Tue, 11 Jan 2000 23:27:22 -0500 (EST) . '####### ,# ### # . #### .#. #### ### ### ## ## ## .##. ;### ### ####. ## #### ;##; ### ## ;### ## ## ## ##### '#### ## #####; #### # ###; ##### '## ##; ## ## ## ## ## ## ;## #### ## ## #### ## ### ;## ##; '#####; ## ## ## ## ;###### ## ###; ## ## ### ### ##; ##; ;## ## ##; ## ## ## ## ## ## ;#; ## ## ## ######### ;########; ## ##; ## ### ## ;## ## ## #;######## ### ###; ##; ;##'` ###### '####' ## ## ##' # # SUPER MARIO LAND 3 Wario Land FAQ version 1.00 by Wilson Lau <firstname.lastname@example.org> Copyright (c) 1999, 2000 Wilson Lau This faq is best viewed in Courier, 10 point font. This faq may be distributed FREELY so long as it remains unaltered. It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. Email any changes, typos, etc. to me at email@example.com Wario Land is (c) 1993 Nintendo of America, Inc. ----------------------------------------------------------------------------- You may find this faq and all future revisions at: ----------------------------------------------------------------------------- Dark Toshi's Home Page (me) www.geocities.com/TimesSquare/Realm/4610/ GameFAQS www.gamefaqs.com ----------------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------------- Some of the information in this faq comes from the following. Wario Land Manual Story, controls, items, powerups, enemies. GameSages Most of the cheats, game genie codes ============================================================================= CONTENTS ============================================================================= I. Faq History II. Story III. Controls IV. Items, Powerups, Treasures, and Bonus Rounds V. Enemies VI. Walkthrough VII. Frequently Asked Questions VIII. Secrets IX. Endings X. Cheats and Codes XI. Credits XII. Disclaimer ============================================================================= I. FAQ HISTORY ============================================================================= Version 1.00 (01/11/00) Final Release, FAQ completed Added treasures' values Added walkthrough for courses 37-40 Added new enemies Added ending Added new secrets Added new FAQs Added bonus round description Version 0.70 (01/10/00) Added treasures Added walkthrough for courses 31-36 Added new enemies Added new secrets Version 0.60 (01/09/00) Added treasures Added walkthrough for courses 26-30 Added new enemies Version 0.50 (01/08/00) Added treasures Added walkthrough for courses 20-25 Added new enemies Version 0.40 (12/29/99) Added treasures Added walkthrough for courses 14-19 Added new enemies Added new secrets Added credits to top Version 0.30 (12/28/99) Added treasures Added walkthrough for courses 07-13 Divided remaining courses into corresponding worlds Version 0.20 (12/10/99) Added treasures Added walkthrough for courses 01-06 Made some clarifications Added new enemies Version 0.10 (12/01/99) Initial release ============================================================================= II. STORY ============================================================================= Remember Super Mario Land 2: Six Golden Coins? Wario tried to take over Mario's castle, but didn't have much luck. Wario, being the persistent guy he is, has not given up. Now, he wants a castle more than ever before. One day, Wario was practicing being mean when he thought to himself, "Rumor has it that the pirates of Kitchen Island have stolen the giant golden statue of Princess Toadstool. Mario is looking for it but, if I find it first, I could cash it in for a princess' ransom. With that cash and the pirates' other treasures and coins, I could buy a palace that is way bigger than Mario's pathetic excuse for a castle. Ga, ha, ha, ha...! What am I waiting for!?" Full of confidence, Wario took off. He didn't even stop to think of how tough the Brown Sugar Pirates were. Their leader, Captain Syrup was known the world over for being a really rotten and ruthless guy. Can Wario find the coins and treasures hidden on Kitchen Island? What will his new palace look like? Will he keep being so mean and ugly? Let's find out! ============================================================================= III. CONTROLS ============================================================================= Up + B: if you have 10 or more coins, you will be able to take out the 10 Gold Coin Down : crouch or go down Left : walk left Right : walk right B : use Wario's body slam. Wario can break blocks with this technique. Throw enemies and other things Wario has lifted up. A : jump If you jump while holding up on the control pad, Wario will jump higher. Wario can jump up and break blocks. Some blocks take more than one hit. Underwater, Wario can swim up with the A button. If you hold the A button, Wario will continue to go up. While Wario is going up, pressing left or right will make him move left or right. Select: not used Start : pause, start game Pressing A, B, START, and SELECT at the same time will reset the game. ============================================================================= IV. ITEMS, POWERUPS, TREASURES, AND BONUS ROUNDS ============================================================================= A. Items ------------ GCoin: If you have 10 or more coins, pressing UP and B will produce a 10 Gold Coin. It is used to pay for save points and to open doors. It can also be used as a weapon. Star : The star makes Wario invincible for a short period of time. He also can run faster. While he is invincible, he can get 11 hearts per each enemy he defeats. Heart: Wario gets a heart point for every enemy he defeats. If Wario picks up a heart, his heart points go up by 10. When Wario reaches 100 heart points, you get an extra Wario. At the bottom of the screen, you can see the total number of heart points obtained. Key : Keys open Treasure Rooms. When you find a key, search for a skeleton door with a keyhole in the same course. Then toss the key and cash in. You can also toss keys at enemies and knock them for a loop. B. Powerups --------------- Jet Wario : If Wario picks up a jet pot, he becomes Jet Wario. Special Moves: When you press the B button, Wario can fly for a short period of time. If he hits a block or an enemy while flying, it has the same effect as if he is using a body slam. Bull Wario : If Wario picks up a bull pot, he becomes Bull Wario. Special Moves: The power of Wario's Body Slam is increased. He can break blocks with just one hit! (Bull Charge) When jumping, if you press DOWN you'll cause a ground shaking earthquake which freezes your enemies for a short period of time. (Ground Pound) If you jump while holding UP, the horns of the hat can get stuck in the ceiling. Press UP again to get unstuck. Dragon Wario : If Wario picks up a dragon pot, he becomes Dragon Wario. Special Moves: When you press the B button, fire will come out of the dragon's nose. This can be used to break blocks and defeat enemies. C. Powerup Chart -------------------- +-----+ +----------------------> |Bull | <----------------------+ | +-------------- |Wario| --------------+ | | | +-----+ | | | | ^ | | | | /|\ | | | | | | | | | Bull Pot | | Bull Pot | Garlic | Bull Pot Garlic | | | Garlic | | | | | | Jet Pot +-----+ Dragon Pot | | / +------ |Wario| ------+ \ | | / | +-----+ | \ | | / | | \ | | / Jet Pot Dragon Pot \ | | | | | | | | V | | V | +-----+ <---------+ +--------> +------+ |Jet | <-------------- Jet Pot ------------------ |Dragon| |Wario| -------------- Dragon Pot ---------------> |Wario | +-----+ +------+ D. Treasures ---------------- # Description Lvl World Value Trade-in Order ============================================================= A. Golden Horn 03 Rice Beach 9000 05 B. Harp 09 Mt. Teapot 6000 11 C. Crown 11 Mt. Teapot 2000 01 D. Shield 16 Sherbet Land 7000 12 E. Bell 17 Sherbet Land 5000 15 F. Lamp 18 Sherbet Land 9000 03 G. Crystal Ball 20 Stove Canyon 5000 13 H. Gold Cup 24 Stove Canyon 8000 07 I. Dagger 26 SS Tea Cup 7000 02 J. Axe 29 SS Tea Cup 3000 14 K. Conch Horn 30 SS Tea Cup 4000 10 L. Idol 31 Parsley Woods 8000 09 M. Golden Glove 34 Parsley Woods 4000 08 N. Whale 37 Syrup Castle 7000 06 O. Diamond Ring 39 Syrup Castle 6000 04 E. Bonus Rounds ------------------- You get your choice of bonus rounds after the end of each course. You may choose either the coin or the heart bonus round. Coin Bonus Round. You get 3 tries. There are two buckets. One of them has a 10 ton weight in it. The other has a moneybag in it. Wario chooses one. If you picked the moneybag, you will double your money. If you picked the 10 ton weight, you will lose half your money. Play continues unless you picked three times, won 999 coins, lost all your money, or you decide to quit. Heart Bonus Round. You get 5 tries. The object of the game is to throw bombs and hit the enemy across the river. You have 9 seconds to throw each bomb. The power meter indicates how hard you will throw the bomb. The left side is the weakest while the right side is the hardest. There are 3 difficulty levels. Game A (mole) costs 100 coins to play. Game B (dangerous duck) costs 40 coins to play. Game C (wanderin goom) costs 20 coins to play. Game A is the hardest but it has the best prizes. Game C is the easiest but has the worst prizes. Prizes are awarded as follows. Hits Game A Game B Game C ===================================== 1 3 UP 50 hearts 1 heart 2 5 UP 70 hearts 10 hearts 3 7 UP 1 UP 50 hearts 4 10 UP 2 UP 70 hearts 5 50 UP 3 UP 1 UP ============================================================================= V. ENEMIES ============================================================================= Wanderin' Goom This little guy is harmless, but Wario could shake it up for a coin or two. Pirate Goom Watch out for his spear. Dropper Heads up! This character waits for Wario and falls from the ceiling with its spikes down. Pinwheel This sea dragon spins into a blade when it spots enemies. Helmut He swims up and down under the water. Watch out for the spike on his head! Pouncer This sturdy creature drops down and pursues Wario. Wario can get a lift on its flat top. Penkoon This pirate is part penguin and part raccoon. Watch out for its spiked stomach ball. D.D. The Dangerous Duck is a boomerang-throwing baddie. When Wario sees the weapon coming, he should duck too. Bucket Head This cool customer spits icy crystals. Floater Wario can ride this creature in the air. The arrow on its ball shows the direction that it will float. A knock on the head will change its direction. Pelican Floats at the water's surface and spits out timed bombs. Bird Hover in midair and wait until Wario is near before making a dive attack. Walrus Patrols underwater with a harpoon. Rat Walks around and will throw a knife when Wario is in sight. Flying Bomb A bomb whose spiky bottom will make it stick to Wario. Slime A creature that stays near the floor but will bounce Wario very high if touched. Mole Walks around swinging a spiked ball and chain. Ghost Goom Similar to Boo Buddies, this specter will chase Wario if his back is turned. Is shy when faced though. Thundercloud Invincible enemy who rains lightning bolts down on Wario. Demon Bat Likes to position itself near ledges to knock Wario to his doom. Fireballs Usually near ledges. Hard to spot