New Super Mario Bros. Walkthrough :
This walkthrough for New Super Mario Bros. [Nintendo DS] has been posted at 04 Feb 2010 by Bloo and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Bloo and share this with your freinds. And most important we have 20 other walkthroughs for New Super Mario Bros., read them all!
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Walkthrough - FAQ/Walkthrough"What has been will be again; what has been done will be done again; there is nothing new under the sun." --Ecclesiastes 1:9 (NIV) "The head learns new things, but the heart forever practices old experiences." --Henry Ward Beecher ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NEW SUPER MARIO BROS (DS) FAQ/Walkthrough v1.1 Written by Snow Dragon İ 2006. All rights reserved. Contact at: [sdfaqs@gmail.com] ______________________________ NOTE: This FAQ makes frequent use of the overscore ( Ż ), a non-standard ASCII character. Please make sure that your Internet browser of choice is properly encoded that you do not view this character as a bunch of gibberish. = | ================= = | TABLE OF CONTENTS = | ================= 1 Updates 2 Intro 3 Controls 4 Items 4.1 Classic Powerups 4.2 New Powerups 4.3 Miscellaneous Items & Objects 5 Walkthrough 5.1 Plains 5.2 Desert 5.3 Water 5.4 Forest 5.5 Snow 5.6 Mountains 5.7 Sky 5.8 Bowser's Kingdom 5.9 After You Beat the Game 6 Mario vs. Luigi 7 Minigames 7.1 Action 7.2 Puzzle 7.3 Table 7.4 Variety 7.5 Vs. Exclusives 8 Credits & Copyrights _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ======= 1 | UPDATES = | ======= 6-8-06: Caught one myself. Added descriptions of Mushroom Houses to section 4.3. Also, with the inclusion of an update section, adjusted section numbers accordingly. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ===== 2 | INTRO = | ===== So says the adage, "Everything old is new again." And that's just the case with New Super Mario Bros, the newest Mario game for the Nintendo DS and the first major two-dimensional platformer for any Mario system in 15 years (yes, it's really been that long!). NSMB combines plenty of creamy retro goodness with a generous dose of all-new material to create a game that's easily good enough to stand tall with the classics of yore. If you have any questions, suggestions, important information, ideas for additions, fan mail, or anything of a similarly relevant nature, send it my way at [sdfaqs@gmail.com]. For rules regarding permission to post this document on your website, see the copyright section at the bottom of this document. Let's play New Super Mario Bros! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ======== 3 | CONTROLS = | ======== Mario has a variety of moves both old and new for you to learn and master. D-pad ŻŻŻŻŻ Left/Right: Move left and right on the world map. Walk left and right within a stage. Select mini-games in the versus menus. When up against a wall, hold the direction you are facing to slide slowly down the wall. This puts you in position to do a wall-kick. When hanging from a rope or vine, alternate between Left and Right to gain momentum for a better jump. Up/Down: Move up and down on the world map. Move through menus. Duck. Climb up and down beanstalks, ropes, vines, etc. Increase/decrease bets in card-based minigames. (Down) While in midair, press Down to do a "ground-pound". You can break bricks as Super Mario or greater, do greater damage to certain enemies, or open power-up blocks using it. (Down) Certain springs, when you jump off them, make you spin and float slowly down in the air. While spinning, press Down to spin like a drill, allowing you to break through columns of bricks. Buttons ŻŻŻŻŻŻŻ L/R: Hold (along with A) at the file selection screen to play as Luigi. Hold on the world map to move the screen left and right. Hold during a level to look behind or ahead of yourself. Start: Pause (both on the world map and in a level) for a series of menu options. Confirm menu selections. Select: No apparent use. A/B: Jump. While holding the direction of the wall you're facing, press to perform a wall-kick. Jump while running to perform a double and triple jump. There is no discernible reason for the presence of these techniques in the game, as they are never really necessary. (A) Enter levels on the world map. (A) Confirm menu choices. (B) Go backward through menus. X/Y: Hold down and move in a direction to run. Shoot fireballs if you have a Fire Flower. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ===== 4 | ITEMS = | ===== New Super Mario Bros offers up a refreshing blend of items both old and new to whet your old-school retro appetite. --- | ---------------- 4.1 | Classic Powerups --- | ---------------- Super Mushroom ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Everyone who's ever picked up a video game knows what this is. When Mario gets one of these, he'll grow in height and get much stronger. As Super Mario, he can jump higher and ground-pound through bricks. Fire Flower ŻŻŻŻŻŻŻŻŻŻŻ Another classic powerup that's been in nearly every Mario game since the beginning. This enables Mario to shoot fireballs that bounce along the ground. Also, in a throwback to Super Mario World, enemies will drop coins if you kill them with fireballs. Starman ŻŻŻŻŻŻŻ The classic invincibility item. When Mario gets one of these, he can withstand any enemy assault for a short time (but can still die by falling into pits). As in Super Mario Bros 3, he affects a somersault-type jump while invincible. Also like in SMB3, there are sometimes instances where blocks that