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  42. # #@#@# @@@@@@@@@
  43.  
  44. ASCII Art is copyright Atom Edge! Great work man!
  45.  
  46. Copyright Nintendo 1989
  47. Written By Brian P. Sulpher
  48. Version 4.4
  49. Dates Written: March 20th to June 13th, 2003
  50.  
  51. I dedicate this to the BIG AMERICAN PARTY! Everybody disco dancing! Lots
  52. of fun, good time for all! I'm having very good time! Clerks the Animated
  53. Series! Thanks to Kaze Sama for being the first to answer my request for a
  54. dedication!
  55.  
  56. Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
  57. it up in the afterlife as you did in this world. You will always be in my
  58. memories, and you will never be forgotten.
  59.  
  60. If you enjoy this FAQ and want to give back, you can click the Donate button
  61. by my author name above, and send some money my way (via Paypal). I have no
  62. set amount or minimum, so feel free to donate as little as you like (this is
  63. simply a from the bottom of your heart deal). Thanks for your consideration,
  64. now on with the FAQ!
  65.  
  66. -----------
  67. Version 1.0
  68. -----------
  69.  
  70. -Submitted guide on June 13th, 2003
  71.  
  72. -----------
  73. Version 2.0
  74. -----------
  75.  
  76. -Submitted guide on July 31th, 2003
  77. -Added in some Bonus Pipes I missed (thanks to Nintendo Power for the
  78. locations I missed)
  79. -Fixed the Introduction at the "request" of Ryan Harrison
  80.  
  81.  
  82. -----------
  83. Version 2.5
  84. -----------
  85.  
  86. -Submitted guide on November 22nd, 2003
  87. -Did some format alterations
  88. -Added in some content in a few areas
  89.  
  90. -----------
  91. Version 2.6
  92. -----------
  93.  
  94. -Submitted guide on February 17th, 2004
  95. -Added in credits section (giving thanks to PegBoy for his diagrams as I
  96. completely forgot to credit him before. Sorry Dude!)
  97.  
  98. -----------
  99. Version 3.0
  100. -----------
  101.  
  102. -Submitted guide on April 5th, 2004
  103. -Updated World 7-7 to include a missed 1-Up (thanks to Javier Dorantes
  104. Hernandez for the e-mail on this)
  105. -Altered the format & corrected some errors
  106.  
  107. -----------
  108. Version 3.5
  109. -----------
  110.  
  111. -Submitted guide on August 30th, 2004
  112. -Fixed up my Para-Beetle info, as I have had tons of e-mails about them
  113. (thanks to the masses for the correction)
  114. -Fixed up the Card Solution game, once again thanks to a couple readers who
  115. pointed out I had left and right switched in the directions
  116.  
  117. -----------
  118. Version 3.6
  119. -----------
  120.  
  121. -Submitted guide on 18th of October, 2005
  122. -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
  123. -Altered the format to make it easier on the eyes of the reader
  124.  
  125. -----------
  126. Version 4.0
  127. -----------
  128.  
  129. -Submitted guide on 12th of October, 2007
  130. -Fixed up a mistake in the first Fortress in World Seven (thanks to Sarah
  131. Zseleczky for the heads up)
  132. -Added in a missed Power-Up in Level 3-7 (thanks to Talon Mulnix for this
  133. contribution)
  134. -Fixed an error in the Chain Chomp listing (thanks to Jonathan Miller for
  135. this correction)
  136.  
  137. -----------
  138. Version 4.1
  139. -----------
  140.  
  141. -Submitted guide on 8th of January, 2008
  142. -Fixed an error in the Card Game Solutions (thanks to Joe Follo for the
  143. correction)
  144.  
  145. -----------
  146. Version 4.2
  147. -----------
  148.  
  149. -Submitted guide on 6th of January, 2010
  150. -Corrected info on the Buzzy Beetle (thanks to David Moronez for the heads
  151. up)
  152. -Also added in a note about the 28 P-Wings you get for beating the game
  153.  
  154. -----------
  155. Version 4.3
  156. -----------
  157.  
  158. -Submitted guide on 15th of January, 2013
  159. -Corrected Bowser misspelling in the introduction (thanks to Ben Brundage)
  160. -Added in two missing 1-Up Mushrooms in the World 5 first fortress (thanks
  161. to Megan Nicole)
  162. -Fixed up the N-Spade card game information error (thanks to Erica Chestnut)
  163. -Added a missing 1-Up Mushroom in World 7-5 (thanks to JD Shin)
  164.  
  165. -----------
  166. Version 4.4
  167. -----------
  168.  
  169. -Submitted guide on 2nd of December, 2014
  170. -Added in a missed P-Switch in Level 3-3 (thanks to Michael C.)
  171.  
  172. ----------------------------------------------------------------------------
  173. -----------------------------Table Of Contents------------------------------
  174. ----------------------------------------------------------------------------
  175.  
  176. 1) Introduction
  177. 2) Controls
  178. 3) Advanced Moves
  179. 4) World One
  180. 5) World Two
  181. 6) World Three
  182. 7) World Four
  183. 8) World Five
  184. 9) World Six
  185. 10)World Seven
  186. 11)World Eight
  187. 12)Enemies
  188. 13)Hammer Brothers and The Koopa Klan
  189. 14)Items
  190. 15)White Mushroom Houses
  191. 16)Card Game Solutions
  192. 17)Warp Whistle Locations
  193. 18)Coin Ship
  194. 19)Mario Brothers Battles
  195. 20)1-Up Tricks
  196. 21)Various Tricks
  197. 22)Credits
  198. 23)Final Word
  199.  
  200. ----------------------------------------------------------------------------
  201. ----------------------------------Introduction------------------------------
  202. ----------------------------------------------------------------------------
  203.  
  204. 1) Welcome to what is hailed as the crowning achievement of all of the NES
  205. games. It is the third installment of the Mario series on the NES, and
  206. it so happens to be the largest and most loved of the series as well.
  207. Mario and Luigi have returned, and once again they are battling Bowser.
  208. However, it is not direct battle with Bowser until his never before
  209. mentioned kids Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa,
  210. Roy Koopa, Lemmy Koopa, and Ludwig Von Koopa. With some crazy new
  211. power-ups along with some classics, Mario and Luigi are prepped and ready
  212. to go do battle with Bowser and his brood to free the Mushroom Kingdom
  213. from tyranny!
  214.  
  215. Keep in mind that I will refer to the character being played as Mario
  216. throughout the FAQ, but this does not mean that Luigi can not do the same
  217. as they have identical skills in this game.
  218.  
  219. ----------------------------------------------------------------------------
  220. ------------------------------------Controls--------------------------------
  221. ----------------------------------------------------------------------------
  222.  
  223. 2) This section will look at the basic controls for the Regular play and the
  224. Mario Brothers Battles.
  225.  
  226.  
  227. o------------------o
  228. | Regular Controls |
  229. o------------------o
  230.  
  231. D-Pad...: LEFT and RIGHT will move Mario in the corresponding directions.
  232. UP is used to climb things like vines as well as entering doors.
  233. DOWN is used to descend down things like vines as well as causing
  234. Mario to duck.
  235.  
  236. SELECT..: No apparent use.
  237.  
  238. START...: Pauses/unpauses the game.
  239.  
  240. B Button: When held down, Mario will run.
  241.  
  242. A Button: Press this to jump.
  243.  
  244.  
  245. o--------------o
  246. | Map Controls |
  247. o--------------o
  248.  
  249. D-Pad...: Moves Mario in the corresponding direction pressed. This will
  250. also scroll your cursor through the Item Bar.
  251.  
  252. SELECT..: No apparent use.
  253.  
  254. START...: No apparent use.
  255.  
  256. B Button: Opens/closes the Item Bar.
  257.  
  258. A Button: Enters icons on map as well as inputting selection in the Item
  259. Bar.
  260.  
  261.  
  262. o------------------------o
  263. | Mario Brothers Battles |
  264. o------------------------o
  265.  
  266. D-Pad...: LEFT and RIGHT move Mario in the corresponding direction.
  267.  
  268. SELECT..: No apparent use.
  269.  
  270. START...: Pauses/unpauses the game.
  271.  
  272. B Button: When held down, Mario will run.
  273.  
  274. A Button: Press this to jump.
  275.  
  276. ----------------------------------------------------------------------------
  277. ----------------------------------Advance Moves-----------------------------
  278. ----------------------------------------------------------------------------
  279.  
  280. 3) This section will look at all aspects of every Power-Ups as well as
  281. general Advanced Moves that can be done in any Power-Up situation.
  282.  
  283.  
  284. o---------------o
  285. | Anytime Moves |
  286. o---------------o
  287.  
  288. These can be done at any time with any Power-Up, unless the Power-Up
  289. prohibits it.
  290.  
  291. Gap Dashing...: When the space between platforms are one space, you can hold
  292. the B Button to pass over the holes without falling through.
  293.  
  294. Flying Squat..: When you have to fly into a small space, Hold the B Button as
  295. you run to build your flying meter. As soon as you hit the
  296. flying speed, press DOWN to go into a squat and then
  297. immediately take flight. You can then fly in the squat
  298. allowing Mario to enter small spaces.
  299.  
  300. Shell Grabbing: After a Koopa Troopa or Buzzy Beetle have been retreated into
  301. their shells, Hold the B Button to pick their shells up.
  302. Then you will carry the shell till the B Button is released.
  303.  
  304. Slide Duck....: Sometimes the open space is only the size that Regular Mario
  305. could normally pass through, but Mario can run at the space,
  306. duck (press DOWN) just before he gets there, and then he
  307. will slide through to the far side.
  308.  
  309. Sliding.......: On a hill's slope, press DOWN to slide down the hill and
  310. kill enemies that are in the way.
  311.  
  312. Slope Jumping.: Sometimes the sliding down the hill will bring Mario to a
  313. bump at the end that he can jump off the end of to fly far
  314. into the air provided he timed it right.
  315.  
  316. Super Jump....: When you hop on an enemy, hold the A Button to fly farther
  317. into the air than a normal hop would bring Mario.
  318.  
  319.  
  320. o---------------o
  321. | Raccoon Mario |
  322. o---------------o
  323.  
  324. Flying.....: Hold down the B Button to run, and when the flying meter fills
  325. up, press the A Button repeatedly to flap into the air with your
  326. tail.
  327.  
  328. Tail Attack: Press the B Button to swing your Raccoon tail at enemies,
  329. bricks, etc.
  330.  
  331.  
  332. o-------------o
  333. | Fiery Mario |
  334. o-------------o
  335.  
  336. Fireballs: Press the B Button to throw fireballs at your enemies. Up to two
  337. fireballs can be thrown at a time.
  338.  
  339.  
  340. o---------------o
  341. | Tanooki Mario |
  342. o---------------o
  343.  
  344. Flying......: Hold down the B Button to run, and when the flying meter fills
  345. up, press the A Button repeatedly to flap into the air with
  346. your tail.
  347.  
  348. Tail Attack.: Press the B Button to swing your Raccoon tail at enemies,
  349. bricks, etc.
  350.  
  351. Statue Stomp: When Mario wants to become a statue, hold DOWN and B Button to
  352. turn into a statue. However, this effect has a maximum time
  353. of five seconds before turning back into Tanooki Mario
  354. (although it can be reapplied repeatedly).
  355.  
  356.  
  357. o------------o
  358. | Frog Mario |
  359. o------------o
  360.  
  361. Swimming: Mario can take strong strokes by pressing the A Button, but he can
  362. also use the D-Pad to steer about the water effectively.
  363.  
  364.  
  365. o--------------o
  366. | Hammer Mario |
  367. o--------------o
  368.  
  369. Fire Repellant: Duck inside of the helmet to become invulnerable to fireball
  370. attacks.
  371.  
  372. Hammer Throw..: Mario can toss Hammers in this suit to kill many enemies he
  373. otherwise could not. He can throw two hammers at a time.
  374.  
  375. ----------------------------------------------------------------------------
  376. ------------------------------------World One-------------------------------
  377. ----------------------------------------------------------------------------
  378.  
  379. 4) Welcome to Grass Land! This section will give you the know all for
  380. getting through with ease.
  381.  
  382. ______________________________
  383. KEY |
  384. |
  385. S - Start Location |
  386. X - Level Location |
  387. F - Fortress Location |
  388. S - Spade House Location |
  389. T - Toad House Location |
  390. W - Wandering Hammer Brothers |
  391. L - Locked Door Location |
  392. C - Castle Location |
  393. ______________________________|
  394.  
  395.  
  396. G R A S S L A N D
  397.  
  398. X-----X--X---+
  399. | | |
  400. | | |
  401. --S---+ +--X---T
  402. L |
  403. +--F--H
  404. |
  405. |
  406. | T--+--W---C
  407. | |
  408. X-----X
  409.  
  410.  
  411. o-------------------------o
  412. | Mushroom House Contents |
  413. o-------------------------o
  414.  
  415. House #1: Random Distribution
  416. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  417.  
  418. House #2: Random Distribution
  419. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  420.  
  421.  
  422. o---------------------------o
  423. | Wandering Hammer Brothers |
  424. o---------------------------o
  425.  
  426. Brother Set #1: Invincible Starman
  427.  
  428.  
  429. o-----------o
  430. | Level 1-1 |
  431. o-----------o
  432.  
  433. A Goomba approaches Mario to start the level, which is a tribute to the
  434. original Super Mario Brothers. Hit the four ? Blocks to get three Coins and
  435. a Super Mushroom before going right to pass a Pirahna Plant. Stomp the Red
  436. Koopa Troopa, kick it's shell right, and grab the Power-Up that comes out of
  437. the ? Block. Now the walkthrough splits up based on your Power-Up level.
  438.  
  439. ==========
  440. OPTION ONE
  441. ==========
  442.  
  443. If you are Raccoon Mario, start off by clearing the two Goombas and the
  444. Para-Goomba out of the way, and then run back to the left till a block is in
  445. your path. Now run to the right until you are almost to the cliff, at which
  446. point you should fly into the air along the coin trail to find some ledges
  447. in the sky. Grab the first three Coins, hit the block on it's right side so
  448. the 1-Up falls left, and then go right to get more Coins. Now head left so
  449. you are on the edge of the cloud platform, and then run right to take flight
  450. to go until you see a tall green pipe to land on and go into. Inside are
  451. Coins in the shape of a 3, and then you get outside, head left.
  452.  
  453. ==========
  454. OPTION TWO
  455. ==========
  456.  
  457. Go through the two Goombas and Para-Goomba, jump the gap, and then walk
  458. underneath the three Green Paratroopa Koopas on the ledge above to kill a
  459. Green Koopa Troopa so you can grab the Power-Up from the ? Block. Go past
  460. the gap, up the wooden blocks to jump the next gap, and then make your way
  461. past the gap there to find a Pirahna Plant and a Venus Fire Trap in two
  462. pipes. Go right past them.
  463.  
  464. ========
  465. REJOINED
  466. ========
  467.  
  468. Now you should stomp the Red Koopa Troopa on the right, and then kick the
  469. shell to the left to break some bricks out of your path. Walk underneath
  470. the resulting overhanging bricks on the left, jump to reveal a P-Switch, and
  471. stomp it to turn the Bricks into Coins! You can reset this P-Switch by
  472. flying into the pipe high above and then exiting to come back left to
  473. collect once more.
  474.  
  475. Once you have had your fill of Coins, go right though the pipe to run right
  476. and into the black segment to hit the card slot for your card to finish the
  477. level!
  478.  
  479.  
  480. o-----------o
  481. | Level 1-2 |
  482. o-----------o
  483.  
  484. Run up the hill, go past the pipe, and then down the hill to tangle with a
  485. Goomba. Hit the ? Block to get a Power-Up before going on top of the block
  486. to hop onto the "T" Pipe. In this next valley is a location for the
  487. "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
  488. this maneuver.
  489.  
  490. Head right past the Para-Goomba to hop a pipe before running down a hill to
  491. duck and slide under the bricks, where you jump to reveal a P-Switch! Hit
  492. it and then use the recently made bricks on the left of the floating pipe
  493. to make your way onto the said floating pipe so Mario can go inside to get
  494. 20 Coins.
  495.  
  496. When you reappear, go right down the hill to duck as you slide to jump and
  497. make the P-Switch appear again. Now climb the bricks back on top of the
  498. floating pipe, which is where Mario should stand on the right side of the
  499. pipe before jumping up to hit a brick off screen that holds a 1-Up Mushroom.
  500. Now head right up the hill (kill the Goombas as you go), and then hit the
  501. second Note Block to get a Power-Up.
  502.  
  503. Continue right to the next slope where you should press DOWN to slide down
  504. the slope, killing two Goombas as you avoid the Venus Fire Traps fireball.
  505. If you use the floating Note Blocs to cross the gap on the right, the third
  506. Note Block will spit out an Invincible Starman for Mario to use! Run right
  507. through the Goomba, Venus Fire Trap, and the Para-Goomba with Micro-Goombas
  508. to reach the dark segment of the level to hit the slot block for your card!
  509.  
  510.  
  511. o-----------o
  512. | Level 1-3 |
  513. o-----------o
  514.  
  515. Start off by stomping the Green Koopa Troopa, followed by picking up it's
  516. shell before running right at top speed to plow through the Boomerang
  517. Brother. Use the Not Blocks to get on top of the brick formation, stomp the
  518. Red Koopa Troopa, and then kick it left into the brick formation to clear
  519. out some of the bricks. Jump into the resulting hole, jump onto the ledge
  520. on the right, and then start hitting the Coin Block in the second brick to
  521. the right of the hole. Now go back down to ground level on the left, and the
  522. first block to your right contains a Power-Up. Now the level enters a
  523. split, so the walkthrough will cover both routes.
  524.  
  525. ==========
  526. OPTION ONE
  527. ==========
  528.  
  529. Go to the bricks on the left, jump up to reveal an oddly-hued Not Block, and
  530. then jump off of it to go to Coin Heaven. Coin Heaven has five sets of 7
  531. Coins as well as 22 Coins in the sky surrounding a brick containing a 1-Up
  532. Mushroom. After collecting the third set of Coins on the ground, fly to
  533. the sky (if you are Raccoon Mario of course) to get the 1-Up and extra Coins
  534. before covering the rest of the ground and head down the pipe. When you
  535. land, head left past the Para-Goomba with Micro-Goombas, a Green Koopa
  536. Troopa, two Goombas, and then onto a white block to kick a Red Koopa Troopa.
  537.  
  538. ==========
  539. OPTION TWO
  540. ==========
  541.  
  542. Go right to fight a Green Koopa Troopa before hopping the barrier ahead to
  543. kill a Goomba. Now hit the top wooden block in the next barrier to make a
  544. Power-Up appear, and then continue right to kill a Para-Goomba in the next
  545. two segmented parts between wooden barriers. Jump the last wooden barrier
  546. to jump a small gap to fight a Boomerang Brother before continuing right to
  547. jump another gap. Head up the floating blocks to kick a Red Koopa Troopa
  548. off of a white block.
  549.  
  550. ========
  551. REJOINED
  552. ========
  553.  
  554. If you want the Warp Whistle, duck down on the white block for five seconds
  555. to fall behind the scenery, and then dash wildly to the right while avoiding
  556. enemies. If you are fast enough, you will slip behind the black segment of
  557. the scenery at the end of the level to find a secret Mushroom House where
  558. Toad gives Mario a Warp Whistle!
  559.  
  560. If you wish to finish the level normally, just head right past the various
  561. members of the Goomba family to get to the box slot to get your card for
  562. finishing the level!
  563.  
  564.  
  565. o-----------o
  566. | Level 1-4 |
  567. o-----------o
  568.  
  569. This level is the White Mushroom House level, so go into this level trying
  570. to collect all the Coins possible to win yourself a fabulous prize! This
  571. level requires you collect a minimum of 44 Coins to make the White Mushroom
  572. House appear.
  573.  
  574. Jump to the brick ledge on the right, wait till you see a moving platform
  575. move under three Coins, which is your cue to jump over and get the Coins
  576. before the platform falls away (you jump to the next ledge on the right).
  577. Grab the three Coins here, and then jump across the three fallaway platforms
  578. as you aim for the lower ledge. Jump up and hit the second brick from the
  579. left to find a 1-Up Mushroom (hit left side of brick), and then go right to
  580. use another fallaway ledge to reach a brick ledge where three more coins
  581. await.
  582.  
  583. Get the three Coins as you hop to the next ledge, step down to lower brick
  584. ledge, and go right until you reach the spot where the first block above is
  585. directly overhead. Nail the Coin Block, go left to get a Power-Up from the
  586. block on the left, and then go up a ledge to head right to grab the Red
  587. Koopa Troopa's shell and jump to the high ledge. Kick the shell at the
  588. brick on the end to get a 1-Up to appear, so be fast to get it before it
  589. falls down into the depths below.
  590.  
  591. Use the fallaway platforms below your position to get the three Coins as you
  592. climb in altitude to the next brick ledge, and then wait till the next
  593. fallaway platform lines up with the big vertical Coin line (grab all of them
  594. before jumping right to the brick ledge. Get on the elevated part of the
  595. ledge, jump to break a brick, and then keep jumping into the Coin Block till
  596. it is finished. Use the fallaway ledges to get to the last brick ledge, and
  597. then jump past the Red Paratroopa Troopa to get the last three Coins in the
  598. level, and then head down the pipe.
  599.  
  600. Run right to the slot box before the Boomerang Brother to your left can
  601. throw his weapon at you so you exit the level! If you were diligent in
  602. your Coin collecting, a shiny new P-Wing will belong to you!
  603.  
  604.  
  605. o-----------------------o
  606. | World One Fortress #1 |
  607. o-----------------------o
  608.  
  609. Run right from the start to jump across three lava pits (each with their own
  610. Podoboo) to land on a platform where a Power-Up sits in a ? Block. Jump the
  611. lava pit to the right (again watching for the Podoboo), head right through
  612. the enclosed area to enter a more open area with two Roto-Discs. Head right
  613. to jump another lava pit (two Podoboos here) to jump another lava pit to a
  614. platform with a Roto-Disc, followed by one more lava pit jump (Podoboo in
  615. here). Now the walkthrough splits up into two paths.
  616.  
  617. ==========
  618. OPTION ONE
  619. ==========
  620.  
  621. If you would like to get a Warp Whistle, hit the ? Block for a Raccoon Leaf
  622. (if you are not Raccoon Mario, you can not get this Warp Whistle), and then
  623. stomp the Dry Bones as you go right to PASS the door. Run left to get
  624. flying speed, take off straight up in air (just to left of ? Block), and
  625. when you see the wall to your right is tight against Mario, start pushing
  626. RIGHT while flying. If done correctly, Mario will end up on the roof off
  627. screen, so go RIGHT till you can go further, press UP, and then you fall
  628. into a room where the Warp Whistle awaits Mario in a Treasure Chest.
  629.  
  630. ==========
  631. OPTION TWO
  632. ==========
  633.  
  634. Grab the ? Block if you wish, stomp the Dry Bones, and go through the door
  635. on the right. Go right to get in the one part of the falling ceiling where
  636. the spikes will not hit you, wait for the pikes to raise before jumping the
  637. gaps on the right to take off for the far right. Wait for the ceiling to
  638. come down and then retreat back up so the door appears, which you go
  639. through.
  640.  
  641. Run right to fight your first Boom-Boom! Remember to jump on his head three
  642. times, but wait for him to retract his spikes between hits before attempting
  643. to hurt him. Grab the ? Ball and head out of the Fortress!
  644.  
  645.  
  646. o-----------o
  647. | Level 1-5 |
  648. o-----------o
  649.  
  650. You will slide down the slope through four Buzzy Beetles, collect the Coins,
  651. and then head up the slope to go past some Pirahna Plants and a Buzzy
  652. Beetle. When the path forks, take the top path towards the surface, but
  653. when the path cuts straight up, look for a discoloured splotch in the
  654. background. Jump up at it to reveal the off-hued Note Block, which when
  655. jumped on will take you to Coin Heaven!
  656.  
  657. Once you land, walk right to jump over the hill to tangle with a Green Koopa
  658. Troopa. Go into the hole, wait at the top for the Venus Fire Trap below to
  659. spit the fireball, and then run down the hill past it while it is in the
  660. pipe. Run past the Pirahna Plant to go up a pipe.
  661.  
  662. Run right to hit the box slot to exit the level!
  663.  
  664.  
  665. o-----------o
  666. | Level 1-6 |
  667. o-----------o
  668.  
  669. Head right across the platforms to kill two Red Koopa Troopas, followed by
  670. grabbing the Power-Up from the ? Block. Jump to the right to use the lift
  671. to reach a Note Block bounce to a green hill. Jump past the Red Paratroopa
  672. Koopa onto the grass to take out a Green Koopa Troopa. Hit the left bricks
  673. for a Coin, and then do a running slide under the right brick to hit a Coin
  674. Block, followed by getting the 1-Up Mushroom from the set of bricks above
  675. Mario.
  676.  
  677. Head right to fall down the hole to the small wooden block below before
  678. jumping to the lift on the right. Ride the lift right, jump the Red
  679. Paratroopa Koopa, and then jump to the wooden block ledge. Jump to the
  680. right to the moving ledge, and then onto the lift before hopping past
  681. another Red Paratroopa Koopa to the ground. Run right to jump to the slot
  682. box while dodging the Green Koopa Troopa to finish the level!
  683.  
  684.  
  685. o-----------------o
  686. | Larry's Airship |
  687. o-----------------o
  688.  
  689. Go past the two Cannonball launchers, then a Bullet Bill cannon, and then
  690. two more Cannonball launchers (one on the floor, one on the ceiling). Get
  691. next to the Bullet Bill cannon, wait for the Cannonball launcher to shoot,
  692. and then jump over the barrier to grab a Power-Up from the ? Block.
  693.  
  694. A rotating Cannonball launcher is next, followed by a walk to the right to
  695. find a Cannonball launcher and a Bullet Bill cannon. Once you pass this
  696. set-up, just time your jump up the stairs around a Cannonball launcher and
  697. head down the pipe to find the Koopa Kid's Chamber!
  698.  
  699. His room looks like the following:
  700.  
  701. | | | |
  702. | | | |
  703. | | | |
  704. | | | |
  705. | | | |
  706. | | _____ | |
  707. | |_____| | |_______________| |
  708. | | | | | | | | | | | | | | | |
  709.  
  710. Larry Koopa only has the ability of shooting his three smoke rings at Mario,
  711. so dodge them as you stomp on his head three times or feed him ten fireballs
  712. for victory. Grab the Magic Wand and fall down to the throne room to
  713. receive a letter from Princess Toadstool. She gives you a P-Wing as you
  714. head off to the Second World, Desert Land!
  715.  
  716. ----------------------------------------------------------------------------
  717. ------------------------------------World Two-------------------------------
  718. ----------------------------------------------------------------------------
  719.  
  720. 5) Welcome to Desert Land! This section will give you the know all for
  721. getting through with ease.
  722.  
  723. ______________________________
  724. KEY |
  725. |
  726. S - Start Location |
  727. X - Level Location |
  728. P - Pipe Location |
  729. F - Fortress Location |
  730. R - Rock Location |
  731. H - Spade House Location |
  732. T - Toad House Location |
  733. W - Wandering Hammer Brothers |
  734. L - Locked Door Location |
  735. C - Castle Location |
  736. ______________________________|
  737.  
  738.  
  739. D E S E R T L A N D
  740.  
  741. H--+--X +---+ T---+--X---+R---T
  742. | | | | | | |
  743. +--+ | | X--W---X W |
  744. | | | | | | |
  745. X F---+---+--P | C | +--W
  746. | | | | | |
  747. | T--P +R-+ X +---X |
  748. | L | | |
  749. --S---+-----+ H---+------+
  750.  
  751.  
  752. o-------------------------o
  753. | Mushroom House Contents |
  754. o-------------------------o
  755.  
  756. House #1: Random Distribution
  757. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  758.  
  759. House #2: Random Distribution
  760. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  761.  
  762. House #3: Set Distribution
  763. Items...: Frog Suit
  764.  
  765.  
  766. o---------------------------o
  767. | Wandering Hammer Brothers |
  768. o---------------------------o
  769.  
  770. Brother Set #1: Music Box
  771.  
  772. Brother Set #2: Hammer
  773.  
  774. Brother Set #3: Warp Whistle
  775.  
  776.  
  777. o-----------o
  778. | Level 2-1 |
  779. o-----------o
  780.  
  781. Go right to kill two Pile Driver Micro-Goombas before hitting the ? Block
  782. for a Power-Up. Continue right to fight four more Pile Driver Micro-Goombas
  783. and a Red Koopa Troopa before hitting the ? Block on the right for an
  784. Invincible Starman. Go right killing the Pile Driver Micro-Goomba and
  785. Firesnake before using the Note Blocks to hop on top of the structure on the
  786. right.
  787.  
  788. Kill the two Goombas as you move right, fall into the hole on the right, and
  789. then head left to break into the structure. Kill the Firesnake with your
  790. tail attack if you can, and hit the brick by the four Coins to get a 1-Up
  791. Mushroom. Then get on the right of the structure, run left and take flight
  792. into the air to break bricks to gain access to a pipe that leads to some
  793. Coins.
  794.  
  795. Mario will be deposited on the second odd structure, so go left while the
  796. P-Block is still in effect, fall through the Coin to the inside, and then
  797. collect the Coins as the P-Switch wears off (Careful of the Firesnake).
  798. Continue right to kill off two Pirahna plants and a Pile Driver
  799. Micro-Goomba, and then head down the last pipe if you wish to hit a P-Switch
  800. and come out to collect the just turned into Coins between the two pipes
  801. (repeat as much as you like for Coins). Head right into the black segment
  802. to hit the slot box for a card while dodging the Pile Driver Micro-Goomba
  803. located underneath the slot box.
  804.  
  805.  
  806. o-----------o
  807. | Level 2-2 |
  808. o-----------o
  809.  
  810. This level is the White Mushroom House level, so go into this level trying
  811. to collect all the Coins possible to win yourself a fabulous prize! This
  812. level requires you collect a minimum of 30 Coins to make the White Mushroom
  813. House appear.
  814.  
  815. Go up the hill to deal with a Goomba before jumping the quicksand pit where
  816. a Venus Fire Trap lives to go up the slope to bump the wooden block to
  817. reveal a Power-Up. Get the Coins as you jump to the pipe, head down the
  818. short slope to jump the quicksand pit that has another Venus Fire Trap to
  819. arrive at a wooden platform that will start right when you step onto it.
  820.  
  821. As you head right, collect the Coins, duck and hit the two bricks for a Coin
  822. and a P-Switch (which you do not touch), and then get the Coins and hit the
  823. invisible block with the 1-Up in it. Now swim left past the Cheep-Cheeps to
  824. get back to the wooden platform to start right once more.
  825.  
