It's up to you and Mario to make things less toxic... and more tropic!
                                                        
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                         A Comprehensive FAQ/Walkthrough 

                                                 ------------------------------
                                                | By Colin Moriarty (CMoriarty)
                                                | E-Mail:   cmoriarty311@cs.com
                                                | Date:      September 26, 2002
                                                | Version:                FINAL
                                                 ------------------------------

This FAQ, and all 28 other of my FAQ/Walkthroughs, are now dedicated to the 
over 3,000 innocent people killed in the World Trade Center and Pentagon 
terrorist attacks in New York City, New York, and Washington, D.C., on 
September 11, 2001. To all of the innocent working people, and FDNY Firemen, as 
well as other emergency workers, you will always be remembered. We won't stop 
until we bring these criminals to justice, your deaths were NOT IN VAIN! God 
Bless America, death to all terrorists of all races everywhere.

           ------------------------------------------------------                 
        -> http://www.gamefaqs.com/features/recognition/4280.html <-
           ------------------------------------------------------

PLEASE NOTE: This document was created using Microsoft Word with a 7" width, 
and is best viewed using either your browser (preferably MSIE 5.0 or higher), 
and a screen setting of 800x600 pixels or more. If the guide seems jumbled up 
and not quite right looking, it's not the guide, but your screen and computer 
settings. If you do experience this problem, you probably have your screen 
settings on 640x480 pixels or less, which is rare but hey, it could be you. 
Sorry about whatever problems this may cause.

IGN.com is now allowed to host all of my FAQs. Although the disclaimer says 
only GameFAQs can use my FAQs, IGN.com is now a legal host of all of my work.

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******For easy navigation, press CTRL + F and type in your search string.******
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T A B L E     O F     C O N T E N T S...
---------     ---     ---------------

I.)........... | Legal Disclaimer
II.).......... | Versions of the Guide
III.)......... | Introduction
IV.).......... | Storyline/Plot
V.)........... | Characters
VI.).......... | Controls
VII.)......... | Game Physics and Mechanics (Battles and Movement, et cetera)
VIII.)........ | WALKTHROUGH
IX.).......... | Game Ending (SPOILERS!)
X.)........... | FLUDD
XI.).......... | Items
XII.)......... | Bosses
XIII.)........ | Shines (locations) 
XIV.)......... | Blue Coins (locations)
XV.).......... | Guidebook
XVI.)......... | Secrets
XVII.)........ | In Closing
XVIII.)....... | About the Author


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This guide/FAQ/walkthrough is copyrighted (c) 2002 to Colin Moriarty, and is 
the intellectual property of Colin Moriarty. This guide/FAQ/walkthrough is only 
to be found on GameFAQs (http://www.gamefaqs.com). If you are reading and/or 
found this file ANYWHERE else but GameFAQs, please contact the author, Colin 
Moriarty, immediately, at cmoriarty311@cs.com. This guide/FAQ/walkthrough is 
protected under International Copyright Laws, and it is prohibited to take any 
piece of this document and reproduce it in anyway without the written consent 
of the author, Colin Moriarty. Any website or other medium found to have this 
document without permission will be dealt with to the fullest extent of the 
law.

Please don't e-mail me and ask to have this document on your webpage. It's too
frustrating for me to keep track of all of the webpages that have my 
document(s) on their page, especially the smaller, domain-less fan sites. 
GameFAQs (www.gamefaqs.com) is the only, and I repeat, THE ONLY webpage allowed 
to have this document on his website, GameFAQs.com. CJayC, owner and operator 
of GameFAQs is the only person allowed to use this document on a webpage, so 
please, I repeat once more, no e-mails regarding using this document on your 
webpage. If you do e-mail me about it, your e-mail will be promptly erased and 
ignored.

You ARE allowed to download this off of GameFAQs and keep it on your computer's
hard drive for personal use, as long as the document is not edited or otherwise
distributed except for personal use. You can even print out the entire FAQ or
portions therein to share with a friend who also needs help in the game. Just
please don't distribute it as your own, sell it for profit, et cetera. Well, 
you guys get the idea.

Onward.

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The current version of the guide you are reading is thirteenth and final 
release of the guide, version FINAL.

Version Information:

Version: FINAL
Date: September 26, 2002
Percent Complete: 100%
Version Entails: That's it! It's ALL FINISHED! I hope you enjoy the FAQ and 
that it helps you get past a rather difficult game... not in gameplay, but in 
acquiring all 120 Shines and 240 Blue Coins (all of which are documented in 
this very FAQ!)

--PAST VERSIONS-

Version: 0.95
Date: September 22, 2002
Percent Complete: 95%
Version Entails: The walkthrough is done... I just need to get five more Shines 
and the guide is done.

Version: 0.85
Date: September 22, 2002
Percent Complete: 85%
Version Entails: Up through Pianta Village Episode 8.

Version: 0.75
Date: September 21, 2002
Percent Complete: 75%
Version Entails: Up through Noki Bay Episode 8.

Version: 0.65
Date: September 13, 2002
Percent Complete: 65%
Version Entails: Up through Sirena Beach Episode 8.

Version: 0.57
Date: September 12, 2002
Percent Complete: 57%
Version Entails: Up through Pinna Park Episode 8.

Version: 0.55
Date: September 05, 2002
Percent Complete: 55%
Version Entails: Up through Pinna Park Episode 8.

Version: 0.5
Date: September 04, 2002
Percent Complete: 50%
Version Entails: Up through Pinna park Episode 4.

Version: 0.4
Date: September 02, 2002
Percent Complete: 40%
Version Entails: Up through Gelato Beach Episode 8.

Version: 0.25
Date: September 01, 2002
Percent Complete: 25%
Version Entails: Up through Ricco Harbor Episode 7.

Version: 0.21
Date: August 31, 2002
Percent Complete: 21%
Version Entails: Up through Bianco Hills Episode 8.

Version: 0.15
Date: August 28, 2002
Percent Complete: 15%
Version Entails: Up through Bianco Hills Episode 5.

Version: 0.1
Date: August 27, 2002
Percent Complete: 10%
Version Entails: Up through the kidnapping scene in the Isle Delfino Delfino 
Plaza.


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Welcome one, welcome all, to my twenty-eighth FAQ/Walkthrough for GameFAQs. 
This one happens to be my first FAQ for the Nintendo Gamecube, so I'm going to 
make sure to make this one super-good for all of you guys out there, so that 
you can use this FAQ with pride, and find it to be accurate and helpful. That's 
my promise to anyone who reads this FAQ, and it's a promise that I will live up 
to, I guarantee it. 

In anycase, if you're reading this FAQ, you should know what game it's for. Of 
course, this FAQ is for Super Mario Sunshine, the long-awaited game for the 
Nintendo Gamecube. It's Mario's first starring role on Nintendo's new 128-bit 
system, and trust me, he comes onto the scene with a bang. The game is awesome, 
and I know that you guys are totally gonna dig it.

I usually make my introductions in my FAQs longer than this, but I am so 
excited to just delve into this game and rip it apart from every angle for you 
guys, so that you can beat the game with ease. So I'm gonna finish this 
introduction off, keeping it short and sweet. And remember, if you have any 
questions, comments or suggestions, please feel free to e-mail me at 
cmoriarty311@cs.com. Just make sure to put Super Mario Sunshine as the subject 
so I know what the hell you're talking about!

-Colin Moriarty (cmoriarty311@cs.com)

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This short part of the FAQ/Walkthrough is the storyline of the FAQ. I opted not 
to explain the storyline in the introduction part of this FAQ above, so 
instead, you can find it right here, in this part of the FAQ DEDICATED to the 
storyline of Super Mario Sunshine. The storyline you'll see below is straight 
out of the instruction manual that game with Super Mario Sunshine. So the 
following "storyline" is copyrighted (c) 2002 to Nintendo, all rights reserved. 
These are their words, NOT MINE!

--Begin Story--

Welcome to lovely Isle Delfino!

What can Mario do on the island? Mario's latest adventure is filled with action 
galore! Mario runs, swims, slides, and wall-jumps to the highest heights. With 
FLUDD strapped to his back, Mario drenches enemies, solves puzzles, and even 
takes to the skies! Oh, and Yoshi's back, too, so saddle up!

Mario's Mission - It's up to Mario to clean up the mess on Isle Delfino, solve 
puzzles, and defeat enemies in order to gather the scattered Shine Sprites. 
Plus, he's got to reveal who's behind the mystery!

Close your eyes and imagine... soothing sunshine accompanied by the sound of 
waves gently breaking on the shore High above, seagulls turn lazy circles in a 
clear blue sky. This is Isle Delfino.

Far from the hustle and bustle of the Mushroom Kingdom, this island resort 
glitters like a gem in the waters if a southern sea.

Mario, Peach, and an entourage of Toads have come to Isle Delfino to relax and 
unwind. At least, that's their plan... but when they arrive, they find things 
have gone horribly wrong...

According to the island inhabitants, the person responsible for the mess has a 
round nose, a thick mustache, and a cap...

What? But... that sounds like Mario!?

The islanders are saying that Mario's mess has polluted the island and caused 
their energy source, the Shine Sprites, to vanish.

Now the falsely accused Mario has promised to clean up the island, but... how?

Never fear! FLUDD, the latest invention from Gadd Science, Inc., can help Mario 
tidy up the island, take on baddies, and lend a nozzle in all kinds of sticky 
situations.

Can Mario clean the island, capture the villain, and clear his good name? It's 
time for another Mario adventure to get started!

--End Story--

AGAIN, those aren't my words, they're Nintendo's, copyrighted 2002 to Nintendo. 
NOT my words, THEIR'S!

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This section of the FAQ/Walkthrough discusses the various important characters 
you'll come across in the game. Not only will you find your playable character 
here, but also the various villains and other characters that I find important 
enough to describe here. This part of the FAQ exists primarily to inform you, 
the reader, on the characters you should know all about.

>>>Mario<<<
Mario is the main character in this game (obviously... it's called Super Mario 
Sunshine.) In anycase, Mario, a long time friend of Princess Peach and the 
Toadstool Kingdom is going along for the ride to the sunny, tropical, and nice 
Isle Delfino, for a well deserved vacation. Afterall, how many times did Mario 
save Princess Peach and her entire Kingdom for the clutches of evil in the 
past? Sure... too many to count. And the princess knows this, hence Mario comes 
along with her. However, a Mario look-alike has been ruining the island by 
grafitting a gooey substance all over EVERYTHING. This guy is basically a Mario 
clone, and it's not surprise that as soon as Mario lands at the airport of the 
Isle Delfino, he gets blamed for it... and then, your quest begins.

>>>Pianta<<<
A Pianta is a normal inhabitant of the Isle Delfino. Straight from their roots 
over at Pianta Village, the group spread to inhabit the entire island, and make 
it an island paradise, perfect for visitors around the world. It's a popular 
destination, and a popular vacation spot indeed, and it's all thanks to these 
people who are the primary inhabitants of the Isle Delfino. Thanks to them, the 
Isle Delfino is a beautiful place. That is probably why they were so offended 
when Shadow Mario (although they thought it was regular Mario) completely 
screwed the place up...

>>>Noki<<<
Nokis are the ancient inhabitants of the Isle Delfino. Since their culture goes 
back a long way in history, not many Nokis exist anymore, but those that do 
exist on Noki Bay, an outskirts part of the Isle Delfino. Here, they preserve 
their ancient heritage which began and thrived in the Noki Bay area for a very 
long time. Forever living in peace with their fellow island inhabitants (the 
Piantas), the Nokis don't mind staying at the bay. Here, they can marvel at 
crystal clear waters while they traverse their ancient ruins and fish for their 
food.

>>>Toadsworth<<<
Toadsworth is Princess Peach's advisor and steward. He's been for quite some 
time, and travels with Princess Peach everywhere. He's quite excited to get to 
the Isle Delfino and have a little vacation time. Afterall, this elderly toad 
works quite hard and deserves a break. Still, he remains quite concerned about 
Princess Peach (especially after they get to the Isle Delfino and realize it's 
been soiled by the work of some sort of criminal). Toadsworth is full of good 
and wise information, so make sure to get his opinion on all matters when you 
can. You'll be glad you did.

>>>Princess Peach<<<
Princess Peach is the ruler of the grand and peaceful Mushroom Kingdom. She and 
Mario go back a long way, and so he is a mainstay at her royal court. In this 
episode of Mario's adventure (that is, Super Mario Sunshine), she, Toadsworth 
and Mario (along with some other Toads) are going to Isle Delfino for a well 
deserved vacation! She, along with everyone else, is looking forward to a 
peaceful and fun time at this tropical paradise. However, Princess Peach is 
quite observant, and is first to notice the Mario look-alike that's ruining the 
great landmarks of Delfino Isle with his mysterious liquid goo. Unfortunately, 
she isn't able to tell Mario or Toadsworth in time, and they land in Delfino 
Isle to find Mario under immediate persecution.

