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    FAQ/Walkthrough by Wiej

    Version: 1.00 | Updated: 10/22/09 | Printable Version | Search Guide | Bookmark Guide

    
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                                    "Super Mario 64"
    
    o------------------------------------------------------------------------------o
    |                              ~~FAQ/Walkthrough~~                             |
    |                          ~~Created October 13, 2007~~                        |
    o------------------------o---------------------------o--------------o----------o
    | RATED KA (Kids-Adults) |     "By Kroc The Doc"     | Version 1.00 |NINTENDO64|
    o------------------------o---------------------------o--------------o----------o
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |                          |    Table of Contents   |                          |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    +----+----------------------------------+--------+-----------------------------+
    |Ch.#|   Name of Chapter/Sub-Section    | Search |         Description         |
    +----+----------------------------------+--------+-----------------------------+
    |(01)|          Version History         |VERSIONS| A description of updates.   |
    +----+----------------------------------+--------+-----------------------------+
    |(02)|           Introduction           | INTROD | An intro to this FAQ.       |
    +----+----------------------------------+--------+-----------------------------+
    |(03)|            Game Basics           | BASICS | The basic info about SM64.  |
    +----+----------------------------------+--------+-----------------------------+
    | 3a |               Story              |  STOR  | The story behind SM64.      |
    | 3b |             Controls             |  CTRL  | How to control Mario.       |
    | 3c |             Item List            |  ITEM  | A list of items in SM64.    |
    | 3d |           Mario's Moves          |  MOVE  | Mario's different moves.    |
    | 3e |            Enemy List            |  ENMY  | A list of enemies in SM64.  |
    | 3f |          Character List          | CHARAC | Characters in SM64.         |
    +----+----------------------------------+--------+-----------------------------+
    |(04)| Secret Star Area/Level Locations |LOCATION| Locations of levels/areas.  |
    +----+----------------------------------+--------+-----------------------------+
    | 4a |        Bob-omb Battlefield       |WORLD01L| Location of Course 1.       |
    | 4b |    The Princess's Secret Slide   |CASTLE1L| Location of Secret Area 1.  |
    | 4c |         Whomp's Fortress         |WORLD02L| Location of Course 2.       |
    | 4d |       Tower of the Wing Cap      | CAPN1L | Location of Cap Course 1.   |
    | 4e |          Jolly Roger Bay         |WORLD03L| Location of Course 3.       |
    | 4f |          Secret Aquarium         |CASTLE2L| Location of Secret Area 2.  |
    | 4g |        Cool Cool Mountain        |WORLD04L| Location of Course 4.       |
    | 4h |     Bowser in the Dark World     |BOWSER1L| Location of Bowser 1.       |
    | 4i |             Bunny 1              | BUNNY1 | Location of Bunny 1.        |
    | 4j |     Vanish Cap Under the Moat    | CAPN2L | Location of Cap Course 2.   |
    | 4k |          Big Boo's Haunt         |WORLD05L| Location of Course 5.       |
    | 4l |              Toad 1              | TOADN1 | Location of Toad 1.         |
    | 4m |          Hazy Maze Cave          |WORLD06L| Location of Course 6.       |
    | 4n |      Cavern of the Metal Cap     | CAPN3L | Location of Cap Course 3.   |
    | 4o |             Bunny 2              | BUNNY2 | Location of Bunny 2.        |
    | 4p |         Lethal Lava Land         |WORLD07L| Location of Course 7.       |
    | 4q |        Shifting Sand Land        |WORLD08L| Location of Course 8.       |
    | 4r |          Dire Dire Docks         |WORLD09L| Location of Course 9.       |
    | 4s |      Bowser in the Fire Sea      |BOWSER2L| Location of Bowser 2.       |
    | 4t |              Toad 2              | TOADN2 | Location of Toad 2.         |
    | 4u |          Snowman's Land          |WORLD10L| Location of Course 10.      |
    | 4v |           Wet-Dry World          |WORLD11L| Location of Course 11.      |
    | 4w |        Tall Tall Mountain        |WORLD12L| Location of Course 12.      |
    | 4x |         Tiny-Huge Island         |WORLD13L| Location of Course 13.      |
    | 4y |              Toad 3              | TOADN3 | Location of Toad 3.         |
    | 4z |          Tick Tock Clock         |WORLD14L| Location of Course 14.      |
    | 4aa|           Rainbow Ride           |WORLD15L| Location of Course 15.      |
    | 4bb|    Wing Mario Over the Rainbow   |CASTLE3L| Location of Secret Area 3.  |
    | 4cc|         Bowser in the Sky        |BOWSER3L| Location of Bowser 3.       |
    +----+----------------------------------+--------+-----------------------------+