  826. When you come to the P-Switch ledge, step foot onto it, wait for the wooden
  827. platform to start to the right ahead of you before finally hitting the
  828. P-Switch. Now jump right to the wooden ledge, collect the Coins that the
  829. bricks became, and once you have finished the Coin collecting in sight, take
  830. a running leap right to fly through the four Coins to the right (you need to
  831. get at least three of them).
  832.  
  833. Go through the pipe on the right to appear at the end of level black
  834. segment, so run right to hit the slot box for your card as you leave the
  835. level. If you were diligent in your Coin collecting, a shiny new Anchor
  836. will belong to you!
  837.  
  838.  
  839. o-----------------------o
  840. | World Two Fortress #1 |
  841. o-----------------------o
  842.  
  843. Go right to stomp the first Dry Bones, followed by going right to see two
  844. more Dry Bones. Draw them back towards the first Dry Bones before using the
  845. "Endless Enemy Stomp" 1-Up Trick, so read section 20 for more details on
  846. this maneuver.
  847.  
  848. Head right to pass by a Thwomp, then two Dry Bones, and another Thwomp.
  849. When you do this, a Boo Diddly will give chase to Mario whenever his pack
  850. his turned. Continue right (quickly so Boo Diddly does not catch up) to
  851. jump a Dry Bones before heading up the pipe.
  852.  
  853. Head right to jump a gap of spikes while landing short of a Thwomp, and then
  854. jump right over yet another set of spikes. You can run and slide under the
  855. brick here for a Power-Up (careful of the Boo Diddly), and then run right at
  856. full speed to pass underneath the Thwomps to arrive at a door which Mario
  857. will go through.
  858.  
  859. In this room, you have the option of going underneath the spikes when the
  860. platforms raise in the air, or you can jump across the safe spots on the
  861. spike beds on top of the platforms. However, this must be accomplished
  862. while dodging the attacks of two Boo Diddlies. Wait to the left of the
  863. platform with all spikes on the top and bottom of it for the door to come up
  864. from the floor to go through to the next area.
  865.  
  866. Run right to fight Boom-Boom! Remember to jump on his head three times, but
  867. wait for him to retract his spikes between hits before attempting to hurt
  868. him. Grab the ? Ball and head out of the Fortress!
  869.  
  870.  
  871. o-----------o
  872. | Level 2-3 |
  873. o-----------o
  874.  
  875. A Fire Snake and a Red Koopa Troopa inhabit the first pyramid stack in this
  876. level, so use the Red Koopa Troopa on the bricks above to get yourself a
  877. Power-Up (or bust the bricks from below). The next pyramid block contains
  878. two Fire Snakes guarding an Invincible Starman. The final pyramid block
  879. contains a Power-Up guarded by a Fire Snake and a Green Koopa Troopa.
  880.  
  881. If you are Raccoon Mario, use the bottom of the third pyramid block to take
  882. flight to find a brick ledge where a P-Switch can be tripped, followed by
  883. diving down to the multitude of Coins below (before they revert to bricks).
  884. Otherwise you need to go over the brick formations mentioned above while
  885. fighting the Pile Driver Micro-Goombas and Green Koopa Troopas.
  886.  
  887. Now climb the brick stairs (use your Raccoon Tail on the bricks to get
  888. Coins) to fall into the hole to stomp and kick the Green Koopa Troopas so
  889. they will clear the bricks away so Mario can go to the pipe below. You can
  890. also risk the ricocheting shell for a Coin Block that is beside the pipe.
  891. Just run to the right to hit the slot box for your card.
  892.  
  893.  
  894. o--------o
  895. | Desert |
  896. o--------o
  897.  
  898. You will notice The Angry Sun in the top left of the screen right from the
  899. start here, but it can be ignored... FOR NOW! Anyway, jump the quicksand
  900. pits (they have Venus Fire traps contained within them) as you dodge the Red
  901. Paratroopa Koopa and the Green Koopa Troopa. You may want to grab the Green
  902. Koopa Troopa shell before running right to jump through the tornado (if you
  903. mistime your jump you will be carried back to the left).
  904.  
  905. NOW The Angry Sun attacks in swooping motions, so use a Koopa Shell (even
  906. the one you brought with you) to kill it off or just dodge it as it attacks.
  907. Now continue right to deal with two Green Paratroopa Koopas (good shells to
  908. use as well) before jumping the next two quicksand pits. Now run right to
  909. find the slot box for your card and to end the level.
  910.  
  911.  
  912. o-----------o
  913. | Level 2-4 |
  914. o-----------o
  915.  
  916. This level has two paths, and this walkthrough will cover both.
  917.  
  918. ===========
  919. NORMAL PATH
  920. ===========
  921.  
  922. a dark Para-Goomba greets Mario as he goes right, and then two Red Koopa
  923. Troopas on high posts (kick them at the ? Block below to get a Power-Up).
  924. Continue right to retreat a Red Koopa Troopa to it's shell, grab the shell,
  925. and then kick it at the ? Block for a Power-Up before killing a Boomerang
  926. Brother.
  927.  
  928. Go right to fight a Green Paratroopa Koopa, followed by a Red Koopa Troopa
  929. before hopping a hole. Now hit the ? Block to get a Power-Up, go past the
  930. Venus Fire Trap, and deal with a Boomerang Brother before collecting 12
  931. Coins. Now go right to find the slot box guarded by a Boomerang Brother.
  932.  
  933. ===========
  934. FLYING PATH
  935. ===========
  936.  
  937. Take care of the dark Para-Goomba on the right before running to the left to
  938. take flight and bust through the brick line to find a path above the regular
  939. one! go right collecting all the Coins over the water before going into the
  940. water to hit the third brick to the right from the hole to reveal a P-Switch
  941. (collect the Coins). Now go right to collect the Coins from the ledge as
  942. well as hitting the brick ledge for Coins.
  943.  
  944. Now go right past the Red Paratroopa Koopas to collect Coins from the set
  945. ahead as well as revealing a P-Switch to get more Coins from the bricks.
  946. Now jump down the Note Blocks to the right to reveal a Power-Up before
  947. landing on the ground to go right to find a Boomerang Brother guarding the
  948. slot box and the end of the level.
  949.  
  950.  
  951. o-----------o
  952. | Level 2-5 |
  953. o-----------o
  954.  
  955. Go by the first Chain Chomp (go into the ? Blocks for a Power-Up if you
  956. wish) to use the pyramid blocks to go past another Chain Chomp. Kick the
  957. Red Koopa Troopa to the left to bust a brick so you can fall down to hit a
  958. wooden block to reveal a Power-Up. Now head right over a gap to dodge a
  959. Chain Chomp and a multitude of Goombas on the pyramid blocks to jump a small
  960. water gap to fight some Red Koopa Troopas.
  961.  
  962. Go past their to find another Red Koopa Troopa for Mario to kick left to
  963. reveal a vine leading to the sky to go left on some clouds to find a bonus
  964. room with lots of Coins and a P-Switch to collect the bricks. Fall down
  965. from the sky blocks to go right into the dark area to get the slot box and
  966. end the level (watch out for the Chain Chomp). If you do not use the vine,
  967. go right past the Red Koopa Troopas to the dark area to get the slot box and
  968. end the level (watch out for the Chain Chomp).
  969.  
  970.  
  971. o---------o
  972. | Pyramid |
  973. o---------o
  974.  
  975. Go up the pyramid to enter the door to find a small staircase leading up
  976. past a Buzzy Beetle to another Buzzy Beetle you should kick out of the way
  977. so Mario can get a Power-Up. Now head right to jump to the second level
  978. ahead, bust the wall (if you are not Raccoon Mario, bring a Buzzy Beetle
  979. shell along), and then continue right to the Pirahna Plant to jump up a
  980. level to the left.
  981.  
  982. Take out the Buzzy Beetle, jump up a level to the right, and bust the wall.
  983. Now go right under the pipe to look for an obvious discolouration in the
  984. background, and jump to reveal an Invisible Block which will allow Mario to
  985. get to the pipe. Go inside to get Coins, a P-Switch, and a 1-Up Mushroom
  986. (look above the top row of bricks off the screen for this one).
  987.  
  988. Back in the main level, go down the hill past two Buzzy Beetles, jump the
  989. gap, and then climb the hill to face Buzzy Beetles on the roof (they fall
  990. down and spin at you as Mario nears them). Bust the wall down, go past the
  991. Pirahna Plant, up the pipe, and then past a Boomerang Brother to the slot
  992. box to finish the level!
  993.  
  994.  
  995. o----------------------------o
  996. | Morton Koopa Jr.'s Airship |
  997. o----------------------------o
  998.  
  999. Go right to use two Bullet Bill cannons to climb to a higher ledge, and then
  1000. continue right past a Cannonball launcher and four Bullet Bill cannons to
  1001. find a Power-Up. Go right to fall through the crates when the screen has
  1002. scrolled down enough, go right, and immediately jump straight up to the top
  1003. of the crates before the Bullet Bill cannons ahead make Mario into swiss
  1004. cheese.
  1005.  
  1006. Head right to fight three light Rocky Wrenches (they will keep reappearing),
  1007. followed by two Bullet Bill cannons guarding the way to the pipe to the
  1008. Koopa Kid's Chamber!
  1009.  
  1010. His room looks like the following:
  1011.  
  1012. | | | |
  1013. | | | |
  1014. | | | |
  1015. | | | |
  1016. | | _______| |
  1017. | | _________ | | | |
  1018. | |_____| | | |___| | | |
  1019. | | | | | | | | | | | | |
  1020.  
  1021. Morton Koopa Jr. only has the ability of shooting his three smoke rings at
  1022. Mario, so dodge them as you stomp on his head three times or feed him ten
  1023. fireballs for victory. Grab the Magic Wand and fall down to the throne room
  1024. to receive a letter from Princess Toadstool. She gives you a Jugem's Cloud
  1025. as you head off to Water Land!
  1026.  
  1027. ----------------------------------------------------------------------------
  1028. -----------------------------------World Three------------------------------
  1029. ----------------------------------------------------------------------------
  1030.  
  1031. 6) Welcome to Water Land! This section will give you the know all for
  1032. getting through with ease.
  1033.  
  1034. ______________________________
  1035. KEY |
  1036. |
  1037. S - Start Location |
  1038. X - Level Location |
  1039. P - Pipe Location |
  1040. F - Fortress Location |
  1041. R - Rock Location |
  1042. H - Spade House Location |
  1043. T - Toad House Location |
  1044. W - Wandering Hammer Brothers |
  1045. L - Locked Door Location |
  1046. C - Castle Location |
  1047. B - Bridge Location |
  1048. N - Canoe Location |
  1049. ______________________________|
  1050.  
  1051.  
  1052. W A T E R L A N D
  1053.  
  1054. T---+----X TB-+B-+--X----X---+ ---T
  1055. | | | | B |
  1056. X | X--+ X----H---F
  1057. | | | | L H--T
  1058. | F-----+ | P |
  1059. | | | | ---T--H
  1060. X +LP X--+R-------N B C-----P
  1061. | |
  1062. --S---+RHR-+-P
  1063.  
  1064.  
  1065. o-------------------------o
  1066. | Mushroom House Contents |
  1067. o-------------------------o
  1068.  
  1069. House #1: Pre-Determined
  1070. Items...: Frog Suit
  1071.  
  1072. House #2: Random
  1073. Items...: Fire Flower, Raccoon Leaf, Frog Suit
  1074.  
  1075. House #3: Random
  1076. Items...: Fire Flower, Raccoon Leaf, Frog Suit
  1077.  
  1078. House #4: Random
  1079. Items...: Fire Flower, Raccoon Leaf, Frog Suit
  1080.  
  1081. House #5: Random
  1082. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  1083.  
  1084.  
  1085. o---------------------------o
  1086. | Wandering Hammer Brothers |
  1087. o---------------------------o
  1088.  
  1089. Please note that where the Hammer Brother group stands will determine if you
  1090. fight on land or if a small layer of water will interfere (only interferes if
  1091. you are Regular Mario)
  1092.  
  1093. Brother Set #1: Hammer
  1094.  
  1095. Brother Set #2: Invincible Starman
  1096.  
  1097.  
  1098. o-----------o
  1099. | Level 3-1 |
  1100. o-----------o
  1101.  
  1102. Thrown right into the swimming aspect of Water Land, hug the left side of
  1103. the screen to go down to find a Power-Up before returning to the above area
  1104. to go right. Go past the air blowing pipe, past the Blooper, and then past
  1105. one more air blowing pipe to reach a choice in paths.
  1106.  
  1107. ==========
  1108. OPTION ONE
  1109. ==========
  1110.  
  1111. If you would like a Power-Up and the ability to skip most of the level, take
  1112. this route. Go right to the wooden block wall, swim to the top, and then
  1113. hop out of the water to go on top of the wall. Head right to find a
  1114. Power-Up in a small cubby hole before continuing right to land back in the
  1115. water.
  1116.  
  1117. ==========
  1118. OPTION TWO
  1119. ==========
  1120.  
  1121. Head down the corridor below while on the right side (avoiding a Blooper) to
  1122. turn right and swim past a pipe, a Lava Lotus, and then another pipe. Go
  1123. right to collect 6 Coins and get a Coin from a ? Block as well as a Power-Up
  1124. (provided you want to risk the Lava Lotus attacks). Head upwards.
  1125.  
  1126. ========
  1127. REJOINED
  1128. ========
  1129.  
  1130. Head right along the top of the water to pass a couple Bloopers (one With
  1131. Kids) to see a pipe by a Wooden Block wall to go to the exit. If you wish
  1132. to find some extra Coins and a 1-Up, go down through the holes in the floor
  1133. to fend off a lava Lotus while navigating through Note Blocks. Just head up
  1134. the opening to the right to reach the exit pipe. Run right to hit the Slot
  1135. Box to finish the level off!
  1136.  
  1137. </pre><pre id="faqspan-2">
  1138. o-----------o
  1139. | Level 3-2 |
  1140. o-----------o
  1141.  
  1142. Jump across the two lifts to the right, fall to the lower ledge on a Donut
  1143. Block, and collect the Power-Up. Set foot onto the lift to your right
  1144. (position yourself on the left side), run and jump to the Wooden Block
  1145. platform above (knocking an Invincible Starman loose), and then get the
  1146. Starman before rejoining the moving platform. Now hit the second ? Block
  1147. you see (preferably on the left half of the block) to reveal another
  1148. Invincible Starman, followed by another ? Block with an Invincible Starman
  1149. waiting on a two Donut Block ledge.
  1150.  
  1151. Take the next lift right while dodging the attacking Cheep-Cheeps while
  1152. continuing right to hit the third block from the left to reveal a P-Switch.
  1153. Hit the P-Switch to make a ledge near the pipe with the Venus Fire Trap so
  1154. you can get onto it easier. However, you do not need to do this as you can
  1155. jump from the platform to the pipe as well (it is more difficult).
  1156.  
  1157. Once Mario comes through the pipe, avoid the Cheep-Cheep to go right and hit
  1158. the Slot Box to finish the level! Also note that you can take to the air
  1159. here to fly up and find a 1-Up and seven Coins if you are Raccoon Mario (not
  1160. likely you are though as it was a grueling level and the Power-Ups are all
  1161. Fire Flowers).
  1162.  
  1163.  
  1164. o-----------o
  1165. | Level 3-3 |
  1166. o-----------o
  1167.  
  1168. This level raises and lowers down to near sea level. However, Boss Bass is
  1169. patrolling here, and he can swallow you whole (even Super Mario or higher)!
  1170. Also be wary of the Cheep-Cheeps that roam here as well.
  1171.  
  1172. Go right till you see a Note Block which has a Power-Up (if it a Super
  1173. Mushroom, run right to stomp the Green Koopa Troopa and kicks it's shell to
  1174. bust the bricks so you can get your Super Mushroom). If you aim the Green
  1175. Koopa Troopa shell to the left when in the depression tot he right of the
  1176. Power-Up, you will unveil a P-Switch, allowing for collecting a lot of Coins
  1177. from the changed bricks.
  1178.  
  1179. Jump right across two gaps, jump to the tall and skinny platform, and then
  1180. wait for the rotor platform to become still so you can use it as a stepping
  1181. stone across the gap to the next platform.
  1182.  
  1183. Use one Ice block to hit the brick to the left to reveal a P-Switch, the
  1184. other Ice Block on Boss Bass (also collect the ? Block Power-Up). Trip the
  1185. P-Switch before running right to use the bricks you just formed to run
  1186. across the many gaps at top speed to avoid al the problems that Boss Bass
  1187. could pose in this area. If you did not make it to the pipe, use the high
  1188. brick ledge and the rotor platform to get there. Also note that you can
  1189. continue past the pipe to go for a 1-Up Mushroom, but you will likely have
  1190. to dodge Boss Bass as you swim (not an easy thing to do).
  1191.  
  1192. Jump the water to go right and hit the Slot Box to finish the level!
  1193.  
  1194.  
  1195. o---------------------o
  1196. | World 3 Fortress #1 |
  1197. o---------------------o
  1198.  
  1199. A Fortress that can be confusing at first, it has many doors, with most of
  1200. them leading to a room filled with Cheep-Cheeps. However, the walkthrough
  1201. will cover the ENTIRE hall that has the doors, followed by paragraphs for
  1202. any doors that lead somewhere OTHER THAN the trap moat. Be sure to count
  1203. doors as you go along so the doors labeled as good will be easily found.
  1204.  
  1205. A Roto-Disc and a Dry Bones greet you before you have to clear a small wall,
  1206. where another Roto-Disc twirls. Continue right to pass a Thwomp, a Dry
  1207. Bones, and then a Boo Diddly will chase as you go by to go under yet another
  1208. Thwomp. If you are not careful, a Boo Diddly from the other side of the
  1209. Thwomp will charge, so go under it, past another three Dry Bones, and then
  1210. under one last Thwomp to pass two more Dry Bones to reach the end of the
  1211. hall.
  1212.  
  1213. Door Number Five leads to a small platform where a 1-Up Mushroom can be
  1214. collected. Be sure to hit the left half of the brick to get the 1-Up to
  1215. fall to the platform so the swim in the moat can be avoided.
  1216.  
  1217. Door Number Six leads to a ledge that can be climbed up to enter another
  1218. door. This leads to Boom-Boom's hideout!
  1219.  
  1220. Door Number Nine leads to a room with a bunch of Coins! Jump straight up
  1221. over the door to reveal a hidden block (worth a Coin), get on it, and then
  1222. jump into the Coins (being careful to not fall through the holes). After
  1223. collecting the Coins, attempt to jump through the holes in the floor where
  1224. the Coins were held to reveal three more hidden blocks worth a Coin each!
  1225.  
  1226. Boom-Boom has no ledges in his room, but be wary. After one stomp, he will
  1227. wing to the skies, so stomp him right away to knock him back to earth
  1228. (otherwise you need to wait for him to swoop). One more stomp to finish him
  1229. off and collect the ? Ball to finish the Fortress!
  1230.  
  1231.  
  1232. o-----------o
  1233. | Level 3-4 |
  1234. o-----------o
  1235.  
  1236. Two Goombas march up the hill, which are followed by a Pirahna Plant and then
  1237. a gap of water to jump to face a Venus Fire Trap. Collect the Power-Up if
  1238. you wish, go up to the high ledge, and then slide down the slope through the
  1239. Goombas before jumping off the end to rocket across the watery gap below.
  1240. However, if you do end up in the water, swim to the right, jump out of the
  1241. water to hit an invisible block, which you can use to get on the high ledge.
  1242.  
  1243. Slide the slope to take out three Green Koopa Troopas before heading right
  1244. to collect a Power-Up and some Coins from ? Blocks while dealing with two
  1245. Para-Goombas (one light brown, one dark brown) and a Venus Fire Trap. Also
  1246. note that a P-Switch exists in one of the two blocks underneath the Venus
  1247. Fire Trap, so hit it to make a pile of silver Coins appear out of nowhere!
  1248.  
  1249. Go right to see 6 bricks forming a ledge that you go under to hit and get
  1250. Coins as well as a 1-Up Mushroom. However, you will also have to start
  1251. contending with Lakitu throwing Green Spiny Eggs from here on out! Head
  1252. right across the multiple gaps to hit two ? Blocks for a Coin and a Power-Up
  1253. before continuing right down the slope to enter the black screen where the
  1254. Slot Box awaits you to finish the level!
  1255.  
  1256.  
  1257. o-----------o
  1258. | Level 3-5 |
  1259. o-----------o
  1260.  
  1261. Note that if you enter as Raccoon Mario, you can fly across the gaps to the
  1262. Wooden Block ledges to cut over much of the level as well as using your tail
  1263. to get two Coin Blocks before plunging back into the level three quarters of
  1264. the way through the level!
  1265.  
  1266. When you enter the water, you will see Jelectros for the first time, as well
  1267. as Big Bertha. Head right while avoiding these enemies and some
  1268. Cheep-Cheeps as well to gain a Power-Up from some ? Blocks (one on the
  1269. left). Swim right to pass some more Jelectros as well as a Blooper before
  1270. cutting under a Cheep-Cheep for some Coins.
  1271.  
  1272. Continue right to cut under a Jelectro to go for a Power-Up from the middle
  1273. ? Block, followed by going up and right before going down to pass the air
  1274. blowing pipe. If you are careful, you can hit an invisibly block in the air
  1275. stream from the pipe to reveal a 1-Up Mushroom!
  1276.  
  1277. Swim right into the Jelectro corral, draw the Blooper With kids into the
  1278. area, and then swim underneath the bottom of the Jelectro line to go past
  1279. this trap area. Swim past Big Bertha and a Cheep-Cheep to the pipe,
  1280. followed by swimming/jumping across the pond to hit the Slot Box to finish
  1281. the level!
  1282.  
  1283.  
  1284. o-----------o
  1285. | Level 3-6 |
  1286. o-----------o
  1287.  
  1288. This level will scroll along at a set pace, so you will need to be moving
  1289. along with it. Start by jumping to the Donut Blocks across the gap, collect
  1290. the Power-Up from the ? Block, and then use the wooden ledge to jump across
  1291. another gap to more Donut Blocks (use the rotor platform if you wish to).
  1292.  
  1293. If you have a tail, go down below to hit a Coin Block, but otherwise just go
  1294. right to the next ledge. Here you can use an ice block/Koopa shell to hit
  1295. the block on the lower ledge for a Power-Up before jumping to the right
  1296. across some wooden platforms (using Koopa Shells on the bricks for Coins).
  1297.  
  1298. Go to the bottom, pluck an ice block, and throw it at the brick to the right
  1299. to reveal a P-Switch which will make a bunch of bricks collectable as Coins
  1300. (just watch for the Green Paratroopa Koopa coming from above). Jump to the
  1301. Donut Block ledge on the right, jump to the rotor platform as it stills, and
  1302. then quickly go to the pipe before the rotor platform starts moving.
  1303.  
  1304. Go right across the wooden ledges that have a Green Paratroopa Koopa
  1305. patrolling to hit the Slot Box to finish the level!
  1306.  
  1307.  
  1308. o-----------o
  1309. | Level 3-7 |
  1310. o-----------o
  1311.  
  1312. Jump up to hit a ? Block for a Coin (bump the nearby top Wooden Block for a
  1313. Power-Up) before going right to tangle with/avoid two Spikes (the enemies,
  1314. not the immobile objects) before jumping a hole. Two Spikes will greet you
  1315. here, followed by some floating bricks (if you are at least Super Mario
  1316. size, punch the second from the left column of bricks to make a 1-Up
  1317. Mushroom to appear), which have two more Spikes waiting on the far side of
  1318. the wooden block.
  1319.  
  1320. Jump the gap, go by the Spike and Green Koopa Troopa, and then jump another
  1321. gap to pass a pipe to jump another gap. Now you have two choices
  1322.  
  1323. ==========
  1324. OPTION ONE
  1325. ==========
  1326.  
  1327. This path will get you an Item as well as a shot at a multiple 1-Up
  1328. technique! Kill the Spikes below, stomp the Green Koopa Troopa, and then
  1329. take the shell up the green platforms to throw between the two bricks on the
  1330. highest brick ledge. This will reveal a Vine leading into the sky.
  1331.  
  1332. If you want some 1-Ups, stomp the shell once to stop it, let the Koopa
  1333. Troopa revive, and then jump down onto it before grabbing back onto the vine
  1334. without touching the ground. Now repeat this and you will gain points
  1335. before you begin to get 1-Ups.
  1336.  
  1337. Head up the vine, collect the Coins to the left if you wish (do not bother
  1338. with the P-Switch), and then get on top of the wooden block the vine led to
  1339. so you can hop to the right to land on a 7 cloud long platform. Jump
  1340. straight up from the middle cloud to reveal a Note Block that will take you
  1341. to Coin Heaven! Collect the Coins and then open the Treasure Chest to get a
  1342. rather useful Jugem's Cloud!
  1343.  
  1344. ==========
  1345. OPTION TWO
  1346. ==========
  1347.  
  1348. Kill off the Spikes as you head right to jump a gap to deal with a Venus
  1349. Fire Trap before continuing on to face a Spike. Another Venus Fire Trap
  1350. attacks, followed by three Spikes and a Green Paratroopa Koopa on rising
  1351. terraces. Run right to find the Slot Box guarded by a Spike to end the
  1352. level!
  1353.  
  1354.  
  1355. o-----------o
  1356. | Level 3-8 |
  1357. o-----------o
  1358.  
  1359. This level is the White Mushroom House level, so go into this level trying
  1360. to collect all the Coins possible to win yourself a fabulous prize! This
  1361. level requires you collect a minimum of 44 Coins to make the White Mushroom
  1362. House appear.
  1363.  
  1364. Start off by getting to the high ledge right away, followed by letting the
  1365. water come up and then start to retreat before you go right to stomp the
  1366. Koopa Troopa and kick it's shell to make a vine appear (climb it). When the
  1367. water below is about to show the land below, stomp the Note Block to make a
  1368. Power-Up appear, and then continue right to jump two gaps to a high ledge
  1369. with ice blocks (kick them away and punch the Coin Block).
  1370.  
  1371. Head right across the platforms to stomp and then kick the Koopa Troopa to
  1372. make a vine appear (climb it), and then drop down when the water lowers again
  1373. so Mario can move to the right to punch the first block he can to make another
  1374. vine appear (climb it).
  1375.  
  1376. Jump to the right to stop short of the wooden ledge below in the water, wait
  1377. for the water to rise and then lower before jumping down to enter the area
  1378. below to collect ALL the Coins before tripping the P-Switch t escape the
  1379. flooding area. If you go after the three Coins standing on the ledge above,
  1380. you can hit the top one to get a 1-Up.
  1381.  
  1382. Continue right again to enter a pipe so you can go right unimpeded towards the
  1383. Slot Box to finish the level!
  1384.  
  1385.  
  1386. o---------------------o
  1387. | World 3 Fortress #2 |
  1388. o---------------------o
  1389.  
  1390. Go through the pipe to swim past a Roto-Disc before having two Cheep-Cheeps
  1391. to contend with for a Power-Up from a ? Block. Stroke your way right to
  1392. pass another Roto-Disc and another Cheep-Cheep to go down a pipe.
  1393.  
  1394. Now you will need to swim past two sets of Stretches carefully (you need to
  1395. be very skilled on the tapping the A Button here) to cross under a low wall
  1396. to go over a Stretch (the top is preferable as the Stretch does not come
  1397. out of the top half for some reason). Now you need to pass through another
  1398. Stretch set (your MUST go between the two in this set) to reach the pipe.
  1399.  
  1400. When you land, go right to fight Boom-Boom with the usual strategies.
  1401. Please note that the two blocks in the air are not there for you to stand
  1402. on, but rather to limit your jumping. Also be sure to not allow Boom-Boom
  1403. into the air after the first stomp as he has wings here.
  1404.  
  1405.  
  1406. o-----------o
  1407. | Level 3-9 |
  1408. o-----------o
  1409.  
  1410. You will have a few options here, as well as a neat trick that will be
  1411. outlined at the end of the walkthrough because it serves no relevant
  1412. purpose.
  1413.  
  1414. ==========
  1415. OPTION ONE
  1416. ==========
  1417.  
  1418. Start off by stomping the Green Paratroopa Koopa down to the shell, grab the
  1419. shell, and then run past every enemy to throw the Koopa Shell past the second
  1420. Bullet Bill Cannon (this one is right tight and low to the ground). Now turn
  1421. and quickly get on the ledge above and move right so both Bullet Bill cannons
  1422. are visible below so you can watch the Bullet Bills get mowed down by the
  1423. shell for larger and larger points before the 1-Ups start rolling in.
  1424. However, just be sure to knock the Bob-Omb up there away from yourself.
  1425.  
  1426. Once you have had your fill, go through the bottom area to go down a pipe
  1427. before turning left to swim through the tunnels here while avoiding the
  1428. Cheep-Cheep to find a pipe.
  1429.  
  1430. Immediately hold RIGHT to land on a ledge, which will drop down to an area
  1431. where a gigantic ? Block contains a free Frog Suit! Go out the pipe to swim
  1432. past the Cheep-Cheeps as you move right to go to the far side to go up a
  1433. pipe.
  1434.  
  1435. Run right to go hit the Slot Box to finish the level!
  1436.  
  1437. ==========
  1438. OPTION TWO
  1439. ==========
  1440.  
  1441. Start off by going right past the Green Paratroopa Koopa, under the Pirahna
  1442. Plant, and then punch the sixth brick for a Power-Up (you will have to chase
  1443. the Super Mushroom if that is the Power-Up) while dodging Micro Goombas from
  1444. above and a Bullet Bill launcher to your right. Head right to see your first
  1445. Bob-Omb, followed by taking the high route.
  1446.  
  1447. Deal with the Bob-Ombs as you go right to get a Power-Up form a Note Block,
  1448. and then move the ice blocks so Mario can pass through to kill the Green
  1449. Koopa Troopa (use an ice block). Hit the brick for a 1-Up Mushroom, and
  1450. then head right to go by two Green Paratroopa Koopas to go down the pipe.
  1451.  
  1452. Swim right past the two Cheep-Cheeps to go up the pipe. Run right to hit
  1453. the Slot Box to finish the level!
  1454.  
  1455. ==========
  1456. NEAT TRICK
  1457. ==========
  1458.  
  1459. Take the Koopa shell at the beginning of the level, and throw it just past
  1460. the Bullet Bill cannon like in Option One. Now back track to the White
  1461. Block, stand on top of it, and then duck for five seconds. When you fall
  1462. through (you will be behind the scenery), quickly go right to go through the
  1463. opening in the brick wall to go down the pipe into the water section.
  1464. However, you will be invisible! This will last for a limited time and
  1465. serves no practical purpose, but it is a neat thing to do for kicks!
  1466.  
  1467.  
  1468. o--------------------------o
  1469. | Wendy O' Koopa's Airship |
  1470. o--------------------------o
  1471.  
  1472. Jump over the wall to your right, fight/avoid the respawning Rocky Wrenches,
  1473. and then go over a Bullet Bill launcher to jump up on top of a high roof.