>>>Toad<<<
Toad is Peach's attendant. He is a normal "person" of the Mushroom Kingdom (the 
Mushroom Kingdom's mushroom people are called "Toads" in case you were 
wondering why I kept using that term over and over again... I'm not talking 
about the gooey, wart covered green toads you find in swamps). Toad and his 
friends (other attendants) go along for the ride with the Princess, Toadsworth 
and Mario to the Isle Delfino, and although they are the attendants to the 
Princess, are also looking forward to having a good time. Obviously, this is 
cut short by the Mario look-alike's evil plan to ruin the Isle Delfino and make 
it fall under a rather dark cloud.

>>>Shadow Mario<<<
Shadow Mario is the mysterious Mario look alive that's using his skills with a 
paintbrush to wreak havoc on a usually peaceful Isle Delfino. He's treacherous 
ways are making the island darker and drearier by the day. Why he's nearly 
identical to Mario is unknown, but his attempts to frame Mario for his crimes 
are deliberate. It's up to you to stop this shadowy foe before he completely 
darkens the otherwise sunny world of Isle Delfino.

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This section of the FAQ has an obvious use - to discuss the controls in Super 
Mario Sunshine. The Nintendo Gamecube controller is far too complex to draw up 
with some ASCII art, so instead, I'll just throw the name of each button down 
below, and then their function after that. If you don't know what button is 
where on the Gamecube controller, grab your controller and look at is as you 
read this section. It's not too hard to comprehend. =)

CONTROL DIRECTIONS FOR MARIO (with or without FLUDD)
------- ---------- --- -----

Control Stick
------- -----

The control Stick, no matter which way you push it, will move Mario in whatever 
direction you push. The harder you push it, the faster Mario will run/walk. The 
softer you push the stick, the slower Mario will walk, et cetera.

Directional Pad
----------- ---

The directional pad has no real use in Super Mario Sunshine.

C Stick
- -----

The C Stick's primary use is to change the angle of the camera. The camera, of 
course, is basically your view of the game on your television. To rotate the 
camera and see a different area, press left and right. Pressing left will tilt 
the camera left, while tilting right will tilt the camera right. As far as up 
and down goes, pressing up on the C Stick will zoom the camera in, and pressing 
down on the C Stick will zoom the camera out. The C Stick is very useful in 
this game, and often over-looked, so make sure to keep it in mind when you're 
playing this game.

Start
-----

The Start button's primary use in Super Mario Sunshine is to pause your game. 
Quite simple indeed.

L Button
- ------

The L Button has kind of a C Stick-like function. Pressing the L Button will 
automatically center the camera behind Mario. This means that when the L Button 
is pressed, the camera will be centered to exactly where Mario would be 
looking. Once you do this, use the C Stick to do what you'd like with the 
camera from there. Of course, to use the C Stick, you can do that on your own 
without pressing the L Button.

R Button
- ------

The R Button is the button you'll want to use to use FLUDD, your water backpack 
that'll accompany you on your journey. The R Button is very pressure sensitive, 
so you'll have to keep that in mind as you use it. Pressing the R Button all 
the way will squirt a very powerful blast of water from FLUDD, while pressing 
it lightly will squirt a lighter blast. You can aim your water cannon by using 
the control stick while squirting with the R button. You can also walk/run and 
shoot, but bare in mind that pressing the R button hard or all the way and 
walking/running won't work - you have to press it lightly to run and squirt at 
the same time. Just a little aside for you. And if FLUDD is out of water, stand 
within a water source and hold down R to refill it.

Z Button
- ------

The Z Button has one purpose - when pressed, it brings you to the game's 
guidebook, which has all sorts of useful information. See the Guidebook section 
of this FAQ for more on it.

Y Button
- ------

The Y Button is an aside to the C Stick. Like the L Button (which positions the 
camera directly behind Mario), pressing the Y Button will automatically bring 
the camera over Mario's shoulders, but this is only a temporary camera angle. 
To unlock this camera angle, press the Y Button again and the camera will go 
back to its previous position.

X Button 
- ------

Pressing the X Button changes the nozzle equipped on FLUDD, which changes how 
the water sprays out of it, et cetera. See the FLUDD section of this FAQ for 
more on nozzles, and FLUDD itself.

A Button
- ------

The A Button is an action button, so depending on where you are and what you're 
doing, it'll have a different effect on the A Button's function. The A Button 
is mainly used as the jump button on land and such, so press A along with the 
control stick to jump and get somewhere. However, while in water, press the A 
Button to swim, while using the control stick to guide where Mario is swimming 
to. The A Button is quite important indeed.

B Button
- ------

The B Button is another action button, so of course, it's function is based on 
what you're doing and where you are, just like the A Button I just described. 
The B Button allows Mario to talk to people (when in front of a person he can 
talk to), inspect things (when he's in front of something he can inspect), pick 
up something (when he's in front of something he can pick up), and dive into 
water (when he's in front of a body of water). See how simple that is?

[For more extensive and advanced controls, see the Super Mario Sunshine 
instruction manual that comes with the game.]

CONTROL DIRECTIONS FOR MARIO ON YOSHI
------- ---------- --- ----- -- -----

There are only a few important controls with Yoshi. Naturally, to get onto 
Yoshi, make sure he's hatched from his egg and ready, and then simply jump on 
him, into his saddle. From here, you're ready to go.

R Button
- ------

With Yoshi, the R Button acts the same as it does with Mario. However, instead 
of shooting or using FLUDD, you'll shoot juice from Yoshi's mouth with the R 
Button while you're on him. The kind of juice (color and content) is based on 
what kind of fruit Yoshi ate when he was hatched, or the most recent fruit he's 
eaten. As you shoot more juice from Yoshi, more juice is extracted from his 
stomach (as shown in the lower righthand corner of the screen while you're 
mounted on him). He'll eventually run out of juice anyway, whether you choose 
to spray or not, so make sure to replenish his supply by eating fruits.

X Button 
- ------

Use the X Button while on Yoshi to get off of him. It's that simple.

A Button
- ------

To jump with Yoshi, just like we jump with Mario, press the A Button.

B Button
- ------

An important button concerning Yoshi, the B Button allows him to eat various 
enemies, as well as the all important fruits that keep him going. 

See, that was easy, wasn't it?

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This short section of the FAQ discusses the game physics. What are game 
physics? Well, it's basically the way you play the game, how the game is set 
up, and primarily what you can expect when playing the game. It's a short read 
on the FAQ, but worth it if you want an idea of what the hell you're doing, and 
simply what to expect. =)

Super Mario Sunshine is a 3D platformer game, just like the Nintendo64's smash 
hit, Super Mario 64, and hundreds of other games out there on the market. You 
control Mario on his quest to clean up Delfino Isle of the disgusting mess a 
Mario impersonator has made of it! Quite the crime indeed! In anycase, Mario 
takes his punishment (as the people of Delfino Isle punish him for the 
crimes... hey... the guy looked JUST like Mario), and it's now Mario's (and 
yours) quest to clean up the Isle Delfino and make it nice and squeaky clean 
for the Islanders... that's the only way Mario can leave the island! With that 
in mind, Mario will be fighting monsters, completing mini-games, and basically 
having himself a good ole time cleaning up Isle Delfino. Mario's a good sport, 
isn't he? He doesn't even appeal his conviction!

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This is the main section of my FAQ/Walkthrough. This section is the 
walkthrough. The walkthrough is split up into segments so that you can easily 
find what you want to read, and, of course, it's split into sequential order.

PRE-GAME TIPS!

*Save often. Saving is fundamental, and it should be done often. Save after you 
get a Shine, save after you get past a tricky area, save after a long cutscene, 
and just save regularly. If you happen to die, and didn't save lately, have fun 
doing the entire thing over again from where you last saved. Why you should 
save should be obvious, so I won't go on about it anymore.

*Talk to everyone. The villagers, your friends, and even your enemies all have 
useful information that furthers the storylines and makes what you have to do 
next more obvious, and sometimes easier. Take the time to talk to everyone. 
Part of enjoying the game's experience is getting input from everyone. You 
might just miss something if you don't!

*HAVE FUN! The game isn't too hard. It's a Mario game, it's a pretty kiddy 
game. Enjoy it, don't get frustrated with it. It's one of Nintendo's greatest 
master-pieces yet!

NOTE: Please bare in mind that this is my first play-through of the game. If I 
miss anything, any Blue Coins or whatever, I'll find them on my way back 
through the game a second time. Please feel free to e-mail me 
(cmoriarty311@cs.com) if I did miss anything and you can supply me information 
on what I missed. That'd be greatly appreciated.

NOTE2: There's a lot to this game, and I attempt to cover it all. I cover 
everything that's mandatory. I do a lot of sidequests and whatnot in between 
stages, but don't write it down in the walkthrough. These sidequests are always 
for extra Shines or Blue Coins. The walkthrough itself only covers the stages, 
stage by stage. Because of that, if you wanna go on some sidequests yourself, 
see the Shines and Blue Coins section of this FAQ for information on those. 
While the walkthrough covers the Shines and Blue Coins found on stages, it 
doesn't cover the "optional" ones that can be found all over Isle Delfino. So 
bare that in mind, if you will.

ANOTHER NOTE: My game stats so far: Shines - 120 
                                    Blue Coins - 240

The entire walkthrough is done through the end of the game. Henceforth, the 
above states are now really moot. However, it does go to show you that there 
are a total of 120 Shines and 240 Blue Coins to be gotten in the game. Go for 
the gold, buddy! =) And now... the walkthrough you've all been waiting for...

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I. Initial Introduction
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As you turn on your Gamecube console with Super Mario Sunshine in it, you'll 
see the game's original intro. (what's really great about the intro is when the 
Nintendo symbol comes onto the screen, you hear the old "chime" from the NES' 
Super Mario Bros. 3, which is all cool and nostalgic). The intro is basically 
Princess Peach (the princess), Mario (you), and Toadsworth (Princess Peach's 
advisor) on a jetliner heading for the sunny vacation spot, Isle Delfino, which 
is where Super Mario Sunshine takes place. As the three fly over the ocean on 
their way to their sunny destination, they watch an introduction film to the 
island paradise. As they watch it, however, the princess spots something very 
suspicious - a shadowy figure that looks like Mario running along the 
background, seemingly up to no good. But as the Princess goes to address her 
two companions, she sees that they are in their own worlds... Toadsworth 
dreaming about sunbathing and relaxing, and Mario looking forward to the Isle 
Delfino's world-class seafood restaurants. And then... the game begins.

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II. Landing at Delfino Isle...
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As you land at Delfino Isle, the Princess' plane comes to a halting stop on the 
small airport's jetway, as the pilots of the plane realize something is wrong. 
It seems someone has made their mark on the jetway. As Mario, Toadsworth and 
the Princess deplane, they notice that the liquid goop on the jetway is moving 
and whatnot, and Toadsworth warns Toad and his companion to not touch the 
stuff. Princess spots the shadowy Mario-like figure again, but doesn't tell 
anyone, for he disappears as she goes to look at his a second time. Then 
Toadsworth expresses his worry for the Princess' well-being in the Isle 
Delfino's heat, and tells Mario to go to the shores and look for help. After 
the princess talks a bit more to Mario, about how she has a bad feeling, you 
get control of Mario.

Once you gain control, get used to all of the controls. It'll pay not to be 
clumsy with them, so take your time and work your way on with the controls. 
Talk to everyone (Toadsworth, the Princess, the various Toads), and then walk 
to the other side of the jetport. Avoid the gooey substance in the middle of 
the jetport (it's hazardous... if you happen to touch it, immediately jump into 
the water on either side of the jetport to get the gooey stuff off of you...). 
When you walk to the other side, you'll see various villagers. Some of them 
accuse you right out of doing this to the jetport (afterall, you look just like 
the man who did), and some of them tell you to wash this stuff off of the 
jetport. But how!? It's quite simple, my friends. Approach the backpack-looking 
thing at the top of the jetport. This is FLUDD, Mario's primary weapon in the 
game. FLUDD (which stands for Flash Liquidizing Ultra Dousing Device) is a 
water-shooting backpack that shoots water at an extraordinary speed and 
distance, making it a potent weapon. Beyond that, this device will be your 
primary companion to clean up the goo around Isle Delfino. As the people around 
the airport tell you after you pick up FLUDD, approach the goo in front of 
Princess Peach's jet and start to shoot the ground where the goo is to slowly 
(but surely) clean it up. As you approach the main part of the goo, shoot the 
middle "moving" part and a Piranha Plant will come out of the middle, all 
covered in goo. This is your first boss fight in the game, with the Gooey 
Piranha Plant!

BOSS BATTLE ONE! *GOOEY PIRANHA PLANT*

The first boss you fight in the game is the Gooey Piranha Plant, which you'll 
find on Isle Delfino's airport's jetway (taxiway, whatever). As you begin to 
shoot the moving center of the big spot of goo in the middle of the runway with 
your newly acquired FLUDD, it'll start to move. Shoot it enough and a huge 
Piranha Plant will come out of the goo, covered in goo itself. It's quite 
simple (it doesn't have any attacks, it kinda just moves), and is easy to hit. 
Most of the time it'll sway back and forth and move around with its mouth 
closed. However, when it decides to open its mouth, it's vulnerable to attack 
with the FLUDD. When his mouth is open, press the R Button down all the way to 
get a full blast from FLUDD, and point the blast right at the mouth of the 
gooey Piranha Plant. Hit it once, and it'll close its mouth and go crazy with 
its mouth closed for a little while longer. When it opens its mouth again, 
shoot it in the mouth again. Shoot it in the mouth three times, and the Gooey 
Piranha Plant will be no more - forever defeated at the hands of Mario and 
FLUDD. After that, all of the goo surrounding it on the jetway/taxiway/runway 
will disappear as well, making your life even easier.