sometimes but easy to avoid. Crocodile Patrols the water and tries to use its jaws to bite Wario as he jumps. Boulder Falls out of the sky, trying to flatten Wario. Bee Very shy and will fly away if Wario gets near. Flying Chicken Harmless enemy who sleeps a lot. Feed it for coins. Spider Occupies ladders and tries to surprise Wario with its sharp pincers. Spiked Ball Falls out of the sky, trying to flatten Wario. Pirahna Plant These indestructible plants wait patiently for Wario to step on them. Muncher These indestructible plants wait patiently for Wario to step on them. Mini Genie This small guy will hover back and forth dropping lightning bolts down. Bird Statue Found in walls. Shoots fireballs from its mouth. Porcupuffer Bounces around hoping to poke Wario. Has soft underbelly. Bosses -------- Spiked Koopa Troopa (Rice Beach) This boss burrows out of the ground and stands still for a second. Then, it will slide in its shell across the floor. Next, it will levitate in the air and fly across the screen. Then, it will burrow back into the ground. Finally, it will repeat this pattern over again. It is immune to ground pounds, coins, and fire. Bull (Mt. Teapot) This boss runs left and right trying to grab you. When he does, he'll try to throw you into the lava. That is his only attack. His horns prevent any head stomps. He is also immune to ground pounds. Penguin (Sherbet Land) It fights by walking left and right, trying to punch you with its spiked gloves. It is immune to body slams, fire, and ground pounds. Its weakness is its head. Big Head (Stove Canyon) It hovers in the air. It will dive down and use its tongue to break the blocks that you are standing on. It will also shoot rocks out of its nostrils. It is immune to body slams, fire, coins, and ground pounds. Big Bird (SS Tea Cup) This bird hovers in the air and tries to blow you off the platform. It also releases birds from its beak that will try to hit you. It is immune to body slams, ground pounds, and coins. Ghost (Parsley Woods) This undead boss flies around in the air. It can paralyze Wario through contact. It shoots ghost gooms out to hit Wario as he is paralyzed. It is immune to body slams, ground pounds, coins, and fire. Genie (Syrup Castle) He floats around with Captain Syrup on his shoulder. When the captain gets mad, the Genie will release two fireballs from his fingers. He is immune to body slams, ground pounds, coins, and fire. ============================================================================= VI. WALKTHROUGH ============================================================================= This walkthrough will guide you through each level and how to get each treasure. I will assume you know to grab powerups and coins when you see them and to avoid pits. Therefore, I will omit those details and direct you on how to obtain the treasures and enter secret areas while taking the best route through the level. Feel free to deviate from my walkthrough to collect coins if I don't mention them. Each level entrance has a door to leave since there is no START then SELECT code to exit the level before the end. Also at the end of each level, you will get your choice of coin or heart bonus round. Rice Beach (courses 01-06) -------------------------- Course 01: The first level has no treasures and is the time and place to get used to the controls of the game. Be sure to practice long jumps (UP and A), ground pounds (DOWN when jumping as Bull Wario), and the essential 10 Gold Coin move (UP and B when you have 10 or more coins). When you come across some coins "trapped" under some breakable blocks, you should use the ground pound to break through the blocks. If you can, try to see if you can break only 1 layer at a time by releasing DOWN as soon as you break the first layer of blocks. Being able to break a layer at a time will prove very useful in the later levels. Once you get the coins and the heart in the block you can either use the stairs down to circle around or you can stand on the heart block and use the long jump to jump out. Avoid the munchers in the pits ahead. When you see the 3 barrels blocking your path, you can use the ledge to jump over them or if you destroyed it, you can do a long jump or dashing long jump from the powerup block to get over the barrels. On the other side you will eventually see another ladder down. It leads to a pit of munchers that you can't cross until you flood the level (see course 05). On the other side of the pit is a dragon pot and a door. Enter the door and use the dragon pot to break through the blocks to get a block containing a 3-up heart. Once you get back out, the door to the end of the level is just a little further ahead. Through the door, you will see a mole throw a 10 Gold Coin into the exit. This move (UP and B) is one you will use quite often to save and to open the exits so be sure you always have at least 10 coins. Enter the door and the level will end. You will get to pick whether to go to the coin or heart bonus round. Course 02: About a screen east of the entrance you'll see platforms leading up. Follow them until you see vanishing platforms. Carefully jump across and you'll reach a door. On the other side is a room with some slimes on the ground who will rocket you up into the ceiling spikes if you touch them. You can use the dragon pot in the block by the door to destroy the slimes. Now follow the ladder down and you will eventually reach some water and even further ahead, you will reach the save point. Go through the door and you should find yourself trapped between some blocks. Bull charge through them and head west. You will see some ledges with blocks on them. Get on top of the highest ledge that is to the left of the ceiling. Now from the ledge, jump up off the screen toward the ceiling and you will reach a secret door. On the other side you will see many pouncers and ceiling spikes. Avoid them and there will be a door at the end of the passage. The door leads to a secret coin filled area. There are vanishing platforms so watch your step. At the end of the platforms are 2 blocks containing hearts. Now jump down and to the right will be a door. The exit is on the other side. Make the 10 Gold Coin and exit. Course 03: You'll notice on the map that this level has a dot in it. This means that there are 2 exits. You won't be able to get the second exit until you beat the boss of this world. Also, the first treasure is in this level, but you can't get it now because it's covered by sand. Come back once you flood the level. This level has many crabs that you can only hit from behind. It is filled with quicksand too so keep jumping to avoid getting pulled down. When you see some logs with quicksand between them, there is a hidden heart block above the 4th log. You'll notice that the ground "opens" up between the 4th and 5th logs. Fall down into the sand and you will be pulled down to a secret door. On the other side, grab the coins and break through the blocks until you reach another door. Now head up and you should see some barrels to your left. The save point is to the left but skip it and head right instead. You will see some more quicksand which you can fall down into to reach a hidden area. When you get out of the hidden area, the door leading to the exit will be to your right. Just above the barrels before the door is a hidden heart block. Go through the door and you will see more quicksand. After the quicksand, you will see the exit. Notice that there is a high ledge that you can't reach yet. That leads to the second exit. Come back after you flood the level. Course 04: You'll start the level with a pouncer chasing after you. One touch and you'll die. Quickly bull charge through the blocks. You'll see a block containing a heart about halfway through the blocks. I would advise you to pass it up so the pouncer doesn't catch up with you. When you reach the lava, jump up on the ledge above you and wait for the pouncer. When it arrives, jump on top of it and ride it across the lava. Duck to avoid the spikes. There will be a lot of coins in the air but enemies as well. To avoid getting hit, just make a 10 Gold Coin and hold it while ducking down. You'll pass up the coins, but the tradeoff is that the enemies will get killed by the 10 Gold Coin and you won't die by falling in the lava. Once you're past that, there will be some platforms that you will have to jump over to avoid getting pushed into the lava. I would recommend that you jump on the ledges and go to the right as far as you can before jumping back onto the pouncer. Now you will see a wall and the pouncer will begin to lift you up. Quickly jump up to the passage and bull charge through the blocks because the pouncer will get you if you're too slow. At the end of the passage is the door to the exit. On the other side there will be a pouncer that you can use to smash the gooms in the room. Instead of 1 coin, you will get the 10 Gold Coin. When you're done, the exit is to the right. Course 05: This is your first boss level. Go through the door to the right. You will see some pouncers. Be careful not to touch them and on the right will be another door. Avoid the moving electric balls and to the right will be a door and the save point. Through the door is an area with penkoons and blocks. You'll see some powerup blocks containing hearts that are trapped by some other blocks you can't break. Break the blocks to the left of the unbreakable ones to reveal a hidden door leading to a switch block. Now you can get the hearts. Now head to the right to see the door leading to the boss. Boss: Spiked Koopa Troopa This boss burrows out of the ground and stands still for a second. Then, it will slide in its shell across the floor. Next, it will levitate in the air and fly across the screen. Then, it will burrow back into the ground. Finally, it will repeat this pattern over again. It is immune to ground pounds, coins, fire, and head stomps. To defeat it, just hit the koopa troopa in its weak spot which is under its shell. You can also bull charge it when its standing erect. When the fight begins, quickly bull charge it. Then it will retaliate by sliding in its shell across the ground. Jump to avoid it and when it is levitating, hit it under the shell. Now quickly bull charge it again when it recovers and you will defeat it. Course 03: (Revisited) As a result of beating the koopa troopa, Rice Beach will flood. Now go back to course 3. You'll immediately notice that the quicksand has been replaced with water. You should also notice that where the quicksand and munchers were before, there is now a huge skull with a keyhole in it instead. That is the door leading to a treasure. You'll need to find the key which is not too far away. Grab the dragon pot in the block above the munchers because you need it to get the key. Now head right and you should see 2 blocks underwater. Use the dragon flame to get the blocks, the second of which contains the key. Now use the key in the skull door and get the treasure. As with this chest and all the others, it won't open unless you're 'big' Wario so be sure not to get hit. Now head to the end of the level. You can now swim up to the ledge that you couldn't reach before. On the