    |(05)|        Bob-omb Battlefield       |COURSE01| The first course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 5a |     Big Bob-omb on the Summit    | WN01S1 | Power Star 1                |
    | 5b |   Footrace With Koopa the Quick  | WN01S2 | Power Star 2                |
    | 5c |  Shoot to the Island in the Sky  | WN01S3 | Power Star 3                |
    | 5d |       Find the 8 Red Coins       | WN01S4 | Power Star 4                |
    | 5e |      Mario Wings to the Sky      | WN01S5 | Power Star 5                |
    | 5f |    Behind Chain Chompa's Gate    | WN01S6 | Power Star 6                |
    | 5g |           100 Coin Star          | WN01S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(06)|    The Princess's Secret Slide   |CASTLEA1| The 1st secret castle area. |
    +----+----------------------------------+--------+-----------------------------+
    | 6a |           Power Star 1           |  PSS1  | The first slide star.       |
    | 6b |           Power Star 2           |  PSS2  | The second slide star.      |
    +----+----------------------------------+--------+-----------------------------+
    |(07)|         Whomp's Fortress         |COURSE02| The second course.          |
    +----+----------------------------------+--------+-----------------------------+
    | 7a |      Chip Off Whomp's Block      | WN02S1 | Power Star 1                |
    | 7b |    To the Top of the Fortress    | WN02S2 | Power Star 2                |
    | 7c |     Shoot Into the Wild Blue     | WN02S3 | Power Star 3                |
    | 7d |  Red Coins on the Floating Isle  | WN02S4 | Power Star 4                |
    | 7e |    Fall Onto the Caged Island    | WN02S5 | Power Star 5                |
    | 7f |        Blast Away the Wall       | WN02S6 | Power Star 6                |
    | 7g |           100 Coin Star          | WN02S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(08)|       Tower of the Wing Cap      | CAPNO1 | The first cap course.       |
    +----+----------------------------------+--------+-----------------------------+
    |(09)|          Jolly Roger Bay         |COURSE03| The third course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 9a |    Plunder in the Sunken Ship    | WN03S1 | Power Star 1                |
    | 9b |   Can the Eel Come Out to Play?  | WN03S2 | Power Star 2                |
    | 9c |    Treasure of the Ocean Cave    | WN03S3 | Power Star 3                |
    | 9d |   Red Coins on the Ship Afloat   | WN03S4 | Power Star 4                |
    | 9e |     Blast to the Stone Pillar    | WN03S5 | Power Star 5                |
    | 9f |      Through the Jet Stream      | WN03S6 | Power Star 6                |
    | 9g |           100 Coin Star          | WN03S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(10)|        The Secret Aquarium       |CASTLEA2| The 2nd secret castle area. |
    +----+----------------------------------+--------+-----------------------------+
    |(11)|        Cool Cool Mountain        |COURSE04| The fourth course.          |
    +----+----------------------------------+--------+-----------------------------+
    | 11a|         Slip Slidin' Away        | WN04S1 | Power Star 1                |
    | 11b|         Li'l Penguin Lost        | WN04S2 | Power Star 2                |
    | 11c|         Big Penguin Race         | WN04S3 | Power Star 3                |
    | 11d|   Frosty Slide for 8 Red Coins   | WN04S4 | Power Star 4                |
    | 11e|      Snowman's Lost His Head     | WN04S5 | Power Star 5                |
    | 11f|       Wall Kicks Will Work       | WN04S6 | Power Star 6                |
    | 11g|           100 Coin Star          | WN04S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(12)|     Bowser in the Dark World     |BOWSERW1| The first bowser level.     |
    +----+----------------------------------+--------+-----------------------------+
    |(13)|     Vanish Cap Under the Moat    | CAPNO2 | The second cap course.      |
    +----+----------------------------------+--------+-----------------------------+
    |(14)|          Big Boo's Haunt         |COURSE05| The fifth course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 14a|        Go on a Ghost Hunt        | WN05S1 | Power Star 1                |
    | 14b|   Ride Big Boo's Merry-Go-Round  | WN05S2 | Power Star 2                |
    | 14c|    Secret of the Haunted Books   | WN05S3 | Power Star 3                |
    | 14d|       Seek the 8 Red Coins       | WN05S4 | Power Star 4                |
    | 14e|         Big Boo's Balcony        | WN05S5 | Power Star 5                |
    | 14f|   Eye to Eye in the Secret Room  | WN05S6 | Power Star 6                |
    | 14g|           100 Coin Star          | WN05S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(15)|      Cavern of the Metal Cap     | CAPNO3 | The third cap course.       |
    +----+----------------------------------+--------+-----------------------------+