After he's defeated, the rest of the goo around the now-dead plant will 
automatically disappear. Then, a star-like object appears. This object is a 
Shine, and you'll be collecting these throughout the entire game. What is a 
Shine, exactly? Shines are god-like idols on Isle Delfino which, in 
collaboration with each other, manage to keep peace, prosperity and happiness 
alive for all of the islanders on this beautiful, tropical island. However, 
since the Mario look-alive has been wreaking havoc on the island, the Shines 
have dispersed, and the Shine Shrine where they all used to meet is now empty, 
defiled by the evil acts of the Mario imposter.

Soon after the Piranha Plant is defeated and Mario grabs his first Shine, 
however, he is arrested by Isle Delfino authorities and thrown into jail, where 
he and FLUDD talk further about Shines and the situation he is in. Soon 
thereafter, Mario is brought before the Isle Delfino Court, where the 
prosecution puts forth an exemplary case against Mario. He looks JUST LIKE the 
man who is defiling the Isle Delfino, and should be held responsible. The judge 
agrees and sentences Mario to clean up the entire island of all of the goo and 
other crap that the criminal (the true criminal) left on the island. However, 
that's not exactly how it goes. The judge puts forth this sentence on Mario 
thinking that he IS the person who did this! How can this be? Mario just got 
there and the deeds were already done! Regardless, Mario doesn't whine about 
his sentence, but takes it like a man. He can't leave the island until all of 
it is cleaned up. And on that note... the real game begins!

-------------------------------------------------------------------------------
III. Cleaning up Delfino Plaza...
-------------------------------------------------------------------------------

As you gain control of Mario again within the town's square, your mission'll be 
to clean up Delfino Plaza, in the middle of town. You'll notice various 
messages going across the bottom of the screen... nothing to worry about right 
now. Talk to the various islanders within the town, and the Toads in the town 
as well, to get some various information (some encouragement, a few threats... 
ya know... a little bit of both). As soon as Mario gets far enough into the 
town (near the town square), he'll run into two familiar and friendly faces - 
Toadsworth and the Princess. Afterall, one of the little Toads running around 
in town told you the Princess was looking for you, didn't he? In anycase, talk 
to them both to get more information. Toadsworth will tell Mario to check out 
the Shine Shrine and the surrounding areas as soon as he can, while the 
Princess will tell Mario that she is absolutely angry at the weather, and wants 
to go back to the Mushroom Kingdom right away! And on that note, enter into 
Delfino Plaza.

Once in Delfino Plaza, you'll see goo all over the place. With FLUDD, start 
blasting it away, avoiding the small enemies popping out of the goo. Blast the 
small enemies away with FLUDD. If you see a villager covered in goo, blast the 
goo off of him like a good little soldier. You'll see that, a lot like the goo 
spot on the runway earlier, the middle of this goo-like area is moving. Shoot 
at it and you'll fight yet ANOTHER Piranha Plant boss, identical to the one we 
fought earlier.

BOSS BATTLE TWO! *GOOEY PIRANHA PLANT*

Identical in all ways to the Gooey Piranha Plant we fought on the runway in the 
beginning of the game. Shoot it while it's mouth is open three times to defeat 
it, and rid Delfino Plaza of all of its goo.

Once the Piranha Plant is defeated, a statue is raised in its placed. Atop this 
large statue is a watery looking clone of Mario. So this is the evil-doer 
that's getting Mario into all of the trouble! With a paintbrush in hand, the 
Mario clone jumps from the statue and runs towards Princess Toadstool, where he 
picks her up and kidnaps her, running off. Soon thereafter, you once again get 
control of Mario, so go run and save her!

-------------------------------------------------------------------------------
IV. Chasing the Princess' Kidnapper
-------------------------------------------------------------------------------

As soon as the Mario clone snatches the Princess, he runs off. This is 
basically a boss battle, so...

BOSS BATTLE THREE! *SHADOW MARIO*

As you chase Shadow Mario around as he carries the Princess, keep shooting 
water at him to damage him. Remember that you can shoot water from FLUDD and 
keep running at the same time, so as long as you stay close to him, you should 
be just fine. He runs around in a circle around the town square. You'll know 
where he's been because he'll leave his mark "an M" with his large paintbrush. 
This is actually a good thing because although this stuff he leaves on the 
ground can damage you and slow you down, he stops to paint it or go over it 
each time he nears a corner of his route. If you take a second or two to wash 
away his Ms as you pass them, he'll stop for longer, painting them again. Bare 
in mind that when he jumps up a wall to the next level, you can do the same. 
Jump towards the wall and press A to bounce off of the wall and up to the next 
level, where you can continue your pursuit. Stay on him and keep shooting at 
him to do him in quickly. You'll know that you're damaging him when he turns 
pink. Each time he turns pink, you've hit him. Hit him enough times in a row 
and he'll drop some coins! Clutch indeed.

After you've hit Shadow Mario enough, he falls to the ground and the Princess 
is saved. He says that using such a weapon (FLUDD) on him isn't fair, but then 
he takes off back towards Delfino Plaza. Chase him there and keep hitting him 
with the FLUDD. Then, he paints an M on the statue base in the middle of 
Delfino Plaza and jumps through it. It's some sort of warp hole! Shoot it with 
FLUDD a bit to make the warp active, and then jump through it, where you'll be 
in another world...

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V. Bianco Hills, Episode 1 - Road to the Big Windmill
-------------------------------------------------------------------------------

As you begin here, run up the path and talk to the islanders on both sides of 
the path, who are all familiar faces that we've talked to already earlier on in 
the game. Keep running down the path and collect the six coins you find on the 
path there. After picking them all up, veer left off of the path and talk to 
the dude there, who'll tell you about ropes. Then approach the river to the 
left of him and use the log or rope to cross over the river to the other side. 
To use the rope, jump towards it and hang on... to use the log, jump on the 
log, keep your balance, and then jump towards the shore. From here, talk to the 
people here, and shoot the flowers in this area (as the woman suggests) to make 
them yield a coin each for you. (not all of the flowers will yield coins). If 
you find the flowers that turn into yellow enemies, shoot water at them. When 
they are propelled backwards, they will be killed and yield three coins each if 
they hit a hard surface and are smushed. Make sure to kill the four of them in 
this area to get 12 coins for yourself. And have a good laugh if you talk to 
the woman who throws you across her backyard!

Now, in the area with all of the flowers, look towards the building with the 
watermill on it. You'll see a huge painted M on it. Use FLUDD to completely 
wash away, and after it's all washed away, you'll get a Blue Coin. This is your 
first one, congratulations! From there, run towards the wheel of the watermill 
and jump to the grassy area beside it, alongside the brick wall surrounding the 
area we're in. When one of the wheel's ridges gets to be horizontal, jump atop 
it and ride it to the top. Once you get to the top, quickly jump off of the 
wheel to your left or right, but don't fall down to the other side yet! Get to 
the right side of the wheel, so that you're on top of the roof of the 
watermill, where you'll find a gold coin. Look north of the coin to find 
another M, mark of Shadow Mario. Use FLUDD to wash it away and get your second 
Blue Coin! After getting your second Blue Coin, jump off of the roof on the 
other side of the watermill. You'll see a path in front of you with some coins 
on it. Run down this path and get the coins. Once you get the final coin, go 
back and jump into the river to your left. This river is long, and the spider 
enemies on it are rather annoying, but this route will bring you right to the 
boss of the stage, and net you 16 gold coins as well. Swim down this river, 
grabbing the groups of four coins each as you go. To avoid the spider enemies 
that swim along the top of the water, dive into the water when they come, and 
then come back up after they dash over you. Doing this will allow you to avoid 
being damaged. After you get the fourth and final set of four coins, you'll 
notice nearby, underneath the water, is another Blue Coin. Dive to grab this 
third Blue Coin on this stage! The easiest one we've gotten yet.

From there, we're right near the boss. Go back on land and follow the red and 
white arrow signs to the source of those goo balls that are rolling all over 
the place. Shoot FLUDD at the source of these water balls... well... this is a 
boss battle, so...

BOSS BATTLE FOUR! *GOO SHOOTER/GOOEY PIRANHA PLANT*

When you get to the source of the goo balls, shoot FLUDD at it. You'll know 
you're hitting it because the goo will start turning pink. After you hit it 
enough, a Piranha Plant will peep its head out of the goo shooter, and you'll 
have your third encounter with this boss enemy. Kill it as we did the other 
three times - three shots with FLUDD in its mouth. Be weary, however... he 
doesn't open his mouth as often as the other two did, and also, if you don't 
shoot it enough, it'll put its head back down and the Goo Shooter'll start 
shooting again. Don't worry, though - if the head does go back down, you don't 
have to damage it anymore, the damage carries over. Do bare in mind, however, 
that goo balls still shoot down atop you even if the Piranha Plant head is out! 
Three hits and he's no more...

After the Gooey Piranha Plant/Goo Shooter combo is defeated, he'll be destroyed 
and drop a Shine! Your second Shine! From there, you'll be thrown back into 
Delfino Plaza. When you're ready, jump back into the M on the statue and we'll 
get to yet another stage...

-------------------------------------------------------------------------------
VI. Bianco Hills, Episode 2 - Down with Petey Piranha!
-------------------------------------------------------------------------------

You'll notice as we start this stage that it's basically identical to the one 
we were just on. It's the SAME stage, we just have different objectives here. 
As we did earlier, veer off the path to talk to each person as you go, and 
collect the coins that are sitting there in the path. When you get to the rope 
and log over the small stream there, just them to get over the water. From 
there, talk to everyone you come across and the approach the large, tall 
building at the back of the area, along the wall that makes the outline of the 
area. Inspect the sides and back of the large structure to find an M, the mark 
of Shadow Mario. Use FLUDD to wash the marking off, and get your sixth Blue 
Coin. From there, head to the watermill, as we did earlier, and use the wheel 
to get to the top. Once at the top of the wheel, veer off of it leftward and go 
on top of the roof of the watermill. From there, if you look down and to your 
right you'll see a little alcove with an X painted on the wall of the walkway 
(which makes a barrier in this small area). When you shoot this X with FLUDD, a 
Blue Coin will pop out of another X somewhere else. This other X happens to be 
on the other side of the wall, on the opposite side of the watermill. You have 
to be absolutely QUICK here to get the coin before it disappears. Don't worry 
if the coin DOES disappear, however, as the X will reappear on the wall and 
you'll be able to try again.

To get the Blue Coin, shoot the X, and then quickly use the wall jump technique 
on the lower end of the wall to get to the walkway surrounding you. Go through 
the little open doorway and drop down to your left, and you'll see the Blue 
Coin there, in front of another X. Grab the coin before it disappears! To get 
ANOTHER Blue Coin, do the opposite of what you just did. Shoot the X we just 
got the Blue Coin from, then use the wall jump to get back up to the walkway, 
and drop into the little alcove to get a Blue Coin from the first X. Pretty 
sweet, eh?

From here, go back past the watermill and start to follow the various arrow 
signs along with the path. Avoid the enemies coming out of the brownish goo all 
over the place (or squirt them with FLUDD) and try to conserve your water. 
You'll hear "bomb falling" noises all over the place, like you're in a war 
zone. Those are goo balls dropping from somewhere, so be careful of them! Don't 
bother cleaning up the goo here, it's useless. Follow the path upwards and 
you'll come across a broken bridge. FLUDD will inform you that you can cross it 
by using your Hover Adaptor/Nozzle on him. So equip that (by pressing X) and 
then run out onto the blue grating where the bridge'd be, and when it runs out, 
jump up and press and hold down R to get over the gap where the bridge'd be. 
Then follow the winding, goo covered pathway up and around. We're heading up to 
the windmill there. Don't waste your water on the goo, just avoid it the best 
you can. When you get to various gaps, use the FLUDD Hover Nozzle as FLUDD 
suggests. When you find two huge spikey vines blocking your path, use the Hover 
Nozzle to jump out and around them, and to the pathway on the other side. When 
you meet the guy going crazy on the path, accept his offer to kill Petey 
Piranha on top of the building... but first, you see that M (mark of Shadow 
Mario) on the building there, right in front of you? Use the Spray Nozzle to 
wash it off, and collect the Blue Coin it drops. From there, ride up the 
windmill wheel that comes by (use it as a platform), then ride up and you'll 
see Petey Piranha on the roof. Oh that bastard. Jump onto the roof and an 
automatic scene will take place, where yours and Petey Piranha's combined 
weight is too much for the roof to take, so the roof breaks and you and your 
new foe are sent to the insides of the windmill, where you will prepare to do 
battle.