other side is the second exit leading to course 6. Course 06: (optional) This is a bonus level of mostly coins and hearts. Grab the bull pot in the block and go through the door. Now if you carefully examine the ground, you should be able to see the silhouette of a sand crab holding a coin. To get the coin, you'll have to get the crab out of the ground by doing a ground pound (DOWN when jumping as Bull Wario). Now quickly bull charge it before it gets away. Keep doing this for the remaining sand crabs. There are also hidden heart blocks between the coins in the air. The exit is at the end to your right. Mt. Teapot (courses 07-13) -------------------------- Course 07: Your mobility is limited under water so be careful in this level. There are many pinwheels in this level which will hurt you if you touch them. When you see some coins between two blocks, you can get the coins either by going through the top or the bottom. The bottom is booby trapped with a bomb which won't detonate unless you touch it so avoid it. The top seems safe enough but when you've grabbed the coins and try to leave, 3 hidden blocks will seal off the top route which forces you to take the bottom route. Up ahead is another area of coins. You'll notice that there are coins on the lower portion of the screen. Like the top route from before, hidden blocks will trap you once you go down to get the coins. This prevents you from getting the coins on the upper portion of the screen but you can circle back around by jumping out of the water. Once you're done getting the coins, the next area is filled with pinwheels, bombs, and cracked blocks. Since you can only break blocks underwater if you are either Dragon Wario or Jet Wario, you'll need to be one of those. Well, there is a jet pot in a block just above the water's surface so grab it and break the blocks. The long chain of blocks on the floor in the lower left corner are hiding a door as well as the blocks on the platform in the water. The lower left blocks' door leads to a room with a 3up heart. The door on the platform leads to a save point and another door. On the other side are 2 blocks, one of which contains garlic. Don't grab the garlic otherwise you'll lose the jet power. Instead, do a long jump to the right and at the height of your jump, use the jet power to fly to the right. If you jumped high enough, you should land on top of some blocks, otherwise you'll have to take the underwater route. Grab the coins and head to the right. Then do another long jump and fly some more to the right. The door to the exit is just to the right. Avoid the birds and exit. Course 08: Jump across the platforms being careful to avoid getting hit by the birds. Avoid landing in the water since there are crabs and bombs down there. Also, the water currents will pull you in their direction. Work your way to the door on the right side. Grab the jet pot in the block before you go through the door. You now have to climb up, but you must choose either the left or the right side. The left side is the correct path but the right side has a save point. There are also coins on each side. There is a hidden heart block underneath the last coin on each side. Climb up the right side slowly because the platforms are littered with bombs so work your way up to the save point. Now break through the blocks you passed halfway up and head to the left. Now go through the door. The next area is just filled with coins and enemies. The droppers can be killed by hitting them from below. The pelicans can be killed by first hitting them and then using Jet Wario to fly into them. The blocks on the floor hide nothing. Go through the door on the right. This next area has many currents along with droppers. Follow the currents around to the right. Inside one of the blocks is a jet pot. Grab it if you're no longer Jet Wario. Go through the door on the right. On the other side, you will encounter two rats who throw spears. Defeat them and on the right is the first exit which leads to course 9. The second (and secret) exit leads to Sherbet Land. To reach it, you'll need to be Jet Wario. Notice that there was a coin arrow just to the left of the exit. Stand on the right edge of the platform to the left of the coin arrow. Now do a long jump up and at the height of the jump, fly to the right. You'll bump into the wall and as a result, you will ricochet and bounce up just enough to land on top of a ledge. The second exit is to your right. Course 09: Avoid the droppers and work your way to the door on the right. The next area is an upward climb filled with crabs. Just use the ground pound and then bull charge them or just charge the crabs from behind to defeat them. Go through the door at the top. Now to the left will be a door on top of a platform. It leads to the save point. Further to the left is another door. Go through it and you'll have to do another climb up only this time there will be penkoons instead of crabs in your way. Defeat the penkoons either by charging them from behind or by using the 10 Gold Coin. Go through the door at the top. Now to the right is a waterfall with three ledges in it. The top ledge has a cracked block on it. Don't break it yet. Instead head over to the right and in the block will be a key. Well, you know that wherever a key is, the treasure room is probably nearby too. Remember the cracked block I told you to pass? Well, go back to it and break it now. Stand where it used to be and push up. You will go through an invisible hidden door. Grab the 100 coins in the block and break the blocks on the right. Enter the treasure room and get the treasure. Head back out and to the right of the block that contained the key is the door leading to the exit. Jump on the flying bombs to defeat them and the exit is to your right. Course 10: Work your way to the right avoiding the crabs, pinwheels, and birds. Grab the jet pot in the blocks. Use it to break the blocks underwater. Grab the coins but avoid touching the coral. Further to the right is a block that only small Wario can get. Pass it if you're not small Wario because it's only hearts in the block. The block to the right also contains hearts too. Now climb up the ladder. At the top, go through the door to the right. It leads to the save point and some coins. Be careful not to fall in the pit when grabbing the coins though. Outside the door is a block covering a gap filled with coins. Use the ground pound to break through the block. At the bottom of the gap is water with three hidden blocks in the middle. Climb the ladder back up. Now head to the right and jump off. Once you land in the water, avoid the pinwheels. You'll see blocks underwater but they're not hiding anything. Work your way to the door on the right. Use the pouncer to reach the ladders. Climb across to the exit. Course 11: There are many cracked blocks which you'll need to destroy in order to continue. Do so carefully, as there are pirate gooms behind the blocks waiting to hurt you. About halfway down, you'll see a gap that you can crawl into. Don't go in yet. Instead keep moving down. Near the bottom you will uncover a door behind the cracked blocks. Don't go into it just yet. Keep working your way down until you see two blocks, one of which contains a jet pot. Grab it and head up. You'll see that you are now on the other side of the gap that you passed by on the way down. Go through the door now. Jump on the birds and avoid the pinwheels. Now go through the door on the right. Climb down the ladder, but make sure the pirate goom's spear doesn't touch you when you're climbing down. At the bottom, there will be a door and a block containing a jet pot. Grab the jet pot and don't go through the door. Instead, stand on the jet pot's block. Then, similar to what you did in course 9, do a long jump to the left and fly at the height of your jump. Keep doing this, flying left and right until you see the treasure room's door. Fly once more to the left and you'll see a block containing the key. Use it to open the door to the treasure. Now head back down and go through the door you passed up before. Use the save point and head through the door on the right. You'll see a floater. The arrow on it indicated the direction it will move. Jump on it to change its direction. Use it to navigate across the pit. Don't jump too high since there are ceiling spikes. Grab the coins if you want but they're not worth the risk. Jump onto the platform and use the second floater to reach the door. There is a starman in the block. Grab it and quickly run down. You should be able to kill all the pirate gooms and reach the door before the invincibility wears off. Go through the door and defeat the pirate gooms. The bridges will break when you walk on them so be ready to jump. The exit is on the right. Course 12: The first part is mostly lava so don't fall in. There are pirate gooms and flying chickens. The chickens don't do anything but don't kill them because, if you toss a pirate goom at the chicken, it will eat it and lay three 10 Gold Coins. Halfway across the lava pit, you will see three blocks. To get them, you can either stand at the ledge and charge off and jump before the charge ends (charging long jump), do a well timed long jump (more difficult), or you can keep moving to the right and then double back around. The middle block contains a dragon pot. Further ahead is another block containing a bull pot. To the right is a door with a block underneath it. To get the block stand next to the door and walk off the ledge. When you start to fall, quickly push right and you should land on the ledge. Go through the door and there will be conveyor belts above a pit along with the disintegrating ledges from the last course. There is also a ghost pirate goom in the room that will chase you if your back is turned to it. Some of the coins require Jet Wario to collect so skip those if you're not Jet Wario. Go through the door on the right. Now you have to climb up ledges occupied by dangerous ducks named so because they throw boomerangs. Be careful not to fall because unlike previous climbs, the floor is lava. Go through the door on the top. You'll see a big switch block. Hit it to end the level. Course 13: The cover of Mt. Teapot falls down. Course 10 is now course 13. As a result, most of the course is very similar to course 10. Instead of lots of water like course 10, there is now little water, but flying bombs have joined the crabs and pinwheels as the enemies you'll face. Head to the right and climb up the ladder. At the top is the door with the save point. To the right of the door are some blocks, one of which contains a garlic. Unlike before, you can't proceed any further to the right since the cover fell down. Therefore you have to go down the gap next to the save point's door. At the bottom is another door. You'll now see two blocks to your right and a pouncer below you. This area has 5 paths to take, with all of them leading to the door to the boss. Your instinct would be to break through the blocks before the pouncer gets you. That's all right if you want to take the first route, but that route has no powerups and you'll want to be powered up for the boss. So instead, just break the blocks but don't