    |(16)|          Hazy Maze Cave          |COURSE06| The sixth course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 16a|   Swimming Beast in the Cavern   | WN06S1 | Power Star 1                |
    | 16b|      Elevate for 8 Red Coins     | WN06S2 | Power Star 2                |
    | 16c|    Metal-Head Mario Can Move!    | WN06S3 | Power Star 3                |
    | 16d|     Navigating the Toxic Maze    | WN06S4 | Power Star 4                |
    | 16e|     A-Maze-Ing Emergency Exit    | WN06S5 | Power Star 5                |
    | 16f|      Watch for Rolling Rocks     | WN06S6 | Power Star 6                |
    | 16g|           100 Coin Star          | WN06S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(17)|         Lethal Lava Land         |COURSE07| The seventh course.         |
    +----+----------------------------------+--------+-----------------------------+
    | 17a|        Boil the Big Bully        | WN07S1 | Power Star 1                |
    | 17b|         Bully the Bullies        | WN07S2 | Power Star 2                |
    | 17c|   8-Coin Puzzle With 15 Pieces   | WN07S3 | Power Star 3                |
    | 17d|        Red-Hot Log Rolling       | WN07S4 | Power Star 4                |
    | 17e|   Hot-Foot-It Into the Volcano   | WN07S5 | Power Star 5                |
    | 17f|   Elevator Tour in the Volcano   | WN07S6 | Power Star 6                |
    | 17g|           100 Coin Star          | WN07S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(18)|        Shifting Sand Land        |COURSE08| The eighth course.          |
    +----+----------------------------------+--------+-----------------------------+
    | 18a|   In the Talons of the Big Bird  | WN08S1 | Power Star 1                |
    | 18b|     Shining Atop the Pyramid     | WN08S2 | Power Star 2                |
    | 18c|    Inside the Ancient Pyramid    | WN08S3 | Power Star 3                |
    | 18d|  Stand Tall on the Four Pillars  | WN08S4 | Power Star 4                |
    | 18e|    Free Flying for 8 Red Coins   | WN08S5 | Power Star 5                |
    | 18f|          Pyramid Puzzle          | WN08S6 | Power Star 6                |
    | 17g|           100 Coin Star          | WN08S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(19)|          Dire Dire Docks         |COURSE09| The ninth course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 19a|        Board Bowser's Sub        | WN09S1 | Power Star 1                |
    | 19b|       Chests in the Current      | WN09S2 | Power Star 2                |
    | 19c|   Pole-Jumping for 8 Red Coins   | WN09S3 | Power Star 3                |
    | 19d|      Through the Jet Stream      | WN09S4 | Power Star 4                |
    | 19e|      The Manta Ray's Reward      | WN09S5 | Power Star 5                |
    | 19f|        Collect the Caps...       | WN09S6 | Power Star 6                |
    | 19g|           100 Coin Star          | WN09S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(20)|      Bowser in the Fire Sea      |BOWSERW2| The second bowser level.    |
    +----+----------------------------------+--------+-----------------------------+
    |(21)|          Snowman's Land          |COURSE10| The tenth course.           |
    +----+----------------------------------+--------+-----------------------------+
    | 21a|        Snowman's Big Head        | WN10S1 | Power Star 1                |
    | 21b|       Chill With the Bully       | WN10S2 | Power Star 1                |
    | 21c|        In the Deep Freeze        | WN10S3 | Power Star 1                |
    | 21d|   Whirl From the Freezing Pond   | WN10S4 | Power Star 1                |
    | 21e|   Shell Shreddin' for Red Coins  | WN10S5 | Power Star 1                |
    | 21f|          Into the Igloo          | WN10S6 | Power Star 1                |
    | 21g|           100 Coin Star          | WN10S7 | Power Star 1                |
    +----+----------------------------------+--------+-----------------------------+
    |(22)|           Wet-Dry World          |COURSE11| The eleventh course.        |
    +----+----------------------------------+--------+-----------------------------+
    | 22a|       Shocking Arrow Lifts!      | WN11S1 | Power Star 1                |
    | 22b|          Top o' the Town         | WN11S2 | Power Star 2                |
    | 22c|   Secrets in the Shallows & Sky  | WN11S3 | Power Star 3                |
    | 22d|    Express Elevator--Hurry Up!   | WN11S4 | Power Star 4                |
    | 22e|     Go to Town for Red Coins     | WN11S5 | Power Star 5                |
    | 22f|   Quick Race Through Downtown!   | WN11S6 | Power Star 6                |
    | 22g|           100 Coin Star          | WN11S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(23)|        Tall Tall Mountain        |COURSE12| The twelfth course.         |
    +----+----------------------------------+--------+-----------------------------+
    | 23a|        Scale the Mountain        | WN12S1 | Power Star 1                |
    | 23b|    Mystery of the Monkey Cage    | WN12S2 | Power Star 2                |
