Super Mario Advance 2 Game Guide

By Lord Seth (lseths@yahoo.com)
Special Thanks to Lemmy Koopa for editing

NOTE: This story was originally posted written for and posted on
lemmykoopa.com. However, I realized it was pretty comprehensive and might be
helpful to GameFAQs users, so I re-formatted it some and brought it over here.

Table of Contents:
I. Intro
II. Version History
III. FAQ
IV. Mario Bros.
V. Controls 
 
VI. Walkthrough
i. Yoshi's Island
ii. Donut Plains
iii. Vanilla Dome
iv. Twin Bridges
v. Forest of Illusion
vi. Chocolate Island
vii. Valley of Bowser
viii. Star World
ix. Special World

VII. Thanks/Legal Stuff


I. Intro

Hmmm. Usually there's something I put here, but I can't really think of
anything. Oh well.


II. Version History

1.01: A small error was found where I put the level name "Lemmy's Castle"
with no walkthrough for it. (December 13, 2004)

1.0: First time this guide was posted on GameFAQs. (December 7, 2004)


III. FAQ 

Q: What are the differences between Luigi and Mario? 

A: Luigi's fireballs bounce higher than Mario's (not always a good thing), he
can jump higher, his flying speed is slower but he's easier to control while
in flight. Also, if he hits one of those multiple coin blocks, all the coins
will come out at once. Additionally, if Luigi is riding Yoshi, Yoshi can spit
things back if he swallowed them.

Q: On Tubular I hit a block that was supposed to unleash a P Balloon, but it
didn't. What's with that? 

A: The blocks only yield P Balloons when you're using one. You must have just
run out. 

Q: What's the fastest that I can beat the game in? 

A: Do it in this order: Yoshi's Island 2, Yoshi's Island 3, Yoshi's Island 4,
Iggy's Castle, Donut Plains 1, Donut Secret 1, Donut Secret House, Star World
1, Star World 2, Star World 3, Star World 4, Front Door. Note that you need to
take the secret exit to in Donut Plains 1 and all the levels after to do this. 

Q: Why can't I play MultiPlayer on Mario Bros? 

A: First, make sure you actually HAVE link cables. Just kidding! Okay, this is
going to sound like a troubleshooting manual. 

1. Make sure that the cables are in all the way on the Game Boy Advances. 

2. If you are playing with only one cartridge, be sure that the purple side of
the cable is in the Game Boy Advance with the game in it. The other Game Boy
Advance(s) should have the WHITE side of the cable in them. Your instruction
booklet should show you how to set it up right. 

3. This is more of a fact than a help, but the Game Boy with the purple side
sticking into it is Player 1, and is the only person who can set the
configurations up. 

4. To play Classic MultiPlayer, each player needs to have a Game Boy Advance.
However, only one person needs a Cartridge to play Battle. 

5. If you're playing Single-Pak, the cables MUST be inserted before you turn
the games on. 

6. Who knows? If you have tried all of the above, maybe your game or system
has something screwy with it. 

Q: What does a Fish Bone in Mario Brothers Battle do? 

A: Absolutely nothing whatsoever, other than making you waste your time in the
Trash Can. 

Q: Is there any reason to beat all the Special World levels after you've
beaten everything else in the game? 

A: Other than the satisfaction that you've beaten all the levels? Well... if
you beat all the levels AND FIND ALL THE EXITS, then some things will change.
For example, the Goombas will wear sunglasses, the Pokies will turn gray (or
is that grey?), and a bunch of other things. It doesn't change the way it's
played, just how it looks. And wait until you see what the Koopas look like! 

Q: Does the ending change if you beat Bowser twice? 

A: Barely. The little message it displays at the end is smaller, but that's
it. However, the credits, list of enemies, and the rest are the same. 

Q: Is the Super Mario Bros. music in the game anywhere? 

A: Actually, yes. While this might not be a "Frequently" Asked Question, that
music does show up. If you wait long enough on the Special World without
starting a level, it'll start playing! Oh, and it sounds more like the Mario
All-Stars version than the original NES's music, at least in my opinion.
You'll have to hear the Special World music play through about eight times to
hear it. 

Q: What if I find a mistake in your Game Guide? 

A: By all means, email me and tell me about it. I want to make sure this guide
is correct! Just be sure that you're not the one making the mistake, okay? 

Q: Why is the writing style a bit inconsistent in this? 

A: This whole thing was written level-by-level over a period of about two
years. I'd be surprised if anyone didn't change their writing style a little!


IV. Mario Bros.

This in ANOTHER Super Mario Advance? Well, at least it lets me play Classic
against someone with Super Mario Advance. I'd better get to the information
before I start ranting about it. 

Controls: 

Control Pad: You move with Left and Right (of course!), and pressing Down
makes you duck. If you duck long enough you'll be able to do a Power Jump. I
don't think Up does anything. 

Start: Pauses the game. 

Select: Nothing. 

A: Jump, what else? 

B: In Battle Mode, you use this to pick up players or items. Holding it down
when moving will make you go faster. 

L: Scrolls the screen up or down. You can only use this when you're in the
middle, not at the very top or bottom. 

R: Lets you run faster, just like B. 

Okay, now let's explain MultiPlaying! 

Single Pak: If only one person has a Game Pak, only Battle can be played.
While Battle is the same with or without Multi-Pak, it does take longer to
load if you only have one Game Pak. 

Multi-Pak: To play Classic with someone else, you MUST have as many Game Paks
as there are players. If there are three players, for example, two Game Paks
are not enough, you need three. 

Okay, now for a little description on Classic, then I'll move onto Battle. 

I'll try to make this quick and simple. It's like this: Pests are crawling out
of the pipes. To defeat them, you must jump from underneath and hit the
platform they're on, then jump up, run over, and kick them. However, with
different enemies it's more complicated. Here they all are: 

Spiny: Simple. You jump under to hit them, then kick them. 

Crab: A little harder, you need to jump underneath them twice. They speed up
after their first hit. 

Bee: These only take one hit, but they jump. You can only hit them when
they're on the platforms themselves. 

Blizzard: You don't need to destroy these pesky icicles to beat a level, but
it's advisible to. They can freeze platforms. However, it only takes one hit
to disperse with them. 

Fireball: These things bounce around a little, then disappear. You can hit
them from underneath like the other enemies, but it's tricky to time it right.
It might be best to just avoid them. 

Icicle: These don't show up until later in the levels. They appear underneath
a platform, then fall. However, if you touch them before they fall, usually
you'll beat them. 

Okay, now for the items! 

Coins: These appear when you defeat an enemy. 

POW Block: Hitting (or throwing) one of these will cause every enemy currently
on a platform to be hit. For example, if a Bee is jumping, it won't be hit. 

In Classic MultiPlayer, you'll need to work with your friends. Don't try to
hurt them- THAT task belongs to Battle, which, incidentally, we are getting
straight to. 

Battle: The object in Battle is to defeat your opponent either by having them
hurt twice or getting all five coins first. It's a lot the same as the normal
Mario Bros, except that you and the opposing players all start out big. If you
get hurt, you become small, and if you get hurt again, you lose. However, there
are some additional items to help you out. You know about the POW Blocks and
coins, so I'll just get to the others. 

In the center of the bottom of the screen is a Trash Can. When it is open, you
can jump into it. Rapidly press A so that you can get out. By the way, if
another player jumps on top of the Trash Can and seems to lock you in, don't
worry. A Power Jump will knock them off. When you get an item, throwing it
will cause it to take effect. Anyway, here are the items: 

Egg: There are three possible items that can emerge from an egg when you throw
it. Here they are: 

Coin: This will emerge from an Egg, and has the same effect as any coin. 

Heart: Similar to the Coin, this can also come out of an Egg. This will
upgrade you back to being Super Mario (if you were hurt). 

Star: This also will emerge from an egg. It makes you invincible. By the way,
if you touch another player while you're invincible, they'll get hurt! 

Now for the items that do NOT come out of an Egg: 

Shell: Throw this and it'll take out everything in its path, just like in
Super Mario Bros. 

POW Block: Does the exact same thing as if you picked up one of the POW Blocks
and threw it. 

Fish Bone: This does nothing and is useless. Just get rid of it. 

Now, if you jump and hit a platform where a competitor is standing, they'll be
momentarily stunned. If you jump on top of someone and press B, you can pick
them up for a limited time. This is a good time to throw them at an enemy!
You'll have to formulate your own strategy on this, but remember to watch out
for the pests while you're at it. 

Oh, and Bowser makes a few appearances. Hitting him knocks him out
temporarily, but not for long. Just watch out for his fiery breath. Good luck! 


V. Controls 

Controls for this game are fairly difficult to explain in only text. Your game
manual will probably explain what does what much better than I can. Therefore,
I strongly advise you to look in your game's manual, and THEN check this if
you still don't know. 

Note that these are the controls for Super Mario World, NOT Mario Bros. 

A Button: This will cause you to jump. The longer you hold it down the higher
you will jump. It will also make you swim, and other miscellanous things (such
as starting a level, removing the text from Message Blocks, and so on). 

B Button: Hold this down to run, and holding it down will also allow you to
carry items. Also, if you have fire power it will throw fireballs, and if you
have a cape you will cape spin. Finally, if you are on a wire fence, it will
allow you to punch it. 

L Button: Press up/down while holding this to scroll the screen up or down. If
you simply press L, it will scroll the screen in the direction you are facing.
Pressing L while you're on the world map will also allow you to see the entire
thing by scrolling the screen right/left/down/up with the directional pad. 

R Button: This will cause you to do a spin-jump, and also will make you jump
off Yoshi. On the map screen, pressing this button will change between Mario
and Luigi. 

Start: During gameplay this will pause the game. On the overworld screen it
will allow you to save. 

Select: Pressing this during play will cause the "back-up" item on the top of
the screen to fall. On the overworld it will let you see what levels you have
completed on the "Results" screen. You can use the directional pad or the L
and R buttons to change what world you are looking at on the Results screen. 

Control Pad: Pressing left or right will make you move in that direction.
Pressing up will make you enter doors, and you will use the directional pad to
move across wire fenches. Finally, this will allow you to move from level to
level on the map. 

These are merely the basic controls. However, we should also discuss the
controls while you have a Feather or Yoshi. Let's do the Feather first... 

If you hold down B while moving and wait until Mario/Luigi's arms become
straight and press A, you will fly into the air. After a short while, while
holding down B, tap the arrow on the directional pad that is to the OPPOSITE
of the direction you are flying (doing so before Mario/Luigi starts to
actually "fly" will cause them to go in the direction you used). Tap the arrow
of the directional pad, and this will cause Mario/Luigi to continue to fly.
However, you need to do so with good timing so that you will continue to fly
higher. It is easier to do so with Luigi, even though he is slower. 

While you're in flight (in other words, when Mario/Luigi is not going directly
upward and is moving to the left/right), holding down the direction you're
flying on the direction pad will cause Mario (I'll just be saying Mario,
though it could be Luigi) to descend very rapidly. When he lands, puffs of
smoke will appear, destroying enemies within the vicinity. If you merely hold
down B but do not use the directional pad, Mario will descend. When he lands,
enemies he lands on will be defeated, but he will not cause any puffs of smoke
to appear. 

Flying is somewhat difficult to explain, but you'll probably get the hang of
it soon. It's a "practice makes almost perfect" sort of thing... it's tough at
first but after a while it won't be too hard. 

Now, if you have Yoshi... 

Pressing B will cause Yoshi to reach out with his tongue and swallow things
within range, such as enemies, berries, and items. Pressing B again will cause
Yoshi to spit certain things he eats out (if you have Luigi, Yoshi can spit out
all enemies he can eat, but with Mario only Koopa shells). If Yoshi has wings,
pressing A rapidly or holding it will cause Yoshi to fly. 

Remember, I can't cover everything with the controls. Once again, if you need
to know what the functions of the buttons are, CHECK YOUR MANUAL! 


VI. Walkthrough

i. Yoshi's Island 

Yoshi's Island 1 

This is a good first level because it leads to the Yellow Switch Palace.
Always hit those switches early, they'll come in handy! Now, for the level
itself. 

The Shelless Koopa Troopa will come sliding at you. Don't worry, it doesn't
slide far enough to get to you, but don't charge recklessly ahead until it
pauses. Jump over it or stomp on it and continue forward. Grab the Dragon Coin
either by jumping up and grabbing it or by jumping onto the cliff then jumping
down. Watch out for the Banzai Bill! You can try to jump on him, but the best
idea is to just stay underneath him. Next you'll encounter a Rex. Spin-jump
the creature or jump on it twice. Hit the flying ? Block to get a Mushroom
(assuming this is the first level you're playing. This guide assumes you do
the levels in the order it outlines, though it is usually not necessary).
Defeat or avoid the next two Rexes. Walk forward onto the sloping pipe. You'll
see ANOTHER Rex. Beneath the next three cliffs are two others (man, these guys
appear a lot in this level). Get the Dragon Coin. A Mushroom will pop out from
the bushes, get it, then watch out for the Piranha Plant and Rex. 

If you are Super Mario, spin-jump to smash the blocks blocking your way to the
blue pipe, then enter it. You'll get three coins and a Mushroom (assuming you
don't already have one at the top of the screen). Get the third Dragon coin
through spin-jumping. Enter the green pipe to go back to the surface. You'll
fly out of the big pipe onto the Midway Gate. There's a Yellow outline of a
box. That means that it'll become a Yellow ! Block when you beat the Yellow
Switch Palace. All Yellow ! Blocks will produce a Mushroom when hit,
regardless of your current status. 

More Rexes await you. Get past them, then jump to the top of the hill to get
the fourth Dragon Coin. Continue on, ducking in the depression to avoid the
Banzai Bill, then finish off the next Rex. Grab the shell, then throw it while
pushing up to yield the 1-Up (the full instructions are in the Message Block).
While you're getting it, make sure the Banzai Bill doesn't hit you. If you are
Super Mario, the ? Block will yield a Fire Flower. This allows you to destroy
some enemies. These enemies turn into coins when fireballed. Test this out on
the next few Rexes, but be warned: Banzai Bills are immune. You can fireball
the Piranha Plant and Rex. The Chargin' Chuck near the goalpost, however,
takes three fireballs to destroy (or you can jump on its head three times,
take your pick). 

Hit the tape at the Goalpost to earn stars. Unlike Super Mario World, it saves
your stars if you stop playing. The higher the tape is when you hit it, the
more stars you get. 

Okay, now you've completed a level. Congratulations! At least now you know
that you can play this game! 

Yellow Switch Palace 

This is almost too easy. Wait a minute... it is too easy! This is probably the
easiest and most simple level in the game. You'll see why quickly. 

Hit the Blue P-Block to make coins appear. Run and jump to get as many as
possible before the effect wear off. Enter the pipe and hit the Yellow Switch.
Instantly, all those Yellow dotted squares become stepping stones and
power-ups! See? I told you that level was easy! 

Yoshi's Island 2 

Note: The rest of this walkthrough assumes you have hit the Yellow Switch in
the Yellow Switch Palace. 

Grab the Koopa Shell and throw it at all the Koopas on the ledge. Run after it
and you'll get a 1-Up. Continue going left. Get two coins and a Mushroom from
the ! Block (note: Skip the Mushroom if you both have a Fire Flower and also
one at the top of the screen, because getting the Mushroom will turn the Fire
Flower at the top to a Mushroom). Hit the next two ? Blocks and get Yoshi!
He'll give you a "thank you". You can hop on and ride him. If you're using
Luigi, you can also spit the enemies you eat out. 

Eat some of the berries you pass by. Enough will get you a Mushroom, though
you can skip them if you want. Jump to get the Dragon Coin, then eat the Koopa
Troopa. Yoshi can now fly for a limited time! You can eat the yellow Koopa
Troopa to be able to stomp. Go left past the Koopa Troopas, then jump up to
grab the Dragon Coin. Watch out for the Chargin' Chuck! 

Jump off the platform to get the third Dragon Coin. You'll find the Midway
Gate next. If you're small Mario, this will turn you into Super Mario. Neither
of the next Yellow pipes can be entered. You'll find two coins and Yoshi in the
three ? Blocks. If you already have Yoshi, the egg will hatch into a 1-Up. 

Watch out for the Monty Mole that pops up! The easiest way to get rid of this
pesky creature is to simply be above the opening he jumps out of. He'll hit
your feet and be defeated. r, you can jump on him afterward, or eat him. There
are two, by the way. 

Hit one of the blocks to make a vine appear. Jump off Yoshi and climb it.
You'll get a Dragon Coin. Now climb back down and get back on Yoshi, then
continue forward. Ahead is the final Dragon Coin. There is also a yellow !
Block. Also, there are two other Yellow Blocks that stop you from falling in
the pit. There is a pink berry next. Eating two of these will make a cloud
that spits out coins appear. You can enter the blue pipe. Either jump up high
or take the Grab Blocks and throw them up to get the flying blocks. One
contains a 1-Up. When you're done, exit via the blue pipe. Be careful of the
Piranha Plant, then go forward. Finally, hit the P-Switch, then jump up on the
newly-made bridge. You can use this to both avoid the Chargin' Chuck and hit
the tape when it's higher, and thus gain more stars. 

Yoshi's Island 3 

Luigi is best for this level, and I'm assuming you're using him. Just make
sure that you're comforttable with Luigi. If you're a beginner, try Mario
instead. 

Jump up the ledges to get to the top, then jump to the next ledge, then to the
spinning platform. You can stay on it while it twirls to get the coins. Then
jump onto the next ledge. You can get a Mushroom from the ! Block, and then
jump down and get another, assuming you went in the Yellow Switich Palace.
Jump on the shifting platform to the next, then onto the ledge. Get Yoshi
from the block (though if you already have him, you'll get a 1-Up). You can
eat one of the Red Koopa Troopas for firepower. Next, jump from the moving
platform to the next to get to the next ledge. Eat the blue Koopa Troopa to
be able to fly! It's not necessary for this level, but it helps you avoid
falling to your doom. Regardless, jump down to the pipe. You'll be supported
by the Yellow ! Blocks. Enter the pipe, hit the P Switch, and run across the
bricks. You'll get a Dragon Coin. Exit the pipe. Continue onwards past the
Midway Gate, avoid or eat the Koopa Troopa, grab the Dragon Coin, then jump
underneath the Koopa Troopa on the blocks to knock him over. Hit the left-most
block to get a coin, then jump onto the ledge from the bricks, then get a
Mushroom/Fire Flower from the ? Block. Jump onto the next spinning platform.
Navigate your way through the shifting platforms, and pick up a Dragon Coin
on the way. Jump on the moving platform then the spinning platform. Hit the
Bonus Block to get a 1-Up or a coin, then go through both platforms. You may
start to run out of time, don't worry, the exit's near. Jump from the second
platform, getting the Dragon Coin and landing on the ground. Hit the Goal and
win! 

Yoshi's Island 4 

Watch out for the fish- they jump. You can get a Mushroom from the block, if
you wish. The floating platforms sink if you're on them. Get off of them and
they'll rise back up. Don't miss the Dragon Coin! Continue to get a Fire
Flower, then jump to get the Dragon Coin. Continue going, and jump from the
platform to platform. Don't stay on too long, or it'll sink. You can enter the
pipe, but you'll find yourself in an area with Pokeys, which you can only
defeat if you have Yoshi anyway. Continue right. Jump high above the second
platform to nab the Dragon Coin (you should have three). The green pipe is
where you'll emerge if you went into the area with the Pokeys. Get the shell
and throw it upward to make the P Switch fall. Hit it, then grab the Star from
the other block. Run across the bridge and jump to get the coins, and don't
forget the Dragon Coin. 

Keep going, jumping and avoiding the obstacles (whatever they're called). You
should still have invincibility, so you don't have to worry about them too
much. Get the last Dragon Coin. Finish going to the right, avoid the Cheep
Cheep, and finish the level. 

Iggy's Castle 

The first castle level! Free Dinosaur Land from the Koopas by defeating Iggy,
but first you'll have to navigate some nets with Koopas on them. 

Climb on the nets and avoid the Koopa Troopas (if they're on the other side,
directly opposite you, you can defeat them by pressing B). 

Hit the blocks, then the P-Switch. The Fire Flower (assuming you're Super
Mario) will fall down. Be sure to get the coins while you're at it! If you get
a Mushroom instead, grab it and THEN hit the P-Switch. 

Continue climbing to the right, where you'll get a Dragon Coin. Watch out for
the Podoboo. You'll see a Dragon Coin, but you can't get it quite yet. Keep
going right. When you see the small box on the net, go inside it, then press
B. You'll be on the other side of the net. Go back to the left and get the
Dragon Coin. Don't worry, the Podoboo can't hurt you now. Jump from this net
to the next, getting the two coins. Watch out for the Koopas, which change the
side they're on when they get to the edge. Go to the square again and press B.
Now you can get the next Dragon Coin. Please remember if you jump off a net,
to perhaps get the coins, you'll come back on the normal side. 

Next up ahead is the Midway Gate. Go through it, then the door. 

The screen will start scrolling to the left. Get the coins, but be sure to
avoid the logs (or whatever they are) coming down from the ceiling. Either get
behind or in front of them to avoid being squashed. Jump to get the coin, then
duck when you're in the small depression so the falling log doesn't hit you.
When it rises, jump to get the coins, then hit the flying ? Block to get a
Fire Flower or a Mushroom, depending on your current status. Try to stay to
the far left, because that way you'll usually avoid the falling logs. Just be
sure to watch out for the pits! 

There'll be blocks that keep spreading out then thinning back. Jump over them
and take the final Dragon Coin, and make sure you're far to the left so that
you aren't squashed. Enter the big red door quickly, or else another giant log
will come down and squash you. Now you're up to Iggy Koopa! 

You're both on a tilting platform. Fireball him or jump on him to make him
fall slightly in the direction the platform is sloping downward. When it
slopes the other way, avoid him or else he'll fall back in the middle. While
this is happening, avoid his fireballs. 

Keep jumping on him (or fireballing him, though jumping is more effective) to
make him fall more. Spin-jumping him makes him move more. Just make sure that
YOU don't fall in the lava. Repeat this enough until he slides into the lava. 

Congratulations! Iggy Koopa is defeated, and Yoshi's Island is free again. But
it's not over. Now you'll have to go on to the Donut Plains, where you'll be
introduced to a new power-up. 


ii. Donut Plains 

Donut Plains 1 

Here you'll discover a new power-up, the Feather, which gives you the cape!
This is an all-new world, which is actually shaped like a donut, but it's not
for eating! Okay, now for the level. 

Go to the right, and jump on the Super Koopa to release a Feather. Grab it.
Now you have the cape! Remember, only Super Koopas with a flashing red cape
will give you the Feather, so try not to defeat them utterly. If you don't,
you can come back and get another Feather. 

Here's how it works: Run (holding down the B button) in a certain direction.
When Mario's arms move into a different position, jump! You'll be able to jump
VERY high, and then fly. Hold down B and tap the directional pad in the
OPPOSITE direction of the direction you wish to fly. Although Luigi flies
slower, he's easier to control. Okay, enough about flying, let's go onto the
level. 

Get onto the top of the ledges. Grab the Dragon Coin, then keep going right,
avoiding the Super Koopas unless you want a Feather. When you get to the Lava
Lotus, spin the cape next to it to defeat it. Oh, and on the way, watch out
for the Chargin' Chuck. 

Jump up to the higher platform (above the flying Koopa Troopas) and jump to
get the Dragon Coin. Enter the blue pipe and get to a bonus level. This is how
it goes: There are 3 ? Blocks. One contains a 1-Up, the other two contain
coins. Hit the two with coins, then the one with the 1-Up. This way, you'll
get two coins and a 1-Up. But, if you hit the 1-Up block too early, then
you'll get nothing! Good luck! Don't worry, you'll have several chances. Just
be careful that you don't jump up to the next level too soon! You'd be
surprised how often this happens. 

When you emerge from the pipe, head to the left and hit the Midway Gate. Go
back and enter the other blue pipe. Get the Feather, then run up the pipe
(yes, the little smiley thingy allows you to do that). Get the coin, and it'll
display the number of coins left in the area. You can run and jump off the pipe
and fly to collect some coins. You can try to get them all, but you'll run out
of time quickly. Anyway, when you're all done, go the right, then enter the
green pipe. 

Head to the right, past the Super Koopa. Defeat the Lava Lotus with the cape
like before. Get Yoshi from the block. Hit one of the blocks in the left part
of the sections with the Chargin' Chucks (but defeat them first). Climb the
newly-sprouted vine to get a Dragon Coin, then come back down. 

Eat the Lava Lotus, then get the Dragon Coin above it. Avoid the Super Koopas
and get the final Dragon Coin to the left of the green pipe. If the green
blocks are there (if you've visited the Green Switch Palace), you can run up
then to get to the secret exit. Grab hold of the Key, then take it to the
Keyhole. However, if you haven't visited the Green Switch Palace, you can use
the cape to fly up there, and then get to Donut Secret 1. If you decide not
to, continue right to the exit. Dodge the Chargin' Chuck and finish the level.
On to Donut Plains 2! (Or Donut Secret 1, as the case may be.) 

Donut Plains 2 

This is the first underground level, and also the first forced-scrolling. This
is going to be tricky, especially with all of the yellow "platforms" going up
and down. When you start, run to the right so you can hit all three ? Blocks,
though you can skip the middle one, which produces more than one coin. Why
skip it? Because it'll delay you, and delaying isn't great when you're on a
forced scrolling level. If you need it, be absolutely sure to hit the Yellow !
Block to get a Mushroom. Watch out for the Buzzy Beetle and Swooper while
you're at it. 

To the right you'll find a rising yellow "platform" with a Buzzy Beetle on it.
Go to it and jump up to get the Dragon Coin. If you can't reach it, you'll have
to wait a little while. The platform will start rising, but don't panic! Once
you've gotten the Dragon Coin, stay to the right end of it until it goes down
enough for you to continue. Hit the ? Block for a power-up. Scurry under the
yellow platform (I don't know what else to call it) to avoid being squashed.
The next ? Block contains multiple coins. 