  1474. You then need to go through the path where some Cannonball launchers will be
  1475. shooting, followed by leaping to the right, then to the left to get a
  1476. Power-Up, and then back to the right while dodging the Bullet Bills coming
  1477. from your right.
  1478.  
  1479. Now you can use a Cannonball to bounce up on top of the roof (hold the A
  1480. Button to get the extra height), or go through the hall with four Cannonball
  1481. launchers bombarding you. The next section has a bolt-lift (jump on the
  1482. screw repeatedly to get across the bolt-lift), but you can just go down and
  1483. dodge the Exhaust Ports fire to go right.
  1484.  
  1485. Now you can go down the hole to try and pass an Exhaust port followed by
  1486. three Rocky Wrenches attacking from your left OR you can hop the gap and
  1487. then the wall to face the Rocky Wrenches before moving right. Now go down
  1488. the pipe to the Koopa Kid's Chamber!
  1489.  
  1490. The following is her room's layout:
  1491.  
  1492. | | | |
  1493. | | | |
  1494. | | | |
  1495. | | | |
  1496. | | | |
  1497. | | | |
  1498. | |___________________________| |
  1499. | | | | | | | | | | | | | | | | |
  1500.  
  1501. Wendy O' Koopa will start off by throwing a bracelet that will bounce around
  1502. the room using 45 degree angles off the room dimensions, so stomp her. She
  1503. will land from her shell jump to throw another bracelet, followed by some
  1504. small jumping movements. After the second stomp, she throws a third
  1505. bracelet before she begins to jump really highly all over the room! Grab
  1506. the Magic Wand and fall down to the throne room to receive a letter from
  1507. Princess Toadstool. She gives you a Music Box as you head off to Giant
  1508. Land!
  1509.  
  1510. ----------------------------------------------------------------------------
  1511. -----------------------------------World Four-------------------------------
  1512. ----------------------------------------------------------------------------
  1513.  
  1514. 7) Welcome to Giant Land! This section will give you the know all for
  1515. getting through with ease.
  1516.  
  1517. ______________________________
  1518. KEY |
  1519. |
  1520. S - Start Location |
  1521. X - Level Location |
  1522. P - Pipe Location |
  1523. F - Fortress Location |
  1524. R - Rock Location |
  1525. H - Spade House Location |
  1526. T - Toad House Location |
  1527. W - Wandering Hammer Brothers |
  1528. L - Locked Door Location |
  1529. C - Castle Location |
  1530. B - Bridge Location |
  1531. ______________________________|
  1532.  
  1533.  
  1534. G I A N T L A N D
  1535.  
  1536. --S--P T--X-----+ PL-F-----X---W--x
  1537. | | | | | |
  1538. | C---B+-F W--+ W--H T |
  1539. | | | | | |
  1540. P H--+-----+ +--X TRP-X--X
  1541. |
  1542. T
  1543.  
  1544.  
  1545. o-------------------------o
  1546. | Mushroom House Contents |
  1547. o-------------------------o
  1548.  
  1549. House #1: Pre-Determined
  1550. Items...: Tanooki Suit
  1551.  
  1552. House #2: Random
  1553. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  1554.  
  1555. House #3: Random
  1556. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  1557.  
  1558. House #4: Random
  1559. Items...: Fire Flower, Raccoon Leaf, Tanooki Suit
  1560.  
  1561.  
  1562. o---------------------------o
  1563. | Wandering Hammer Brothers |
  1564. o---------------------------o
  1565.  
  1566. Brother Set #1: Jugem's Cloud
  1567.  
  1568. Brother Set #2: P-Wing
  1569.  
  1570. Brother Set #3: Invincible Starman
  1571.  
  1572.  
  1573. o-----------o
  1574. | Level 4-1 |
  1575. o-----------o
  1576.  
  1577. The first thing you will notice is the oversized EVERYTHING, so be ready for
  1578. this throughout Giant Land. Go right past a Pirahnacus Giganticus to stomp
  1579. a Giant Goomba before stomping and kicking Red Giant Koopa Troopa to the
  1580. right to make space underneath the ? Block so the Power-Up can be unleashed.
  1581. Now go take care of the Colossal Green Paratroopa Koopa, and then you have
  1582. he option of flying to the water area above to go left enter a pipe where
  1583. two Big Berthas guard two 1-Ups (you will come out on the right side of the
  1584. water area.
  1585.  
  1586. Once you are done above (or you just can not/do not want to go there), head
  1587. right to deal with a Giant Goomba and a Colossal Green Paratroopa Koopa
  1588. while getting a Power-Up from the ? Block. Go through the opening in the
  1589. bricks to start across small ledges/clouds where Red Giant Koopa Troopas
  1590. patrol (you can kick one into the ? Block for a Power-Up).
  1591.  
  1592. When you reach the huge pipe, jump across the gap when the Venus Fire Trap is
  1593. not out and avoid the Green Gargantuan Koopa Troopa as you enter the pipe.
  1594. Now run right to hit the Slot Box to finish the level!
  1595.  
  1596.  
  1597. o-----------o
  1598. | Level 4-2 |
  1599. o-----------o
  1600.  
  1601. This level is the White Mushroom House level, so go into this level trying
  1602. to collect all the Coins possible to win yourself a fabulous prize! This
  1603. level requires you collect a minimum of 22 Coins to make the White Mushroom
  1604. House appear.
  1605.  
  1606. This level will sink and rise with the water, so be sure to stay dry
  1607. (especially when the Cheep-Cheeps are around!). Go across the gaps from
  1608. pipe to pipe while dealing with the enemies until you arrive at the ice
  1609. blocks. Keep throwing them to the right to hit the ? Block for a Power-Up,
  1610. and then head right past a couple Venus Fire Traps to land near a wall of
  1611. bricks and a P-Switch.
  1612.  
  1613. Trip the P-Switch, get the Coins (that were bricks) to your left, followed
  1614. by going right to get the newly formed Coins as you hit the ? Block to
  1615. release an Invincible Starman. Now go right to get the last sets of Coins
  1616. from bricks (before the P-Switch runs out), followed by collecting the many
  1617. Coins as you head right to jump the final gap to enter a pipe. Run to the
  1618. right to hit the Slot Box to finish the level!
  1619.  
  1620.  
  1621. o-----------o
  1622. | Level 4-3 |
  1623. o-----------o
  1624.  
  1625. If Sledge Brothers give you trouble, I suggest using an Invincible Starman
  1626. before entering the level.
  1627.  
  1628. Two Sledge Brothers will accost Mario before he can enter a pipe to head
  1629. underground. Buzzy Beetles will attack here (one off the roof), followed by
  1630. a jump across the gap to an elevated ledge where another Buzzy Beetle awaits
  1631. Mario. Jump the gap past a Green Paratroopa Koopa to avoid another ceiling
  1632. diving Buzzy Beetle, followed by a jump to a small ledge where a Power-Up
  1633. awaits.
  1634.  
  1635. A ceiling diving Spiny attacks next (DO NOT STOMP HIM), then a Buzzy Beetle,
  1636. and then a Red Paratroopa Koopa hovers in a gap between you and the next
  1637. ledge. Another ceiling diving Spiny attacks, then a Red Paratroopa Koopa
  1638. blocks your jump to the next ledge where Buzzy Beetles block your path. Hit
  1639. the bricks above these Buzzy Beetles to get Coins and unleash a 1-Up
  1640. Mushroom, which you must run right to beat it to the far side of the ledge
  1641. to grab it (while dodging/killing two ceiling diving Spinies and a Buzzy
  1642. Beetle).
  1643.  
  1644. Now hop the gaps that are next, making sure to take care around the wooden
  1645. block stacks (they can bounce you backwards if you are not ready for them).
  1646. Head up the pipe to find a free path to the Slot Box to finish the level!
  1647.  
  1648.  
  1649. o------------------------o
  1650. | World Four Fortress #1 |
  1651. o------------------------o
  1652.  
  1653. Run to the right under two Hotfoots and fall through the hole below to avoid
  1654. the horizontal Thwomp that will move to get you. Go right under another
  1655. Hotfoot, let the Thwomp above move, and then jump up through before it
  1656. resets. Now you can choose which path you wish to take.
  1657.  
  1658. ===========
  1659. OPTIONE ONE
  1660. ===========
  1661.  
  1662. Head right underneath the Hotfoot to watch the Thwomp above go right,
  1663. followed by it returning left. The instant you can jump into his area, do
  1664. so and run right and duck (if Super Mario or better) to slide through the
  1665. hole. Now avoid two hotfoots (one on each side) as you go under another
  1666. Thwomp to gain a Power-Up. Now wait till the Thwomp below is out of your
  1667. way (to the left) before hopping down and running through to reach the pipe
  1668. on the far side.
  1669.  
  1670. ==========
  1671. OPTION TWO
  1672. ==========
  1673.  
  1674. Go down the third pipe of the five here to enter an underground area, where
  1675. three Dry Bones and a Boo Diddly guard some ? Blocks (one of which is a
  1676. Power-Up). Go right to jump straight up underneath the left side of the
  1677. opening above to reveal a hidden block (worth a Coin), followed by a jump to
  1678. the right to reveal another hidden block. Jump to the right to go up the
  1679. pipe.
  1680.  
  1681. ========
  1682. REJOINED
  1683. ========
  1684.  
  1685. Run to the right to face Boom-Boom! He has no wings this time, but he has a
  1686. platform in the middle of the room to interfere with your jumping room, so
  1687. watch it! Three stomps and a ? Ball later, the Fortress will be dusted!
  1688.  
  1689.  
  1690. o-----------o
  1691. | Level 4-4 |
  1692. o-----------o
  1693.  
  1694. A water level with Lakitu throwing his Spiny Eggs, which will form into
  1695. Spinies will be the worry of the day here.
  1696.  
  1697. You can start off by killing Lakitu if you wish to make things easier for
  1698. yourself with a well timed leap out of the water, but it is risky because of
  1699. the Spiny Eggs. Go right to enter a choice in paths.
  1700.  
  1701. ==========
  1702. OPTION ONE
  1703. ==========
  1704.  
  1705. Get the Power-Up from the ? Block, stand on top of the ? Block, and then
  1706. walk off to the left (continue to hold LEFT). If done correctly, Mario will
  1707. pass through an air blowing current from a pipe to allow himself to enter
  1708. a different pipe. Enter and trip the two P-Switched (one for each
  1709. compartment) to collect a pile of Coins from both before taking the pipe to
  1710. the right.
  1711.  
  1712. ==========
  1713. OPTION TWO
  1714. ==========
  1715.  
  1716. Get the Power-Up from the ? Block, head down the hole, and head right.
  1717.  
  1718. ========
  1719. REJOINED
  1720. ========
  1721.  
  1722. Now swim right through the obstacles underwater and avoid the incoming
  1723. Spinies from above to eventually find a pipe near the top of a set of huge
  1724. wooden block stairs. Run to the right to hit the Slot Box to finish the
  1725. level!
  1726.  
  1727.  
  1728. o-----------o
  1729. | Level 4-5 |
  1730. o-----------o
  1731.  
  1732. Start the level by climbing up the stairs while fighting the Green
  1733. Gargantuan Koopa Troopa and a Colossal Green Paratroopa Koopa before going
  1734. down to the ground to fight another Colossal Green Paratroopa Koopa (use
  1735. it's shell to smash the brick protecting the ? Block Power-Up). Jump the
  1736. gap past a Pirahnacus Giganticus to see that Bullet Bill cannons are
  1737. plentiful from this point on! However, some of these Bills are Missile
  1738. Bills (they follow Mario somewhat) instead of Bullet Bills.
  1739.  
  1740. Head right (grabbing a power-Up from the middle ? Block on the first ledge
  1741. of them) before continuing right across some gaps while dodging Missile
  1742. Bills and a Pirahnacus Giganticus. When you see two launchers right beside
  1743. one another, stand on the one on the right, and then jump straight up to hit
  1744. the brick above. Now wait for a Missile Bill to come your way so you can
  1745. hop off of it (hold the A Button) to fly above the brick to find a Vine!
  1746.  
  1747. Climb the vine and enter the pipe to find a gigantic ? Block containing a
  1748. Tanooki Suit for Mario! it the P-Switch, go outside and then use your tail
  1749. to descend slowly to the ground (along the silver Coin path). Continue to
  1750. the right past a Pirahnacus Giganticus and one last launcher to go through
  1751. the pipe. Head right to hit the Slot Box to finish the level!
  1752.  
  1753.  
  1754. o-----------o
  1755. | Level 4-6 |
  1756. o-----------o
  1757.  
  1758. This level contains doors that will switch Mario between gigantic enemies
  1759. and obstacles to small enemies and obstacles. Of course, going through the
  1760. doors while in the "small" sections will have the opposite effect.
  1761.  
  1762. Head right to fight a Green Gargantuan Koopa Troopa and a Colossal Green
  1763. Paratroopa Koopa before breaking into the brick outline to fight another
  1764. Green Gargantuan Koopa Troopa before punching the right most brick you can
  1765. reach on the top row to reveal a 1-Up. Continue right over the hole to pass
  1766. a Pirahnacus Giganticus to fight off a Green Gargantuan Koopa Troopa and two
  1767. Giant Goombas to enter a door.
  1768.  
  1769. You will appear with two Goombas charging Mario, so kill them before flying
  1770. into the sky to find a 1-Up and some Coins on a cloud platform before
  1771. dropping down to take on a Green Paratroopa Koopa before butting the wooden
  1772. blocks to the right to reveal an Invincible Starman. Now hustle over the
  1773. ledge above (taking care of the Goomba), grab the Invincible Starman, and
  1774. then jump the Pirahna Plant to take out the Green Koopa Troopa. Now jump up
  1775. to reveal hidden blocks (one of which hides a 1-Up Mushroom) before you head
  1776. right to take on two Red Koopa Troopas.
  1777.  
  1778. A Green Paratroopa Koopa and a Pirahna Plant are your next obstacles, which
  1779. is guarding a small gap to jump to a Red Koopa Troopa and a Green Koopa
  1780. Troopa duo on two brick ledges. Head right across the bricks and then to
  1781. ground level to hit the Slot Box to finish the level! Just note that two
  1782. Green Paratroopa Koopas will accost you along the way.
  1783.  
  1784.  
  1785. o------------------------o
  1786. | World Four Fortress #2 |
  1787. o------------------------o
  1788.  
  1789. An intriguing Fortress that has two VERY different paths through it. You
  1790. will have the option of short path with no rewards or the long path with
  1791. some rewards.
  1792.  
  1793. Go right up the stairs to start jumping over the lava on the donut lifts
  1794. (making sure to not stay on the same block for too long), and then stomp the
  1795. Dry Bones and collect the Power-Up (while the Dry Bones is down, walk across
  1796. the Donut Lift it stands on to make it fall to the lava). Continue right
  1797. across the donut lift ledges to take out another Dry Bones before doing a
  1798. full run and jump to reach the high ledge above.
  1799.  
  1800. When you come back onto solid ground, more Dry Bones will attack as you move
  1801. right. When you reach the brick, jump up onto the top of it (courtesy of a
  1802. Dry Bones) to trigger it. Now you have a fork in your path to choose from.
  1803.  
  1804. ==========
  1805. OPTION ONE
  1806. ==========
  1807.  
  1808. Jump up to the higher ledge to continue moving right past a Dry Bones and a
  1809. Roto-Disc to find Boom-Boom! This room is cluttered with small ledges
  1810. throughout to make maneuvering quite difficult, and this can be compounded
  1811. by him jumping into the sky after one stomp. Three stomps and a ? Ball
  1812. later means you will be out of the Fortress!
  1813.  
  1814. ==========
  1815. OPTION TWO
  1816. ==========
  1817.  
  1818. When you trip the P-Switch, seven silver Coins appear to Mario's left. They
  1819. form an outline of a door, so go through it to enter the "Hidden Quarter" of
  1820. the Fortress.
  1821.  
  1822. Here you will see two types of yellow platforms: one with a specific arrow
  1823. direction, and one with an exclamation mark on it. The specific arrow
  1824. direction will be the ONLY direction the platform will move, but the
  1825. exclamation mark platform can have it's direction changed by jumping up and
  1826. down on it (starts up, then left, then right, then starts over).
  1827.  
  1828. Jump on the arrow platform to go up until a ledge appears on the right for
  1829. Mario to jump to, followed by taking the exclamation mark platform up until
  1830. it is high enough to clear the Pirahna Plant, followed by jumping to change
  1831. direction to go left.
  1832.  
  1833. Take the arrow platform up, go left through the side of the screen to appear
  1834. on the right, and then take the first pipe you come to, which will take you
  1835. to a Power-Up. Go back down the pipe, take the other pipe, followed by
  1836. going to the pipe on the right when you appear.
  1837.  
  1838. When you appear, go onto the exclamation mark platform, jump once to head
  1839. left, and then jump once more to go up between the two pipes. However, you
  1840. will need to pick the left side of the gap to avoid the Pirahna Plant that
  1841. is cooing in and out here. Change the direction of the platform by jumping
  1842. once more to turn right to get under a hole, and then jump one more time to
  1843. get the platform to turn upwards so Mario can reach the pipe above.
  1844.  
  1845. Collect the nine Coins in this room, stand on the left side of the pipe
  1846. before jumping up to reveal a hidden block. Now get on the hidden block to
  1847. jump to the left of the block to reveal another block, and then one last
  1848. block off of the second one (to the left) to find a 1-Up Mushroom. Go down
  1849. the pipe.
  1850.  
  1851. Hit the gigantic ? Block for three 1-Ups, and then fly up the left side of
  1852. the room to break through some bricks o find thirty Coins (if you can not
  1853. fly, then too bad). Go up the pipe to go past a Dry Bones and a Roto-Disc
  1854. to find Boom-Boom!
  1855.  
  1856. This room is cluttered with small ledges throughout to make maneuvering quite
  1857. difficult, and this can be compounded by him jump into the sky after any
  1858. stomp. Three stomps and a ? Ball later means you will be out of the
  1859. Fortress!
  1860.  
  1861.  
  1862. o----------------------o
  1863. | Iggy Koopa's Airship |
  1864. o----------------------o
  1865.  
  1866. Head right to pass two Exhaust Ports to reach a choice of using a bolt-lift
  1867. on the high path so you avoid the Exhaust ports below and grab a Power-Up,
  1868. or you have to maneuver between the Exhaust Ports below (although you could
  1869. get the Power-Up still).
  1870.  
  1871. Choose the high path to dodge one Exhaust Port and jump to the next ledge,
  1872. or take the low road to jump through the three Exhaust Ports in their
  1873. toughly timed path. Go past the Exhaust port shooting straight up and go to
  1874. the right against the wall. Now wait for the Exhaust Port above to stop
  1875. firing, duck, and then hop up to the right (this will allow Mario to pass
  1876. underneath the flame from the next Exhaust Port unharmed).
  1877.  
  1878. Once that Exhaust Port stops spewing flame, jump up when the one above the
  1879. previously mentioned one stops so you can go right towards the pipe.
  1880. However, wait until the screen stops scrolling to see a ? Block containing a
  1881. Power-Up, so grab it and then head down the pipe to the Koopa Kid's Chamber!
  1882.  
  1883. The following is the layout of his room:
  1884.  
  1885. | | | |
  1886. | | | |
  1887. | | | |
  1888. | | | |
  1889. | |___ _____ | |
  1890. | | | |___ _| | |_ | |
  1891. | | | | | | | | |_________| |
  1892. | | | | | | | | | | | | | |
  1893.  
  1894. Iggy Koopa is very similar to both Morton Koopa Jr. and Larry Koopa, but he
  1895. has an extra advantage they did not. He can fire off two consecutive sets
  1896. of smoke rings to hurt Mario, as well as his leaping abilities that increase
  1897. in height with each stomp received. Grab the Magic Wand and fall down to
  1898. the throne room to receive a letter from Princess Toadstool. She gives you
  1899. a P-Wing as you head off to Sky Land!
  1900.  
  1901. ----------------------------------------------------------------------------
  1902. -----------------------------------World Five-------------------------------
  1903. ----------------------------------------------------------------------------
  1904.  
  1905. 8) Welcome to Sky Land! This section will give you the know all for
  1906. getting through with ease.
  1907.  
  1908. ______________________________
  1909. KEY |
  1910. |
  1911. S - Start Location |
  1912. X - Level Location |
  1913. P - Pipe Location |
  1914. F - Fortress Location |
  1915. R - Rock Location |
  1916. H - Spade House Location |
  1917. T - Toad House Location |
  1918. W - Wandering Hammer Brothers |
  1919. L - Locked Door Location |
  1920. C - Castle Location |
  1921. B - Bridge Location |
  1922. O - Tower Location |
  1923. ______________________________|
  1924.  
  1925.  
  1926. S K Y L A N D
  1927.  
  1928. +--X--T X---W
  1929. | | | |
  1930. X P P---+ +--O
  1931. | | |
  1932. | F--+ +---W
  1933. | | |
  1934. ---S +--H---+
  1935.  
  1936. T
  1937. |
  1938. P +--X
  1939. | | |
  1940. +L-+---X--+ H
  1941. | |
  1942. H--+--F---+--X--+
  1943. | | |
  1944. C-----X--X +--T--X
  1945.  
  1946.  
  1947. o-------------------------o
  1948. | Mushroom House Contents |
  1949. o-------------------------o
  1950.  
  1951. House #1: Pre-Determined
  1952. Items...: Tanooki Suit
  1953.  
  1954. House #2: Random
  1955. Items...: Fire Flower, Raccoon Leaf, Tanooki Suit
  1956.  
  1957. House #3: Random
  1958. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  1959.  
  1960.  
  1961. o---------------------------o
  1962. | Wandering Hammer Brothers |
  1963. o---------------------------o
  1964.  
  1965. Brother Set #1: Invincible Starman
  1966.  
  1967. Brother Set #2: P-Wing
  1968.  
  1969. Brother Set #3: Music Box
  1970.  
  1971.  
  1972. o-----------o
  1973. | Level 5-1 |
  1974. o-----------o
  1975.  
  1976. Two paths that lead to different rewards. The walkthrough will cover both
  1977. step-by-step.
  1978.  
  1979. ==========
  1980. OPTION ONE
  1981. ==========
  1982.  
  1983. Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
  1984. and then go past the Chain Chomp as you climb the blue structure (heading
  1985. right). The next Chain Chomp can be baited into charging Mario so he can
  1986. quickly move over his Wooden Block to go after the power-Up inside (very
  1987. risky though).
  1988.  
  1989. After passing one more Chain Chomp, Mario will need to hop up the steps as
  1990. he jumps Nippers and a charging Buster Beetle. Pass the Chain Chomp to find
  1991. a row of ? Blocks that contains an Invincible Starman (4th from the left),
  1992. followed by charging down the steep slope to the right to pass through some
  1993. Nippers and a light brown Para-Goomba before hopping a brick wall to go into
  1994. the end of level Slot Box area (just watch for a final Nipper).
  1995.  
  1996. ==========
  1997. OPTION TWO
  1998. ==========
  1999.  
  2000. Head right past the Buster Beetle to bump the Wooden Block for a Power-Up,
  2001. and then go past the Chain Chomp as you climb the blue structure (heading
  2002. right). The next Chain Chomp can be baited into charging Mario so he can
  2003. quickly move over his Wooden Block to go after the power-Up inside (very
  2004. risky though). Keep in mind that as soon as you have Raccoon Mario, head
  2005. back to the starting area to break all the bricks by the bouncy Wooden
  2006. Block.
  2007.  
  2008. By using a short hop to run back and forth while jumping the blue block and
  2009. avoiding the Chain Chomp attack to wing to the air. Align yourself over the
  2010. Wooden Block as you fly straight up to find a pipe to go into. Once inside,
  2011. head right to the next pipe to head outside to grab FOUR 1-Ups (bust them
  2012. out of their bricks one at a time to make sure they do not disappear before
  2013. you collect them)!
  2014.  
  2015. Return inside to perform a ducking fly maneuver up into the passages above
  2016. and head right before standing to be sucked through the wall to find a
  2017. Treasure Chest containing a Music Box! This will also end the level for
  2018. you!
  2019.  
  2020. However, please note that you can use the outside runway to fly through the
  2021. few sections of the large arcing blue containment wall where bricks exist.
  2022. However, this should only be done if you wish to get to the Slot Box (use
  2023. OPTION ONE for enemy info as you head right).
  2024.  
  2025.  
  2026. o-----------o
  2027. | Level 5-2 |
  2028. o-----------o
  2029.  
  2030. Two paths that lead to different rewards. The walkthrough will cover both
  2031. step-by-step.
  2032.  
  2033. ==========
  2034. OPTION ONE
  2035. ==========
  2036.  
  2037. Go down the pipe and fall straight down to land on a Note Block, so use it
  2038. and the next Note Block to get to some firmer brick ledges. Climb upwards to
  2039. go up the pipe (watch out for the Green Koopa Troopas falling from above).
  2040.  
  2041. Slide down the hill to kill three Goombas, continue right to slide down
  2042. another slope to kill two more Goombas, and then head down the first pipe
  2043. you encounter. Inside is a Power-Up (left most brick on the bottom row) and
  2044. the gigantic ? Block contains three 1-Up Mushrooms!
  2045.  
  2046. Outside once more, head right to deal with a Green Paratroopa Koopa and get
  2047. four ? Block Coins before heading right again to go up a pipe. Run to the
  2048. right to hit the Slot Box to finish the level!
  2049.  
  2050. ==========
  2051. OPTION TWO
  2052. ==========
  2053.  
  2054. Go down the pipe and fall straight down to land on a Note Block, so use it
  2055. and the next Note Block to reveal a Power-Up. Continue your long fall
  2056. through the long expanse of air where Coins are randomly distributed until
  2057. you land in a pond with three pipes (take the middle pipe to move on in the
  2058. level).
  2059.  
  2060. Upon arriving, go right to see a Buster Beetle pick and throw an ice block
  2061. (just stand close to it to dodge the block on it's arc) before dispatching
  2062. the Buster Beetle. Go right past the two Pirahna Plants, dodge the ice
  2063. block from the Buster Beetle, and then go past the Venus Fire Trap to pass
  2064. under a Pirahna Plant to go by another Venus Fire Trap.
  2065.  
  2066. Go right to fight a Buster Beetle (watch out for ice blocks) as you move
  2067. right to find more Buster Beetles with ice blocks and Pirahna Plants before
  2068. reaching the end of the path to go up the pipe there. Run to the right to
  2069. hit the Slot Box to finish the level!
  2070.  
  2071.  
  2072. o------------------------o
  2073. | World Five Fortress #1 |
  2074. o------------------------o
  2075.  
  2076. Keep in mind that this Fortress is only necessary to do if you wish to
  2077. create a shortcut past 5-1 and 5-2 if your get a GAME OVER. However, a few
  2078. 1-Up Mushrooms reside inside.
  2079.  
  2080. Go right down the steps, jump across the lava when the Podoboo and the
  2081. Roto-Disc to pass underneath a Thwomp. If you have are Raccoon Mario, go
  2082. right to bust the bricks blocking the passage to the above (leave one as a
  2083. stepping stone) and break the bricks on there too while getting a Power-Up
  2084. (it will make you Raccoon Mario if you are only Super Mario).
  2085.  
  2086. Now go left to go under the Thwomp again before running right to build your
  2087. flight meter to fly up through the twisty path to enter the pipe above (grab
  2088. the Coins and fly where the arrow pointed to reveal a 1-Up Mushroom,
  2089. follwoed by looking off-screen to the left and right of the arrow for 2 more
  2090. 1-Up Mushrooms). Skip the following paragraph to resume the walkthrough.
  2091.  
  2092. If the above does not appeal to you (it is a fair bit of work for little
  2093. reward), go right past the two Roto-Discs to punch the brick to the left of
  2094. the Thwomp for a Power-Up before continuing right to run through the dual
  2095. Roto-Disc attack.
  2096.  
  2097. Go right to the wall, turn left to keep Boo Diddly from charging, and then
  2098. jump onto the top of the wall before the Roto-Disc can get you (turn left to
  2099. keep Boo Diddly away). Run under the Thwomp, get tight to the wall, and
  2100. then jump over the wall when both the Thwomp and the Roto-Disc are not in
  2101. your way.
  2102.  
  2103. Continue right to jump a lava pit to see a Thwomp waiting over an area that
  2104. is as big as him. You can either do a jump to the edge of the platform
  2105. (difficult to do without getting hurt), jump out and then back in to bait
  2106. him so you can jump across when he resets (decent), or you can do a short
  2107. jump from a run to immediately pass under BEFORE he gets to land a hit (hard
  2108. but the easiest with practice). Go through the door to find Boom-Boom!
  2109.  
  2110. A room void of platforms and Boom-Boom does not wing to the sky here. A
  2111. simple three stomps and you are out when you grab the ? Ball on this
  2112. Boom-Boom execution 101!
  2113.  
  2114.  
  2115. o-----------o
  2116. | Level 5-3 |
  2117. o-----------o
  2118.  
  2119. Yes, this is in fact the lone level that houses the almighty (and
  2120. worshipped) Power-Up, Kuribo's Shoe! Enjoy it while it lasts! Also
  2121. remember to hit any Kuribo Goombas from below (when they are on brick
  2122. ledges) to get the Kuribo Shoe free for Mario.
  2123.  
  2124. Go down the pipe you see, walk left to wait for the Spiny to move so you can
  2125. go after the power-Up in the ? Block between the pipes. Go left past the
  2126. Venus Fire Trap, face-off with a Kuribo Goomba (brick ledge is right there
  2127. to get it form the Goomba), and then continue left to find three Spinies.
  2128.  
  2129. Another Kuribo Goomba and a brick ledge are next, followed by three more
  2130. Spinies. Next are some Black Munchers that you can go across with your
  2131. Kuribo Shoe for Coins and a 1-Up Mushroom (second from the left). Next are
  2132. two Pirahna Plants and a Venus Fire Trap before you take a pipe to the level
  2133. below.
  2134.  
  2135. First up is your last shot at a Kuribo's Shoe (move the ice blocks and bait
  2136. it onto the brick ledge before going below to de-shoe the Goomba), which is
  2137. then followed by a Pirahna Plant and some Black Munchers to the right.
  2138. Three Spinies, a Pirahna Plant, Black Munchers, and then another Pirahna
  2139. Plant will challenge you before a Bob-Omb waddles into your hair.
  2140.  
  2141. The middle ? Block contains a Power-Up, jump across the tall pipe between
  2142. the Venus Fire Trap's attacks, and then fight with a couple Pirahna Plants
  2143. and Black Munchers. One more Spiny then stands between you and the pipe to
  2144. the end of level Slot Box goodness!
  2145.  
  2146.  
  2147. o-----------o
  2148. | The Tower |
  2149. o-----------o
  2150.  