BOSS BATTLE FIVE! *PETEY PIRANHA*

Petey Piranha is really the first true boss you'll fight in the game. You'll 
find, in fact, that he's quite simple indeed. To defeat him, you'll have to 
take FLUDD with the shooting nozzle equipped and shoot Petey Piranha in the 
mouth. But you can't just shoot Petey in the mouth at any time. No, my friends, 
on the contrary, you'll have to shoot him with FLUDD in the mouth when he opens 
his mouth. When he opens his mouth, he is about to shoot that mysterious brown 
goo out of his mouth, that you found all over the surrounding areas. You can 
stop this! When he opens his mouth, fire away with FLUDD. Keep pounding Petey 
Piranha full of water. If you have a clear shot at him, hold down R and you'll 
fill him up with water to his capacity, where he'll fall over, and his huge 
belly button will pop out. You'll see an arrow pointing to it. What you have to 
do is you have to Ground Punch it. To do that, approach Petey when he's on the 
ground and jump over him. When you're over his belly button region, press the L 
button to come down hard on him. This'll damage him. Then, he'll get back up 
and you'll repeat this entire process all over again. Keep in mind that while 
you fight Petey, he'll let out those little goo monsters, so be weary of them. 
Jump on their heads and stomp them to kill them, as they sometimes drop Water 
Bottles for you to refill FLUDD with if need be. If Petey manages to get out 
that brown goo when he opens his mouth, wash it away with FLUDD as soon as you 
can, otherwise, you won't have a lot of places you can safely walk, run and 
stand. Not only that, but that brown goo breeds monsters quickly, and will only 
make your battle with Petey harder.

When Petey is defeated, he'll drop a Shine! Grab the Shine, and you'll be 
returned back to the town square...

(from here, head to the docks just to your south a bit and fight the Gooey 
Piranha Plant there... you'll free up the docks when he's dead and a new store 
will appear, where you can buy a special item. This will also open up a new 
world to you, but we won't go there yet...)

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
VII. Bianco Hills, Episode 3 - The Hillside Cave Secret
-------------------------------------------------------------------------------

Begin this episode as you would have the other two earlier ones. Run down the 
path towards the houses, while veering off to talk to people on both sides of 
the path. When you get to the water, use the log and rope to get over the small 
stream to the other side. From here, once on land on the other side of the 
river, head left all the way down the river to the end of it, where there's a 
dam-like wooden structure there. On the river bottom right near that wooden dam 
is a Blue Coin. Grab that coin! Then, swim right down the river to the solitary 
log there, and use it to get back up onto dry land. Once on dry land, run to 
your right, and go to the watermill. Use the watermill's wheel, as we've done 
several times already, to get to the other side of the watermill. Once on the 
other side, run up and around on the path that we've taken many times before, 
up to the bridge that was broken in the last episode. Not only is the bridge 
fixed now, but the man in front of the bridge tells you that there is a 
mysterious and suspicious looking man in the Hillside Cave over yonder. 
Obviously, you know what we have to do!

As you stand on the grating of the bridge, notice platforms coming out of the 
water on your left and right. Jump off of the bridge heading left onto the 
platform, and have your Hover Nozzle equipped on FLUDD. Use the Hover Nozzle 
and FLUDD to hover from platform to platform, over to each platform. Doing this 
will allow you to avoid the strenuous and frustrating work of using the ropes 
to get from platform to platform. Once you've gone over each platform, and 
you're on the set of hilly slopes on the other side, follow the arrow sign and 
go right. You'll run into a sign with an arrow pointing up. There's a rope 
going from the slope above you across the water. Ignore it, and instead, use 
the Hover Nozzle on FLUDD to fly up and over to the cave entrance above you. 
You have to jam up on the control stick to get up and over to the cave before 
the power of the Hover Nozzle runs out. Be weary of the slopes here though. If 
you try to walk up one, you'll slide back down, and you have the potential to 
slide back down a few levels, making this part very frustrating. In anycase, 
enter the cave.

Once you enter the cave, Shadow Mario will suddenly appear and take away 
Mario's FLUDD! OH NO! Then, suddenly, you're thrust into a little obstacle 
course that we have to do here. This course is really cool. It's a lot of fun 
and it really isn't too hard. Enjoy the awesome 3D graphics Nintendo has given 
us here. When you get to the end of the simplistic obstacle course, you'll see 
a Shine there. Jump up and grab the Shine! Then, you'll be brought back to the 
village square, and you'll have FLUDD back! Sweet! (Come back and do it again 
if you want. It's a lot harder as you have to get eight Red Coins in the 
allotted time. It's worth a shot however, don't you think?)

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
VIII. Bianco Hills, Episode 4 - Red Coins of Windmill Village
-------------------------------------------------------------------------------

As we have so many times by now, run down the path in front of you, talking to 
the people on both sides of the path as you go. When you get to the water, get 
over it via the log and rope, as we've done each and everytime thus far. On the 
other side of the river you'll see a blue and white box. This box has the Hover 
Nozzle for FLUDD in it, but we already have that equipped, so we'll ignore that 
for now. From the box, walk north towards the houses just a little bit, where 
you'll see a clothesline rope hanging in between two houses. Use the Hover 
Nozzle to hover up to the rope so you can stand on it. Atop that rope is a Red 
Coin. Grab the Red Coin. The idea on this episode is to collect the eight coins 
scattered around the area. So that's RED COIN ONE. From the rope where you just 
got the first red coin, jump up to the rope above that one, and then jump to 
the roof to your left. Atop this roof is RED COIN TWO.

Now from, the roof you're on, you'll see another rope going from that roof out 
towards a large concrete wall. Walk across it or use the Hover Nozzle on FLUDD 
to cross over to the platform on the other side. From that platform, just back 
over a little bit to the top of the concrete wall, where you'll find RED COIN 
THREE. Run along that path a bit more, past the bells, into a little alcove, 
where you will find RED COIN FOUR. Follow the path now as it goes up and 
around. Avoid the wind-like enemy up here that appears and disappears, and grab 
RED COIN FIVE at the end of the path. Where you get the fifth red coin (and 
where the path ends), you'll see a rope (with a spark on it) heading rightward, 
to another building. Don't bother with the rope - hover with the Hover Nozzle 
over to the building the rope is connected to. Make sure to stay over the rope 
incase the nozzle runs out before you get there. If it does, you'll land on the 
rope, and you can walk and jump the rest of the way. Atop the roof the rope 
leads to you'll find RED COIN SIX.

From the location where red coin six was, you'll see a roof out a bit with a 
sail-like structure on top of it. Use the Hover Nozzle to hover from the roof 
you're on to that structure. From that structure, you'll notice another one 
across the way. In the middle of your sail structure and the other one is a 
solitary floating Red Coin. Hover over to it, and fall down above it to grab 
RED COIN SEVEN. One more to go! Now that we're back on the ground, you have to 
get all the way back to where we were. So retrace your steps and get back to 
the roof with the sail structure on it. Once you're there, fly across to the 
other sail structure roof right across the way via the Hover Nozzle on FLUDD. 
Once there, ignore the Blue Coin for now, and look across the way a short ways, 
to a building with two small tower-like things on the roof. Fly over to this 
roof. Make Mario jump up onto the left-hand tower. Once up there, you'll notice 
that the last of the Red Coins is on the roof. Jump out of the window and 
immediately use the Hover Nozzle to go back and jump up onto the roof of the 
small tower, where you'll get RED COIN EIGHT. With all of the Red Coins gotten 
now, a Shine appears on a platform high above the village. But first, there are 
two Blue Coins we should get while we're here.

First of all, jump back off of the tower roof onto the roof sustaining both 
towers. Go into the right-hand tower and grab the Blue Coin in that tower. 
Then, 
power up the Hover Nozzle and fly back to the second of the two houses with the 
sails on the roof... the one closer to the building with the towers. As you 
jump back onto the roof with the sails, you'll notice a Blue Coin floating over 
nothingness. You're gonna have to jump out with the Hover Nozzle and fall back 
down to Earth to run into it on the way down and grab it. THEN, work your way 
all the way back up and around to the roof with the two towers on it. Once atop 
this structure, work your way to the roof of the right-hand tower (where we got 
the Blue Coin from within it, NOT the one where get got the final Red Coin). 
Atop this tower, you'll notice a rather long piece of rope connecting to a 
platform high above the village. This platform holds the Shine of this stage, 
so we're gonna have to go ahead and grab it. Walk carefully along the rope. 
When a spark comes at you, jump over it, and keep walking. When you get close 
enough to the platform, just use the Hover Nozzle to get there the rest of the 
way. Atop this small platform is a Shine!

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
IX. Bianco Hills, Episode 5 - Petey Piranha Strikes Back
-------------------------------------------------------------------------------

Once again as we begin in the Bianco Hills region, walk along the path towards 
the village proper. As the people on the sides of the path have new things to 
say once more, veer off to talk to them as you go. When you get to the water, 
cross over it via the log and rope, and we're set to do what we need to do 
here.

Once in the village, you'll see a mess all around you. Don't even bother with 
it. Avoid it where you can, and use FLUDD to clear any paths you may need as 
you work your way across the waterwheel and to the other side of the area, 
outside of the village region. Once over here, approach the river and use the 
platforms sticking out of the river to get to the other side, just like we did 
when we were going to the Hillside Cave. Follow the same route all the way to 
the arrow sign pointing up. However, this time, instead of going to the cave, 
rev up your Hover Nozzle and use it to get to the rope above you. Stand atop 
this rope, and then Hover your way over to the platform it's attached to, high 
above and out over the water. From there, below and to the left, you'll see a 
platform holding a red box. Jump and hover down to this platform, where you'll 
find that within the box is a new attachment for FLUDD! The Rocket Nozzle 
allows Mario to fly high into the air, and then come back down at higher areas 
then he could reach with the Hover Nozzle. However, in comparison with the 
Hover Nozzle, you have little to no control over Mario's movements. But with 
that equipped, we can now do our business here.

Work your way back across the river, and go back to the village proper. Work 
your way behind the houses, and you'll see some cliffs above that you normally 
couldn't reach with the Hover Nozzle. With the Rocket Nozzle, however, this 
isn't a problem. Power up the Rocket Nozzle (hold down R and it'll go off 
automatically when charged), and work your way high into the hills. The hills 
here are absolutely covered in that brown goo, so shoot your way a path as you 
go up. When you see a platform high up in the air, use the Rocket Nozzle to 
shoot yourself up to it, where you can find yourself a Blue Coin.

As far as the sleeping Petey Piranha goes... well... you have to wake him up. 
He's over a huge chasm, and he's on a lone rock, sleeping. What makes things 
frustrating are the constant enemies in that area that cling onto your nozzle 
and make it impossible to shoot. There's a gap in the fence surrounding the 
sleeping Petey. Go to the gap and start shooting water at him. When one of 
those enemies gets on ya, let go of the R button and they'll explode, then keep 
shooting. When Petey has been hit enough times with water, he'll wake up, and 
be ready for a rematch.

BOSS BATTLE SIX! *PETEY PIRANHA II*

This battle is really a pain in the ass. It's not necessarily hard, it's just 
annoying and long and really, really tedious. After you wake Petey up, start to 
run back to the village, and grab the Hover Nozzle out of the blue box in the 
village, to get that back equipped on you. Use it, along with the ropes in the 
village, to work your way to the roof of any high building in the village 
proper, and wait for Petey to fly... YES, FLY... over to the village. When he 
gets close to you, shoot him with some water and he'll fall to the ground. Jump 
down to the ground, and he'll get up. Now most of the time when you shoot him 
out of the air, he'll throw a tornado around him to try to sweep you away. 
Avoid this tornado and wait for him to open his mouth. When he opens his mouth, 
start pounding him with the water cannon, right in the mouth. Keep shooting him 
there until he's all full. When he is, he'll fall to the ground and his belly 
button will come out of his stomach, just like last time we fought him. He'll 
only be on the ground for a finite period of time, so take that time to run up 
to him and power slam him right in the gut, by jumping over his belly button 
and pressing L to come down on him hard. That'll damage him. Then repeat this 
process two more times. The higher the roofs you snipe him on, the better. 
Since he has the ENTIRE AREA to roam, you'll be moving around a lot if you try 
to follow him. Instead, let him come to you. Hit the river up, too, if you need 
to refill your water. And remember... if you're running around on the ground, 
he'll start throwing balls of goo on you, so keep moving! Try to stay off the 
ground. When you're in the air, you're on his level. Just try shooting him down 
in an area where there are no additional enemies for you to deal with, 
ESPECIALLY those pesky pink creatures that latch onto your nozzle!

When he's defeated (for good this time... I think), grab the Shine he drops, 
and you'll be transported back to the Isle Delfino village common.

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
X. Bianco Hills, Episode 6 - The Secret of the Dirty Lake
-------------------------------------------------------------------------------

As we've done five times earlier, now, run straight down the path, veering off 
to talk to the various people as you go. When you get to the water, go over it 
via the log and rope. Once you're in the village proper, go up and head right 
out of the village area through the doorway or through the waterwheel (although 
the first choice is far easier). Basically, you want to work your way up to the 
pathway that leads up to the windmill far above, overlooking the village. So 
follow the winding path (the signs will point you in the right direction), up 
towards the windmill. You'll notice an increased number of coins in the water 
here... DO NOT GO INTO THE WATER! Just like the title of the episode suggests, 
the water here is polluted! If you fall into the water here you will instantly 
begin to be damaged. If you happen to fall in far away from a shore, you're as 
good as dead. Keep that in mind.