normally contain coins will yield Starmen if Mario hits them while he is invincible, thus creating a chain of invincibility. Another thing that sometimes happens during invincibility - albeit rarely - is that Mario leaves a trail of silver coins in his wake that he can collect for massive 1-up gain. 1-up Mushroom ŻŻŻŻŻŻŻŻŻŻŻŻŻ This green mushroom gives Mario an extra life when he collects it. There are ample opportunities for 1-up collection in this game. --- | ------------ 4.2 | New Powerups --- | ------------ Mega Mushroom ŻŻŻŻŻŻŻŻŻŻŻŻŻ When Mario uses a Mega Mushroom, he will grow to a height equal to nearly the entire screen and can take out anything in his path - enemies, blocks, pipes, you name it - just by walking into it. The Mega Mushroom's effect is only temporary; Mario turns to Super Mario after it runs out (regardless of whatever item he had before turning into Mega Mario). After the Mega Mushroom's effect wears off, you will be rewarded 1-ups based on the amount of destruction you caused. Mini Mushroom ŻŻŻŻŻŻŻŻŻŻŻŻŻ This blue mushroom causes Mario to revert to a state even smaller than his regular small self. However, this shrunken state has many advantages. First of all, Mini Mario possesses a sort of low-gravity jump which is useful in reaching oddly situated ledges that regular-sized Mario cannot reach. He can also move through small cracks and enter specially designed narrow pipes to get to bonus rooms and alternate exits. In addition, Mini Mario is so light that he can run across the surface of water, like that one lizard that shows up in every National Geographic documentary on the Amazon rainforest. Disadvantages of the Mini Mushroom include being able to be killed in one hit and an inability to kill enemies by just jumping on them. (To cause damage to enemies as Mini Mario, you must use your ground pound attack.) However, the inability to kill enemies can be converted into an advantage if you need to reach stuff that is suspended way up in the air. Because game developers are very sadistic people, many secrets in this game require the use of the Mini Mushroom in order for you to gain access to them (most notably in ghost houses and castles). Blue Koopa Shell ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When Mario dons this shell, he'll be able to take on the powers of the Koopa Troopa. Run a little bit to retreat to the inside of the shell, where Mario will then start sliding around along the ground. While in the shell, Mario is basically indestructible, but he's kind of hard to control, so don't fall into any pits while you're rolling around. You can jump while sliding. To put on the brakes, hold Left or Right on the D-pad (depending on which way you are rolling). Like the Mini Mushroom, the Blue Koopa Shell must often be used to find secret areas and alternate exits. --- | ----------------------------- 4.3 | Miscellaneous Items & Objects --- | ----------------------------- Coins ŻŻŻŻŻ Classic golden pieces of currency found in tons of Mario games. 100 of these will net you an extra life. Star Coins ŻŻŻŻŻŻŻŻŻŻ The major collectible in New SMB. Three of these are hidden throughout each level. You can spend them at gates that open paths to item houses and new levels, among other things. Flagpole ŻŻŻŻŻŻŻŻ At the end of most non-tower/castle levels is a flagpole. Touch the flagpole to end the level. Depending on how high up you are on the flagpole when you touch it, you can score points or even a 1-up. You can also make different kinds of Mushroom Houses appear on the world map based on what the timer reads when you touch the pole. Red Flagpole ŻŻŻŻŻŻŻŻŻŻŻŻ Some levels in New Super Mario Bros possess two separate exits. The regular end of the level is marked with the black flagpole, whereas the alternate or secret exit is marked by a red flagpole. This red flagpole is almost always hidden very well, and more often than not requires Mario to use a power-up beyond the scope of just Super or Fire Mario powers. There are 17 levels with red flagpole exits: 1-2 1-Tower 1-5 2-3 2-A 2-4 3-2 3-Ghost House 4-1 4-Ghost House 5-2 5-B 5-Ghost House 7-Ghost House 7-4 7-5 7-6 Happy hunting! Mushroom Houses ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ On each world map there are multiple Mushroom Houses which allow you chances at different kinds of items. There are three main types of Mushroom Houses: 1. Mushroom House: Looks like a typical Mushroom on the map. When you enter one of these, Toadsworth will bring forth a block that shuffles between four different items - a mushroom, a Fire Flower, a blue shell, and a Mini Mushroom. Hit the block to get one of those four. 2. 1-Up House: Looks like a 1-Up Mushroom. Hit the six question blocks until you run into the Bowser card. When you hit the Bowser card, you will receive all 1-ups you have earned up to that point. 