  2151. Please note that a secret exists here that requires a P-Wing to get, but
  2152. only if you wish to get a single 1-Up Mushroom.
  2153.  
  2154. Head off to the right through the four Roto-Discs, possibly stopping to get
  2155. the Power-Up before heading up the pipe. Now you need to move left past two
  2156. Thwomps to go up another pipe to be on the outside. Head right across the
  2157. gaps and fight off the two Pile Driver Micro-Goombas to reach the far right.
  2158. If you have a tail, you can hit the wall to the right of the pipe for the
  2159. Coins in the Coin Blocks, and if you have your P-Wing power on, fly over the
  2160. wall to the right to find a lone brick in space with a 1-Up Mushroom inside.
  2161.  
  2162. Go right to go under a Thwomp and jump a bed of spikes while dodging a
  2163. Roto-Disc to go right and jump another bed of spikes to find a pipe to go
  2164. up. Simple go left through this room and up the pipe to end up outside (the
  2165. bricks below the pipe are worth 1 Coin each if you have a tail). Go right
  2166. to punch the lone brick between the ? Blocks to make a beanstalk (deal with
  2167. the Red Koopa Troopa) before climbing up to the cloud platforms. Use them
  2168. to reach the pipe to exit!
  2169.  
  2170. If you go back down (this will deposit you on the bottom half of this world),
  2171. you can get a 1-Up Mushroom with the use of a tail (but you will have to climb
  2172. up the Tower again to get to the top half of the World).
  2173.  
  2174.  
  2175. o-----------o
  2176. | Level 5-4 |
  2177. o-----------o
  2178.  
  2179. If you can fly, this level can play vastly differently than if you can not.
  2180.  
  2181. ==========
  2182. OPTION ONE
  2183. ==========
  2184.  
  2185. This is the regular level. Get the Power-Up, take a running leap past the
  2186. two rotor platforms, use the still rotor platform (it will tilt in the
  2187. direction you are standing), and then hop over the following rotor platforms
  2188. to land on a ledge of wooden blocks.
  2189.  
  2190. Jump the waterfalls and then use the still rotor platforms as you jump
  2191. across the continually rotating ones to land on a cloud platform with a
  2192. Green Paratroopa Koopa. Here you can use the spinning rotor platform to
  2193. perform "The Fake Touch Down Move" (jump on the Koopa Troopa and bounce to
  2194. the platform to wait for the Koopa Troopa to revive so you can jump onto it
  2195. before bouncing back to the rotor platform to repeat the set-up for the
  2196. chain).
  2197.  
  2198. Once you are done/do not bother, head through the pipe to find Lakitu and
  2199. the Slot Box to finish the level! Please note that if you let Lakitu throw
  2200. all four of his Spinies (the maximum he is allowed to have on screen at a
  2201. time) and you then hit the Slot Box, many points and a 1-Up will be yours!
  2202.  
  2203. ==========</pre><pre id="faqspan-3">
  2204. OPTION TWO
  2205. ==========
  2206.  
  2207. Grab the Power-Up at the start and you will need to be Raccoon or Tanooki
  2208. Mario (in this case, NO grabbing the Power-Up). Use the run way to take off
  2209. to the cloud ledges in the sky. When you reach the second one, build up
  2210. your meter to wing to the sky to fly right, and then hover right when you
  2211. run out of flying power to reach the end of the level. Go through the pipe.
  2212.  
  2213. Once you are done/do not bother, head through the pipe to find Lakitu and
  2214. the Slot Box to finish the level! Please note that if you let Lakitu throw
  2215. all four of his Spinies (the maximum he is allowed to have on screen at a
  2216. time) and you then hit the Slot Box, many points and a 1-Up will be yours!
  2217.  
  2218.  
  2219. o-----------o
  2220. | Level 5-5 |
  2221. o-----------o
  2222.  
  2223. This level is the White Mushroom House level, so go into this level trying
  2224. to collect all the Coins possible to win yourself a fabulous prize! This
  2225. level requires you collect a minimum of 28 Coins to make the White Mushroom
  2226. House appear.
  2227.  
  2228. This whole level has a multitude of Donut Lifts constructing the ledges
  2229. Mario walks on, so be careful. Head right to fight two Green Paratroopa
  2230. Koopas and a light brown Para-Goomba as you move to hit the top wooden block
  2231. of the three block stack for a Power-Up. Now go right to stomp a Paratroopa
  2232. Koopa down to it's shell, pick up the shell, and then throw it back to the
  2233. left to uncover the pipe on the right so you may go down it.
  2234.  
  2235. Fall through the Coins and hit the gigantic ? Block for a Tanooki Suit
  2236. before exiting. Jump up through the bricks here to hit the left-most brick
  2237. to get a Coin and continue right (if you get hit though, hit the right-most
  2238. brick to get a Power-Up as well as bumping the Wooden Block just to the
  2239. right of that on the Donut Lifts for another Power-Up).
  2240.  
  2241. Head left through a Fire Chomp and some Pirahna Plants to get some Coins on
  2242. a Donut Lift "bridge", followed up by using the Donut Lifts one at a time
  2243. from left to right to get the Coins below. Now head right again to arrive
  2244. back at the Venus Fire Trap/Green Paratroopa Koopa combo to continue right
  2245. to go under another light brown Para-Goomba to go to the Slot Box to finish
  2246. the level!
  2247.  
  2248. Please not that you can go back to the same pipe you entered for the Tanooki
  2249. Suit to reset the bricks that contain Coins until you have enough Coins for
  2250. the White Mushroom House to appear!
  2251.  
  2252.  
  2253. o-----------o
  2254. | Level 5-6 |
  2255. o-----------o
  2256.  
  2257. Start off by going right with the scrolling screen to see some Para-Beetles
  2258. flying towards the left side of the screen. They can not harm you (unless
  2259. you jump into their bottoms), and you can not harm them as you use them as
  2260. stepping stones between platforms to go between the platforms over the large
  2261. gaps. Be sure to grab the ? Block Power-Up before you jump past the Red
  2262. Paratroopa Koopa to use the Note Blocks to hop across the small wooden block
  2263. platforms.
  2264.  
  2265. Continue to collect Coins as you see a ledge of bricks appear, which you
  2266. should go under to make a P-Switch appear out of the second brick from the
  2267. right (trip it). Now jump across the larger ledges here to pass/kill a Fire
  2268. Chomp as you move to the right to enter a pipe.
  2269.  
  2270. Head through the pipe to find Lakitu and the Slot Box to finish the level!
  2271. Please note that if you let Lakitu throw all four of his Spinies (the
  2272. maximum he is allowed to have on screen at a time) and you then hit the Slot
  2273. Box, many points and a 1-Up will be yours!
  2274.  
  2275.  
  2276. o-----------o
  2277. | Level 5-7 |
  2278. o-----------o
  2279.  
  2280. This level has an unique oddity that few levels share. If you use an
  2281. Invincible Starman BEFORE entering the level, you will have the opportunity
  2282. to run through the entire level while invincible provided you hit the proper
  2283. block to cause replacement Invincible Starman to appear. However, they will
  2284. only appear if you are still invincible WHEN you punch the block.
  2285.  
  2286. The walkthrough will cover the normal level and the Invincible Starman
  2287. strategies. Please note that you can go down the first pipe you see to find
  2288. an area with some possible Invincible Starmen as well as a P-Switch with
  2289. bricks high int he sky requiring a P-Wing to make it a somewhat useful
  2290. diversion (you will collect very few Coins using a Raccoon Leaf or Tanooki
  2291. Suit for this trick).
  2292.  
  2293. ==========
  2294. OPTION ONE
  2295. ==========
  2296.  
  2297. Go past the Green Koopa Troopa to find a Pile Driver Micro-Goomba guarding a
  2298. Power-Up in a Wooden Block. Continue right to deal with three more Pile
  2299. Driver Micro-Goombas, a Venus Fire Trap, and then two more Pile Driver
  2300. Micro-Goombas.
  2301.  
  2302. Lakitu will appear to throw Spinies at Mario, so head right swiftly while
  2303. dodging the various Pile Driver Micro-Goombas and Bullet Bill launchers that
  2304. litter your path. Run right across the flat white cloud to burn on through
  2305. the pipe.
  2306.  
  2307. You will happen upon Lakitu and the Slot Box to finish the level! Please
  2308. note that if you let Lakitu throw all four of his Spinies (the maximum he is
  2309. allowed to have on screen at a time) and you then hit the Slot Box, many
  2310. points and a 1-Up will be yours!
  2311.  
  2312. ==========
  2313. OPTION TWO
  2314. ==========
  2315.  
  2316. Remember you need to use an Invincible Starman BEFORE entering the level.
  2317. Run right to hit the first ? Block you see for the next Starman (collect),
  2318. and then run right to hit the first ? Block in the next set of three for
  2319. another Starman (collect).
  2320.  
  2321. Now run right to go up the brick structure to quickly drop into the Venus
  2322. Fire Trap area to hit the ? Block on the left part of the hole to get your
  2323. next Starman (collect) before leaving the hole to run right to hop off the
  2324. structure to turn left and hit under the lone brick sticking off that same
  2325. structure for the next Starman (collect).
  2326.  
  2327. Go right to land on the first pipe, hit the brick above for the next Starman
  2328. (collect), and then continue right at top speed past the Bullet Bill
  2329. launchers to go through the pipe you find at the end.
  2330.  
  2331. You will happen upon Lakitu and the Slot Box to finish the level! Please
  2332. note that if you let Lakitu throw all four of his Spinies (the maximum he is
  2333. allowed to have on screen at a time) and you then hit the Slot Box, many
  2334. points and a 1-Up will be yours!
  2335.  
  2336. o------------------------o
  2337. | World Five Fortress #2 |
  2338. o------------------------o
  2339.  
  2340. Jump right over the lava using the small block to go down the pipe. Jump to
  2341. the right across the gaps when the Podoboos are not in your path when they
  2342. fly from both the lava on the floor and the down from the roof. When you
  2343. reach the ? Blocks, go over the top (making sure to watch out for the two
  2344. Podoboos coming through the ledge below) to hit the last ? Block on the
  2345. right for an Invincible Starman.
  2346.  
  2347. Now head right across the small platforms to reach a part where a Boo Diddly
  2348. waits, which you should kill with your disappearing invincibility (if you did
  2349. not get here in time, you will have this ghost chasing you the whole way to
  2350. the end). Go right to find a Power-Up from a ? Block (watch out for the
  2351. Podoboo from the roof), and then continue right through some more Poboboos
  2352. and another Boo Diddly to tangle with one last Dry Bones to get into the
  2353. pipe.
  2354.  
  2355. Head right to fight Boom-Boom! Another room clear of obstructions for your
  2356. brawl, so a three stomp and out technique should be easy. However, he will
  2357. try to wing to the sky after the first stomp, so get him before he becomes
  2358. airbourne or you will have some troubles.
  2359.  
  2360.  
  2361. o-----------o
  2362. | Level 5-8 |
  2363. o-----------o
  2364.  
  2365. This level works best if you run the whole way through, which allows for
  2366. minimal attack time for Lakitu. However, make sure to take your time on the
  2367. jumps near the end of the short level.
  2368.  
  2369. Jump across the gap to get a Power-Up from a ? Block before continuing right
  2370. across the gaps with Lakitu raining down Spinies until you see two Red Koopa
  2371. Troopas. You can use this marker to know that the next high ledge will have
  2372. a Power-Up in a ? Block AND a spot to kill off Lakitu (if you want to risk
  2373. it).
  2374.  
  2375. Then you will face a Red Paratroopa Koopa guarding the ascending cloud
  2376. ledges that leads to a long high cloud ledge that has the pipe you need to
  2377. pass through. You will happen upon Lakitu (AGAIN!) and the Slot Box to
  2378. finish the level! Please note that if you let Lakitu throw all four of his
  2379. Spinies (the maximum he is allowed to have on screen at a time) and you then
  2380. hit the Slot Box, many points and a 1-Up will be yours!
  2381.  
  2382.  
  2383. o-----------o
  2384. | Level 5-9 |
  2385. o-----------o
  2386.  
  2387. A scrolling level that requires efficient movements on your part. Go right
  2388. past the Red Paratroopa Koopa tot he next cloud ledge before hopping across
  2389. the next seven floating ledges. Hop up to the horizontal moving ledge above
  2390. the seventh in the set, and then ride it to the right to jump to the ledge
  2391. dropping down from above.
  2392.  
  2393. As a Fire Chomp attacks, jump to the ledge on the right, followed by
  2394. going on a set of three jumps to the right (across a new platform each
  2395. time). Another Fire Chomp attacks, so jump to the ledge above, jump to the
  2396. right, and then jump up the remaining ledges to reach a cloud ledge where a
  2397. pipe awaits.
  2398.  
  2399. You will happen upon Lakitu and the Slot Box to finish the level! Please
  2400. note that if you let Lakitu throw all four of his Spinies (the maximum he is
  2401. allowed to have on screen at a time) and you then hit the Slot Box, many
  2402. points and a 1-Up will be yours!
  2403.  
  2404.  
  2405. o---------------------o
  2406. | Roy Koopa's Airship |
  2407. o---------------------o
  2408.  
  2409. Head right to go by a Cannonball launcher and an Exhaust Port to find a ?
  2410. Block Power-Up defended by a pair of Cannonball cannons. Go right past a
  2411. Bullet Bill cannon, up the stairs, past the two Cannonball cannons, and then
  2412. through a barrage of Cannonballs to find a Bullet Bill launcher.
  2413.  
  2414. The next part of the Airship is known by many as "The Gauntlet", which is
  2415. comprised of eight Cannonball cannons. However, you can bypass this
  2416. dangerous section of death by using the first cannon along the top to bounce
  2417. off a Cannonball (hold the A Button) to land on the roof of the wall the
  2418. cannons are attached to. Now head right past the Bullet Bill launcher to go
  2419. to the pipe to enter the Koopa Kid's Chamber!
  2420.  
  2421. The following is the layout of his room:
  2422.  
  2423. | | | |
  2424. | | | |
  2425. | | | |
  2426. | | | |
  2427. | | | |
  2428. | | ___ _______ | |
  2429. | |___| |___| | |_______| |
  2430. | | | | | | | | | | | | | |
  2431.  
  2432. Roy Koopa will greet you here with his smoke ring throwing wand in hand.
  2433. However, he also has the additional power of shaking the ground whenever he
  2434. lands from a jump, which immobilizes Mario for a few seconds. Also note
  2435. that he will double hop after every stomp and they are very short and small
  2436. hops. Grab the Magic Wand and fall down to the throne room to receive a
  2437. letter from Princess Toadstool. She gives you a Jugem Cloud as you head off
  2438. to Ice Land!
  2439.  
  2440. ----------------------------------------------------------------------------
  2441. ------------------------------------World Six-------------------------------
  2442. ----------------------------------------------------------------------------
  2443.  
  2444. 9) Welcome to Ice Land! This section will give you the know all for
  2445. getting through with ease.
  2446.  
  2447. ______________________________
  2448. KEY |
  2449. |
  2450. S - Start Location |
  2451. X - Level Location |
  2452. P - Pipe Location |
  2453. F - Fortress Location |
  2454. R - Rock Location |
  2455. H - Spade House Location |
  2456. T - Toad House Location |
  2457. W - Wandering Hammer Brothers |
  2458. L - Locked Door Location |
  2459. C - Castle Location |
  2460. B - Bridge Location |
  2461. ______________________________|
  2462.  
  2463.  
  2464. I C E L A N D
  2465.  
  2466. T P---B-+
  2467. | |
  2468. +--X---+RP +--+---+
  2469. | | | |
  2470. --S---+--X--H F---WL-+ +--X--W F--+ X---
  2471. | | | | | | |
  2472. P +------X H---+ T +--+R-+---X
  2473. | | | | |
  2474. +--X--+--+--S---+
  2475.  
  2476.  
  2477. o-------------------------o
  2478. | Mushroom House Contents |
  2479. o-------------------------o
  2480.  
  2481. House #1: Random
  2482. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  2483.  
  2484. House #2: Pre-Determined
  2485. Items...: Hammer Brother Suit
  2486.  
  2487.  
  2488. o---------------------------o
  2489. | Wandering Hammer Brothers |
  2490. o---------------------------o
  2491.  
  2492. Brother Set #1: Hammer
  2493.  
  2494. Brother Set #2: Jugem's Cloud
  2495.  
  2496. Brother Set #3: Invincible Starman
  2497.  
  2498.  
  2499. o-----------o
  2500. | Level 6-1 |
  2501. o-----------o
  2502.  
  2503. Head right to get a Power-Up from a ? Block, jump over the Ptooie when the
  2504. spiked ball is high in the air, and then continue right to see another
  2505. Ptooie. However, if you are Raccoon Mario upon starting the level, ignore
  2506. the ? Block Power-Up as you jump the Ptooie to then fly high into the sky to
  2507. pass through a door. Here you will pass under some low hanging walls to hit
  2508. a P-Switch and then reverse direction to slide back to collect the bounty of
  2509. Coins from the bricks that were switched before exiting through the door on
  2510. the right side of the bricks turned COins (if you are too slow, you will
  2511. have to use your tail to bust the bricks to reach the door).
  2512.  
  2513. A Pirahna plant is next, followed by a Venus Fire Trap, three Ptooies (the
  2514. Bonus Roo will deposit you here), a dark brown Para-Goomba, and then another
  2515. Ptooie. Take a timed running leap through the opening on the Ptooie and it's
  2516. spiked ball to clear the gap on the far side of the pipe. Now run right to
  2517. reach the Slot Box and finish the level!
  2518.  
  2519.  
  2520. o-----------o
  2521. | Level 6-2 |
  2522. o-----------o
  2523.  
  2524. This level will automatically scroll along (so keep up with the movements).
  2525. Use the two cloud platforms to reach the ice platform, jump to the platform
  2526. below, and then use the Ice Block on the ? Block on the right for a
  2527. Power-Up. Jump to the platform on the right with the brick wall, use the
  2528. clouds to climb past it, and then go by the Red Koopa Troopa ledge to go
  2529. right along the wooden ledges to a large wall.
  2530.  
  2531. Jump up the cloud ledges as they appear to climb up beside the wooden block
  2532. wall, jump right across the ledges, and move the Ice Blocks so you can hit
  2533. the Coin Block. Go right past the Red Koopa Troopa to use the cloud
  2534. platforms as the stage scrolls downward to an ice platform, and then drop
  2535. down so Mario is lower than the wooden block wall. Quickly jump to the
  2536. cloud platform, then to the next one, and then back to the left for the 1-Up
  2537. Mushroom in the block on the wooden ledge.
  2538.  
  2539. Continue your leaping to the right across ledge and platform to find a pipe
  2540. to go down. Run to the right to find the Slot Box to finish the level!
  2541.  
  2542.  
  2543. o-----------o
  2544. | Level 6-3 |
  2545. o-----------o
  2546.  
  2547. Jump off of the Note Blocks to land on the wooden platform to the right,
  2548. duck (if you are Super Mario or better) to pass through the small opening,
  2549. and then jump up to the ice ledge to stomp the Red Koopa Troopa. Take the
  2550. shell as you jump right to use it on the ? Block for a Power-Up, run across
  2551. the small gaps, and then deal with the two Red Koopa Troopas.
  2552.  
  2553. When you see the three bricks, either jump and whack the left-most one with
  2554. your tail OR use a Red Koopa Troopa shell to hit the brick to make a vine
  2555. extend up to a spot with a pipe. Inside is a Tanooki Suit from a gigantic
  2556. ? Block, and then fly up the left side for 30 Coins before going out the
  2557. left pipe.
  2558.  
  2559. Jump off the platform to the right and use your tail to slow your descent to
  2560. land on a small ice ledge with a big wall. Jump across the small ledges as
  2561. you head right (you can go the low route for a 1-Up Mushroom from the brick
  2562. if you are daring), and then jump the two Red Paratroopa Koopas to reach
  2563. solid ground. Run to the right to reach the Slot Box and finish the level!
  2564.  
  2565.  
  2566. o-----------------------o
  2567. | World Six Fortress #1 |
  2568. o-----------------------o
  2569.  
  2570. Go onto the platform to start your ride up the wire while Podoboos attack
  2571. from below, making sure to get the ? Block Power-Up. Ride the long route
  2572. through the narrow horizontal corridor, and when you reach the part where
  2573. the wire cuts downward (a Hot Foot is visible), run off the platform and
  2574. hold RIGHT to reach the ledge below where a door awaits your entry.
  2575.  
  2576. A dual Roto-Disc enemy awaits here for you to jump over it, grab the Power-Up
  2577. from the ? Block, and then head right. If you have flying ability, wing to
  2578. the sky for a 1-Up Mushroom. The ? Blocks inside the pseudo-room contain an
  2579. Invincible Starman (the left-most ? Block), so grab it and head right at top
  2580. speed to go through a door and into Boom-Boom's Chamber!
  2581.  
  2582. Run right towards Boom-Boom, and just smack him with your body if the
  2583. invincibility has lasted the whole way for you (you also get a COOL upside
  2584. down ? Ball!). Otherwise, it is a room with two small bricks in the air and
  2585. Boom-Boom will wing to the sky after the first stomp. Three stomps will win
  2586. you a ? Ball and you are on to the next level!
  2587.  
  2588.  
  2589. o-----------o
  2590. | Level 6-4 |
  2591. o-----------o
  2592.  
  2593. Jump to the right, use the rotor platform when it is still to jump to the
  2594. ice block, and then jump to the right again. Now go down the ice stairs to
  2595. hit the brick to get a 1-Up Mushroom (if you want to risk it), and then go
  2596. right along the top to step onto a wooden ledge before jumping to the right
  2597. to wait for the platform to move under the ice blocks. Not however you can
  2598. enter a Coin Heaven from here when you first hop onto the wooden ledge again
  2599. and jump up to the left along the ice blocks to reveal the Note Block that
  2600. will carry Mario there (although it is not the Coin Heaven with teh 1-Up in
  2601. the sky).
  2602.  
  2603. Use the platform to get the ? Block Power-Up and the Coins before jumping
  2604. across the gaps using ledges and platforms to find a P-Switch to stomp for a
  2605. large brick wall of Coinly goodness. Run right to find rotor platforms
  2606. (Mario will land form the Coin Heaven here) connected to the ice blocks and a
  2607. Fire Chomp. Once you clear this area, run to the right to find the Slot Box
  2608. and finish the level!
  2609.  
  2610.  
  2611. o-----------o
  2612. | Level 6-5 |
  2613. o-----------o
  2614.  
  2615. An unique level where the exit is found PARTWAY through the level, NOT the
  2616. farthest point you can travel to.
  2617.  
  2618. Head through the pipe at the beginning to go underground to see some Buster
  2619. Beetles walking away from Mario, so follow them and go into the pipe coming
  2620. from the ceiling to find a ? Block Power-Up. You can then go back down the
  2621. pipe and then immediately return to Power-Up again (assuring yourself of the
  2622. Raccoon Mario status you will need to finish the level).
  2623.  
  2624. Head though the pipe on the left of the small room, use your tail on the
  2625. Venus Fire Trap immediately, and then climb the slope to go down the
  2626. segmented stair section. Wait for the Buster Beetle to throw his Ice Block
  2627. into the wall, kill the Buster Beetle, and then go left to rid yourself of
  2628. the three Ice Block wall. Remember that you need to be Raccoon Mario, and
  2629. if you lose this you need to head right through the pipe to the Power-Up
  2630. room (remember this for any time you get hit).
  2631.  
  2632. Now knock the Green Koopa Troopa out, grab the Koopa Shell, and then build
  2633. your flying meter to go through the hole in the roof to land on the brick
  2634. ledge. Immediately throw your Koopa shell to the right to kill the two
  2635. Nippers and go through the hole you made to enter the pipe. head to the
  2636. right to get hit the Slot Box to finish the level!
  2637.  
  2638.  
  2639. o-----------o
  2640. | Level 6-6 |
  2641. o-----------o
  2642.  
  2643. Go through the pipe to find a path split, with the upwards one taking you on
  2644. a detour past Spikes and a Cheep-Cheep for a Power-Up, while the downward
  2645. path will put Mario onto a path past Cheep-Cheeps and a Pirahna Plant.
  2646. Continue right to go past two Venus Fire Traps to enter the water.
  2647.  
  2648. Swim along the top half of the water past the Cheep-Cheeps to enter a
  2649. dead-end path with a small pocket of air (jump one spot to the left of the
  2650. wall to find a 1-Up Mushroom). Continue right to find a Power-Up, followed
  2651. by you slipping through the hole on the right to go down and then right once
  2652. more.
  2653.  
  2654. Navigate the school of Cheep-Cheep located here to find a few Pirahna Plants
  2655. doing there thing under water (they will continually come out DESPITE your
  2656. proximity, so be wary), followed by Mario leaving the water to face three
  2657. Spikes, a Venus Fire Trap, a Cheep-Cheep, and then a Spike before heading up
  2658. through a pipe.
  2659.  
  2660. A Spike is all that stands between you and the Slot box to finish the level!
  2661.  
  2662.  
  2663. o-----------o
  2664. | Level 6-7 |
  2665. o-----------o
  2666.  
  2667. This level is the White Mushroom House level, so go into this level trying
  2668. to collect all the Coins possible to win yourself a fabulous prize! This
  2669. level requires you collect a minimum of 78 Coins to make the White Mushroom
  2670. House appear.
  2671.  
  2672. A scrolling level, your skills need to be dead on to get all the Coins.
  2673. Jump to the right across the Donut Lifts (stand on the right Donut Lift of
  2674. the second ledge to fall down and get three Coins before hopping right), and
  2675. then get the Power-Up as you go onto the Donut Lift on the top ledge.
  2676.  
  2677. Jump to the ledge on the right when the Donut Lift falls, kill the Fire
  2678. Chomp, and then fall along with the Donut Lift to get six Coins before
  2679. jumping right. Use the Donut Lift to get the three Coins below, get the
  2680. Coins from the ice ledge, and then use the Donut Lift for the three Coins
  2681. below.
  2682.  
  2683. Now get the Coin from the ? Block, go right to use the Donut Lift for the
  2684. Coins below, and then jump right for more Coins before hitting the brick for
  2685. another Coin. Jump above to get the Coins with assistance from the Donut
  2686. Lift, and then jump right to hit the ? Block to get the Power-Up (needs to
  2687. be a Fire Flower for the White Mushroom House chances to continue).
  2688.  
  2689. Use the Donut Lift to fall down to jump right, jump up two ledges, and then
  2690. use the Donut Lift to get the Coins below (both columns). Now hop up until
  2691. a row of Coins below a Donut Lift beckons, go down to get them, and then
  2692. quickly hop up and then to the right to reach the solid ledge where a Fire
  2693. Chomp guards some more Coins.
  2694.  
  2695. Jump up the Donut Lift steps to reach the ice ledge, use the Donut Lift to
  2696. fall on, and then jump right to the Note Blocks so you can reach the pipe.
  2697. Use your Fire Power (which you needed to retain to this point for the White
  2698. Mushroom House) on the iced Coins, making sure to rid yourself of the Green
  2699. Paratroopa Koopa. Also look for an invisible block worth a Coin to the left
  2700. of the stack of frozen currency before running to the right to hit the Slot
  2701. Box to end the level!
  2702.  
  2703.  
  2704. o-----------------------o
  2705. | World Six Fortress #2 |
  2706. o-----------------------o
  2707.  
  2708. Please note that this fortress has icy floors throughout, so it will be a
  2709. slippery ride.
  2710.  
  2711. Run right to jump the small block, fall through the hole immediately so the
  2712. Thwomp does not hit you (horizontal mover), and then head right carefully to
  2713. hit the ? Block for a Power-Up. Now jump up to the right when the Thwomp is
  2714. resetting to the left, head right to wait for the Thwomp below to move
  2715. right, and then fall through the hole.
  2716.  
  2717. Continue right to jump to the small ledge, wait for the Thwomp to move left,
  2718. and then jump up to run and slide under the short wall (if you are Super
  2719. Mario or better). Jump the gap to avoid two Roto-Discs to gain a Power-Up
  2720. from a ? Block, and then go right to hop up a level once the Thwomp starts
  2721. to reset to the left.
  2722.  
  2723. Now go right past the dual Roto-Discs with the Boo Diddly in pursuit to see
  2724. a Thwomp below. Wait for the Thwomp to reset to the left, jump down on the
  2725. right, and then hop the Thwomp as it comes right to fall through the hole.
  2726. Run to the right to jump up through the opening immediately so the Thwomp
  2727. coming in from the right will not catch you. Take off to the right to find
  2728. a door to Boom-Boom's Chamber!
  2729.  
  2730. Boom-Boom begins on an elevated ledge on the right, with a few small ledges
  2731. strewn throughout the lair. Add in the icy floors to cause problems,
  2732. Boom-Boom has some real advantages here. However, Boom-Boom will not wing
  2733. to the sky, so use the three stomp and out with the help of the ? Ball!
  2734.  
  2735.  
  2736. o-----------o
  2737. | Level 6-8 |
  2738. o-----------o
  2739.  
  2740. Grab an ice block, use it on the ? Block for a Power-Up, and then jump the
  2741. Ptooie to stomp a green Koopa Troopa. Pick up the shell and kick it right
  2742. to wipe the Nippers, Spikes, and the Buster Beetle out. Grab the Power-Up
  2743. with the ice block, take on a couple Buster Beetles, face some Nippers, and
  2744. then slide down the hill to kill another Buster Beetle.
  2745.  
  2746. Fight another Buster Beetle before tripping a P-Switch and winging to the
  2747. sky (directly above the P-Switch) to find a huge set of bricks that are
  2748. Coins for a limited time. Now head right to ht the Slot Box and finish the
  2749. level!
  2750.  
  2751.  
  2752. o-----------o
  2753. | Level 6-9 |
  2754. o-----------o
  2755.  
  2756. Two paths that lead to different rewards. The walkthrough will cover both
  2757. step-by-step.
  2758.  
  2759. ==========
  2760. OPTION ONE
  2761. ==========
  2762.  
  2763. If you wish to use a P-Wing, you can just fly over the ice wall on the
  2764. right, beat the Red Koopa Troopa up, get the 1-Up Mushroom, and then go
  2765. right to hop off the wall to go to the Slot Box to finish the level.
  2766.  
  2767. Also note that regular Mario can make it up to the top by jmuping at the
  2768. wall and then jumping at the proper time to get another hop up onto the
  2769. ledge. I have only performed this a handful of times as of yet I have been
  2770. unable to devlop a surefure strategy for it (please send in your thoughts
  2771. and strategies if you have them).
  2772.  
  2773. ==========
  2774. OPTION TWO
  2775. ==========
  2776.  
  2777. If you chose to go down the pipe, you will face some watery danger. Head
  2778. right past a Cheep-Cheep to see a Blooper With Kids who uses the kid scatter
  2779. attack, so swim up onto the wooden block to go onto dry land. Jump the
  2780. Munchers, wait for the Pirahna Plant to retreat, and then jump the gap to
  2781. the far ledge.