Work your way around a few times as you go up until, off on the right-hand 
side, 
you see a waterfall which seems to double as a cave entrance. In front of this 
cave are four logs. Jump from the ledge high above where the logs are, and then 
use the Hover Nozzle to hover your way over to the safety of those logs. If you 
happen to fall into the dirty water, get out of it quick before you lose to 
much health. From the logs, use the Hover Nozzle to get on top of the 
waterfall, where you'll find a box with the Turbo Nozzle in it, which allows 
you to run very fast. This is all short lived, however... for as you enter into 
the cave, Shadow Mario comes back again and steals FLUDD away from you. You'll 
have to do another one of these obstacle courses and grab the Shine at the end 
to get your FLUDD back. Unfortunately for you, this one is very, very hard.

What can I possibly say about this obstacle course, except that it took me 
about 20 tries to get it, at least. Not to discourage you or anything. As you 
begin the area, run down to the red and blue blocks. These blocks constantly 
move, and flip over every few seconds. Navigate them through timing, repetition 
and memorization. They follow the same pattern no matter how many times you 
die, so bare that in mind. I opt to take the outside path (going left, then up, 
then right, and to the platform on the other side), but of course, whatever 
works for you. When you get to the platform on the other side, a rotating star 
will be there. On it is a 1-Up Mushroom! If you die, this will reappear, 
guaranteeing that as long as you get past the first part of this obstacle 
course, you'll never run out of lives!

After this part, you'll see a white and clear block across the way, and a blue 
wall to your right. Wall jump off of the blue wall onto the block on the other 
side. If you miss, you'll land on the green platform below. If that happens, 
follow the arrow sign down there to the yellow platform, which will bounce you 
up to the previous platform, so you can try again. Be careful though, those 
yellow platforms can really spring ya! Now, once on this block, it'll start to 
rotate in all directions. DO NOT JUMP. Just calmly walk to stay on the most 
even end of the block. As it approaches the yellow wall, it'll even out. Jump 
to the yellow platform. Now you'll notice that two arrow/triangle looking 
things appear and disappear, going back and forth. If these hit you, they will 
drag you and knock you off of the platform, killing you. With this in mind, 
wait until they just pass, and then run across the platform before the next 
pair get there. We're half way there!

Jump on top of this white and clear block as it rotates as did the other one. 
You're going up and over, and it takes a while, so be patient, and be on your 
toes. As you go up, you'll see another 1-Up Mushroom (which will also reappear 
every time you die), so make sure to grab that on your way up, but if you think 
you'll die getting it, it's a waste of time, so avoid it. When you get to the 
other yellow platform, jump from the block to the platform, and walk up, 
approaching the second of two red and blue platform puzzles. Take a deep 
breath, you're almost there. From here, work your way across the complex set of 
blue and red puzzles. Take a moment to look at them in action and figure out 
their patterns and movements. The real key on this stage is patience and good 
use of the C-Stick (for various camera angles).

When you get to the end, grab the Shine, and you've beaten the stage! (Come 
back and do it again if you want. It's a lot harder as you have to get eight 
Red Coins in the allotted time. It's worth a shot however, don't you think?)

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
XI. Bianco Hills, Episode 7 - Shadow Mario on the Loose
-------------------------------------------------------------------------------

This episode of Bianco Hills is extremely easy indeed. As soon as the stage 
starts, you'll see Shadow Mario ahead of you. As we did earlier in the game, 
chase him and shoot him with water as you go. Surprisingly, this is actually a 
lot easier than it was the first time we did it. Stay on him and keep squirting 
him. After you hit him enough, he'll give you a Shine and escape. The easiest 
Shine we've gotten in the game so far, methinks...

When you're ready, jump back into the M on the statue and we'll get to yet 
another stage...

-------------------------------------------------------------------------------
XII. Bianco Hills, Episode 8 - The Red Coins of the Lake
-------------------------------------------------------------------------------

Our final excursion in Bianco Hills! Lets have some fun. This entire episode 
takes place over and around the large lake in this area, where we have to find 
eight more Red Coins like we did in the village sector of Bianco Hills earlier. 
So walk down the pathway (veering off to talk to the people here one last time 
if you'd like), and cross the small river with the log and rope. Then, work 
your way rightward to the lake region of Bianco Hills. Lets begin our excursion 
to find the eight Red Coins here, shall we? (Bare in mind that the lake is now 
clean again, so don't worry about falling in it...)

Walk over to the rope coming out of a platform that's over the lake, to the 
left of the watermill. Walk across this rope to the platform (or use the Hover 
Nozzle), and jump from platform to platform. Over the middle platform in the 
lake is RED COIN ONE. From there, if you look right over the lake, you'll 
notice a red coin hovering over some gold coins, which hover over the water. 
Use the Hover Nozzle to hover over to the area above the Red Coin, and then 
fall on top of it to grab it... that's RED COIN TWO. You'll now be in the 
water. From here, swim ashore, and then work your way back on the series of 
platforms over the water that we were just on. Work your away completely over 
the platforms and to the sloped hills on the other side. From there, go right 
to the sign with the arrow pointing up. Pass that sign and use the Hover Nozzle 
to hover over to the long platform to your left, sitting over the water. You'll 
know which one I'm talking about, because the rope coming from this platform 
has two gold coins and a Red Coin above it. Jump to this platform and walk over 
the rope to the Red Coin. When you get below it, jump up and get RED COIN 
THREE. From there, keep walking across this long rope to the platform on the 
other side. When you get to that platform, use the Hover Nozzle to jump to your 
left to the lower two platforms there. On the rope in the middle of the two 
platforms is RED COIN FOUR.

Halfway done. Now, head back to the previous LONG rope high above the lake. 
From that rope, you get to a platform where you jumped to your left before (to 
get the fourth Red Coin). This time, take the rope leading out of it to your 
right. Along this long rope, jump the spark enemies as they come towards you 
and collect the various gold coins as you go. When you come across a Red Coin, 
jump up above the rope and grab it. That's RED COIN FIVE. You're still on the 
rope now. From here, walk all the way across the rope to the platform. Then 
walk across the next rope leading right, avoiding the sparks as you go. When 
you get to the next platform, take the next rope leading out. In the middle of 
this rope, jump up and get RED COIN SIX.

From here, jump back down into the water, and get out. Go along the pathway all 
the way up to the windmill. Once you get to the windmill (using your Hover 
Nozzle to get across the various gaps), ride the wheel up to the top, but don't 
go on the roof (unless you want to kill the enemy there for a Blue Coin). 
Instead, ride the wheel up to the highest it can go. Look out on the water and 
you'll see a VERY high platform with a Blue Coin on it out in the distance. Use 
the Hover Nozzle to get to that platform. Drop on the platform and grab the 
Blue Coin. Then, walk out on the rope connecting out from the platform. Midway 
out on this rope, a Red Coin will be hovering above you. High jump (using the 
ropes snap to help you jump higher) and grab RED COIN SEVEN. From there, walk 
all the way across to the platform on the other side. From this platform, 
you'll see a slightly lower platform farther out on the lake. Use the Hover 
Nozzle to hover out to this platform. Walk along the northern rope from this 
platform about halfway out, where you can jump up and grab RED COIN EIGHT, the 
final Red Coin on this stage to get. 

Now, you have to work your way back to the alcove of the windmill where you saw 
the Shine appear after getting all eight Red Coins! Grab the Shine and Bianco 
Hills is officially beaten. Of course, you might want to come back. There are 
more Blue Coins and Shines to be had here! (see the Shines and Blue Coins 
section of this FAQ for more on their locations).

Now, go to the shop where you exchange Blue Coins for Shines. Along side that 
shop is an M warp left by Shadow Mario. Drench it with water so it activates, 
and then jump into it. Prepare for the next world, Ricco Harbor.

-------------------------------------------------------------------------------
XIII. Ricco Harbor, Episode 1 - Gooper Blooper Breaks Out
-------------------------------------------------------------------------------

Welcome to Ricco Harbor! As soon as your start the stage out, turn around and 
look at the gates to the Ricco Harbor area. On the wall side of the gate, 
you'll see an M, mark of Shadow Mario. Use your water cannon to get rid of the 
mark off of the wall, and you'll be rewarded with a Blue Coin. After getting 
that coin, look around and talk to everyone in the beginning of the area. After 
talking to those people and whatnot, head straight up the silver passageway 
onto the ship right in front of you. Approach the grating fence-like thing and 
pound your way through the fence to the inside. FLUDD'll explain to you the 
various controls when you get there. Enter into this hectic area. Kill the 
white enemies by jumping on top of them, and quickly clear all of the goo in 
there with FLUDD. When you clear it all, you'll notice another M, the mark of 
Shadow Mario, on the floor. Wash the mark off with the Water Cannon and grab 
the Blue Coin it wields. From here, pound your way back to the outside of the 
grating, and then get on top of it. Walk all the way to the other side of the 
ship, getting coins as you go. When you see the man pacing back and forth, 
he'll tell you to follow what the sign there says - and you should. Go right, 
just like the sign indicates and that the man reassured you of, and jump onto 
the hanging piece of metal attached to a crane, moving all over the place. Stay 
still until it takes you to the green platform with the arrow on it. When you 
get there, jump onto this platform.

Now, from here, you'll have to traverse this cage maze. It's not too hard to 
figure out. The idea is to get to the orange platform with the arrow on it. 
Make sure to never lose your grip on the fencing, however. If you do, you'll 
fall straight down into the water and have to do it all over again. And, 
naturally, that'd suck. So work your way all the way over to that orange ledge. 
When you do, talk to the dude on the platform, and wait for the red platform on 
the crane to come over to you. When it does, walk or jump onto it, and ride it 
all the way to the other side. Two guys will greet you here if you choose to 
talk to them. One guy tries to throw you (but not very far), while the other 
guy tells you how to raise the downed submarine in the waters below. Look 
towards the yellow sub, and then look up. You'll see what looks to be like a 
windmill. Shoot it with your water cannon and, as it spins, the submarine will 
come up. When the submarine gets all the way up, you'll get a Blue Coin as a 
reward! From there, jump on the submarine and cross over to the platform (via 
your hover nozzle) to the platform on the water with three coins on it.

Pick up the coins there, and then wait for the crane to drop a small red 
platform into the black water right next to you. When it comes out, jump onto 
the platform, and let it take you up to the red grating platform above. From 
there, you can enter into the town. Before you do, however, look at the 
buildings on the right. You'll see an M on the building there, yet another mark 
of Shadow Mario. Clean it off with your water cannon and collect the Blue Coin 
it drops. Then, head right, as the sign in front of you indicates. Keep going 
down all the way to the multi-colored crates there. A whitish tentacle will be 
sticking out of the crates there. Walk up to it and press B to pull it. Keep on 
pulling it and it'll break off of whatever is within the crates. The next boss 
enemy leaps out of the crates... so get ready for a fight.

BOSS BATTLE SEVEN! *GOOPER BLOOPER*

Gooper Blooper is a huge version of the famous Mario enemies of the water. 
These water enemies look like jellyfish, and this huge version is so exception. 
He's big and intimidating, but don't let him use that against you! This is how 
you defeat the huge boss. This boss has four huge tentacles, which he 
continuously slaps out at you. Get right up to his face and start shooting 
water at him. The more you hit him, the more clumsy he gets in battle. He'll 
start leaving his tentacles out longer and whatnot. This is what you want to 
do. Shoot him in the face a bit with water, and when he lunges at you with his 
tentacles, grab the two ones on the inside of the other two, and one at a time, 
yank them with the B button. Pull back and they'll snap off. Quickly get away 
from the loose tentacle (as it can damage you for a few seconds before 
disappearing). Shoot him in the face again, pull the other inside one out, and 
then pull the two outside ones off with the same method. When all four 
tentacles are off, approach his face and press B. Mario will grab his nose. 
Press back and Gooper Blooper'll jump into the air and come back down. When he 
comes back down, he shoots black goo all around him. Shoot away the black goo 
all around him (to make your life easier) and do exactly what we just did to 
him again. Inside tentacles, then outside, then nose. The second time around, 
he'll perish, leaving behind a Shine. Two things to consider in this battle, 
however. Number one, if you need energy, there are coins all around the area. 
On all sides of Gooper Blooper you can find coins, as well as back aways at the 
fountain in the town area. Other than that, just avoid Gooper Blooper's long 
distance attack (he shoots black goo), and you'll be fine. He really isn't that 
difficult... just large in size.

Lets move on, shall we?

-------------------------------------------------------------------------------
XIV. Ricco Harbor, Episode 2 - Blooper Surfing Safari
-------------------------------------------------------------------------------

This is a fun, fairly short episode. From the entrance to the Ricco Harbor 
area, head to your right, across some logs, to a dock. A man is standing there 
on a dock, with three Bloopers of different colors there. Talk to him and he'll 
tell you to surf using one of those Bloopers there! Choose the Blooper of your 
choice, and jump on. You'll start to surf on them out into the water! Awesome. 
Follow the chain of gold coins as you go across the water. You'll know where to 
go because of the chain of gold coins. Just follow them. When you approach a 
dark and dreary tunnel on the water after surfing for a bit, observe the Blue 
Coin just kinda chillin' above a gold coin right before the tunnel. Jump up to 
grab it, it's that simple. If you miss it, backtrack and try to get it again! 
BE VERY CAREFUL WHILE SURFING! If you run into a boat or another hard object, 
you'll fall off of your Blooper and "die". Anyway, run your Blooper right into 
the tunnel entrance.

