Super Mario 64 Walkthrough :
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Walkthrough - FAQ/WalkthroughŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SUPER MARIO 64 FAQ/Walkthrough v1.0 Written by Snow Dragon İ 2007. All rights reserved. Contact at [sdfaqs@gmail.com] ______________________________ = | ================= = | TABLE OF CONTENTS = | ================= 1 Intro 2 Story 3 Start Screen 4 Controls 4.1 Basic Moves 4.2 Advanced Moves 5 Items 5.1 Power Stars 5.2 Coins 5.3 Caps 5.4 Bricks 5.5 Miscellaneous Items 6 Enemies 7.1 Minor Foes 7.2 Bosses 7 Walkthrough for All Courses 7.1 Prelude 7.2 Bob-Omb Battlefield 7.2.1 Big Bob-Omb on the Summit 7.2.2 Footrace with Koopa the Quick 7.2.3 Shoot to the Island in the Sky 7.2.4 Find the 8 Red Coins 7.2.5 Wing to the Sky 7.2.6 Behind Chain Chomp's Gate 7.2.7 100-Coin Star 7.3 Whomp's Fortress 7.3.1 Chip Off Whomp's Block 7.3.2 To the Top of the Fortress 7.3.3 Shoot Into the Blue Wild 7.3.4 Red Coins on the Floating Isles 7.3.5 Fall Onto the Caged Island 7.3.6 Blast Away the Wall 7.3.7 100-Coin Star 7.4 Tower of the Wing Cap 7.5 Jolly Roger Bay 7.5.1 Plunder in the Sunken Ship 7.5.2 Can the Eel Come Out to Play? 7.5.3 Treasure of the Ocean Cave 7.5.4 Red Coins on the Ship Afloat 7.5.5 Blast to the Stone Pillar 7.5.6 Through the Jet Stream 7.5.7 100-Coin Star 7.6 Cool, Cool Mountain 7.7.1 Slip Slidin' Away 7.7.2 Li'l Penguin Lost 7.7.3 Big Penguin Race 7.7.4 Frosty Slide for 8 Red Coins 7.7.5 Snowman's Lost His Head 7.7.6 Wall Kicks Will Work 7.7.7 100-Coin Star 7.7 Big Boo's Haunt 7.7.1 Go on a Ghost Hunt 7.7.2 Ride Big Boo's Merry-Go-Round 7.7.3 Secret of the Haunted Books 7.7.4 Seek the 8 Red Coins 7.7.5 Big Boo's Balcony 7.7.6 Eye to Eye in the Secret Room 7.7.7 100-Coin Star 7.8 Bowser in the Dark World 7.9 Vanish Cap Under the Moat 7.10 Hazy Maze Cave 7.10.1 Cavern of the Metal Cap 7.10.2 Swimming Beast in the Cavern 7.10.3 Elevate for 8 Red Coins 7.10.4 Metal-Head Mario Can Move! 7.10.5 Navigating the Toxic Maze 7.10.6 A-Maze-Ing Emergency Exit 7.10.7 Watch for Rolling Rocks 7.10.8 100-Coin Star 7.11 Lethal Lava Land 7.11.1 Boil the Big Bully 7.11.2 Bully the Bullies 7.11.3 8-Coin Puzzle With 15 Pieces 7.11.4 Red Hot Log Rolling 7.11.5 Hot Foot It Into the Volcano 7.11.6 Elevator Tour in the Volcano 7.11.7 100-Coin Star 7.12 Shifting Sand Land 7.12.1 In the Talons of the Big Bird 7.12.2 Shining Atop the Pyramid 7.12.3 Inside the Ancient Pyramid 7.12.4 Stand Tall on the Four Pillars 7.12.5 Free Flying for 8 Red Coins 7.12.6 Pyramid Puzzle 7.12.7 100-Coin Star 7.13 Dire, Dire Docks 7.13.1 Board Bowser's Sub 7.13.2 Chests in the Current 7.13.3 Pole Jumping for Red Coins 7.13.4 Through the Jet Stream 7.13.5 The Manta Ray's Reward 7.13.6 Collect the Caps... 7.13.7 100-Coin Star 7.14 Bowser in the Fire Sea 7.15 Snowman's Land 7.15.1 Snowman's Big Head 7.15.2 Chill With the Bully 7.15.3 In the Deep Freeze 7.15.4 Whirl from the Freezing Pond 7.15.5 Shell Shreddin' for Red Coins 7.15.6 Into the Igloo 7.15.7 100-Coin Star 7.16 Wet-Dry World 7.16.1 Shocking Arrow Lifts! 7.16.2 Top O' the Town 7.16.3 Secrets in the Shallows & Sky 7.16.4 Express Elevator - Hurry Up! 7.16.5 Go to Town for Red Coins 7.16.6 Quick Race Through Downtown 7.16.7 100-Coin Star 7.17 Tall, Tall Mountain 7.17.1 Scale the Mountain 7.17.2 Mystery of the Monkey Cage 7.17.3 Scary 'Shrooms, Red Coins 7.17.4 Mysterious Mountainside 7.17.5 Breathtaking View from the Bridge 7.17.6 Blast to the Lonely Mushroom 7.17.7 100-Coin Star 7.18 Tiny-Huge Island 7.18.1 Pluck the Piranha Plants 7.18.2 The Tip Top of the Huge Island 7.18.3 Rematch with Koopa the Quick 7.18.4 Five Itty Bitty Secrets 7.18.5 Wiggler's Red Coins 7.18.6 Make Wiggler Squirm 7.18.7 100-Coin Star 7.19 Tick Tock Clock 7.19.1 Roll into the Roll Cage 7.19.2 The Pit and the Pendulums 7.19.3 Get a Hand 7.19.4 Stomp on the Thwomp 7.19.5 Timed Jumps on Moving Bars 7.19.6 Stop Time for Red Coins 7.19.7 100-Coin Star 7.20 Rainbow Ride 7.20.1 Cruiser Crossing the Rainbow 7.20.2 The Big House in the Sky 7.20.3 Coins Amassed in a Maze 7.20.4 Swingin' in the Breeze 7.20.5 Tricky Triangles! 7.20.6 Somewhere Over the Rainbow 7.20.7 100-Coin Star 7.21 Castle Secret Stars 7.21.1 The Princess's Secret Slide (x2) 7.21.2 The Secret Aquarium 7.21.3 Bowser in the Dark World (8 Red Coins) 7.21.4 Tower of the Wing Cap (8 Red Coins) 7.21.5 Cavern of the Metal Cap (8 Red Coins) 7.21.6 Vanish Cap Under the Moat (8 Red Coins) 7.21.7 Bowser in the Fire Sea (8 Red Coins) 7.21.8 MIPS the Bunny (x2) 7.21.9 Talking to Toad (x3) 7.21.10 Wing Mario Over the Rainbow 7.21.11 Bowser in the Sky (8 Red Coins) 7.22 Bowser in the Sky 7.23 Epilogue 8 Credits & Copyrights _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ===== 1 | INTRO = | ===== Hello there, and welcome to my FAQ/walkthrough for Super Mario 64. There are already plenty of guides for this game out there, but it's such an enduring classic and it's so much fun that I couldn't resist getting my hands dirty with it. Mario 64 was the game that opened the floodgates for three-dimensional platforming adventure and introduced audiences worldwide to the Nintendo 64. With new characters and expansive worlds, the game really helped audiences warm up to the concept of gaming in an extra dimension. I personally think it's a blast, even eleven years later, and I had a blast writing this guide. (Eleven