  2782.  
  2783. Jump the Munchers, get the Power-Up from the Note Block, and then run under
  2784. the pipe when the Pirahna Plant is withdrawn to run back into the water.
  2785. Now swim past a Cheep-Cheep to go above water (allow the avoiding of more
  2786. Blooper With Kids), so jump right over Munchers, jump up off the wooden
  2787. blocks just to the left to reveal a hidden block, and then hit the brick to
  2788. reveal a P-Switch (use the block you uncovered to reach it). Now collect
  2789. the Munchers (they become Coins).
  2790.  
  2791. Now head right past the first Pirahna plant to deal with a Venus Fire Trap
  2792. before hopping into the pipe above the Venus Fire Trap's pipe to go outside.
  2793. Run to the right to hit the Slot Box and end the level!
  2794.  
  2795.  
  2796. o------------o
  2797. | Level 6-10 |
  2798. o------------o
  2799.  
  2800. Go right to see some Red Koopa Troopas as Mario finds a ? Block containing a
  2801. Power-Up, followed by using an Ice Block on the brick on the right in the
  2802. set of two to make a vine appear. Climb it to find a P-Switch in a brick,
  2803. trigger it, and then jump through the mass of Coins on your right before
  2804. quickly heading right past the frozen Coins to find four frozen Munchers
  2805. covering a pipe. Use your Fire Power (if you have it) to release the
  2806. Munchers, which will still be Coins thanks to the P-Switch, which you follow
  2807. by heading down the pipe to find a Hammer Suit!
  2808.  
  2809. Head right past the dark brown Para-Goomba to jump a gap to find an area
  2810. guarded by Buster Beetles. Then you need to jump some gaps using a rotor
  2811. platform and deal with a Red Koopa Troopa before heading right to hit the
  2812. Slot Box to finish the level!
  2813.  
  2814.  
  2815. o-----------------------o
  2816. | World Six Fortress #3 |
  2817. o-----------------------o
  2818.  
  2819. Head right to deal with a dual Roto-Disc set as you jump to the conveyor
  2820. ledge over a spike bed to jump to another dual Roto-Disc obstacle, which is
  2821. followed by two Boo Diddlies. Now jump right over the spike bed to avoid a
  2822. Stretch as you get a Power-Up from a ? Block, followed by a Boo Diddly and
  2823. another Stretch.
  2824.  
  2825. Go right on past the Roto-Disc to pass a Thwomp, followed by leaping to a
  2826. new conveyor belt to go by a Roto-Disc. Now two Stretches and a dual
  2827. Roto-Disc are your blockade, so use the Stretch to cross the spike bed to
  2828. leap to the far ledge to go through the door.
  2829.  
  2830. You will fall to the floor far below, run to the right, and then turn left
  2831. to keep the three Boo Diddlies away until the door is floor level for Mario
  2832. to pass through to find Boom-Boom's Chamber!
  2833.  
  2834. Boom-Boom has a crowded room with five different blocks in the air, limiting
  2835. the jumping area. Boom-Boom does not wing to the sky here, so a three stomp
  2836. for a ? Ball should be simple. However, just be sure to not get trapped
  2837. underneath a block with boom-Boom charging you!
  2838.  
  2839.  
  2840. o-----------------------o
  2841. | Lemmy Koopa's Airship |
  2842. o-----------------------o
  2843.  
  2844. Head right to find a Bolt-Lift leading over a pit to the far side, so ride
  2845. it across the gap OR just wait for the screen to scroll and take a running
  2846. leap across to the far side. Now use the two Bolt Lifts to cross another
  2847. gap, head down the path to maneuver through the Exhaust Ports that litter
  2848. this area, and then jump to the left for a Power-Up.
  2849.  
  2850. Now go right to jump up to the left between Exhaust port fire blasts and
  2851. then right to find a pipe to the Koopa Kid's Chamber!
  2852.  
  2853. The following is the layout of his room:
  2854.  
  2855. | | | |
  2856. | | | |
  2857. | | | |
  2858. | | | |
  2859. | | | |
  2860. | | | |
  2861. | |___________________________| |
  2862. | | | | | | | | | | | | | | | | |
  2863.  
  2864. Lemmy Koopa could be the "clown prince" of the family with his ball balancing
  2865. act as he rolls around his flat-floored room. He will release his
  2866. star-adorned balls as you try to stomp him three times. Grab the Magic
  2867. Wand and fall down to the throne room to receive a letter from Princess
  2868. Toadstool. She gives you a P-Wing as you head off to Pipe Land!
  2869.  
  2870. ----------------------------------------------------------------------------
  2871. -----------------------------------World Seven------------------------------
  2872. ----------------------------------------------------------------------------
  2873.  
  2874. 10)Welcome to Pipe Land! This section will give you the know all for
  2875. getting through with ease.
  2876.  
  2877. ______________________________
  2878. KEY |
  2879. |
  2880. S - Start Location |
  2881. X - Level Location |
  2882. P - Pipe Location |
  2883. F - Fortress Location |
  2884. R - Rock Location |
  2885. H - Spade House Location |
  2886. T - Toad House Location |
  2887. W - Wandering Hammer Brothers |
  2888. L - Locked Door Location |
  2889. C - Castle Location |
  2890. B - Bridge Location |
  2891. A - Pirahna Plant Ambush |
  2892. ______________________________|
  2893.  
  2894.  
  2895. P I P E L A N D
  2896.  
  2897. S-----+ P P F--H--X X------P
  2898. | | | L | | | | P
  2899. X--P P T P--A---+--P P H---+--X--T
  2900. |
  2901. P---P +--X--H--+--X--P PL--X-----F
  2902. | | | | |
  2903. X---P P X--P T C-----A
  2904.  
  2905.  
  2906. o-------------------------o
  2907. | Mushroom House Contents |
  2908. o-------------------------o
  2909.  
  2910. House #1: Random
  2911. Items...: Super Mushroom, Fire Flower, Raccoon Leaf
  2912.  
  2913. House #2: Random
  2914. Items...: Frog Suit, Tanooki Suit, Hammer Suit
  2915.  
  2916. House #3: Random
  2917. Items...: Frog Suit, Tanooki Suit, Hammer Suit
  2918.  
  2919.  
  2920. o------------------------o
  2921. | Pirahna Plant Ambushes |
  2922. o------------------------o
  2923.  
  2924. Pirahna Scene #1: P-Wing
  2925.  
  2926. Pirahna Scene #2: Super Mushroom
  2927.  
  2928.  
  2929. o-----------o
  2930. | Level 7-1 |
  2931. o-----------o
  2932.  
  2933. Go enter the door, take out the Red Koopa Troopa, and then continue jumping
  2934. up to enter a pipe. Time your drop down to the left between the Pirahna
  2935. Plant movements, head up the pipe, and then jump around the ? Block ledge
  2936. above (very difficult to do) to find a 1-Up Mushroom!
  2937.  
  2938. Now take the pipe on the left, use the Red Koopa Troopa on the ? Blocks on
  2939. ground level for a Power-Up, and then use the Note Block to bounce up on top
  2940. of the pipe.
  2941.  
  2942. Now continue upwards past the Red Koopa Troopa and the Pirahna Plants to get
  2943. onto a dual set of Note Blocks to bounce up to the pipe on the right. Then
  2944. use the next Note Block to jump up to some wooden ledges. However, if you
  2945. have flying ability, use the runway by the Red Koopa Troopa to fly up the
  2946. left side to find a pipe system that will allow you to skip the Note Block
  2947. sections and find a fair bit of Coins as well.
  2948.  
  2949. When you go through the pipe, walk towards the approaching Green Koopa
  2950. Troopas until you are under an opening, bounce off of a Green Koopa Troopa
  2951. (hold the A Button), and then land on the blocks up top to go up the pipe.
  2952. Head right to hit the Slot Box and finish the level!
  2953.  
  2954.  
  2955. o-----------o
  2956. | Level 7-2 |
  2957. o-----------o
  2958.  
  2959. This level is the White Mushroom House level, so go into this level trying
  2960. to collect all the Coins possible to win yourself a fabulous prize! This
  2961. level requires you collect a minimum of 46 Coins to make the White Mushroom
  2962. House appear. Wear a Frog Suit if you attempt to get this challenge done.
  2963.  
  2964. Go right past the Nipper to use an Ice Block on the left ? Block to find a
  2965. Power-Up, and then head down the next pipe. Go to the far left to collect
  2966. the Coins, trigger the P-Switch, and then swim right at top speed to collect
  2967. as many Coins as possibly before they revert to bricks (note that this is
  2968. impossible to do without the use of a Frog Suit though).
  2969.  
  2970. Head back up topside to fight Nippers and Venus Fire Traps as you head right
  2971. to jump into a large area where a Green Paratroopa Koopa is (kill it). Now
  2972. jump up to reveal hidden Note Blocks ALL the way across this area before
  2973. heading down the pipe on the right for a Power-Up before heading down the
  2974. pipe on the left.
  2975.  
  2976. Swim to the pipe on the left, head topside, turn right to go across the Note
  2977. Block bridge (jump straight up off the seventh from the left Note Block to
  2978. reveal a hidden 1-Up Mushroom), and then continue right to go down the first
  2979. pipe you see leading into the ground to fight Nippers and a Pirahna Plant as
  2980. you go right to get a Power-Up.
  2981.  
  2982. Head back topside (using the pipe you came down in) to go right past a slew
  2983. of Venus Fire Traps, a Pirahna Plant, and a Nipper to find the one short
  2984. pipe that leads underground to another pipe for Mario to take. Run off to
  2985. the right to find the Slot Box and finish the level!
  2986.  
  2987.  
  2988. o-----------o
  2989. | Level 7-3 |
  2990. o-----------o
  2991.  
  2992. This level has the potential for Mario to be invincible the whole way
  2993. through, PROVIDED you hit the proper ? Blocks as you run through.
  2994.  
  2995. Hit the ? Block at the start for the Invincible Starman, run right through
  2996. the four Green Koopa Troopas to hit the left-most ? Block on the bottom set
  2997. for another Invincible Starman. Head right through two Green Koopa Troopas
  2998. and two Green Paratroopa Koopas to hit the left-most ? Block on the bottom
  2999. set for another Invincible Starman, and then run down the hill through three
  3000. Spinies.
  3001.  
  3002. Jump past the Venus Fire Trap, hit the brick for an Invincible Starman as
  3003. Lakitu shows up throwing Spiny Eggs (you can also go to the ? Block above
  3004. for a Power-Up), and then head right to hit the brick for a P-Switch
  3005. (trigger it for some Coins if you wish).
  3006.  
  3007. Now head right to hit the next brick to get an Invincible Starman, with the
  3008. same applying for the next brick you find. Now just run and jump right
  3009. across the gaps to pass a couple Green Paratroopa Koopas to find the Slot
  3010. Box to finish the level! Remember that you can wait for Spiny Eggs to be on
  3011. screen along with Lakitu to win a 1-Up!
  3012.  
  3013.  
  3014. o-----------o
  3015. | Level 7-4 |
  3016. o-----------o
  3017.  
  3018. If you are Raccoon/Tanooki Mario, you can fly over the wall to the right to
  3019. find two 1-Up Mushrooms. However, you will be unable to fly over the next
  3020. wall, so go back to the right to go down the pipe.
  3021.  
  3022. A scrolling screen will cause you some concern in this aquatic challenge.
  3023. Head right to pass a Lava Lotus with Spiny Cheep-Cheeps swimming through the
  3024. area from both directions to find a Power-Up in a ? Block. Swim right to
  3025. face a Big Bertha as you exit the white bordered passage, which is followed
  3026. up by a Blooper With Kids as you enter the "Jelectro Field".
  3027.  
  3028. The Jelectro Field has a mass of Jelectros blocking most paths through, so
  3029. control is VERY important! A Big Bertha will appear not too far into the
  3030. field, so avoid it as best you can, and then a Blooper With Kids will attack
  3031. as you exit the Jelectro Field.
  3032.  
  3033. As a second Blooper With Kids attacks, the ground will reappear, bringing
  3034. the return of Spiny Cheep-Cheep attacks as well. Get the power-Up from the
  3035. ? Block, go past the Lava Lotus, and then go by a Big Bertha to pass through
  3036. a small passage. Next up is a Lava Lotus that guards the pipe back to the
  3037. surface, where a sprint to the right will gain Mario the Slot Box.
  3038.  
  3039.  
  3040. o-----------o
  3041. | Level 7-5 |
  3042. o-----------o
  3043.  
  3044. Head down the pipe to find two Green Paratroopa Koopas guarding the way to
  3045. the next pipe. Go right underneath the Red Koopa Troopas to take a pipe
  3046. down to face Bob-Ombs and Green Koopa Troopas as you move right jumping up
  3047. towards openings in the floor above to reveal blocks.
  3048.  
  3049. Go up the pipe on the right first to get a Power-Up from the ? Block,
  3050. followed by moving left to hit the hidden block in the small opening before
  3051. going down the pipe to go get the ? Block Coins. Now go up the first pipe
  3052. you happen upon to jump and reveal a 1-Up Mushroom, which can be collected
  3053. through the odd trick of letting it grow partway from the block, go down the
  3054. pipe, and then immediately go back up the pipe to collect the 1-Up without
  3055. ever touching it!
  3056.  
  3057. Head back down again to go to the next pipe on the left to take that pipe
  3058. up, followed by going to the right to either use your tail on the brick
  3059. before performing a running slide under the wall or go down the pipe just
  3060. below the brick to find three Green Paratroopa Koopas. These Green
  3061. Paratroopa Koopas can be used to do the "Endless Enemy Stomp" for a pile of
  3062. 1-Ups (just draw them to the right to perform the trick in the roomiest
  3063. location possible)!
  3064.  
  3065. Head right past the Red Koopa Troopa (do not go low or the Bob-Omb will get
  3066. you because of hidden blocks stopping your escape), and go through the Ice
  3067. Blocks while dealing with a Green Koopa Troopa to go down the pipe. Head
  3068. right to hit the hidden blocks, and then go back up the pipe to go left to
  3069. get to the platform with the Red Koopa Troopa so Mario can hit the hidden
  3070. blocks there.
  3071.  
  3072. Now go left until Mario can go up onto the top level, run right to use the
  3073. pipe (look for a hidden 1-Up Mushroom to the side of the pipe), and then go
  3074. across the hidden block bridge to go up the pipe. head right to hit the
  3075. Slot Box to finish the level!
  3076.  
  3077.  
  3078. o------------------o
  3079. | Pirahna Scene #1 |
  3080. o------------------o
  3081.  
  3082. Go by the two Venus Fire Traps to find some Munchers that will only be
  3083. attacking about three seconds, followed by three seconds retreated into
  3084. their small pipes. Your job is to go across their area by stepping where
  3085. the retreated Munchers are to arrive near a gap.
  3086.  
  3087. Jump the gap to go past some Venus Fire Traps and a Pirahna Plant to go down
  3088. the short pipe to find a P-Wing!
  3089.  
  3090.  
  3091. o-------------------------o
  3092. | World Seven Fortress #1 |
  3093. o-------------------------o
  3094.  
  3095. An unique level that requires some work to gain some great rewards,
  3096. INCLUDING the infamous "Coin Fortress"!
  3097.  
  3098. This paragraph is for the player who is Regular Mario (the rest of the Mario
  3099. types can skip to the next paragraph). Go into the Fortress to go right
  3100. through the door. Run right through this deserted room (all the enemies are
  3101. mysteriously gone) to pass through another door to find a lava room where a
  3102. Power-Up awaits on the right. Now head back to the initial room.
  3103.  
  3104. Go underneath the grey platform, walk to the fourth brick to the right, jump
  3105. straight up to break bricks until the top brick reveals a P-Switch, and then
  3106. go trigger it. Now you have the choice of collecting the mass of Coins that
  3107. appear for a limited time (go through the doorways quickly to return to this
  3108. room) OR jump to the grey platform on the left to go through the just
  3109. appeared door (you need to do this option to beat the Fortress).
  3110.  
  3111. Go right to enter the first pipe you see to fall down through some Coins to
  3112. find a gigantic ? Block containing a Tanooki Suit! Go back up the pipe to
  3113. go through the pipe on the right to enter the lava room. Go down to the
  3114. left to use the door to enter the deserted room. Now build your flying
  3115. meter so you can wing to the sky near the pillar on the left side of the
  3116. room to enter the pipe to find Boom-Boom's Chamber!
  3117.  
  3118. A wide open room greets you here, so a three stomp and a ? Ball should be
  3119. rather easy, however, Boom-Boom can wing to the sky after one stomp, so be
  3120. ready to shoot him down!
  3121.  
  3122.  
  3123. o-----------o
  3124. | Level 7-6 |
  3125. o-----------o
  3126.  
  3127. You will see two types of yellow platforms in this level: one with a
  3128. specific arrow direction, and one with an exclamation mark on it. The
  3129. specific arrow direction will be the ONLY direction the platform will move,
  3130. but the exclamation mark platform can have it's direction changed by jumping
  3131. up and down on it (starts up, then left, then right, then starts over).
  3132.  
  3133. Head right to enter the door to turn left and walk through the side of the
  3134. screen to climb the wooden stairs while dodging the Green Koopa Troopas.
  3135. Use the exclamation mark lift to ride up past the Pirahna Plants towards a
  3136. Donut Lift ledge that should be boarded before jumping onto the arrow lift
  3137. (ride it and void the ledges in your path).
  3138.  
  3139. When you see the arrow platform going left, get on it and jump to the pipe
  3140. before jumping down to the arrow platform once it passes through the pipe so
  3141. you can ride through the side of the screen to go up the pipe on the other
  3142. side.
  3143.  
  3144. Use the exclamation platform to hit the third from the left ? Block for a
  3145. Power-Up before continuing your ride up and around the ? Blocks to go through
  3146. a hole in the ceiling. Use the left arrow platform to go to the up arrow
  3147. platform, and then use the right arrow platform to duck under the wooden
  3148. blocks to jump to the ledge. Next jump to the exclamation platform to ride
  3149. upwards to navigate past the Pirahna Plants and then into the pipe.
  3150.  
  3151. Run to the right to hit the Slot box to finish the level!
  3152.  
  3153.  
  3154. o-----------o
  3155. | Level 7-7 |
  3156. o-----------o
  3157.  
  3158. If you have flying capability, build up your speed in the short area near the
  3159. pipe to fly up the right wall to enter into a narrow shaft that will lead
  3160. Mario to hit an invisible block, revealing the 1-Up Mushroom within!
  3161.  
  3162. Head through the pipe to find two Pirahna Plants before a ? Block containing
  3163. an Invincible Starman, so collect it and start your run across the Muncher
  3164. field! Every ? Block you encounter from near on out has an Invincible
  3165. Starman for Mario, so collect them to keep your chances of surviving alive!
  3166.  
  3167.  
  3168. Head through the pipe at the end to reach the Slot Box and finish the level!
  3169.  
  3170.  
  3171. o-----------o
  3172. | Level 7-8 |
  3173. o-----------o
  3174.  
  3175. Head right to pass a Pirahna Plant, two Venus Fire Traps, and then another
  3176. Pirahna Plant before jumping across a gap while timing it between the
  3177. Pirahna Plants. Go right to find an Invincible Starman from the left ?
  3178. Block, followed by a Power-Up in the lower set of bricks on the left.
  3179.  
  3180. Now head up the pipes (Pirahna Plants and a Venus Fire Trap) to deal with a
  3181. Nipper before hitting the fourth brick in the ledge from the left to find a
  3182. 1-Up Mushroom before going right again to pass a piep before hopping up tight
  3183. beside it to the right to find a COin Heaven. Otherwsie, you will fight a
  3184. Ptooie and a couple Pirahna Plants. Continue right to find a Coin Block,
  3185. a Ptooie, a Venus Fire Trap, and then a Nipper all in a tight area. if you
  3186. go down the pipe on the left, Mario will gain the awesome power of Hammers!
  3187.  
  3188. Time your jump up to the high pipe so the resident Pirahna Plant is not out
  3189. as well as avoiding he fireballs from the Venus Fire Trap from the pipe
  3190. above. Next up is a hole infested bridge over Munchers and Nippers before a
  3191. jump across a gap appears to lead into a couple Ptooies.
  3192.  
  3193. Next is a Venus Fire Trap, some Nippers guarding ? Blocks (guarding a 1-Up
  3194. Mushroom from the brick between the two ? Blocks on the top row). However,
  3195. be warned that the Nipper on the middle ledge spits a pile of fireballs in a
  3196. small arc at Mario (quite accurately too). Head to the right to hit the
  3197. Slot Box to finish the level!
  3198.  
  3199.  
  3200. o-----------o
  3201. | Level 7-9 |
  3202. o-----------o
  3203.  
  3204. Run to the right to hit the middle Note Block for a Power-Up before going
  3205. through the two holes above to fight a dark brown Para-Goomba followed by
  3206. going up once more. Head left to pass through two Ice Block walls to jump
  3207. up to the top of the structure where going left will allow you to fall down
  3208. the side to go after some Coins or go right to continue on in the level.
  3209.  
  3210. Head left past a couple Goombas to use the Wooden Block ledges to make it to
  3211. the far side of the structure on the top row. When you reach the part with
  3212. the Note Blocks below, go down to that level to move the Ice Blocks to the
  3213. left to go through the hole in the roof. Go through the Ice Block wall to
  3214. drop down past the Wooden Blocks to go right past a Green Paratroopa Koopa
  3215. to get a Power-Up from the middle ? Block (if it is a Fire Flower, do a
  3216. running duck jump to get into the narrow space).
  3217.  
  3218. You will see a split in the path, so take the downward path to turn left to
  3219. get Coins as you fight to the left to find a big stretch of Coins (duck and
  3220. jump at the one spot in the line that is Coin-less to reveal a 1-Up
  3221. Mushroom). To advance forward in the level, take the upward path to go
  3222. right through the Ice Blocks or up and through the Ice Blocks and a brick to
  3223. reach the area where some Wooden Blocks sit.
  3224.  
  3225. Go right from there to go down two areas to find a Power-Up, followed by
  3226. going through the hole to go right to find a pipe to go down. Head right to
  3227. hit the Slot Box to finish the level!
  3228.  
  3229.  
  3230. o-------------------------o
  3231. | World Seven Fortress #2 |
  3232. o-------------------------o
  3233.  
  3234. Take a running leap to reach the tall pipe over the lava (wait for the
  3235. Pirahna Plant to start going down), draw the Boo Diddly near, and then time
  3236. your jump to the next pipe. Continue right past the Roto-Disc and the
  3237. Pirahna Plant to carefully get the Invincible Starman from the brick below
  3238. before moving right to pass Pirahna Plants and a Thwomp.
  3239.  
  3240. Jump to the right over the big lava pit past the Boo Diddly to find a five
  3241. pipe set with some Pirahna Plants. Jump right to a pipe to see a dual </pre><pre id="faqspan-4">
  3242. Pirahna Plant attack that requires a jump to the small gap, followed by a
  3243. jump right to clear their area before they return. Get the Power-Up from
  3244. the ? Block before jumping right to a pipe to see a Thwomp you must either:
  3245. bait out by jumping towards and then coming back to your pipe OR do a quick
  3246. jump to and then a quick jump off to avoid the attacking Thwomp.
  3247.  
  3248. Once you are on the tall pipe, jump past the Boo Diddly to another pipe,
  3249. followed by hopping past ANOTHER Boo Diddly to reach a grey ledge. Jump out
  3250. to clear the ledge you stand on as you fall to the pipe below.
  3251.  
  3252. Head right to draw out two Dry Bones before sliding under the low wall while
  3253. avoiding the Roto-Disc. The next challenge is a Thwomp and a Roto-Disc, so
  3254. bait the Thwomp to come crashing down before performing a running slide to
  3255. go under the low wall to head right to find Boom-Boom!
  3256.  
  3257. Three small ledges are spaced evenly in the air, so be sure to move to the
  3258. open spots before Boom-Boom attacks. Boom-Boom can not wing to the sky, so
  3259. try for the quick three stomp and ? Ball to quickly leave this fortress!
  3260.  
  3261.  
  3262. o------------------o
  3263. | Pirahna Scene #2 |
  3264. o------------------o
  3265.  
  3266. Go right to get onto the tall pipe with the Pirahna Plant, take a running
  3267. leap to clear the Munchers, and then head right to go to the pipe with the
  3268. Venus Fire Trap. Now you will need to jump across the Note Blocks OVER the
  3269. Munchers to reach the pipes, taking the middle pipe downward to find a Super
  3270. Mushroom and finish the area!
  3271.  
  3272.  
  3273. o----------------------------o
  3274. | Ludwig Von Koopa's Airship |
  3275. o----------------------------o
  3276.  
  3277. Go right to find a Bolt-Lift (do not take as it goes over TWO Exhaust Ports)
  3278. to wait by until the screen scrolls to allow your jumping to the second
  3279. Exhaust Port ledge before hopping to the right to solid ground. Grab the
  3280. Power-Up, go right to stop short of the Bolt-Lift to let the screen scroll
  3281. until the other side is visible before jumping there.
  3282.  
  3283. Now jump across the gaps to reach the next ship part to go right past a
  3284. couple Rocky Wrenches to hit the Bolt-Lift to force it out to the open area
  3285. on the left quickly so Mario can reach the Power-Up up above the lower area.
  3286. Continue on right to face a Rocky Wrench before hopping the next two gaps to
  3287. find another Rocky Wrench on the small ship.
  3288.  
  3289. Continue right to find Bolt-Lifts that can be used to get to the next
  3290. platform (continue the Bolt-Lift use), although jumping from platform to
  3291. platform without assistance is also possible. The next set of Bolt-Lifts
  3292. requires Mario to get to the top row Bolt-Lift to get over the wall to go
  3293. right to find the entrance to the Koopa Kid's Chamber!
  3294.  
  3295. The following is the layout of his room:
  3296.  
  3297. | | | |
  3298. | | | |
  3299. | | | |
  3300. | | | |
  3301. | | _____ _____ | |
  3302. | | | | | |_____| | | |___| |
  3303. | |_____| | | | | | | | | | | | |
  3304. | | | | | | | | | | | | | | | | |
  3305.  
  3306. Ludwig Von Koopa has the abilities of his siblings (with the exception of
  3307. Wendy O' and Lemmy), so be ready for the ground to shake with each jump he
  3308. takes as he throws the smoke rings in a machine gun fashion. Watch out for
  3309. his short double hops after he is stomped. Grab the Magic Wand and fall
  3310. down to the throne room to receive a letter from... BOWSER!!!!!!! He has
  3311. taken the Princess captive as Mario was too occupied removing the Koopa Kid
  3312. threat from the Mushroom Kingdoms! It is off to Dark Land to save the
  3313. Princess and show Bowser he has messed with the wrong Plumber!
  3314.  
  3315. ----------------------------------------------------------------------------
  3316. -----------------------------------World Eight------------------------------
  3317. ----------------------------------------------------------------------------
  3318.  
  3319. 11)Welcome to Dark Land! This section will give you the know all for
  3320. getting through with ease. A quick note for all is that M-Spades WILL
  3321. NOT appear in this World.
  3322.  
  3323. ______________________________
  3324. KEY |
  3325. |
  3326. S - Start Location |
  3327. X - Level Location |
  3328. P - Pipe Location |
  3329. F - Fortress Location |
  3330. R - Rock Location |
  3331. H - Spade House Location |
  3332. T - Toad House Location |
  3333. W - Wandering Hammer Brothers |
  3334. L - Locked Door Location |
  3335. C - Castle Location |
  3336. B - Bridge Location |
  3337. A - Grabbing Hand Trap Ambush |
  3338. M - Koopa Military Blockade |
  3339. ______________________________|
  3340.  
  3341.  
  3342. D A R K L A N D
  3343.  
  3344. P
  3345. L
  3346. S | |
  3347. | | |
  3348. +---M---+--M
  3349.  
  3350.  
  3351. P
  3352. |
  3353. P--M PL+
  3354. |
  3355. +--A-A-A--P
  3356.  
  3357.  
  3358. P---+ P-----+--+
  3359. | | L
  3360. +---X F--+ P
  3361. | |
  3362. X---P-----+-----P
  3363.  
  3364.  
  3365. P---AL---------C
  3366.  
  3367.  
  3368. o----------------------o
  3369. | Grabbing Hand Ambush |
  3370. o----------------------o
  3371.  
  3372. Hand Trap Scene #1: Raccoon Leaf
  3373.  
  3374. Hand Trap Scene #2: Raccoon Leaf
  3375.  
  3376. Hand Trap Scene #3: Raccoon Leaf
  3377.  
  3378.  
  3379. o-----------------------o
  3380. | Koopa Tank Brigade #1 |
  3381. o-----------------------o
  3382.  
  3383. Bowser sends out the big guns right off to get you, so fight your way across
  3384. the Tanks, starting with going past Tank #1 to set foot on Tank #2 to pass a
  3385. couple Cannoball launchers to find a Bob-Omb launcher. Continue right to
  3386. pass another Cannonball cannon, a Bob-Omb launcher, and then a couple more
  3387. Cannonball launchers to finish Tank #2.
  3388.  
  3389. An Exhaust Port, a Rocky Wrench, and a Bob-Omb launcher adorn Tank #3, so
  3390. jump from Tank #3 to Tank #4 to avoid the Bob-Ombs below to fight a Rocky
  3391. Wrench. Tank #5 starts with a Cannonball cannon, followed by a Rocky Wrench
  3392. on top as you move right to Tank #6 to face two Cannonball cannons on the
  3393. front, a Rocky Wrench up top, and a Bob-Omb launcher off the back.
  3394.  
  3395. Wait for Tank #7 to appear before hopping to it (land on the Cannonball
  3396. cannon) and deal with the Rocky Wrench before collecting the Power-Up from
  3397. the ? Block. Tank #8 is a Cannonball launcher, a Rocky Wrench, and then a
  3398. Cannonball launcher and a Bob-Omb launcher shooting off the back, so work
  3399. past this carefully to jump to Tank #9 to fight a Cannonball cannon, a Rocky
  3400. Wrench, and a Bob-Omb launcher.
  3401.  
  3402. Tank #10 has a Bob-Omb launcher on front, a Rocky Wrench on top, and then a
  3403. Cannonball launcher and a Bob-Omb launcher on back, so go right past the
  3404. Bob-Ombs to find Tank #11 with it's piddly Cannonball cannon. However, when
  3405. you get on top of it, duck down to let the MASSIVE Cannonball fly overhead
  3406. before jumping to the top of Tank #12 to fight a Rocky Wrench and three
  3407. Cannonball cannons. Tank #13 has a pipe, which leads to the cabin of the
  3408. Commanding Officer of this brigade!
  3409.  