When you do that, you'll be brought into a new, "secret" area, where the same 
Blooper surf guy will tell you to jump on your favorite Blooper and do his 
little obstacle course there. Choose the outside one (the one on the right, for 
best opening positioning), and get going! Traverse the entire obstacle course 
(it seems hard, but it isn't). Make sure to press forward on the control stick 
as you steer with it as well, so you go at maximum speed. If you don't go at 
maximum speed, it's doubtful you'll get to the goal in time. You have to 
traverse the entire obstacle course in 44.99 seconds or under, and you'll get a 
Shine! Sweet! If you want (and you should), come back to episode 2 here and go 
back to this obstacle course. Talk to the guy again and do the obstacle course 
again. Complete it in 39.99 seconds or under (and I KNOW it's not 40.00 
seconds... because I got that once and I didn't get a Shine), and you'll get 
ANOTHER Shine. Sweet!

Lets move on, shall we?

-------------------------------------------------------------------------------
XV. Ricco Harbor, Episode 3 - The Caged Shine Sprite
-------------------------------------------------------------------------------

Welcome to the third episode of the Ricco Harbor campaign. As we start the 
episode out, head right, following the arrow signs, to a new ship in the 
harbor. Follow the ramp upwards to the ship. You'll see a large hook going back 
and forth between both sides of the ship. Jump on this hook when it gets close 
to you and ride it to the other side of the ship, where you can dismount. From 
there, look ahead and you'll see a crane moving a red platform. Jump on this 
platform, and use it to jump onto the grating (fence) in front of you. A 
tenacious and annoying gold spider is on that grating too, so quickly climb to 
the top of the grating and pound your way in the blue box to the other side. 
Climb down to where that spider was and punch him through the fence to send him 
packing. Then, jump from the grating to the hook underneath the beam there. 
Carefully jump, and use the hover nozzle if you have to, the jump can be rather 
tricky.

Remember, if you fall into the water below, it's not too big of a deal. You see 
the huge steamer in the water? There are three platforms next to it, which lead 
to a grating (complete with two arrows pointing you upward) that you can climb 
back up and try again.

In anycase, climb from this grating and pound your way through to the other 
side, and ride the hook once more over to the large grating platform with the 
man and a holographic box on it. From there, carefully traverse the beams as 
you work your way where the arrows indicate. There are several Bloopers up here 
- use your water cannon to shoot them off of the platforms with ease from afar. 
Approach the large crate box in front of another moving hook. Don't break it - 
instead, jump on top of it and use that as leverage to jump and grab the hook 
in front of you. Ride that hook until it stops, where you can jump off of it 
and grab onto the grating there. Climb up the grating, pound yourself to the 
other side through the blue box in the grating, and jump to the grating after 
that, pounding through it again, and landing on the grating platform on the 
other side. Then, follow this small platform to the blue beam there. Use the 
hover nozzle to fly over the various gaps in the beams, and shoot the two 
Bloopers you come across there with the water cannon.

As you veer to your right from the location of the two Bloopers before, you'll 
see a small red grating, leading to a red platform. This red platform is a 
trampoline! Use the trampoline to get to the next platform up, and so on and so 
forth. Use the hover nozzle if you need to steady yourself. What you really 
want to be careful of is the wind enemies here that can knock you straight down 
into the water below, where you'll have to climb back up ALL OVER AGAIN. So be 
very careful. Follow the fairly linear path along the beams from trampoline to 
trampoline. When you get to the double trampoline, jump once, then again on the 
second one, and use the hover nozzle to guide yourself into the hole there. 
Fall into the hole, and when you land, you'll be right next to the Shine of 
this episode. Grab the Shine and we're all done!

Lets move on, shall we?

-------------------------------------------------------------------------------
XVI. Ricco Harbor, Episode 4 - The Secret of Ricco Tower
-------------------------------------------------------------------------------

This is a very easy stage. Very easy. From the beginning of the stage, go 
straight and jump into the water between the side of the ship docked at the 
harbor and the wall marking the outside of the Ricco Harbor area. Swim into the 
water (now full of fish). The black goo pollution stuff there... just swim 
through it. You'll be damaged, but it doesn't matter - no fighting on this 
episode. Hover out of the water, and you'll be at the base of the lighthouse of 
Ricco Harbor. This is what you'll want to do. The two beams closest to each 
other on the south end of the lighthouse... go in between the two of them. Now, 
jump onto one, then bounce back (by pressing jump on the beam) to the other. 
Bounce back and forth between these two silver beams (kinda like Ninja 
Gaiden... only not quite as cool). When you get to the top, you'll land on a 
scaffolding that the beams were supporting. Simply jump to the lighthouse 
itself, and enter into the now-open door of the lighthouse.

This is an obstacle course. As always, Shadow Mario will appear and steal FLUDD 
away from you so that you can't use it in the obstacle course. Luckily, this 
obstacle course is rather elementary. It's not easy by any stretch of the 
imagination, but it's not quite hard either. It's somewhere at a happy medium. 
You have to work your way over spinning rectangles, then on clock-gear looking 
shapes, then over more spinning rectangles. It can't really be explained (but 
make sure to pick up the two 1-Up Mushrooms as you go... you have the potential 
to leave there with a whole lot of lives if you do things right). And 
remember... after you get the Shine at the end, go back and press the red 
switch at the beginning of the stage (by jumping over it and pressing L to slam 
it down). You can now collect 8 Red Coins here in 1:30 or less... and you have 
FLUDD back to do it. It's actually EASIER to get the second Shine.

Lets move on, shall we?

-------------------------------------------------------------------------------
XVII. Ricco Harbor, Episode 5 - Gooper Blooper Returns
-------------------------------------------------------------------------------

This stage is extremely straight-forward... absolutely nothing to worry about 
here. From the beginning, run forward and jump into the water to the right of 
the huge tanker docked at the harbor. Swim all the way past it, and keep going 
until you see a crane dipping a red grated platform in and out of the water 
ahead. Wait for it to submerge itself, then swim over it and let it take you 
all the way up. When you get all the way up, jump off of this platform onto the 
grating pathway that leads into the harbor's small town. Jump from this 
passageway onto the roof of the buildings in the small town. Follow these 
buildings' roofs outward a little bit, and you'll see a stone connector that 
leads out to the harbor's helipad. On the helipad, of course, you'll see our 
friend Gooper Blooper. Fly over to the stone passageway, and take it to the 
heliport, where you'll fight your friend Gooper Blooper one more time.

BOSS BATTLE EIGHT! *GOOPER BLOOPER II*

Our second battle with Gooper Blooper is identical to the first fight with 
Gooper Blooper. You have to do the same things to kill him, and he has the same 
attacks. The primary concern you should have while fighting him is your limited 
amount of space to maneuver. Keep in mind that you're on a circular heliport, 
and if you fall off, you fall into the water below. While this won't kill you, 
nor will it "reset" the boss battle (meaning he DOES keep the damage already 
done to him), it does mean you have to take all of the time to get BACK to the 
heliport, and that'd suck. So be careful while fighting him again. If you need 
tips on him, do see the strategy for Boss Battle Seven. Other than location, 
the Gooper Blooper battles are completely identical.

When Gooper Blooper II is defeated, he'll fall into the harbor below and 
perish. For your victory, you will be rewarded with a Shine.

Lets move on, shall we?

-------------------------------------------------------------------------------
XVIII. Ricco Harbor, Episode 6 - Red Coins on the Water
-------------------------------------------------------------------------------

From the beginning of the Ricco Harbor area, go right, to where we surfed on 
some Bloopers earlier. Go back to that same dock, where you'll find the same 
guy offering you a chance to surf Bloopers. There are many of them on the pier 
this time waiting to be ridden. When you talk to the guy there, he'll ask you 
if you think he should press the red switch on the pier. He won't press it, but 
you can if you'd like!

Press the switch and a challenge'll appear on the screen. Collect the eight Red 
Coins strewn all over the harbor in the two minutes provided! Easy enough! 
After pressing the switch, jump on your choice of Bloopers and ride out in the 
harbor. The eight coins are not hard to find at all, and two minutes is plenty 
of time to collect them. What you really have to worry about is your ability to 
maneuver. If you run into the yellow barrier around the harbor, a ship, or a 
pier, or WHATEVER that's not water, you will "die", so bare that in mind. Make 
sure to look in between ships and whatnot in the harbor, and the one by the 
yellow submarine, you DO have to jump to get it, but make sure to not jump into 
the submarine! When all eight Red Coins are gotten, a Shine will appear back on 
the pier where the Bloopers are and the surfer guy is. The tricky part is 
jumping your Blooper onto the pier and getting the Shine there. Jump up there, 
grab the Shine, and leave this pesky episode, moving on to the next!

Lets move on, shall we?

-------------------------------------------------------------------------------
XIX. Ricco Harbor, Episode 7 - Shadow Mario Revisited
-------------------------------------------------------------------------------

If you paid any attention to the name of this episode, you should know exactly 
what to expect from our past experiences. This is an incredibly easy Shine to 
get (considering what we had to go through earlier to get some Shines at Ricco 
Harbor), so enjoy it. Run straight up to the black ship in front of the 
entrance to Ricco Harbor, and you'll find Shadow Mario there. Run at him, 
holding down R to shoot the water cannon at him lightly (so you can still run). 
Follow him over and up the ship, shooting at him where you can. He'll jump from 
the smokestack of the ship up to the beams above the harbor. Keep shooting him, 
and he'll eventually fall down. Jump on top of him, and he'll disappear after 
telling you a few choice words... and he'll leave behind a Shine. Easy, right?

Lets move on, shall we?

-------------------------------------------------------------------------------
XIX. Ricco Harbor, Episode 8 - Yoshi's Fruit Adventure
-------------------------------------------------------------------------------

Once you got Yoshi from Pinna Park's episode four (or thereafter in Delfino 
Plaza, really), you can and should come back here to complete the final, eighth 
episode in Ricco Harbor.

From the entrance of Ricco Harbor, work your way straight over to the town 
area. Near the fish market area at the end of the town sector, you'll find a 
Yoshi egg. This Yoshi egg craves a Durian... but where to get one!? Well, do 
you see the two large containers in the middle of town, over the water, which 
say FRUIT on them? Get on top of them. Ground pound (by jumping over and then 
pressing L) the switches in the middle of the fruit containers. When you stomp 
one, go to the other and stomp the other, and so on and so forth. The fifth 
fruit or so that comes out of the fruit containers will be a Durian! Jump back 
down towards the town, and boot the Durian, soccer style, towards the Yoshi 
egg. When it gets close enough, the egg'll hatch and we'll be ready to go. So 
where from here? Simple.

Go all the way to the end of the town area, and then towards the water, as the 
sign with the arrow in it indicates. You'll see that two fish continuously jump 
in and out of the water. Fire Yoshi's juice at the fish as they come up, and 
they'll turn into purple platforms that move horizontally. Jump atop the 
platform and ride it to the other side. Jump onto the platform it comes to 
before the purple horizontally moving platform disappears, and then look left. 
You'll see a platform coming out of the mountain there with a palm tree on it. 
Jump and glide over to that platform. Jump off of Yoshi carefully, and fire the 
water cannon on FLUDD into the tree to knock some fruits out of it. Hop back on 
Yoshi and eat one of these fruits, which will turn him pink in color. Now, jump 
back to the previous platform and look northward. Shoot the fish that comes out 
of the water there and you'll turn it into a pink platform. Pink platforms are 
different from purple platforms in ways other than color. How, do you ask? 
Well, while purple platforms move horizontally, pink platforms move vertically, 
as in, up and down. Use the pink platform there to get up to the next platform, 
and then shoot another fish to jump onto another pink platform. As you go up, 
you'll observe a Shine trapped in a box made by grating. On top of it is a 
mysterious yellow moving goo... shoot it with Yoshi's juice to get rid of it, 
then jump onto that platform. Dismount Yoshi and climb to the top of the 
grating box. Ground pound your way into the box and claim the prisoner Shine 
there as your own!

-------------------------------------------------------------------------------
XX. Unlocking Gelato Beach
-------------------------------------------------------------------------------

Gelato Beach is the next stop on our trip through the Isle Delfino. So how do 
we get there? Easy. Go to the beach area of Delfino Plaza, where there are 
umbrellas and such. On the opposite end of the beach is black slime... it's a 
boss fight, my friends.