    | 23c|     Scary Shrooms, Red Coins     | WN12S3 | Power Star 3                |
    | 23d|      Mysterious Mountainside     | WN12S4 | Power Star 4                |
    | 23e| Breathtaking View From The Bridge| WN12S5 | Power Star 5                |
    | 23f|   Blast to the Lonely Mushroom   | WN12S6 | Power Star 6                |
    | 23g|           100 Coin Star          | WN12S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(24)|         Tiny-Huge Island         |COURSE13| The thirteenth course.      |
    +----+----------------------------------+--------+-----------------------------+
    | 24a|     Pluck the Pirahna Flower     | WN13S1 | Power Star 1                |
    | 24b|  The Tip Top of the Huge Island  | WN13S2 | Power Star 2                |
    | 24c|   Rematch with Koopa the Quick   | WN13S3 | Power Star 3                |
    | 24d|      Five Itty Bitty Secrets     | WN13S4 | Power Star 4                |
    | 24e|        Wiggler's Red Coins       | WN13S5 | Power Star 5                |
    | 24f|        Make Wiggler Squirm       | WN13S6 | Power Star 6                |
    | 24g|           100 Coin Star          | WN13S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(25)|          Tick Tock Clock         |COURSE14| The fourteenth course.      |
    +----+----------------------------------+--------+-----------------------------+
    | 25a|        Roll Into the Cage        | WN14S1 | Power Star 1                |
    | 25b|     The Pit and the Pendulums    | WN14S2 | Power Star 2                |
    | 25c|            Get a Hand            | WN14S3 | Power Star 3                |
    | 25d|        Stomp on the Thwomp       | WN14S4 | Power Star 4                |
    | 25e|    Timed Jumps on Moving Bars    | WN14S5 | Power Star 5                |
    | 25f|      Stop Time for Red Coins     | WN14S6 | Power Star 6                |
    | 25g|           100 Coin Star          | WN14S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(26)|           Rainbow Ride           |COURSE15| The fifteenth course.       |
    +----+----------------------------------+--------+-----------------------------+
    | 26a|   Cruiser Crossing the Rainbow   | WN15S1 | Power Star 1                |
    | 26b|     The Big House in the Sky     | WN15S2 | Power Star 2                |
    | 26c|      Coins Amassed in a Maze     | WN15S3 | Power Star 3                |
    | 26d|      Swingin' in the Breeze      | WN15S4 | Power Star 4                |
    | 26e|         Tricky Triangles!        | WN15S5 | Power Star 5                |
    | 26f|    Somewhere Over the Rainbow    | WN15S6 | Power Star 6                |
    | 26g|           100 Coin Star          | WN10S7 | Power Star 7                |
    +----+----------------------------------+--------+-----------------------------+
    |(27)|    Wing Mario Over the Rainbow   |CASTLEA3| The 3rd secret castle area. |
    +----+----------------------------------+--------+-----------------------------+
    |(28)|      Bowser in the Sky World     |BOWSERW3| The third bowser level.     |
    +----+----------------------------------+--------+-----------------------------+
    |(29)|            Appendicies           | APPEND | The closing of the guide.   |
    +----+----------------------------------+--------+-----------------------------+
    | 29a|               Warps              |  WARP  | A list of warps in SM64.    |
    | 29b|              Secrets             | SECRET | Secrets in SM64.            |
    | 29c|         Legal Disclaimer         | LEGALD | Legal info about this FAQ.  |
    | 29d|        Contact Information       | CONTAC | Read this to contact me.    |
    | 29e|              Credits             | CREDIT | I would like to thank...    |
    +----+----------------------------------+--------+-----------------------------+
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (01)           |     Version History    |         VERSIONS         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    +------------------+--------------+
    | October 21, 2009 | Version 1.00 |
    +------------------+--------------+---------------------------------------------
                       | Wow. After two years of laziness, I actually finished this
                       | guide for this extremely (13 years) old game. All 120 Power
                       | Stars are in there. The layout's done as well as the game
                       | basics and extra chapters.
                       +------------------------------------------------------------
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (02)           |      Introduction      |           INTR           |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    Hi, welcome to my FAQ for Super Mario 64. This is my ninth FAQ for GameFAQs and
    my fifth Nintendo 64 FAQ. Super Mario 64 is a hit game made by Nintendo in 1996
    (yes, 1996) with fifteen levels each with six exciting missions to complete.
    