3. Mega Mushroom House: Looks like a Mega Mushroom, which is also the only item you can earn from that house. In addition to the Mushroom Houses that are already on the map, you can make them appear at the starting point on any world map by hitting the flagpole in a stage at certain timer intervals. These are as follows: If the timer ends in 11, 22, or 33 when you touch the flagpole, a Mushroom House will appear. If the timer ends in 44, 55, or 66 when you touch the flagpole, a 1-Up House will appear. And if the timer ends in 77, 88, or 99 when you touch the flagpole, a Mega Mushroom House will appear. This comes in handy if you have used all the Mushroom Houses on the map already. Red Coins/Red Ring ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Used in Super Mario 64 to get you stars, here they'll land you items if you can collect eight within a very short timeframe. To make red coins appear, you must pass through a red ring. If you successfully collect the eight red coins, you will get a different item based on Mario's current state of power. If he is small or Mini Mario, you will get a mushroom; if he is Super Mario, you will receive a Fire Flower; and if he is Fire Mario or anything greater, you will get a 1-up. P-Switch ŻŻŻŻŻŻŻŻ A blue button with a "P" on it that turns bricks into coins and vice-versa. Often used to reach secret areas. "?" Switch ŻŻŻŻŻŻŻŻŻŻ An orange button with a question mark on it. The effect differs depending on the situation. Its effect can either be temporary or permanent. Who knows what CRAZY things could happen??? (a-hyuk) "!" Switch ŻŻŻŻŻŻŻŻŻŻ This red switch fills in outlined blocks for you to walk on. Its effect is permanent. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | =========== 5 | WALKTHROUGH = | =========== It's a fine day outside, and Mario and Peach are walking outside in the Mushroom Kingdom when a cloud over the castle distracts Mario. While he goes to check it out, Bowser Jr. sneaks up from behind and captures Peach. So begins the chase! --- | ------ 5.1 | Plains --- | ------ PLAINS MAP Legend ŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ & MM *-5---* 1, 2, A, B, etc - Level number/letter | | | | | S - Starting point for the map S-1-2---3-o-T---4---o *-X o-BC T - Tower | | | | | M - Mushroom House *-M---* *-W M-A-----* W - Warp Cannon MM - Mega Mushroom House X - 1-up House (X for "eXtra life") BC - Boss Castle o - a place where Mario stops on the map that is not a level * - the rounded corner of a road; Mario does not stop on these & - Mushroom House that looks like a Mini Mushroom; you can buy backgrounds for your status screen with Star Coins here; only appears after you have beaten the game once 1-1: The first level, as with most first levels in Mario games, is a good place for familiarizing yourself with some of the most basic basics, like running around and jumping and such. There's plenty of room for this sort of thing, so have at it. This level also introduces you to the Mega Mushroom, which allows you to run through nearly the entire level unobstructed. The Mega Mushroom is only temporary; when it runs out, you'll turn back into Super Mario and will be rewarded an amount of 1-ups based on the amount of havoc you wreaked. This stage also introduces Star Coins, of which there are three in every stage. They are larger than normal coins. Sometimes they're in plain sight and easy to get; other times, not so much. Star Coins allow you to unlock paths to item houses and sometimes other levels, and will allow you to buy other things once you've beaten the game. As for the Star Coins in this stage, the first is easy to find. Jump from the pipe before it onto the brick ledge to reach it. Shortly ahead, you'll see a trio of three-brick ledges. Jump between the bottom two to reveal three invisible coin blocks. While standing on the newly revealed coin blocks, jump up and hit the middle block of the top three to reveal a beanstalk. Climb it. Once in the sky stage, jump through the ring you see to reveal some red coins. If you get all eight, you will receive an item. If you are small, you'll receive a mushroom; if you are Super Mario, you'll get a flower; and if you are Fire Mario or any form greater than that, you'll get a 1-up. Drop to the bottom once you've finished. The red coin rings recur often throughout the game. When you drop back to the stage proper, go left a little bit to find a Star Coin. It is trapped beneath some bricks. To break these bricks, use your ground pound technique (just push Down on the D-pad while in midair). As you'll see when you get it, this is the third coin in the stage, so you'll have to backtrack a little for the second one. Go back until you find a pipe you can enter. In this cave is the second Star Coin. Grab it and exit to the right. This will put you near the exit to the stage. Head right and touch the flagpole to clear the stage. You can get special things to happen by hitting the flagpole when the timer is on certain numbers; these are explained in detail in section 3.3 (Miscellaneous Items & Objects). 1-2: If you're Super Mario, you can use your ground pound to find several hidden coins at the beginning of the stage, including one treasure trove hidden below your sight (it's marked by two rows of bricks instead of one). After finding that one, use the springboard to get back up and get the first Star Coin to the upper right. Proceed until you find the second Star Coin, and use your ground pound to retrieve that one as well (or a nearby Koopa shell if you're small). Past the tilting log, you'll see three pipes. When the Piranha Plant is inside the first one, jump on it and enter. If you're not Blue Shell Mario, you will have to use the Koopa Troopa provided to break the bricks below and get him to make you small so you can fit through the passage. On the other side is a question block with a Mega Mushroom. You can't make too much carnage, but you can make enough to get two 1-ups. Do what you can and leave through the pipe to the left. When you leave that room, go forward to find another tilting log. Stand on the left side so it dips as low as it can get, then run to the other side and use the height of the right side to get up to the ceiling. Run along the ceiling until you find the third Star Coin. When you enter this pipe, you'll notice that the flag outside is red instead of black. This means that you've found the secret exit in a level. These are often very well hidden. Be sure to find them all - you have to complete every level in the game if you want a perfect save file! Be sure also to play the level again so you can beat it the regular way and proceed to 1-3. The alternate exit leads to a Mushroom House, which then lets you skip ahead to 1-Tower. You want to beat everything though! (Right?) 