run to the right after you've broken them. You don't have to break the blocks but if you don't, the pouncer will keep chasing you. Wait for the pouncer to lift you up and then do a long jump up. You will jump to a secret area. This is the second path. To the right are three blocks, one of which contains a jet pot while the other two are hearts. You can now keep heading to the right to reach the door to the boss or you can head left and do a long jump and at the height of the jump, start flying. You will bump into the wall and ricochet just enough to land on the next ledge. This is the third path. It has a heart block and a dragon pot block. I'd take this path for the easiest win against the boss. If you want to head up one more time, it leads to the fourth path which is just coins. Up one more is the fifth path which has nothing. Regardless of which path you take the door on the right leads to the boss. Boss: Bull This boss runs left and right trying to grab you. When he does, he'll try to throw you into the lava. That is his only attack. His horns prevent any head stomps. He is also immune to ground pounds. Defeating this boss is very easy. When the fight begins, just walk up to him. Don't worry, this boss doesn't hurt you when you touch him. He'll get stunned. Now, remember how the lava kills anything instantly? Well, the same applies to bosses. Just throw him into the lava and you win. It's that easy. Just be sure you do it fast because he'll break out of the throw quickly. If you happen to get thrown however, just push in the opposite direction (push right if being thrown to the left and vice versa) and you won't fall in the lava. Sherbet Land (courses 14-19, optional) -------------------------------------- Sherbet Land is completely optional, but to get all the treasures you'll need to complete it. Course 14: (optional) The course is a pretty straightforward course of jumping across bridges, with the challenge lying in timing the jumps while avoiding enemies. Many of the bridges disintegrate when you walk on them so be prepared to long jump to safety at any given moment. The enemies aren't too tough. However, the pirate gooms are placed near disintegrating bridges as to waste your time defeating them which causes the bridge to break and you to fall to your death. To prevent this, either skip the gooms, or use weapons like the 10 Gold Coin or even other gooms to defeat the gooms. There are many birds in this course too. Most of them are near the bridge edges so keep an eye out for them. If you don't rush ahead and take your time, you shouldn't have too much trouble. Halfway through the course will be a block containing a dragon pot and a door leading to a save point. Just further ahead are some tricky jumps involving logs and birds. The birds will try to knock you into the gaps between the logs. To avoid this, you should use the dragon pot's fire and then long jump across the logs. Be sure you land on solid ground though. You should first jump onto the first log. From there you should long jump onto the block. One more long jump to the last log should do it. Past the next few bridges will be a wide pit. These next few jumps are the most difficult as each ledge you jump onto will disintegrate. To make matters worse, birds are waiting to knock you into the pit at each ledge. To cross safely, just keep using the dragon pot's fire. You'll need to do this while you're jumping. Try to jump onto the left side of each ledge. Each ledge consists of three pieces, each of which will fall once you step on it. So the idea is to jump onto the left piece. The ledge will begin to fall and the bird will dive at you. Do a quick jump to avoid the bird. Now land on the remaining two pieces of the ledge and use them to jump to the next ledge. Repeat this for the remaining six ledges. Now you should see three logs. Stand on the first log and use your dragon fire. This will uncover a hidden heart block to the right of the middle log. Go through the door to the right. You'll see a bucket head who will spit ice crystals at you. Defeat it and the exit is to your right. Course 15: (optional) Watch your step here as parts of the floor are covered in ice which causes you to slide. Note that a diagonal jump will cause you to slide while a stationary vertical jump will not. Climb down the ladder carefully as the pirate gooms' spears can hurt you if you touch them. Go through the door at the bottom. If you are Dragon Wario then you will have an easy time passing this next part. If not, then just grab the jet pot in the block. Follow the path and climb down the ladders. Be careful of the porcupines in the area because a stomp will cause them to stick their needles out. Head for the door to the right. Use the save point and go through the door. The next part is all ice so watch your step. When you reach three blocks lined up diagonally, you'll see some coins continuing the pattern. As you might have noticed on the map, this course has two exits and the second exit is up off the screen. I'll go to that one later. First, let's take the easy exit. I say it's easy because it's just a little bit to the right. You can see that it is surrounded by indestructible blocks. Keep moving to the right. Defeat the dangerous ducks now so they don't become a nuisance later. All the way to the right will be a door leading to a switch block. Hit it and the blocks from before will now be gone. Head to the first exit now. It leads to course 16. For the second and harder to reach exit, just make your way back to the switch block room and hit the switch. Now head for the three diagonal blocks that were to the left of the first exit. You'll notice that the switch block has created steps up. Climb up the stairs and then climb up the ladder to the left. Go through the door. Defeat the rat and go through the door. On the other side, take caution. The pit bottom is lined with ice spikes. While they don't kill you instantly, once you fall in, you can't get back out so you'll die anyway. Keep moving to the right. Watch out for the dangerous duck since your stomp could ricochet you into the pit. Now, you will see the second exit floating above the spikes. Since the first switch block removed the blocks, another one should restore them. Just to the right is another door leading to a switch block. Hit it and blocks will appear above the ice spikes so you can collect the coins and reach the exit. It leads to course 17. Course 16: (optional) The key in the block at the course's entrance will be used extensively in this course. It not only unlocks the treasure room door, it will serve as your weapon. The penkoons are tough enemies but one key tossed in their direction will take care of them. Don't forget to watch your step since this is another ice stage. Keep moving to the right until you see the second set of cracked blocks (the first set had nothing). Break the blocks and you will uncover a door. Carefully jump across the pits from ledge to ledge because the ledges are covered with ice. Use the key on the treasure door on the right. Grab the treasure and head back. To the right are conveyor belts, coins, and a door. Collect the coins either by using Bull Wario's horns to stick to the conveyor belt (Press and hold UP) or use Jet Wario to fly. On the other side of the door, you will see a single coin in midair on the right. Below it is an "X". X marks the spot so stand under the coin and jump to reveal a hidden block. Stand on the block and jump up to land on the ceiling. Now walk to the right to find a hidden door. Defeat the dangerous duck on the other side and head right to find the hidden exit to course 18. For the other exit, get back up to the hidden block. Now head left, being careful to avoid the dropper in the ceiling. Grab the bull pot in the block and climb the ladder. At the bottom, repeatedly use the ground pound to shake the droppers from the ceiling. Use the save point and head for the door on the right. Defeat the dangerous duck on the other side and you should see the second exit on a high platform. You can reach it using two methods. The first is to stand on the left edge of the leftmost ledge and then use a charging long jump. The second method is to head to the door on the right and use the switch block. A bridge will form leading to the exit. Course 17: (optional) There is a thundercloud in the sky who will shoot lightning bolts down on you. Protect yourself by standing under blocks. Only move once the cloud has released the lightning bolt. You can also try to make a quick run instead but it's riskier. When you reach a door go through it. Climb up the ladder being careful to avoid the rats' knives as you're climbing. Go through the door at the top. Grab the key from the block and head back down the ladder. Head to the right. The key is much like a 10 Gold Coin. Any enemy that touches the key while you're holding it will die. Just be careful not to throw the key into the pit. Keep moving right until you see the next door. Avoid the porcupines as best you can and climb up to the save point. Head back down afterwards. The thundercloud is back. For the next part, I advise setting the key down near the save point door. With the key out of your way, just bull charge through the blocks and porcupines. Hide under the blocks whenever the cloud is about to drop a bolt on you. After you've broken through all the blocks, go back and get the key. Now head right through the blocks you've just cleared. Grab the jet pot from the blocks above the door. Go through the door and you'll be on a ledge with a floater to your right. Ride the floater up. At the top is the treasure room door. Grab the treasure and head back. Head right now. Fall through the gaps and break the blocks to make it easier to jump. Go through the door on the right. Carefully swim down. Watch out for the bombs and the pinwheel. Go through the door at the bottom. The exit is to the right. Course 18: (optional) You'll see a treasure room door not too far from the entrance. You don't have the key right now so we'll look for it now. To the right will be a door and a pit of ice spikes. While it seems that Jet Wario can't fly across, you can make it if you use the extended flying trick (see secrets section). For now, just go through the door. Hit the switch block and instead of going through the door below the switch block, go back through the door you just came through. There will now be a ladder outside the door. Climb up and go through the door on the right. Don't get squashed by the pouncers on the other side. In the middle of the room are three blocks, one of which contains the key. The blocks are surrounded by blocks so we'll need a switch block to remove them. Head for the right and go through the door. The next area is a drop down with bucket heads on both the left and right sides dropping ice crystals at you. Avoid them or use ground pounds to temporarily stun them. The door at the bottom leads to a switch block. Hit it and you'll notice that the switch block has made bridges. This means the bucket heads' ice crystals can now hit you. Work your way back to the key. When you reach the ladder again, you'll see three blocks in your way. Just keep pushing against