario huge enough to fill the screen and smash anything out of his way. Feel free to use this to stroll straight through the vast majority of the level, however if you want to get the second Star Coin then you might consider leaving it. Once it's finished with you'll end up by a ditch with the first Star Coin in; see below on how to get it. From where the Mega Mushroom was found, go onward and smash the bricks for a few coins, over a gap and use the pipe as a stepping stone to the upper blocks where STAR COIN 1 is located. Drop down to the ground and next up are three lines of blocks, in a triangle formation with a Red Koopa on. If you jump in between the bottom who lines you reveal the hidden Bricks that join the two up. After doing this, head on top and start bashing the upper line of bricks where a stalk appears. If you head up here then you get the chance to collect 8 red coins for a power-up or 1-Up Green Mushroom. Drop down the line of coins to appear where Star Coin 3 is. To find STAR COIN 2, then straight after the blocks mentioned is pipe. Go down it to reach a cavern. Use the bricks to jump over the gap and avoid the Goombas where the Star Coin is at the upper right of the area (use the pipe to reach it). The right ? block here also has a power-up. Head up the pipe to go back to the end of the level... backtrack a short distance to see STAR COIN 3 in a ditch blocked off my standard bricks. Ground Pound to get them. Now continue right, past various enemies, pipes and gaps until you reach some block stairs that leads you to the exit flagpole. --------- Level 1-2 --------- After dropping down, go right and toward the first ? block for a power-up. Butt Stomp the bricks here to get the coins underneath if you wish, plus there is a secret stash of coins under the third ditch by Ground Pounding all the way down. Either way continue right past various bricks where the level shifts down a little, with an upper niche containing STAR COIN 1. Use the bricks to get up to it. Carrying on the ? block contains a power-up and progress past the Koopas and Goombas until you reach a wall of bricks toward the top, rock in the middle and a small path underneath. No problem to progress past as Small Mario, otherwise run and slide underneath or smash the bricks and jump over the rock. Head over the gap (the right brick directly above contains an item) to see a house of bricks surrounding STAR COIN 2. Ground Pound down directly from the top to get it. Next comes a see-saw platform, just stay on the left side for a few moments and run across it to access the upper bricks at the other side. Drop down (CHECKPOINT) and wait until the Piranha in the pipe retreats and head down the pipe yourself for some coins. You'll pop up at the pipe after next, where a ? block in-between them contains a power-up. Progress onward and use the Pipes to get across the wide gap and use the Bricks to avoid the enemies below and to gain direct access the see-saw platform. Head across the bricks, up the steps and to the exit flagpole. SECRET EXIT - Unlocks Item House / 1-Tower When you get to the second see-saw platform, tilt it so the far end is really high and run across and jump onto the very top of the level. Head right, past the normal exit pipe to find STAR COIN 3 and a pipe taking you to the secret flagpole exit. --------- Level 1-3 --------- Jump on to the upper mushroom platforms and across the rocking mushrooms to a ? block containing a powerup. Drop down, over the gap and jump on the Spin Block to be bounced high up in to the air. Land on the long green platform, up another Spin Block and off the bouncy mushroom platform where STAR COIN 1 is at the top. Drift right and follow the line of coins through the air to reach a ledge below with STAR COIN 2 on. The ? block below contains a power-up if you need it, otherwise continue right (CHECKPOINT) across the platforms and rocking mushrooms. Between the last two high up is STAR COIN 3, so wait until it rises to it's highest point and leap up to collect it. Onward to some more rocking mushroom platforms with a Red ring; the eight red coins are located across the following moving platforms, and if timed right you can easily collect all eight as the platforms move up and down. To finish, there is a long slow rocking mushroom platform that can allow you to get high up the exit flagpole. ------------- Level 1-Tower ------------- Jump up the side and up to the left ? block for a power-up (the one opposite just has a coin). Wait until the blocks above are separated and jump between them to the ledge above. The blocks straight after are very quick so make sure they don't catch you out and crush you. Migrate your way upward past each pair of blocks until you reach the ledges on the left side. Go up, and run right, up and left around the central formation of blocks. After make your way right across the fat block, jump on the Dry Bones to collapse him and grab STAR COIN 1 at the far right. Head back left and continue up the side ledges to some blocks that slide out from the right wall creating steps. Climb up them when they move across left. (CHECKPOINT) The level now splits up and left. Go left to the Cannon Pipe that will blast you upward; as you fall hold left to slide down the wall and collect the Shadow Coins (these are hollow ovals and once touched will turn in to normal coins). Jump across to the right and enter the door midway down. Here blocks