  3410. A lowly Boomerang Brother controls this formation, so go stomp him when his
  3411. Boomerangs are out and about or before he ever releases them to win an
  3412. Invincible Starman as you finish the level!
  3413.  
  3414.  
  3415. o---------------o
  3416. | Koopa Navy #1 |
  3417. o---------------o
  3418.  
  3419. Go right past the Rocky Wrench to see some Cannoball launchers guarding a
  3420. power-Up in the cubby below (challenge if you dare) before continuing right
  3421. to deal with a Rocky Wrench and a Bob-Omb launcher so you can jump the hold
  3422. below to the far side. Deal with the Rocky Wrench and dodge the MASSIVE
  3423. Cannonball that shoots to the right as you jump into the "water" below.
  3424.  
  3425. You have the choice now of continuing the trek across the topside of the
  3426. ships and having to deal with the dangers, OR you can swim underneath the
  3427. whole fleet to reach the Commanding Officer's room without the muss! If you
  3428. choose to dodge the whole enemy set here, go against the hull of the next
  3429. ship, let Mario sink for a second, and then swim along tot he right to pass
  3430. under the ships (continually press the A Button once you pass under the
  3431. hull).
  3432.  
  3433. If you insist on going topside, you will face two Cannonball cannons, four
  3434. Rocky Wrenches, and then a MASSIVE Cannonball cannon shooting to the right
  3435. as you hop to the water below to go get on the next ship.
  3436.  
  3437. A MASSIVE Cannonball cannon fires away at you on the first deck, so move to
  3438. the right as soon as possible to tangle with a Rocky Wrench (wait around
  3439. it's area). Once the screen scrolls to reveal the trap below of a Bob-Omb
  3440. launcher and three Cannonball cannons, jump the trap area to the far ledge
  3441. to find a MASSIVE Cannonball cannon and a couple exploding Bob-Ombs guarding
  3442. the pipe to the Commanding Officer's Room!
  3443.  
  3444. Boom-Boom is the boss here, so a simple three stomp and out strategy will
  3445. carry the day here. Just remember he can wing to the sky at his leisure
  3446. after a single stomp, so ground him right away.
  3447.  
  3448.  
  3449. o---------------o
  3450. | Hand Scene #1 |
  3451. o---------------o
  3452.  
  3453. A Fiery Brother greets you here on a bridge, so take him out as you move
  3454. right to find a pair of Hammer Brothers with their legendary brick ledges to
  3455. annoy you (kill them and collect the power-Up from the brick on the bottom
  3456. row that is third from the right).
  3457.  
  3458. A Boomerang brother awaits you on the next bridge, who is then followed by
  3459. the lone remaining member of the family, a massive Sledge Brother! Once
  3460. theses nuisances have been dealt with, go right to enter a pipe to find a
  3461. Treasure Chest containing a Raccoon Leaf!
  3462.  
  3463.  
  3464. o---------------o
  3465. | Hand Scene #2 |
  3466. o---------------o
  3467.  
  3468. Jump across the lava field here from ledge to ledge between the erupting
  3469. Podoboos to enter a pipe to get a Raccoon Leaf from a Treasure Chest.
  3470.  
  3471.  
  3472. o---------------o
  3473. | Hand Scene #3 |
  3474. o---------------o
  3475.  
  3476. Run to the right as Red Cheep-Cheeps continually attack from the lava (how
  3477. do they survive down there anyway?) as you head right to find two ? Blocks,
  3478. five gaps, and then a ? Block Power-Up. Next is a low wall, so a running
  3479. slide will likely be needed to get through.
  3480.  
  3481. Now run and jump the next four gaps to find some Coins before heading up the
  3482. pipe to find a room containing a Treasure Chest that holds a Raccoon Leaf!
  3483.  
  3484.  
  3485. o--------------------o
  3486. | Koopa Air Force #1 |
  3487. o--------------------o
  3488.  
  3489. Before beginning here, this is the most challenging level in the game based
  3490. on your reflex abilities. The Air Force flies high in the sky where one
  3491. missed jump is death and they fly at a very fast pace. A P-Wing is
  3492. recommended for the less skilled to make this an easier level to beat. Just
  3493. remember that there are two danger still associated with the P-Wing, and
  3494. they are: Flying too high up will lead to your death (not sure why) AND to
  3495. not fall past the planes when returning to the area to go down the pipe
  3496. (should not be a problem with the P-Wing still operational).
  3497.  
  3498. Plane #1 contains an Exhaust port, followed by Plane #2 with a Rocky Wrench
  3499. and an Exhaust Port. Plane #3 holds a Rocky Wrench and an Exhaust Port, so
  3500. jump to the right to land on Plane #4 that holds a Rocky Wrench and an
  3501. Exhaust Port.
  3502.  
  3503. Plane #5 hold a Rocky Wrench and an Exhaust Port, so jump to Plane #6 to
  3504. deal with the Exhaust Port as you jump down to Plane #7 to fight a Rocky
  3505. Wrench and an Exhaust Port. Plane #8 contains an Exhaust Port only,
  3506. followed by Plane #9 having a Rocky Wrench and an Exhaust Port that leads
  3507. to Plane #10 (which is a bigger Plane with two Exhaust Ports).
  3508.  
  3509. Plane #11 is up high and has a Rocky Wrench and an Exhaust Port, followed by
  3510. a jump down to plane #12 where an Exhaust Port sits. Plane #13 has a Rocky
  3511. Wrench and an Exhaust Port, which are followed by Plane #14's crew of a
  3512. Rocky Wrench and an Exhaust Port.
  3513.  
  3514. Plane #15 has an Exhaust Port, a big jump up to Plane #16 to fight a Rocky
  3515. Wrench and an Exhaust Port before Plane #17 brings another Exhaust Port.
  3516. Plane #18 contains the pipe to the Commanding officer's Room!
  3517.  
  3518. Boom-Boom is the boss here, so a simple three stomp and out strategy will
  3519. carry the day here. Just remember he can wing to the sky at his leisure
  3520. after a single stomp, so ground him right away.
  3521.  
  3522.  
  3523. o-----------o
  3524. | Level 8-1 |
  3525. o-----------o
  3526.  
  3527. Two paths that lead to different rewards. The walkthrough will cover both
  3528. step-by-step.
  3529.  
  3530. ==========
  3531. OPTION ONE
  3532. ==========
  3533.  
  3534. Make sure that Mario has at least Raccoon Mario (you should have a Raccoon
  3535. Leaf after the Hand Trap Ambushes) or Tanooki Mario BEFORE entering the
  3536. level to make things as muss free as possible. A P-Wing makes things that
  3537. much easier as you can skip the enemies near the end of the level.
  3538.  
  3539. Build up your flying meter and wing to the sky to crush a P-Switch there to
  3540. make a fair bit of silver Coins appear for Mario to gorge upon until they
  3541. disappear. Now build that flying meter again and take off to the right to
  3542. fly as far as you can, and then use your tail to control your descent to
  3543. land on a pipe (go inside). Collect the three 1-Ups from the gigantic ?
  3544. Block, and build your flying meter along the bottom area, initiate it, and
  3545. then go down the pipe quickly.
  3546.  
  3547. Immediately wing to the sky to fly right as far as you can and then use your
  3548. tail descent to land on a pipe. Now wait for the Pirahna Plant to the right
  3549. to start going down the pipe to allow Mario to jump cross to go right to the
  3550. Slot Box to finish the level!
  3551.  
  3552. ==========
  3553. OPTION TWO
  3554. ==========
  3555.  
  3556. If you want to be tough on yourself, jump the gap to go right to go over the
  3557. pipe with a Venus Fire Trap inside to go after the ? Block below for a
  3558. Power-Up if you wish (a tough one to grab though). Jump to the right across
  3559. the pipes while dealing with the Pirahna Plants and Venus Fire Traps to
  3560. reach solid ground.
  3561.  
  3562. Head right to use the Green Paratroopa Koopa to bounce up to the higher
  3563. brick ledges so Mario can jump right to land on top of the Bullet Bill
  3564. cannons stack, followed by going for the ? Block for an Invincible Starman
  3565. if you feel lucky enough to dodge the Bullet Bill firestorm you will face.
  3566. Go right to hit eh brick among the ? Blocks to make a 1-Up Mushroom appear,
  3567. and then continue right under the Bullet Bill cannons and the Boo Diddly to
  3568. find some ? Block Coins guarded by a Red Koopa Troopa.
  3569.  
  3570. Go right past the Green Paratroopa Koopa to use the Bullet Bill cannon to
  3571. jump the gap past the large Bullet Bill stack (use the Red Paratroopa Koopa
  3572. if you need to for distance) to jump on top of the nest Bullet Bill cannon
  3573. stack. After dealing with the Green Koopa Troopa, run right towards the
  3574. Note Block to do a half jump onto it before launching yourself far across
  3575. the gap to the pipe. Now jump right when the Pirahna Plant will not be in
  3576. the way and go hit the Slot Box to finish the level!
  3577.  
  3578.  
  3579. o-----------o
  3580. | Level 8-2 |
  3581. o-----------o
  3582.  
  3583. Two paths that lead to different rewards. The walkthrough will cover both
  3584. step-by-step.
  3585.  
  3586. ==========
  3587. OPTION ONE
  3588. ==========
  3589.  
  3590. Head right to find some quicksand, which you will get into to ride downwards
  3591. to find a secret compartment. Go left to head down a pipe to find a
  3592. Power-Up. Go right to head down a pipe to find one hundred Coins just
  3593. waiting to be snagged (you need a tail to fly for them all).
  3594.  
  3595. When you come up the pipe, wait for the Venus Fire Trap below Mario to spit
  3596. two fireballs before going up the hill to pass another pipe to run down the
  3597. hill to find two Note Blocks spanning a gap along with a Green Paratroopa
  3598. Koopa. Once across, head right to hit the Slot Box to finish the level!
  3599.  
  3600. ==========
  3601. OPTION TWO
  3602. ==========
  3603.  
  3604. Head right to jump some quicksand, to then go right to find a light brown
  3605. Para-Goomba, which is then followed by three Venus Fire Traps in some
  3606. quicksand holes. next you will face some Venus Fire Traps as you hit a
  3607. brick to reveal a P-Switch that should be triggered before heading down the
  3608. hill (dealing with more Venus Fire Traps) to find that the Coins have
  3609. constructed a solid line of bricks for Mario to use as an Angry Sun attacks
  3610. from the left!
  3611.  
  3612. Once the P-Switch finishes, use the Note blocks to traverse the remaining
  3613. area over the gap as the Angry Sun continue to buzz Mario. The far side is an
  3614. uphill that consists of the Venus Fire Traps as the Angry Sun disappears.
  3615. Run down the hill to find two Note Blocks spanning a gap along with a Green
  3616. Paratroopa Koopa as the Angry Sun reappears, so go across and head right to
  3617. hit the Slot Box to finish the level!
  3618.  
  3619.  
  3620. o-------------------------o
  3621. | World Eight Fortress #1 |
  3622. o-------------------------o
  3623.  
  3624. This fortress is unique in that it has two sides to it. If you enter a
  3625. door, you will appear on the other side of the fortress. This walkthrough
  3626. will cover the easiest path with the most Power-Up and minimal dangers to
  3627. Mario, but it can be played through in a large amount of different paths.
  3628.  
  3629. Go right past a Roto-Disc to find a dual Roto-Disc to wander past to find a
  3630. Power-Up from the brick, and then continue right past another dual Roto-Disc
  3631. to stomp a Dry Bones and then break the bricks to enter the enclosed door on
  3632. the right (making sure to dodge the Roto-Disc located there). If you need
  3633. to get a Power-Up for this job, go left to do the trials of that room for
  3634. one.
  3635.  
  3636. You will come through the door on a conveyor belt moving left, so jump to
  3637. the right for a safe landing area before continuing right past the Podoboos
  3638. and over the lava until you find a Thwomp standing between Mario and a ?
  3639. Block Power-Up. You can even use the door below the Thwomp to quickly
  3640. change to the other side before returning to have the Power-Up restored to
  3641. the ? Block until you are fully Powered-Up!
  3642.  
  3643. Head right across the lava field once more in the conveyor belts while
  3644. dodging the Podoboos to find a grey ledge with a door waiting for Mario to
  3645. enter. A P-Switch sits waiting for Mario, so stomp it and run to the right
  3646. at top speed, just taking time to jump the odd Dry Bones. Go through the
  3647. door at the end of the area to immediately run right across a long conveyor
  3648. belt to fall down into an area where a horizontal Thwomp will be moving
  3649. back into place on the right.
  3650.  
  3651. Jump the Thwomp, move left to find a couple bricks (the one on the right
  3652. holds a P-Switch), and then get back to the top area to crunch that P-Switch
  3653. (if you are regular Mario, you will need to go back past the Thwomp to do
  3654. so). Now that you have tripped the P-Switch, go right past the first door
  3655. (it hold a Power-Up, so grab it if it is needed) and jump to the far ledge
  3656. to take that door to find Boom-Boom's Chamber!
  3657.  
  3658. Go under the spikes here (let the conveyor belt do it if you are Super
  3659. Mario or better) to go find Boom-Boom! Boom-Boom has no obstacles in the
  3660. air to hinder Mario, but the moving floor can be even tougher on Mario.
  3661. Luckily, Boom-Boom will not wing to the sky in your final meeting in a
  3662. Fortress with him, so get your three stomps quickly to get your ? Ball to
  3663. move forward farther into Dark Land!
  3664.  
  3665.  
  3666. o-----------------------o
  3667. | Koopa Tank Brigade #2 |
  3668. o-----------------------o
  3669.  
  3670. Tank #1 has a single Cannonball cannon to hit you with, which is closely
  3671. followed by Tank #2 which has a roof with some Cannonball launchers on it as
  3672. does the floor. A Bob-Omb launcher is located on the bottom section of Tank
  3673. #2, followed by a couple Cannonball cannons to end Tank #2.
  3674.  
  3675. Tank #3 has a Cannonball launcher on the roof along with some Rocky Wrenches
  3676. on the bottom ledge (located in holes 1, 3, 4, 6, and 7), which is followed
  3677. by Tank #4 having three Cannonball launchers on the roof shooting before you
  3678. even set foot on the bottom section. The rest of Tank #4 contains
  3679. Cannonball launchers before a Bob-Omb launcher and a couple Cannonball
  3680. cannons with a Rocky Wrench to round out the end of this vehicle.
  3681.  
  3682. Tank #5 is a simple Tank that has a pipe that leads down to the Commanding
  3683. Officer's room! Boom-Boom is the boss here, so a simple three stomp and out
  3684. strategy will carry the day here. Just remember he can wing to the sky at
  3685. his leisure after a single stomp, so ground him right away.
  3686.  
  3687.  
  3688. o-----------------o
  3689. | Bowser's Castle |
  3690. o-----------------o
  3691.  
  3692. Run to the right at top speed to pass underneath the laser beam-firing
  3693. Bowser Statues to go up the brick stairs to step onto the middle of the
  3694. floor directly underneath the opening above to be whisked up the shaft on a
  3695. small blue platform. Head right when you arrive to ride a Donut Lift (hold
  3696. RIGHT as you fall) to go right past a Hot Foot to find a large stairway.
  3697.  
  3698. Climb up the stairs past the three Roto-Discs to move to the far wall to
  3699. jump straight up and reveal a 1-Up Mushroom! You can then do a crouch jump
  3700. into the space above the block that held the 1-Up Mushroom to slide through
  3701. the wall into the large chamber to the right (if you do so, skip the next
  3702. sentence).
  3703.  
  3704. Head down the stairs past those same three Roto-Discs, turn right to go to
  3705. the large lava room. Here you will see many Donut Lift ledges to deal with,
  3706. and a fork in the path on which way to go fight Bowser! However, to
  3707. understand the large room better, here is a quick look at the various
  3708. hallways on the right side:
  3709.  
  3710. ________________________________
  3711. This route leads to OPTION ONE |
  3712. ________________________________|
  3713. |
  3714. |________________________________
  3715. This route leads to a Power-Up |
  3716. ________________________________|
  3717. |
  3718. |________________________________
  3719. This route leads to OPTION TWO |
  3720. ________________________________|
  3721. |
  3722. |________________________________
  3723. This route leads to the entrance|
  3724. ________________________________|
  3725.  
  3726.  
  3727. ==========
  3728. OPTION ONE
  3729. ==========
  3730.  
  3731. Head across the lava field on the Donut Lifts while dodging Podoboos to get
  3732. to the very top levels of the Donut Lifts to go right and into the opening
  3733. there to find a door to pass through. You may want to drop into the passage
  3734. below to get the Power-Up located there first before taking this path
  3735. though.
  3736.  
  3737. Head right when you appear to hop the first statue (it will shoot a laser
  3738. beam) and then go past the remaining statues (which do NOT shoot any laser
  3739. beams) to run right to see a lava field with some Donut Lifts dotting the
  3740. path across. To further complicate things, Bowser will start a barrage of
  3741. his flames as you move across the lava. Once you reach the far side, go
  3742. through the door to find Bowser's lair!
  3743.  
  3744. His room will look like the following on this route:
  3745.  
  3746. ___________
  3747. KEY |
  3748. / - Bricks |
  3749. D - Door |
  3750. ___________|
  3751. _ _
  3752. |_|_|
  3753. | |
  3754. _ _ _|_D_|
  3755. |_|_|_____________________|_|_|_|
  3756. |_|_|/////////////////////|_|_|_|
  3757. |_|_|_|_|///////////////|_|_|_|_|
  3758. |_|_|_|_|_|_|///////|_|_|_|_|_|_|
  3759.  
  3760. ----------
  3761. METHOD ONE
  3762. ----------
  3763.  
  3764. Your job now is to stand over the section of bricks that is along the bottom
  3765. row of the screen so you can finish Bowser off. Wait for Bowser to shoot
  3766. his flames (dodge them as they fly at you) while holding your position until
  3767. Bowser leaps into the air and tries to slam Mario with his body. Try to
  3768. keep Mario in the very centre of the bricks to try and get Bowser to break
  3769. the bricks when he slams down hard. Keep it up till Bowser falls through to
  3770. take a long swan dive into the basement (that has got to hurt!).
  3771.  
  3772. ----------
  3773. METHOD TWO
  3774. ----------
  3775.  
  3776. If you are Fiery Mario, you can use your own mastery of the flame to battle
  3777. Bowser! Bowser is a tough one though and he will take around 35 Fireballs
  3778. to be knocked out of commission!
  3779.  
  3780. ------------
  3781. METHOD THREE
  3782. ------------
  3783.  
  3784. If you are Hammer Mario, you can use your arcing weapons of destruction to
  3785. battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum
  3786. of three connecting Hammers to knock him out (how dead on your aim is
  3787. decides how many Hammers it will take to kill him).
  3788.  
  3789. ==========
  3790. OPTION TWO
  3791. ==========
  3792.  
  3793. Head across the lava field on the Donut Lifts while dodging Podoboos to get
  3794. to the very top levels of the Donut Lifts to go right and into the second
  3795. opening from the roof find the Power-Up located there before taking the
  3796. Donut Lift down a floor. Head right to jump over the horizontally moving
  3797. Thwomp to set foot onto the Donut Lift to fall down yet another floor to
  3798. find a Roto-Disc and some Podoboos guarding the passage across the lava
  3799. field to the door.
  3800.  
  3801. Head right when you appear to hop the first statue (it will shoot a laser
  3802. beam) and then go past the remaining statues (which do NOT shoot any laser
  3803. beams) to find a ? Block Power-Up waiting for you. Continue past the
  3804. remaining statues (these will not fire either) to start across another lava
  3805. field using the small brick ledges that are strewn about. While you attempt
  3806. this feat however, Bowser will complicate things by spewing forth his flame
  3807. attack as you hop across to take the door to his lair!
  3808.  
  3809. His room will look like the following on this route:
  3810.  
  3811. ___________
  3812. KEY |
  3813. / - Bricks |
  3814. D - Door |
  3815. ___________|
  3816. _ _
  3817. |_|_|
  3818. | |
  3819. _ _ _|_D_|
  3820. |_|_|_____________________|_|_|_|
  3821. |_|_|/////////////////////|_|_|_|
  3822. |_|_|_|_|///////////////|_|_|_|_|
  3823. |_|_|_|_| |_|_|_|_|
  3824.  
  3825. ----------
  3826. METHOD ONE
  3827. ----------
  3828.  
  3829. Your job now is to stand over the section of bricks that is along the bottom
  3830. row of the screen so you can finish Bowser off. Wait for Bowser to shoot
  3831. his flames (dodge them as they fly at you) while holding your position until
  3832. Bowser leaps into the air and tries to slam Mario with his body. Try to
  3833. keep Mario in the very centre of the bricks to try and get Bowser to break
  3834. the bricks when he slams down hard. Keep it up till Bowser falls through to
  3835. take a long swan dive into the basement (that has got to hurt!).
  3836.  
  3837. ----------
  3838. METHOD TWO
  3839. ----------
  3840.  
  3841. If you are Fiery Mario, you can use your own mastery of the flame to battle
  3842. Bowser! Bowser is a tough one though and he will take around 35 Fireballs
  3843. to be knocked out of commission!
  3844.  
  3845. ------------
  3846. METHOD THREE
  3847. ------------
  3848.  
  3849. If you are Hammer Mario, you can use your arcing weapons of destruction to
  3850. battle Bowser! Bowser is fairly susceptible to Hammers, requiring a maximum
  3851. of three connecting Hammers to knock him out (how dead on your aim is
  3852. decides how many Hammers it will take to kill him).
  3853.  
  3854. ========
  3855. REJOINED
  3856. ========
  3857.  
  3858. Congratulations on defeating Bowser, saving the Princess, and setting all
  3859. that is wrong with the world right once more! Enjoy the ending, you deserve
  3860. it!
  3861.  
  3862. ----------------------------------------------------------------------------
  3863. ----------------------------------Enemies-----------------------------------
  3864. ----------------------------------------------------------------------------
  3865.  
  3866. 12)This section will be divided into the following sub-sections to make it
  3867. easier to find a specific enemies information: Fortress Family, Goomba
  3868. Family, Hammer Brother Family, Koopa Military Family, Koopa Troopa
  3869. Family, Pirahna Plant Family, Water Family, and Miscellaneous.
  3870.  
  3871.  
  3872. o-----------------o
  3873. | Fortress Family |
  3874. o-----------------o
  3875.  
  3876. Name......: Boo Diddly.
  3877. Appearance: A White Ghost.
  3878. Attacks...: Whenever Mario turns his back these little ghosts will charge at
  3879. Mario.
  3880. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
  3881. Invincible Starman, Boo Diddly is unkillable. This means that
  3882. Mario will have to try and avoid the persistent ghost.
  3883.  
  3884.  
  3885. Name......: Boom-Boom.
  3886. Appearance: A spiked turtle that can walk on two legs as well as sometimes
  3887. fly. He is the guardian at the end of every Fortress in the
  3888. game.
  3889. Attacks...: He tries to run into Mario, fly into Mario, and uses his spikes
  3890. to defend against being jumped on.
  3891. Solution..: Try to jump on Boom-Booms head just as he starts to move because
  3892. he will be moving at his slowest then. If he is flying, wait for
  3893. him to swoop down before jumping on his head.
  3894.  
  3895.  
  3896. Name......: Dry Bones.
  3897. Appearance: A skeletal turtle.
  3898. Attacks...: Tries to walk into Mario, can revive itself from some attacks.
  3899. Solution..: Stomping this enemy will only cause it to crumble, not die,
  3900. although an Invincible Starman can do so as well as a well-placed
  3901. hammer or statue stomp.
  3902.  
  3903.  
  3904. Name......: Hot Foot.
  3905. Appearance: A walking, red flame.
  3906. Attacks...: Whenever Mario turns his back these little candle flames will
  3907. charge at Mario.
  3908. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
  3909. Invincible Starman, Hot Foot is unkillable. This means that
  3910. Mario will have to try and avoid the persistent flames.
  3911.  
  3912.  
  3913. Name......: Podoboo.
  3914. Appearance: A fireball.
  3915. Attacks...: These Podoboos fly out of pits of lava hoping to hit Mario!
  3916. Solution..: Unless Mario has a Hammer Brother Suit or an Invincible Starman,
  3917. Podoboos are unkillable. Just time your jumps between pits to
  3918. avoid being picked off.
  3919.  
  3920.  
  3921. Name......: Roto-Disc.
  3922. Appearance: A glowing white ball.
  3923. Attacks...: It will rotate around a specific point in a fortress, usually in
  3924. an area Mario has to pass through.
  3925. Solution..: Unless Mario has a Hammer Brother Suit, or a Tanooki Suit,
  3926. Roto-Disc is unkillable. Mario must try to pass without getting
  3927. hit.
  3928.  
  3929.  
  3930. Name......: Statue.
  3931. Appearance: Carvings of Bowser.
  3932. Attacks...: Some of these busts will shoot laser beams on 45 degree angles
  3933. to the floor.
  3934. Solution..: A quick pace of running underneath them will get you by easily.
  3935.  
  3936.  
  3937. Name......: Stretch.
  3938. Appearance: A white ghost that lives in a small white bar.
  3939. Attacks...: Stretch moves it's head along the white bar to try and hit
  3940. Mario.
  3941. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
  3942. Invincible Starman, Stretch is unkillable. Walk or swim past as
  3943. the case may be.
  3944.  
  3945.  
  3946. Name......: Thwomp.
  3947. Appearance: A blue-hued, stone being.
  3948. Attacks...: Usually positioned so Mario will have to pass underneath, and as
  3949. Mario draws closer it tries to crush him. Thwomps can also move
  3950. horizontally in some Fortresses.
  3951. Solution..: Unless Mario has a Hammer Brother Suit, a Tanooki Suit, or an
  3952. Invincible Starman, Thwomp is unkillable.
  3953.  
  3954.  
  3955. o---------------o
  3956. | Goomba Family |
  3957. o---------------o
  3958.  
  3959. Name......: Giant Goomba.
  3960. Appearance: A walking, evil mushroom that is bigger than Mario.
  3961. Attacks...: Tries to walk into Mario.
  3962. Solution..: Any type of attack will kill it off except for a tail attack.
  3963.  
  3964.  
  3965. Name......: Goomba.
  3966. Appearance: A walking, evil mushroom that reaches Mario knees in height.
  3967. Attacks...: Tries to walk into Mario.
  3968. Solution..: Any type of attack will kill it off.
  3969.  
  3970.  
  3971. Name......: Mugger Micro-Goomba.
  3972. Appearance: a really tiny Goomba that drops from Para-Goombas.
  3973. Attacks...: They try to fall onto Mario, causing his mobility to become
  3974. greatly impaired.
  3975. Solution..: Repeatedly press LEFT and RIGHT and press the A Button when they
  3976. start to swarm all over you to break loose.
  3977.  
  3978.  
  3979. Name......: Para-Goomba.
  3980. Appearance: Two different types; one is dark brown and one is light brown,
  3981. both with wings.
  3982. Attacks...: The dark brown one will hop along the ground, and the light
  3983. brown one will fly in the air dropping Micro-Goombas before
  3984. swooping down at Mario.
  3985. Solution..: Any type of attack will finish them off, but jumping on them
  3986. turns them into Goombas (they lose their wings).
  3987.  
  3988.  
  3989. Name......: Pile Driver Micro-Goomba.
  3990. Appearance: A Micro-Goomba that lives underneath large bricks.
  3991. Attacks...: This tiny Goomba will try and jump onto Mario.
  3992. Solution..: Fireballs are only attack that does not work on them.
  3993.  
  3994.  
  3995. o------------------------o
  3996. | Hammer Brothers Family |
  3997. o------------------------o
  3998.  
  3999. Name......: Boomerang Brother.
  4000. Appearance: A green turtle that stands upright.
  4001. Attacks...: Throws up to two boomerangs at one time.
  4002. Solution..: Try to use Fire Flower power from a distance, or you will have
  4003. to get in close to jump on it or use a tail attack on it.
  4004.  
  4005.  
  4006. Name......: Fiery Brother.
  4007. Appearance: A red turtle that stands upright.
  4008. Attacks...: Spits fireballs at Mario.
  4009. Solution..: Try to use fireballs if possible, or else you will need to get
  4010. in real close (not really advisable).
  4011.  
  4012.  
  4013. Name......: Hammer Brother.
  4014. Appearance: A brown turtle that stands upright.
  4015. Attacks...: Throws hammers in large arcs.
  4016. Solution..: Shoot them with fireballs, hit them with a tail attack, or hit
  4017. the platform below them for the easiest way to kill them.
  4018.  
  4019.  
  4020. Name......: Sledge Brother.
  4021. Appearance: Large green turtle that stands upright.
  4022. Attacks...: Throws hammers in large arcs while jumping periodically to try
  4023. and stun Mario by shaking the ground.
  4024. Solution..: Shoot them with fireballs or hit them with a tail attack for the
  4025. safest (easiest) way to kill them.
  4026.  
  4027.  
  4028. o-----------------------o
  4029. | Koopa Military Family |
  4030. o-----------------------o
  4031.  
  4032.  
  4033. Name......: Bob-Omb.
  4034. Appearance: a small, walking bomb.
  4035. Attacks...: Once it has been stomped or it's timer runs out, it will flash
  4036. before exploding.
  4037. Solution..: Essentially you need to stomp them and then throw them or clear
  4038. out of the area to avoid the blast radius. Fireballs are
  4039. worthless against it.
  4040.  
  4041.  
  4042. Name......: Bullet Bill.
  4043. Appearance: A black bullet shot from a cannon.
  4044. Attacks...: Tries to run into Mario to wound him.
  4045. Solution..: Any type of attack will work except for the tail attack and
  4046. fireballs. Stand directly beside a cannon to keep it from
  4047. firing.
  4048.  
  4049.  
  4050. Name......: Cannonball.
  4051. Appearance: a small round black ball or a large black ball shot from a cannon.
  4052. Attacks...: these ammunition rounds are shot in a steady pace on a variety of
  4053. angles from the Koopa Army and Navy.
  4054. Solution..: Only jumping on or an Invincible Star will kill the small
  4055. Cannonballs, but the large ones are susceptible to all attacks
  4056. except for a tail attack and fireballs.
  4057.  
  4058.  
  4059. Name......: Exhaust Ports.
  4060. Appearance: Small grey nodules that shoot flames out periodically.
  4061. Attacks...: Periodically shoot flames out at Mario.
  4062. Solution..: Only the statue stomp move of Tanooki Mario can bring these flames
  4063. down.
  4064.  
  4065.  
  4066. Name......: Missile Bill.
  4067. Appearance: A flashing bullet shot from a cannon.
  4068. Attacks...: This Bill will relentlessly home in on Mario until he kills it off
  4069. or it gets Mario.
  4070. Solution..: Any type of attack will work except for the tail attack and
  4071. fireballs. Stand directly beside a cannon to keep it from
  4072. firing.
  4073.  
  4074.  