years? Really? Mercy's sakes, that makes me feel old.) If you have any questions to ask about the guide or any suggestions or corrections, you can email them to me at [sdfaqs@gmail.com], and I will respond when I have the time and inclination. I am a busy college student with lots of homework who also has a job, so don't expect me to set any speed records for email replies. This guide is dedicated to my girlfriend April. She loves this game just as much as I do, maybe more. To hear her gush about getting the stars on Rainbow Ride is absolutely mesmerizing. She is just a fantastic woman, and I'm glad to have spent the last 15 months as her boyfriend. I love you very much, April, and I always will. :* _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ===== 2 | STORY = | ===== There's actually not much in the way of story in Super Mario 64. Princess Peach invites Mario to the castle for a bit of cake and (I assume) quaint socialization. But when Mario arrives, his plans for a piece of cake have been thrown wildly off course by the evil King Bowser, who has captured her and her friends and trapped them and the Power Stars that give the castle its great, er, power (and fresh pine scent) in a series of portraits throughout the castle. Whoa, what a mouthful! And yet, I probably spent more time on the story than the game itself did. They don't do a whole lot of talking in this game. They introduce you to your Lakitu camera guide, and then it's into the castle jumping into paintings. Who needs story? You can jump into a painting that leads to a snow land! Now that's gaming savvy, folks. Other plot details will unfold as the game moves forward, but there's only one way to find them all out - play through it! First-generation 3D may not have aged well, but to me, this game is just as fun to play now as it was when I was in junior high when it came out. It truly has to be played to be appreciated. Let's get to it! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ============ 3 | START SCREEN = | ============ The first screen you see after the title bears Mario's face and asks you to press Start. You can have some fun here though, if you like. Press A to make a hand pop up on the screen. With this hand, you can grab various parts of Mario's face and stretch them out, making funny faces and the like. When you've squeezed this activity dry of entertainment, press Start to go to the file screen. You can save up to four adventures on one cart. Next to each file, you will see how many Power Stars you have collected in each game. You can start up one of the files by clicking on it with the A button - you will start outside the castle - or you can do one of four things to it: SCORE: The green button. Click on a file once you have clicked this button. It will show you how many Power Stars you have gotten in every world and whether you have secured the 100-coin Star for each world. If you press A, you can see another column showing the top saved coin counts for each world, as well as which files those scores were achieved on. COPY: The blue button. If you have any empty files, you can copy the data from an occupied file to them. ERASE: The red button. Click on the file you want to erase. You will be asked if you are sure you want to do this, since this is an irreversible action. Pick yes if you're sure, and no if you're not. STEREO: The pink button. You can choose monaural or stereo sound, or you can configure the sound to play through a headset. Honestly though, in 11 years of playing the game, I've never messed with this setting once. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ======== 4 | CONTROLS = | ======== --- | ----------- 4.1 | Basic Moves --- | ----------- START BUTTON: - Begin the game. - Pause the game. When Mario is standing still, you will have a range of options to choose from while paused; these disappear if you pause while he is moving. THE ANALOG STICK: - Run by tilting it fully forward. - Walk by tilting it just slightly forward. - Aim the cannon if you are inside it. Left and right move in their respective directions, but the up and down controls are inverted (i.e. pushing up will move the cannon down, down moves it up). - Climb onto or drop off of ledges you are hanging onto. - Climb a pole by pressing up, slide down it by pressing down. At the top of a pole, you can press up again to do a handstand atop the pole. Sometimes, this will earn you an extra life. It's always worth it to check! - Press Up and Down in a steady rhythm to maintain altitude when flying. A BUTTON: - Used for jumping. Tap once to jump. - To do a double-jump, you must jump immediately after landing from the first jump. Mario will reach a little higher and say "woohoo" instead of "wah". - To do a triple-jump, press the A button immediately after landing from the second jump. Mario will go high in the air and do a somersault of sorts along the way. You must be running to perform a triple-jump. You will also use the triple-jump to enter into flight while wearing the Wing Cap. When wearing the Wing Cap, you do not have to be running to do the triple- jump needed to begin flying. - Jump off a pole you are hanging onto. Mario will jump off in the direction his back is facing. This applies to handstanding on the top of the pole as well. - If you are in the cannon, use this button to fire yourself off. B BUTTON: - When standing, Mario