1-3: This level has springs that launch you high up in the air and spin in a spiral when you jump off them. Press A while standing on them to launch yourself. The second of these will launch you up to a purple mushroom ledge with a thin stalk. This one is bouncy. Land on it while spinning to bounce extra high and get the first Star Coin, then follow the spiraling path of coins to the right to reach the second Star Coin. After the midway point you'll come upon some bobbing mushroom ledges. It is here where you'll find the third Star Coin; wait for the ledge beneath it to gain some height before jumping from it. After a red coin ring where the eight red coins are easy to collect, it's not far to the exit. Note that on the world map there is a sign by 1-3 which has a picture of a Star Coin and the number "5" written next to it. If you move in the direction of the sign, you will be asked if you want to spend the amount of coins necessary to open the path ahead (which usually leads to a Mushroom House of some sort, or sometimes another level). If you say yes, you will also be asked if you want to save your game. Say yes if you want to save, and no if not. You can choose to spend Star Coins at any time you like, but note that you will eventually have to spend (and thus find) all of them to get one of three possible stars next to your save file. 1-T: This level is pretty straightforward for the first half. Be sure not to get squished between any moving platforms as you make your way up. After the first Star Coin, keep going until you reach a pipe. This pipe will launch you like a cannonball upward. On the way up, you'll run into some circular dotted-line patterns; when you touch these, they fill in as coins. Drop back down and get them, then go in the door you saw on the way up. There are several moving ledges in here, as well as the second Star Coin. Grab that, then jump up to the empty space to the right. There is a hidden pipe off to the side. You'll need the Blue Shell for this next room. Start dashing to break into a slide which will break the bricks situated along the ground. Use that same slide to break the bricks blocking the red pipe, which will take you to the tower's alternate exit. This exit leads to a cannon stage that warps you to World 5. If you don't take that route, get the second Star Coin from that room anyway, then leave the way you came in and drop down, taking the path up to the right to find the third Star Coin. Continue up from there until you see another green pipe, which, like the one before it, is a cannon. Wait for a moment until you won't get squished by the walls to shoot upward - ideally, while they are squished together and just before they are about to open back up. If you do it successfully, you'll reach the double doors leading to Bowser Jr. The fight against Bowser Jr. is easy. He runs pretty slowly at this point and doesn't have any super-tricky tricks for you yet. Either bounce on his head three times or pelt him with a barrage of fireballs to take him out. After defeating him, you will be asked if you want to save your game. Accept and proceed. 1-4: A bit of the way into the level you'll find a question block with a Mini Mushroom inside. Grab it, then go through the narrow pass to the left and into the extremely narrow pipe (which Mario can only fit into in his miniaturized state). As Mini Mario, Mario can run across the surface of water. To get the Star Coin in the bonus room, run along the water, then use Mario's wall kick maneuver at the wall to the far right. To perform it, jump and hold the direction you're facing when against the wall. Mario will skid down the wall at a decelarated rate; press A while skidding to pull it off. Once you leave, head right and grab a mushroom out of the block just prior to the R-shaped pipe coming up out of the ground. There are bricks in front of the bottom half of the pipe; use the ground-pound to eliminate them. In the bonus room that the pipe leads to, go to the right without getting any of the coins, then hit the right one of the two bricks next to the pipe to reveal a P-switch. Use the coins that turn into bricks to reach the second Star Coin. After leaving that underground room, backtrack a little bit and run into Goombas until you become small Mario. Run through the lowered corridor to the right as small Mario to reach the third Star Coin, then backtrack a bit to find a mushroom at the top of the hill. From there, jump over the yellow pipe to the right that releases Goombas and jump to the flagpole. 1-5: The purple mushrooms are spring-loaded, allowing Mario to jump higher. Hold the jump button to allow Mario to reach the first Star Coin, then go forward until you reach the pairs of platforms on pulleys. Stand on the first one until you get the two coins just below it, then jump to the next one and then to the high mushroom ledge for the second Star Coin. Shortly ahead are two more pairs of platforms on pulleys. Stand on the first platform of the second pair to raise the other platform enough to get into the pipe above you. In this bonus stage, ride the mushroom that bobs back and forth and collect the Star Coin that hangs suspended in the group of coins arranged like a mushroom. When the mushroom gets to the end of its route, jump into the pit to return to the stage proper. Before you reach the exit, make note of the red coin ring (it's easy to nab all eight) and the fun arrangement of multiple coin-bricks just above a springy mushroom. 