  4075. Name......: Rocky Wrench.
  4076. Appearance: light brown ones and dark brown ones.
  4077. Attacks : Both types will pop out of their hiding places periodically to
  4078. throw wrenches at Mario.
  4079. Solution : These guys can be killed through any manner of attack. Light
  4080. brown ones can only be defeated for a second before returning,
  4081. although dark brown ones will be gone after being killed once.
  4082.  
  4083.  
  4084. o---------------------o
  4085. | Koopa Troopa Family |
  4086. o---------------------o
  4087.  
  4088. Name......: Colossal Green Koopa Paratroopa.
  4089. Appearance: A large, winged, green-shelled turtle.
  4090. Attacks...: Hops along trying to hit Mario.
  4091. Solution..: Fireballs, hammers, and Starmen are preferred as that completely
  4092. kills the enemy off. Jumping on them will remove their wings
  4093. however, causing a revert to a Green Gargantuan Koopa Troopa.
  4094.  
  4095.  
  4096. Name......: Green Gargantuan Koopa Troopa.
  4097. Appearance: A large green-shelled turtle.
  4098. Attacks...: Tries to walk into Mario, but falls off platforms.
  4099. Solution..: Fireballs, Starman, and hammers will kill it right off. Jumping
  4100. on it will retreat the Koopa into it's shell.
  4101.  
  4102.  
  4103. Name......: Green Koopa Troopa.
  4104. Appearance: A green-shelled turtle.
  4105. Attacks...: Tries to walk into Mario, but falls off platforms.
  4106. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
  4107. on it will retreat the Koopa into it's shell.
  4108.  
  4109.  
  4110. Name......: Green Paratroopa Koopa.
  4111. Appearance: A winged, green-shelled turtle.
  4112. Attacks...: Hops along trying to hit Mario.
  4113. Solution..: Fireballs, hammers, and Starmen are preferred as that completely
  4114. kills the enemy off. Jumping on them will remove their wings
  4115. however, causing a revert to a Green Koopa Troopa.
  4116.  
  4117.  
  4118. Name......: Red Giant Koopa Troopa.
  4119. Appearance: a large, red-shelled turtle.
  4120. Attacks...: Tries to walk into Mario, but does not fall off platforms.
  4121. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
  4122. on it will retreat the Koopa into it's shell.
  4123.  
  4124.  
  4125. Name......: Red Koopa Troopa.
  4126. Appearance: A red-shelled turtle.
  4127. Attacks...: Tries to walk into Mario, but does not fall off platforms.
  4128. Solution..: Fireballs, hammers, and Starmen will kill it right off. Jumping
  4129. on it will retreat the Koopa into it's shell.
  4130.  
  4131.  
  4132. Name......: Red Paratroopa Koopa.
  4133. Appearance: a winged, red-shelled turtle.
  4134. Attacks...: Hops along trying to hit Mario.
  4135. Solution..: Fireballs, hammers, and Starmen are preferred as that completely
  4136. kills the enemy off. Jumping on them will remove their wings
  4137. however, causing a revert to a Red Koopa Troopa.
  4138.  
  4139.  
  4140. o----------------------o
  4141. | Pirahna Plant Family |
  4142. o----------------------o
  4143.  
  4144. Name......: Munchers.
  4145. Appearance: Small black plants that usually appear in large fields.
  4146. Attacks...: Although they do not move, they still try to bite Mario when he
  4147. passes over there spots.
  4148. Solution..: Unless you have a P-Switch handy to make them into Gold Coins,
  4149. you must try to make it across their fields carefully. Some
  4150. places require an Invincible Starman as their fields are vast.
  4151.  
  4152.  
  4153. Name......: Nipper.
  4154. Appearance: Small white plant that walks around.
  4155. Attacks...: It will wander around slowly, waiting for Mario to try and jump
  4156. it, at which point it jump ups to try and "nip" Mario. A few
  4157. also have the ability to shoot an arc of fireballs quite
  4158. accurately at Mario.
  4159. Solution..: Use your tail attack or fireballs to kill it, or you should just
  4160. avoid them.
  4161.  
  4162.  
  4163. Name......: Pirahna Plant.
  4164. Appearance: A plant that comes in and out of various pipes in the game.
  4165. Attacks...: Comes in and out of the pipes periodically, it will not appear
  4166. if you are near/on top of the pipe.
  4167. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
  4168. you are likely to just pass them more often than not.
  4169.  
  4170.  
  4171. Name......: Pirahnacus Giganticus.
  4172. Appearance: A large plant that comes in and out of pipes in World Four.
  4173. Attacks...: Comes in and out of the pipes periodically, it will not appear
  4174. if you are on top of the pipe.
  4175. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
  4176. you are likely to just pass them more often than not.
  4177.  
  4178.  
  4179. Name......: Ptooie.
  4180. Appearance: a walking or potted plant that balances a spiked ball on it's
  4181. breath.
  4182. Attacks...: Balancing the spiked ball as it blows up and down.
  4183. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
  4184. you are likely to just pass them more often than not. If you
  4185. can not kill it, wait for a high volley of the spiked ball to
  4186. jump through.
  4187.  
  4188.  
  4189. Name......: Venus Fire Trap.
  4190. Appearance: a smaller plant with a rounded head.
  4191. Attacks...: Spits fireballs at Mario (numbering between one to three per
  4192. volley).
  4193. Solution..: Fireballs, tail attacks, and statue stomps will kill them, but
  4194. you are likely to just pass them more often than not.
  4195.  
  4196.  
  4197. o--------------o
  4198. | Water Family |
  4199. o--------------o
  4200.  
  4201. Name......: Baby Cheep.
  4202. Appearance: a small red fish that comes out of the mouth of Big Bertha.
  4203. Attacks...: Tries to swim into Mario.
  4204. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4205. otherwise.
  4206.  
  4207.  
  4208. Name......: Big Bertha.
  4209. Appearance: The female half of the large red fish pair.
  4210. Attacks...: She will spit her Baby Cheep out as she swims back and forth in
  4211. closed in spaces.
  4212. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4213. otherwise.
  4214.  
  4215.  
  4216. Name......: Blooper.
  4217. Appearance: A white jellyfish.
  4218. Attacks...: Swims around trying to hit Mario.
  4219. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4220. otherwise.
  4221.  
  4222.  
  4223. Name......: Blooper With Kids.
  4224. Appearance: A white jellyfish leading four mini Bloopers.
  4225. Attacks...: Swims around trying to hit Mario with itself or the kids. it
  4226. also has the ability in later levels to use a kid scatter attack
  4227. (four children shoot out in all directions) before re-appearing to
  4228. do the same thing again.
  4229. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4230. otherwise.
  4231.  
  4232.  
  4233. Name......: Boss Bass.
  4234. Appearance: The male half of the large red fish pair.
  4235. Attacks...: Swims back and forth across the top of the water, waiting for
  4236. Mario to be within jumping range so he can swallow him whole
  4237. (regardless of what Power-Up he has at the time).
  4238. Solution..: Fireballs are your best bet for killing it. Otherwise you should
  4239. find the high ground so he can not eat you.
  4240.  
  4241.  
  4242. Name......: Cheep-Cheep.
  4243. Appearance: A medium sized red fish.
  4244. Attacks...: Tries to swim into Mario.
  4245. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4246. otherwise.
  4247.  
  4248.  
  4249. Name......: Jelectro.
  4250. Appearance: An electrified, black jellyfish only found in World 7-4.
  4251. Attacks...: Though it does not move, it lives in a huge pack with other
  4252. Jelectros, which makes a living mine field for Mario to cross.
  4253. Solution..: No way to kill them, so just avoid them as best you can.
  4254.  
  4255.  
  4256. Name......: Lava Lotus.
  4257. Appearance: An underwater plant.
  4258. Attacks...: Shoots out lava balls periodically (up to five at a time).
  4259. Solution..: A statue stomp will knock it out. Swim past carefully
  4260. otherwise.
  4261.  
  4262.  
  4263. Name......: Spiny Cheep-Cheep.
  4264. Appearance: A spine-covered, black fish only found in World 7-4.
  4265. Attacks...: Tries to swim into Mario, and it is much faster than it's red
  4266. cousin.
  4267. Solution..: Fireballs are your best bet for killing it. Swim past carefully
  4268. otherwise.
  4269.  
  4270.  
  4271. o---------------o
  4272. | Miscellaneous |
  4273. o---------------o
  4274.  
  4275. Name......: Angry Sun.
  4276. Appearance: A sun that has a sour face.
  4277. Attacks...: It will whirl around in the air a few times before dive bombing at
  4278. Mario.
  4279. Solution..: Use a weapon like a turtle shell to kill it, although a statue stomp
  4280. or hammers will work as well.
  4281.  
  4282.  
  4283. Name......: Buster Beetle.
  4284. Appearance: A blue-shelled enemy.
  4285. Attacks...: These enemies will walk around and try to hit Mario, unless they
  4286. find a brick to pick up and chuck at Mario.
  4287. Solution..: Kill them through any manner you desire, just try to do it before
  4288. they find a block to throw.
  4289.  
  4290.  
  4291. Name......: Buzzy Beetle.
  4292. Appearance: A black-shelled enemy.
  4293. Attacks...: Tries to walk into Mario, unless it starts on the ceiling, which
  4294. it will drop down and spin it's shell towards Mario.
  4295. Solution..: Stomping it will cause it to retreat into it's shell, and only
  4296. an Invincible Starman, hammers, or a Tanooki Stomp will knock it
  4297. out permanently.
  4298.  
  4299.  
  4300. Name......: Chain Chomp.
  4301. Appearance: A black head connected to a wooden block with a chain.
  4302. Attacks...: Tries to bite Mario if he draws near enough. It will also break
  4303. off the chain if you stay on the screen for 140 seconds (roughly
  4304. that long).
  4305. Solution..: Throw/run a Koopa Shell into the head portion, run into it while
  4306. invincible, or throw a hammer into it as Hammer Mario.
  4307.  
  4308.  
  4309. Name......: Fire Chomp.
  4310. Appearance: a black head that has a fire tail.
  4311. Attacks...: Flies through the air trying to hit Mario with fireballs that it
  4312. spits from it's own tail. If it runs out of fireballs, it will
  4313. self-destruct in an attempt to hit Mario. They will return if you
  4314. re-visit the area they are found in originally.
  4315. Solution..: Any type of attack will kill it.
  4316.  
  4317.  
  4318. Name......: Firesnake.
  4319. Appearance: A segmented snake made up of fireballs.
  4320. Attacks...: Jumps around trying to hit Mario, and it is able to pass through
  4321. walls and floors.
  4322. Solution..: Use a tail attack to take it out, but if you leave and then return
  4323. to the area, it will have respawned.
  4324.  
  4325.  
  4326. Name......: Lakitu.
  4327. Appearance: A turtle that flies in a cloud.
  4328. Attacks...: He attacks my throwing Spiny eggs out of his cloud.
  4329. Solution..: Stomp or shoot him if you can, but remember that he is only
  4330. defeated temporarily, meaning he will return.
  4331.  
  4332.  
  4333. Name......: Para-Beetles.
  4334. Appearance: A winged, red-shelled enemy.
  4335. Attacks...: It does not attack really, but it flies in a straight line.
  4336. Solution..: It can be killed by a tail whip, hammers, or an Invincible Starman,
  4337. but they are better served as a stepping stone for Mario, since
  4338. they like areas with deep chasms below them.
  4339.  
  4340.  
  4341. Name......: Spike.
  4342. Appearance: A green enemy who produces spiked balls from inside his body.
  4343. Attacks...: He tries to walk into Mario while producing spiked balls to
  4344. throw at Mario. Be careful as he often produces two at a time.
  4345. Solution..: Any attack will kill them off, so just be wary as you do so.
  4346.  
  4347.  
  4348. Name......: Spiny.
  4349. Appearance: A Red bodied, yellow-spiked enemy.
  4350. Attacks...: Tries to walk into Mario.
  4351. Solution..: No jumping on this opponent unless you use the statue stomp, so
  4352. try to use your tail attack or fireballs as they are more
  4353. readily available.
  4354.  
  4355.  
  4356. Name......: Spiny Eggs.
  4357. Appearance: Red or Green spiked eggs.
  4358. Attacks...: If they are red, they turn into Spiny when they hit the ground.
  4359. If they are green, they will roll around the ground trying to
  4360. hit Mario. Both types will hurt Mario while they are in the
  4361. air.
  4362. Solution..: No jumping on this opponent unless you use the statue stomp, so
  4363. try to use fireballs as they are more readily available.
  4364.  
  4365. ----------------------------------------------------------------------------
  4366. ---------------------Hammer Brothers and The Koopa Klan---------------------
  4367. ----------------------------------------------------------------------------
  4368.  
  4369. 13)This section will look at strategies for dealing with each type of
  4370. Wandering Hammer Brother type as well as the Koopa Kid Battles.
  4371.  
  4372. The Koopa Kid Room maps are courtesy of Derek "Pegboy" Kader. Many
  4373. thanks go out to him, and be sure to check out his FAQs on GameFAQs.
  4374.  
  4375.  
  4376. o-----------------o
  4377. | Hammer Brothers |
  4378. o-----------------o
  4379.  
  4380. -They are the Wandering Hammer Brothers in Worlds 1, 3, 5, and 6.
  4381.  
  4382. -They will appear in some Worlds with one level of bricks, although later
  4383. Worlds will have two levels of bricks.
  4384.  
  4385. -Hitting the bricks underneath the Hammer Brothers is the tried and true
  4386. method for succeeding.
  4387. </pre><pre id="faqspan-5">
  4388. -Fireballs are a good way to go as you can shoot the Hammer Brothers from
  4389. afar when they jump to ground level.
  4390.  
  4391. -Hammers work alright for ones that are a level above Mario.
  4392.  
  4393. -Tail attacks from Raccoon Mario or Tanooki Mario will kill them as well if
  4394. they are right in front of you.
  4395.  
  4396. -Using an Invincible Starman before entering the battle is an easy way to
  4397. kill them.
  4398.  
  4399.  
  4400. o--------------------o
  4401. | Boomerang Brothers |
  4402. o--------------------o
  4403.  
  4404. -They are the Wandering Hammer Brothers in World 2.
  4405.  
  4406. -They will be positioned on an elevated block from the ground.
  4407.  
  4408. -Fireballs are great for jumping up to chuck one before hiding in the safety
  4409. of Mario's ground position.
  4410.  
  4411. -Waiting for the two Boomerangs to start going before hopping off his head,
  4412. followed by avoiding the returning Boomerangs.
  4413.  
  4414. -Using an Invincible Starman before entering the battle is an easy way to
  4415. kill them.
  4416.  
  4417.  
  4418. o----------------o
  4419. | Fiery Brothers |
  4420. o----------------o
  4421.  
  4422. -They are hidden set of Wandering Hammer Brothers in World 2.
  4423.  
  4424. -One will be positioned on the ground, one on an elevated block from the
  4425. ground.
  4426.  
  4427. -Fireballs are great for knocking the first one out before it shoots,
  4428. followed by jumping up to chuck one fireball before hiding in the safety
  4429. of Mario's ground position.
  4430.  
  4431. -You can immediately hop of the first Fiery's head, and try to use your
  4432. momentum to reach the second on the fly (and avoid the fireballs flying at
  4433. you).
  4434.  
  4435. -Using an Invincible Starman before entering the battle is an easy way to
  4436. kill them.
  4437.  
  4438.  
  4439. o-----------------o
  4440. | Sledge Brothers |
  4441. o-----------------o
  4442.  
  4443. -They are the Wander Hammer Brothers in World 4.
  4444.  
  4445. -The one Sledge Brother you face will be positioned on ground level with
  4446. Mario.
  4447.  
  4448. -Fireballs are a good way to go as you can shoot the Sledge Brother.
  4449.  
  4450. -Jumping on it's head will be more difficult since they throw hammers as
  4451. they shake the ground, but it can be done.
  4452.  
  4453. -Using an Invincible Starman before entering the battle is an easy way to
  4454. kill them. Just be sure to avoid being on the ground when the Sledge
  4455. Brother lands so he does not waste your Starman on you.
  4456.  
  4457.  
  4458. o-------------o
  4459. | Larry Koopa |
  4460. o-------------o
  4461.  
  4462. -A simple boss, he has no special powers other than his Magical Wand.
  4463.  
  4464. -His room looks as such:
  4465.  
  4466. | | | |
  4467. | | | |
  4468. | | | |
  4469. | | | |
  4470. | | | |
  4471. | | _____ | |
  4472. | |_____| | |_______________| |
  4473. | | | | | | | | | | | | | | | |
  4474.  
  4475. -All you need to do is stomp him three times or shoot him with ten fireballs
  4476. to beat this weakling of the family.
  4477.  
  4478.  
  4479. o------------------o
  4480. | Morton Koopa Jr. |
  4481. o------------------o
  4482.  
  4483. -A simple boss, he has no special powers other than his Magical Wand.
  4484.  
  4485. -His room looks as such:
  4486.  
  4487. | | | |
  4488. | | | |
  4489. | | | |
  4490. | | | |
  4491. | | _______| |
  4492. | | _________ | | | |
  4493. | |_____| | | |___| | | |
  4494. | | | | | | | | | | | | |
  4495.  
  4496. -All you need to do is stomp him three times or shoot him with ten fireballs
  4497. to beat this weakling of the family. This battle is slightly more
  4498. difficult because of the more uneven terrain.
  4499.  
  4500.  
  4501. o---------------o
  4502. | Wendy O'Koopa |
  4503. o---------------o
  4504.  
  4505. -A tougher boss, she sends red and white rings around the room when jumped
  4506. on. All the while she jumps around the room, making her more active than
  4507. her siblings.
  4508.  
  4509. -Her room looks as such:
  4510.  
  4511.  
  4512. | | | |
  4513. | | | |
  4514. | | | |
  4515. | | | |
  4516. | | | |
  4517. | | | |
  4518. | |___________________________| |
  4519. | | | | | | | | | | | | | | | | |
  4520.  
  4521. -The flat room allows Wendy to move all around, and she will jump around more
  4522. often and higher after each stomp. So, if you use fireballs, you will only
  4523. have the original red and white ring to contend with.
  4524.  
  4525.  
  4526. o------------o
  4527. | Iggy Koopa |
  4528. o------------o
  4529.  
  4530. -A simple boss, he has no special powers other than his Magical Wand.
  4531.  
  4532. -His room looks as such:
  4533.  
  4534. | | | |
  4535. | | | |
  4536. | | | |
  4537. | | | |
  4538. | |___ _____ | |
  4539. | | | |___ _| | |_ | |
  4540. | | | | | | | | |_________| |
  4541. | | | | | | | | | | | | | |
  4542.  
  4543. -Rather uneven terrain here, you will need to be careful. He does tend to
  4544. shoot smoke rings slightly faster than Larry or Morton Koopa Jr. (often
  4545. throwing two sets out in a row), but he still requires the usual three
  4546. stomps or ten fireballs the other Koopa Kids do.
  4547.  
  4548.  
  4549. o-----------o
  4550. | Roy Koopa |
  4551. o-----------o
  4552.  
  4553. -A tougher boss, he shakes the ground when he jumps, which will immobilize
  4554. Mario for a short time. He also has the power of shooting his Magical Wand
  4555. at Mario.
  4556.  
  4557. -His room looks as such:
  4558.  
  4559. | | | |
  4560. | | | |
  4561. | | | |
  4562. | | | |
  4563. | | | |
  4564. | | ___ _______ | |
  4565. | |___| |___| | |_______| |
  4566. | | | | | | | | | | | | | |
  4567.  
  4568. -Make sure to stay off the ground when Roy lands, or you will be temporarily
  4569. stunned (making yourself an easy target for the Koopa Kid). Three stomps
  4570. or ten fireballs will get you onto the next World.
  4571.  
  4572.  
  4573. o-------------o
  4574. | Lemmy Koopa |
  4575. o-------------o
  4576.  
  4577. -A tougher boss, he has up to three balls that bounce around the room as he
  4578. rolls on top of another one firing his Magical Wand at Mario.
  4579.  
  4580. -His room looks as such:
  4581.  
  4582.  
  4583. | | | |
  4584. | | | |
  4585. | | | |
  4586. | | | |
  4587. | | | |
  4588. | | | |
  4589. | |___________________________| |
  4590. | | | | | | | | | | | | | | | | |
  4591.  
  4592. -You can bounce on his balls, so use that to your advantage if the balls are
  4593. cornering Mario. Iggy will release the balls periodically, but this is not
  4594. in relation to being stomped like his sister Wendy O'Koopa's Bracelets were.
  4595. Three stomps or ten fireballs will knock this wannabe circus reject down for
  4596. the count.
  4597.  
  4598.  
  4599. o------------------o
  4600. | Ludwig Von Koopa |
  4601. o------------------o
  4602.  
  4603. -Ludwig also has the ability that Roy Koopa possessed, meaning he too shakes
  4604. the ground when he lands from a jump. He also differs from the other six
  4605. Koopa Kids in that his jump in the air after being hit is much faster (and
  4606. shorter), meaning he gets to attack you quicker. He also is a fiend for
  4607. firing his Magical Wand at Mario.
  4608.  
  4609. -His room looks as such:
  4610.  
  4611. | | | |
  4612. | | | |
  4613. | | | |
  4614. | | | |
  4615. | | _____ _____ | |
  4616. | | | | | |_____| | | |___| |
  4617. | |_____| | | | | | | | | | | | |
  4618. | | | | | | | | | | | | | | | | |
  4619.  
  4620. -Try to avoid getting trapped in the deeper holes in the floor, or Ludwig
  4621. will make short work of you. Also avoid being on the ground when he lands
  4622. or he will likely get you wit his Magical Wand. Three stomps or ten
  4623. fireballs will gain Mario access to Bowser's domain, Dark World!
  4624.  
  4625.  
  4626. o----------------------------o
  4627. | Bowser, King Of The Koopas |
  4628. o----------------------------o
  4629.  
  4630. -Bowser, King of the Koopas hides in his large castle waiting for Mario in
  4631. the off chance the Italian plumber actually lucks his way into his lair.
  4632. Bowser himself does not have a Magical Wand with which to attack Mario
  4633. with, but he does have his Fire Breath as well as his body with which to
  4634. hit Mario.
  4635.  
  4636. -His room looks as such:
  4637.  
  4638. ___________
  4639. KEY |
  4640. / - Bricks |
  4641. D - Door |
  4642. ___________|
  4643. _ _
  4644. |_|_|
  4645. | |
  4646. _ _ _|_D_|
  4647. |_|_|_____________________|_|_|_|
  4648. |_|_|/////////////////////|_|_|_|
  4649. |_|_|_|_|///////////////|_|_|_|_|
  4650. |_|_|_|_|_|_|///////|_|_|_|_|_|_|
  4651.  
  4652. -The idea here is to bait Bowser into jumping onto the bricks, causing them
  4653. to break. Try and make Bowser stomp through the bricks to fall down a deep
  4654. passage to thud hard on the ground below. You can also use thirty-five
  4655. fireballs or three hammers to put him down for the count.
  4656.  
  4657. ----------------------------------------------------------------------------
  4658. --------------------------------------Items---------------------------------
  4659. ----------------------------------------------------------------------------
  4660.  
  4661. 14)This section will look at all the enemies available to Mario as he tries
  4662. to rescue the Princess from the evil clutches of Bowser!
  4663.  
  4664.  
  4665. o----------------o
  4666. | Power-Up Items |
  4667. o----------------o
  4668.  
  4669. Name......: Fire Flower.
  4670. Power.....: This little petunia will allow Mario to become Fiery Mario so he
  4671. can throw fireballs at his foes.
  4672. How To Use: Press the B Button to throw a fireball.
  4673.  
  4674.  
  4675. Name......: Frog Suit.
  4676. Power.....: A relatively rare find, this Item allows Mario to gain amazing
  4677. swimming skills.
  4678. How To Use: The A Button will cause Mario to take a powerful swimming
  4679. stroke, and the D-Pad can be used to move around underwater
  4680. accurately.
  4681.  
  4682.  
  4683. Name......: Hammer Suit.
  4684. Power.....: A relatively rare find, this Item allows Mario to become a Hammer
  4685. Brother! He can throw hammers and he can duck inside the helmet
  4686. to be invulnerable to fireball attacks (not from Bowser though)!
  4687. How To Use: Hold DOWN on the D-Pad to make Mario invulnerable to fireballs,
  4688. and throw Hammers with the B Button.
  4689.  
  4690.  
  4691. Name......: Invincible Starman.
  4692. Power.....: When collected, this Star will make Mario flash wildly (his
  4693. colour you perverted person!) and make him invulnerable to
  4694. enemies (although he can still die through a few ways).
  4695. How To Use: Simply collect and plow through enemies without fear!
  4696.  
  4697.  
  4698. Name......: P-Wing.
  4699. Power.....: A rare find for sure, it is won through a few special levels, beat
  4700. certain Hammer Brothers, and the Princess Letters. The power they
  4701. offer are unlimited flight, making them a sought after Item for
  4702. sure! This Item also allows for a tail attack like Raccoon Mario.
  4703. How To Use: Simply press the A Button whenever you want to fly higher. The
  4704. tail attack is done by pressing the B Button.
  4705.  
  4706.  
  4707. Name......: Raccoon Leaf.
  4708. Power.....: When Mario collects this Item, he will become a Raccoon who can fly
  4709. (with enough running room) as well as kill enemies with his tail.
  4710. How To Use: For flying Mario has to hold the B Button to run around building
  4711. his P-Meter up to maximum before jumping into the air with A Button
  4712. (continuing to press the A Button to climb in altitude). The tail
  4713. attack is done by pressing the B Button.
  4714.  
  4715.  
  4716. Name......: Super Mushroom.
  4717. Power.....: Mario will change from Regular Mario into Super Mario, which will
  4718. allow Mario to take a hit instead of dying. This is also required
  4719. for Mario to be eligible for Raccoon Leafs and Fire Flowers.
  4720. How To Use: Just collect it to gain the power.
  4721.  
  4722.  
  4723. Name......: Tanooki Suit.
  4724. Power.....: A relatively rare find, this Item gives Mario the same abilities as
  4725. Raccoon Mario (flying and tail attack) as well as the ability to
  4726. turn into a stone statue!
  4727. How To Use: For flying Mario has to hold the B Button to run around building
  4728. his P-Meter up to maximum before jumping into the air with A Button
  4729. (continuing to press the A Button to climb in altitude). The tail
  4730. attack is done by pressing the B Button. To turn into a stone
  4731. statue, press DOWN on the D-Pad at the same time as B Button, but
  4732. be warned that it can only be held for five seconds before
  4733. reverting back to Tanooki Mario.
  4734.  
  4735.  
  4736. o----------------o
  4737. | In-Level Items |
  4738. o----------------o
  4739.  
  4740. Name..: 1-up Mushroom/Treasure Chest.
  4741. Effect: When collected, Mario gains an extra life.
  4742.  
  4743.  
  4744. Name..: ? Ball.
  4745. Effect: Collected from a defeated Boom-Boom, this ends a Fortress Level.
  4746.  
  4747. Name : Coin.
  4748. Effect: Besides being worth 200 points per collect, 100 of these little
  4749. beauties will gain Mario an extra life.
  4750.  
  4751.  
  4752. Name..: Coin Block.
  4753. Effect: A Block that contains multiple Coins, the amount of which if dependent
  4754. upon how fast Mario hits the block.
  4755.  
  4756.  
  4757. Name..: Kuribo's Shoe.
  4758. Effect: Only found in one level (5-3), this Item can be usurped from a Goomba
  4759. who s using it. With it in his possession, Mario can then step on
  4760. ANYTHING without fear of being hurt.
  4761.  
  4762.  
  4763. Name..: P-Switch.
  4764. Effect: When stomped, it turns all Coins into bricks and all bricks into
  4765. Coins.
  4766.  
  4767.  
  4768. o----------------o
  4769. | Map Only Items |
  4770. o----------------o
  4771.  
  4772. Name..: Anchor.
  4773. Effect: When the Koopa Kid's Airship is on the map screen, this item can be
  4774. used to keep it in place so it can not fly across the screen to hide
  4775. in an area not explored already.
  4776.  
  4777.  
  4778. Name..: Jugem's Cloud.
  4779. Effect: When used, Mario can pass over one level. However, if he dies on
  4780. that life, he will go back behind said level (unless he entered a
  4781. pipe first or beat a Wandering Hammer Brother).
  4782.  
  4783.  
  4784. Name..: Hammer.
  4785. Effect: If used on a rock of the map screen, the rock will crumble away to
  4786. reveal another path (although the Hammer will disappear as well).
  4787.  
  4788.  
  4789. Name..: Music Box.
  4790. Effect: When used, all the Wandering Hammer Brothers/Pirahna Plants will
  4791. fall asleep for a few turns (anywhere from one to three), which
  4792. allows Mario to pass by unimpeded.
  4793.  
  4794.  
  4795. Name..: Warp Whistle.
  4796. Effect: When played, Mario will be whisked away to World Nine, the Warp
  4797. Zone. Depending on where you play the Whistle from will determine
  4798. which Worlds you can reach. World One will allow access to Worlds
  4799. Two Through Four, Worlds Two through Six will allow Access to Worlds
  4800. Five through Seven, and World Seven through Nine allow access to
  4801. World Eight.
  4802.  
  4803. ----------------------------------------------------------------------------
  4804. -----------------------------White Mushroom Houses--------------------------
  4805. ----------------------------------------------------------------------------
  4806.  
  4807. 15)These little secrets can be found once per world, and they offer a
  4808. fabulous prize of a P-Wing or an Anchor. The following will list the
  4809. requirements for getting the White Mushroom House in each World. The
  4810. Coins stat is the minimal required amount to get the White Mushroom House
  4811. to appear.
  4812.  
  4813.  
  4814.  
  4815. o-----------o
  4816. | World One |
  4817. o-----------o
  4818.  
  4819. Level: 1-4
  4820. Coins: 44
  4821. Prize: P-Wing
  4822.  
  4823.  
  4824. o-----------o
  4825. | World Two |
  4826. o-----------o
  4827.  
  4828. Level: 2-2
  4829. Coins: 30
  4830. Prize: Anchor
  4831.  
  4832.  
  4833. o-------------o
  4834. | World Three |
  4835. o-------------o
  4836.  
  4837. Level: 3-8
  4838. Coins: 44
  4839. Prize: P-Wing
  4840.  
  4841.  
  4842. o------------o
  4843. | World Four |
  4844. o------------o
  4845.  
  4846. Level: 4-2
  4847. Coins: 22
  4848. Prize: Anchor
  4849.  
  4850.  
  4851. o------------o
  4852. | World Five |
  4853. o------------o
  4854.  
  4855. Level: 5-5
  4856. Coins: 28
  4857. Prize: P-Wing
  4858.  
  4859.  
  4860. o-----------o
  4861. | World Six |
  4862. o-----------o
  4863.  