    The VERSION HISTORY chapter tells you about all the updates to the FAQs and the
    changes made in each. The GAME BASICS section will give you basic information
    about the game. If you read it, you'll be able to skip a lot of training and
    text boxes that you wouldn't be able to otherwise. The WALKTHROUGH chapter will
    give strategies and guides for getting all 120 Power Stars in the game.
    APPENDICIES will wrap-up the guide with secrets and includes the legal/contact
    information and the credits. Enjoy!
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (03)           |       Game Basics      |          BASICS          |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    ====================--------------------====================--------------------
    | 3a                                 Story                                STOR |
    --------------------====================--------------------====================
    
    --------------------------------------------------------------------------------
    NOTE: I copied this from NMorgan and RHarrison's FAQ because I don't have an
    instruction booklet (I bought a used copy).
    --------------------------------------------------------------------------------
    
    "Mario, please come to the castle. I've baked a cake for you."
    
    Mario is so excited to receive the invitation from the Princess, who lives in
    the Mushroom Castle, that he quickly dresses in this best and leaves right away.
    Shaking off his uneasy premonition, Mario steps into the silent castle, where he
    is greeted by the gruff words, "No one's home! Now scram! Bwa, ha, ha." Mario
    begins searching all over the castle. Most of the doors are locked, but finding
    one open, he peeks inside. Hanging on the wall is the largest painting he has
    ever seen, and from behind the painting comes the strangest sound that he has
    ever heard. Without a second thought, Mario jumps at the painting. As he is
    drawn into it, another world opens before his very eyes. And so begins the
    grandest of all adventures! Once inside the painting, Mario finds himself in
    the midst of battling Bobombs. According to the Bob-omb Buddies , someone...or
    something...has suddenly attacked the castle and stolen "Power Stars." These
    stars protect the castle; with the stars in his control, the beast plans to take
    over the Mushroom Castle. To help him accomplish this, he plans to convert the
    residents of the painting world into monsters as well. If nothing is done, all
    those monsters will soon begin to overflow from inside the painting. Princess
    Toadstool and Toad are missing, too. Bowser must have taken them and sealed them
    inside the painting. Unless Mario recovers the Power Stars immediately, the
    inhabitants of this world will become Bowser's army.
    
    Stolen Power Stars are hidden throughout the painting world. Use your wisdom and
    strength to recover the Power Stars and restore peace to the Mushroom Castle.
    Mario, you are the only one that we can count on!
    
    ====================--------------------====================--------------------
    | 3b                                Controls                              CTRL |
    --------------------====================--------------------====================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Control Stick
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                       ~~Move~~
    
    The control stick is used to manuever Mario anywhere within 360 degrees. This
    allows you to move and head to different areas. Holding the control stick
    lightly will cause Mario to tip-toe. Push it further and he will walk. Hold it
    all the way and Mario will run. Running is the most efficient way to explore the
    worlds, so you should always do so. However, when moving across narrow bridges,
    tip-toeing is safer and more advisable. A sudden change in direction will cause
    Mario to slide. Be wary of this while on high, narrow ledges, as it can easily
    cause you to fall off. However, sometimes you will have to do this as it is used
    for a particular technique.
    
    While on a tree (use the A button to jump to the tree and Mario will
    automatically grab hold of it), move the control stick up and down to climb the
    tree. If you climb to the top of the tree, Mario will do a handstand. Sometimes
    this will make a 1-up mushroom appear, though not always. You can also hang on
    to ledges, which is useful in case you happen to fall off one. Hold the joystick
    up to climb back up and hold it down and press Z if you want to drop off (be
    very careful of this!). One last warning is if Mario jumps/runs into a wall, he
    will bounce back. In some places, this can make you fall into an abyss, so be
    very careful in levels like Tick Tock Clock.
    
    Underwater, the control stick allows you to move as well. You need to be holding
    or pressing the A button while moving the control stick to move underwater.
    Pushing the control stick up causes Mario to go down while holding it down
    causes him to go up. Keep on eye on your health meter while underwater, as it
    will gradually decrease.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        A Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                      ~~Jump/Swim~~
    
    Like in pretty much all N64 adventure games, the A button is used to jump. Tap A
    and Banjo won't jump very high. Press it and he'll jump a little higher. Hold it
    down for a little longer and Banjo will jump high. If you press A while in the
    air, Kazooie will flap her wings, giving your jump a little more distance. This
    is the single best move for crossing gaps, as it gives you a fair bit of
    distance.
    
    The A button will also allow you to use many pads the game has. Stand on a
    Flying Pad and press A and you will take flight. Press A to fly higher (this
    uses up one Red Feather. Press and hold A while on a Shock Jump Pad to leap high
    into the air, allowing you to reach high alcoves and ledges.
    
    While underwater, holding the A button will make Donkey use his whole body to
    swim around the water. This is the most efficient way of getting around
    underwater. However, it is not recommended when trying to grab items, as you
    need more precision for that.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        B Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                    ~Attack/Pick Up~~
    
    The B button will allow Mario to perform many different attacks to kill baddies.
    Press B while holding still to make Mario do a punch. One press will make him do
    a quick punch, but if you press it a few times in quick succession, Mario will
    do a kick. This move limits mobility and is less convenient than killing enemies
    while moving, so you should usually avoid it. However, some enemies, like Boos
    and Bullies, must be defeated in this manner. Press B while moving forward and
    Mario will do a bellyslide. This can kill enemies and give you a bit of speed.
    You need a good running start do it though. If you want, you can press A to
    jump and slide from the air.
    
    Certain things, especially bosses, can be picked up. To do this, stand behind
    them and press B. Mario can pick up things twenty times his size, so try
    anything. Some enemies, like Bob-ombs, are actually defeated this way. You can
    also pick up small boxes and other objects. After picking something up, press B
    again to throw it, which will either hurt it or break it.
    