Be careful going to the right. Buzzy Beetles and Swoopers. You'll find a Green
! Block. Unless you're repeating this level, you shouldn't be able to use it.
Just before the Dragon Coin is a green pipe, which will lead you to the secret
exit. I'll get to that once I finish the rest of this level. 

If you're continuing, pick up the Dragon Coin and jump over the platform to
the right. Hopefully you've gone fast enough and won't be stuck behind the
platform. Anyway, you'll find three coins followed by a Dragon Coin, then
another three coins. Oh, and yes, there ARE Buzzy Beetles and Swoopers
launching assaults at you. You can hit the flying ? Block for a Feather (or
Mushroom, as the case may be). 

Some yellow platforms will start falling down. Don't worry, they won't squash
you, but they'll make it hard to jump to avoid enemies. Continue to the right.
Jump onto the yellow platform, grabbing the Dragon Coin alongn the way. Just be
sure that the platform isn't going upwards... it'll squash you if you stay on
it then. Wait until the screen shifts enough to the right, then jump onto it
when it's on its way down. 

When you're on the far right of the platform, wait for it to go up a little,
then jump to the right, grabbing the coins (and the Dragon Coin). Now just
continue to the right, enter the green pipe, and finish! Oh, and don't get hit
by the Spike Tops... you may not notice them in time to dodge. 

SECRET EXIT: If you entered that pipe like I told you, you should come into an
area with a Yellow ! Block. If you're small, be sure to get it. Now go to the
right and defeat the Chargin' Chuck. Be careful, you still want to at least be
Super Mario. Climb up the stairs to the right and continue going right until
you see the Koopa shell. Spin-jump the yellow blocks to gain access to the
shell. 

If you have Yoshi, you can simply eat the shell and fly up to the secret exit,
but you still can even if you don't have him. Pick it up and carry it up the
yellow blocks. Stay on the second-to-highest yellow block, facing to the
right. Release the shell. It will hit the highest yellow block, causing a vine
to appear. Climb up the vine to the Key and Keyhole. 

Note: You can try to fly up there, but it is very difficult. Also, instead of
throwing the shell to the right, you can instead toss it upwards if you are
underneath the highest yellow block. Still, no matter which way you went about
it, you've still found the secret exit. Grab the Key and put it into the 
Keyhole. 

By the way, if you went through the pipe and do NOT want to take the secret
exit, just go to the right and enter the green pipe for a shortcut to the end! 

Green Switch Palace 

This one's harder than the Yellow Switch Palace, because you can actually get
hurt! Grab the shell and hit the switch, then kick the shell and run after it
to gain a 1-Up. Go back and enter the pipe. Jump on the switch to make all
those green outlines into blocks! Better yet, all of these will yield a
Feather if hit! 

Donut Ghost House 

The first Ghost House (unless, of course, you made it to the Donut Secret
House already). It's easy to get lost here, but there's also a super-secret
that not too many people find. Oh, and remember that the Boos only attack when
you're not facing them. 

If you have the Cape, you can enter the secret exit. Run over to the right
edge of the platform, then run back to the left, then jump. You'll enter a
crack on the ceiling. Remember, you need the Cape to do this. Run above the
ceiling to the right, then fall. You can collect the 1-Ups in the blocks if
you wish, but watch out for the ghosts! Enter the yellow door, then exit to
enter the Top Secret Area, which is so secret that it doesn't even show up in
the list of levels you've completed! 

Normal exit: When you enter, run to the right, jumping to get the coins
(including one Dragon Coin), and of course to avoid the pits. Don't stay in
one place too long or the ghosts will get you. Enter the Yellow Door. Go to
the left and enter the next Yellow Door, and don't get hit by the ghosts.
You'll appear underneath the yellow block. Get the Dragon Coin, then hit the
block and jump on the P-Switch. 

You can get the coins in the arrow, if you wish. Enter the blue door that has
just appeared. Now hit the ? Block to make a trail of coins appear, which you
can control with the directional pad. After you've got the coins, hit the
Bonus Block, which will yield a 1-Up if you got at least 30 coins in the Donut
Ghost House. Jump on top of that block to get another Dragon Coin. Now enter
the yellow door. Re-enter the yellow door to the right. 

WARNING: This is an easy place to get lost. You can hit the block again and
get the P-Switch, then collect the coins, but IGNORE THE BLUE DOOR. Now enter
the yellow door AGAIN, and hit the block one more time (but get the Dragon
Coin first!). 

A vine appears. Climb up it, get the Dragon Coin, and then enter the door to
the left. Note: You can get up there using the Cape, but if you do you'll miss
the Dragon Coins and the Bonus Block. Anyway, after entering the final door,
hit the Goal and finish the level. 

Donut Plains 3 

This level has some tricky jumps, so if you're used to him, Luigi is
recommended. Capes are also good. 

Go to the right and jump onto one of the three revolving platforms. Jump onto
the higher ledge and hit the Green ! Block to get a Feather (if you've already
visited the Green Switch Palace. Now you can continue to the right and jump to
the brown moving platform. Jump from that to the next three revolving
platforms, and try to land on the one with the Dragon Coin. If you land on a
different one, you can still jump onto it and grab the Dragon Coin anyway. 

Now you can jump to the right and get some of the coins. Keep jumping to the
right and avoid the flying Koopa Troopa. There are two flying Koopas to the
right, so watch out for them. The two ? Blocks contain coins. If you're Super,
Fire, or Cape Mario then you can spin-jump to break some of the yellow blocks.
Drop down to the green platform, and then hit the right-most yellow block to
sprout a vine. Climb up it and grab some coins and, more importantly, a Dragon
Coin. 

Now jump down at about where the coins are. You'll land safely on the ground,
where there is a Message Block and a Koopa Troopa. Jump to the platform to the
platform to the right, and hit the On/Off Switch. I shouldn't need to say this,
but watch out for the flying Koopa Troopa. Stay on the platform, and be sure to
hit the other On/Off Switch. Duck to avoid the Fuzzie (or whatever it's
called), and then grab the Dragon Coin. When the platform falls, you can enter
the Midway Gate. 

Jump to the next platform, and be careful of the Fuzzy. Jump onto the next set
of three revolving platforms and hit the ? Block to release a Feather or
Mushroom. Now jump to the UPPER platform (the brown one). Stay on it, but be
sure to jump to avoid the flying Koopa Troopas. Also, collect the Dragon Coin,
then jump to enter the pipe to find a bonus stage. After you exit the Bonus
Stage (and hopefully with more 1-Ups) go back to the left and get the Dragon
Coin on one of the three revolving platforms. Now go back to the pipe, then
jump to the right onto the three revolving platforms, and get the fifth Dragon
Coin on them. 

Jump onto the brown platform and hit the Bonus Block to (hopefuly) get a 1-Up.
Now jump into the Goalpost and you've finished the level. 

Donut Plains 4 

There's nothing too special about this level, so I won't bother with another
of my infamous introductions. Whoops, just did. 

Start off by going to the right (as usual) and jumping over the Koopa and its
shell onto the pipe before it gets into its shell and starts homing in on you.
After you're on the pipe, jump onto the ledge to the right to grab the Dragon
Coin. 

Fall off the ledge and onto the ground, then knock the Koopa out of its shell
and grab the shell, then continue right past the pipes and Koopas. When you
get to the Hammer Brother, knock it off its ledge, then jump onto it and get
onto the ledge. Toss the shell you're holding at the Koopas and watch them all
be knocked off, then go down and hit the ? Blocks to get a power-up and two
coins (if you get a Mushroom, hit one of the yellow blocks above you and it'll
fall onto you). Hit one of the yellow blocks, jump onto the other ones, then
grab the Dragon Coin and enter the pipe. Go past the flying Koopas and grab
the Dragon Coin, then go through the pipe. You'll be thrust outward and will
go through the Midway Gate. Go right, spin-jump the Goomba, then get Yoshi
from the ? Block. You can use him to stomp on or eat the Goombas in the next
pit so you can get the Dragon Coin. 

Continue to the right, get to the Roulette Block, and get whatever you want
from it (preferably a Starman). If you got the Starman, you can easily jump
onto the platform with the Hammer Brother to defeat it, then run to the right,
beating all the enemies along the way. Be sure to get the final Dragon Coin! If
you go fast enough, you can jump onto the final Hammer Brother's ledge while
you STILL have invincibility, then go through the Goal. Onto Morton's castle! 

Donut Secret 1 

Um... I can't think of anything important to say beforehand, so let's get
straight to the level. 

Start swimming to the right, and watch out for the annoying Rip Van Fish.
These guys keep snoozing until you get close enough to them, then they chase
you until you get far enough away, so avoid them as best as you possibly can.
Take the upper path, grabbing the coins while dodging the Cheep Cheeps (or
whatever they're called in this game). Go downward and underneath the ledge,
then go up again. Stay up to avoid waking the Rip Van Fish, then go undreneath
the ? Blocks and hit them, beating the Rip Van Fish above it, then collect your
Fire Flower and Dragon Coin. The Fire Flower'll be useful for eliminating
enemies and collecting coins. Now continue to the right and enter the blue
pipe that's upward. Grab the P Balloon and float upward, but tbe sure to avoid
the enemies. Stay to the left and hit the ? Block to get another P Balloon.
Keep floating up to the upper area to get two Dragon Coins. You can also get a
1-Up if you're quick enough. When you fall, stay to the right and you'll get a
Fire Flower from the ? Block, then fall down again and enter the orange pipe.
Destroy or avoid the Cheep Cheep, then go below it to nab a Dragon Coin.
Hopefully, when you rise up and go left, you can tackle the Rip Van Fish with
a Fire Flower (if you have one) or a cape. Otherwise, quickly get underneath
the ? Block and hit it to defeat the Rip van Fish, which should be above it.
Collect the Fire Flower (or Mushroom). 

Hopefully you can defeat the Rip van Fish and then pick up one of the blocks
to collect the Dragon Coin. Next, go underneath where you are to pass the
Midway Gate. Now go right and make sure you don't get hit by the Cheep Cheeps.
If you hit the P Switch, be prepared to paddle extremely quickly to the right.
It's easier to pick up the P Switch and continue swimming in that direction.
After swimming downward to clear the ledge, swim highly upward to get the
Dragon Coin. Eliminate the Rip Van Fish (somehow) and go to the right where
blocks are stopping you from accessing the ? Block. Hit the switch, grab the
newly-created coins, hit the block, and grab the Key, then insert it into the
Key Hole. If you want the normal exit, just keep going to the right and avoid
the enemies as you go. 

Donut Secret 2 

This level is overlooking the dreaded Valley of Bowser itself, even though
you're not quite there... YET. This is an icy level, so be careful not to slip
on its very slippery surfaces. 

Take the Koopa Troopa's shell and throw it at the ? Block to yield one of
those coin thingies... you know, the ones that trail those coins out. You
should know how to handle them. Go up to the ledge where the Koopa Troopa was,
and jump to the right to take the Dragon Coin. 

Go right again. Use the Trampoline to hit the ? Block and yield a vine. If
you're on Yoshi, jump off him and climb the vine. Get the Star, then go and
get the Dragon Coin to the right. IF you had Yoshi, now jump back on him. Now
QUICKLY run to the right. Since you are invincible, you don't need to worry
about the Spike Tops at all. Grab the Dragon Coin on your way up. When you go
down, get the next Dragon Coin. Go back to the right again. It's tough to
avoid slipping onto the Munchers, but if you have Yoshi, you don't need to
worry at all, because he can jump on them safely. 

Get over the pipe and hit the block to yield a Feather. You can go into the
pipe, but you'll only get a few coins, so you might want to skip it. Go to the
right and grab the final Dragon Coin. Keep going to the right, past the Koopa
Troopas and Spike Tops. Jump on the flying Koopa Troopas one by one (stay in
place) to get a 1-Up. Finally, complete your mission by going to the right and
hitting the goal! 

Donut Secret House 

This level is tricky, in more ways than one. Finding the exit isn't too hard,
but I can't say so much for the secret exit. It's going to be hard to grab all
the Dragon Coins while you're at it, too. Therefore, you may need to not follow
this guide completely, or in the exact order describes. This level is
complicated, and this guide is only one way of going about it. 

Go over to the right, but be sure to jump over the circling Boo Buddies. Wait
for the gap in the circle to appear, then run left. Get the Dragon Coin to the
left when the Boos let up, and then quickly run back right before they close in
again. When the opening appears again, scramble right. Jump or duck to avoid
the incoming Eerie. Hit the P Block to make the Trampoline fall. Jump on it
and jump over the Boo (or you can face away from him while jumping, face back,
then scamper underneath him). To the right is a yellow door. Enter it. 

Okay, here's the complicated part. There's a lot of ground to cover here. To
the right is a Fire Flower... you can get it if you want. Go through the
circling Boos, and you can pick up a few of the coins in the block. Continue
to the left and collect the coins blocking what WILL become a door, then go
right. Keep going, then jump onto the platform. I'm not sure if Mario can do
it, but you can try. Luigi's best, however. Anyway, jump up from each platform
(jump to the right, then upward, then back to the left). Continue going on to
get a Dragon Coin. Luigi is best for this. 

The yellow door at the bottom (underneath the P Block) leads back to near the
beginning of the whole level, so don't enter it unless you used up the P
Switch. Pick it up and carry it to the left. Jump on it, then enter the yellow
door that is now supported by the Yyllow ? Blocks.You can fill up the next room
with coins from the block. If you are't sure how to control them, hit the
Message Block, which'll inform you. Now go to the LEFT and enter the yellow
door (the yellow door on the right brings you back to where the P Switch is).
Don't forget the Dragon Coin! 

Now you'll be in a room near the beginning, but don't worry! Grab the Dragon
Coin and get a 1-Up from the block. Jump up and re-enter the yellow door. 

You know the routine. Go back to the left and grab the P Switch, then bring it
to the right, but before jumping on it, collect the coins (if you haven't
already). Next, jump onto the P Switch. If you're trying to enter the normal
exit, it's probably best to forget the Dragon Coins altogether and collect
them when you're trying to get to the Secret Exit. The door that WOULD have
been blocked if you hadn't collected the coins leads to the normal exit. 

Now for the secret one. You know that yellow door that you could now enter,
and did so earlier? Well, go there, but instead of entering it, jump! Climb up
the vine that appears. Quickly run to the right, and duck to enter the small
chamber with the Dragon Coin, then, before time runs out, enter the blue door.
Now for Big Boo.. He has two Boo Buddies with him; avoid him. Here's how you
beat him. Grab one of the blocks and wait for him to become "solid". Throw the
block directly up at him (holding Up and then throwing it) to hit him. He'll
become transparent again. Repeat the process when he comes after you once
again. Hit him three times and he drops. Now you have access to Star Road.
Wait, that's Super Mario RPG. My mistake, it's Star 
WORLD. 

Morton's Castle 

There's a super-secret hidden in this level. If you have the cape, try it. Go
over to the right, then run left (somehow avoiding the Thwimps), then jump! Go
up the little chute, then go to the right and enter the pipe to enter a bonus
level! When you come out, you'll be at the Midway Gate. BUT, if you do this,
as usual, you'll miss some Dragon Coins. Okay, now for the main level. 

Because of all the jumping, Luigi is best for this level. This is the second
castle, and it gets off in a hurry! Duck or jump over the Thwimps, then
CAREFULLY maneuver yourself past the Ball 'n' Chains. You can get a Mushroom,
if you wish, from the Yellow ! Block. Oh, and don't forget about the Dragon
Coin! Enter the Yellow Door. 

Some Thwomps will fall. To see where they are, press Up and L. Go close to
them, then run past when they start coming back up after they land with a
Thwomp! Dodge the Podaboo while you're at it. Get past the next Thwomp, then
wait on the other side of it. Wait until it falls down again, then jump above
it to grab the Dragon Coin, then quickly come back to the left. Either avoid,
jump on, or Cape Spin the Dry Bones, then enter the yellow door. 

Hit the Midway Gate, then go to the right. Wait for the blocks to move the
farthest to the left that they can. Then jump up on them and get to the top.
Wait until they retract, then jump on the opposite moving ledge, then jump up
another level. Jump onto the right side of the ledge below the three ? Blocks.
Wait for it to move all the way to the left, then hit the blocks for a
Feather/Mushroom and two coins. Jump onto the next moving ledge, then to the
left. Don't let yourself get squashed by the next two, but get the Dragon Coin
from the upper one, then get out of the way to avoid being squashed. You'll be
underneath the Dry Bones. You can jump directly to the ledge on the right, or
wait until the platform extends enough for you to jump onto that, then the next
platform. Defeat or destroy the Dry Bones, then jump on the trampoline when the
the opening is there. You can use the trampoline to get the coins, but there
aren't too many. When you jump above the platforms using the trampoline, jump
to the left. 

Jump on the half-pyramid of the moving ledges. Jump underneath the Dry Bones
to knock it out, then hit the second-most right block to make a vine appear.
Climb up the vine. Beat the Dry Bones (at least temporarily) and wait for the
Dragon Coin to show up, then jump back down. Oh, and be sure to hit the hidden
block for the 1-Up, okay? 

Either quickly jump up the blocks on the right to avoid the platforms. There's
a spot where you can stop and not be squashed. You can avoid the Dry Bones. Go
to the left and jump up to the ledge with the Dry Bones, then hit the three
blocks to get coins. Use the blocks as stepping stones to get up to the top
when the opening is clear. 

When the platform with the spikes is to the left, jump up and then above the
spikes. It'll be easier if you've visited the Green Switch Palace. Stand on
the second-most left block tower and jump to grab the final Dragon Coin. Get
onto the moving ledge, then jump to where the Dry Bones is. Hit the Green !
Block for a feather, then go into Morton's room. Morton isn't too hard. When
he comes at you, get at least one jump on him. If you do it quickly enough,
you can hit him three times. However, if you don't... 

Morton will climb up the wall onto the ceiling. Wait on the right edge, then
when he's close, run to the left. He'll fall down, momentarily dazing you.
QUICKLY get to the left, then stomp him again. He'll go onto the ceiling again
(unless you've hit him enough already). Repeat the procedure. Hit on his head
three times total to finish him! Fortunately, someone put invisible duct tape
on his mouth, so he won't say a thing! 


iii. Vanilla Dome 

Vanilla Dome 1 

There are two different routes to take to Ludwig's Castle, and whether you
take the secret exit or not in this level will decide which route you take.
Taking the secret exit will bring you to harder but fewer levels. Taking the
normal exit will bring you to more but easier levels. Take your pick! However,
it IS very difficult to take the secret exit unless you've visited the Red
Switch Palace, and to do that you'll have to take the normal exit and then
take the secret exit in the next level... 

Go to the right (of course!) but spin-jump down the steps because of the Spike
Top waiting for you. There are a lot of Swoopers in this area, who will fly
down at you when you get close. Ducking will SOMETIMES protect you, but not
always. 

Continue right and jump onto the platform, then quickly hit the flying ?
Block, which will yield a Fire Flower. Now continue to the right, taking
either the upper or lower path. The upper one makes it easier to go over the
Swoopers, but taking the lower one will allow you to go underneath them
easier. There really isn't that much of a difference. 

Now, as you're hopefully Super Mario, you can go to the top of the yellow
block structure. Go as far to the right as you can, then spin-jump to reach
the Dragon Coin. Now go back up and to the left (by the way, the ? Block
contains a Fire Flower). Grab one of the Koopa Shells, then take the lower
path below the yellow blocks and release the shell and RUN to the right after
it. The shell will conveniently wipe out the Buzzy Beetles (if you have Yoshi
you can just slurp them up). When you are underneath the rightmost "chamber" of
the yellow blocks, jump up into it, and you'll hopefully get into it BEFORE the
shell rebounds on you. By the way, a Mushroom will appear out of nowhere in the
chamber, in case you want it. 

Jump and hit one of the higher yellow blocks and jump through it. Now continue
right, undnerneath the the yellow pipe. 

If you have Yoshi AND Luigi, you can do something really cool. If you look up
you'll see a Yellow Block (but get rid of the Buzzy Beetle first). Get
underneath the Yellow Block, then jump with Yoshi, then jump off him. This
allows you to jump higher and hit the Yellow Block to produce a vine. Now go
back on Yoshi, and do the same thing but this time jump ON the yellow block
and climb up. 

Oh, and, of course, if you've visited the Red Switch Palace, you can just use
the blocks to "climb up". If you want to go to the normal exit, ignore the
Yellow Block and go to the right, but you can get the ? Block by throwing the
Buzzy Beetle shell at it to get a Fire Flower. After that, go to the right
again and continue that and enter the pipe. 

After emerging from the pipe, walk up to the right and hit the ? Block. It is
ABSOLUTELY ESSENTIAL you grab the Star. Now, QUICKLY run across the sinking
land. Hopefully you'll be able to make that final jump for the Dragon Coin.
It's easier if you have Luigi. 

After you've gotten past (with or without the Dragon Coin), you can enter the
pipe. If you didn't get it, don't worry; you can come back later. 

You'll come out of another pipe. Jump to the right and go through the Midway
Gate, then jump down and walk right. A Buzzy Beetle is walking toward you.
Jump on him and pick his shell up, but don't throw it. When the second Buzzy
Beetle comes, it'll hit the shell and both will be defeated. Hit one of the
Yellow Blocks, jump through it onto the other, then jump up and to the right. 

Most unfortunately, to get the next Dragon Coin, you must be small
Mario/Luigi. If you left a Buzzy Beetle around earlier, it'll be only too
happy to help you shrink. However, if you have Luigi you can just run into the
Spike Tops, then go back and jump back up. Warning: You'll need a running start
to do so. I'm not sure if Mario can, but Luigi is able to. 

Go through the small passage and pick up the block, and continue to the right.
You'll grab the Dragon Coin AND the block will beat the Buzzy Beetle for you. 

Continue right and fall, then hit the ? Block to yield a Mushroom. Jump on top
of the Yellow Blocks and jump to the right, and keep going right (avoiding the
enemies, of course) until you reach a pipe. Jump onto it, then when the
Piranha Plant is safely inside its pipe jump onto that pipe. 

Jump on the red Koopa and grab the Dragon Coin, then fall onto the left pipe
(though the pit between the pipes is fine as long as you've hit the green
switch). Once you're on the green pipe, jump to the right, grabbing the coins.
When you land, make sure the Buzzy Beetle doesn't hit you. Continue right,
jumping up the slanted platform. When the Buzzy Beetles comes close to you,
jump over it then continue right. 

Now jump down and to the right, underneath the blocks. Take the shell and
throw it to the left, then grab the block and get it out of your way. Here's
where it gets tricky. While it's a breeze if you're small, if you're big,
you'll have to get a running start, then DUCK underneath the blocks. If you
did it right, you should slide underneath them to the Dragon Coin. Grab it,
then go back the same way you came in (in other words, use the duck-sliding
approach). 

Hit the Yellow Block and then jump through it onto the other Yellow Block.
Grab the Koopa Shell, go over to the right, jump over the gap, and let loose
the Koopa Shell and "bowl over" the Chargin' Chuck. If you want you can grab
the Buzzy Beetle shell and carry it across the goal line to get a power-up. 

Vanilla Dome 2 

As you may have guessed from its position on the map, this is a water-filled
level! It also has a secret exit that'll lead you to the Red Switch Palace. 

Okay, go to the right, and don't worry about the Cheep Cheep (as long as
they're on land, they're no threat). When you're on the ? Block ledge, drop
into the water and hit the blocks to gain three coins and one power-up. You
should hopefully have a Fire Flower. It'll come in handy against the many
fishes. Hit the block and climb up the vine. Progress to the right, and avoid
the Buzzy Beetles. 

Fall down the shaft with the coins arranged in an arrow, getting the Dragon
Coin. Swim right (and by the way, when you come to the place with the three ?
Blocks, underneath the left-most coin is a hidden block containing a 1-Up). 

Continue right, and when you see the solitary ? Block hop onto it, then onto
the left ledge, then onto the right ledge, picking up the Dragon Coin. Pick up
the P-Switch. DO NOT JUMP ON IT! Go through the coin wall, THEN jump on it. Now
you can go through the blocks. Run through them and jump over the gap. Remember
the place previously inaccessible because of the blocks in your way? Now
they're coins and you can go through them! 

Jump down and go to the left. You'll find a Dragon Coin and a key. Pick up the
key, go left, and swim downwards, then right. Now, if you want, you can enter
the secret exit. I would highly recommend doing so if you haven't already as
it leads to the Red Switch Palace. If you have... 

Throw away the key and take the Trampoline. Go to the right and swim up. Jump
onto the Red ! Block (this won't work if you haven't gone to the Red Switch
Palace yet) and let go of the trampoline. Jump up on it (if blocks are in your
way, try jumping around them). Now go back to the right, jumping over the gap.
Keep going right and you'll eventually find a Chargin' Chuck. Let him destroy
the blocks for you, then go to the right and you'll find the Midway Gate. Wait
for the next Chargin' Chuck to clear a path for you, then go through it. Get
whatever you want from the Roulette Block, and continue right. Get the Dragon
Coin and hop on the P-Switch. Continue right. Be careful of the next Chargin'
Chuck. 

Go onto the platform with the Dragon Coin and get it (don't enter the pipe
unless you want a power-up, otherwise there's nothing interesting there but a
bunch of enemies and a few coins). Go to the right, be careful of the Swoopers
and later on the Chargin' Chucks and Spike Top. Beat them or avoid them, then
(you guessed it) continue to the right, and enter the Gate! 

Red Switch Palace 

Okay, here's how you do this one: 

Hit the P Switch, QUICKLY jump over the homing shell, and jump onto the block
platform. Run to the right, jumping over gaps. The shell will eventually take
out enough Koopas to give you a 1-Up. Enter the pipe (if you need to get rid
of the shell, just spin-jump it). After entering the pipe, go the right and
hit the switch. Now there are Red ! Blocks. Sorry, unlike the Yellow and
Green, these won't provide you with anything! 