will punch. If you press it three times rapidly, Mario will bust out a little sort of punch-punch-kick combo. - If you jump straight up in the air and press B, he will do a jump kick. This is useful for knocking over some objects that a punch won't. - While running, jump and press B to dive. - If you are next to something you can pick up, Mario will grab it. C BUTTONS: - C-Left and C-Right will turn the camera if it can be turned. The camera in this game can be a bit iffy at times, but you can usually get it to do what you want with a little finagling or slight movement of Mario. - C-Up will bring the camera very close to Mario. In this mode, he can look around without moving and survey his surroundings. Note that you are still subject to getting hit by enemies while in this position. If the camera is panned out as far as it can go, it will come in just a bit closer to the scene; pressing it again will bring up the close-up view. - C-Down will pan the camera out. From a normal standing position, you can pan it out once; from close-up view, you can pan it out twice. R BUTTON: - Will bring the camera directly behind Mario and allow him to move. This is not a particularly useful angle. Press the button again to leave this view. Z BUTTON: - Hold it down to duck. - Press the analog stick while ducking to crawl. This will help you enter small holes (e.g. the igloo in Snowman's Land), as well as traverse some surfaces that are too slippery to cross by walking and/or running. --- | -------------- 7.2 | Advanced Moves --- | -------------- In alphabetical order. BACKFLIP: Hold Z to duck, then press the A button. Mario will do a backflip from the crouching position. A bit higher than a double-jump, but not as high as a triple. GROUND-POUND: Jump, and then in midair, press Z. This is a very useful move. It activates certain switches, is used to advance certain sequences, and can help kill some enemies. LONG JUMP: Press Z and then A in one fluid motion. If done correctly, Mario will do a very long jump forward (hence the name of the technique). Don't press them at the same time or you'll do a ground-pound by mistake. You will need to know how to do this move to cross several wide pits later on in the game, so it is worth learning how to do it early on in places that offer lots of room to practice it (like Bob-Omb Battlefield). SOMERSAULT: While running forward, turn around, and then while skidding, press A. You should do a backwards somersault. Has about the same height as a triple-jump, but not as useful for getting to far-away ledges. WALL KICK: Jump toward a wall, and at the exact moment of contact, press A to kick off it and get to an otherwise unreachable area or get some height off a jump. You can do several wall kicks in a row up longer chasms. This move is also key to getting a few Power Stars and making it through a few tough areas, so master it early. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ===== 5 | ITEMS = | ===== --- | ----------- 5.1 | Power Stars --- | ----------- Power Stars are what gives Peach's castle its power, charm, and refreshing pine scent. To protect them from Bowser, she has hidden them in the portraits throughout her castle. It is up to you to find them. There are 120 in all. You don't get anything special for tracking them all down, but there are a few extra things you can do if you do. Each world inside a portrait has six stages, each of which will give you a Power Star if you complete it. You can also get a Star for finding 100 coins in each world. That makes 105 Power Stars earned within the castle's various paintings. There are 15 others that are hidden in various side courses throughout the castle. You may be called upon to do various things in order to earn a Power Star. Sometimes they are sitting out in the open, waiting to be collected. In other cases, you may have to defeat a boss, collect eight red coins, open treasure chests in a certain sequence, find a certain number of preordained secret spots (usually five), race against someone, retrieve something for someone, or demonstrate mastery of one of the three caps or a certain technique (like the Long Jump or the wall kick). At various points, you will need to collect a certain amount of Power Stars in order to proceed throughout the game. Some doors require you to collect so many Stars to open them. Or, you may have to have a certain number to be able to fight Bowser. Sometimes, you will have to collect a certain Star to trigger an event. To beat the game, you will need a minimum of 70. This guide will tell you how to get all 120 Power Stars, so if you're stumped, hopefully you won't be for too much longer! --- | ----- 5.2 | Coins --- | ----- In your travels, you will encounter three different colors of currency. YELLOW: A yellow coin is worth one, and will heal one piece of your life meter if you are hurt. Being the most abundant, they are as such worth the least. If you collect 100 of these in a world, you will earn a Star for your troubles. Most enemies give these up when you kill them, and they can be found in yellow blocks on occasion. Sometimes getting certain groups of them can yield a 1-Up, as can getting certain coins in the correct sequence (e.g. getting a ring of eight in an unbroken circle). RED: There are eight of these in every world. They are equivalent in value to two yellow coins, and will heal two