1-A: To access this level, pay five Star Coins to open up the gate on the way to 1-5. Save when prompted. At a point near the beginning of the stage, the screen will start to scroll on its own. Sharks (actual sharks, not Mariofied ones) will advance straight ahead in pairs, but you can take one out with a single fireball if you're equipped with a flower. When you find the P-switch attached to the ceiling, swim forward through the bouncy bubbles and collect the silver coins. After obtaining some silver coinage, swim along the top of the seemingly empty area to reach the Star Coin. There are several invisible blocks in this area that can keep you from getting it. The second one is in the pipe just after the first one. Another P-switch ahead will trigger another mess of silver coins. Now the sharks start swimming in from behind, and the pipes that blow bubbly currents that force you upward and downward don't make things any easier. To get the last Star Coin, just swim through the crack if you're small, or keep to the right and then just head up and left if you're large, then head over to the pipe at right to return to dry land and the exit. 1-Boss: When standing on the ropes, you get a boosted jump when it's stretched as low down as possible. You'll use this knowledge later on. At the part where the spikes come down slowly from the ceiling, use the wall kick to get the first Star Coin. The next one looks as though it's situated dangerously just over the lethal lava pool, but wait patiently on the tall gray block next to it. When that one dips down near the lava, a previously hidden one will poke out of the lava. Get in, get the coin, and get out. On the second rope after the second Star Coin (the really long one), jump with the maximum boost provided by the rope. The screen will shift up just a hair and you should catch a glimpse of a pipe. Align yourself underneath it and jump up and in to find the third Star Coin. Return to the level via the same pipe and hit up the double doors to the right to reach the boss's lair. It's none other than Daddy Bowser himself! If you're Fire Mario, you can take him down with a steady diet of fireballs. Otherwise, wait for him to approach you, then jump on the ledge moving up and down and jump off to the right when it's at the top of its path, then hit the button at the end to bring down the bridge. However you decide to do it, Bowser will fall into the lava once you've dominated him - and even better, the fiery liquid will eat his skin off! Ewwwww! After taking off to World 2, tap World 1 on the touch screen. If you found all the Star Coins and alternate exits, you'll see a Star Coin emblem with the word "Complete" next to it on the touch screen. If you don't see that, whether you do it now or later, you've got some backtracking to do! In any event, let's move on to the desert world. --- | ------ 5.2 | Desert --- | ------ DESERT MAP Legend ŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ M MM X M P - Pipe | | | | For other symbols, see the map for section S-1-2---3---4-T-o---5-o-6-BC 5.1. | | | | W-A-P *-----M---* P 2-1: You would do well to come into this level equipped with a Fire Flower. The tall Pokeys you see can be taken out section by section with fireballs, or instantly with a fireball to the head. If you don't have firepower, there are several means available for jumping over them. All three Star Coins are located in plain sight. This level is just a matter of avoiding the Pokeys and their various means of conveyance. Toward the end, there is a bonus room that can only be accessed by Mini Mario, but it contains only regular coins; visiting it is by no means required. At the final screen, hit the P-switch to create a bridge of bricks over the Pokey's head, which will allow you to make the jump to the flagpole. 2-2: Come in this level with a Fire Flower. When you reach Lakitu, get up on his level and pelt him with a fireball. He'll die, but his cloud will remain. Jump in it and ride it up and to the right into the sky to find the first Star Coin. You'll need to ground-pound in order to get the second Star Coin. After retrieving it, keep going until you see a yellow pipe with a slightly taller green pipe next to it. Enter that pipe to be shot up into the air and hold Up to enter the pipe you'll hit. In the sky bonus area, both of the green pipes in the middle are cannons. Use one to get the third Star Coin way above. When you leave the third Star Coin bonus, you'll be right near the end of the stage. Use the coin block by the flagpole for prime 1-up positioning. 