them and you will automatically duck down and crawl underneath the blocks with the key. Now drop down and head for the treasure room on the left. Now go through the door in front of the ice spike pit. Hit the switch block again so that it is now black. Now you can go through the door underneath the switch block. Head right until you see a door below two cracked blocks. Use a ground pound to break through. The door leads to a save point. Keep heading right and you will see the door to the exit. On the other side, avoid the bucket head's ice crystal. The exit is to the right. Course 19: (optional) Head down the ladder. When you see the second set of cracked blocks, break them. If you don't have a jet pot, take the one from the rightmost face block. Go through the door behind the cracked blocks. Grab the 100 coins and head for the ladder on the right. Go through the door. Head left and after the first fall, position yourself one block away from the wall. Jump up to reveal a hidden heart block. Head right and after the fall, stand against the right wall and jump up to reveal another hidden heart block. Now head for the door at the lower left corner. The next part is underwater. There will be logs coming out of the walls. Avoid getting hit and work your way down and to the right. You will see a door. It leads to a save point. Now head to the right and follow the path around. Don't rush through the area otherwise you'll get hit by the logs. When you finally reach a door, go through it. Go through the door and immediately jump up to reveal a hidden block. There will be a bucket head waiting for you on the right. Defeat it and head for the door to the boss. Boss: Penguin This boss is optional since you can just take the door to leave. If you defeat it though, you will get twelve extra lives. It fights by walking left and right, trying to punch you with its spiked gloves. Body slams and fire do not hurt it. Its weakness is its head. When the fight begins, the penguin will slowly walk toward you and punch. Jump on its head. Now jump back onto the ledge. The penguin will make a retreat by diving underwater and reemerging with a spiked helmet. It will walk a little bit faster than before. Use a body slam from behind to knock the helmet off. A front body slam works just as well but is more likely to get you hurt. Small Wario can knock the helmet off by throwing a 10 Gold Coin at the penguin. Once the helmet is off, jump on the penguin's head again. It will retreat once more and reemerge with another spiked helmet. Now it will be moving even faster than ever. Do the same thing to knock the helmet off again and another jump on the penguin's head will defeat it. Unlike other bosses, you will receive four 3up hearts for winning which amounts to 12 extra lives. Also, you can come back and keep defeating the penguin for 12 more lives. This and the 100 coins from the hidden room make this course good for stockpiling coins and extra lives. Stove Canyon (courses 20-25) ---------------------------- Course 20: A wall of lava will be chasing after you in the beginning so quickly head to the right. There is a key in the third powerup block. You'll need to rush to the right fast so you can grab it without getting killed by the lava. After grabbing the key, keep moving to the right. With the key in your hand it will prevent you from breaking blocks so drop the key first and then break the blocks. Do this fast as the lava wall is still chasing after you. Keep heading right until you see the door. Don't worry about missing the powerup blocks because they only contain hearts anyway. Grab the starman before the ladders with the gooms. Keep in mind that even with invincibility, the lava can still kill you if you touch it. There's a hidden heart block just before the door. You probably hit it when you jumped up to reach the door. Go through and climb up the ladder to reach the treasure room. Grab the treasure and head down the ladder. Defeat the mole and the exit is to your right. Course 21: Head right and grab the dragon pot in the block. The next few jumps across the ledges are relatively easy except for the last ledge. This ledge will rise and sink out of the lava so don't jump if it is sinking. A little further to the right is a door to the save point. The next area involves jumping across more ledges. These ledges will rise and sink so only jump when it's safe. After the first three ledges is a safe ledge to stand on. Further to the right are disintegrating bridges with a hidden heart block above the middle of each bridge. Cross the bridges where more ledges await you. Jump across the two ledges and the next ledge is safe to stand on. Now jump across the last three ledges and the door is to your right. On the other side will be a lava pit with a fireball that rises out of it. The exit is to the right. Course 22: Head right, across the ledges but avoid the fireballs that emerge from the lava. You'll see a face block trapped by breakable blocks. Skip it since the block only has a heart and the dangerous duck on the other side will probably hit you as you're trying to break the blocks. Just to the right of the last ledge is a hidden heart block. To the right is a door to the save point. More fireballs await you as you cross the next few ledges. There's a fireball on the bridge too so don't rush across. Above the right post of the small disintegrating bridge is a hidden heart block. Now climb the ladder on your right. Climb it until you can walk on top of it. Slowly cross it as two fireballs will emerge from the lava, one on each side of the face block. Keep heading right across the ladders. More fireballs will be waiting so again be patient and don't rush in. Go through the door on the right. On the other side are some ledges guarded by birds. The exit is to the right. Course 23: There will be mine cars that you can ride, but remember to jump off when they fall into the lava. In addition, there will be demon bats positioned near the ledges to make the jumps more difficult. After several cars, there will be a smiley face spring-up in the ground that will send you flying up off the screen when you step on it. It will send you to a door leading to the save point. Climb back down the ladder and ride the car by the ladder. Jump across the next few ledges and ride the next few cars. The first exit is to the right. You'll notice that there is a spring-up that you can't reach in the lower left corner. That will lead you to the second exit. For now just go through the exit on the right. It leads to course 25. For the second exit, get back to and ride the cars just after the save point. After the third car, you should see steps leading up to another car. Ride this car, but when it starts to fall in the lava, don't jump off. Instead stay on it until the last possible second at which point you should jump forward. You will land on the ledge which, if you remember, was the one that you couldn't reach from before. Now use the spring-up. It will send you to another ledge with another spring-up. Use it again and you will see the second exit which leads to course 24. Course 24: You'll see the treasure room door not far from the course's entrance. To find the key, head right. Go through the door. Now you'll see a ladder and a passage to the right. The passage leads to a door that leads to the exit. You don't want to leave until you have the treasure right? So for now, climb up the ladder. You'll see a door. Go through and you'll see that the way is blocked with only two small gaps that only small Wario can pass. So go back through the door and intentionally let the pirate goom hit you so you turn small. Trust me on this one. Now go back through the door and pass through the narrow gap. Defeat the penkoon and to the left will be a door. Go through and there will be a switch block, a big block containing 100 coins, and a block with a jet pot. Hitting the switch block will make it harder to leave. Now head back until you see the ladder again. Now head to the right where you'll see another door. You can't pass through it for now so keep heading to the right. There will be another door and another ladder down. Again, you won't be able to pass through it so head down the ladder. You'll see a lava pit to the left which leads to the door to the exit. You'll also see a door and a switch block. Hit the switch block before going through the door so there will be water on the other side. Swim up to the two blocks. The right block contains the key. Now if you want, you can go back through the doors you passed, but both only contain hearts and coins. Also, you can use the switch block to remove the water from the first door by the ladder so you could pass the gap without having to be small Wario, but my method works just as good too. Head back to the treasure room door near the course's entrance and take the treasure. Now head through the door and instead of climbing the ladder, head right. You'll see a door. Go through it and the exit is to the right. Course 25: This is a straightforward course boss course. Head right and jump across the ledges but be sure to avoid the fireballs. When you have to drop down to a lower ledge, wait for the fireball to fall back into the lava before dropping down. The same goes for jumping up. Eventually you'll see a door that leads to the save point. To the right will be more of those rising and sinking ledges from previous courses. Jump across until you reach the two face blocks. Now jump across the next set of ledges where the final ledge has a fireball to its right. You'll now see disintegrating bridges and more fireballs. Make sure you don't step on the bridge until after the fireball is back in the lava. You can also run under the fireballs if you want but that riskier. After crossing a few bridges you should see a bridge with coins lined up vertically under it. Position yourself above the coins and as the bridge falls, jump off and land on the ledge. To the right is the door leading to the boss. Boss: Big Head It hovers in the air. It will dive down and use its tongue to break the blocks that you are standing on. It will also shoot rocks out of its nostrils. It is immune to body slams, fire, coins, and ground pounds. When the fight begins, keep yourself away from the head. The head will start to break the blocks. Each block will take two hits before it breaks. You can also break them by ground pounding but why would you? Keep away from the head and eventually it will pause for a second. Its nostrils will flare and a rock will shoot out of the nostrils and bounce once it hits the ground. Then it will fall off the screen. Let the rock hit the ground and grab it before it falls off the screen. Now use it against the head. Three hits will defeat the head. If the rock bounces off the ground, it can also fall in the lava if the floor is broken at that location. The head randomly chooses when to shoot the rocks out but there are enough blocks that you shouldn't die as long as you don't take too long to win. SS Tea Cup (courses 26-30) -------------------------- Course 26: Head for the door at the far right. Go through the door. Head to the right. You should see a face block and a door to its right. Jump