pieces of life if you are hurt. Finding all eight coins in one world will reveal a Power Star; one level of each world is dedicated to this pursuit. These are not given away as prizes by enemies, nor can they be found in boxes. BLUE: The rarest type of coin in the game. These are equivalent in value to five yellow coins, and will heal five pieces of life if you are hurt. Larger enemies or those that are harder to kill tend to give these away. These are especially handy when you're going after the 100-coin Star in a world. They are not found in boxes, but you can sometimes make a group of them appear by ground-pounding a switch with a picture of a blue coin on the top. Those blue coins that appear when you ground-pound a switch are only around temporarily; if you do not get them when they are around, they will disappear forever. --- | ---- 5.3 | Caps --- | ---- As with coins, there are three kinds of cap that Mario can don throughout his journey. WING CAP: Found in red boxes. To unlock the Wing Cap, you must press down the red switch in the "Tower of the Wing Cap" course. To access that level, you must have at least 10 Power Stars. When you accrue this amount, a beam will shine into the lobby of the castle. Press C-Up and look directly into the light to go to this course. With the Wing Cap, Mario can fly. To begin flying, perform a triple- jump from either a standing or running position. You will also automatically begin flying if you shoot yourself out of a cannon. To maintain altitude in the air, press up and down on the analog stick in a steady rhythm. Hold up on the analog stick to do a nosedive toward the ground, and hold down to do a neat flourish upward. If you need to end your flying session abruptly, press Z to ground-pound. It is worth your while to learn how to fly well. There are many points later in the game where you will be called upon to retrieve airborne coins or navigate the skies in an expert fashion. Practice flying early on so that you will struggle with it later. METAL CAP: Found in green boxes. To unlock the Metal Cap, you must press down the green switch in the "Cavern of the Metal Cap" course, which is located within the Hazy Maze Cave world. The Metal Cap effectively makes Mario invincible. He can kill just about any enemy just by running into it. Not only is he impervious to enemy damage, but he will also not lose health when underwater or when walking through toxic gas. Being metal does make Mario heavier though, so your jumps will be a bit shorter, and you will also sink to the bottom if you jump in the water. However, when metal, you can walk at a rather brisk pace along the ocean floor, a fact which you must sometimes exploit to earn Power Stars. VANISH CAP: Found in blue boxes. To unlock the Vanish Cap, you must press down the blue switch in the "Vanish Cap Under the Moat" course, which you will be able to access once you reach the basement and pound the two pillars down there. Donning the Vanish Cap makes Mario both invincible and invisible. While invisible, he can pass through many surfaces, including nearly all fence-type walls. (He'll still walk on fence-type ground - talk about perfected technology.) Some Power Stars are hidden behind walls that require you to put on the Vanish Cap, so it is worth your time to gain access to it. --- | ------ 5.4 | Bricks --- | ------ There are different types of bricks that Mario will encounter in his travels as well. LARGE BRICKS: About as tall as Mario. He can punch them open. Sometimes they contain yellow or red coins, but they may also hold nothing. These are the type of bricks that will appear when Mario touches a ground switch. They can also be ground-pounded. TINY BRICKS: Mario can pick these up and throw them. They can only be broken open by throwing them at a wall, at which point coins are liable to fly all over the place. They cannot be punched or ground- pounded. These are relatively rare. CRAZY BRICKS: They have kind of a zigzaggy crazy face on the side, hence why I call them that. When Mario grabs one, he will bounce three times, each time higher than the last. At the end of the third bounce, the brick will crash open and let you have the coins. These are often located near precarious surfaces, making them very dangerous to pick up. If you want to risk picking one up, you can play it conservative by holding back on the analog stick, thus decreasing the distance (but not the height) of the bounces. --- | ------------------- 5.5 | Miscellaneous Items --- | ------------------- 1-UP: 1-Ups are tiny green mushrooms that give you extra lives. Sometimes they are hidden in boxes, but more often you'll find them sitting on ledges or floating in the air. You can also make them appear by doing things like collecting a ring of coins in an unbroken circle or doing a handstand at the top of a flagpole. Some 1-Ups will attempt to "run away" from you, and while some of these are worth the effort to get, others are not, whether it's because of the small space you're standing on or their proximity to a cliffside leading to certain death. CANNON: In each world there is a cannon. To use it, you must talk to the red Bob-Omb. Unlike their black counterparts, red Bob-Ombs are peace- loving creatures, and although they don't like the cannons, they will let you use them since they know you're a good guy. While inside a cannon, left and right movement