2-3: The pipe ahead of you will take you to an underground sewer labyrinth. At the part where the arrow points downward, wall-kick up to find the first Star Coin. Ground-pound to get through the manhole, then touch the doors with arrows on them to open them up. Go to the far left and ground-pound through the three manholes, then head right to the door maze. Use fireballs to take out the Piranha Plant, then jump up from where he was to find the second Star Coin. Reach the next screen by exiting in the bottom right corner. In the next room, you'll find an orange "?" switch that raises the water level. Swim up into the next area and hit another "?" switch to raise it some more, then jump up and take the exit that leads outside to the red flagpole, taking you to World 2-A. For the regular exit, swim to the right after touching the first "?" switch. The next area harbors a gigantic Piranha Plant that takes not one, but three fireballs to take down. He also releases several coins upon his death, so pick up all of those. When the path goes up and right diagonal, take it and then head left once it opens up. To get the third Star Coin, go all the way to the far left and jump up through the ledge, then jump up through the one on the right. Run straight off the edge to reach the alcove where the Star Coin is hidden. Once you have all three Star Coins, find the red "!" switch to create a bridge of red blocks below. Go in a circle to let the door down so you can walk onto the red blocks. The arrow pointing right will take you outside to the exit. Place the springboard on the right end of the pipe and bounce up to reveal a hidden coin block. Use that to earn yourself a 1-up from the flagpole. 2-A: For most of this level you'll have to avoid a large fish patrolling the waters below who also likes to jump out and attack you from time to time. He can be killed with a fireball or a Koopa shell, but this is only a temporary fix, as he will return after a short period of time. Shortly after getting the first Star Coin, you'll be able to avoid the big fish using a series of springboards. Jump on them, then press A to launch yourself into the area. Mario will do a spin-jump off these types of springboards which makes him fall much more slowly. Use these until you reach the end of the level. The second Star Coin is located just underneath one of the log platforms. After getting it, glide over to the red Koopa Troopa. Bounce off him while spinning to get the propulsion necessary to reach the yellow pipe. This pipe leads to both the third Star Coin and the alternate exit, which takes you to a warp cannon that blasts you off to World 5. The regular exit opens a path to a pipe that takes you directly to World 2's end castle. But you want to beat every level, right? 2-4: This stage has "?" switches that create both hills and dips in the land. The first of these will raise the ground and allow you to get a power-up from the row of question blocks. Move forward and use a wall-kick to get past the Piranha Plant guarding the first Star Coin. When you go down into the underground part of the level and reach the water, you'll find to your left a pipe that only Mini Mario can enter. You need to enter this pipe to reach the level's secret exit. Get a Mini Mushroom from a regular Mushroom House, then come to this point in the level and use it. It is easy to enter the pipe since Mini Mario can run across water. Continuing to the regular exit from this point, go right to find a P-block that creates an arc of silver coins above you. Get them, then go down into the water. Swim underneath the rock to reach a short red pipe next to a tall green one. Enter the red pipe and make your way to the other side. The next pipe will transport you back to dry land. You will see a "?" switch, but DO NOT hit it just yet. Run over to the left to claim the second Star Coin, THEN hit the "?" switch to make a hill that can get you out of that lower area. Hopefully you have a Fire Flower for up ahead - it will help greatly when you try to clear the hills made by the next "?" switch with Piranha Plants sitting on top of them. You'll have to use the hills made by the switch to make it to the top of the high plateau before the time runs out, or else you have to run back and do it again. A pair of Hammer Brothers guards the final Star Coin. From there, it's not a far run to the exit. 2-T: Take the regular path through the stage until you reach a red coin ring. Drop off the rope and off the spinning quad-ledges to find the first Star Coin in the bottom right corner. At this point, backtrack to the set of quad-ledges just before that one. When you're at the top of the circle, jump to the left. Hug the left wall and use about four wall-kicks to reach a door. In this room you'll see a set of gold bricks without a bottom. Jump into it and start wall-kicking. When you do this, the gold blocks will start moving along a pulley. Wall-kick to stay inside, then drop out once you're above the wall to the right. Jump up on the thin ledges and then on top of the gold blocks once they go down and left. Once on top of the gold blocks you can get the second Star Coin. Jump up and left and use another of those wall-kick devices to reach the door leading out of here. When you reach the next room, you'll see a red and yellow block. Bump it to reveal some square ledges that rotate every now and then. Go to the far left and jump from the red rotating square there to the left. If you jump and wall-kick, you will be able to reach the third Star Coin (you must be at least Super Mario to reach it). When you get the third Star Coin, backtrack to the first two rotating squares. When you jump on them, you'll see a red pipe above you that leads to Bowser Jr. Jump on him three times or pound him with fireballs to get rid of him. 2-5: This level features stacks of bricks that are controlled by enemies inside question blocks. When you approach them, they'll wiggle a little, get up, and either walk or jump around. Use some of them to get the first Star Coin, then proceed forward until you reach an