Vanilla Ghost House 

This is harder than the previous ghost house, to be sure! However, as long as
you know how to get past the greenish bubbles you'll be ok. Start out going
right. Be sure to avoid the Eeries that pop up. Next there'll be a circle of
Boos. When there's a gap, run underneath the platform to get the Dragon Coin.
Wait for a gap to the right side, go through it, then jump on top of the right
side of the platform, but out of the range of the ghosts. Again, wait for a gap
between the Boos, then get the ? Block, which contains a Fire Flower. However,
if you're already powered up you can ignore it, if you wish. 

Continue going right. There are a lot of platforms here, so be a bit careful.
Also, Boos show up a lot here, along with Eeries, so be a bit careful.
Remember that Boos never move when you're facing them. Get the Dragon Coin.
You'll soon afterward come to a lot of yellow blocks and a Big Boo. Hit the
third block from the left (in the second, shorter series of blocks on the
bottom). A vine will come up. Climb it. Walk to the right, collecting some
coins (including a Dragon Coin), but watch out for the Eeries! When you come
to the end of the SECOND of those platforms, jump down. 

Don't enter the door yet! Go back to the left. Once again you'll find some
circling Boos. The ? Block is one of those multiple coin blocks, so you can
ignore it if you want. Go to the left and pass through the Midway Gate, then
continue going left. Avoid the Big Boo and hit the ? Block for a Feather. On
your way back, try jumping from the ? Block that previously contained a
Feather to the upper platform to escape the Big Boo. Go right to the door. If
you have Luigi and the Cape, you don't have to wait for a gap in the Boos,
just jump and use the Cape to get underneath them. Now enter the yellow door. 

Although you can run and jump if you have the Cape to fly to the end and avoid
the green blobs, it's tricky to get enough momentum without hitting one of the
blobs. If you spin-jump, by the way, you can bounce off them, which is the key
to getting past them. While I provide a walkthrough for this area, be sure to
continue avoiding the blobs. Walk to the right and jump onto the upper
platform. Keep going right, jumping from platform to platform and collecting
the coins. When you come to the three yellow blocks, hit the middle one to get
a P-Switch, but DON'T PRESS IT!!! Carry it to the right. You'll see a yellow
door. Ignore it. Keep going right and grab the Dragon Coin. When you can see
the coins, grab them, THEN press the P-Switch and enter the blue door. If you
messed up, enter the Yellow Door, but you'll have to do almost the whole level
over again. 

After entering the blue door, jump into the gate and you've beaten this level! 

Vanilla Dome 3 

You probably won't want Yoshi for this level, and Luigi might be good because
of the necessary jumps. Get onto the Skull Platform and ride it. When you see
some eyes looking back and forth, get ready to jump. When they dive
underneath, jump to avoid being hit when the Blargg emerges. The uppermost
flying block contains a 1-Up; the others contain coins. It's hard to get the
1-Up, so you might want to ignore it. Dodge the next Blargg, then hit the ?
Block to gain either a Mushroom or a Fire Flower. By the way, you can't enter
any of the three pipes. Climb down the slope (don't slide or you might end up
in the lava) and get a Dragon Coin. Jump onto the platform, then get the
flying ? blocks. Watch out for Blarggs! 

Leap off the platform at the end, then jump next to the pipe to expose a
secret block. Use it to jump above the pipe. Hopefully you're at least Super
Mario, so you'll get a Feather. Go back to the left of the pipe, then run
left. Jump and fly right (No, I don't mean correctly, I mean the opposite of
left!). If you do this right, you'll get to a secret place at the top of the
cavern. Go to the right and enter the pipe, and enter another of those 1-Up
bonus stages! 

You'll emerge from a green pipe. Wait a moment; I need to go back if someone
didn't go there. And who knows? Perhaps there is another secret hidden up
there, but in a different direction... 

If you chose not to enter the bonus, that's ok ...you'll get a Dragon Coin!
Instead of jumping and flying, after you get the Feather, walk to the right
and then onto the platform. Avoid the Blargg, then jump onto the blocks to get
a Dragon Coins, but don't hit the Buzzy Beetle. Go past the Piranha Plants and
onto another platform. This time go above it and follow it. Hit the blocks and
get as many coins as you can, then get back on the platform ASAP, and watch out
for the Piranha Plant. 

Enter the Yellow Pipe. Get past the Buzzy Beetles and try not to fall into the
water, picking up coins as you go along. On the way you'll get a Dragon Coin.
You'll also get a Feather from the ? Block. Just watch out for the Buzzy
Beetle next to it. When you exit via the pipe, you'll come out of the same
green pipe that you would've come out of if you went into the bonus room. The
next part's kind of difficult. Jump on the Shelless Koopa Troopa, then pick up
the egg and throw it up at the block. You can get Yoshi in this way. Oh, and in
case you didn't already, pass the Midway Gate. 

Okay, keep going right. Jump onto the next Skull Platform. As always, avoid
the Blarggs. On the drop, jump onto the platform. Time this next jump
carefully. Jump and get the Dragon Coin, but be sure to land on the 
platform, okay? 

If you have Yoshi, you can eat the Spike Tops. If you also have Luigi, you can
spit then back out to defeat the others. Otherwise, avoid them carefully. 

Jump across the pits and watch out for the Buzzy Beetles. You'll get a Dragon
Coin on the way. Get onto the Skull Platform, avoid the Blarggs, then jump to
the Goal and finish this level. 

Vanilla Dome 4 

Finally, a Vanilla Dome level not set in a cavernous environment! There are
Bullet Bills flying around the entire place, and they're somewhat
unpredictable. So, while following this walkthrough, be sure to avoid them.
They don't make it too much harder, though. 

If you run to the right (not paying attention to the fact you fall), you'll
grab the first Dragon Coin and will land 
safely on the platform below the springy platform (or whatever they're called,
I'll call them green platforms from now on). However, if you're using Luigi,
you'll miss the Dragon Coin but land on tthe platform. In case you can't
figure it out, you'll have to jump back a bit and grab the Dragon Coin. 

When you're underneath the green platform, jump up onto it. Now, remember
this: the farther you are to the edge of the platform the higher you'll be
able to jump. Use the platform to jump up onto the top of the platform, then
jump to the right onto the ledge with the blue Koopa Troopa. Continue to the
right, jumping onto the white upper platform. Defeat the red Koopa and jump
down if you want to get a Mushroom. If you got the Mushroom, just go back up
with the help of the green platforms. Now continue right. If you fall down,
use the two white platforms to get up to the ledge. Now go to the right and
jump down onto the lower ledge for a few coins, then jump up and to the right
onto the higher ledge. Continue right, using the green platforms, and avoid
the Koopa. Grab the Dragon Coin along the way. When you reach the end of the
platforms, use that last one to jump up to the white platform. 

Jump to the right onto the block and jump to hit the ? Block. You can get a
Feather this way. Before continuing right, jump in a counterclockwise motion
AROUND the low block to gain a 1-Up! NOW continue right, jumping up onto the
green platform and using it to propel yourself upward, then get to the ledge
(you can jump to the lower ledge for a few coins). Jump to the next ledge to
the right, then use the green platforms to make your way up, but be sure to do
it when the Koopas aren't in your way. Continue right, but 
when you jump off the ledge, be sure you hit the tape on the Midway Gate. 

To the right you'll find two pipes, each with a Piranha Plant in them and a
green platform around them (two around the second one). If you continue to the
right you'll find some coins and a power-up (and a 1-Up), but you'll also miss
a Dragon Coin. The best strategy is to go to the right, grabbing what you
need, then go back to the blue pipe and enter it. Sorry, I won't help you on
that part. Just use your common sense, for crying out loud! 

Once you've entered the pipe you'll find one of those "rafts". You probably
won't want Yoshi on this part. Jump onto the raft, grabbing the coins, and
jump over or duck under the blocks blocking your way. Grab a Dragon Coin at
the end, then enter the pipe. 

Now the "fun" begins. Four Bullet Bills will appear on the screen at once,
each going in a different direction! You'll just have to avoid them yourself,
though they will disappear as you continue. Anyway, this may sound repetitive,
but go to the right, jump down, and get the Dragon Coin. Using the green
platform, go back up, then continue right, using the green platforms as
necessary. Grab the Dragon Coin on your way, then finish the level. 

Vanilla Secret 1 

Yay. Another level where you have to search all over for the Dragon Coins. I'm
just going to give you the basic walkthrough for how to get the Dragon Coins,
and of course the location of the Secret Exit (which leads to a warp to Star
Road). 

You'll start out at the bottom of a... well, I don't know what it is!
Basically, go right and jump up to the platform. Then go right more and jump
up to the next platform. I shouldn't need to tell you to deal with the Koopas.
Anyway, next up, go to the left a bit and then jump up, then jump to the left
onto the floating platform. You can go over to the right to get a
Mushroom/Feather from the ? Block on the right if you want. Whether you do or
not, jump onto the green springy things and jump from them to the next, then
onto the upper platform. The ? Block contains a bunch of coins, which you can
get if you want. Go right and jump down to get the Dragon Coin. Next, jump
onto the pipe with the Koopa on it. Hit the middle block to cause a vine to go
upward. Climb it to the top and jump to the right to get the Dragon Coin. Then
go to the left ledge, hit the block there, and climb the vine that comes from
it. Alright, now walk (and jump when necessary, of course) to the left and
fall down the pit where the Blue ! Blocks (or blue outlines, depending on how
far you've progressed) are. A Dragon Coin is waiting for you there. Now use
the green springy things to get upward. Jump to the right and go upward and
you'll notice a bunch of flying red Koopas above you and a Trampoline. You can
jump on the Trampoline to progress (but make sure it's when there's a gap!) OR
you can take the Trampoline and put it on the Blue ! Block (if you've visited
the Blue Switch Palace, of course) and use it to reach the left pipe, which
leads to the Secret Exit. Of course, you can also reach the Secret Exit using
a Blue Yoshi with a Koopa, or a Cape (though reaching it using a Cape is
difficult, so I wouldn't recommend it). If you go through the pipe to the
Secret Exit, the only thing standing in your way is one Chargin' Chuck. Just
jump over him and get to the Exit! 

Anyway, if you go upwards towards the normal exit, go right to get the
Trampoline, go left and move up the various platforms, then jump to the
floating platform to the right. Use the Trampoline to get the Dragon Coin
above, then grab the Trampoline and jump to the right to the platform. Use the
Trampoline AGAIN to get the Dragon Coin. Jump down from that platform to the
left, go up the platforms again, but this time jump onto the left pipe and use
those green sproingy things again to reach the top. Go right, then come out the
pipe, avoid the Chargin' Chuck on the top of the hill, and go through the
Exit! 

Vanilla Secret 2 

Capes are important for this level. You'll be barraged by flying Koopas, so be
careful. 

You'll see two Koopas charging at you at the beginning. Slip underneath the
two and continue to the right, jumping up to the next platform. Hit the ?
Block to get a Yoshi. Hopefully you'll get a blue Yoshi, but if not... The
Dragon Coin is high up in the sky. If you have a blue Yoshi, eat one of the
Koopas and fly up there. If you don't, use the cape to fly up there (you may
have to defeat some of the Koopas first). It's on one of those cloud
platforms, by the way. Try to go up near the beginning, then go across the
platforms. You'll then find the Dragon Coin. 

Continue right, hitting the Green ! Block with a shell if you want (if you
couldn't get the Dragon Coin because you didn't have a Feather, you can try
now). Be sure to avoid the Koopas (probably by ducking underneath them) and
grab the Dragon Coin. Continue right, and you can get the Mushroom/Fire Flower
from the ? Block. Jump right while the Piranha Plant is falling downward, and
grab the Dragon Coin, then jump underneath the next Piranha Plant when it's
out of its pipe, then go right. Break the tape on the Midway Gate, then jump
up to the platform with the help of the sloping platform. 

Avoid the Spiny and jump on the Lakitu. The third Music Block to the right
contains a Feather, so get that, but beware of the falling Bob-ombs! 

Go up the green pipe and jump over the Spinies. Jump between the two blocks to
get the Dragon Coin. You can try to jump onto the lower block so you can hit
the ? Block, but it only contains multiple coins, so it's not really worth it. 

When you're next to the Spiny pit, carefully walk extremely slowly to the
right (but don't fall into the pit) and jump directly upwards. If you hit the
second block to the left, a gray P-Switch will appear. Jump up and press it to
turn the Spinies into coins! 

Grab all the coins you can get, because you'll get some extra lives from them.
Run right, jump over the gap (by the way, if you see any other of those
"Spiny-coins", grab them), run up the pipe, and then conk the Lakitu on the
head and enter his pipe. Once you're in, hit the P-Switch, then quickly run
over the block platform to the left. 

You'll find a Dragon Coin at the end. Jump up and into the pipe, and you'll be
shot out towards the Goal. This level isn't as easy as it sounds. 

Vanilla Secret 3 

Here are the dolphins, or whatever they're supposed to be. You'll need them if
you want to get across the level. Well, okay, you CAN fly across. Just run at
the beginning, then jump. However, you'll miss a lot. Now for the level
itself. 

You'll start off by meeting the dolphins. You don't have to use them to cross
the water, but you'll get some coins along the way and familiarize yourself
with them if you do. Also, unless you have Luigi, you won't be able to jump up
to the higher platform to get the Feather. And don't miss the Dragon Coin! 

Once again you can cross the water with no risk even if you don't use the
dolphins. You'll find another Dragon Coin and four coins. 

WARNING! A Porcu-Puffer is ahead, so watch out for it! I won't mention it for
the rest of this walkthrough, but watch out for it! Of course, I probably
don't need to tell you that. By the way, cape spins CAN kill the Porcu-Puffer. 

Use the dolphins to cross the water. Once again, it's possible without the
dolphins, but risky, and you won't be able to get the Feather, which, as I
said before, is quite useful. 

You'll find one of those Bonus Blocks. You won't be able to get the number of
coins so far, so you'll have to go forward, get a lot of coins, then come back
to get the 1-Up. It's up to you to decide if it's worth it. 

Use the dolphins to reach the platforms and get the next Dragon Coin. Next,
just jump on one of the dolphins and ride it all the way to the end, grabbing
the fourth Dragon Coin. Although it's nearly impossible to miss, get the final
Dragon Coin just before the pipe. Enter the pipe, then finish the level. 

Vanilla Fortress 

This level is pretty much entirely underwater (except for the boss), and there
are lots of Dry Bones, Ball 'n' Chains, Fishbones, and Boney Bettles about. You
also have to go through it in just the right way to get the Dragon Coins, so be
careful. And make sure you're equipped with power-ups, otherwise one false step
could be deadly. Also, I will not be mentioning each individual enemy... you
can figure it out by yourself, you know! 

Swim right. Go up, avoiding the Ball 'n' Chains, then when you come to the
split take the high road, and you'll encounter another Ball 'n' Chain (just go
by when it's near the top). The next part's tricky. Wait for the Fishbone to
pass you, then swim over the spikes. Continue right, get the power-up if you
want, then continue right (but you knew that anyway, right?). The next part's
annoying. Try to stay above the Dry Bones/Boney Beetles while avoiding the
spikes (be sure to wait for the loose ones to fall). And, although I shouldn't
need to say this, get the Dragon Coin, then enter the pipe to the right. 

Be careful here! It's dangerous, and you need to go through it the right way.
Once you emerge, progress to the left slowly. There's a Thwomp. Wait for it to
fall, then when it's coming back quickly go past it and get the Dragon Coin on
your way (or you can try doing that when the Thwomp is down, your choice).
Continue to the left, being careful of the Ball 'n' Chain. Oh, and did I
mention the Dry Bones? Left again, down the steps, watch out for the Thwomp.
Use the ? Block if necessary, continue left. You'll come to a pipe (this is
where you would've come in had you chosen the lower road earlier on). Get the
Dragon Coin next to it and go back to the right. Swim upwards until you get to
the Midway Gate (you can break the tape on it, but if you do so, remember
you'll come back to there and therefore will not be able to finish it with all
five Dragon Coins). Continue past it, be careful of all the baddies around, and
get the Dragon Coin. Next, STILL keep going to the right, drop down, and avoid
the Ball 'n' Chains while getting the Dragon Coin. One more ? Block and you're
on the boss. 

BOSS: Reznor (is it plural or singular?) appears a bunch of times and is no
different any time. Here's how you beat them: They're all on platforms. Jump
from underneath their platforms to knock them off. The catch? After you knock
two off, the bridge you're on will start collapsing. Quickly jump onto one of
the now-vacant spots. Once you're just below one of Reznor's heads, jump up
and knock it off. Then, just get onto the platform underneath the final one,
jump, and hit it off. Reznor is defeated! It may seem hard at first, but soon
it'll be like riding a bicycle. Maybe. 

Lemmy's Castle 

Okay, this part's weird. If you have Luigi and are at least Super Luigi, you
can easily spin-jump (try on the far right) and then continue onward right.
You'll be able to jump onto the platform. It's possible to do it with Mario...
but harder. 

Here's an alternate solution. Wait for Magikoopa to show up below, then
quickly run. He'll shoot at you with his wand, hit one of the blocks, and turn
it into an enemy. You can use the newly-created hole to get out. Oh, some of
the upper blocks contain powerups, but you might want to pass. If you've
waited for Magikoopa, you can use the ? Block to get a power-up. Watch out:
Magikoopa will still show up. You can jump on him to make him go away
temporarily, but it's best to avoid him. 

Go to the right and jump onto the platform. Go right and use the blocks to get
the P Switch. Pick it up and bring it to the right. Collect some of the coins
to clear a way to the door (DON'T get the one just under the door), then hit
the switch and enter the door. By the way, if you mess up, just go to the
right and avoid the Magikoopas and Podoboos, then enter the yellow door. 

If you've entered the door with the help of the P Switch, go through the
Midway Gate, then collect the 1-Up from the block, then enter the door, and
you'll find yourself where you would be if you entered the yellow door without
the P Switch. 

Wait for the platform to rise back up, then jump onto where the Dragon Coin
is, then jump to the next level of the pyramid. When it drops enough, quickly
jump onto the highest layer. You'll be fine when it dips into the lava. You
can jump from here to the next platform, but it would be best to wait for the
pyramid to rise back up, then jump from one of the lower levels. Avoid the Dry
Bones (if you have the cape, you can defeat it). Wait until the falling block
rises back up, then jump to the lower one. Run to the right, avoid the Podoboo
and the Dry Bones. Again, wait untit the next ledge is completely up, then jump
to it. Before it sinks, jump to the little alcove at the top and you'll be safe
when it sinks. When it rises up completely, jump down to the Dragon Coin
(there'll be a platform that rises), then jump up to the right and avoid the
Podoboo. Go to the ledge with the Dry Bones and either stomp it or cape spin
it. If it starts to come back after a stomping, simply stomp it again. Wait
until the platforms have fully risen, then jump from the left raised platform
to the right, getting the Dragon Coin as you go. 

Climb up the ledges, but don't jump quite yet! The walls are coming down
ahead, so wait until they go back up, then jump over to that side and scuttle
into the small right chamber underneath it to gain a Feather. Wait for it to
rise back up again, then jump up, and go right until you're next to the
currently raised block of stone. When it lowers, jump on it! When it starts to
rise again, so do the blocks next to it. When the next highest one appears,
jump on it, because you don't want to get squashed. Jump onto the smallest one
to gain a Dragon Coin. Before it falls back into the lava, jump off it to the
right. 

Go to the right, avoiding the Podoboo and Dry Bones. If you don't take out the
Dry Bones, at least temporarily, he might actually follow you. Walk onto the
"elevator" to be raised to the top, where you'll see another two other Dry
Bones. Like before, these can walk where you're going, so at least take them
out for a moment. 

After you go downwards, you'll find two more Dry Bones. If you have the cape,
spin into them, because there's a block stopping your jumps. Go underneath the
block and onto the next rising platform. When it's fully raised, QUICKLY jump
down to get the Dragon Coin. Then jump into the small hole on the right, then
(this part's tricky) to the top so you're not toast in the lava. When the
platform's fully risen, jump to the right, get the Feather from the green
block, and prepare to battle Lemmy. 

Lemmy may know how to run a website right, but he isn't so knowledgeable when
it comes to fighting. He and two decoy Lemmys will emerge from the pipes.
Stand between two pipes so you won't get hurt when they emerge. Fortunately,
the uneven terrain will help you avoid the floating Podoboo. Hit Lemmy on the
head when he pops up. If you hit a decoy, you won't gain anything but won't
get hurt. Hit him three times and he'll lose his grip, and then fall into the
lava! No wonder this update was a little late. 

The Twin Bridges lie ahead, though you won't know why it's called TWIN Bridges
unless you've completed the Vanilla Fortress. 


iv. Twin Bridges 

Cheese Bridge Area 

This level has a secret exit, but the secret exit in question is tricky to
find. Make sure you start this level with Yoshi (preferably a blue one), a
cape, and a back-up Feather. Yes, there are Feathers and Yoshis in this level,
but it's best to start the level with them. 

This beginning part isn't too tough, but grabbing the three Dragon Coins is.
Although you should have two capes, you can get one from the ? Block if you
want. This part is REALLY tricky, especially if you want all three coins. Jump
onto the bottom one, then onto the middle one, then onto the top one. This will
start them all moving. Now drop down to the bottom one (this IS tricky, let me
tell you). While I shouldn't need to tell you this, avoid all of the axes
along the way. Anyway, grab the Dragon Coin as you come to it, then jump back
onto the top one (probably jumping onto the middle one along the way), and
after you've picked up the second Dragon Coin, drop to the bottom one again
and wait until you've found the final Coin. Just before the platform drops,
jump onto the log platform, then break the Midway Gate's tape if you want.
(Warning: If you lose a life, you'll come BACK to the Midway Gate and will
have to beat the level and then come back, so it's advisable to NOT do it
unless you're not worried about getting all the Dragon Coins. Still, you could
try finishing the level and then the second time around get the Dragon Coins.
But whatever you decide...) 

The next ? Block contains Yoshi Wings. If you have Yoshi and touch them,
you'll be transported into a bonus area that will lead to an alternate end of
the level, however, this "secret" exit will NOT get you to Soda Lake. Keep
Yoshi with you if you're trying to get to the secret exit. Instead of using
the rope, jump onto the next log platform. Continue to the right, jumping when
needed, and get the Feather from the ? Block if you want. Jump to the right,
getting the Dragon Coin. You can enter the pipe if you want, but it won't
really help you at all. You have two choices. You can either go for the secret
or go for the final Dragon Coin. If you're trying to go for the secret... 

Make sure you're on the platform just before the yellow pipe. Make sure you're
near the left end of it, then run to the right, and at the last minute, jump.
HOLD DOWN BOTH A AND B, and don't worry! If you did this right, you should
emerge safely on a platform. Now, jump towards the exit with Yoshi, but make
sure you're UNDERNEATH it (in other words, jumping to the right from the lower
platform). Hold down A to slow your descent. Once you're to the right of it
(though you'll be under it, of course), jump off Yoshi with R. You'll be on
the platform BEHIND the goal. Now just go right and reach the secret Goal, and
a 3-Up to boot! 

Now, if you wanted to get the final Dragon Coin instead, hop off of Yoshi
(assuming you still have him) and then go onto the moving rope platform. Make
sure you're not hit by any of the axes and get the Dragon Coin on the way.
Jump onto the normal exit and you're done! If you found the normal exit, onto
Cookie Mountain, otherwise you can enter Soda Lake! 

Cookie Mountain 

I suppose you're noticing a pattern here in the worlds; most are named after
food! Whoever made the levels must have been feeling pretty hungry. 

Don't run forward immediately for the Shelless Koopa Troopa will get you. Wait
for it to stop, then stomp on it. Jump onto the little mountain, and watch out
for the Monty Moles which jump up at you. Jump over to the other side of the
small pit and hit the Sumo Brother from underneath. Again, proceed carefully
to avoid the Monty Mole. Jump to where the Sumo Brother was and hit the yellow
? Block on the top to get the Feather. 

Go over to the right, avoiding the Shelless Koopa Troopas that come at you.
Jump to where they were to grab a Dragon Coin, then go to the lower-right
corner to grab a Koopa shell. Next, go to the upward ledge and jump to the
right, but then come back to the left over the Monty Moles. Release the shell
and watch the Moles get massacred. Keep walking right, then jump over the pit
(hopefully you'll have visited the Red Switch Palace). Keep going right until
you get to the part with the two Sumo Brothers. Jump underneath them to beat
them and get a Dragon Coin, but be careful! Also, you'll have to jump from the
slightly higher ledges, not the ones directly underneath it. Luigi is best for
this. Get to the right and avoid the barrage of Monty Moles. Hit one of the
blocks to produce a vine. Climb it, grab the Dragon Coin, then when you're at
the top, jump to the right to get a 1-Up on the ledge, then go back down. You
can enter the pipe to enter an area with a couple of Porcu-Puffers. If you
avoid them and go to the left, you'll come out of a pipe high in the sky and
can get a 1-Up. If you do, go to the right and fall downward. We'll pick this
up right where the blue pipe is, in case you decided not to go for the 1-Up. 

Go to the right, and proceed cautiously to avoid the pesky Monty Moles. Hit
the ? Block to get Yoshi. Jump up onto the next ledge, then the higher one to
grab your Dragon Coin. Oh, and try to be quick about it, or else the Monty
Moles will pop up again. There's a Roulette Block next. 

You can eat the Piranha Plant if you have Luigi and Yoshi, then spit it out at
the block if you want. Continue to the right and nab the Dragon Coin. Go to the
lower part underneath the ? Blocks to take care of the first Sumo Brother, than
do the same for the higher one by hitting the blocks they're underneath. 