on the face block. Now stand on the left edge and jump. You'll uncover a hidden face block. Jump on the hidden face block and from there, jump to the right. The screen will scroll up revealing a hidden area. Climb up the ladder to the door. On the other side, jump across the piranhas, but watch out for the huge boulder that will fall down. Another door is at the far right. Go through it and you will be in a room with many cracked blocks. Use the dragon pot from before to break the blocks. In the middle of the room is the treasure room door. To find the key, break the blocks in the upper right side of the room. You will uncover a hidden door. Go through and follow the path. You should see another door on the right. It leads to a room with a switch block in it. Hit the switch block and go back through the door. You will now see that the room has been flooded with water. Swim up the long vertical passage between the two doors and you will reach another door. The door leads to a room with the key. You can hit the switch block if you want to remove the water, but it's optional. Now head back to the treasure room door. Grab the treasure and work your way back to the door by the hidden face block. Now go through the door. Head right but watch out for the crocodiles before you jump. Just use a 10 Gold Coin to defeat them. The exit is to the far right. Course 27: This course is underwater so your mobility is limited. Watch out for the walrus as it will throw its harpoon at you if you get near it. The jet pot and dragon pot are both found in blocks. I would opt for the dragon pot as its flames will make it easier to get past the helmuts and walrus. The door is to the far right. On the other side, use your flames to eliminate the droppers on the ceiling. Climb up the ladder at the right side. At the top, there will be a conveyor belt in the ceiling. To the right is a door. To the left is a wide gap with a pirate goom on the other side. You can cross the gap in many ways. One is to use the jet pot to fly across the gap. Another is to use the dashing long jump trick. A third method is to use Bull Wario's horns to stick to the conveyor belt (Jump and hold UP), which will carry you across the gap. Either way, go through the door across the gap. It leads to a dragon pot, 100 coins, and the save point. Now head back across the gap and go through the door on the right side. Head right where there will be a face block above a pit of munchers. To safely get the block, use the dragon pot flame. Further to the right will be a face block that is imbedded into a ledge in the sky. To reach the block, uncover the hidden heart block next to the ledge. You must use the dragon pot flame to hit the block and since the ledge next to this one is lower, move to it. Use the hidden heart block next to the ledge to reach it. Use the dragon pot flame and you should be able to get the heart in the block. Now to the right is another pit of munchers. There are two face blocks on the other side of the pit. To reach them, stand at the foot of the ladder and use the dragon pot flames. You will uncover three hidden blocks. Now stand on the far right block. Crouch and use the flames again to uncover three more blocks. You can now safely reach the two face blocks. Now head right until you see a lone pirate goom on a ledge surrounded by barrels and munchers. There is a hidden heart block above the middle of the ledge. The exit is just to the right. Course 28: When you see the first group of barrels, stand on the middle of the lower stacked barrels. Jump and you should find a hidden heart block. The dragon pot flame makes it easier to find hidden blocks. To the right now is a pirate goom walking back and forth between a barrel and a higher ledge. In the middle of this area is a hidden heart block. Now keep moving to the right until you see two cracked blocks surrounded by logs. Break the blocks to uncover a hidden door to a switch block room. Use the switch block and there will now be a ladder outside the door. Climb it to find a hidden area full of coins. Once you drop back down, you can go back and grab the coins you passed in the water. Keep moving right and you will find birds positioned above the water. Just use your flames to pass safely. You will see a door soon. It leads to the save point. Keep heading right until you reach another door at the far right side. On the other side will be two walrus in the water. Watch out for their harpoons. Don't get pulled under by the currents either. The exit is to the right. Course 29: Head for the door on the right but watch out for the crocodiles in the water. Go through and climb the ladder on the right. You should see a one way door as you're climbing. At the top of the ladder is the treasure room door. Now climb back down to the one way door. To the right is another ladder. There is a door on the left and right sides. The left door leads to a room with a rat and a block containing garlic. Head for the right door. Climb down the ladder. At the bottom is a door. It leads to a room with a penkoon and blocks with hearts and garlic. To the left of the door is a ladder. At the top is another door but don't go through it. The door leads to the one way door you saw from before. Instead, move to the left and you will see another ladder. At the top is a door. Go through it and the save point is to your left. Climb the ladder on the right side. At the top will be three doors. The first door you see leads to a room of dangerous ducks, hearts, and coins. Further to the right is the second door. Go through it. Hit the two face blocks. The left block has the key in it. Now crawl through the narrow gap. You will see a pouncer circling around blades in the ceiling. You'll need to jump on the pouncer and use it to reach the key. Once you have the key, head back to the one way door I told you not to go through. Go through it now. Climb up the ladder to the left and use the key. Grab the treasure and remember the door that led to the key? I said there were three doors and the key door was door number two. Well, to the right is the third door that leads to the exit. Go through it and the exit is to the right. Course 30: You'll see a door not far from the entrance. To the right are some blocks. The door leads to a detour around the blocks. You can break through the blocks and you'll eventually see the door you would have come out of from the detour. Anyway, take whichever path you want and keep moving right until you see another door. Go through it and climb the ladder on the right. You'll see the save point. Use it and climb the ladder to the left. Go through the door at the top. Now head right and you should see the treasure room door. Now head right some more, passing the "Y" shaped ladder. When you reach the dead end, climb up the ladder you see. Keep climbing up until you are on the ship's mast. There will be two face blocks. The right block contains the key. Head back to the treasure room door and grab the treasure. Now head right and climb up the "Y" shaped ladder. Just above the treasure room door are two hidden heart blocks. Now climb up the ladders to the left. Watch out for the spiders on the ladder. Defeat them by hitting them from below. At the top, head right and there will be a door. Make sure you have the dragon pot. Now climb up the ladder. At the top is a door to the boss. Note that I omitted a lot of the coins on the ship's masts. Grab the coins at your own leisure. Just be sure to enter the boss's door with the dragon pot though. Boss: Big Bird This bird hovers in the air and tries to blow you off the platform. It also releases birds from its beak which try to hit you. It is immune to body slams, ground pounds, and coins. When the fight begins, keep pushing right to avoid being blown off the platform. This boss has two weaknesses. Remember how I said to enter the fight with the dragon pot equipped? Well, this bird doesn't like to be fried so just fire away. Three hits and you'll defeat this oversized bird. The second weakness is the birds it releases from its beak. Hit the small birds and they will land on the platform instead of falling off the screen. Pick up and throw the birds back at the big bird. Three hits will defeat the big bird. Parsley Woods (courses 31-36) ----------------------------- Note unlike other worlds, once you complete SS Tea Cup, you can't immediately leave Parsley Woods. You'll have to drain the water from the lake before you can leave. Course 31: This course is half flooded so you can choose to walk or swim. Spiked balls will drop out of the sky so don't rush in. There are ghost gooms hiding around so don't turn your back on them. You'll see a door soon that will lead to the save point. The next has more spiked balls so proceed slowly. You'll soon have to swim underneath columns with face blocks between them. There is a hidden heart block on the right side of the rightmost column. Now a little to the right is a long narrow gap filled with water. The treasure is down there but you can't get to it until you complete the next course so I'll come back to this afterwards. The exit is to the right. Course 32: Mine cars are your main form of transportation in this course. You don't need to ride the cars but it's more fun to. Flying birds will try to knock you off the cars so be on the lookout for them. Don't forget to jump off when the cars fall into the pits. You'll come across a face block that is located on a low ledge. Reach it by doing a body slam. The next two cars you ride on will go under blocks and crates so duck under or jump over them to stay on the car. You'll reach a door on the far right. Now swim down the narrow gap and don't stop moving or the timed bombs will explode and hit you. You'll reach a huge switch block at the top right side. Hit it and you will drain the water from the lake. You can now leave Parsley Woods. Course 31: (Revisited) Upon reentering the level, you'll notice that the water is gone as well as the spiked balls. Instead, moles occupy the course and you can now explore areas that were inaccessible before. From the entrance, drop down. You'll find two face blocks surrounded by breakable blocks and moles. Grab the key and climb the ladder to the right. Further to the right is a face block that you can get by flying. Underneath it is a long line of coins. Don't go for the coins since there is a pit of piranha plants below. Your only prize is a starman that is risky to get since it's on a ledge surrounded by piranha plants and you might not be able to land on it when you drop down. Therefore skip it and keep going right instead. You will now have the choice to climb down a ladder or to take the high ledge. Take the high ledge since it leads to the door to the save point. If you haven't been doing so, use the key to defeat the moles that you've been encountering in this course. Now drop down and head right. There will be more moles and a lot of ladders. The ladders lead up to coins and provide a detour around the breakable blocks if you can't break them. In any case, just stay on the bottom and keep moving right. Eventually you will see a ladder above a breakable block that only Bull Wario can break. You'll see the treasure