    You can also press the B button while standing in front of certain characters
    (most noteably Toad) to talk to them and get their advice. You can also presss B
    in front of information signs to learn about different techniques. Sometimes
    they give other advice as well.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Z Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                       ~~Crouch~~
    
    Holding the Z button on land will make Mario crouch. The only use of this is to
    perform other moves, which I will discuss later.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       C Buttons
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                       ~~Camera~~
    
    The C buttons control the camera system. Like pretty much all camera systems, it
    can often infuriate you to no end. To make matters worse, Super Mario 64 has one
    of the worst camera systems for the N64.
    
    Pressing the left C button will rotate the camera left. Unlike most N64 games,
    you can't just hold it to keep it spinning; you have to keep pressing it. The
    right C button rotates the camera right. Press the up C button to make the
    camera closer to mario. At the bottom of the screen, the a picture shows how
    close the camera is (a down arrow indicates it is as far as possible, no arrow
    means it's in the middle, and and up arrow means you are in Mario's first-person
    perspective). While in Mario's eyeview, you cannot move. The control stick will
    simply allow you to look around. The down C button will move the camera further
    from you, so you can use it along with the up C button to adjust the camera to
    suit your personal preference.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        R Button
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Change Camera View~~
    
    The R button has a rather idiotic purpose. The picture in the bottom-right
    corner of the screen normally has a picture of Lakitu in it. If you press the R
    button, it will change to a picture of Mario. While in Mario mode, the camera is
    EXTREMELY close to Mario, make it inefficient and practically useless.
    
    ====================--------------------====================--------------------
    | 3c                               Item List                              ITEM |
    --------------------====================--------------------====================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                   Collectible Items
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Power Star
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Power Stars are basically the Jiggies and Golden Bananas of Super Mario 64. They
    are used to open the various worlds throughout the game. Whenever you jump into
    a painting that takes you to a world, you'll be presented with a row of stars to
    choose from. These stars are missions, though when you first enter a world, only
    the first mission will be available. At first, the star will be blue. Once you
    collect the star in the world, the mission star becomes yellow. You can redo
    missions you've already completed (when in the world, it's the opposite; the
    stars you've already collected are blue) as many times as you want. If you
    complete a mission with a higher number than the mission you selected, then the
    missions between those two will appear. You can use this to your advantage to
    make certain missions easier.
    
    Each of the fifteen worlds has six missions. Since 15 x 6 = 90, that makes 90
    stars. However, each world has a 100 coin star in which you can collect 100
    coins to get a star, though it's not on the mission select screen. Unlike other
    stars, collecting the 100 coin star does not trasnport you out of the level.
    That makes 105 stars. Collecting red coins in the three bowser levels gets you
    three more stars (108), a bunny gives you two stars (110), you get stars for
    collecting red coins in the cap courses (113), four secret area stars in the
    castle (117), three stars from Toad (120).
    
    Whenever you collect a star, Mario will automatically exit the level (he does
    not exit the level if the star was a 100 coin star) and will be presented with
    the option to save and continue, save and quit, or continue and don't save. You
    are also presented with the option to either save or not save when you collect
    the 100 coin star. Sometimes, when you've collected enough stars to open a new
    star door, a textbox will tell you so.
    
    Throughout the castle you will find star doors. On the star is a number
    representing how many stars are needed to open it. Doors with blank stars will
    open no matter how many stars you have. Once Mario uses the star power to open
    the door, you can just go through it like a normal door. Some star doors are
    larger and do not say how many stars are required. There are four doors like
    that. You only need 70 stars to beat the game, but collecting all 120 is an
    enjoyable experience that gets you one small reward (see Secrets/Glitches
    section).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Yellow Coins
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yellow coins are scattered throughout the different levels, usually found in
    groups. If you collect a coin, Mario will get one piece (1/8th) of his power
    meter back, so it's not hard to replenish your meter since the coins are
    everywhere. Getting hit by an enemy or dropping into a dangerous area can make
    you lose anywhere from one to four pieces of your power meter. If you kill an
    enemy (which is not hard at all), you'll get a coin or more back. At the top of
    the screen a number indicates how many coins you have. If you collect 100 coins,
    a Power Star will appear above where you collected the last coin. Be careful! If
    the 100th coin you collect is in a hard to reach area or an area you can't go
    back to, you won't be able to get the star.
    
    Coins come in many different containers. If you defeat an enemy, you'll get one
    coin or more. You'll also find boxes in different varities, which take different
    methods to break. Breaking one will yield some coins. Often coins are found in
    rings or lines. Sometimes, collecting all the coins in a ring or a line will get
    you a 1-Up mushroom. Also, you can sometimes get a few coins by breaking a
    yellow "!" box. If after killing an enemy you don't grab the conis quickly,
    they'll disappear, so be fast.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Red Coins
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Every level has eight red coins and a mission devoted to collecting them all.
    They are obviously more well-concealed than the yellow coins, since you get a
    Power Star for collecting all eight. The red coins are often found on ledges, in
    boxes, or in areas that you might not bother to look in. Every level has a blue
    star laying prone on the ground. After collecting all eight red coins, the star
    will appear above the blue star. If you die before grabbing the star, you'll
    need to collect the coins again. Some blue stars also serve different purposes.
    