To the right is a Chargin' Chuck. Avoid him or defeat him. Jump onto the
block, onto the pipe, then through the goal. Now onto Ludwig! 

Butter Bridge 1 

This is a tough forced-scrolling level involving lots of jumping. You'll want
Luigi almost for sure. Go over to the right, jumping from the first part of
the bridge to the next. Warning: The platforms you're on will fall, and cause
the other to go up. To counteract this, jump (if you have the Cape, you can
float down), and they'll go back to normal gradually. 

When you've cleared those, you'll see one of those grey falling plattforms.
Wait until the screen has scrolled enough to the right, then jump on it, then
off to the next Mushroom-like platform. Get the Dragon Coin in your jump. 

Here's another grey platform. Remember that you need to wait for the screen to
scroll so that you'll be able to jump to the next platform. Jump on the flying
Koopa Troopa to get to the next part of the bridge, snagging the Dragon Coin
along the way. Jump onto the next Mushroom platform, and wait for it to fall a
little. Jump from it to the next to get the Dragon Coin. You can try jumping on
all the Koopa Troopas to get a few extra lives, but that's easiest if you have
Mario. If you're playing with Luigi, just avoid them, then jump onto the next
Mushroom-shaped platform, then to the next, and the next. STAY on the next one
for a while, then jump to get the Dragon Coin, then onto the lower ones when
the screen scrolls down. Continue hopping from platform to platform while the
screen scrolls to the right again. 

When the screen starts scrolling up, hit the blocks and jump above them until
you're at the top. Keep going from platform to platform to the right, avoiding
the Koopa Troopas. This part's tough. Get onto the platform, then jump to the
Dragon Coin while the platform falls. Get back on the platform, then jump to
the right onto the bridge. Watch out for those Koopa Troopas! Finally, you're
at the end. Hit the Bonus Block to perhaps get an extra life, then enter the
pipe. Now you're at the goal! Finish the level by cutting the tape! 

Butter Bridge 2 

The second level of Butter Bridge is no longer forced-scrolling, but there are
plenty of Super Koopas about. (And no, I DON'T mean the kind in Lemmy's Land!)
Except at certain points, I'm not going to remind you about all of the Super
Koopas flying around. It's up to you to avoid or defeat them. As with most of
these kinds of levels, Luigi is best. 

You'll get your first taste of the Super Koopas immediately. After you've
gotten past the first, you'll find one with a flashing cape. Hit it to get the
Feather. If you want, you can come back and get the Feather again (as long as
you only stomped on it once it'll "regenerate" its shell, but if you stomped
it twice then it'll be gone for good). 

Go to the right and jump to the next "log". Stomp the Shelless Koopa on it
(there are a lot of those). Next, continue right, beating the Super Koopas.
DON'T pick up the shell until they're gone. Once you've beaten them, take the
shell and toss it up (press up then release the shell) and gain a Feather from
the ? Block. Now, with your Cape, get a running start then jump and fly up to
the upper clouds where you'll get a Dragon Coin. Now float back down (to make
sure you don't land in any pits). 

Again, go right, jumping from log to log while avoiding the Super Koopas.
(Okay, unless it's really important, I'm not going to mention the Super Koopas
again. Use your common sense.) While you can use the Super Koopas to hit the
Dragon Coin, it might be easier to just get a running start then jump and grab
it. 

Continue right, jumping over the gap. The next part is swarming with Koopas on
ledges kicking shells at you. Avoid them as best you can. When you reach the
end, jump up to grab the Dragon Coin. 

Continue right, past the Midway Gate. Jump onto the next ledge and get past
the Koopa. Continue right and hit the Green ! Block to gain a Feather. Now
continue right. Ignore the pipes for now and continue right, then cape spin
the ? Block to release Yoshi. Hop on him, then go back to the left and enter
the right-most pipe to enter a bonus stage. 

You can either jump onto the moving platform or hold onto the rope. In any
case, get the coins if you want, but when you come to the "log", jump up (or
fall down) to gain the Dragon Coin. 

After you've exited the pipe, continue to the right and jump onto the next
ledge. The Super Koopas will show no mercy here, so get past them as fast as
you can. When you reach the next ledge, just continue on to the right, jumping
from platform to platform while avoiding the Koopas. Eventually you'll find the
Dragon Coin. There are two ways to get it. The easier way is to fall down WITH
YOSHI, grab it, then jump off Yoshi with the R button. However, if you don't
have Yoshi, it's harder. I find it easier if you use Mario, strangely. Anyway,
there's a Super Koopa swooping down near the Dragon Coin. You'll have to jump
onto him while grabbing the Dragon Coin, then jump back up after bopping him. 

Now continue rightwards, make a few more jumps, and you're at the goalpost!
You can use the Super Koopas to cut the tape when it's higher, but I shouldn't
need to tell you THAT. 

Soda Lake 

This level is home for Torpedo Teds, Bullet Bill-like enemies that come at you
underwater. Bring Yoshi along because you won't be hurt by the Torpedo Teds as
long as his feet touch them. 

Start off by swimming to the right, but try to stay in the upper half of the
screen. You'll soon see a Torpedo Ted of your own. And by the way, even if
you're next to them, they'll still come out! Oh, and did I mention they go
through walls? 

Avoid the fish (I'm not going to mention this for the rest of this level, but
you should be able to avoid them yourself) and get the Fire Flower from the ?
Block. Now continue to the right, but try to stay to the bottom of the screen.
When you see the Dragon Coin, try swimming to it quickly and then get out of
the way because of the Torpedo Ted about to hit you. 

When the coast is clear, quickly go through because the Torpedo Teds come out
often. Grab the Dragon Coin AFTER the Torpedo Ted next to it leaves (hopefully
he'll actually be going in the opposite direction). Swim underneath the final
Torpedo Ted, but make sure you don't fall off the screen. 

Next, swim upwards over the barrier, then go down to grab the Dragon Coin
before the Torpedo Ted nabs you. The next part is REALLY tough. Your best bet
is to try to swim underneath the lowest Bullet Bill, but you'll run a great
danger of falling off the screen. 

Once you're past that, swim until you see the Dragon Coin (you may have to be
close to the bottom to see it). Grab it, then get away before the Torpedo Ted
nabs you. Swim underneath the next Torpedo Ted, then grab the Dragon Coin,
then swim very high up and wait for the fish to pass. 

You can probably slip underneath the Torpedo Ted before another one comes out.
Stay underneath the others, go right, enter the pipe, and then go through the
Gate. Now you have access to another Star! These provide a very quick route
around Dinosaur Land. 

Ludwig's Castle 

The Twin Bridges rejoin at this level. This level isn't too hard, if you do it
right. Mario is suggested for this level, and it is also suggested (but to a
lesser extent) that you do not bring a cape. Why? You'll find out... 

Go to the right. You'll fall into a "pit" with a Boney Beetle. Wait until its
spikes retract, then jump over it. If you have the cape, of course, you can
just spin it. 

Wait until the Ball 'n' Chain is facing away from you, then quickly jump onto
the block in the middle of it, jump to the upper-left onto the other block,
then to the upper-right. Go right and you'll fall again. You'll see a Boney
Beetle. Defeat it in the same way as you did earlier. 

The next part is tricky. Be careful as you pass the next three Ball 'n'
Chains. The next part may seem impossible to get across without being hurt,
but don't panic! When the upper Ball 'n' Chain isn't in your away, duck and go
on top of the other one. It'll pass harmlessly over your head. Then QUICKLY run
to the right. You can get the Mushroom if you want. 

Here's the part where you don't want Luigi or the Feather. Run to the left
quickly, avoiding the Podaboos and lava pits. Above all, don't jump too high
or you'll hit the spikes (Get it? ABOVE all?). This is why Mario is better...
speed is everything, and jumping too high can hurt. Also, since you'll be
running and jumping, you might accidently start flying and hit the spikes if
you have the cape. Grab the Dragon Coin on your way. 

When you get to the On/Off Switch, hit it. The spikes will start moving
upward. When the Dragon Coin is in the clear, quickly jump up and get it, then
run to the left. Avoid the Boney Beetle and jump over the blocks. Keep running
to the left, avoiding the obstacles. While you can still beat it with the
cape, it's slightly more difficult. If you've gone fast enough, you should
make it to the door just in time. Enter it. 

Go to the right and hit the Midway Gate, then go back to the left. While you
can simply go upward to get to Ludwig von Koopa, you'll miss the Dragon Coins
and a power-up. I shouldn't need to say this, but throughout the entire thing,
watch out for the Koopa Troopas. 

Okay, let's take off from right where you appear after entering the yellow
door (after, of course, hitting the Midway Gate). 

Climb upwards and go to the right. Hit the ? Block to release a Feather, then
go back to the left. 

Climb upwards a bit (and jump when you need to, of course) until you see the
Dragon Coin on the other side of the net. Punch the square to get onto the
other side, then grab it. Now go to the right and pick up the Dragon Coin, but
watch out for the spikes and Koopa Troopas. You can get to the coins, but it's
tricky. Now go upwards to find another ? Block, which contains a power-up. 

Go to the left and you'll find the last Dragon Coin. Be sure to avoid the
spikes. Now climb upward and to the boss door. 

Ludwig will shoot (well, breath) fireballs at you, but unlike with Iggy, you
can't fight fire with fire. Instead, run immediately to the right (if you do
it quickly enough he won't shoot out any fireballs) and jump on him. Try to
stay in the middle of the battle area when Ludwig goes into his shell and
spins at you, and be sure to jump over him. After a while he'll make a large
jump to the left or right and start shooting fireballs again. You had to stay
in the middle because of this: if you stay too far to the edges, there's a
chance he'll actually jump off-screen. If he lands off-screen, you'll have to
avoid his fireballs by ducking or jumping and wait for him to spin at you
again. After he jumps again, hopefully he'll still be on screen. Anyway, when
he lands, jump on him again. Repeat the process. When he jumps and lands for
the second time, stomp him for the third time to rid the Twin Bridges of his
menace (and more importantly, music). 

Now, onward to the Forest of Illusion, where seeing is believing... most of
the time. 


v. Forest of Illusion 

Forest of Illusion 1 

Here's the Forest of Illusion! Most of the levels in this world have two
exits, so be to sure to find them all. By the way, this first level has a
great trick for getting extra lives. And in this game, unlike Super Mario
World, it saves those lives, so getting them all won't be for no reason. Read
on to find out about it. 

Now, when you start off, you'll find a Wiggler. They seem harmless, but if you
jump on them their flower will fall off and they'll turn red and start
following you. After jumping over the gap to the right, you'll find a Koopa
Troopa and a ? Block. You can either jump onto the lower block to reach the ?
Block, or hurl a shell at it. Either way, you'll get a power-up. 

Go to the right, jumping over the gaps between the three platforms. Finally,
jump to the upper platform where a ? Block holds Yoshi. Yoshi is helpful,
because he'll be able to eat almost all the enemies in this level, including
the Wigglers. You can get the Goombas on your way to the right, also. Use
Yoshi's tongue to hold the Trampoline, you'll need it soon. The trampoline is
useful almost immediately, as it'll help you get the Dragon Coin. However, you
don't really need it, as you could just jump on the Wiggler to get the
necessary height. Also, the yellow block next to the music blocks will release
a 1-Up. Hit one of the music boxes from below to release it. You'll have to run
to the right and jump pretty quickly to catch it on its way down. 

The Wigglers on the next part may be a bit hard to spot because of the trees
blocking your view. Just be careful, and be sure to get the Dragon Coin
between two of the trees. Keep going to the right, where you'll find the
Midway Gate, then a Roulette Block with a Koopa Troopa near it. Get rid of the
Koopa Troopa. You'll almost certainly want the Starman. Grab it, then run
quickly (and jump when necessary) to the right. Be sure to get the Dragon Coin
hidden behind the first of the big trees you see after the Midway Gate! Try to
hit ALL of the enemies. You'll get plenty of 1-Ups this way. There's also
another Dragon Coin (but unlike the previous one, it's not hidden). 

There's a ? Block that contains a P-Balloon. If you want to go to the secret
exit, grab the P-Balloon, then float to the left until you find the Koopa
Troopa next to another ? Block. Wait for the P-Balloon to wear off, grab the
Key from the ? Block, then use it in the Keyhole to gain access to the Forest
Ghoust House. 

If you're opting for the regular exit, ignore the ? Block and continue to the
right. When your invincibility wears off, Mario will give you a cute
congratulations for getting all those lives. Hopefully you'll make it to the
Wiggler and Hammer Brother with invincibility or Yoshi so the Wiggler won't
bother you. If you don't, you'll have to avoid the Wiggler and the Hammer
Brother while trying to knock the Hammer Brother off its ledge by jumping and
hitting its platform. Then you can jump on the platform to get to the exit.
Alternatively, you could try jumping on the Wiggler to scale the wall. But
don't forget to grab the Dragon Coin next to the wall! In any case, you've
beaten Forest of Illusion 1! Well, PART of it, at least... 

Forest of Illusion 2 

Take Yoshi with you in this level. Not only are his feet invulnerable to the
annoying Urchins you'll find, but he'll give you an extra measure of
protection. Luigi isn't a bad idea, either... Yoshi can suck up fishes and
spit them at the Urchins with Luigi, which will finish the Urchins. Oh yeah,
and the secret exit will get you to the fourth and final Switch Palace! 

Anyway, you'll exit a pipe at the beginning. You'll find a Green ! Block (you
DID visit the Green Switch Palace, right?) which you can get a Feather from if
you want. 

Go right (as usual) and you'll see your first Urchin in this level. These guys
are a bit tricky to get past. If you have Yoshi, you can actually jump on them
and not get hurt (but I said that already, didn't I?). Anyway, progress past
the Urchin and continue on the path. It's not too hard to figure out how to
get past the Urchins, so I won't bother explaining that. If they cause you
trouble, suck up a fish with Yoshi while using Luigi and spit it at them to
beat them. Anyway, you'll encounter a Dragon Coin soon--grab it. Then continue
right. On the part where you go downward, be careful. There are two Urchins
going around the blocks, the first in a clockwise direction, the other in a
counterclockwise direction. Be careful of the fishes moving towards you in the
V-shape. Go right, then up, and get the Fire Flower if you want it. 

Here comes the tricky part (it's not tricky to do, it'stricky to explain).
Stay near the "roof" and go to the right to grab a Dragon Coin. Be careful of
the sleeping fish, which will follow you. Then drop down and go to the left
and fall down, then go right. You'll soon encounter a little 'cave' above you.
If you try to enter it, you'll just find hidden ? Blocks. Hit the third from
the right block to get a 1-Up. Make sure you don't hit all of the other three
or you won't get it. After that, go to the right and get the Dragon Coin, then
use whatever's at your disposal to finish the sleeping fish so it doesn't
follow you around (Cape, Fireball, Yoshi, whatever). Now go BACK to the left,
then up, then to the right and take the middle passage. Go right and pass the
Midway Gate. Keep going right, and be careful--there are a lot of Urchins and
fish around here. You'll find a Dragon Coin in a "pit". Wait until the Urchin
goes upward, then QUICKLY get it, then get out. To pass the second Urchin,
wait until it's down and then swim above it. 

Go to the right, then down. You should see a Yellow ! Block. To find the
SECRET EXIT, go left through the wall and grab the key and put it into the
keyhole. And do it quickly, that annoying sleeping fish will follow you. 

If you don't want to enter the secret exit, just continue right. You'll find a
LOT of descending sleeping fish. Nearthe upper part is a Dragon Coin. This can
be difficult to get without dealing with the fishes, so clear them out (if
you're low on time, you can decide to just grab it and 
possibly take a hit). 

Continue to the right and you'll find a few Chargin' Chucks. Ignore them and
go to the Goal and finish the level! NOTE: If you get some enemies to follow
you and have them on screen when you finish the level, they'll turn into coins
and possibly 1-Ups! 

Blue Switch Palace 

The last of the switch palaces is probably the hardest, though that's not
saying much. 

Grab some of the coins, then hit the Gray P-Switch to make the Spinies turn
into coins. Now hit the blue P-Switch to make the "Spinies" fall. Grab all of
the coins and hopefully gain some lives. When you're done, enter the pipe and
jump on the blue switch. You've now (hopefully) gotten ALL of the switches
now! 

Forest of Illusion 3 

This level is actually quite easy, but guess what? It contains a secret exit!
The Secret Exit will let you get to Roy's Castle, and the Normal Exit will
bring you (back?) to Forest Ghost House. You can bring your choice of Luigi or
Mario to this level--it really doesn't matter. I'd also suggest bringing Yoshi
and some power-ups (then again, don't you want the power-ups in *every*
level?). A lot of the enemies here take spin-jumps to finish off, so Yoshi can
take care of them quicker. WARNING: To get the Secret Exit you cannot be small
Mario/Luigi! 

Okay! Go to the right and you'll see a Bob-omb in a bubble. That's where a lot
of enemies will be. Basically, they float around in the bubbles until they
touch something, whether it's you, the ground, a pipe, or something else. Then
they pop. Obviously, it's best to try to avoid the bubbles, but it often proves
very difficult. But you don't have to worry about this one. Just run under it. 

Next you'll find two pipes and a Dragon Coin. A Goomba will "hatch" from the
bubble and take its place between the pipes. Either gobble him with Yoshi or
spin-jump him to take care of him, then collect the Dragon Coin (assuming you
haven't already). Jump over the pit to the right. Use the trampoline to get to
the top of the pipe. To the right of it is a ? Block, and unfortunately a
Bob-omb. You can either beat the Bob-omb now or wait for it to explode. Hit
the ? Block for a Yoshi Egg or a 1-Up (hey, either way you win), then enter
the shorter of the two pipes to get into one of those cool 1-Up bonus games!
Once you're done with that, you'll emerge from a pipe... not very far from the
original pipe. Okay, continue right. Jump up the block stairs, and get the
Mushroom from the bubble if you want. Go right again. Jump up to hit the block
the Koopa shell is on to knock the Trampoline down. Move the trampoline next to
the pipe (or, just eat the Shell if you're Yoshi--it'll give you flight!), then
go up the pipe using the Trampoline, or just fly there with Yoshi if you ate
the shell. 

The next part is a BIT tricky. Wait until the bubbles pop and the enemies walk
off the ledge, and jump to get the Dragon Coin. Jump over the pit to the right.
Now you'll be in a kind of weird place with blocks and Goombas in bubbles.
Progress past it and next you'll find the Midway Gate. You'll also find a few
Goombas in bubbles and another Mushroom in a bubble, which you can get if you
want. Now go right and you'll find two pipes. Jump onto the first pipe and
jump to the next one, getting the Dragon Coin. This jump is actually not very
hard, even though it might look like it is. Now continue going right, jump up
to the next platform, and continue going right. Eventually you'll find 3 ?
Blocks an 1 ? Block above it. The bottom 3 ? Blocks only contain one coin
each, but the top one contains multiple coins. I suggest just using the top
one. Continue right, and you'll find a whole mess of ? Blocks. I recmomend not
bothering with them, because they only contain coins. Instead, jump on top of
them to both avoid enemies and get a Dragon Coin. Jump over the pit and
continue right (as usual). You'll find some Goombas in bubbles and three
Chargin' Chucks. You can either jump on a Chargin' Chuck while next to the
pipe to get over it, or use the yellow blocks to do so. If you want to get to
the Secret Exit, go down the pipe and spin-jump to get the Key and Keyhole. If
you're small, you can't do it, so just go back up the pipe. Whether you went
down the pipe and went back up, or didn't go down it in the first place, a
Dragon Coin is just right of the tall green pipe. There are a few enemies
here, so be careful. The 3 ? Blocks only contain coins. Now, finally jump from
the yellow pipe to the right, and you'll have reached the Goal! 

Forest Ghost House 

This level, like most Forest of Illusion levels, has two exits. However, one
exit will actually bring you back to Forest of Illusion 1. It won't help you
progress, but it'll bring you one step closer to getting all 96 exits. 

Go to the right. You should fall down a very small hole. Duck to avoid the
incoming Eerie, but be sure to be facing to the left to stop the Boos from
attacking you. When the Eerie passes, go to the right again. Fall down and
face away from the Big Boo. When he gets close enough, jump over him (you can
spin-jump him and not get hurt) and keep going to the right. You'll come into
another place like the one with the Big Boo. Use the same strategy to get past
the smaller Boos blocking your way. Keep going to the right, dodging the Eeries
and Boos on your way. You'll eventually come to two ? Blocks and a Dragon Coin.
Hit both to get a coin and a Feather/Mushroom, and grab the Dragon Coin. Jump
to the right, hit the Midway Gate, and enter the door. 

Throughout this entire part, there are lots of ghosts around (just like in
Donut Ghost House). Be sure to avoid them as you go on your way. You can get
the flying ? Block to get a Fire Flower, but BE QUICK oor the ghosts will get
you. Continue to the right to find another ? Block, this one containing a
Feather. 

There is a Dragon Coin soon after it. Continue going to the right. There are
two more Dragon Coins. The yellow block contains a 1-Up, for the record.
Anyway, grab the P-Switch and go to the right. Grab some of the coins above
the RIGHT chamber (the one without the door), then hit the P-Switch! The coins
will turn into blocks and a blue door will appear. Since you cleared a way to
it before, you can enter it. You should have four Dragon Coins at this point.
After entering the door, travel to the left. Avoid the ghosts and Eeries. The
FIRST yellow door you see will lead you to one of the two exits. However, if
you want the fifth Dragon Coin, keep going to the left. The second Big Boo you
see (this is after you've gotten the fifth Dragon Coin) is in the way of you
entering the door. Turn your back on him to lure him away, then jump over him
and enter the door to find the other exit. It'll lead you... back to Forest of
Illusion 1? Oh well, like I said, you've gotten another exit! 

Forest of Illusion 4 

I suggest using Luigi in this level. It's easier to get to the secret level
with him. 

At the beginning there will be a Lakitu holding a fishing rod with a 1-Up. You
can get it, but be warned that if you do, the Lakitu will start throwing
Spinies out. You'll have to decide if you want to get it or not. I'll write a
guide for this level, but YOU'll have to remember to keep track of the Lakitu.
If you're trying to avoid the 1-Up, be careful when you're on some of the
higher platforms. 

Okay, start going right. As usual. You'll see the Lakitu almost immediately.
Avoid the Koopa. There's nothing in the yellow blocks. Jump over the gap and
avoid the next Koopa. If you want it, you can get the Mushroom above the
yellow blocks (like before, there's nothing in those blocks). Be sure to get
the Dragon Coin near the top of the blocks. 

Next up you'll find a Lakitu in a pipe. Quickly take care of it before it can
throw out any annoying Spinies. Continue right and you'll find a Roulette
Block. As usual with these, I'd suggest an Invincibility Star. Hurry up and
run to the right before the Star wears off. 

Between the two pipes, nothing but the second-to-right ? Block contains any
power-ups. But be sure to get the Dragon Coin beneath them! After going right
a bit more and taking care of the Lakitus in your path, jump onto the green
pipe. It'll rise. Jump from it to the right to get the Dragon Coin. A bit
farther on is the Midway Gate. About at this time the Lakitu will leave, so if
you didn't get the 1-Up from it it'll be too late. The Lakitu will return later
on in the level as a normal Spiny-throwing Lakitu. Stomp the Lakitu on the pipe
to the right of the gate, then jump from there to get to the Midway Gate if you
want to. Continue right. The pipe in the middle of the air with the Lakitu
leads to the secret exit. It's a bit difficult to get there with Mario, but if
you get enough of a running start from one of the upper ledges you can reach
it. It's really just easiest to use Luigi. Oh, and the P-Switch will just make
some coins appear. Nothing major or anything. 

Continue right but be careful of the flying Koopa bouncing down the steps.
Here the flying Lakitu returns! I suggest just jumping on it to get rid of it
before it can annoy you too much with the Spinies. However, you might want to
wait because the Lakitu can be of help in getting the Dragon Coin up ahead. 

Next you'll find a bunch of blocks. All of them contain coins except for the
upper-left one, which contains a Fire Flower/Mushroom. There's a Dragon Coin
up in the sky above them. There are several ways to get it. You can use a Cape
and fly up there, or jump off of Yoshi to reach it, or probably the easiest,
pick up the Koopa shell and throw it at the Lakitu, defeating it BUT not
getting rid of the cloud (jumping on a Lakitu gets rid of the cloud). Jump
onto the cloud and use it to get to the Dragon Coin. Whatever you use to get
it, be sure to (as usual) continue right afterward. The next part is extremely
self-explanatory. Avoid the enemies, get the Dragon Coin, and go through the
Goal! 

Forest Secret Area 

This is an extremely complicated level. Well, okay, maybe not complicated, but
it's really, really hard to write a proper walkthrough of it. As such, I will
do something else. I will merely explain how to get all five Dragon Coins.
Anyway, this level is pretty self-explanatory: Stay on the flying platforms
and avoid the Koopas, and also get the Dragon Coins. Oh, and yes, for the
record, you can use a Blue Yoshi or a Feather to finish. Luigi is highly
reccomended for this level. 

There are two Flying Platforms. Go to the first one, that is, the one that is
the closest. Stay on it (well, jumping to get some coins, and especially the
Dragon Coin, or to avoid enemies is acceptable, as long as you land back on
it). The two platforms will "intersect" again, but stay on the one you're
using. When they "intersect" again, continue to stay on your current one.
Continue to stay on your platform until you get the third Dragon Coin (okay, I
didn't say when to get each one, but use common sense!). Then, when they
intersect again, CHANGE platforms. Along the way you'll get the fourth Dragon
Coin. This time they don't quite intersect. Keep a look back and wait until
you see the other platform. Jump onto it, grab the Dragon Coin on your way
out, and finish the level. 

Of course, there ARE things like Fire Flowers and 1-Ups around the level. And
be sure to watch out for the Koopas, but I probably shouldn't need to tell you
that. 