area with several gray background blocks. You should see rows of coins up in the air; don't get any of them. After them, you'll see a row of bricks, the middle of which contains a P-switch. Use the boost from one of the walking brick stacks to get on top of the bricks so you can hit the P-switch, then follow the trail to the left for the second Star Coin. From there, continue right until you see a Boomerang Brother. After you get rid of him, sink in the quicksand and hold Right on the D-pad. When you start to move right, press A repeatedly to stay above the quicksand, then jump out in front of the gray block and go right to find a hidden passage. Drop down through the gray block tunnel and go right to find a walking stack of bricks. Stand on top of it and let it guide you. It will jump at the appropriate time to help you reach the third Star Coin. From there, go back up through the gray blocks and right to reach the end of the level. 2-6: In this stage, you ride along on a large moving platform while Piranha Plants move up and down around you. You will benefit greatly from having a Fire Flower in this stage. Sometimes, when the Piranha Plants touch the ledge you're riding on, they'll be transferred from theirs to yours. You can keep your ledge from getting cluttered up by shooting them as soon as they invade your space. The level offers ample chances to get a flower in case you don't enter the level with one. All Star Coins here are in plain sight and easy to get. At the end of the stage, the exit pipe is blocked by a Piranha Plant resting atop a cork. Jump on the air puffer repeatedly until the air buildup blows the cork out of the pipe, then enter and make your way to the flagpole. 2-Boss: Before you just barrel ahead, wait for the large spiked ball to crush the bricks above you, roll forward, then hit the wall and fall into the pit. You'll spend your time in this first area dodging spiked balls that roll at you. Most of them, thankfully, are smaller than that first one. There are several ways to avoid them, including ropes and ducking into tiny pits. Don't forget to wall-kick to the first Star Coin before exiting. When you pass through the door, you'll be outside in the desert. To get the second Star Coin, get a boost by jumping off a Bullet Bill. Use the rope above the next large spiked ball to make it to the ledge with two question blocks. The one on the right contains a Mini Mushroom. Grab it and go forward through the tiny tunnel to reach the third Star Coin. When you jump out through the top and go right, you'll see a "?" switch up against the wall. When you touch it, the land will dip downward to reveal the double doors leading to the boss. Enter to fight a mummified version of Pokey. The Pokey mummy will occasionally retreat back into the ground. When he resurfaces, he will grow to a height of either three or five segments. If three, just jump on him; if five, use a wall-kick to get the height necessary to jump on him (but make sure he's close enough to reach). Be sure to watch out for the projectiles he fires also. Three hits and this guy's toast. After this battle, you can go to one of two worlds. If you defeat the mummy as regular Mario, you'll go straight on to World 3. However, to access World 4, you must defeat the Pokey mummy as Mini Mario. Mini Mario can't affect enemies by stomping on them, so you'll have to use a ground-pound to deal damage. When the Pokey mummy appears, wall-kick off the left wall, sail through the air, then press Down when directly over him to score a hit. He takes three hits in this manner also. When Mini Mario goes through the door, it will appear as if he's headed for World 3, but he will fall through the thin crack in the floor and spin the sign around to World 4 on his way out! Be sure to play the castle at least twice in order to access both worlds. --- | ----- 5.3 | Water --- | ----- WATER MAP Legend ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻ *-1---* MM-3---G---* G - Ghost House | | | | | For other symbols, see the map for section S-o M o-2-T---* X *-W o-BC 5.1. | | | | | | *---A-* *---B---C-----* 3-1: The giant Cheep-Cheeps in this stage can be felled with a single fireball, so it's best to come in with that power at hand. After the red coin ring, you'll find a roulette power-up block that you can get one out of; ideally you want either a Fire Flower or a Starman. After meeting your first giant blue Cheep-Cheep (they follow you around; fireball them on sight), you'll see a group of three pipes. Go in the middle one to reach a room filled with coins in bubbles. The first Star Coin is also in here. When you leave, swim right to find the second one. Fireball the blue Cheep-Cheep before getting it or he'll get up in your grill and go hard on you. The third Star Coin is also an easy pickup. When you hit the P-switch, just swim forward and up - you have plenty of time to pick it up. There's another red coin ring just before the pipe that takes you outside to the flag. 3-A: The main thing to avoid here are the water skimmers. You can jump on them, but it's easier to take them out with fireballs. Near the beginning of the level is a red coin ring that's fairly easy to get the power-up from. You won't even find the first Star Coin until after the midway point of the stage. Right after activating the midpoint flag, dip down into the water where the skimmer is dropping bombs that blow up otherwise indestructible blocks. When he clears out a passage for you to get the Star Coin, kill him and grab it. Stay above the water to get the second Star Coin, but after getting it, take a dip and head left to the block that contains the Mini Mushroom. Get it and head into the pipe to the far right. Once in the next area, jump on the spinning tri-ledge and then over to the right, then up into the pipe you see. Use Mini Mario's ability to run on water to get a running start and jump to the third Star Coin. When you return to the level, go right and into the pipe, then up the Donut Lifts to the top of the flagpole. 