    Not only do red coins act as an entire mission, they also restore two pieces of
    your power meter each. Some enemies take away two pieces, so the red coins can
    come in handy. Also, the coin count at the top of the screen is increased by two
    instead of one when you collect a red coin. For that reason, you'll usually want
    to grab all the red coins during the 100 coin missions.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Blue Coins
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Blue coins are quite rare and are extremely useful for the 100 coin star
    missions. Collecting one will add five coins to your coin total at the top of
    the screen and restore a whopping half of your power meter. Blue coins are great
    when you're extremely low on health. Certain enemies, such as Boos and Mr. I's,
    will drop a blue coin when they are defeated. In Whomp's Fortress, Jolly Roger
    Bay, Cool Cool Mountain, Big Boo's Haunt, Hazy Maze Cave, Shifting Sand Land,
    Dire Dire Docks, Wet-Dry World, Tick Tock Clock, Rainbow Ride, and maybe some
    other levels I forgot, you will find switches with a picture of a blue coin.
    Ground pound these and some blue coins will appear. If you don't collect them
    before the ticking stops, they disappear (the ticking gets fast when time is
    almost up).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     1-Up Mushroom
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1-Up Mushrooms basically look like a tiny version of Toad the mushroom's head.
    If you pick one up, you'll get an extra life (your lives are displayed in the
    top-left corner of the screen). Whenever Mario dies, he loses a life. If you die
    when you have no extra lives, you get a game over, though it doesn't really
    matter since your progress is auto-saved. Mushrooms are often placed out in the
    open but in hard to reach areas, and you'll usually only find around four in one
    level.
    
    When Mario dies, he gets tossed out of the painting and will have to start back
    at the beginning of the level. If you died in certain areas (the pyramid in
    Shifting Sand Land or the volcano in Lethal Lava Land, for example), you will
    reappear at the start of those areas when you jump into the painting.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               Switches, Boxes, and Misc.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Power Heart
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Power Hearts are red hearts found on the ground. They are quite rare, as they
    only appear in a couple levels, but they usually are easy to find. Run through
    it (it's better to have a good running start) and it will start to spin. For
    every 360 rotation it makes, you get a piece of your power meter back. This is
    great for when you're low on energy, as you can run through it as many times as
    you want.
    
    Power Hearts are often placed in areas where you need to wall kick. That way, if
    you screw up, you can replenish health lost from falling. Also, let's say you
    run through a Power Heart with only 1 missing piece of health and it rotates
    five times. Then, immediately afterward, you fall into lava and lose three
    pieces of health. However, assuming the heart is still rotating, you'll get
    those three pieces back. Cool, right?
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Yellow "!" Block
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The yellow variety of the "!" block is the most varied of the four block types.
    If you jump while below any block, it will break open and reveal it's prize
    inside. The item inside a yellow block varies greatly. Sometimes, it will merely
    be a few coins. Othertimes, it will be a 1-Up Mushroom. In rarer instances, the
    prize may be a Koopa Shell or even a Power Star.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Red "!" Block
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The red variety of the "!" block always contains the Wing Cap. In order to use
    it, you must first activate the red switch in the Tower of the Wing Cap. After
    that, the transparent red blocks in the levels will become opaque. Hit it and
    the cap will fall out, allowing you to put it on. Now do a triple jump and Mario
    will soar into the air. It's almost impossible to go higher (you can dive bomb
    and then raise up, but it doesn't help very much), so you'll want to start from
    a high position. Hold the joystick up to go down and hold it down to go up. With
    the Wing Cap, you can do a triple jump while standing, which you normally can't
    do. The Wing Cap will start to flash when you're almost out of time, so quickly
    land or you will fall and lose health/die.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Blue "!" Block
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Blue blocks contain the Vanish Cap. In order to use it, you must first activate
    the blue switch in the Vanish Cap Under the Moat course. After that, the
    transparent blue blocks in the levels will become opaque. Hit it and the Vanish
    Cap will fall out, allowing you to put it on. Mario will go all fuzzy because
    he's naked (only kidding, he's supposed to be "invisible"). Since you're
    invisible, enemy attacks do absolutely nothing against you and you can also walk
    right through posters and some walls. When the Vanish Cap starts flashing, your
    time is almost up, so you'll want to be quick.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Green "!" Block
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Green blocks contain the Metal Cap. In order to use it, you must first activate
    the green switch in the Cavern of the Metal Cap. After that, the transparent
    green blocks in the levels will become opaque. Hit the block and the Metal Cap
    will fall out, allowing you to put it on. Mario will become a metal man, which
    means he can go in dangerous areas like lava without being hurt. If you walk
    into an enemy as Metal Mario, the enemy will simply die instantly.
    