Forest Fortress 

Uh... well... well, I don't know what to put in this little introductory bit.
Just make sure you have a lot of power-ups... you can get hurt a lot by the
falling logs in the first part. But hey, you want power-ups in any case,
right? Oh yeah, and Feathers aren't bad either, because they let you access a
cool secret place. Oh, yeah, and Luigi is useful also. Hey! What do you know?
I did the introductory part! 

This part is forced-scrolling. Jump at the VERY beginning to get the Dragon
Coin before it comes off the screen. Don't run forward too much right here,
because a giant log will descend. Wait for it to emerge, then run forward to
the right. Now QUICKLY get as far right as possible. This way you'll avoid the
second log. Oh, yeah, and be sure to avoid the Grinders throughout this whole
thing. Remember that if you spin-jump and land on them, you won't get hurt.
Next you'll see a place with a Dragon Coin and a Grinder. Grab the Dragon
Coin. Now again another log will descend. Get to the very far right to avoid
it hitting you. Soon is yet another log. Get to the right so it won't hit you
(with some of these you can try to stay to the left, but I find going to the
right works better). Once again, keep going forward quickly, because ANOTHER
log will fall. The Dragon Coin is a bit tricky to get... you could try to
spin-jump off the Grinder, though. Once again, get to the right quickly
because another log is coming down. (I sound like a broken record, don't I?)
Enter the door, because one last log will be coming down soon. 

A Grinder will fall onto the floor at this point, so be sure to avoid it. Go
right and jump over the Podoboo lava pit after they fall down into the lava.
Now you'll find a Grinder pit. This part is rather difficult to get past. The
idea is to run up the little smiley-face block, but the Grinders there make
that difficult, because there are two. But there IS a way around that! When
you see the Grinders, move back to the left a bit so you no longer see them.
Then come back. Sometimes there will only be one Grinder. Don't ask me why
that is, or why it only works sometimes. If it doesn't work, try again.
Anyway, after getting up the smiley-face block, there's the Dragon Coin.
Jumping to get it, however, means another forray into the Grinder pit.
However, if there's only one Grinder, you can time your jump so you can get up
without hitting the Grinder. But you might want to hit the ? Block to get a
power-up first! 

Continue right and jump over the Podoboos when they're falling back into the
lava. The next bit is a bit tricky. Jump from floating gray block to floating
gray block when the Podoboo between the blocks is back in the lava. Falling
off the blocks risks you landing on the Grinders, so try to stay on them.
After getting past THAT part, jump over the Podoboos. If you're using Luigi,
you'll hover in the air just long enough for the Grinder on the upper platform
to fall down. With Mario you might have more trouble. Anyway, here, just wait a
little while for the Grinders to fall off. From the middle platform, jump up
onto the gray blocks and hit the ? Block. If it's a Mushroom, you'll have to
go up and get it, but if it's a Feather, just stay where you are and it'll
float down. Now drop back down, and if the Grinder is on the next platform,
let it fall off, then jump onto the next blue platform. Take the high road
here onto the gray blocks. Go to the right (while over the gray blocks) until
you get to the lava pit. Here you'll find the last Dragon Coin. Now, if you
have the Cape, you can actually go over the lava! If you pass it, you'll get
NINE 1-Ups. But if you don't have the Feather or want to play it safe, after
getting the Dragon Coin, go back to the large red doorway you saw earlier.
Enter it, and it's time for a boss fight! (Note: If you did get to the place
with the 9 1-Ups, you'll fight Reznor anyway.) 

BOSS: Reznor, as always, is exactly the same. Jump underneath the blocks he's
on to knock his forms off. After hitting two off, the platform you're on will
start to collapse (though you can sometimes take out one more Reznor before
the platform finishes collapsing). Get onto one of the now-vacant Reznor
platforms and take out the rest of the Reznors from their own platform. Just
be sure to exercise caution if you're jumping from one Reznor platform to
another. Congratulations, now you have access to the Star Road! 

Roy's Castle 

This is actually a fairly short level. Unfortunately, the level itself is one
of those looks-easy-but-is-actually-hard levels. The question is: Should you
use Mario or Luigi? Mario has an easier time at the beginning, as you can
sometimes overshoot with Luigi'slong jumps. However, later on in the level
Luigi is pretty good. I'd suggest using Mario, and switch to Luigi if you have
trouble after the midway gate. Be sure you have your power-ups (preferably
Feathers) with you in case you get hit. 

You've finally found your way out of the Forest of Illusion! Anyway, start off
and go right (as always). Jump onto the block platform. Be careful, though:
it'll start moving and you'll have to keep up with it. Unfortunately, it is
fairly small, so there is little margin for error. Go right with the platform
and get the Dragon Coin, then follow the platform as it goes up, then keep
going right with it (I shouldn't need to say this, but try not to get hit by
the Podoboos). The platform will soon move down, then to the right, then down,
then to the left, then down and to the right again. Be sure not to get screwed
up and fall off. 

The platform will go up again and then stay steady for a while. You'll soon
clear the lava and be safe--for the moment. Next you'll have to tackle a room
with spikes all around it. On one hand, if you hit the spikes you won't
necessarily lose a life, you'll just get hit. On the other hand, there are
spikes on the ceiling as well. Oh, and be careful: some of the spikes will
fall. You can tell them apart from the others because they're brownish. There
are three Dragon Coins in this area. Unfortunately, the falling spikes will
cause trouble for you if you're trying to get them. The best way is to either
nab the coin quick before the spike falls, or to wait until after the spike
falls, then get it. You'll clear the spike room, and reach the Midway Gate.
Jump up and to the right and proceed slowly--another falling spike awaits you.
You'll also find a P-Switch. If you use it, you can get an extra life, but a
Bowser statue will fall and will shoot fire at you. Just be sure if you do
press it that you do it more to the right, as that's where the extra life is.
Anyway... 

Go past the non-fire breathing statue, and step onto the yellow platform. This
is very difficult. Stay in the middle of the platform so you won't fall off.
You can hit the Green ! Block to get a Feather if you want. Carefully continue
right and avoid the Podoboos and fire (not to mention getting the final Dragon
Coin). Jump over the statue and get ready for Roy! 

BOSS: Roy is identical to Morton in attack, with one difference: the walls
will close in on you. Whenever Roy falls or you stomp him, the walls will inch
closer together. You run out of room, you lose, so act quickly. Same strategy
as with Morton, but act quickly. If you're lucky you can stomp Roy the three
required times before he even climbs the wall. At least try to get one stomp
in. Run to the right when he climbs the wall, and when he's about halfway
across run left. He'll drop, and you'll hopefully have a chance to get at
least one stomp in. Three stomps and Roy's out of the game! 


vi. Chocolate Island 

Chocolate Island 1 

Welcome to Chocolate Island, although you won't find any chocolate here. This
world is home to Dino-Torches and Dino-Rhinos, and this first level is full of
them! Almost immediately you'll encounter a Dino-Rhino. Spin-jump it or stomp
it twice to defeat it (stomping it once will turn it into a Dino-Torch, which
may actually be more dangerous). Soon afterwards, there's a Dino-Torch. Just
keep going to the right, and avoid the Dino-Torches and Dino-Rhinos on your
way. Along the way, there'll be a Mushroom that'll pop out of a bush. 

When you get to the flying ? Block, hit it to get a Fire Flower. You can give
Dino-Torches a taste of their own medicine with fireballs, though they have no
effect on Dino-Rhinos. I'm not going to say this again, but be sure to watch
out for all the Dino-Torches and Dino-Rhinos. I'm not going to list each time
you face them, so while following this, be sure to avoid them or defeat them. 

You'll eventually come to a Dragon Coin. Grab it, then enter the yellow pipe
to be propelled over the gap. Yes, you can jump over it, but it's tricky. Oh,
and the Midway Gate is only there if you use the pipe. Use the Trampoline to
hit the Midway Gate, then continue to the right. Hit the P-Switch to make a
bridge over the Munchers, and you can beat the Chargin' Chuck if you want to.
Go to the right, jumping up the ledges, and grab the Dragon Coin. Continue
down the valley and hit the flying ? Block to get a Fire Flower while avoiding
or defeating the Dino-Rhinos and Dino-Torches. Keep going right, jumping over
the gap and getting another Dragon Coin. The ? Block contains Yoshi. 

Once again, continue to the right, avoiding or eating the Piranha Plants. Get
the Dragon Coin above the Yellow ! Block, and jump over the gap between the
two purple pipes. If you enter the purple pipe just before the Red ! Blocks,
you'll come to a place with a 1-Up and some coins, but watch out for the
Porcu-Puffers while riding the Dolphins. 

When you exit, you'll be propelled out of the green pipe and get the Dragon
Coin. If you don't want to go that way, just enter the smaller, white pipe,
and you'll be propelled out anyway. You'll get the final Dragon Coin. You can
use the Trampoline to get more stars from the Goal, or you can carry it with
you while finishing the level to get a power-up (or a 1-Up). 

Chocolate Ghost House 

It's difficult to decide whether to use Mario or Luigi here. On one hand,
Mario's not-so-long jumps can be better. However, Luigi can jump higher. I
personally would go with Mario, but that's a point of personal preference.
Anyway, the floor sometimes does this annoying sliding thing. Be sure to be
careful around there. 

Go right. Eeries will swoop around so be sure to jump over them (or duck under
them). Soon an annoying Lakitu will appear with a blue spark that hurts you if
you hit it. Fortunately, it never goes low enough to hit you unless you're
jumping. So be careful jumping while it's there. Keep going right, avoiding
the Eeries as necessary. 

Eventually you'll come to a ? Block, which you'll probably want (you might
have gotten hurt already). Grab the Mushroom/Feather in it if necessary. Stay
down so the Eeries and Lakitu don't hit you. 

You'll see a Dragon Coin underneath a ledge. It's possible to jump down from
the ledge to get the Dragon Coin, but it's probably safer to jump to the next
ledge, then jump back to underneath the first ledge. Be sure to not jump too
high, though, or you'll just end up on the upper ledge again. And, of course,
you want to get a power-up if you want. Just keep going right and avoiding the
various obstacles. You'll find the Midway Gate on the way. When you see the
Dragon Coin, jump to get it, then enter the door when the floor is underneath
it. Go right and get the ? Block, but be careful of the blocks underneath the
? Block--they're ghosts. They turn into ghosts and come after you when your
back is turned. Head right into the large room and turn your back to the
ghosts. They'll float upwards. Face them and jump on them when they're blocks
to get the Dragon Coin. 

You'll see the first of these annoying "multi-Boos" that will basically move
in a direction until they hit a wall... then they'll bounce in a 90-degree
angle. 

So continue going right, past the "multi-Boos" (note: Hitting ANY part of them
will hurt you), to the right. 

You'll find more multi-Boos, so be careful. Jump onto the middle ledge then
jump up to get the Dragon Coin, then continue right. Get up to the highest
ledge in the next room to get the last Dragon Coin, go all the way to the
right and get the 1-Up. Then go back to to the left until you get to the first
? Block. Walk slowly to the right while the "stone-Boos" follow you. You'll
pass by a door (it's above you). There's a hole in the ceiling, so wait until
the Boos are there, face them, jump on them, and enter the doorway. Then exit
the level! (Note: If the Boos aren't getting high enough, jump while facing
away from them to make them move higher). 

Chocolate Island 2 

This level's a weird one. There are lots of different ways to progress through
it. Because of the strange way this level is set up, I'll explain how you
access each of the different areas, and a general overview of each. First,
however, I will show you the sequence you must take to get to the secret exit
and also to get the 5 Dragon Coins. 

To get to the Secret Exit, go QUICKLY through Area 2 after QUICKLY going
through Area 1. If you finish 2 with at least 250 left on the Timer, you'll
access the secret exit. 

To get all 5 Dragon Coins, you need to get the two in Area 1, AND get at least
9 coins there. Then you'll have to get the Dragon Coin in Area 3B or 3C
(depending on which one you get). Finally, you'll emerge in Area 4B, where
you'll find the final Dragon Coin. 

Now for a description of each part of the level. The way you progress in it
depends on how you want to finish the level, so I'll just do, as I said, a
quick overview of all of the Areas. Oh, yeah, Luigi's good here because of all
the tricky jumps. 

Area 1: This is the first one. If you're trying to get to the secret ending,
quickly go through it. You can pick up Yoshi if you want to. 

Oh, just in case you couldn't tell, there are Dino-Rhinos and Dino-Torches all
around this level. Avoid them. Last thing. You know the multiple coin block? If
you're aiming towards getting coins and getting to Area 2C, there's a good way
to get more coins. The faster you hit them, the more you get, so... 

Instead of using the Trampoline, go to the left edge of the ledge to the right
of it and jump. You should find a hidden ? Block. Jump on that and stay at the
left side and keep jumping. You'll get hordes of coins! 

Area 2A 
Requirement: Finish Area 1 with 0 to 8 coins 

The easiest way to progress here is to have a BLUE Yoshi. However, to have
one, you will need to have visited Star World. If you haven't, you'll have a
harder go of it. If you have Blue Yoshi, eat one of the Koopas and fly to the
end. It'll take you longer, but it's safer. You'll probably have enough power
to make it to the end. However, you'll have to go quickly if you do this,
because it takes longer than if you do it normally. 

If not, hopefully you have Luigi. You're going to have to make very accurate
and quick jumps if you have Mario, and Luigi makes it a little easier. Still,
any kind of Yoshi is helpful here. Just be sure to spin-jump off its back if
you start to fall. Hopefully you have at least one power-up, because you'll
probably take a hit. 

If you're trying to get to Area 3A, we'll get to that in a minute. 

Area 2B 
Requirement: Collect 9 to 20 coins in Area 1. 

Remember, that coin block is the key to getting the coins necessary! Now, I
said that it's unlikely you'll be able to get to Area 3A from here. That's
becaues it took you time to get those coins! It depletes the amount of time
you have to finish Area 2B. However, it IS possible. I myself did it. Of
course, I took a hit while doing it... chances are you HAVE to get hurt if you
want to go fast enough to finish it that quickly. 

Okay, now I'd better explain the level itself to you. There are Rexes all over
the place. Just avoid them or stomp on them twice. By the way, there's a part
where you need to jump from a ledge to a trampoline, then jump from the
trampoline to continue. If you have Luigi, you don't need the trampoline, you
can jump over the pit itself. 

Above two Piranha Plants is a Dragon Coin. If you took the upper route with
the Rexes, you'll be able to get it. The part with the ? Blocks and the Rexes
is pretty tough if you're trying to make it in time to get to Area 3A. My
advice is to plow straight on through them and take a hit. Of course, if you
have a Cape or Fire Flower, you might be able to defeat them... 

Area 2C 
Requirement: Collect 21 coins or more in Area 1. 

Although you don't need a Fire Flower to roast the Dino-Rhinos into coins, it
helps. Just milk the multiple coin block for all its worth in Area 1, and get
the two Dragon Coins and two coins near the end. Anyway, grab the Feather and
run up the wall (yes, that's right!). You should gain enough momentum to be
able to jump and fly. Luigi's easier to control, so you'll want him (do you
get the feeling that Luigi's good for this level?). Mario, however, is faster. 

When it comes time to get the Dragon Coin, you'll have to dip down a bit. Be
sure not to land on the platform. Of course, if you have Luigi, and you jump
as far right as you can and float down, you'll probably make it. 

By the way, believe it or not, it IS possible to get to Area 3A from here...
perhaps even easier than from Area 2B. Just hurry through this level and
you'll have made it. Really! It's possible if you only get the multiple coin
block and the Dragon Coins. Ignore the Dino-Rhinos and Dino-Torches in Area
1... you'll still get those coins! 

Area 3A 
Requirement: Finish Area 2 with 250 or more on the Timer. 

Okay, here's the secret level itself! Chargin' Chucks are here quite a few
times, so proceed cautiously. Once, after trying a bunch of times, I got here,
only to be nailed by a baseball! Argh! If you've been to all the Switch
Palaces, you can use the blocks as a way above the Chargin' Chucks. If you
want, you could get some Mushrooms or Feathers while you're there. Watch out
for the pit, and voila! There's the Key and Keyhole. 

Area 3B 
Requirement: Complete Area 2 with 235 to 249 on the timer. 

There are all sorts of Dino-Rhinos and Dino-Torches here. Although you might
want to jump on the Dino-Rhinos, you'll just come up with Dino-Torches. Either
spin-jump them, jump on them with Yoshi, avoid them, or jump on them and run
past quickly. Grab the Dragon Coin! 

Area 3C 
Requirement: Complete Area 2 with 234 or less on the Timer. 

This is the easiest area! No enemies, and Mushrooms in bubbles everywhere!
Okay, okay, so that may be a small problem if you have an item in reserve, but
it's not that bad. I haven't completed it without getting at least one
Mushroom, but you can try. There's only one way to die, and that's by
drowning. Are you going to do that? I thought not! Although it's nearly
impossible to miss, grab the Dragon Coin. 

Area 4A 
Requirement: Finish Area 3 with 3 or less Dragon Coins. 

This part isn't too tricky, except for the springboard. Be careful to jump on
that, then go to the next platform. I think that Luigi, however, could clear
the gap. 

In case you can't see enemies, watch out for the Rexes on the pyramid. Stay as
high as you can, that's my suggestion... that way, you can jump and not hit the
Rexes above you! 

Area 4B 
Requirement: Finish Area 3 with all 4 Dragon Coins. 

Here it is! The final Dragon Coin! Although I said Area 3C was the easiest
level, THIS is the easiest if you've visited all the Switch Palaces. I don't
even need to explain it to you... it's too easy! Fine, here it is: Run to the
end. 

Chocolate Secret 

Ok, this is one tough level. It's best to have Luigi AND Yoshi with you.
Feathers are also useful. 

Okay, you'll start falling. DO NOT MOVE WHILE FALLING. Just let yourself fall
straight down. Trying to move right while falling might make you fall into the
lava, which is, of course, bad. 

Jump to the right onto the Trampoline and then jump to the next ledge. Hurry
or Blargg will hit you. Use Yoshi to gobble up the Buzzy Beetle and spit it at
the other one. 

This next part is tough. Try leaving Yoshi and picking up the Buzzy Beetle
shells (after jumping on the Buzzy Beetles first, of course), then throwing
them upwards at the first Chargin' Chuck. Now use Yoshi to swallow a football
from the other and then spit it back at the Chargin' Chuck. 

Go right, use the ? Block to get a Mushroom/Feather if you want to, then jump
upward to the right and then stomp on the Chargin' Chuck to daze it, then
QUICKLY go up the pipe. Now for a tricky part. Jump quickly from platform to
platform while avoiding the hammers (you might lose Yoshi here--don't worry,
though, just keep going if you do, the platforms will fall after you land on
them. Of course, get the Dragon Coin on the way--that's the reason you're
here! Then go down the pipe, run quickly right to avoid the Chargin' Chucks,
and jump to get the Dragon Coin. You can hit the Midway Gate if you want also.
Now enter the pipe. 

This next part is way too easy. Jump to the right onto the sloping-down ridge
and press down. That's it. Just hold down the down button throughout this
entire thing. You'll probably get some extra lives from the Buzzy Beetles
you'll be stomping. Don't worry about the Muncher pit, you'll slide over it.
Once you reach the end, enter the pipe. 

Aw, what happened to it being easy? Progress carefully through this next
part-- you don't want to hit the Spike Tops. If you have Yoshi, though, you
can swallow them to simplify your task, and the Cape will also finish them
quickly. You'll get a Dragon Coin on the way. You'll see some yellow platforms
above the water. If you get a running start using Luigi, you can actually jump
onto the THIRD platform, which is good, because they don't start to sink until
you land on one. Also, with Luigi you can often jump over platforms to skip
them (which you'll have to do, because if you go one platform at a time with
Luigi, you'll end up in the lava-- Luigi stays in the air too long). The
ending is tricky. Luigi can jump far (you ARE using him, right?) so jump to
get the Dragon Coin and then onto the other bank. I personally would suggest
trying to avoid the Chargin' Chucks in this area. Get the item from the ?
Block if you want, then keep going right. You'll find another set 
of yellow platforms. Do the same strategy as before, landing on the second or
third (probably second) platform, then quickly jumping to the right. Get the
Dragon Coin on your way, enter the pipe, and you're done. 

Chocolate Island 3 

Here's a new one: finding the normal exit on this level will simply take you
back to this level. In other words, it'll open a path that leads back to this
level. To progress, you'll have to find the secret exit. Luigi is probably
best for this level, and Yoshi isn't too bad. But first... 

Run to the right and jump onto the gray platform, then jump from it to the
green platform. Next, jump onto the moving gray platform, but be careful not
to be hit by the blue Koopa Troopa. I suppose if you have Yoshi you could
swallow him to make the level easier, but if you don't... 

Jump from the gray platform to the upper green platform to grab the Dragon
Coin, then jump down (to the right) onto the lower green platform, then onto
the revolving gray platform. Jump from that to the next, and then to the next.
(Why are all those Koopa Troopas there? To make the level easier if you have
Yoshi, I guess.) 

When you're on the last one, jump DOWNWARD to the right so you can access the
? Block. It's easiest when the platform is downward. Oh, and be sure to knock
out the Koopa Troopa! 

Now to the next green platform, then to the gray revolving platform. Like
before, jump from that one to the next when they're lined up well, however,
STAY ON THE PLATFORM. You'll nab a Dragon Coin. Once you have that, you can
jump to the next gray platform. When it's lined up with the pipe, jump and
press up to go into the pipe! 

When you emerge, jump onto the white platform, then onto the gray one. You can
ride it around and grab the coins. There are over 100, meaning you'll get at
least one extra life. Oh, but be sure when you do get off, you grab the Dragon
Coin that's too the right. Now go down through the green pipe. 

You can go back to the left and cross the Midway Gate, but it might be easier
to just continue right. The next part's familiar, except that there are
Crazies orbiting the gray blocks in the middle. Be careful and jump from
platform to platform until you get to the one with a ? Block above it. Jump up
to get it and release a Feather (though you don't have to... a green ! Block is
just down the road), then jump to the next platform and grab a Dragon Coin. 

As always, continue right, jumping from platform to platform. Having trouble
with the Crazies? Well, Yoshi CAN eat them, and you can spin-jump them without
getting hurt. When you get to the platform beneath the green ! Block, hit it to
gain a Feather. Unlike before, there's no Crazy to ruin your fun! Once you've
got that, continue to the right and grab the final Dragon Coin before jumping
to the green platform. Oh, and be sure not to get hit by red Koopas along the
way! 

Anyway, when you're on the platform, hit the block to hopefully get a 1-Up, or
at least coin. The next one contains a vine, and you can climb it to get to the
normal exit. However, if you want to get to the secret exit, there are two
ways. If you're lucky enough to still have Yoshi, slurp up the Koopa Troopa
and fly UNDERNEATH the goal to the end. If you don't have Yoshi but have the
Feather, you can still make it across, but it's tougher. 

When you reach the other side, hit the blocks for 1-Ups, then enter the secret
exit. 

Chocolate Fortress 

Chocolate Fortress is an EXTREMELY straightforward level in which essentially
nothing is hidden. However, this level will be MUCH harder if you have not
visited all of the Switch Palaces yet. PLEASE do so before attempting this
level. I'd probably go with Luigi here, because you'll have to do some
jumping-forward-then-jumping-back, and Luigi can do that kind of "hover-jump"
to make that easier. 

Start going right. You'll see some logs moving up and down. (Warning: Touching
the sharpened parts of them hurts you.) Pretty easy part, really--just jump
through them when they're open. Stomp the Dry Bones, then jump through the
next log "barrier". I personally would suggest waiting for it to be downward,
then doing a small jump over it. Next up you'll find a ledge with a log above
it. Jump up and go through when the log is in its "up" stage. The next part is
pretty tricky. You have to make the jump when the log is high up. 

Get the power-up from the ? Block if you want. Now you'll encounter a bunch
of... well, I don't know what they're called, but they're fire and move to the
right. You'll have to be really careful to avoid them. Now, continue right when
the log isn't blocking your way. Move right and jump over the log and get the
Dragon Coin. Now jump to the next ledge when the log is not blocking your way.
HOWEVER, this jump can be very tricky because the fire will often appear just
when the log has moved up. You may have to wait a while if you want to make
the jump without getting hurt. After making the jump, keep going right and
navigate past the logs. You'll get a Dragon Coin on the way. Next up is the
Midway Gate and a door. Enter the door. 

Here's an area where the spin-jump becomes very useful. There are two ways to
get past the Thwomp. Get near it, wait for it to fall down and move back up,
then run (don't jump!) right and you'll avoid the spikes, OR wait until the
Thwomp falls down, then spin-jump off of it to continue. Next up you'll find
another Thwomp. I would really suggest spin-jumping on the Thwomp to just over
it. Next up is a Thwomp, but also with a Thwimp. When the Thwimp is on the
right side (just when it's gotten there) and the Thwomp is down, spin-jump
over the Thwomp. If you accidentally land on them, the spin-jump will protect
you. 

The next part isn't too hard. Wait for the Thwomps to fall (or fall and rise,
as the case may be), then get past them. Get the Dragon Coin, and if you want,
you can use the ? Blocks to get two coins and a Feather/Mushroom. Go right
again. The Thwimp and Thwomp aren't hard to avoid. Next up is a Thwomp, and
what WOULD be an annoying Thwimp IF you hadn't already visited the Red Switch
Palace. 

Now for the tough part. What you have to do is jump towards (but not under!)
the Thwomp, get back to the left ledge BEFORE falling all the way, then jump
over the Thwomp to the next ledge. 

The Thwimps next up can be annoying, but are not particularily difficult to
pass. Get the Dragon Coin. Now 
you'll have to do the same jumping-towards-then-jumping-back-then-jumping-over
trick with the next Thwomp, and the next (be sure to get the Dragon Coin near
the second! Try spin-jumping on top of itto get the coin). If you've visited
the respective Switch Palaces, this area shouldn't be too hard. Now just go
right 
and get the Feather from the Green ! Block, enter the door, and prepare for a
boss battle! 