remains the same, but the up and down controls are inverted. To shoot yourself out of the cannon, press A. As with the caps and certain advanced techniques, it is worth your time to learn how to use the cannon effectively, since getting certain Power Stars depends on your talents with it. HEART: Seen floating around, especially in later worlds, running through one of these will restore your life. These are handy to be around, especially in places where a long fall can really take the wind out of your sails. Best of all, they can be used infinitely since they do not ever disappear. FLOOR SWITCH: Touching this maroon panel with an exclamation mark (!) on it will cause bricks to appear, often with the intent of helping you access an area or an item you can't otherwise get. The duration of this switch is temporary, but unlike a blue coin switch, you can touch it over and over again as needed. SHELL: Mario can ride on Koopa shells in this game. They can be earned either by finding them in yellow boxes or by stomping on a wandering Koopa Troopa. While they are powerful - you can kill most enemies just by running into them, and you can also skate along surfaces that would normally hurt or even kill you, like lava, quicksand, and that nasty ice water in Snowman's Land - they are also very fragile. Running into any wall or otherwise hard surface will make them disappear. You can also get rid of one if you are tired of riding it by pressing Z to duck. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | ======= 6 | ENEMIES = | ======= A glossary of all the enemies in Super Mario 64 along with their real names. The official names of the enemies are gathered from various other websites, but the descriptions are all mine. For the most part, the enemies' real names are not used within the walkthrough, often replaced instead by descriptors of their appearance, except in the cases of those enemies that are referred to within the game by name. This is done in the interest of casual gamers who are only trying to figure out how to beat a level and have no interest in getting bogged down in names and trivia. The enemies' real names are listed here purely for reference purposes. Each section is arranged in alphabetical order. --- | ---------- 6.1 | Minor Foes --- | ---------- AMP: A tiny sphere that moves around in circles. If Mario touches it, he'll get electrocuted and lose health. These are often seen hovering around some central object, such as a pole, but sometimes they will appear out of thin air to harass Mario during a tricky platforming segment (e.g. inside the pyramid in Shifting Sand Land). BOB-OMB: A familiar enemy from the Mario series. When you approach a Bob-Omb, it will light its fuse and start running behind you, not breaking away until it explodes. You must either outrun it or turn around, pick it up, and throw it. Bob-Ombs will explode immediately upon hitting the ground after being thrown. If a Bob-Omb's explosion touches another Bob-Omb, that Bob-Omb will explode as well. BOO: A ghost found in Big Boo's Haunt and outside the castle near the fountain. Boos will disappear from view if you face them, but will move toward you when you turn your back to them. You can destroy them by ground-pounding them. Depending on where you find them, they may yield a blue coin or a yellow coin. BOOKEND: A book monster found in Big Boo's Haunt that pops out of the bookshelf and tries to sink its teeth into you. It can be kicked or jumped on. BUBBA: A giant fish that will eat Mario if he swims too close. This results in instant death for Mario, no matter how much life he has. There is no way to defeat them. BULLET BILL: Appearing only in Whomp's Fortress after Whomp has been defeated. They move rather slowly, but tend to follow Mario. They will explode shortly after popping out of the cannon. They do not give out any coins, but can be jumped on nonetheless. BULLY: A variant on the Bob-Omb found in Lethal Lava Land. They cannot and will not be picked up. If they see you, they will aggressively try to push you off the platform into the lava. You can fight back by punching or kicking them, or by running into them while riding a shell. The only way to kill them is by knocking them into the lava. CHUCKYA: Looks like a Bob-Omb, but is bigger, purple, and more aggressive. If a Chuckya catches Mario, he will turn and throw him regardless of what consequence it may have. You can get severely hurt from a fall suffered as a result of a Chuckya throw, or even die if you are thrown off an edge. To defeat one, run behind it while it is stopped and pick it up, then throw it onto the ground. FWOOSH: The cloud on Tall, Tall Mountain who will blow you away and make you lose your hat if he catches you in his windy breath. He cannot be defeated, only avoided. GOOMBA: The mainstay of the Mario series. When they see Mario, they will become alert and attempt to charge directly at him. They have no other line of offense, however, and thus are very easy to defeat. In certain levels, you may also encounter very small or very large Goombas. GRINDEL: Like a Thwomp, except made up to look like a mummy. They have a bit more versatility than Thwomps, as they can also jump up and down while moving back and forth in a straight line. They appear in the pyramid in Shifting Sand Land. HEAVE HO: A small red enemy with a wind-up key on his head. He carries