move around constantly around the edges, so take your time getting across to the door on the right, ensuring you collect STAR COIN 2 above as you go. Enter the door to return right over the Pipe Cannon. Head straight up and go up the blocks as they come from the right. Collect STAR COIN 3 and with the blocks above, be sure to jump on top as they come across to avoid getting crushed. Continue up the another Cannon Pipe with huge blocks above. When they come together, wait about a second and enter the pipe. If done right they'll open as you cannon out, leading you to the top where the boss door is located. BOSS - BOWSER JR. #1 He will run toward you constantly, so when he gets close jump on his head to injure him. Straight after doing this he will get into his spiny shell, so avoid contact until he gets up again and runs toward you. Do this three times to finish him. You can shorten this by Ground Pounding on top of him instead, meaning you only have to go this twice. SECRET EXIT - Unlocks Warp Pipe (World 5) You'll need the Shell power-up for this exit. Head all the way to where Star Coin 2 is, i.e. after the checkpoint, up the cannon pipe and into the door to the room with the moving blocks around the edge of the screen. If you go to the door, there are two blocks directly right that shift a little horizontally. The gap is always clear, so jump on to the upper block and go right out of the screen to a secret area. There are bricks blocking the lower path onward, so as Shell Mario run and spin through the blocks. After the pipe is guarded by more blocks, so you'll have to jump up in shell mode to destroy them, taking you to the secret exit flagpole. --------- Level 1-4 --------- Slide down the hill to take out all the enemies, and use Koopa to make a shell to hit the ? block on the ground for a power-up. Past the blocks and up the hill, where there is a mini pipe underneath. You can get in there using the Mini Mushroom from the ? block on the right, to reach a room where STAR COIN 1 is located. Run across the water, wall jump off the wall to collect the Star Coin in the niche, then head back and jump up to the normal pipe back to where you were. Head onward, down the hill watching out for the Goomba's flooding from the pipe, over the gap and get the shell from the Koopa on the blocks for this next section. Jump on to the high stack of blocks and throw the shell down, ripping apart the bricks until the they are all gone so you can enter the pipe. Otherwise you could have just Ground Pounded the entrance.. but what was cooler, eh? Inside the pipe run right and don't collect the coins in the air, and head to the blocks by the pipe to find a P switch in the right one. Turning the coins into bricks, it allows you across to the upper left and to collect STAR COIN 2. Exit via the pipe, and backtrack left and you'll see STAR COIN 3 underneath in the niche. Run around to the left, and run under and press down to slide underneath (or just run across the tiny gap if you are Small Mario anyway) to get it. Head back and over, past the Goomba's and just the yellow pipe to gain height for the exit flagpole. --------- Level 1-5 --------- Head right on to the bouncy platforms and hit the centre ? block for a power-up and continue. Bounce high to grab STAR COIN 1 and go over the platform, and take the upper route of bouncy platforms avoiding the Koopa's that walk across the bottom. Keep going until you reach the first pulley platform; stand on the left one and jump across at a lower point on to the right platform and quickly to the upper ledge to get STAR COIN 2. Onward to some more pulley platforms, where a pipe comes from above over the latter one. Make it so you can reach it and head up to a cloud area. Ride the rocking platform right and collect STAR COIN 3 in the middle of the coins shaped like a mushroom, and drop down at the end where the three coins are. (CHECKPOINT) Head right, avoiding the Flying Koopas in between platforms and hit the left central ? block following for a power-up. After is a Red Ring, where the coins are locally placed; it's probably easier to deal with the four at the bottom, then collect the top set. The rest of the level is rather linear, just bounce across the platforms all the way to the exit flagpole. -------------- Level 1-Castle -------------- Go right, up the step and on to the tightrope. Collect the coins, under, across another tightrope and use the block at it's highest to get a power-up out of the ? block. More blocks and gaps follow, and be sure to jump high over each gap to avoid any fireballs that come out (they only travel halfway up the screen). Take out Dry Bones and wait until the spiked block travels up so you can progress, being sure to stop at the point where a brick in the rest point. When you can progress do so until you see where STAR COIN 1 is at the top of the screen, so wait until the blocks come down and wall jump up to get it. Head on out of the block section. CHECKPOINT. Use the tightrope to get a power-up from the ? block, and go across the top of the set of tightropes to avoid any potential fireballs from the lava. Next is a block with STAR COIN 2 next to it; if you wait until this is very low to the lava, another block springs up under the Star Coin allowing you to get it. Quickly head on to the tightrope before it retreats back under, and on the final tightrope before the last two blocks (it's really long) if you