BOSS BATTLE NINE! *PIRANHA PLANT ADVANCED*

Keep shooting the middle of the black goo area, and a Piranha Plant'll come 
out. When it opens its mouth, shoot it in the mouth just like we did with the 
weaker versions of this enemy. You'll know you damage it when you hear a noise 
and it turns pink. As you fight it, be weary of the slime around you, and the 
enemies that jump out of the goo. When you shoot the Piranha Plant Advanced 
three times in the mouth, it shoots out many slime enemies, and you'll have to 
fight it again. Shoot it three more times in the mouth, and it'll perish, 
leaving behind a Toad (that you should clean off with your water cannon), and 
the large lighthouse it was covering up. It's an easy boss enemy... not really 
even a boss, but technically.

When the lighthouse appears, clean off the Toad there (and he'll thank you), 
and then you'll notice an M warp left by Shadow Mario on the outside of the 
lighthouse. Drench it with water, and then jump in it to warp to Gelato Beach.

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XXI. Gelato Beach, Episode 1 - Dune Bud Sand Castle Secret
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As you begin this new area, do a 360 and look around, getting used to your new 
surroundings. After that, notice the man on the small island with you. Talk to 
him and he'll give you a few times on Gelato Beach... and especially the grim 
warning to not step on any Dune Buds (the small plants that are ALL OVER the 
sand). And be weary of the blue duck-like enemies here. DON'T TOUCH THEM. If 
you do, they'll chuck you into the air, and have the potential to do a lot of 
damage. So from the beginning, swim or hover over the little water inlet to the 
main part of the region. Then, walk along the beach, avoiding the enemies. When 
you see a Dune Bud, water it with the Water Cannon. When you water the right 
one, a sand castle'll appear. An arrow will be over the door of the sand 
castle. Walk over to this door, and walk in. It's obstacle course time!

Don't worry, though. This obstacle course is INSANELY easy. The catch to this 
obstacle course is that the platforms here are mad of sand, and as soon as you 
step on them, they start to disintegrate. So walk onto the platforms and run 
and jump your way towards the big pyramid made of sand platforms at the end. 
Bare in mind that the orange platforms are safe to stand on. The sand platforms 
DO reappear too, if you give them a few seconds, so keep that in mind. When you 
get to the pyramid, climb your way up and get that Shine. Move quickly, and use 
the scattered orange platforms to your advantage. Go to these to make the sand 
platforms reappear and such. It's easy, you'll see. When you get to the top 
platform, grab the Shine there! Make sure to come back here and get ANOTHER 
Shine for getting the eight Red Coins here in the time allotted. An easy task 
indeed.

Onward.

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XXII. Gelato Beach, Episode 2 - Mirror Madness! Tilt, Slam, Bam!
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This is an interesting (but pretty easy, regardless) episode here on Gelato 
Beach. As you begin, an alert will sound. It seems as if a large and rather 
colorful caterpillar has fallen asleep on top of the beach's primary tower! 
It's Mario's job to get it off. How, do you ask? Well it's quite simple! As you 
can see on the three solar panels, there are enemies walking all over them, 
making the sun shine away from the caterpillar so he can slumber. We have to 
get these enemies off somehow, so lets do that.

This is what you do, basically. Hover from the cliffs to the tops of the palm 
trees. Go to each solar panel and shoot the red enemies with your water cannon 
until they get to the edge of the solar panel. You'll see what they start to 
lose their balance. When this happens, go to the exact opposite side of the 
solar panel, and jump and press L there to ground pound the solar panel. This 
will make it tilt suddenly, and the off-balance red enemy will fly off of the 
solar panel so that it can go back into it's correct position. Two of the solar 
panels have more then one of these red enemies on them, so be careful! If there 
are multiple red enemies on the panel you're on, be patient and concentrate on 
one at a time! When all three solar panels have the enemies knocked off of 
them, and are all focusing back on the top of the tower, the caterpillar's head 
will fall from it's body, and the body and head will fall to the ground. Out of 
the top of the tower, a Shine will appear! It'll float over to the beach area 
where you can go and get it as a reward for destroying the pesky caterpillar!

Onward.

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XXIII. Gelato Beach, Episode 3 - Wiggler Ahoy! Full Steam Ahead!
-------------------------------------------------------------------------------

This stage is basically one big boss fight. The green caterpillar with 
dismantled from the top of the large tower in Gelato Beach is now running 
around the beach, wreaking havoc upon the people and the area. I thought I saw 
the head and body fall SEPARATELY from the tower. Hell, I KNOW I did. But I 
guess the laws of nature don't exactly apply to Super Mario Sunshine. It's only 
a videogame, afterall. =P This is a fun and fairly easy boss fight, so lets do 
this, shall we?

BOSS BATTLE TEN! *WIGGLER*

To battle Wiggler, the large green caterpillar, you'll have to be quick on your 
feet. He's mad that you awoke him from his slumber, and this evil caterpillar 
(O_o) is out for the kill! The enemy at hand is so fast and large that you have 
to first dismantle him in order to actually damage him. Do you remember the 
small beach plants, the Dune Buds? Those are the key to defeating this large 
foe. From the entrance of the Gelato Beach area, run towards the Dune Bud 
closest to you. Look at the short pattern of Wiggler, and when he is coming at 
you, water the Dune Bud. A large structure'll pop out of the sand and turn over 
the huge caterpillar. Run up to the caterpillar (stuck on his back) and jump on 
his stomach. Run over to where the red arrow is pointing, and jump over that 
area, and press L to ground pound it. The caterpillar'll flash red (indicating 
that you damaged it), and then turn back over, this time going faster and 
having a more complex, elaborate and complicated pattern as he runs. Go to the 
Dune Bud to your left and be prepared to do the same thing to Wiggler. When 
he's coming at you, water the Dune Bud and have it come out of the sand to flip 
him over. Then, jump on his stomach and ground pound where the arrow is 
pointing. Do this once or twice more, and the caterpillar'll die, leaving you 
behind nothing but a Shine. Make sure that when he does flip over that you 
ground pound him quickly. If enough time elapses, he will turn back over, 
whether you damaged him with a ground pound or not. Also bare in mind that only 
the two Dune Buds closest to the entrance of Gelato Beach are actually used, 
not the rest.

Onward.

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XXIV. Gelato Beach, Episode 4 - The Sand Bird is Born
-------------------------------------------------------------------------------

This stage is rather simple... until you get to the pesky and tedious obstacle 
course at the end of the stage, that is. Basically, you have to work your way 
up to the highlands behind the large tower on the beach. When you do this, look 
at the tower from behind, and you'll notice some gold coins leading up to a 
cloth trampoline. Jump atop this trampoline to get some height, and then use 
the hover nozzle to fall into the now-cracked tower here. You'll enter into an 
obstacle course/mini-game type event.

Basically, you'll be flying on the mystical Sand Bird, a god-like figure to the 
people of the Isle Delfino. The idea here is to fly on this bird as it circles 
the tower in the middle of the area, and grab eight red coins as you go. This 
is fairly simple in context - seven of the eight red coins are on the Sand Bird 
itself, and the eighth is atop the large tower in the center of the area. The 
tricky part isn't getting the coins (just be careful on the head and tail of 
the Sand Bird while getting the coins there, as those two parts are the most 
non-wind resistant, so they move around and shift the most), but staying on the 
bird itself. The bird actually gets to a point where it is VERTICAL instead of 
horizontal, meaning you'll have to stand on the side of the bird. This can be 
quite difficult, and being that the wind is constantly resisting against you, 
and that the bird is constantly moving, FLUDD and your hover nozzle are 
basically useless here. Clouds will pass you by as well, so be careful of those 
- they can knock you off of the bird. One of the clouds has a 1-Up Mushroom on 
it. Grab it if you can, but don't risk life and limb for it, it's not 
necessary. FOUR, yes... FOUR of the clouds as you fly by them have Blue Coins 
on them as well. Just concentrate on getting the eight red coins and the Shine 
here first, then come back for the four Blue Coins in this area. Otherwise, you 
might find yourself a permanent (frustrated) figure flying on the Sand Bird. =P

Onward.

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XXV. Gelato Beach, Episode 5 - Il Piantissimo's Sand Sprint
-------------------------------------------------------------------------------

This is a fun (yet kinda easy) short episode in which you have to race a speedy 
character named Il Piantissimo. From the beginning area of Gelato Beach, cross 
the water to the main beach area, and you'll see Il Piantissimo. He's the 
short, purple character. Talk to him and he'll tell you (not challenge you) 
that you're going to race to the flagpole. Watch the camera as it shows you 
where the flagpole is! It's atop the cliffs behind the large tower, in the 
little brick plaza area where all the birds hang out on the ropes above and 
whatnot. And after he's done talking, the race begins.

You have a lot of options when you're racing him, you really do. One thing you 
can do is as he runs, squirt water along the beach and then dive on it to slide 
right past him to the clifface. If not, jump and run along with him until you 
get to the clifface. Jump before you get to it and use the hover nozzle to get 
over it, and then again to get over the next cliff. You should be neck in neck 
with him (but don't worry, even if he's ahead of you, you have around 35 
seconds to beat him, so keep an eye on that clock!). When you get to the alcove 
area of dark and dirty rocks, kick jump your way up to the final cliff (using 
the hover nozzle on FLUDD if necessary). Now watch as Il Piantissimo uses the 
brick walkway to get to the flagpole. DON'T! Run and hover right over the 
grassy areas to your left and hover right into the flagpole. Touch it before he 
does, and Il Piantissimo will concede defeat, giving you a Shine for beating 
him in a race! Pretty sweet!

Onward.

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XXVI. Gelato Beach, Episode 6 - Red Coins in the Coral Reef
-------------------------------------------------------------------------------

Every world, we have one of these Red Coin stages to do (at least). And here's 
our true Red Coin stage for Gelato Beach (if you don't count the annoying Sand 
Bird episode, ugh...) Anyway, this is what you have to do. I'm not going to 
number each Red Coin, because they are basically clustered in the depths of the 
ocean in one particular area, and aren't hard or difficult to find at all, by 
any stretch of the imagination. From the beginning area of Gelato Beach, run 
and hover over to the main part of the beach, and then run leftward. When you 
see the coral and rock formations out in the ocean (close to the shore), jump 
into the water and swim towards them.

You'll find five of the Red Coins within the coral formations, so make sure to 
look at the coral form all angles to find them all. Tilt the camera with the C-
Stick to see it all from every angle. If you don't, you're bound to miss some 
Red Coins. The other three Red Coins are floating along with the various 
schools of fish that swim in, out and around the coral formations. Catch up to 
these schools of fish and get the Red Coins they have as part of them. If you 
got the Blue Coins from schools of fish around the beginning area of Gelato 
Beach, you'll know exactly what it is that I'm talking about! After you get all 
eight Red Coins, a Shine'll magically appear on top of the coral formation. So 
go up there and get your Shine!

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XXVII. Gelato Beach, Episode 7 - It's Shadow Mario! After Him!
-------------------------------------------------------------------------------

Yet another Shadow Mario chase. We've done this all before so it's nothing new. 
Just bare in mind that he moves quicker and a lot more now, and goes up and 
down the cliffs behind the beach A LOT, which can make this battle long and 
drawn out. As we've done before, hold down R lightly and run after him. This'll 
allow you to spray him and damage him, and run after him at the same time. 
Remember, you can tell if you hit him by the pink damage he sustains. Easy as 
that. When he's defeated, you get a Shine!

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XXVIII. Gelato Beach, Episode 8 - The Watermelon Festival
-------------------------------------------------------------------------------

This can be an incredibly, incredibly, incredibly frustrating episode. Trust 
me. So do as I say. Well, basically, the idea behind this is to get the huge 
watermelon from the hills looking over Gelato Beach down to the hut over the 
water at the far end of the beach. Doesn't sound too hard, does it? Well trust 
me, it's a pain in the ass and then some.

Start off the stage by jumping and hovering over the main beach area, and then 
working your way to the hills behind the beach. You know where the brick 
passageway leads to, to the brick steps there? Go up there and you'll find a 
huge watermelon. The other watermelons in the area are too small, so don't 
bother with them. This is the mother of all watermelons, and we're going to 
enter it in the Watermelon Festival. But don't push it yet!

Go down to the beach itself, where you'll see all of those annoying red enemies 
with beaks. These are your major threats, as they can destroy your watermelon 
easy. One by one, lure these enemies near a Dune Bud, and then shoot them with 
your water cannon to stun them. Jump on top of them to further paralyze them, 
and then water the Dune Bud. When you do this, the Dune Bud's "structure" will 
come out of the sand, flinging the red enemy into the air (if you got it close 
enough). Upon hitting the beach sand again, the enemy will perish. Do this to 
each one of the beach red enemies. You can't do anything about the red enemies 
on the plateaus, but killing these annoying bastards on the beach will make 
your life easier... a whole lot easier. If you're too lazy to kill them 
permanently, you'll have to shoot them with FLUDD and then jump on them to 
paralyze them as you push your watermelon.

Once you've decided your mode of "attack" (so to speak), go up to where the big 
watermelon is and give it a huge push (preferably towards the hut where we need 
to get the watermelon to). If you have to deal with the watermelon being on the 
enemy-infested plateau, paralyze all of the enemies as you push. Make sure not 
to push the watermelon into the paralyzed enemy, as that can still pop it. Once 
on the beach, avoid any enemies left over (and trees, to, as those can pop 
them), and work your way to the pier leading to the hut. Carefully (and slowly) 
push the watermelon inch by inch onto the pier, and navigate it to the man 
standing at the entrance to the hut the pier leads to. If you brought him the 
big watermelon at the top of the cliff, he'll slice and dice it, and give you a 
Shine in return (which you'll have to climb to the top of the hut to get). If 
you pushed any other watermelon that wasn't at the top of the cliff, he'll give 
you some coins for the watermelon but nothing else.