a tray, which he will attempt to slip under Mario's feet. If he is successful in doing this, Mario will launch backwards high into the air - high enough that he'll get hurt when he lands. This can be used to your advantage on occasion, but is mostly annoying. Heave Hos sometimes have to stop to wind up so they can move again; if you are trying to avoid one, this is a prime opportunity to slip by him. KLEPTO: A vulture that patrols the skies of the Shifting Sand Land. At first, you will find him holding a Power Star in his claws, but after you retrieve that, he will swoop down on you if he sees later on and try to steal your hat. If he does, you must jump on him to get him to let go of it and get it back. Not having your hat is a very bad thing, as you will take increased damage if you are not wearing it. KOOPA TROOPA: Koopa Troopas in this game are very timid, and if they see you heading toward them, they will try to run away. When Mario bounces on one, he will pop out of his shell, which Mario can then ride around on in a state of semi-invincibility. There is also a certain other Koopa Troopa which Mario can talk to and race against. LAKITU: Although there is one filming you, they also appear as an enemy very late in the game. They often fly low enough so that you can kill them by jumping and kicking them. You can also kill them simply by hitting them from underneath with your head. They throw Spiny enemies out at you, which are by all appearances invincible and don't give away coins. MAD PIANO: Found in a single room in Big Boo's Haunt. He is guarding a red coin. When Mario approaches the Mad Piano, it will bare its fangs and go after him in a mad rampage. It is not defeatable. MANTA RAY: Found in Dire, Dire Docks, this gentle creature is the key to a Power Star thanks to the rings he releases from his tail. If you swim through one of these rings, your oxygen will be refilled. Gentle though he may be, his tail can still hurt Mario. MONEYBAGS: An enemy that disguises itself as a coin, but reveals its body if Mario gets too close. If you run up to it thinking it is a coin, you may run into it and hurt yourself. Their coins scatter very quickly when they are bounced on. Found only in Snowman's Land. MR. BLIZZARD: A small snowman who will follow Mario's movements and throw snowballs at him. Similar to the Mr. I enemy found in Big Boo's Haunt and Hazy Maze Cave, you can kill this enemy by running around him in circles. He will eventually tip over, shrink, and reward you with multiple coins. MR. I: As his pun-tastic name would suggest, Mr. I is a floating eyeball. He will follow your movement, and if you stand in front of him too long, he will fire a weird pink blob at you. Kill these guys by running around them in a circle. There is also a giant version of this enemy found in Big Boo's Haunt. PIRANHA PLANT: Usually, Mario cannot see these until he approaches them and they grow out of the ground (the exception being Whomp's Fortress, where they lie sleeping and must be snuck up on). Mario can kill a Piranha Plant by punching it, jumping on it, or diving at it. If disturbed, they will shoot fire. Later on in the game, you will meet both tiny and giant variants. POKEY: A cactus that will follow Mario if he is nearby. Mario can knock segments off of Pokey by punching or kicking him. If Pokey is left alone after being attacked, he will regrow segments. When all the segments are destroyed in rapid succession, he gives up a blue coin. SCUTTLE BUG: Spiders that inhabit dark areas such as Big Boo's Haunt and the Hazy Maze Cave. They can sometimes pop out of pits to attack Mario. SHYGUY: In this game, Shyguys are exclusively flying enemies, and they also shoot fire at you. When they are close, they will swoop to attack. If Mario kills one by jumping on it, he will be launched high into the air and will fall to the ground slowly while spinning with his arms put straight out. They can also be punched or jump-kicked. SKEETER: A bug that can skate along the water. He is green and has very thin legs. Their mobility is severely limited when they do not have any water to walk on. They tend not to attack aggressively, although they presumably count as enemies because they hurt you when touched and give up coins when stomped. SNUFIT: A close relative of the Snifit from Mario 2. They float seemingly without aid and shoot bullets from their snouts. You can defeat one by jumping on it. They appear in the Toxic Maze in the Hazy Maze Cave. SPINDEL: A rolling mummified log found in the Shifting Sand Land's pyramid. It cannot be defeated. SPINDRIFT: An enemy with a white head with a flower on top. They usually appear in snowy areas. When Mario jumps on their heads, the same thing happens as when he jumps on a Shyguy's head. They have no real means of attack but will shimmy forward faster than their usual rate if Mario is nearby. They can also be punched. Spindrifts are occasionally found in dangerous areas, making it a very risky prospect to jump on them. SUSHI: A shark swimming around Dire, Dire Docks. Sushi is possibly the least threatening shark of all time. I have tried numerous times to get hit by him, and I just can't seem to do it. He must be one of those vegetarian sharks like in "Finding Nemo". SWOOPER: A purple bat that will, true to its name, swoop down from the ceiling in an attempt to hit you. They fly pretty haphazardly