  4864. Level: 6-7
  4865. Coins: 78
  4866. Prize: Anchor
  4867.  
  4868.  
  4869. o-------------o
  4870. | World Seven |
  4871. o-------------o
  4872.  
  4873. Level: 7-2
  4874. Coins: 46
  4875. Prize: P-Wing
  4876.  
  4877. ----------------------------------------------------------------------------
  4878. ------------------------------Card Game Solutions---------------------------
  4879. ----------------------------------------------------------------------------
  4880.  
  4881. 16)This section will be dedicated to the eight different possible patterns
  4882. that the cards will take when ever a player enters a N-Spade.
  4883.  
  4884.  
  4885. o----------------------o
  4886. | Requirements & Stats |
  4887. o----------------------o
  4888.  
  4889. -For every 80,000 points scored by one player, along with their successful
  4890. completion of a level, and N-Spade will appear.
  4891.  
  4892. -The Pattern inside will be randomly selected from one of eight programmed
  4893. sets.
  4894.  
  4895. -The pattern will remain constant until a player finishes the current
  4896. pattern, at which point their run in the N-Spade ends. The next N-Spade to
  4897. appear will then select a new pattern.
  4898.  
  4899.  
  4900. o-------------------o
  4901. | Possible Patterns |
  4902. o-------------------o
  4903.  
  4904. ________________________
  4905. KEY |
  4906. |
  4907. 1P - 1-Up Treasure |
  4908. 10 - 10 Coins |
  4909. 20 - 20 Coins |
  4910. FF - Fire Flower |
  4911. IS - Invincible Starman |
  4912. SM - Super Mushroom |
  4913. ________________________|
  4914.  
  4915.  
  4916. ===========
  4917. Pattern One
  4918. ===========
  4919.  
  4920. __ __ __ __ __ __
  4921. | | | | | | | | | | | |
  4922. |1P| |SM| |10| |SM| |FF| |IS|
  4923. |__| |__| |__| |__| |__| |__|
  4924.  
  4925. __ __ __ __ __ __
  4926. | | | | | | | | | | | |
  4927. |SM| |10| |IS| |20| |20| |FF|
  4928. |__| |__| |__| |__| |__| |__|
  4929.  
  4930. __ __ __ __ __ __
  4931. | | | | | | | | | | | |
  4932. |IS| |1P| |FF| |SM| |FF| |IS|
  4933. |__| |__| |__| |__| |__| |__|
  4934.  
  4935.  
  4936. ===========
  4937. Pattern Two
  4938. ===========
  4939.  
  4940. __ __ __ __ __ __
  4941. | | | | | | | | | | | |
  4942. |SM| |FF| |20| |SM| |10| |IS|
  4943. |__| |__| |__| |__| |__| |__|
  4944.  
  4945. __ __ __ __ __ __
  4946. | | | | | | | | | | | |
  4947. |FF| |1P| |SM| |10| |1P| |20|
  4948. |__| |__| |__| |__| |__| |__|
  4949.  
  4950. __ __ __ __ __ __
  4951. | | | | | | | | | | | |
  4952. |IS| |FF| |IS| |SM| |FF| |IS|
  4953. |__| |__| |__| |__| |__| |__|
  4954.  
  4955.  
  4956. =============
  4957. Pattern Three
  4958. =============
  4959.  
  4960. __ __ __ __ __ __
  4961. | | | | | | | | | | | |
  4962. |FF| |IS| |1P| |FF| |1P| |SM|
  4963. |__| |__| |__| |__| |__| |__|
  4964.  
  4965. __ __ __ __ __ __
  4966. | | | | | | | | | | | |
  4967. |10| |SM| |FF| |IS| |SM| |10|
  4968. |__| |__| |__| |__| |__| |__|
  4969.  
  4970. __ __ __ __ __ __
  4971. | | | | | | | | | | | |
  4972. |IS| |20| |20| |SM| |FF| |IS|
  4973. |__| |__| |__| |__| |__| |__|
  4974.  
  4975.  
  4976. ============
  4977. Pattern Four
  4978. ============
  4979.  
  4980. __ __ __ __ __ __
  4981. | | | | | | | | | | | |
  4982. |SM| |FF| |1P| |FF| |IS| |IS|
  4983. |__| |__| |__| |__| |__| |__|
  4984.  
  4985. __ __ __ __ __ __
  4986. | | | | | | | | | | | |
  4987. |20| |IS| |SM| |10| |1P| |FF|
  4988. |__| |__| |__| |__| |__| |__|
  4989.  
  4990. __ __ __ __ __ __
  4991. | | | | | | | | | | | |
  4992. |20| |SM| |10| |SM| |FF| |IS|
  4993. |__| |__| |__| |__| |__| |__|
  4994.  
  4995.  
  4996.  
  4997. ============
  4998. Pattern Five
  4999. ============
  5000.  
  5001. __ __ __ __ __ __
  5002. | | | | | | | | | | | |
  5003. |FF| |IS| |1P| |FF| |20| |SM|
  5004. |__| |__| |__| |__| |__| |__|
  5005.  
  5006. __ __ __ __ __ __
  5007. | | | | | | | | | | | |
  5008. |10| |SM| |20| |1P| |SM| |10|
  5009. |__| |__| |__| |__| |__| |__|
  5010.  
  5011. __ __ __ __ __ __
  5012. | | | | | | | | | | | |
  5013. |IS| |FF| |IS| |SM| |FF| |IS|
  5014. |__| |__| |__| |__| |__| |__|
  5015.  
  5016.  
  5017.  
  5018. ===========
  5019. Pattern Six
  5020. ===========
  5021.  
  5022. __ __ __ __ __ __
  5023. | | | | | | | | | | | |
  5024. |FF| |10| |1P| |FF| |1P| |SM|
  5025. |__| |__| |__| |__| |__| |__|
  5026.  
  5027. __ __ __ __ __ __
  5028. | | | | | | | | | | | |
  5029. |IS| |SM| |20| |IS| |SM| |10|
  5030. |__| |__| |__| |__| |__| |__|
  5031.  
  5032. __ __ __ __ __ __
  5033. | | | | | | | | | | | |
  5034. |IS| |FF| |20| |SM| |FF| |IS|
  5035. |__| |__| |__| |__| |__| |__|
  5036.  
  5037.  
  5038. =============
  5039. Pattern Seven
  5040. =============
  5041.  
  5042. __ __ __ __ __ __
  5043. | | | | | | | | | | | |
  5044. |SM| |FF| |20| |FF| |10| |IS|
  5045. |__| |__| |__| |__| |__| |__|
  5046.  
  5047. __ __ __ __ __ __
  5048. | | | | | | | | | | | |
  5049. |20| |1P| |SM| |10| |1P| |FF|
  5050. |__| |__| |__| |__| |__| |__|
  5051.  
  5052. __ __ __ __ __ __
  5053. | | | | | | | | | | | |
  5054. |IS| |SM| |IS| |SM| |FF| |IS|
  5055. |__| |__| |__| |__| |__| |__|
  5056.  
  5057.  
  5058.  
  5059. =============
  5060. Pattern Eight
  5061. =============
  5062.  
  5063. __ __ __ __ __ __
  5064. | | | | | | | | | | | |
  5065. |FF| |20| |SM| |IS| |1P| |FF|
  5066. |__| |__| |__| |__| |__| |__|
  5067.  
  5068. __ __ __ __ __ __
  5069. | | | | | | | | | | | |
  5070. |1P| |FF| |10| |SM| |20| |IS|
  5071. |__| |__| |__| |__| |__| |__|
  5072.  
  5073. __ __ __ __ __ __
  5074. | | | | | | | | | | | |
  5075. |SM| |10| |IS| |SM| |FF| |IS|
  5076. |__| |__| |__| |__| |__| |__|
  5077.  
  5078.  
  5079. o------------------------o
  5080. | Things To Keep In Mind |
  5081. o------------------------o
  5082.  
  5083. -The three right-most cards of the third row will always be the same three
  5084. cards (from left to right: Super Mushroom, Fire Flower, and Invincible
  5085. Starman).
  5086.  
  5087. -If you are closing in on earning another N-Spade, be sure to check your
  5088. inventory to see if you should use an Item first so you will have lots of
  5089. room for the new Items being won.
  5090.  
  5091. -To figure out which pattern you are playing, flip the fifth card from the
  5092. left in the first row before looking below to see what Pattern you have.
  5093.  
  5094. i) If it is a 20 Coin prize, you have yourself Pattern Five.
  5095.  
  5096. ii) If it is a Fire Flower, you have Pattern One.
  5097.  
  5098. iii) If it is an Invincible Starman, you have Pattern Four.
  5099.  
  5100. iv) If it is a 10 Coin Prize, you need to flip the first card from the
  5101. right in the second row. If it is 20 Coins, you have Pattern Two,
  5102. and if it is a Fire Flower, you have Pattern Seven.
  5103.  
  5104. v) If it is a 1-Up prize, you have to flip over the first card from the
  5105. left in the second row. If it is a 10 Coin Prize, you have Pattern
  5106. Three. If it is an Invincible Starman, you have Pattern Six. If it is
  5107. a 1-Up prize, you have Pattern Eight.
  5108.  
  5109. ----------------------------------------------------------------------------
  5110. ----------------------------Warp Whistles Locations-------------------------
  5111. ----------------------------------------------------------------------------
  5112.  
  5113. 17)This section will give information on how to find all three Warp Whistles
  5114. contained within the game.
  5115.  
  5116.  
  5117. o------------------o
  5118. | Warp Whistle One |
  5119. o------------------o
  5120.  
  5121. The first Whistle to be found is located in World 1-3. To gain access to
  5122. it's hiding place Mario must go towards the end of the level to the point
  5123. just short of a Para-Goomba that drops Micro-Goombas. Get onto the White
  5124. Platform (the only one in the level), duck down (hold DODN), and after 5
  5125. seconds Mario will fall through the block. Now Mario has the ability to
  5126. walk behind the scenery (including other blocks and bushes), so run to the
  5127. right at top speed to get behind the black at the end of the level (this
  5128. will be the same area as the Card Box). Keep running right to enter into a
  5129. hidden Mushroom House to gain access to the Whistle from a giant Treasure
  5130. Box! Keep in mind that if you are jumping around behind the black scenery,
  5131. you may jump the entrance to the Mushroom House, so just run along the
  5132. ground).
  5133.  
  5134.  
  5135. o------------------o
  5136. | Warp Whistle Two |
  5137. o------------------o
  5138.  
  5139. The second Whistle is to be found in the World One Fortress. Head right
  5140. from the start, dodging through the obstacles of the Fortress until Mario
  5141. arrives at an area with a Power-Up, a Dry Bones, and a door. Stomp the Dry
  5142. Bones as Mario collects the Power-Up (it needs to be a Leaf to make next
  5143. part of retrieval possible), and then run right to go past the door to the
  5144. wall. Quickly run back to the left to build up the Speed Meter so Mario can
  5145. fly, and then take flight straight up off the screen where you should hold
  5146. RIGHT so Mario will fly over the wall to the right. Then Mario should run
  5147. right until he can move no further before pressing UP to go through the door
  5148. located there. Mario will fall into a closed room where a small Treasure
  5149. Chest sits, holding the second Warp Whistle!
  5150.  
  5151.  
  5152. o--------------------o
  5153. | Warp Whistle Three |
  5154. o--------------------o
  5155.  
  5156. The Third Whistle is found beyond the Dunes of World Two's desert. You must
  5157. first defeat the Wandering Boomerang Brother that carries the Hammer in a
  5158. Treasure Chest. Then Mario should move across the map until he arrives at
  5159. the top right screen. where he should use the item to break the rock to his
  5160. right. Now Mario can head east through the newly opened path to find a
  5161. Mushroom House (contains a Frog Suit for Mario) as well as a Wandering
  5162. Hammer Brothers. However, this time it is not a Boomerang Brother like the
  5163. other two in this level, but rather a pair of Fiery Brothers! Defeat this
  5164. pair of fire-intensive enemies to get a Treasure Chest containing the third
  5165. and final Warp Whistle!
  5166.  
  5167. ----------------------------------------------------------------------------
  5168. ----------------------------------Coin Ship---------------------------------
  5169. ----------------------------------------------------------------------------
  5170.  
  5171. 18)This section will look at all aspects of the Coin Ship.
  5172.  
  5173.  
  5174. o-------------o
  5175. | What Is It? |
  5176. o-------------o
  5177.  
  5178. The Coin Ship happens when certain specifications are met (see later in this
  5179. section for more details on getting it to appear), and it transforms a
  5180. Wandering Hammer Brother into the Coin Ship. These can be made in World
  5181. One, World Three, World Five, and World Six.
  5182.  
  5183.  
  5184. o---------------------o
  5185. | How Does It Appear? |
  5186. o---------------------o
  5187.  
  5188. There are more than a few requirements for getting it to appear, so I will
  5189. now list them.
  5190.  
  5191. i) You must get your coin total to a multiple of 11. This means that 11,
  5192. 22, 33, 44, 55, 66, 77, 88, and 99 (00 does not work).
  5193.  
  5194. ii) You must get your tens digit in your score to be equal to your coin
  5195. total's tens digit OR you must get your tens digit to be FIVE
  5196. higher/lower than your coin total's tens digit (if you have 22 coins,
  5197. you need 2 OR 7 in your score's tens digit).
  5198.  
  5199. iii) Now you need to get to the end of the level without changing your coin
  5200. total or tens digit in your score (just avoid collecting coins or
  5201. breaking bricks). When you get there, you need to hit the slot block
  5202. when the timer is an even number IF your score's tens digit is equal to
  5203. your coin total's tens digit. IF your score's tens digit is five
  5204. higher/lower than your coin total's tens digit, you HAVE TO hit the
  5205. slot block when the timer is at an odd number.
  5206.  
  5207.  
  5208. o---------------------------o
  5209. | Can I Lose The Coin Ship? |
  5210. o---------------------------o
  5211.  
  5212. Yes you can, and this can be accomplished through two methods. Method
  5213. Number One is most the common way to do it, and it involves Mario dying on
  5214. the Coin Ship (squished by scrolling screen or by the Boomerang Brothers on
  5215. board). Method Number Two requires the player to repeat the steps in
  5216. Sub-Section "How Does It Appear?" to cause the Coin Ship to revert.
  5217.  
  5218.  
  5219. o---------------------------o
  5220. | The Coin Ship Walkthrough |
  5221. o---------------------------o
  5222.  
  5223. ___________________
  5224. KEY |
  5225. |
  5226. O - Coin |
  5227. 1 - Invisible 1-Up |
  5228. P - Pipe |
  5229. ___________________|
  5230.  
  5231. __
  5232. OOOOOOOOOOOOOO | |OOOOO OOOOO
  5233. OOOOOOOOOOOOOO | |OOOOOO OOOOO 1
  5234. ______________ | |______ _____ PP
  5235. OOOO OOOOO OOOOO | |OOOOOO OOOOO ______PP__
  5236. START OOOO OOOOO OOOOO | |OOOOOOO OOOOO O| |
  5237. ________ ________________ | |_______ _____ OO| o o o o |
  5238. \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOO| |
  5239. \ |OOOOO OOOOO OOOOOO| |OOOOOOOO OOOOO OOOO| /
  5240. \ |__________________|__|______________________| /
  5241. \ /
  5242. \_______________________________________________________/
  5243.  
  5244. Collect all the Coins as the screen scrolls, and be sure to get the
  5245. invisible 1-Up that is just short of the pipe. Also be sure to avoid
  5246. getting squished by the scrolling screen against the pole in the middle of
  5247. the ship. Once you go down the pipe, fight the two Boomerang Brothers
  5248. inside to win your prize.
  5249.  
  5250. ----------------------------------------------------------------------------
  5251. ---------------------------Mario Brothers Battles---------------------------
  5252. ----------------------------------------------------------------------------
  5253.  
  5254. 19)This section will look at all the aspects of the Mario Brothers Battles.
  5255.  
  5256.  
  5257. o-------------o
  5258. | What Is It? |
  5259. o-------------o
  5260.  
  5261. A throwback to the classic arcade hit "Mario Brothers", this occurs in a Two
  5262. Player game. This situation will occur when the current player in control
  5263. of their character on the map screen crosses the spot that the other player
  5264. occupies (represented by a small letter), and one of them presses the A
  5265. Button to enter into the battle
  5266.  
  5267.  
  5268. o---------------------o
  5269. | What Is The Battle? |
  5270. o---------------------o
  5271.  
  5272. This is a situation where the following screen appears:
  5273.  
  5274. _____________________
  5275. KEY |
  5276. |
  5277. P - Pipe |
  5278. PW - POW Block |
  5279. SM - Start For Mario |
  5280. SL - Start For Luigi |
  5281. _____________________|
  5282.  
  5283.  
  5284. PPP PPP
  5285. PPP PPP
  5286. PPP PPP
  5287. XXXXXXXXXXX XXXXXXXXXXX
  5288. XXXXXXXXXXX XXXXXXXXXXX
  5289.  
  5290.  
  5291.  
  5292.  
  5293. XXXXXXXXXXXXXXXX
  5294. XXXXXXXXXXXXXXXX
  5295. XXX XXX
  5296. XXX XXX
  5297.  
  5298.  
  5299.  
  5300. SM -- SL
  5301. XXXXXXXXXXX PW XXXXXXXXXXX
  5302. XXXXXXXXXXX -- XXXXXXXXXXX
  5303. PPP PPP
  5304. PPP PPP
  5305. PPP PPP
  5306. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  5307.  
  5308. The screen is wrap around, meaning you can walk through one side of the
  5309. screen to appear on the far side of the screen. The main idea is to knock
  5310. out more enemies than your opponent can out of five OR survive longer than
  5311. your opponent.
  5312.  
  5313. Enemies appear from the pipes on top of the screen, and to be defeated they
  5314. must be hit from underneath or by hitting the POW Block when they are on the
  5315. ground. Take too long and Fireballs appear to try and hit the competititors.
  5316.  
  5317.  
  5318. o-------------------o
  5319. | Enemy Information |
  5320. o-------------------o
  5321.  
  5322. Fireball: If the two players take to long to defeat the enemies, this baddie
  5323. will fly across the screen on the same level. It can not be
  5324. defeated so avoid it at all costs.
  5325.  
  5326. Fly.....: An enemy that hops around at a fairly slow pace, it can be
  5327. somewhat difficult to knock onto it's back with the POW Block.
  5328.  
  5329. Lobster.: The toughest enemy in these battles to face is the Lobster, which
  5330. means he requires two hits to knock onto his back. If you land
  5331. only one hit, it will be faster than before.
  5332.  
  5333. Spiny...: The most common enemy you will face, it walks in a straight line.
  5334.  
  5335. -All enemies will right themselves after being knocked onto their backs, and
  5336. they will be faster upon doing so.
  5337.  
  5338. -The last enemy remaining in the battle will automatically speed up.
  5339.  
  5340. -An enemy who has sped up will change colour.
  5341.  
  5342.  
  5343. o-------------o
  5344. | Why Battle? |
  5345. o-------------o
  5346.  
  5347. An interesting question, but there a few reasons to battle, including:
  5348.  
  5349. a) The most co-operative way to use it is to exchange slot cards so someone
  5350. can get a better set. For instance, Player one may have a Star and a
  5351. Mushroom while Player Two has two Mushrooms. By stomping Player One on
  5352. the head, the Mushroom card will fly into the battle area, where Player
  5353. Two can grab the Mushroom to get a 2-Up. This can also be used in battle
  5354. to steal cards if you are mean to one another.
  5355.  
  5356. b) To steal your opponent's turn. This is a good way to get them as they
  5357. pass your position so you can go ahead and do the next level instead of
  5358. them.
  5359.  
  5360. c) For a unique and diversionary distraction from the main game. It can be
  5361. fun to duke it out with a buddy in the Mario Brothers Battle.
  5362.  
  5363. ----------------------------------------------------------------------------
  5364. ---------------------------------1-Up Tricks--------------------------------
  5365. ----------------------------------------------------------------------------
  5366.  
  5367. 20)This section will look at various methods of gaining multiple lives in a
  5368. single run through a level.
  5369.  
  5370.  
  5371. o---------------------o
  5372. | Endless Enemy Stomp |
  5373. o---------------------o
  5374.  
  5375. This trick requires an endless supply of enemies for Mario to kill and that
  5376. Mario be Raccoon Mario. He must stomp on an enemy, bounce into the air, and
  5377. then slowly descend to the ground to bounce up again. The slow descent
  5378. allows for more enemies to appear so Mario can bounce in the air forever
  5379. (theoretically). The ninth enemy killed without touching the ground will
  5380. begin the 1-Up collecting.
  5381.  
  5382. This trick works on World 1-2 where the elevated pipe produces continual
  5383. Goombas for Mario to use the above strategy on. A slightly changed
  5384. variation of this trick can be performed in the World Two Fortress right
  5385. near the start. Draw the first three Dry Bones together, and stomp on them
  5386. one-by-one using the slow descent of the Raccoon Tail. Now, you will be
  5387. coming down from the third Dry bone stomp when the first Dry Bones that was
  5388. stomped will revive to be stomped again. Continue along this pattern to
  5389. gain extra lives to your hearts content. Also check World 7-5 for three
  5390. Green Paratroopa Koopas that can also be used to perform this technique.
  5391.  
  5392.  
  5393. o-------------------------o
  5394. | Ricocheting Koopa Shell |
  5395. o-------------------------o
  5396.  
  5397. This is a variation on the Endless Enemy Stomp, but instead of Mario hopping
  5398. on enemy after enemy, he just needs to watch the continual supply of enemies
  5399. get taken out by a ricocheting Koopa Shell.
  5400.  
  5401. Most notably done in Worlds 3-4 and 3-9, they both require Mario to bring a
  5402. Koopa Shell with him as he travels forward into the level. On 3-4, Mario
  5403. will come across three Green Koopa Troopas on a slope, so retreat one back
  5404. into it's shell before running right to have Lakitu appear overhead. Get to
  5405. the part of the level where a green pipe is over head with two blocks on the
  5406. ground blocking the Koopa Shell from being tossed away. Let the Koopa Shell
  5407. loose between the blocks so the thrown Green Spiny Eggs will be plowed
  5408. through for larger and larger amounts of points. In 3-9, you need to
  5409. retreat the first Green Paratroopa Koopa you see into it's shell before
  5410. running right underneath the next ledge to toss the Koopa Shell past a low
  5411. lying Bullet Bill cannon. Now Mario should get on the ledge above quickly
  5412. before running right to stand so two Bullet Bill cannons are visible. Now
  5413. he just needs to sit tight as the Bullet Bills get killed by the Koopa Shell
  5414. and rack up the 1-Ups.
  5415.  
  5416.  
  5417. o--------------------------o
  5418. | The Fake Touch Down Move |
  5419. o--------------------------o
  5420.  
  5421. A much slower way to gain extra lives, it is still a decent way of winning
  5422. some extra lives nonetheless. This trick requires Mario to not actually set
  5423. foot onto solid land, but rather rest between jumps on an object that does
  5424. not count as solid ground.
  5425.  
  5426. Worlds 3-7 and 5-4 are both good areas to do this technique. World 3-7 has
  5427. a point halfway where an elevated brick set has a Green Koopa Troopa walking
  5428. between it's walls, so kick it to start moving to create a beanstalk. Now
  5429. you need to stomp the Koopa Shell to stop it form ricocheting, followed by
  5430. getting back onto the vine without touching the ground. Now wait for the
  5431. Green Koopa Troopa to come out of it's shell, and then stomp it before
  5432. landing back on the beanstalk. Repeat this to slowly gain more and more
  5433. points, followed by 1-Ups.
  5434.  
  5435. 5-4 has rotor platforms that will spin periodically before quitting, and
  5436. these two work in the same way as the Beanstalk. This time you need to take
  5437. the Green Paratroopa Koopa down before getting back onto the spinning
  5438. platform. Much tougher to do, but a skilled player can do it easily enough.
  5439.  
  5440.  
  5441. o--------------------------o
  5442. | End Of Level Enemy Coins |
  5443. o--------------------------o
  5444.  
  5445. Whenever you finish a level by grabbing the changing card and an enemy is
  5446. present, it will be killed off and turned into Gold Coins as well as points.
  5447. If enough of them are present, the points will end up totaling into some
  5448. points.
  5449.  
  5450. Now, this is truly effective when you have a level where Lakitu follows
  5451. Mario to the end of the level, so use it on those levels to gain a few
  5452. 1-Ups.
  5453.  
  5454.  
  5455. o-----------------------------o
  5456. | Multiple Extra Lives Levels |
  5457. o-----------------------------o
  5458.  
  5459. These are levels where at least 2 extra lives can be gained before the
  5460. player purposely kills themselves to re-enter the level to repeat the same
  5461. steps over to build up their extra lives.
  5462.  
  5463. The most famous example of this is the First World Seven Fortress where the
  5464. first room you enter is all bricks, with the exception of a hidden P-Block
  5465. waiting to turn the brocks into Gold Coins! Collect as many as you like and
  5466. then exit and re-enter the room to do it again and again and again!
  5467.  
  5468. ----------------------------------------------------------------------------
  5469. -------------------------------Various Tricks-------------------------------
  5470. ----------------------------------------------------------------------------
  5471.  
  5472. 21)This section will look at the other oddities, tricks, and quirks of Super
  5473. Mario Brothers 3.
  5474.  
  5475.  
  5476. a) When you hit a block where a Super Mushroom or 1-Up Mushroom pops out of,
  5477. the direction it moves can be controlled. If you hit the block on the
  5478. left half, the Mushroom will go right, and if you hit the block on the
  5479. right half, the Mushroom will go left.
  5480.  
  5481. b) If you stand away from a wall by one block space and throw a shell, when
  5482. it bounces back it will pass right through Mario.
  5483.  
  5484. c) When you get to the end of a stage, get to full running speed (meaning
  5485. you could fly if you desired to), and jump at the slot box so you hit it
  5486. on a 45 degree angle on the lower right corner of it. This will
  5487. guarantee a Star Card.
  5488.  
  5489. d) When you get three cards from the slot boxes at the end of the levels,
  5490. you will receive a 1-Up. However, if you match three of the same symbol,
  5491. you will receive some bonus extra men. Three Super Mushroom Cards will
  5492. net you a 2-Up, three Fire Flowers will net you a 3-Up, and three
  5493. Invincibility Starmen will net you a 5-Up. This means that c) is a very
  5494. useful trick for gaining lots of lives.
  5495.  
  5496. e) If you do not have enough of a runway to get enough speed to fly because
  5497. of elevating paths, you can still fly by using a tap jump to get to the
  5498. next level while maintaining Mario's speed so he can fly. You can also
  5499. use a partial runway to run back and forth to build your speed up for an
  5500. easy way to get into flight.
  5501.  
  5502. f) If you stand next to a wall and throw a shell, the shell will die off
  5503. without bouncing back.
  5504.  
  5505. g) While Mario is Tanooki Mario, he can turn into a grey statue, however you
  5506. can make Mario grey in the face without him actually becoming a statue.
  5507. When you are about to go down a pipe by pressing DOWN, use the B Button
  5508. as well (just like you were trying to become a statue). As Mario starts
  5509. down the pipe, he will turn grey before exiting the pipe as his usual
  5510. Tanooki colour palette.
  5511.  
  5512. h) Mario can only carry a maximum of 28 Items. If he has a full set of
  5513. Items and gets a 29th one, it will replace the 28th Item in his reserves.
  5514. Use up some Items if your inventory is getting packed.
  5515.  
  5516. i) You will receive different thank you from the king's of each country in
  5517. the Mushroom Kingdom if you manage to defeat the Koopa child with one of
  5518. the three special suits (Frog, Tanooki, Hammer) on. Try it out and see
  5519. if you can hear all three!
  5520.  
  5521. j) Some grass levels will have a dark streak of green along the bottom of
  5522. the screen. If Mario has a P-Wing equipped, he can fly through the
  5523. bottom of the grass (the dark streak of green).
  5524.  
  5525. k) Some levels allow Mario to have a streak of Invincibility Starmen,
  5526. all contained within the level. Some of these levels require Mario to
  5527. use an Invincible Starman before entering to cause this occurrence to
  5528. happen.
  5529.  
  5530. l) When fighting Bowser, if you are standing on a spot where he will stomp
  5531. that is NOT breakable brick just as he begins to jump and THEN move to a
  5532. spot where breakable brick is (causing him to jump your direction if you
  5533. time the movement right), he WILL NOT break the brick despite it being
  5534. breakable brick.
  5535.  
  5536. m) A well known thing, but I have recieved emails about it, so I will add it
  5537. in. After you beat the game, you will get 28 P-Wings if you start a new
  5538. game right after (ie no shutting down the game).
  5539.  
  5540. ----------------------------------------------------------------------------
  5541. ----------------------------------Credits-----------------------------------
  5542. ----------------------------------------------------------------------------
  5543.  
  5544. 22)This section sends a shout out to all of those who have helped me in the
  5545. creation of this FAQ.
  5546.  
  5547.  
  5548. -Derek "PegBoy" Kader for his glorious ASCII maps of the Koopa Kid's rooms
  5549. and Bowser's Room. I can not believe I forgot to mention that he made
  5550. those kick-ass diagrams!
  5551.  
  5552. -Kaze Sama for giving me the dedication to use in this FAQ.
  5553.  
  5554. -Adam Peltz for contributing the strange behaviours of the Magic Wands when
  5555. attacked with special abilities.
  5556.  
  5557. -Javier Dorantes Hernandez for contributing the 1-Up at the beginning of
  5558. World 7-7.
  5559.  
  5560. ----------------------------------------------------------------------------
  5561. -------------------------------Final Word-----------------------------------
  5562. ----------------------------------------------------------------------------
  5563.  
  5564. 23)As is the usual, this walkthrough is copyright property of Brian P.
  5565. Sulpher, 2003. The only website, group, person, etc. to have access to
  5566. post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
  5567. www.honestgamers.com. You must ask for permission before posting this,
  5568. as doing so without consent is a violation of international copyright
  5569. law.
  5570.  
  5571. If you liked it, hated it, have anything to add, then please E-mail me at
  5572. [email protected]. You can also contact me through MSN messenger
  5573. through the same E-mail address.
  5574.  
  5575. A great NES game (considered the best ever by many) that I felt I wanted
  5576. to write for. I mean, it will finish off my trilogy work on the SMB
  5577. series for the NES, but I felt that I needed this one to make my NES FAQ
  5578. collection fill out that much more nicely. Besides, who DOESN'T enjoy
  5579. playing this game? It stands to reason I enjoyed writing this FAQ as
  5580. well! Hell, with such a large and extensive treat just lying around,
  5581. waiting for writing attention from yours truly, so how could I not the
  5582. answer the call of the FAQer? Seriously, anyone know how not to? It
  5583. has always been a passion since I started, and I hope it will continue
  5584. onwards for years to come.
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