room door. You probably are not Bull Wario so climb up the ladder. Remember the narrow gap I briefly mentioned the first time through the course? Well the water is no longer there so drop down and the treasure room door is to the left. Now climb back out and head for the exit at the far right. Course 33: This course involves more trains. Unlike most other courses, the screen will scroll automatically for you when the train starts moving. Also, when the train is moving, stepping on the tracks will result in death so keep your feet on the train. Head left from the entrance to the door. Go through and head to another door to the left. Now get ready as this door leads to the auto scroll train area. Remember, don't step on the tracks. Step through when you're ready. Watch out for the dangerous ducks on the train. Near the end of the first train is a mine car. Ride it but don't fall onto the tracks. Now carefully jump to avoid the blocks that will be in your way. To be safe, don't get ahead of the mine car or you might fall onto the tracks if you miss a jump. After navigating across the blocks, you will come to another train car. Head left to the door. Use the save point in the middle of the train car. Grab the dragon pot because it will make the next train section easier. Now go through the door on the left. It's another auto scroll train area but this time it is more challenging than before. Use the dragon pot to break the blocks around the face blocks but don't let the blocks trap you or you'll scroll off the screen and die. Next to the end of the train is a mine car. Ride it and the next part has more blocks and flying birds. There are lots of coins scattered about but don't get greedy or the birds could hit you. The safest thing to do is just stay on the car and duck. You'll skip some of the coins but you won't die either. A door is to the left. Go through and the exit is to the left. Course 34: The thundercloud is back to cause you more trouble in this course. Take cover under blocks to avoid the lightning bolts that it drops down. Quickly climb up the ladders to avoid getting blasted. At the top is a door. The next area is filled with water and timed bombs so swim by them quickly. Watch out for the pinwheels too. The door is at the top. The next area is filled with pirate gooms and flying chickens so feed the gooms to the chickens for coins. Climb up but don't fall off the tree or you'll die. There is a door to the save point three quarters of the way up. At the top is a door. It leads to another time bomb and pinwheel filled area. Swim up to the top where there will be three branches. There is a door at the left and right branches. The middle branch contains a dragon pot. The right door leads to the treasure room door. The left door leads to the exit and the key. Take the left door first. Climb up the ladder. The exit is at the top. Take the key from the face block and get on top of the block. Now jump off to the right and you'll land on a hidden platform. Now jump off again to the right and you'll land on some more platforms. Head up to the door. Climb the ladder and get the treasure. Now you can either jump back across the platforms or take the safer (and longer) route by going through the doors. The exit is at the top of the tree's left trunk. Course 35: Get ready for more locomotive fun as the trains are back and they're harder than before. Head for the door on the right side. Now head for the door on the right inside the train car. Get ready for more auto scroll. A mine car waits at the train's edge. Like before, don't step on the tracks or you're dead. The door is on the right side. Use the save point on the other side and head for the door on the right. Get ready for more auto scroll. Jump across the train cars where a mine car awaits you. Now get ready to jump over the blocks in your way. You'll soon see breakable blocks on the train. They don't have anything so don't waste time breaking them. Go through the door on the right. Go through one more door to the right and the exit is to the right. Course 36: The thundercloud returns again in this course. The spiked balls and piranha plants are here too. Keep moving right to avoid getting blasted. When you come to some cracked blocks, skip them. Break the ones to the right of the ledge of the garlic to find a hidden door to a room with a 3up heart inside. To the right is the door to the save point. Next to the door you will see a small gap in the ground that you can stand in. You can duck down in it to avoid the spiked balls that drop down. Once you pass this, the thundercloud is back to chase you some more. Soon the cloud will be joined by spiked balls as you jump from ledge to ledge across the piranha plant pit. Land on the left side of each ledge so you'll have time to avoid the spiked ball. To the far right is the door to the boss. Boss: Ghost This undead boss flies in the air. It can paralyze Wario through contact. It shoots ghost gooms out to hit Wario as he is paralyzed. It is immune to body slams, coins, ground pounds, and fire. When the fight begins, avoid touching the ghost. It will try to fly into you to paralyze you. Avoid this by staying on the ground whenever possible. Ducking helps a little bit too. The ghost will then shoot a ghost goom out. Hit the ghost goom and it will fall on the ground. Pick it up and throw it back at the ghost. Three hits will defeat the ghost. From time to time, the ghost will shoot three ghost gooms out instead of one. You'll know because the ghost will hover to one side and pause for a second. Hit them and throw them back at it. Syrup Castle (courses 37-40) ---------------------------- Most of the enemies you've encountered throughout the game will appear in these last few courses. Course 37: Spiked balls drop out of the sky in this course. Like before, the balls will drop and shake the ground before rolling at you so don't rush in. Many of the balls will drop close to the piranha plant pits. The first door you come to leads to the save point. More spiked balls and pirate gooms wait to the right. When you come to the piranha plants, wait for the spiked ball before jumping across the gap. Once you pass the piranha plants, you'll find a key. You didn't pass a skull door on the way here so where's the door you ask? To your right the ledge looks to be a dead end and there is a door above it. Well, the treasure room door is to the right. Just keep walking right and instead of falling off the ledge as you might suspect, you will see that there is a hidden passage that leads to the treasure room door. Take the treasure and head back to the door you passed. The exit is on the other side. Course 38: When you start the course, you will see that many blocks are in the way. This course involves hitting many switch blocks to pass. To the right is a door to the switch block. Hit it and you can now hit the face blocks but if you want to grab their contents, you will have to hit the switch block again. Climb down the ladder by the course entrance. Below, the passage is also blocked but you can break these blocks. Watch out for the pirate gooms. A dragon pot would be useful and there is one on the other side of the blocks. Go through the door there. The next room contains knife throwing rats. Head for the door on the right side. You'll now be in an area with lava below you and ladders. Climb up but avoid the bird statues' fireballs. Stand on the ladder and then jump onto the ladders to the right. Do this fast or the fireballs will hit you. Climb slowly as there are birds positioned to hit you if you rush up the ladder. Just climb up until you see the bird and then lure it out. Higher up to the left is a jet pot under a bird statue. Get it and duck to avoid the fireball. At the top of the ladders is another bird so let it dive down before moving on. There are two doors, one on each side. The left door leads to the save point. Go through the right door and head right to another door. Grab the starman and if you have the jet pot, fly across the gaps. There are a lot of pirate gooms so make sure you hurry to the right. There is a door at the end of the passage. Defeat the penkoon and go through the door on the right. Now climb up each ladder and then slide yourself to the next one. One false move and you're toast. At the top is a door. Defeat the mole on the other side. Now crawl under the moving blades and you will find a huge switch block. Hit it and the gates around the castle will lower. Course 39: Head right but avoid the birds. The door is at the far right side. Start crawling under the moving blades but when you see a pirate goom, retreat to the safe area between the moving blades. Defeat the goom before moving on. The door is to the right. Step on the spring and push forward to cross the wide pit. The door leads to the save point. Watch out for the bird statue inside. Instead of jumping across the lava. Just use a body slam and you will dash across it. Step on the spring to cross the next pit. You'll soon see two springs blocked by blocks. Use a ground pound to smash them. Step on the spring and when you fly off the screen, push right to find a hidden area. Use ground pounds to stun the dangerous ducks as you head for the door to the right. You'll now be in an "X" shaped room. The key is in the upper right corner. The treasure room door is in the upper left corner but is blocked by cracked blocks that you can break with Bull Wario. There is garlic in the lower left corner and a dragon pot in the lower right corner of the room. However if you want to break the blocks with Bull Wario, position yourself on the right edge of the step before the blocks. Now do a body slam and jump as you start moving. If you timed it right, the lower right block will be destroyed. Now crouch and jump and you will be able to squeeze into the gap you just made. Break the bricks and do what you just did one more time to reach the door. Of course the easier method is to use the dragon pot but this method is fun to try out. Grab the treasure and you will now have all the treasures if you've been following this walkthrough since the beginning. Now head back through the door and back down to the springs. Head right where several dangerous ducks guard the door to the right. On the other side, you will be moving skull platforms. Use them to cross the lava pits. To cross the last lava pit, stay on the skull platform until you almost are about to touch the lava. Jump off before you get fried. Go through the door to your right. Defeat the penkoon and go through the door on the right. Hit the huge switch block in the room and the castle's inner gates will lower. Course 40: This is the final course so get ready. Head right and stop in front of the first set of springs you see. Jump to uncover a hidden heart block. To the left of the third set of springs is another hidden heart block. The left spring of the final set of springs has a hidden heart block above it too. Jump up at the left edge of the platform to the right of the final set of springs to find another hidden heart block. To the right is a face block that you can get by ground pounding just the first layer. When you hit the face block make sure you push against