BOSS: Reznor is really simple, as always. Knock his "heads" off of the
platforms. After doing that twice, the platform you're on will start to
collapse. Jump onto one of the now-vacant platforms and get under the
platforms the Reznors are on. Jump up to knock them off. Once you've gotten
rid of them all, you're done. 

Chocolate Island 4 

Another underground level. By the way, doing this whole walkthrough will take
quite a while, and you may run out of time, so you may skip some if you wish.
Also, the walkthrough for this level may be somewhat difficult to follow. I'm
sorry, but that's the way the level is set up. 

Go down and to the right at the start, then upward. Jump onto the shifting
platform, and watch out for the muck below! Wait for the platform to move
upwards, then jump off it to the right. Navigate past the other platforms to
the upper right, and be sure to get the Dragon Coin. Go right, and jump from
platform to platform to get across the yucky muck. You can try getting to the
top, but you'll only get a Mushroom. Get to the right instead. Jump onto and
then off of the falling platform, then walk upwards. When you're at the top,
jump to the left and grab another Dragon Coin. 

Walk right, then fall down to the Midway Gate. If you've gotten past the Blue
Switch Palace, you'll be fine. Get the three 1-Ups, and also a Mushroom from
the yellow ! Block if you want. Use the platforms to get back up to the right. 

Jump up and hit one of the blocks to get a P Switch. Press it, then grab the
coins that used to be blocks blocking your way to the pipe and the Dragon
Coin, then go back and get the Dragon Coin that was next to the P Switch.
Finally, go into that pipe. 

Hopefully you have the cape. If you don't, you'll have to do something else.
Hit the P Switch, then fall down to the bottom, taking those coins as you go.
DO NOT SLOW YOUR DESCENT. Okay, now run and jump with the cape so you can get
to the upper levels. Do this to get some coins, a Dragon Coin, and 1-Ups, and
the rest of the goodies. If you start to run out of time, it might be a good
idea just to enter one of the pipes quickly and go on. They all lead to the
same place. 

Jump to the right after the Harry Hedgehog falls. You can get a Fire Flower
from the ? Block. Now fall down, run right, and avoid the muck (or whatever it
is). Get past the Chargin' Chuck and victory is yours! 

Chocolate Island 5 

You'll start off this level by seeing plenty of Spinies encased in "boxes" by
blocks. Go to the right where you'll find a P-Switch. Before hitting it,
however, look at the yellow blocks surrounding the ? Block. Hit the
bottom-right block in that cluster, which will uncover a power-up. If it's a
Fire Flower, spin-jump the block above it to get it; if it's a Mushroom,
you'll have to hit the middle yellow block to get it. In any case, hit the ?
Block after hitting the middle yellow block to get Yoshi. NOW hit the
P-Switch, but be very careful. Be sure to pick it up (or slurp it up) and
place it down off of the blocks. Now grab some of the coins blocking your way
to the yellow pipe. You can enter it, but you'll miss some Dragon Coins.
Entering it brings you to a bonus stage. You can always come back to the level 
to do it later. 

Before the P-Switch effect fades, run to the right and grab the Dragon Coin.
By the way, you can reach the power-up in the Roulette Block with Yoshi's
tongue. Continue right and enter the yellow block just before the stairs. Go
to the right in the area you are. The Cheep Cheeps are no danger as long as
you are not in the water. You'll collect two Dragon Coins along the way. Enter
the pipe at the end. 

Head back to the left across the water. You'll see a shell. Continue to the
left and grab the Dragon Coin, then quickly go back to the right before the
Para-Goombas and Para-Bombs start attacking. Go through the Midway Gate. 

The pipes will move up and down. Wait until the pipe you're on moves to the
top before jumping to the next one. There's a Dragon Coin above the second
pipe. Continue to the right, jumping form pipe to pipe, until you reach the
orange pipe. 

You'll see some shifting yellow blocks. Time your jumps carefully between
them. Remember that as long as you're on the middle block you won't fall off.
Jump onto the green pipe. Like before, wait until the green pipe is as high as
it can go before jumping to the yellow one. Jump off of the Chargin' Chuck and
get the SIXTH Dragon Coin (there if you missed any of the others). Jump off
the Chargin' Chuck's helmet to the right. You can cape-spin the Chargin'
Chucks or use their heads to get a high jump through the exit. Off to Wendy's
Castle! 

Wendy's Castle 

Warning: This castle is hard, probably the hardest of all of them so far, and
Wendy herself isn't too easy either. Actually, she's pathetically weak, it's
the Podoboos that will cause you problems. 

Run right, jump over the Dry Bones, then jump over the gap before the spiked
log comes thundering down. Once to the other side, take a breather and wait
for the log above the trampolines to fall. Once it's back up, jump on the
trampolines to get up, but be sure that you don't hit the spiked log (it
doesn't completely retract into the wall). 

Now continue right, then FALL to the right (fall off the ledge, but keep
holding down right). If you see a Grinder coming, spin-jump over it (that way,
even if it does hit you, you won't take damage). 

When you see the Dragon Coin, you have two choices. One, you can try jumping
normally and grab it, which is somewhat risky because you might fall onto a
Grinder, OR you can wait for a Grinder to come buy, spin-jump onto it, and use
the extra leverage to grab the Dragon Coin. Whatever it is you do, continue
right, and spin-jump over the Grinders. 

When the Podoboo is back in the lava, quickly jump over it and onto the ledge
(hopefully you'll have gone to the Red Switch Palace). Next, jump over to the
right when the Podoboo is back in the lava, but don't wait too long or it'll
come right back at you. 

The next part's REALLY hard. Make sure you know where the logs will fall, and
try to be between them when they land, since you'll probably be on the track
of a Grinder when they come down. Spin-jump over them, like before. Just so
you know, you CAN'T make it in one go, you'll have to wait at least once for
the logs to come down before getting past them. 

Continue right, jump onto the gray block, then the blue block, then go the
next gray block, then finally to the two remaining gray blocks, making sure to
jump over the Grinders the whole time (and duck when necessary). Go right
again, and grab a Mushroom from the ! Block. Run past a log when it isn't
blocking your way. After getting past the final log, wait to its right. When
it's up, run underneath it to grab the Dragon Coin, but don't run back. Wait
until it comes down, then run past it when it comes back. Hit the Midway Gate,
then enter the door. 

Now for the REALLY hard part. Go to the right and jump over the pit at a point
where you won't be hit by the Lil' Sparky. Get the Mushroom from the ! Block if
you want it, then jump over into the crack in the moving wall to the right (you
will of course get a Dragon Coin). Wait until the platform you're on is high
enough, then jump onto the platform with the Hothead. Stay on the platform
until the falling ceiling to the right is completely fallen (while you're
waiting, just spin-jump on the Hothead and you won't be hurt by it). Once it
has risen up enough for you to get in, quickly go and run through it. 

Jump onto the platform with the Lil' Sparky (like before, spin-jump over the
Lil' Sparky when it approaches you while you're on the platform). When the
barrier to the right is up, jump onto the next block with the Hothead, while
grabbing the Dragon Coin, then onto the rising and falling block. When it's
high enough, jump from that to the gray block, then, when it's close enough,
onto the platform with the Lil' Sparky (you know what to do while on it). When
the time is right, drop down onto the lower gray moving block (make sure the
wall moving up and down won't squash you), then onto the platform with the
Hothead. Make sure you don't get whacked by the Dry Bones, and wait until the
ledge with the Dragon Coin is low enough for you to grab the coin. Then jump
to the right onto the platform with the Dry Bones. 

Wait until the platform is as high as it can get, then run to the right and
jump over the highest block. If you do it right, you should jump clear over
all of the enemies and onto the safety of the lowest platform. Make sure you
get the Feather from the Green ! Block, then enter the door for a boss battle! 

BOSS: Wendy O. Koopa is just a harder version of Lemmy, but she's not the one
giving you trouble. It's the Podoboos. The pipes are even, making it easier
for the Podoboos (yes, there are two this time!) to hit you. You should know
the drill. Be sure you're standing BETWEEN two pipes so the fake Wendys and
the real one won't hit you, preferably to the right of the leftmost one. Duck
down and most of the times the Podaboos will pass you (but jump over them when
necessary). When Wendy rears her not-so-pretty face, jump on her if she's close
enough. Three times of this and she plummets into the lava! Now THAT's going to
ruin her makeup! 

vii. Valley of Bowser 

Sunken Ghost Ship 

Welcome to the Valley of Bowser! Well, okay, you're not QUITE there yet. This
level is a fairly difficult one to give advice on, but I'll try. 

When you start off, swim to the right (as always) and get the Mushroom/Feather
from the ? Block. Now continue right, and try to stay as high as possible so
that you don't get hit by a Bullet Bill. However, you'll have to go downward
soon so you can enter the pipe. Stay near the top and swim right. When you get
above the two "crates" LOTS of Boo Buddies will appear. Calm down, they won't
attack you. However, they ARE obstacles, and you have to avoid them. The best
strategy is probably to stay at the very bottom and walk right. Most of the
time Boo Buddies won't get you there, but be sure to stop if one's in your
way. When it disappears, continue onward. Eventually they'll disappear.
However, getting past these Boo Buddies is up to you. 

As soon as you're past these Boo Buddies, you'll encounter a few Eeries.
Fortunately, they're easy to avoid. Just continue right. Unfortunately, you'll
encounter one of the chasing Boo Buddies. Try to keep facing it and it won't
bother you. There is a ring of Boo Buddies as well. When you see the gap,
quickly go through it. When the gap reaches the top, swim upward and then go
right. Again you'll find a ring and you'll have to go through the gap. Oh, and
be sure to continue facing left so the Boo Buddies don't sneak up on you. 

Now for the part with the Dragon Coins. I really hope you have a Cape, because
you need to slow your descent if you want to get them all. Here are the best
guidelines I can offer you as to where they are. It's EXTREMELY difficult to
get them without the Cape, or at least a Blue Yoshi eating one of the Koopas
so you can fly. The first Dragon Coin is just a little to the right of where
you first enter. After you get it, go farther to the right to get the next
Dragon Coin. After that, try to stay in the middle of the entire place. This
will both cause you to get the third Dragon Coin and hopefully to also land on
a platform with a ? Block which contains a 1-Up. The next Dragon Coin is a
little to the left of the platform you're on. After that, go to the right and
try to grab the final Dragon Coin (just under the first group of coins). After
that, try to stay to the very right until you land on the block platform. Jump
down through the gap, and move right a little to hit the orb. You can enter
the water and possibly get some 1-Ups, but it's risky with the mines. It's
very difficult to get all of the Dragon Coins on your first try, even with
this guide. Remember, if you have the Cape, you'll have more time to grab
them, but you need to know roughly where they are. 

Just to recap, here are the rough locations of the Dragon Coins: 
#1: To the left 
#2: To the right 
#3: Around the middle 
#4: A bit to the left 
#5: A bit to the right 

Once again, I remind you that a Cape is absolutely necessary. If you see the
Dragon Coin and are not completely above it, you have a chance to get it. If
you do not, you probably will not have enough time to grab it. Now onto the
Valley of Bowser itself... 

Valley of Bowser 1 

The first level in the final world is a confusing maze that can take a while
to get through. As usual with levels like these, I'll just tell you how to get
the Dragon Coins and then how to get to the end. This level is easier if you
have visited the Switch Palaces, because the ! Blocks box some of the Mega
Moles in. I'd suggest using Luigi here. 

Okay, first off you'll see a Mega Mole surrounded by some ! Blocks so it can't
get out (you DID visit the Red Switch Palace, right?). Watch out: A Chargin'
Chuck will attack you when you get onto the ! Blocks. Dispose of it, then
continue right and drop down. Go right more and pick up the blocks to get
through. When you're far enough a Chargin' Chuck will start... well, charging.
Pick up one of the blocks and face it, so when it comes close enough to you
it'll hit the block and be defeated. Go right some more and hit one of the
blocks when the Mega Mole is above it to defeat it. Then jump up and get the
Dragon Coin. 

Now go back to the left, and this time take the higher path. Go right on it,
and when you see the pit, wait on the left side of it. Then a Mega Mole will
fall into it. Now continue right and you'll see some steps. Don't start going
up yet. A Mega Mole will come down the steps. Jump over it, then go up the
steps. When you get to the top, jump over the gap and continue right to get
another Dragon Coin... but be sure to jump over the Mega Mole on your way
there! Now go back to the left, drop down, and go right (whether you go to the
upper or lower path isn't too important; however, I would suggest upper). You
may find some Mega Moles on your way. If so, crouch down, and then, WHILE
crouching, jump on top of them to get past them. 

Anyway, this part is a bit whacky because there are a lot of different paths
and it's easy to get lost. So I'll give one possible way to go through it. If
you took the upper path at the split part, you can jump to the other higher
platform. Continue right, and when you reach the part where the ceiling is
higher than normal, wait there so you can jump over the approaching Mega Mole.
Then go right some more, and enter the Midway Gate if you want. Take the upper
path next (whether or not you choose to get the Midway Gate) and jump over the
Mega Mole. Now you'll find some Munchers. If you have Yoshi, you can just walk
across them. Otherwise, however, jump on the Mega Mole walking on the Munchers
and ride it to the end of them. Now jump to the upper platform to get the 3-Up
Moon, go back to the left and fall down, and then you'll land on a "pit" of
Mega Moles (don't worry, you're on top of them, so they can't hurt you!).
Continue right and jump to the upper passageway, then onto the passageway
above that one. Go right and get the Dragon Coin, then back to the left. Drop
down to the passageway just below your current one, then go right. It's really
hard to make the next jump, so don't bother. Just fall down, then go right and
grab the Dragon Coin. Now go left a bit until you're below the gap. Jump up
onto it and you'll expose hidden ? Blocks. Once you've hit all three, go left
again (noticing any patterns), drop down, and then get up to the platform to
the left. If you're Luigi, you can easily jump up to the platform, however, if
you're Mario, you'll either need a running jump or jump off of a Mega Mole to
reach it. By the way, in case you're wondering why you can't just move right
through the bottom passageway, it's because there are Mega Moles and nowhere
to jump. You can try that if you're not normal Mario and can afford to take a
hit, but I wouldn't suggest it... 

After getting up to that platform on the left, jump from that to the
passageway above it, then run right over the blocks you found. You'll find
some yellow blocks preventing you from progressing further, but Chargin'
Chucks will go right through them, clearing you a path. Just remember the
Chargin' Chucks can hurt you here, so avoid/defeat them! Continue right AGAIN
and jump over the gap to continue down the passageway (or drop down, hit the
block to make a vine appear, climb it, then jump from it to the
second-to-lowest passageway). You're almost done. The Dragon Coin is to the
far right, so get there while avoiding the Mega Moles/Chargin' Chucks. After
getting that, return right and go back to where the yellow block that produced
the vine was. If you want, you can climb the vine all the way to get to one of
those bonus 1-Up games, but that brings you a fair bit back through the level,
so I wouldn't reccomend it if you just want to finish it. When you're on the
bottom floor, go right and get through the blocks (don't forget about the
Chargin' Chuck!), enter the pipe, then go through the Goal! Phew! I'm glad
THAT's over! 

Valley of Bowser 2 

This level is very self-explanatory, so I won't bother with too much detail.
However, you need Yoshi to get all the Dragon Coins. 

The beginning part of this level isn't too hard. Just be careful not to be hit
by the Swoopers or the Koopas. When you get to the ? Block, be careful: there's
the ever-annoying homing shell. You can spin-jump it to take it out, or just
avoid it. Anyway, for a while it's the same as it was before. Just be careful
about the Swoopers and Koopas. Eventually you'll come to the Midway Gate. You
should have one Dragon Coin by this point. Enter the pipe. 

If you have Yoshi, you can use the Wings from the ? Block to get to a "bonus
stage". There are four Dragon Coins in it, so you can get all five Dragon
Coins if you got the previous one. But if you're going through the normal
route... 

This next part is tricky, and it is hard to give a good walkthrough for. So
I'll give you some general advice. Pace yourself. There are "pits" (yes, some
"pits" aren't really "pits", but bare with me here) around here you can take
temporarily refuge in. Don't go farther than the next pit, because you'll get
squashed. You can get the Dragon Coins, but there's no point, because the only
way to get all the Dragon Coins is to go to the Yoshi "bonus stage". 

After you enter the pipe, you'll find an area where the ground moves upward.
It isn't too hard to get through, but when you reach the end, don't continue
if you want to get to the Secret Exit. When the floor is all the way up and
you're at the end, jump onto the top of it and go left. You'll find the Secret
Exit, which leads to the Valley Fortress. If you didn't go for the Secret Exit,
just continue right. Since you've visited the Switch Palaces (you did, right?),
you can just walk over the Munchers, but be careful of the Mega Moles! The rest
is self-explanatory. You'll reach the Goal and be done with this level. 

Valley Ghost House 

Okay, this level is a bit confusing. It's one of those levels that's difficult
to provide a step-by-step walkthrough for. Oh, and there are actually six
Dragon Coins here! (Fortunately, you only need five.) Let's start out with the
first room. 

Huzzah! The giant green bubbles are back! Wait, is that a good thing? Well,
regardless of whether it is, the first part is straight-forward. Jump from
platform to platform to the right and get the Dragon Coin on the way there.
Remember that if you spin-jump onto one of the bubbles, it won't hurt you. 

Okay, you've entered the door. Now for the really tricky part. Hit the block
above you to get a P-Switch (but be sure to get the Dragon Coin above that
block!). Hit the P-Switch and run left along the coins-turned-to-blocks
platform. You'll want to avoid the ghosts on the way, but make sure you go
quickly, because the P-Switch only lasts a short time. Anyway, when you see
the ? Block above you, jump on top of it to get the Dragon Coin, then continue
to the left to get to the door. Enter it. Now, you can go allthe way left to
get a Dragon Coin. You'll notice a currently non-accessible area to the left.
Don't worry about it yet. Also, DO NOT HIT THE ? BLOCK! You'll need it later
on, at least if you're trying for the Secret Exit. 

Okay, now re-enter the door. Hit the P-Switch AGAIN, but this time run right
and make sure you do it QUICKLY. Jump from block platform to block platform,
getting the Dragon Coin on the way. When you reach the "Hallway" at the end,
run as fast as you can to the right. If you do it quick enough you'll get
through ALL the coins and get the extra life. Now, here's where the various
doors lead (doors are from left to right). 

Door #1 leads you to the beginning of the level. Not exactly the best choice. 

Door #2 brings you to where the door on the far left brought you. 

Door #3 brings you to the normal exit. 

Door #4 brings you to the normal exit also. 

Door #5 brings you to a special, hidden area. If you're shooting for the
Secret Exit, this is where you should go. 

What's behind Door #5? Well, I don't know what's behind it, but I know where
it goes! After you enter it, you'll find a P-Switch. If you don't already have
all five Dragon Coins, hit the P-Switch to grab the Dragon Coin. If you do,
however, grab the P-Switch, jump onto the blocks above the Dragon Coin, go
right, and then move back to that area we've already been at. NOW you can hit
the ? Block to produce the coin trail. (NOTE: It's essentially impossible to
get both the Dragon Coin and get to the Secret Exit in one go, so if you get
the Dragon Coin instead, go right, enter the door, and then get to Door #5
again). 

This part is really tricky. You basically have to move the coins in a fashion
that they get you to the Secret Exit, which is to the upper-right section of
the room. It's extremely helpful to be small at this point--it's possible to
get to the Secret Exit being Super, but it's very difficult, so let's try for
small. Since you can't even see where the Secret Exit is when you're making
the "staircase", this is a very difficult moment. If you screw up,
unfortunately, you have to start the level over. This part is very difficult
to try to give advice on--it's best for you to try it on your own. 

Anyway, once you get to the Secret Exit, grab the Key and put it into the
Keyhole. Congratulations, that's one more Secret Exit done. 

Valley of Bowser 3 

Say hello to "Counting Platforms"! These things have a certain number on them
(always a 1 or a 4). When you land on one, it will start ticking down, at the
speed of one number per second. After the number 1, the number vanishes and
the platforms starts falling. You'll need to jump to the next one quickly or
lose a life. Because of the tricky jumps, you guessed it, you'll want Luigi
for this level. By now you should be used to him anyway. Be sure to pack a
Feather, Mario or Luigi! 

There are a number of ways to get past the Koopa Troopas ahead of you. The way
I always do it is to try to jump over them while the ones that jump the highest
dip downward. Jump upward to the cliff and hit the ? Block to gain a Feather. 

Now's a great time to get practice with the Counting Platforms. By the way,
for the record, if you use a platform and come back to where it was, it WILL
be there, even if it fell! 

Once you leave the "safety" of the rope platforms, jump onto the next Counting
Platform (which has a 1 on it). Jump from it to to another platform while
getting the Dragon Coin, preferably the platform with a 4 on it. By the way,
through this whole thing, make sure you don't get hit by the Koopas. 

Continue to the right, jumping from platform to platform while being sure to
grab the Dragon Coins. Sorry, but I'm not going to do an in-depth walkthrough
on this part. I'm picking up at the point when you're standing on the high
white cliff. You should have two Dragon Coins at this point. Jump onto the
next platform with a 1 on it. Let it fall, you'll pick up the Dragon Coin on
the way, but be sure to jump onto the yellow pipe where the Koopa Troopa is.
Hopefully you'll jump onto the Koopa and can throw his shell away from you.
Now, go into the lower yellow pipe. Don't worry, you won't be missing anything
important, other than a few dangerous jumps! You'll enter another of those 1-Up
rooms. Just to recap, there are three ? Blocks. One of them contains a 1-Up,
the other contain coins. You need to hit the two that contain coins BEFORE
hitting the one that contains a 1-Up. You can do it in any order, as long as
you hit the ? Block with the 1-Up last. If you hit it before you hit both of
the ones containing coins, then the rest will become "hit blocks" (blocks that
have already been hit). After that, you'll have to go up to the next "level"
and try again. By the way, they are NOT always the same, so providing
information on which one contains the 1-Up is not informative. 

Once you've completed that (hopefully with more lives than before), you'll
exit a pipe. Use the Trampoline to go through the Midway Gate. If you want a
Fire Flower (or Mushroom), pick up the Trampoline, move it, and use it to get
to the ? Block. 

Now continue to the right. Get past the Koopa Troopas and onto the moving
platform (not a Counting Platform). Jump onto the Platform with a 4 and get
ready for even more tricky jumps! Again, I won't provide one of those
step-by-step walkthroughs for this. It's easy to mess up, though if you do,
you can land on one of the lower platforms, but that'll screw up this part.
Here's some advice: Try to stick to the higher platforms generally, and be
ready to jump to avoid the Bullet Bills. 

Once you get to the end, you're... at the end! Go through the Goal and win!
Again, sorry for not going quite as much in depth as I could have, but if you
really need this guide to tell you some of those things, it's sort of is sad. 

Valley of Bowser 4 

This level is populated by Chargin' Chucks that like to throw dirt with their
shovels. These "dirt balls" strike fear in the hearts of many, but they're not
as tough as you may think. Here are various ways to get past their dirt balls:
Have Yoshi eat them, have Yoshi jump on them, cape-spin them, or spin-jump on
top of them. Note that while only cape-spinning them or Yoshi eatting them
will actually destroy the dirt balls, it is helpful to know that. Oh, and if
Luigi's riding Yoshi, you can spit the dirt balls back at the Chargin' Chucks
and defeat it. Neat, huh? Anyway, bring along Yoshi with Luigi. It'll help you
out. Oh, did I mentiton that the secret exit can only be accessed if you have
Yoshi? Since this level is tough, I highly recommend that you forget about
Yoshi and simply go through it the normal way (preferably with Luigi). If you
mess up while trying to get to the secret exit on your second time through,
you can pause it and go back to the overworld. 

While you don't need Yoshi yet (you'll find him later), it is useful to have
him at the start. Anyway, you'll get your first experience with the dirt
throwin' Chargin' Chucks at the very start. When the cost is clear, scurry
underneath it. While you can jump on the flying Koopa Troopa, it's easier to
simply jump onto the white platform on the lava, then quickly jump to the
other side. 

Jump over the dirt balls the next Chargin' Chuck tosses at you, then jump over
him (remember that if you jump on any of the Chargin' Chucks on this level,
they'll forget about dirt throwin' and will live up to their name by chargin'
at you. To the right of the blue pipe is a yellow ! Block, which you can get a
Mushroom from if you want (though you probably knew that, right?). Now jump
onto the white platform on the lava, then jump from platform to platform,
avoiding the Koopa Troopas. When you finally get to the other side, enter the
green pipe. 

Warning: It's slippery here. Jump from block to block until you get to the ?
Block, which contains a power-up. Jump onto the next block (make sure you
don't get hit by the Spike Top), then into the water, but be sure not to get
hit by the Cheep Cheeps either. Jump from the lava to the block on the left,
then jump from that onto the next block to the left, timing your jumps to
avoid the Spike Tops, though you can defeat them with a cape-spin. Continue
jumping to the right until you reach the left bank. Enter the pipe. 

Run to the right to avoid the Chargin' Chuck, hitting the yellow ! Block if
needed, then going back to the right and jumping over the white platforms,
like before. Continue to the right, but this time don't enter the pipe. Hit
the yellow block and climb up the vine (if you have Yoshi right now, you'll
have to ditch him. The yellow block to the right, surprise surprise, contains
Yoshi. 

Ignore the Trampoline and go to the far right. Here's the tricky part: Use the
R-button to jump off of Yoshi while above the yellow blocks. Now jump back on
Yoshi, and you'll start to smash the blocks! Cool, huh? Note that if you're
small, you'll have to jump down the narrow "chute", but make sure you end up a
bit to the right or you'll fall in the lava. 