and usually aren't aiming directly at Mario. THWOMP: A giant blue block that drops to the ground at regular intervals. Thwomps love stomping. Stomp, stomp, stomp. If you are under one when it lands, it will squish you and deal heavy damage. Unlike in other Mario games, you can walk on Thwomps in this one, a fact which you can occasionally use to your advantage. TOX BOX: A large boxy enemy that rolls around the Shifting Sand Land. There are a few of them, and they are all confined to their own maze in the corner. They are hollow on the inside, meaning that if Mario is standing in the right spot when one rolls over him, it may just go over him without doing any damage. Otherwise, he'll get squished like a bug. Tox Boxes are indestructible. UKKIKI: A monkey on Tall, Tall Mountain. He will steal your hat, but only if you talk to him or get it blown off by Fwoosh higher up the mountain. He chitters and chatters a lot, but is mostly harmless, and is even good for a Power Star at one point. WHOMP: A walking slab of stone that looks like it got punched in the teeth and went cross-eyed. When Mario approaches, it will hop and fall onto its face in an attempt to crush him. They will lie flat for a while, allowing Mario to ground-pound the weak spot on their backs. Mario can also squeeze a few extra coins out of a Whomp simply by walking on his back while he is down. --- | ------ 6.2 | Bosses --- | ------ BIG BOB-OMB: The king atop the summit in Bob-Omb Battlefield, and the first boss Mario faces. He will give you a Power Star if you can defeat him in a fight, which you must do by throwing him onto the ground three times. If you try to throw him off the mountain, he will scold you for not fighting fair and restart the battle from scratch. BIG BOO: A giant ghost that you will run into several times in Big Boo's Haunt. He is not very good at switching up his strategy, as you kill him the same way every time you encounter him (ground-pound him three times). Each time you defeat him, he will give you a Power Star. Like regular Boos, he shies away when looked at directly but will move in for the attack when you turn your back. BIG BULLY: Found in Lethal Lava Land, this variation on the Bob-Omb is not by any means a nice guy. If he sees you encroaching on his territory, he will try to push you off into the lava. You must retaliate in kind, either by punching or kicking him. There is also a blue variant made of ice, found in Snowman's Land, who is equally aggressive. Killing a Big Bully usually earns you a Power Star. BIG PENGUIN: A fellow that you can race in Cool, Cool Mountain for a Star. He is quite rotund, and is not beneath dirty trickery, using his weight as a means of pushing you off the track, although hypocritically, he will cry foul if you attempt to cheat. He will give you a Power Star if you beat him legitimately. If you return to Cool, Cool Mountain to race him when you have all 120 Power Stars, he will be even bigger and will have gained even more weight, presenting a formidable challenge for you. BIG SNOWMAN: The massive centerpiece of Snowman's Land. He doesn't like intruders in his face and will try to blow them off his mountain. There is a penguin walking around in front of him, who is there presumably because he is too heavy for the snowman to blow off. The wind the snowman blows is powerful enough to knock Mario off the mountain entirely. If knocked off, Mario will also lose his hat, which you should recover immediately. EYEROK: The guardian of the one of the Power Star inside the pyramid in Shifting Sand Land. His weak spots are the eyes on his hands. He has a variety of methods for defeating you, including smashing you with his fists and sweeping you off the side of the platform. Unlike other characters that are articulate, Eyerok speaks in very primitive English. KOOPA THE QUICK: A giant Koopa Troopa that likes to race Mario on foot, with a Power Star as the stakes. You will meet him twice in the game - once in Bob-Omb Battlefield and again in Tiny-Huge Island. Although he's fast, Mario is faster, although there are some situations that give KtQ the upper hand. UNAGI: A giant eel that lives in Jolly Roger Bay. If Mario gets near him, he will sometimes come out to play. He has a Power Star attached to his tail and a scary set of teeth seemingly eternally grafted onto his face. Mario cannot hurt Unagi, and will endure pretty severe damage if he happens to touch him. WHOMP KING: The king of Whomp's Fortress. He is bigger than other Whomps, but is defeated the same way (by ground-pounding his back). He will give Mario a Power Star when you ground-pound his back three times successfully. Once he has been defeated, a tower-like structure will appear in place of his arena, and you can reach some floating islands via a wooden plank as well. WIGGLER: Inhabits a cave on Tiny-Huge Island. He will get really mad when you flood his home by ground-pounding the pool on the tiny island. You can jump on him three times to defeat him, which works out nicely since he doesn't want the Power Star anyway - claims it does weird things to him. Wiggler claims to be a nice peace-loving guy who likes to stare up at the stars, but the Power Star definitely doesn't make it seem that way. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = | =========================== 7 | WALKTHROUGH FOR ALL COURSES = | =========================== === | ======= 7.1 | PRELUDE === | ======= That greedy Mario. When food calls him, he's got to answer! In this case, the lovely Princess Peach appears to have written him a letter telling him there's a cake waiting for him at her castle. So Mario, being the apparent cake fiend that he is, takes the first pipe to the Mushroom Kingdom and heads for Peach's castle. Once you're free to move, head for the front door. At the drawbridge, you'll be accosted by the Lakitu Bros., who will be filming your exploits as you play the game. They'll give you the skinny on the camera controls, telling you that you can turn the camera with C-Left and C-Right, zoom out with C-Down, and zoom in with C-Up (which allows you to stand still and scope out your surroundings). You can also go way in close up on Mario by pressing R, although this often isn't a very good angle to use. When Lakitu's out of your face, go in the castle. Bowser's voice comes at you from parts unknown, and he tells you he's got Peach in his clutches once again. What else is new? And so the adventure is on. The logical course of action from here is to find a door you can go in without needing any Power Stars. Luckily, as you enter the castle, there's one up the stairs to your left that you can go in, and in that room, there's a painting of marching Bob-Ombs on the wall. Paintings such as these (along with other hidden wall passages) are the key to finding the 120 Power Stars that Bowser has stolen and hopes to use in order to take over the Mushroom Kingdom. There are more found throughout the castle, and we'll get to them all in due time, but for now, let's just head into Bob- Omb Battlefield. === | =================== 7.2 | BOB-OMB BATTLEFIELD === | =================== LOCATION: As you enter the castle, go up the steps to the left and enter the door with the star on it. No Power Stars are required to open the door. ----- | ------------------------- 7.2.1 | Big Bob-Omb on the Summit ----- | ------------------------- To reach the top of the mountain in the middle of the level, stay along the dirt road for the first part. Arrowed signs will tell you where you need to go, and they'll take you first over a sturdy bridge and past the Chain Chomp (whom we'll deal with in a later mission). The next bridge tilts when you stand on it, so don't linger on it - get past it and hop up the stone steps to reach a clearing where some Bob-Ombs are wandering around. You don't want to hang around here too long either. If you stand in one spot, you're liable to get pelted by some giant water balloons that do some fair damage to you. Make your way over to the caged wall to the right and go through the open part, then turn right and weave through the rolling black balls (they hurt too). Once you get out of that valley, you're on the road to the top of the mountain. Walk up the road to the summit until you reach a part of the mountain that is indented. You can hop inside this little arched alcove, and if you stand perfectly still in the middle of it, you'll be warped to an identical, but higher point on the mountain - in fact, right near the top! Hooray for easy shortcuts! It's not much farther to the peak, so make your way up and then approach the giant Bob-Omb with the crown on his head. He's the Big Bob-Omb, ruler of all he surveys, and he wants to challenge you to a battle since you look like a puny pipsqueak. He'll give you his Power Star if you prove you can throw down with him on his turf. In order to defeat Big Bob-Omb, you have to pick him up and toss him onto the ground three times. To pick him up, run around to his back - an easy feat, since he's an extremely slow, lumbering brute - and press B to hoist him up in your hands. Once you have him, toss him. You must toss him onto the ground around you, however - if you toss him off the mountain, he'll jump back on and scold you for not fighting fair, and you'll have to start all over again. After you succeed in picking him up and tossing him three times, he'll explode and hand over his Star, and he'll also tell you that you can visit any time you want by returning to this specific level (choose the star on the menu called "Big Bob-Omb on the Summit" when you hop into the Bob-Omb Battlefield wall painting). There you go! Your first Power Star! You can now open doors marked with a "1", so feel free to explore Whomp's Fortress and take a ride on the Princess's Secret Slide (where you can earn two Power Stars, allowing you to unlock the doors with a "3" on them). ----- | ----------------------------- 7.2.2 | Footrace with Koopa the Quick ----- | ----------------------------- When you enter this level, you'll see a large Koopa Troopa standing around at the beginning. When you talk to him, you'll find he's jonesing for a race, and that the goal lies at the top of the summit where you just fought Big Bob-Omb. Accept the challenge when prompted and start running. Since you just had to get to the top of the mountain to fight a boss there, you should have no trouble finding your way there this time. Take the same route you took last time. Koopa the Quick has no shortcuts up his sleeve and is actually a pretty slow runner compared to ol' Mario. You just have to run and not stop for any reason. If you're ahead of him by the time you reach the mountain, you can seal the |
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