it so you don't rebound into the pit. Do the same to get the other block to the right. There is another hidden heart block two spaces to the left of the block with the garlic. To the right are more springs and coins. You'll soon see a door leading to the save point. Watch out for the bird statue by the ladder though. More springs wait to the right of the save point's door. There are coins off screen above the last few springs. Head for the door at the far right. You'll now be in a huge chamber with three face blocks, two of which contain garlic. The door is locked and guarded by an armor knight. You can defeat the knight either by blasting it three times with fire, by body slamming it three times in its back (front assaults are riskier), or by throwing coins at it (safest method). When you hit the knight, it will immediately charge across the chamber. Avoid this charge by jumping back onto the blocks in the chamber. Once you defeat the knight, the door will open. You will now be in a narrow vertical chamber with bird statues on both sides. Take your time climbing up the ladders, moving only after the statues' fireballs have passed by. A door is at the top. Defeat the moles on the other side and crawl under the moving blades. The door to the Captain Syrup's room is on the right. Surprised that you've made it this far, Captain Syrup will use her magic lamp to summon the final boss. Boss: Genie He floats around with Captain Syrup on his shoulder. When the captain gets mad, the Genie will release two fireballs from his fingers. He is immune to body slams, ground pounds, coins, and fire. When the fight begins, you will see the lamp on the ground. If you grab the lamp, you can throw it around. Throwing it at the genie won't hurt it. Instead, keep throwing the lamp around until it lands upright. A cloud will emerge from the lamp and begin to rise. Jump on the cloud. The cloud will lift you high enough so you can jump on genie's head. Jump soon because, when the cloud reaches the top of the screen, it will transform into a mini genie that will hover around dropping lightning bolts down. Jump on it to defeat it and then start tossing the lamp around again. If you have the jet pot, you can also use a long jump and then fly into the genie's head to hurt him. When the genie releases fireballs, they will land on the ground first and then they will proceed to slide across the ground towards Wario. Six hits will defeat the genie. For winning, you will receive 300 coins. Congratulations, you've just finished Wario Land. For the ending, see the section IX. ============================================================================= VII. FREQUENTLY ASKED QUESTIONS ============================================================================= Q. How many courses are there? A. 40 Q. Why does it say 39 instead of 40 when I beat the game? A. You finished 39 levels but the final course doesn't count since you must turn off the Game Boy to play again. Q. Why did the course numbers skip a few when I went from Mt. Teapot to Stove Canyon? A. You skipped Sherbet Land which is optional. The skipped course numbers correspond to its courses. Also some courses like course 06 are optional. Q. What's that coin total for? A. Your coin total determines the ending you get. 99,999+ coins gets you the best ending. Q. How many treasures are there? A. 15 Q. How do I know which course has a treasure? A. You don't know the first time playing. Once you beat the game, your file will be flashing at the file select screen. If you are still missing treasures, any course containing a treasure will be blinking on the map. Q. Do I need to get all the treasures? A. No. Q. What are the treasures for? A. Each one is worth a lot of coins ranging from 1000-9000. This helps you reach the goal of 99,999 coins much easier than just by collecting individual coins. You can also get 99,999 coins without getting a single treasure and that's just as good too. Q. How do I get a lost treasure back? A. Go back to the stage you found the treasure in. It will be back in the box. Q. Why can't I pick the bonus round? A. For the coin bonus round, you must have at least 1 coin and you can't have 999 coins although you may win up to 999 coins from the bonus round. For the heart bonus round, you must have at least 20 coins. Q. Why did you make this faq? A. It was requested at GameFAQs and I wanted to increase my ranking :) ============================================================================= VIII. SECRETS ============================================================================= 01: If you can pick it up, it can be used as a weapon. This includes enemies, 10 Gold Coins, and keys. 02: If you let a pouncer smash an enemy, you'll get a 10 Gold Coin instead of the regular 1. Similarly, the thundercloud's lightning bolt will defeat enemies and produce a 10 Gold Coin. 03: Feed the flying chicken enemies and it will lay out 10 Gold Coins. 04: The boss of Sherbet Land is the only boss that reappears after you've already beaten him. Use this fact to keep beating him and stockpiling extra lives. Grab the 100 coins from the hidden room to increase your coin total too. 05: If you bull charge, you can jump and Wario will continue to charge for the duration of the jump. 06: Jet Wario's hat only provides 2 seconds of flight. However, if you quickly turn in the opposite direction and start to fly before the flight runs out, you can quickly turn back once more and fly, extending your flight for another 2 seconds. You'll eventually land but this makes crossing large gaps much easier. The faster you turn, the less you'll fall. Jumping during flight also cancels the flight but causes you to fall more than if you turn around and then fly. 07: Parsley Woods is misspelled as "Parsely Woods" in the game. 08: You can use the cheat code to reach course 06 before you flood Rice Beach. 09: Using the cheat code to change hats in Captain Syrup's room causes Wario to be able to move around. 10: Ground pounding causes Wario to be able to walk through blocks that he'd normally crawl under for a split second. 11: When you game over, a treasure will be taken away. If you have no treasures, then you will lose half your coins. ============================================================================= IX. ENDINGS ============================================================================= There are multiple endings in the game. The one you get depends on your final coin total at the end. Getting all the treasures and no coins will amount to 90,300 which is enough for the castle. You will get the first money bag at approximately 10,000 coins, the second at about 40,000 coins, the third at about 70,000 coins, the fourth at about 90,000 coins, and the fifth bag at 99,999 coins. One bag is always given so the total comes to 6 bags max. Yes, I tested 99,998 coins. It gives you only 5 bags. You MUST have 99,999 or more to get the sixth bag for the best ending. If you are a few coins short from another money bag, the bag will drop down, but you won't catch it. All the values below have been checked by me. Coins Ending # Money Bags -------------------------------------------------------- 300+ Birdhouse 1 10072+ Tree Trunk 2 40008+ Log Cabin 3 70008+ Pagoda 4 90008+ Castle 5 99999+ Planet 6 Wario defeats Captain Syrup and her genie and takes her magical lamp too. Being the sore loser she is, Syrup then drops a bomb that destroys the castle. In the rubble is Princess Toadstool's statue that's been missing. Wario is excited since he beat Mario to it, but don't cheer yet as Mario flies in and thanks Wario for finding the statue. He then flies off with it. Wario shrugs and sighs. He's not licked yet though. He rubs on the magic lamp he won from Captain Syrup. The genie appears and offers Wario one wish for a price. Wario says that he wants a castle. The genie replies that the wish will be granted for money. Wario agrees and the coins you've collected so far are added to a grand total. The treasures are then traded in one by one. After everything has been traded in, the grand total depletes and money bags drop into Wario's hand. Wario hands the genie the money bags and the wish is granted. Did Wario's dream of owning his own castle become a reality? Your coin total will determine it. Then the credits roll. Wario Land Staff Director Kiyotake Hiroji Hosokawa Takehiko Programmer Yamanaka Masaru Ogawa Yuzuru Hirano Isao Katsuki Yoshinori Graphic Designer Kiyotake Hiroji Hosokawa Takehiko Sugino Kenichi Music Composer Yoshitomi Ryoji Ishikawa Kozue Package Designer Nomura Fujiko Nakano Yusuke Special Thanks To Izushi Takehiro Yamamoto Masao Harada Takahiro Ozaki Nobuhiro Dan Owsen Dayv Brooks Tamura Keiko Mary Cocoma Hiro Yamada David Patton Graham Archer Shibata Satoru Testing Player Okada Masaru Kanoh Makoto Sakashita Masafumi Fukui Kohta Terasaki Keisuke Mashimo Masahiko Yamagami Hitoshi Totaka Kazumi Yamane Tomoyoshi Hori Yuji Imoto Takashi Kaneshige Tsutomu Kawano Masahiro Nagareda Takeshi Matsumura Satoshi Yamamoto Yukihiro Yamauchi Makoto Nogami Satoshi Takeuchi Eiko Maruno Atsushi Producer Yokoi Gumpei Presented by Nintendo Please Retry! <If you got less than 99,999 coins> Perfect Game! <If you got 99,999 coins> ============================================================================= X. CHEATS AND CODES ============================================================================= A. CHEATS ------------ Pause the game. Press SELECT 16 times. A small box should be blinking in the lower left corner. If not then unpause and try again. When you see the box, you can move left or right and using B, can change the values of any of the numbers (including time). Holding A and B and you can move left to the Wario icon. Press the button and resume play. You will powerup. The powerup order is small, big, bull, jet, dragon, repeat. B. Game Genie codes ---------------------- 99B 7D8 F7E Start with 99 lives 99B 7C8 E6A Start with 99 hearts 99B 7B8 E6A Start with 99 coins 00B 7E8 E6E Start as Small Wario 02B 7E8 E6E Start as Bull Wario 03B 7E8 E6E Start as Jet Wario 04B 7E8 E6E Start as Dragon Wario 01B 7F8 E6A Start on course 26 103 E4F E6E Get 10 hearts for killing an enemy 253 E4F E6E Get 25 hearts for killing an enemy 503 E4F E6E Get 50 hearts for killing an enemy 993 E4F E6E Get 99 hearts for killing an enemy FAD 63F 4C1 Don't lose current power-up when you get hit or get a new power-up ============================================================================= XI. CREDITS ============================================================================= Some of the information in this faq comes from the following. Wario Land Manual Story, controls, items, powerups, enemies. GameSages Most of the cheats, game genie codes ============================================================================= XII. DISCLAIMER ============================================================================= This faq is neither affiliated nor endorsed by Nintendo of America, Inc. It may be distributed FREELY so long as it remains unaltered. It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. Email any changes, typos, etc. to me at firstname.lastname@example.org Copyright (c) 1999, 2000 Wilson Lau.