Anyway, if you've used the yellow block breaking technique, you'll find
yourself on a ledge. Go to the right and hit the yellow block to unveal a
1-Up. Now drop directly down (getting the Dragon Coin), jumping again from
white platform to white platform before they sink into the lava, and once
again avoid the Koopa. Now, HOPEFULLY you'll either catch the 1-Up on its way
down (unlikely) or while you're on one of the white platforms you'll grab it
(somewhat likely). In any case, on the next ledge you'll find a Chargin' Chuck
heavin' dirt at you. It's annoying, but get underneath it and you'll be fine.
Jump behind it and then off Yoshi (while Yoshi's in mid-jump) to get the
Dragon Coin, then go back on Yoshi and jump to the right onto the white
platform, then over to the right to go through the Midway Gate. 

Since you'll have Yoshi (hopefully) just gobble up the dirt balls the Chargin'
Chuck heaves at you. If you have Luigi, you can throw them back at him. In any
case, either get past him or defeat him. Remember that Yoshi eating the dirt
balls is very useful to get past the Chargin' Chuck. Anyway, jump onto the
white platform, then onto the Yellow ! Block (you DID visit the Yellow Switch
Palace, right?). 

Jump up to hit the ? Block to gain a power-up (hopefully you're big enough to
do so, though if you're on Yoshi you can use the classic jump with Yoshi then
jump off Yoshi then jump back onto Yoshi after hitting the ? Block combo). If
you haven't been following this guide correctly, you'll have to jump directly
to the next white block, though if you have you just jump from the ! Block to
the white block. In any case, jump from the second white block to the next
ledge. 

Since you probably got a Feather from the ? Block, you can just sneak up
behind the Chargin' Chuck and cape-spin it. If you haven't, sneak up behind it
anyway, then jump onto it three times to beat it. Now quickly jump into the
little "cave" and grab the Dragon Coin, landing on the white platform, then
jumping back to the right. Continue upward and to the right. When you're at
the highest point and there's the big "gap" below you, jump down but keep to
the left. You should land on a yellow ! Block. You'll notice that there's a
Chargin' Chuck throwing dirt balls in your way. Wait until the dirt ball is IN
THE LAVA, jump onto the platform then to the right. Hopefully you'll have done
it before another dirt ball can be heaved at you. 

Once again, continue to the right, walking up the slanted ledge. Go down the
other ledge, then jump onto the white platform, then jump (hopefully) onto the
Chargin' Chuck, then jump off it to the right. Actually, if you have Luigi, it
might be good to jump off of him when you're on the left ledge, then jump over
the lava altogether and land on the Chargin' Chuck, then make it go into the
lava (like before), THEN go back to Yoshi, THEN jump over there with him. 

The next part's really tricky. If you have the Cape it's no problem, if you
don't the jump is much harder. Try jumping onto the Koopa Troopa, then jumping
off of it onto the white platform. Yes, I know it's hard. Anyway, jump over to
the right, and keep going until you get to the place with the Trampoline.
Quickly run across the blue ! Blocks to get the Dragon Coin, then quickly run
back, jump on the Trampoline, then onto the Chargin' Chuck's head. Hit him
three times to knock him out, then jump far to the right. If you still have
Yoshi, make his tongue go through the wall(!) and grab the key, then have him
spit it out. Jump off of him, grab the key, then insert it into the keyhole.
Oh, the goalpost is right up ahead if you want to take the normal exit. 

Valley Fortress 

This is a tough level, but it'll provide a shortcut to Bowser. Be sure to
bring a cape to this level, and Luigi is good (but Mario will still be ok). 

When you first start out, QUICKLY run as fast as you can to the right. Yes,
you will fall a few times. When you can't run any further because of the
platform blocking your way, jump onto it and hit the Green ! Block to get a
Feather. Make a dash (but jump, too) to the right when all of the spikes are
MOVING upwards. Jump over the yellow spikes and to the right to land on the
platform (but don't jump too far or you'll crash into some yellow spikes). Go
over to the right. There are some Dry Bones and Boney Beetles in this part, be
sure to avoid them or cape spin them. Anyway, when the loose spike falls down,
jump up to where it was and get the Dragon Coin. Trying to get the Dragon Coin
before it falls will cause you to be hit by the spike when it falls. Go to the
right, and watch out for more loose spikes. You'll come to a platform
overlooking some yellow spikes, along with a spiked log going up and down.
When the coast is clear, jump OVER the platform that the log is just above and
land on the larger platform with no spiky log above it. 

Here's where the cape comes in handy. You can use it to grab the Dragon Coin
and not get hurt, just jump above it and float down. When you get it, float to
the left, again when the spiky log is not in your way (it's very important to
know how to time these things correctly, and that's something I can't help you
on). If you didn't get the Dragon Coin with the cape, you might be able to get
it while you're jumping to the ledge below the ledge. Be sure to jump off of
that ledge quickly! It would be easier to jump over it, but that's tough
without Luigi. 

The next part's really tough. There are three logs, and you need to get past
all of them. Plus, there's a Dragon Coin on the way that makes it even harder.
After you clear the first log, try jumping up to the Dragon Coin and floating
down. If you're lucky, you'll manage to get on the platform when the log is
going up, and you can get past the next two. However, if you fall onto the
spikes, that's not too bad. By the time your momentary invincibility wears
off, the log will almost certainly have retracted, giving you a clear path.
Otherwise you'll have to make a large jump to make it, which is difficult when
you're trying to get across in time. 

Up ahead is the Midway Gate. After cutting the tape, continue to the right and
you can get a Mushroom, if you'd like. You need to jump from platform to
platform, avoiding the Dry Bones, Buzzy Beetle, and Podoboos. Jump to the
platform below the spikes, but make sure you don't hit the spikes. 

Here's a really hard part. The spiky logs here just go up and down quickly.
Knowing when to jump is very important, and it's not the sort of thing you can
explain in text. Get past the first log. The next part is hard, because you
need to time your jump between the log and the Podoboo. When you're between
the two spiky logs look to the right and see the Dragon Coin. Make a high jump
and grab it, then get past the log. Like before, you'll be on a platform
between two of those logs. Jump to the next platform using the same strategy,
but this time make a lower jump. It's hard to pick up the Dragon Coin, but
possible. If you mess up, you can try running back and grabbing it, then
turning around while the log is up. 

Now jump over the next log and get to the boss' chamber. Sorry if this doesn't
help you too much, but what's tough about this level is that it's so hard to
give advice on, because jumping at the correct times is up to you. Reznor is
absolutely no different than the first time, so this should be child's play by
now. To refresh your memory: Watch out for their fireballs and jump underneath
their platforms to knock them off. After two of the four are knocked off, the
platform you're on will start to collapse. If you're quick you can get another
of Reznor's heads knocked off. In any case, jump onto one of the empty
platforms. When the platform with the Reznor on it is above you, jump to knock
Reznor off. If you can't hit Reznor's platform from the one you're on, jump to
another. When you've beaten him, you'll unlock a shortcut to beating Bowser! 

Larry's Castle 

You're almost there to saving Princess Toadstool, but not quite! Here's
another castle in which you must use Magikoopa's help (or the cape) to get
across those yellow blocks. Oh, and say hello to the return of the block
platform! Careful, this level is hard. Just make sure you bring a Cape, and
preferrably two. Luigi's probably best for this level, and you should be used
to his jumping by now. 

If you run to the left, then run to the right and jump while you have the
cape, you can get pretty high up. You can either continue flying (which is
hard) or wait for the block platform. If you're on the platform, follow this
walkthrough! 

Use the platform to get past the spikes, then continue on it to the right, but
watch out for the Ball 'n' Chains. Jump or duck to avoid them. When you're past
them, the moving blocks will slope diagonally downward to the right. There are
some more Ball 'n?'Chains to worry about, so carefully get past them. Now jump
onto the stationary block above, then jump onto the onto the next block, then
jump onto the platform. Be sure to jump carefully, or you might miss your
ride! Grab the Dragon Coin while you're at it. Or, you can jump on top of the
moving blocks and move up while it moves; it makes it easier to get the Dragon
Coin, anyway. If you miss it, just wait a while and it'll return. You'll miss
some Dragon Coins, however. If you got onto the blocks, then watch out for the
Ball 'n' Chains! 

Anyway, when the blocks start to move underneath the stationary blocks, jump
up onto the platform that isn't moving. Go to the left, avoid those Ball 'n'
Chains (again!), wait for the platform to finish going underneath, and then
jump on it. However, if you're small Mario/Luigi, you can stay on the platform
as it moves to the right underneath the other. If you're above it (not between
the platforms), make sure to jump onto it when it goes upward, grabbing
another Dragon Coin. If you want a Mushroom, hit the block. Keep going right
with the platform. By the way, just so I don't have to keep repeating myself,
avoid the Ball 'n' Chains as you follow the instructions. 

As the platforms moves right, down, left, jump and land on it when it comes
back to the left. You don't even need to move for the next few sections; just
stay in place. When it goes upward, jump up onto it, then jump up again when
the next opening comes. When you get to the spikes and Ball 'n' Chain, keep
going right, grabbing the Dragon Coin. When the platform starts going
downward, STAY ON IT! You'll come to a secret Midway Gate, along with a
Mushroom (jump over it if you don't want it) and two Dragon Coins. Enter the
yellow door, and you'll emerge where you would have emerged if you didn't find
the secret Midway Gate. Say hello to Dry Bones, spiked logs, those annoying
yellow block obstacles, and of course Magikoopa! Watch out; you may start to
run low on time. Oh, did I mention that a few of the Dry Bones throw bones? 

Go to the right, but don't run, there's a Dry Bones ahead. There's not too
much room to jump, so do so carefully, then keep going right. There's a small
diagonal conveyer belt, but it really isn't important. There's another Dry
Bones up ahead. 

There are some pointed logs that go down and up. Run underneath them when
they're down. Guess what, Magikoopa's here. You can stomp him to make him go
away for a little while, but since you MAY need his help, it's best to avoid
him. 

Here's yet another Dry Bones, and those meddlesome yellow blocks. If you have
the cape, they're no problem, but otherwise you'll have to trick Magikoopa
into destroying them for you. Get the Mushroom if you want from the block. 

More spiked logs are up ahead. You'll have to jump over them while they're
down to get past them. It's possible to get past them with them being upward,
but it's more dangerous. Guess what, there's another Dry Bones, and a Podoboo
next! Avoid them both and jump over the lava. Once again, you'll have to trick
Magikoopa into letting you through. Here's a tip: after he's destroyed one
block, try ducking and jumping into the gap. You might get past it, even if
you're Super Mario (or Luigi). 

Waddya know? Larry has to avoid this repetition... there are more spiked logs,
but this time there are two, one coming down, one going up. You'll want to
DEFINITELY wait until they seperate, then slip through. Another Podoboo, along
with some lava, awaits you. 

There are a lot of spiked logs coming down, a bunch of Podoboos going up, a
Magikoopa staying in one place trying to zap you, and one plumber going to the
right. Avoid them all (except for the plumber... wait a minute, that's you).
Avoid the next Dry Bones, then go right (onto the conveyer belt). You'll see
the final Dry Bones, along with a Green ! Block, which you can grab for a
Feather. Enter the big, red, scary-looking door. 

Heeeeeeeeere's Larry! He's EXACTLY the same as Iggy, with one difference:
there are three Podoboos jumping up and down, and up and down, and up and
down, and up and down. Stay where you are at the beginning to see where they
are. Try your best to stay between them, so you don't get fireballed by either
them or Larry. Larry will shoot fireballs at you (like Iggy), but you can give
him a taste of his own medicine by fireballing him. However, like with Iggy,
it's faster to just jump to push him into the lava. Remember, make sure that
the platform's sloping in the direction you want it to. 

After a few good knocks on the head, Larry falls into the lava! He'll probably
run squealing back to his father, but it doesn't matter, because you're about
to defeat him, too! Onto the Front Door, where there are plenty of possible
paths to take! 

Front Door 

There are many possible routes through this castle, and I'm not going to go
through every single one of them. I am going to give a somewhat brief
description of each section. 

You'll start off in a "hallway". There are four doors, and this isn't a game
show! So, what's behind these doors? 

Door #1: This is the third easiest of the first four doors. Don't take this
one unless you've visited all the 
Switch Palaces. Podoboos will pop out of the lava, and you'll have to avoid
them. Your best bet is to try to jump underneath them. And if that weren't
enough, those falling logs will torment you also. 

Door #2: This is probably the easiest path of the first four doors. Climb the
net and avoid the Podoboos. Easy! 

Door #3: This is the second easiest of the first four doors. A maze of
tapestries and Mechakoopas are here. The tapestries will sometimes cover up
the Mechakoopas so you can't see them. There are a few hidden power-ups, but
they're tough to find. 

Door #4: This is probably the hardest path of the first part and may revive
memories of Wendy's Castle. Sparks orbit suspended blocks while you have to
make your way through moving blocks. 

Now you'll come to another hallway, with more doors! This time it's a bit
harder to decide the order of difficulty in them, but I'll give it a try. 

Door #5: This is the third easiest, but you'll only want to use Mario for it
as he's faster. If you have Luigi, you 
may want to pass on it. What happens is that there are a myriad of thwomps and
spiked logs. When the first of the spiked logs retracts, you have to run
through very, very quickly. However, timing is EVERYTHING! 

Door #6: This is probably the hardest of ALL the doors. The only good thing is
that there's a Yellow ! Block, and it's still tough even with that. You're
underwater with Dry Bones, Spikes, and Ball 'N' Chains all around. 

Door #7: This is the second easiest of the doors. There are some statues of
Bowser lurking about. Some will just stay in one place and breath fire while
some will jump about. They're not too tough. Okay, there is a lava pool and a
Podoboo, but this is probably easy. However... 

Door #8: This door is the easiest, especially if you brought along a cape (or
at least visited the Blue and Green Switch Palaces). Feathers are useful
because they can beat the Chargin' Chucks in one easy hit. However, this is
still not too hard even if you don't have a cape, as long as you're careful. 

FOR THE REMAINDER OF THIS LEVEL, SEE BACK DOOR.

Back Door 

You'll come here whether you took the Front or Back Door, but if you took the
Back Door you'll start here. Go to the right and hit the Red ? Block to
activate a light. My suggestion is to simply try to jump onto the stairs
because you'll hit the block AND go there. Trying to hit the block and THEN
going to the stairs will cause it to be hit again, turning off the light. Beat
the Ninji and then jump down to the right. Unless you have Luigi or the cape
you probably won't make it, so you'll have to jump onto one of the blocks over
the lava, THEN jump over to the next platform. 

Continue right, taking care of the enemies. At the end, if you took the Back
Door (not the Front Door), you'll find a Midway Gate. Whether or not you did,
enter the big red door and fight the final boss! 

BOSS: This is it! The final battle! Unlike his kids, Bowser will take six hits
to beat. He'll show up in his Clown Copter and throw Mechakoopas at you. BIG
MISTAKE! Throw them right back at him (jump on them, pick them up, and throw
them directly upwards so that when they come down they'll hit him). Watch out
for his propeller, it can hurt you. After two hits he'll retreat...
temporarily. Flames will drop from the sky so be sure to avoid them, probably
by trying to stay between them, that is, the vacant space between two fires.
Bowser's Clown Copter will return and Princess Toadstool will throw out a
Mushroom to you, which you should pick up if you need it. Now for Phase Two! 

Bowser will do just what he did before, except he'll try to hover above you.
You'll have to run over to the side, then throw the Mechakoopas at him.
However, instead of throwing Mechakoopas, the Clown Copter will sometimes turn
upside down and throw out some giant balls at you (how DOES he hold all those
things in there?). You can try jumping over them, but here's a tip: If you
spin-jump onto the ball, you won't receive damage. Unfortunately, that will
cause you to jump higher, and you may get hit by the propeller. 

Anyway, after conking Bowser on the head another two times he'll retreat
again, and you'll have to go through the flames yet again. Princess Toadstool
will appear again and throw a Mushroom at you. Okay, no offense, but I don't
think something that small can hold those giant balls, Mechakoopas, Bowser,
and the princess. But anyway... 

Now for the toughest part yet! Bowser in his Clown Copter will now bounce
around and follow you. You'll have to run underneath the Clown Copter while
it's in a jump to avoid it. When Bowser throws the Mechakoopas, do the same
thing as before. After another two hits Bowser's hard head will finally give
way! The Clown Copter will turn upside down, but instead of a giant ball
Princess Toadstool will float down safely and Bowser will be blown away from
Dinosaur Land. 

Congratulations, YOU'VE WON! Now, go back and try to get all the Dragon Coins
if you haven't already and beat all of the levels you haven't gone through
including the hidden Special World. Good luck! 


viii. Star World 

Star World 1 

Okay, this level is a bit tricky to provide an actual walkthrough for,
considering it's basically just doing the spin-jump through yellow blocks.
First off, bring Capes. They're a must-have. They let you maneuver around the
yellow blocks so if you go into the wrong place, you can go to different
columns. Luigi is also good, because of his jumping power. TIP: If you press
down and R, you can see more, allowing you to see where items are better. 

Okay, first you'll see a Super Mushroom. Ignore it. You have your Capes. 

Now drop down and go all the way to the right. Don't spin-jump yet. Make sure
you've positioned yourself on any of the blocks BETWEEN the fourth block from
the right and the tenth block from the right. You should get the Dragon Coin.
Let yourself fall down. If you want to get into the Secret Exit, just
spin-jump on the right-most blocks and you'll get to the place with the Key
and Keyhole. Otherwise, spin-jump on the blocks fourth, fifth, sixth, seventh,
or eighth from the left. Of course, you can see the place the Dragon Coin is
anyway, so why am I bothering to tell you? 

Now drop down again. You can see the place the Dragon Coin is yourself, but in
case you're at a loss somehow, you can choose the blocks fourth, fifth, sixth,
seventh, and eighth from the right. There's also a 1-Up Mushroom to the far
right. You can get that AND the Dragon Coin using the Cape. 

Drop down AGAIN and spin-jump down and get one of the Invincibility Stars.
There are a few enemies, and this assures that they won't be a problem. 

Drop down yet again. Here's where it gets tricky. There are TWO Dragon Coins
here. You can go down through the blocks 3-10 from the left. Once you get THAT
Dragon Coin, position yourself to the far right of the chamber it's in, and
then you'll fall into another chamber with a Dragon Coin. Now you have them
all! 

This part's pretty easy, even though it does have enemies. Fortunately there's
an Invincibility Star to the right. There's also a Red Yoshi Egg! In case you
haven't visited Star World 4 and hatched THAT Yoshi Egg, spin-jump down all
the way, then go back up, grab the Egg, and use it to gobble up the enemies.
If there's a shortage of enemies, try jumping on them, then have the Yoshi
Baby eat both the Koopa AND its shell. Now just go through the pipe to the
right and go through the Goal! 

Star World 2 

This is a completely underwater level, if you don't count the very ending with
the Goalpost. You'll also get a blue Yoshi. Getting him will also cause blue
Yoshis to show up in normal Dinosaur Land! 

At the start you'll see a Yoshi egg and an invincibility Star. You can grab
the Star yourself and feed the Yoshi some fish, or have the Yoshi baby eat the
Star to become large. Yoshi will prove very useful for eating the fish that get
in your way. 

Go upwards and a little to the left to get a Dragon Coin, then head to the
right. There will be Cheep Cheeps and Rip van Fish about, so use Yoshi's
tongue to rid yourself of the pests. It's tough to get the second Dragon Coin
without using Yoshi's help. Of course, Fire Flowers and Capes will also work. 

Up ahead is a ? Block. If you're still invincible from before, it'll yield an
invincibility Star, if you aren't, it'll just give you a coin. If you get
invincibility, you can plow through the enemies easily. However, if you don't,
you'll need to use Yoshi's tongue. 

Continue to the right (avoiding or defeating the enemies) until you find two
Dragon Coins. One of them is pretty high up, so you may need to swim upward to
see it. After getting that, continue to the right. Just in case you forgot, try
not to get hit by the enemies. 

You'll find a green pipe. Above it is a Dragon Coin. Entering the green pipe
will take you to the normal exit. While that exit won't actually get you
anywhere, if you don't enter it, you won't be able to have gone through all of
the exits! 

SECRET EXIT: This actually isn't too tough. There's a gap underneath the green
pipe. Swim through it and underneath the pipe, but be careful not to fall. When
you get to the end, swim up, grab the key, and insert it into the keyhole so
you can get to Star World 3. 

Star World 3 

Finding the normal exit is easy (you walk right, that's it). Finding the
secret exit and getting all the Dragon Coins is a bit harder. Well, here goes. 

Walk up to the egg to make a baby Yellow Yoshi hatch. Hold him like you would
an item and have him eat five spinies, and he'll grow up to become a Yellow
Yoshi. Now when you hit a block to produce Yoshi, sometimes it'll be a Yellow
Yoshi! 

Grab the Dragon Coin to the right. Hit the P Switch to turn the Spinies into
coins so they won't bother you. Pick up one of the blocks and throw it up so
it hits Lakitu. He'll fall out and you can enter his cloud (note that just
jumping on him will make him and his cloud disappear). 

Jump into the cloud. You can maneuver it with the control pad. Go upwards,
collecting the Dragon Coin as you go. Take the Key and use it in the Keyhole
to enter the secret exit. But, if you want the Dragon Coins... 

Hopefully you still have the cloud. Maneuver yourself to the upper right of
the place with the Key and go over the wall blocking you. Keep going right,
then jump out. You'll be behind the Goal! Grab the three Dragon Coins. If
you're incredibly lucky and the cloud hasn't worn out you can go back up and
enter the secret exit. Otherwise, enter the normal exit from the other side.
Hmm... does that make any sense at all? 

Star World 4 

As with all Star World levels (except for Star World 5) you need to find the
secret exit to gain access to the next Star World level. To find the secret
exit you'll need to have found and completed the Green and Red Switch Palace.
If you haven't, you'll need Yoshi. Fortunately, there IS a Yoshi in this
level. 

Go to the right and jump onto the higher platform. If you don't already have
Yoshi, you'll get a baby red Yoshi. Feed him some of the enemies to make him a
normal red Yoshi. Once you've done that, you can find red Yoshis outside of
Star World! 

Go onto the three revolving platforms. When you have a chance, jump to the
right. You'll find some Koopa Troopas you can feed Yoshi. Continue to the
right onto the next three revolving platforms. On one of the revolving
platforms is a Dragon Coin. Jump to the next green mushroom platform which has
two Koopa Troopas. Feed them to Yoshi. By now you should have a normal red
Yoshi. As you should know, no matter what color shell he eats, he can spit out
flames, although he can gain the other powers. For example, if he eats a blue
Koopa Shell, then he can both fly and breath fireballs. 

There are a series of platforms below the upper platform to the right. Jump
onto the top platform and eat the blue Koopa. Now that Yoshi can fly, float
down to the bottom platform. Since Yoshi can fly, there isn't a danger of
falling. Grab the Dragon Coin there, then jump up back to the top, then jump
to the right (but use a shell to create fireballs so you can go through the
red Koopas that are flying around) to the platform with the ? Block, which
will yield a Feather (or at least a Mushroom). Again jump to the right, but
don't get hit by the blue Koopa Troopa. Now jump to the three revolving
platforms, one of which houses a Dragon Coin, but be careful because there are
red Koopa Paratroopas on patrol. When the platform you're on is to the right,
jump over and land on the platform, then continue right onto the next three
revolving platforms. Jump to the right again and gobble up the blue Koopa
Troopa. Since you have red Yoshi, use the shell to either fly underneath the
Koopas or fry them. 

Keep going right (jumping where necessary, of course) until you reach another
of those three-revolving platforms. Use it to jump on top of the pipe to grab
a Dragon Coin. Now jump down (to the left of the pipe). If you haven't visited
those two Switch Palaces yet, have Yoshi eat the blue Shell and jump down
beneath the stone platform. Fly to the right while underneath it and go to the
Key and Keyhole, but spit out the shell onto the ? Block so you get the Key. If
you have visited those palaces, you'll need a cape to Cape Spin the ? Block to
get the Key, or carry the Koopa Shell to get the Key out of the ? Block. 

If you aren't going that way, go back to the top of the pipe and this time
jump to the right. Continue to the right, and don't fall into the green
Paratroopa pit. You should know how to make the jumps now, so just continue
right until you find something like those three revolving platforms, except
there's only one platform. Jump from that to the three revoling platforms,
then jump to the part with only one platform, grab the Dragon Coin, jump to
the right into the Goal, and finish the level. 

Star World 5 

Unlike the rest of the Star World levels, the Secret Exit DOESN'T just let you
move around Star World. The normal exit in this level does. The Secret Exit
will take you to Special World, where some of the hardest levels in the game
are. Unless you plan on using a Cape Feather or something, you need to have
visited all of the Switch Palaces to reach it. Either Luigi or Mario is good
for this level. There's some tricky jumping (Luigi), but there's a part where
it's best to run really quickly (Mario). So take your choice. Oh, yeah, and
there really aren't any power-ups in this level. So the only thing you have is
what you take with you. Yoda impression somewhat intended. 

Let's start off. Yay! More collapsing platforms! </sarcasm> As you know with
these annoying things, they drop once you get onto them, making it very hard
to successfully backtrack. So start going right and go quickly enough so you
don't fall down all the way with your platform, but definitely not so quickly
that you don't see what's going on! There are some enemies around here that
you'll have to deal with. Anyway, above the third platform is a Dragon Coin.
Be sure to get it! The next Dragon Coin is a bit tougher, though. It's
underneath the platform. Stay on the platform, and the instant you get the
Dragon Coin quickly jump to the right to get to the next platform. Continue
right after that until you get to the non-dropping-green platform. Here you'll
find a P-Switch and a ? Block. DO NOT USE THE P-SWITCH YET. The ? Block
produces those trails of coins. Now, hit it, and IMMEDIATELY make the coins go
right. In other words, the coin line should be just one block above the ?
Block. DO NOT GET THE COINS. Wait until the music ends so you know it's done
moving. NOW hit the P-Switch and run across the newly-made block platform. A
few enemies will block your way -- just jump over them. You'll reach four
yellow blocks. Next to them is a Dragon Coin. 