3-2: Use the Koopa Troopa at the beginning to get the 1-up from the seemingly impossible-to-reach brick. You can score another 1-up shortly after that by using the next Koopa Troopa and following his shell as he knocks out a line of Goombas. Once you reach the midway point, enter the yellow pipe and get the first Star Coin. Use the pulleys to maximize your height, following the high road to reach the lofty second Star Coin. Just after that, you'll reach a wobbly mushroom platform that moves forward once you jump on it. You'll see three pipes sequenced red, yellow, green. Enter the green pipe, jump on the P- switch, and use the spring that gives you the spinning float to rack up some silver coins. When you leave, you'll have to navigate an extremely tricky series of ascending, descending, and bobbing mushroom platforms, but if you make it across, you'll reach the secret exit leading to World 3-B. Back to the regular route: that wobbly mushroom ledge doesn't last long. Before the next one is a red coin ring that will test your knowledge of the boundaries of the pulley system. Let the platform drop to get Nos. 5 and 6, then jump before falling to your death. At the second mushroom, use a flying Koopa Troopa to get the boost needed to get that third Star Coin. When you reach safe unwobbling land once more, you'll find yourself at the end of the stage. 3-T: Of the three cannon pipes, only the middle one will fire you straight up. First, drop a little bit and hold onto the bottom fence, then climb left and up to reach the first Star Coin. Use the middle pipe again and this time start making your way up. When you get to the fence with electrical black balls on it, hit the fence while attached to it by pressing either Y or X to flip it around. Keep going up until you reach another such flippable door. Flip it around, then ground- pound the two columns of bricks you end up above (you have to be Super Mario to do it). Jump left for the second Star Coin. From there, go back up and right to reach a door. When you enter, you'll see a red "!" switch on your left. If you make it to the top before the timer runs out, you'll be rewarded with the final Star Coin; otherwise, try, try again. The next door puts you smack-dab in front of the double doors that lead to Bowser Jr. Although his lair is surrounded with water, he's no harder to beat than before. Employ your usual standard of three pounces or a barrage of fireballs. 3-3: Without a Fire Flower, this stage is a living hell, and even with one, it ain't a walk in the park either, thanks to the Bloopers constantly harassing you. Having one before entering this level is a must. Shoot anything that moves until you reach a point where you can start to move down rather than right. You should find a pipe emitting a strong bubble current (the kind that's really hard to swim through) along with a "?" switch. First, kill the Blooper and swim left to find the first Star Coin. Then, hit the switch and swim up, right, and down. The "?" switch temporarily disables the bubble currents, so swim quickly to get past them all. Once you've managed that, you can take part in a red coin ring bonus that tests your swimming skills but is still pretty easy. Once you've done that, go to the right to the ascending pipes and go in the third one from the left (it's green). This leads to a HUGE room chock full of Bloopers - some of which even have tiny offspring at their disposal! Don't waste time in here. Make your way to the very lower right-hand corner where the second Star Coin is, then go straight up and exit this torture chamber. Upon arriving back at the main part of the stage, go up and right. The exit pipe is above you, but go down through the currents instead to the third Star Coin. As soon as you grab it, four Bloopers will appear out of nowhere to ambush you - yikes! Swim upward rapidly to avoid getting slaughtered, then exit through the pipe above and hit up that flagpole. 3-G: The switch at right will create steps for you so you can scale the really steep hills in this level. Climb up the new steps and go forward, entering the first door you see. There are two power-up blocks in here. The one on the left contains a regular power-up, whereas the one on the right holds a Boo. Get the power-up and vamoose. Continue right to the door past the "?" switch. Jump on the pumpkin enemies to reach the Star Coin, then leave and hit the switch. When going up the steps, take a detour to the left to find that second Star Coin. Hit the switch again after getting it and head right. Go until you hit a brick that yields another "?" switch. This particular switch is the key to reaching the secret exit. When you hit the switch, make a mad dash for the door that led you to the first Star Coin. If you reach it in time, you'll see another door now located next to it. You have to get to it very quickly, however, or it will disappear and you'll have to go back and hit that switch all over again to try again. (Don't worry, this will probably take several tries.) If you |
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