spring up high you can reach an out of view pipe at the top of the level. Go up and collect STAR COIN 3 in this hidden area. Head back down, across the final blocks and enter the boss door. Head all the way right to fight... BOSS: BOWSER Surprised to see him so early? If you are Fire Mario then this guy is literally toast, just spray him with fireballs until he dies. Otherwise, wait until he advances close to you and just the left hovering platform as a means to jump high enough over to the switch after the bridge. He also jumps high in to the air, and if you time it right you can run underneath and press the switch. You could be real sneaky if you are any variant of Super Mario, and just walk straight through him to the switch... loads of ways of doing this boss, just up to you which. --------- Level 1-A --------- Enter the pipe. Swim across and hit the ? block to get a power-up; if you are Fire Mario in this level it helps a lot, allowing you to kill any marine life you come across. As you swim right, the screen will automatically move for you. Sharks will come in pairs onward at a random position on the screen, just ensure that you head past them without touching. You'll come to a P switch, showing coins ahead that you can collect. Avoid hitting the spheres as you go, otherwise you'll bounce off and have a hard time recovering control. Onward slightly more with nothing but a blank screen, STAR COIN 1 will be located at the top. Head up the following pipe to an area on the surface, where getting on top of the bricks gets you STAR COIN 2. Head back down the right pipe to return below. Swim to the very bottom (CHECKPOINT) and grab a random power-up from the box. A red ring follows it at the top of the screen, although the red coins are hard to reach due to swimming is slow and sharks litter the place; be sure to drop straight down after collecting coin 7 if you want to finish the lot. The next area consists of various pipes emitting water currents, with sharks patrolling from the right. Be sure that the coast is clear before you head through the current (you can drift through two thirds up it). Another P-Switch shortly comes, with a horde of coins to collect. After the orange pipe STAR COIN 3 is at the top of the stage behind a rock, which can be obtained from quickly swimming round (or straight over as Small Mario). Swim carefully to the end, avoiding the sharks as you go, to reach the ending pipe that takes you to the ending flagpole. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.02. World 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --- Map --- --- IH MH LH IH Key | | | | --- S---1---2----3-----4--T--+---5--+--6---CA S = Start | | | | 1,2,A etc = Levels W--A--P \-----IH-------/ P IH = Item House LH = 1-Up House MH = Mega House T = Tower CA = Castle W = Warp Cannon P = Pipe --------- Level 2-1 --------- Run right, hit the ? blocks (powerup in second from left) and jump on top and over the Pokey. Use the Extension blocks to get over the next Pokey and wait until the following Pokey goes down the hill, and grab STAR COIN 1 in the air. The next few you need to use the platforms to progress past the Pokeys; for the first get on the platform and at it's highest jump over and the following two has the Pokeys on the platforms, so wait until they are low to get past. Next you'll be above a sinking sand pit; wait until the platform and Pokey in the middle are off the top of the screen and grab STAR COIN 2 in the air, and head on. Use the small platform over the next Pokey. (CHECKPOINT) Grab a power-up from one of the ? blocks, and the following section involves thin platforms to get around Pokeys. In all cases just get the timing right and jump over and on ward. STAR COIN 3 will be on a low down ledge between two Pokeys. After this are platforms constantly going vertically, like from World 1-2 in SMB, so use the second line to get over the Pokey and into the pipe. Hit the ? blocks for a P switch to turn the coins above the Pokey into bricks allowing you to get high up the exit flagpole. --------- Level 2-2 --------- Captain annoying himself, Lakitu, will appear in this level. He rides a cloud at the top of the screen and throws Spiny's down to you. Don't get too high up as touching him will injure you, although you can fireball him and steal his cloud and allow you to fly through the level for a short time. Of course this walkthrough won't provide for that, with just directions on the ground. Anyway when you start, head right and stick the ground and grab the ? block in the middle for a power-up. Over the gap (ignore the brick in the corner, just contains a coin), over the ledge and on to bricks and ? blocks (upper left ? block has a power-up). Continue going right until you reach some orange platforms with red Koopa's on. If you are Fire Mario, then get on here and fireball Lakitu to leave his cloud behind. Jump in and ride straight up for STAR COIN 1. Drop back down the ground and continue right, over the gap and pipe. Break the bricks in the ground and collect STAR COIN 2. Exit out the right, past the red pipe to a group of bricks; all are coins bar the left brick above the gap which contains a power-up. Continue right. (CHECKPOINT). After a strange formation of bricks are yellow and green pipes; enter the green pipe to be blasted up to a yellow pipe at the top of the level (hold Up to enter). Here you use the Cannon Pipes to get coins and activ