If you want to get to the Secret Exit, hit the block second to the right to
produce a vine, then climb it. If you're not small Mario/Luigi, then what you
need to do to get past the gray blocks blocking your way is to run towards
them and then quickly duck. You should manage to slide under them if you do
this. 

Now, if you DON'T want to get the Secret Exit, instead of going on the vine,
jump ONTO the yellow blocks, and jump to get the Dragon Coin. Try to stay in
the same vertical area as the Dragon Coin was when you fall. If you did this,
you should hopefully fall onto one of the falling platforms. Quickly jump from
it to the next one, and then onto "normal" ground. Pick up the Yellow Yoshi
Baby and let it eat all of the enemies to turn it into a normal Yellow Yoshi
(which can do that stomp thing no matter what kind of Koopa shell it eats).
This will also let you get Yellow Yoshis in the rest of the game. 

This next part is a bit hard. You need to jump from falling platform to
falling platform and do it quickly. The difficult part is that the next
platform is always a little higher than the platform you're on. When you get
to the last platform, you'll get the Dragon Coin on it. Stay on it and let it
fall. You'll collect the last Dragon Coin. Now jump off and get onto the green
platform. Yoshi can easily take care of the enemies, but if you for some reason
don't have him, pick up the Koopa Troopas' shells and toss them at the Spinies
to defeat them. The Goal is right ahead. As always, just enter it!
Congratulations! Another level completed! And, if you used the Secret Exit,
it's onto Special World! 


ix. Special World 

Gnarly 

Welcome to the Special World! Before doing anything else, give yourself a
small pat on the back for finding this place. Save the larger pat for when you
beat it, because this world is harder than any other world and even contains
the most difficult level in the game. In other words, it's best to beat all
the other levels (and find all the exits) before going into this world.
Believe me, it's tough, and I mean tough! Oh, while it's debatable, I still
think that the hardest level is here. The hardest level is either Tubular or
Outrageous, both of which are in this world. Fortunately, this level isn't too
tricky. 

Interesting Fact to Know: If you stay on the overworld screen in Special World
long enough, it'll actually start to play the original Super Mario Bros. music!
You'll have to wait a while, but it does happen. 

Well, it's about time I started the walkthrough for the level in question and
stopped blabbing on about Special World. This is actually a pretty short
level, almost certainly the easiest of the Special World levels. While this
level does have eight Dragon Coins, it's only possible to get five. At least,
I think so. There are plenty of different power-ups and distractions in this
level, so I'll just give the direct route to the finish. If you wish, you can
explore it a bit more. 

When you first start out you'll see a Message Block. If you hit it, it'll tell
you a little about how not many people find that hidden place. Well, you're
obviously one of those lucky people. Don't forget that I'm one, too! See those
vines sticking out from the left and right side of those blocks? You'll need to
use them to jump higher through the level. You'll jump higher using them if
you're closer to the end of the "vine" that is NOT coming from the edge of the
block. 

Use the two vines to jump up onto the platform that's sort of a rope. Don't
worry, you won't fall from it. To the right is one of those moving rope
things. You can use it to both get a 1-Up and a shortcut, though you'll miss a
Dragon Coin. 

Anyway, on the rope platform (which you can jump to from underneath), there
are four blocks, each containing a vine. Climb the right-most vine. You'll get
to a brick platform with a Dragon Coin above it. Get the Dragon Coin, then go
back onto the vine and climb up. You'll come to a place with two bouncy vines
and a red flying Koopa. Hit the block above the left vine to release a
P-Switch. Hold onto it... it'll prove useful later. Oh, and get the Dragon
Coin. 

Use the bouncy vines and music boxes to climb your way up. There's also a vine
you can use to climb up, but you can't use a P-Switch then. You'll eventually
come to a place with three marble blocks and three coins to the right. If you
have the P-Switch, jump on it! Using the ? Blocks that appear, you can get
into the upper pipe and emerge to a place with three Dragon Coins and three
1-Ups. You don't need the P-Switch to get all five Dragon Coins, but without
it you have to fall all the way from the 3-block platform. There are three
Dragon Coins on the way down, and it's tough to get them all. 

Irregardless of which path you take, you'll end up in a place with three
P-Switches: two blue ones and one gray one. Hit one of the blue ones and the
gray one, then carry the other blue one to the right. Knock the Hammer Brother
off its platform and jump onto it before the ? Blocks appear. If you mess up
and need to keep them there more, hit the P-Switch you're holding again. Watch
out for Lakitu (but hopefully his Spinies will just be coins). If you didn't
need to use the second P-Switch, it'll become a power-up when you cross the
Gate. Well, you've beaten the first Special World level. Onto what could be
the hardest one, Tubular! 

Tubular 

Before I say anything else, it IS possible to beat this level using Yoshi and
a Cape. I'll go quickly through it. Here's how you do it: Have a Blue Yoshi
and a Cape. Get past the first bit with the Chargin' Chucks. Hit the P-Switch,
then jump to the right and float onto the upper ? Block. Once there, just to
the right and float downward. You should land on the head of one of the
Chargin' chucks, which will catapult you upward. Get onto the brown blocks and
gobble up one of the Koopas. Now you can fly! Just fly through the rest of the
level and you're done. Unfortunately, it's a bit hard to get the Dragon Coins
this way. In any case, here's the walkthrough for the normal way to go through
the level...

Oh, this is a hard one. Even with this guide, this level's gonna be tough.
Make sure you have a slew of extra lives for this level. This level is Trial
and Error, and through your Trials, you'll make a lot of Errors, trust me. Who
knows? Anyway, the key to this level is knowing where the P Balloons are, and
this guide will help you in that aspect. Please note that if you hit a block
that contains a P Balloon while you are not using one currently, it will yield
only a coin. Of course, THIS doesn't apply to the first! I'm mentioning it
because a friend of mine had trouble with this, and I'm tring to clarify it. 

First off, power-ups don't help you except at the beginning, because getting
hurt while using a P Balloon completely deflates you. In fact, you'll want to
be small, because it makes you a smaller target. Anyway, dispose of the
Chargin' Chuck or get past him in some other way. Make sure you land on the
pipes! Next, watch out for the Piranha Plant that jumps. Get the Dragon Coin
on your leap over the Chargin' Chuck onto the second yellow pipe. Now comes
the REALLY hard part. Jump on the blue P Switch, then time your jump carefully
down onto the Trampoline. Hit the block, then get the P Balloon (the block will
become a coin, making it easier to get). Float to the left and get the Dragon
Coin, probably hitting the block on your way. Avoid the Chargin' Chuck's
baseballs, then float over the top one to get the Dragon Coin. DO NOT TRY TO
GO UNDER THEM, you'll just end up using up the balloon and dying. 

Float to the left and hit the ? Block, and grat the P Balloon. Time your float
carefully to get past the Koopas. Next, avoid the Lava Lotus' fireballs
CAREFULLY, going between them to get the Dragon Coin. Keep going right, past
the Koopa Troopa. Stay down, and go UNDERNEATH the Piranha Plant as it jumps
up. You'll make it, but barely. 

Here's a really tough part. Get underneath the block which the Chargin' Chuck
is standing on (avoiding his footballs, that's the hard part). Hit the block,
simultaneously getting the next P Balloon and eliminating the Chargin' Chuck.
Avoid the next Chargin' Chuck's footballs, and try to be straight underneath
the Lava Lotus to both avoid its fireballs and get the Dragon Coin. You can
get the block and destroy it if you want. Keep going left, and find... the
SIXTH Dragon Coin?! Well, if you missed one earlier, you can grab this one if
you avoid the fireballs of the below Volcano Lotus. If you have them all, just
skip it, continue floating right and to the Goal. Congratulations! You just
beat, through Trial and Error, one of the hardest levels there is in this
game! 

Way Cool 

This is probably the easiest level to give a walkthrough for. To get the
easiest route to the end and get all the Dragon Coins, follow this procedure: 

Jump onto the moving platform. Ignore the first two On/Off blocks, but hit the
third. Also hit the fourth. The platform will end up near a pipe. Jump onto the
pipe and enter it. Hit the ? Block to get Yoshi, then enter the other pipe.
When you emerge from the pipe, move to the left until you reach the long
green/white platform. Go to to the left side of it (not the absolute left, a
little to the right of the absolute left). Jump while on Yoshi and while in
midair, press R. Mario will leap off of Yoshi and will get the Dragon Coin.
Now go back to the right. Hit the ? Block and touch the wings. Since you have
Yoshi, you'll be transported to a bonus stage with four Dragon Coins. Get all
of them, then when you see the Coins making the downward arrow, float down to
the bottom of the screen, and you'll have completed this level AND gotten the
five Dragon Coins. 

Awesome 

This course is a tricky one, especially because you have a tendency to slip
just when you don't want to, especially near the end. Oh, and did I mention
the flying Cheep Cheeps? I find this level much easier with Mario, by the way.
Oh, and Yoshi is useful, because those "homing" Koopa shells have the ability
to provide Yoshi with ALL of his powers. That is, fire breath, stomp, and
flying, no matter what Yoshi it is. This guide will be written as if you don't
have Yoshi, but he can help you out if you manage to keep him. Oh, and be sure
to bring Feathers and/or Fire Flowers to provide a quick way to defeat your
enemies! 

Almost immediately you'll see one of those "homing shells". The only way to
beat them is to make it fall off a cliff, spin-jump it, or slurp it up with
Yoshi. Fireballs won't beat them, and neither will normal jumps. Once you're
done with it, continue right and jump onto the shifting yellow blocks, then
onto the ledge, then go downward and beat the Rex. WARNING! A shell will come
down at you soon afterward! Here's how to survive it. First, jump over it,
then go as far to the right as you can (without jumping). The shell will
disappear! Guess Nintendo didn't program it perfectly, eh? However, if you
have firepower you can destroy those troubling shells easily. By the way, you
can't enter the pipe, so don't waste your time with it. 

Jump up and continue right, but don't get rocked by the small-yet-dangerous
Shelless Koopa. Squash it, then go down into the pit. Looking familiar? Beat
the Rexes, grab the Dragon Coin, but don't be hit by the shell. The next pit
contains no Rexes and a ? Block containing a Fire Flower. Unfortunately, the
homing shell can really cause problems. Remember that spin-jumping will
destroy it, though jumping on it normally won't destroy it, but it won't hurt
you. 

Now continue right again, jump over the water (snatching the Dragon Coin), but
be ready to jump again because of the Koopa Shell about to be kicked at you
(don't these guys EVER give up?). Once again, continue right. DO NOT HIT THE
P-SWITCH, PICK IT UP! While holding it, jump over the water. Shells will be
kicked at you AGAIN, jump over them and stomp the Koopas while STILL HOLDING
THE P-SWITCH! 

Rexes are next, just jump over them. Surprise surprise, a Koopa will kick a
shell at you. The next Koopa will just walk by, jump over it, but run
underneath the jumping one. Oh, and more Rexes are coming! Just continue
right. When you're underneath the pipe, jump on the P-Switch. Quickly run to
the right and jump onto the blocks, hit the ? Block, and grab the Star. Run
right, grabbing the Fire Flower. Now for the hard part. Jump onto the blue
blocks while grabbing the Dragon Coin. The Star will help you out a lot
against the enemies, especially the Cheep Cheeps. Keep running right, jumping
to grab the Dragon Coin, then continue right. This next part is REALLY hard.
Jump from pipe to pipe, then from block to block. Now go from the platform to
the high blue block. This jump's tricky. Immediately jump from that to the
high platform. Now you'll have all the Dragon Coins. Continue right, and
you'll find (what else?) the Goal! 

Groovy 

This level contains lots of Pokeys, enemies that can ONLY be defeated by
Yoshi. Also, there are Volcano Lotuses, enemies that are only beaten by Yoshi
or capes. In other words, Yoshi is very useful for this level, especially if
it's a blue Yoshi. Fortunately, there is a Yoshi at the very beginning of the
level. 

You may notice this level is at the intro of the game. Anyway, jump on the
Koopa, grab its shell and run right, then let go of the shell so it'll hit the
? Block (but be sure to jump over the shell!). I don't know if it's always like
this, but I almost always find a blue Yoshi there. I'm not quite sure if it's
because of the way you progress through the game (which colored Yoshi you find
first), or if it's automatically like that. In any case... 

Jump on Yoshi and continue right. By the way, there are plenty of Berries in
this level if you want to eat them. On your way right be sure to grab the
Dragon Coin. Soon you'll encounter a sliding Shelless Koopa Troopa. Be sure
not to get hit by it. Afterwards there are four Koopa Troopas... try slurping
up the blue ones to gain wings for Yoshi if you want. It'll make the level
easier, well, PART of the level. Continue right. 

Fly over or eat the Pokey, and be sure you don't get hit by the semi-hidden
Piranha Plant. Continue right, and make the jump to the upper ledge, but time
it so you don't get hit by the Volcano Lotus' blasts. Next up you'll find a
Roulette Block. Get whatever you want from it, probably a Feather or Star, but
be sure you don't get hit by the Piranha Plant jumping out of the bushes along
the way. 

You'll encounter more Pokeys. Hopefully you still have Yoshi (if you don't,
this level will be much harder). If you do, just slurp 'em up, piece by piece.
One of the Pokeys is in a slight depression (no, not the "Life is no good" kind
of depression, the OTHER kind). Slurp that one up too, then get directly
underneath the upper Volcano Lotus so you don't get hit by its fireballs. Jump
up to collect the Dragon Coin, then scurry past the Volcano Lotus when it isn't
shooting out the fireballs. Eat the Pokey on the way quickly, or you might get
fireballed by the Volcano Lotus. 

Another Pokey is ahead, along with TWO Volcano Lotuses. Swallow the lower one
to make matters easier (if you don't have Yoshi, you'll have to try to jump
over it or spin-jump onto it then off), then continue onward. Guess what?
There are more Pokeys ahead! Keep going right, past the Pokeys (Do I really
have to tell you how to get past them? Just jump or slurp them up.). Soon
you'll come to a gap. To cross it, you'll need to jump onto the pipe housing a
Piranha Plant, so you have to be very careful and make sure you'll jump onto
the pipe when the Piranha Plant is inside it. Now jump to the right again and
land on the ground. 

The next part is tricky. Jump up to the highest platform and eat all of the
Pokeys' parts (you'll eat some of the Pokey below you). If you want, you can
eat the rest of the Pokeys, as you can gain a coin for each thing that Yoshi
eats. If you don't have Yoshi, you'll want to wait for all of the Pokeys to
fall off of their ledges, THEN jump over it (hopefully). 

After you're on the highest ledge, jump to the pipe. Like before, be careful
with the Piranha Plant that's jumping over it. Jump onto the slanting ledge
and run to the top/right of it. Jump far to the right and grab the Dragon Coin
above the Chargin' Chuck. Jump off of its head to the right. Now go a bit to
the left, as the Chargin' Chuck will charge after you. Finish it off by
jumping on it twice, then continue to the right. Eat the Pokeys and the
Volcano Lotus, and grab the Dragon Coin. 

The next part is very hard. Hopefully you still have Yoshi (if you still do,
good job!). What you'll want to do is jump with Yoshi when there's a break in
the Chargin' Chucks' baseball barrage, then press R in mid-jump to jump off of
Yoshi and to the right, hopefully past them, or at least on the top one. If you
don't, you'll have to plan to take a hit, because it's very difficult to get
past them without getting hit by at least one baseball. If you get hurt, just
run straight past them (you'll be invincible for a very short time). No matter
how you get past them, you'll reach the exit, finishing this level, which is
anything but its name. 

Mondo 

Okay, this level is a bit weird. The water level will rise and fall, which can
be frustrating. The advantage of having the water level high is that it lets
you reach things that are higher up more easily--but if the water level is
low, the Cheep Cheeps are helpless. I'd highly suggest bringing Yoshi, if for
no reason other than to provide protection against the Munchers. It's a bit
difficult to provide a guide for this level, because the water level is
changing so often, but I'll try. 

Okay, you'll start out with the water about halfway up. When the timer hits
275, however, the water level will start to rise... then fall... then rise...
then fall... then rise... then... well, you get the picture. One annoying
thing about the water is that it'll push you back, so you'll have to keep
going right. 

Start going right. Avoid the rather-easy-to-avoid Cheep Cheeps. Then comes
your first challenge--a Flying Hammer Brother! Quickly knock him off his perch
before he can cause you many problems, then go right. Avoid the Piranha Plant
and go over its pipe. Now you'll encounter some Munchers. If you have Yoshi,
these guys should be a snap. If you don't, then... well, they won't be as much
of a snap. Just avoid them, then. You can get the ? Block, which contains a
Mushroom/Feather, if you want. Go right over the pipe, and be careful--another
Flying Hammer Brother is there! Dipose of it quickly. You can use its platform
to jump over the next pipe, but if the water is high enough you can jump from
the water over the pipe. Be careful to avoid the Muncher pit. Next you'll find
three ? Blocks, but the only one worth bothering with is the top one, which
contains Yoshi! Unfortunately, it's fairly difficult to reach unless the water
is high, so you might want to wait until then if you want it. To your immediate
right is another Dragon Coin. Go right again. You'll see a few pipes and a ?
Block. The ? Block is ONLY accessible when the water is high enough--if you go
into the place where it is when it's low, you won't lose a life from falling,
but you'll have to wait until the water goes up again. 

Now, go to the smaller blue pipe (it's to the left) and enter it. Now go
through a pathetically easy cloud-like world. You'll get a Dragon Coin. Enter
the pipe at the end. You can backtrack a bit to get what you missed, but all
you missed is a multiple-coins ? Block, so I wouldn't recommend heading back.
Instead, go further right. This part's pretty self-explanatory. When you get
to the place with all the ? Blocks, you can get them if you want--but all
contain coins except for one, which contains a Mushroom/Fire Flower (it's on
the top row, sixth from the right). The important thing here is the Dragon
Coin underneath the bottom row of ? Blocks. Continue right after getting it.
Beat the Flying Hammer Brother and use the block platforms (or just swim if 
you're underwater) to get the Dragon Coin. Then get onto the upper ledge using
either the flying platform or jumping when the water is high. Enter the pipe,
and go through the Goal. 

Outrageous 

This is possibly the hardest level in the entire game. Bring along Yoshi, a
cape, AND a Feather in reserve. You'll need them if you want to complete the
level and get all the Dragon Coins. The jumping fires are REALLY annoying
because they leave behinds flames that can still hurt you. Fortunately, cape
spins or Yoshi can beat them. However, even this strategy guide is not going
to help you much in this course. Start off going to the right, avoid the
Wiggler and jump over the gap. Continue going right, avoiding the (very
annoying) jumping flames. The good news: Yoshi can eat them! Oh, and get the
Dragon Coin! 

The ? Block contains a Fire Flower. Grab the Trampoline (or swallow it, as the
case may be, but if you swallow it be sure to spit it out before Yoshi eats it.
Keep going right. You may have to get a running start to jump over the Bullet
Bill Cannons. Grab two Dragon Coins along the way. 

When you get to the pipe, use the Trampoline to jump onto it. Jjump off the
Wiggler to get over the Bullet Bill Cannon just before the pipe. Continue to
the right, past the WIgglers. Jump underneath the Hammer Brother to hit him
off his platform, then jump on it and get over the pipe. You'll want Yoshi in
this next part to gobble up the enemies. If you don't have him, you'll just
have to avoid them. Get a Dragon Coin on your way to the next pipe. 

Don't get hurt by the Piranha Plants and get the Yoshi from the ? Block if you
don't have Yoshi. Get over the next pipe. Jump over the gap onto the next pipe
when the Piranha Plant is down. Then jump upwards from that onto the higher
platform, then downwards, but don't fall into the pit. 

Dispose of the Hammer Brother, but don't get hit by the Bullet Bill. Jump from
on top of the Cannon onto the flying platform, then jump from that onto the
high pipe. If you have Yoshi, eat the jumping flame and grab the coins (and
Fire Flower, if you want) from the ? Blocks. If you don't have Yoshi or a
cape, it's a lot harder. Jump over the pipe when it's safe. If you can, jump
over the Wiggler and jumping flame altogether onto the next pipe. 

Jump over the Bullet Bill, grab the Dragon Coin, beat the Hammer Brother, and
jump on its platform. Now jump all the way over the gap, through the Gate. 

Phew! That was tough! Give yourself TWO pats on the back if you beat this. 

Funky 
The very last level of Special World! I highly, highly, HIGHLY suggest you
bring Yoshi with you, for reasons that will be apparent shortly. Fortunately,
you only have to go to Groovy in order to get Yoshi. 

There's a Sumo Brother above you at the beginning, so it's a good idea to
start running at the very start. If you run immediately to the right and jump,
you'll jump underneath the Piranha Plant while it's in the air. Immediately
afterwards you'll see a green fruit. Have Yoshi eat it. This adds 20 to your
time! THAT'S why you need Yoshi, because otherwise this level would be really
annoying due to its short time limit. You need to keep Yoshi as long as
possible so you can keep your time up. Whenever you see a green fruit while
with Yoshi, be sure to eat it. 

Anyway, there's another Sumo Brother up ahead, so either run underneath him
quickly or wait for the fire to disappear after he pounds the platform he's
on. Next up are some small platforms with Koopa Troopas on them. Try gobbling
up the first one, jumping onto its platform, and then spitting out the shell
at the other one. Oh, and get the Dragon Coin also. The upper ? Block contains
a Yoshi egg. It's hard to get up to it, so I'd suggest only bothering with it
if you already have Yoshi, so you can get a 1-Up. There are some enemies here-
dispose of them. Next up is yet another Sumo Brother. Wait for its fire to
disappear, then quickly hit the ? Block it's on to take it out. The ? Blocks
only have coins, so don't bother with them other than that. Get a running
start in order to jump onto the platform it previously was on. Go right and
dispose of the enemies. The ? Block has a Mushroom/Fire Flower. The left of
the two yellow blocks has a P-Switch. There's no real reason to bother with
it, so ignore it and continue right. Get onto the ? Blocks and hit the music
block the Sumo Brother is on to take it out. 

Right here, if you don't have Yoshi or a Super Mushroom, you are in trouble.
If you have a Super Mushroom (or a Fire Flower/Cape), spin-jump through the
yellow blocks. If you're small and can't spin-jump, you need to get above the
music notes, and you need Yoshi to do this. Basically, just jump while on
Yoshi, then press R (while at the top of the jump) to jump off of Yoshi so you
can get above the music blocks. Otherwise, I don't think you actually can get
up there, unless maybe you have Luigi and it's pretty tricky to do so. 

If you used a spin-jump to get through the blocks, go to the left and nab the
Dragon Coin, then go right when the Sumo Brother isn't sending fire at you,
though you can take him out if you want to. If you went over the music blocks,
run to the left under the Sumo Brother, grab the Dragon Coin, then run right
underneath him. Up ahead are some Chargin' Chucks. Defeat them and grab the
Dragon Coin. Some Super Koopas will appear now. They're very annoying, so just
try to avoid them. Get over the purple blocks (make sure you don't press B
while on them if you don't have Yoshi, because you'll pick one up and fall to
your doom). Hit the music block to get rid of the Sumo Brother (or just run
past him). Up ahead is a ? Block that contains multiple coins, which you can
get if you want. Jump over the pit to the right onto the platform with the
Koopa Troopa, then jump over the next pit. You'll see a Chargin' Chuck. Taking
care of him is easy. Jump on top of him and just stay there until he's defeated
(isn't it nice the pipe will keep you in place?). Oh, but while doing so, if
the Super Koopas appear, just press A to jump high enough so they don't hit
you. Super Koopas will appear again, so try to hurry through this part so they
don't get annoying. Jump over the gaps avoiding the Super Koopas and Koopa
Troopas as you go. Yet again there's a Sumo Brother... either run past him or
take him out by hitting the music blocks. The Super Koopas should be gone by
this time, but make sure to keep going. Soon you'll get to a platform to the
left of a higher platform that has a Chargin' Chuck on it. Jump onto the
platform when he has a break in the baseballs, take him out, then grab the
Dragon Coin and continue right. Be careful of the Koopa Troopas and hit the ?
Block to get a Mushroom/Feather. A bunch of purple blocks and a flying ? Block
are ahead. If you can, hit the flying ? Block for a 1-Up. Now you'll find three
Chargin' Chucks. You should have at least one power-up at this point, so the
best way to go through them is to just jump up the platforms they're on.
You'll probably get hurt, but that gives you temporary invulnerability, so you
should be able to get past them. Make sure you grab the Dragon Coin. Now you're
at the end! Coins that spell out "YOU ARE A SUPER PLAYER!!" will appear. Run
right while jumping to get the coins, then enter the Goal! Congratulations,
now you've beaten every level (hopefully)! If you've collected all the Dragon
Coins, they now all turn into Peach Coins. And now I've finally got this guide
done! 

Oh, for the record, if you go through the Star Warp that now appears and have
found all the exits, the map will be a different color and some of the enemies
will look different. For example, the Piranha Plants look like Jack-o-Lanterns,
the Koopa Troopas will look like Mario, and the Pokeys will be gray blocks. It
doesn't affect gameplay at all, however. 


VII. Thanks/Legal Stuff

As I said at the beginning of the guide, thanks to Lemmy Koopa for hosting
this guide when it was first made (otherwise I might have never botherecd to
write it and also editing it.

Thanks to Nintendo Power. Their "Nintendo Power Advance" guide to this game
was of great help.

Thanks to Nintendo for making the game, and thanks to GameFAQs for showing
this.

Legal Stuff: You can't copy this guide and put it somewhere else without my
approval. And if you do have my approval, you must post this UNALTERED. At
present, only the following two websites have permission to post this guide in
any form:
gamefaqs.com
lemmykooopa.com

Copyright 2004 Lord Seth.