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XXIX. Next Stop...
-------------------------------------------------------------------------------

After you've finished up in Gelato Beach, our next stop is the supposed hideout 
of Shadow Mario, called Pinna Park. To get there, head to where the boat is 
docked, and then go to the little alcove next to where the water runs in and 
out of the area, as in... the town itself. When you do that, you'll see that 
Shadow Mario has kidnapped Princess Peach, and is bringing her to Pinna Park! 
How convenient... jump into the red thing there (which happens to be a cannon), 
and get rocketed to Pinna Park.

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XXX. Pinna Park, Episode 1 - Mecha-Bower Returns!
-------------------------------------------------------------------------------

This is an interesting episode. Not only is it interesting because you have to 
fight a Bowser Mech, but it's interesting because the entire storyline gets all 
cleared up and whatnot. A whole lot comes out in this episode, so make sure to 
pay close attention!

As the stage starts, you'll hear some of that famous boss music that we hear in 
Super Mario Sunshine when we're about to engage a foe in battle. When the stage 
begins, that music is playing and you see Shadow Mario up ahead! Immediately he 
starts to run away. Run after him, ignoring everything else as you go. Keep on 
him, and a cutscene will happen when you get close to him at the large fountain 
in the middle of Pinna Park. Shadow Mario'll hover over the shallow waters of 
the fountain. Then, out of the fountain comes a huge mech of Bowser, the famous 
Mario villain! Hmmm... something smells fishy!

BOSS BATTLE ELEVEN! *MECHA-BOWSER*

The entire Mecha-Bowser fight is fairly easy, and it's fun to play as well. The 
owner of Pinna Park comes out after the mech appears, and thinks that this is 
all a show. He decides to hook Mario up with a machine to battle with, being 
that he sees Mario's counterpart (Shadow Mario) with a large weapon to battle 
with. Mario gets to sit atop a roller coaster and battle Mecha-Bowser as the 
roller coaster is moving around the track. It's an interesting battle indeed. 
Bare in mind that you CAN control the camera angles here, so... y'know, keep 
that in mind. It can get confusing, and even give you a little bit of motion 
sickness just looking at it, but keep with it. As you go around, you'll notice 
that Mecha-Bowser has two attacks he can use. Out of his stomach he packs four 
missile launchers. These missile launchers shoot the famous Mario enemy Bullet 
Bills at you, so be on your toes for them! They'll follow you along the track, 
and FLUDD will alert you when they get close. Just shoot them with FLUDD's 
water cannon to destroy them before they catch up to you and slam into you, 
damaging you. His other mode of attack is the flames he can shoot out of his 
mouth. He uses this attack in close quarters, but it's easily avoided, as you 
can shoot FLUDD right at his mouth to put the flames out. Ever so often, a 
missile-like object will be put on FLUDD's nozzle. When this happens, carefully 
aim at the head and neck area of the Mecha-Bowser and fire at him. If you hit 
him, FLUDD will say "Direct Hit!" Beautiful. Shoot him in the head three or 
four times, and he's no more!

After the battle, things start to get interesting. You find that Princess Peach 
was inside of Mecha-Bowser with Shadow Mario. Suddenly, Shadow Mario turns into 
a Bowser child! It was a Bowser kid in disguise the entire time! Unbelievable.  
He says that Bowser told him that a mean man stole his father, and that the 
mean man was you. The plot to look like him was to get you thrown into jail, 
but upon failing, the only thing he could to was take the Princess has his 
prisoner, and bring him back to Bowser. Princess is surprised and shocked the 
entire time. Meanwhile, it seems as if the same corporation who made FLUDD made 
Shadow Mario's famous and powerful paint brush. The Gadd Science Corporation 
(as you can see by the logo found on both the paintbrush and on FLUDD). After 
that, Mecha-Bowser takes off to high above Corona Mountain, with the young 
Bowser and Princess Peach inside...

Lets move on to the next episode.

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XXXI. Pinna Park, Episode 2 - The Beach Cannon's Secret
-------------------------------------------------------------------------------

As soon as you start the second episode of Pinna Park, you'll notice that 
there's a huge red cannon along the water to the right of the Pinna Park 
entrance area that's completely decimating the surrounding areas by shelling 
everything with Bullet Bills. As you begin this stage, run straight up from the 
entrance of the area, and then head right. Keep running right, towards the 
source of the Bullet Bills, and you won't get hit by any of them. It's like 
running through freakin' Vietnam (it really is... it's like watching We Were 
Soldiers with Mel Gibson)... when you get close enough to the red cannon, 
Bullet Bills will stop firing. The mole at the helm of this cannon will come 
out of the cannon and start chucking robot bombs at you. When he does this, 
spray them with a dousing of water from the water cannon, and then pick them 
up, throwing them back at the cannon. Be weary of the bombs, however, as they 
will automatically go off after a set number of seconds, and they WILL go off 
even if you're carrying one. In anycase, three direct hits on the cannon, and 
the Mole will die, along with the cannon's firing nozzles. Then, you are able 
to jump within the cannon. Do so to meet up with yet another obstacle course. 
Shadow Mario will appear and steal FLUDD away from you (like he always does 
before an obstacle course), and then you'll be thrust into the obstacle course 
in question.

This obstacle course is fairly straight forward, it'll just take a lot of 
practice to get right. From the start, run forward, jumping from your platform 
to the green and white platform ahead. You'll see that the platforms above 
disappear in a certain pattern. You can tell when a platform is about to 
disappear, because it'll turn black, then disappear, and then come back a 
second or two later. Without FLUDD, this is fairly difficult, because you will 
have to run and slide your way across these blocks. When you get to the other 
side, smash the crate boxes there and you'll find a 1-Up Mushroom. Then, use 
the orange trampolines to get to the top of the platform above, and then work 
your way across identical disappearing platforms to the end of the area, where 
a Shine will be waiting for you.

Come back here after getting the initial Shine, and you can get another one 
where you'll have to collect 8 Red Coins in the area in under a minute. You'll 
have FLUDD at your disposal however, so collecting the Red Coins and navigating 
the disappearing platforms becomes that much easier when you have FLUDD and the 
hover nozzle on your side! When you get all eight Red Coins, you'll get ANOTHER 
Shine for your troubles!

Lets move on to the next episode.

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XXXII. Pinna Park, Episode 3 - Red Coins of the Pirate Ships
-------------------------------------------------------------------------------

As this area begins, you'll have to run forward to Pinna Park's main entrance. 
As you run through it, you'll see the two pirate ships rides going back and 
forth. As they go back and forth, you'll notice that they cross the paths of 
many Red Coins - eight to be exact. Yes, there are eight Red Coins in the area, 
and it's up to you to find them all. Follow the large arrow signs to the 
entrance of the pirate ship ride, and run up the blue entrance, where you'll 
find RED COIN ONE. From there, wait until the closest pirate ship passes by, 
where you'll have to use FLUDD's hover nozzle to fly over to it. Then, ride it 
until the farther one passes by, and jump on that one. Ride that pirate ship up 
and to the left, where you'll find RED COIN TWO. From here, jump back on the 
ship closest to the entrance to the ride, and ride that one all the way up to 
the left. Ahead of you as you go left on the ship, you'll see a Red Coin 
sitting on top of a small box made by some grating (and inside the grating is a 
Blue Coin too, which you should get, of course). Jump from the ship and hover 
your way with the hover nozzle on FLUDD to the box, and cling onto it. Climb on 
top of the box and grab RED COIN THREE.

Now, from the top of the box we're on, jump BACK onto the ship closest to the 
entrance into the Pirate Ship ride and ride it all the way rightward, where 
you'll find RED COIN FOUR. Once that's gotten, ride the ship back to the box of 
grating. Walk off of the box of grating to the pathway of grating below. You'll 
be walking over a Red Coin flanked by two gold coins. To get it, jump to the 
platform below, and do a high jump (using the hover nozzle if necessary) to 
underneath the pathway up there, where you can cling to the grating and get RED 
COIN FIVE. Back on the previous passageway, you'll find RED COIN SIX. Then, 
follow that passageway to a large box of grating. Climb up it and use the hover 
nozzle to get on top of it. Climb all the way up that passage, avoiding the 
large turtle-like enemies as you go. At the very top of that grating path is 
RED COIN SEVEN. Then, get underneath that same passage, and cling to it as you 
climb up, where the final Red Coin, RED COIN EIGHT can be found. Once you get 
this eighth and final Red Coin, a Shine will appear on the wooden plank above. 
Work your way back up there and claim your Shine.

Lets move on to the next episode.

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XXXIII. Pinna Park, Episode 4 - The Wilting Sunflowers
-------------------------------------------------------------------------------

As you begin this episode of Pinna Park, run up to the entrance area of Pinna 
Park, and then veer rightward. Talk to the people here... it seems something 
has gone awry, and the sunflowers, famous to the beaches of Pinna Park, are 
wilting and near death. Everyone seems to be blaming it on Yoshi Eggs on the 
beach, apparently stealing the nutrients from the soil so that the Sunflowers 
die... but are they Yoshis!?

Approach the eggs and you'll see little Zs over them, symbolizing them being 
asleep. Spray the eggs with water and you'll find that they are Koopa Turtles 
with Yoshi eggs as shells! You can't kill them in anyway but one way... and 
this is how it's done. Make sure to wake up one at a time so they don't cause 
you any problems. Now, walk out onto the sand. You MUST be on sand to kill 
them. They'll walk at you a bit, then jump into the air and try to fall on top 
of you. When they do this, run out of the way and let them come down on the 
sand. They'll be stuck upside down! Go up to the upside down Koopa Turtle and 
jump over him, pressing L while in the air to pound him. This will kill him. 
Where he's killed, sunflowers will grow, and then one of the large sunflowers 
will come back to life! Do this to all four of the eggs, and then the biggest 
sunflower there will awaken, and he'll give you a Shine for your troubles!

-------------------------------------------------------------------------------
XXXIV. Shadow Mario and the Yoshi Egg!
-------------------------------------------------------------------------------

After defeating the Koopa Turtles in episode four of the Pinna Park campaign, 
you'll come back to Delfino Plaza and see Shadow Mario in the plaza area of the 
town with a Yoshi egg in his hand! Run towards him and start spraying him. 
Follow him as he goes on the roofs and whatnot, and hold down R lightly to 
spray him as you run. When he's had enough, he'll fall and drop the egg. He'll 
escape, but the egg is now yours! You'll see that the egg is asking for 
bananas. Drop down off of the roofs and grab a banana from the fruit stands 
there, and then work your way back to the roofs. You can't use FLUDD so you 
have to jump from roof to roof strategically. When you're carrying something, 
FLUDD becomes moot. Anyway, go near the Yoshi egg with the banana in hand, and 
it'll awaken! Yoshi is yours! Now we can go back and get everything you missed 
without Yoshi available to you (Blue Coins... and episode eight of Ricco 
Harbor... but I'll leave that up to you).

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XXXV. Pinna Park, Episode 5 - The Runaway Ferris Wheel
-------------------------------------------------------------------------------

This stage can be INCREDIBLY annoying, to the point where it could very well 
drive you insane. Don't let it, though! It'll be okay, my friend! In anycase, 
the ferris wheel (located behind  the Pirate Ship ride) has gone completely 
haywire, and it's up to Mario to fix it. But how? Well, via the most 
frustrating climb we've yet to see in the game, that's how! Okay, this is what 
you do. Walk (or run, or hover, whatever) all the way to the back of the Pinna 
Park area, and then go right. When you go right, you'll come to a dark, brick 
area, with water flowing all through it and around it. Go into first person 
mode and look up. You'll see that there are grates and fences lining the way 
upward. We have to traverse this area to get to the top, where a Electric Koopa 
is causing the Ferris Wheel to malfunction. It's not the climb that's hard, 
however - it's the camera angles that can cause you all of the pain and 
annoyance you will receive on this level. As you climb up, you'd naturally use 
the C-Stick on the controller to change the camera's angle, so you can see what 
you're doing and whatnot. Well being that Nintendo stupidly put walls on the 
SIDES of this area, the camera is blocked at almost EVERY SINGLE ANGLE 
IMAGINABLE, except the angle if the camera was out over the ocean. Do you see 
what I'm saying? Ah well, it takes patience and time to complete this episode, 
but just stick with it. You don't have much of a choice in the matter, now do 
you. =P

On the ground level, right above the water, you'll see a blue grating going 
vertical. Walk behind it and climb up it. Equip the hover nozzle on FLUDD and 
jump towards the green gratings behind you. Spray water on them with the hover 
nozzle and it'll make them go horizontal temporarily. Look to your left, and 
hover over to the vertical blue cage there. From here, you'll want to equip the 
water cannon on FLUDD and shoot the green grating in front of you to make it go 
from vertical to horizontal. Then,