    When you jump into the water when you're metal, Mario will slowly begin to sink.
    This allows you to press switches underwater since you're heavy, but it also
    means you're much slower and can't swim to surface areas. When the metal cap
    flashes, time is almost up, so you'll want to get out of a dangerous area (if
    you're in one) immediately.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Koopa Shell
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    In the world of Mario, Koopa Shells seem to be a delicacy or something. In some
    of the worlds, a Koopa will be patrolling around some area. He'll run away from
    you, so you need to sneak up on him. Ground pound his back and his shell will
    come off, allowing you to jump on it. You can now ride around the level at high
    speeds, allowing you to go into dangerous areas without being harmed and skim on
    the surface of the water. Enemies will die when you run them over. However,
    unlike the Metal Cap, the shell does not make you completely invincible. Some
    things, like flames, can still hurt you. Also, if you crash into a wall (a real
    wall, not just a slope), you'll lose the shell. This is extremely dangerous if
    you're in lava or something like that, so be careful. Holding the control stick
    forward and backward allows you to control the speed of the shell.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Cannon
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Some levels have cannons. At first, it will appear as a reddish square on the
    ground with a picture of a pink Bob-omb. Talk to the pink Bob-omb in the level
    and he will open it for you. Now drop into the cannon and you will be able to
    fire Mario anywhere you like. Press A to fire and remember that Mario is
    affected by gravity, so you will want to aim higher than your target. Some
    levels have more than one cannon, but one Bob-omb will open them all.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Yellow Boxes
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yellow Boxes are found in some levels and come in three forms: large, small, and
    bouncing. All three of them can contain either coins or absolutely nothing. The
    large type will be destroyed by simply ground pounding it (you can jump if the
    box is above you), while the small ones must be picked up and thrown at a wall
    to break. The bouncing ones will begin bouncing Mario several times when he
    picks them up. This is dangerous in some places, so be careful. After a few
    bounces, the box will break. Yellow boxes can be quite useful for the 100 coin
    stars.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      "?" Switches
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "?" switches are maroon in color and not very common. They are found in a couple
    of the levels and two of the Bowser levels. Step on it and a bunch of platforms
    will appear (in the Bowser levels, a slope becomes a set of stairs) and a
    ticking noise will start. You'll need to use the platforms to get to wherever
    before the ticking noise stops. The noise gets faster when time is almost up.
    
    ====================--------------------====================--------------------
    | 3d                             Mario's Moves                            MOVE |
    --------------------====================--------------------====================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Ground Pound
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~A+Z~~
    
    The Ground Pound is one of the more important moves in the game, though there
    aren't a whole lot of times where you HAVE to use it. Press A to jump, then
    press Z to while in the air to pound the ground. This allows Mario to break
    certain grates, activate switches, and kill enemies. You usually won't use it
    for killing enemies, as there are better methods of attack, but there are a few
    instances where the Ground Pound must be used to accomplish tasks. It's
    basically the same thing as the Simian Slam from Donkey Kong 64.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Backflip
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~Z+A~~
    
    A lot of ledges in the game are too high for Mario to simply jump to. For those
    ledges, a backflip will usually cut it. First, make sure Mario's back is facing
    the ledge, since it is a BACKflip. Now, hold Z to crouch down and press A to
    make Mario do a few backwards spins into the air. This lets you reach a lot of
    ledges that are otherwise impossible to reach.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Long Jump
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~Z+A~~
    
    The long jump is one of Mario's best and most important techniques. He should
    really consider competing in the Olympics. First, get a running start. Now very
    quickly press Z and A (make sure you press Z first, or you'll do a ground pound
    instead). If you do it fast enough, Mario will leap a ridiculous distance,
    allowing you to cross gigantic gaps. A lot of gaps in the game are way too large
    for Mario to jump over, so the long jump solves that problem.
    
    Long jumping is also much faster than simply running. If you want to go around
    levels faster, simply long jump over the place (be careful not to long jump off
    a cliff). Some gaps, like one in Hazy Maze Cave, are too long to be jumped over
    but small enough so that a full long jump will kill you. In that situation, you
    would want to long jump, but then hold the control stick back before you go
    flying off the cliff. One last "secret" about the long jump is if you long jump
    onto an enemy, the enemy will die and Mario will go flying forward.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Double/Triple Jump
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                     ~~A+A/A+A+A~~
    
    To do this move, press A to jump. As soon as Mario lands, press A again and
    Mario will jump a little higher (this is usually a safer and easier way to get
    onto high ledges than the backflip). You can do this while standing, but if you
    want to add a third jump, you'll need a running start. Once you're going fast
    enough, do a double jump while continuing to move forward. Press A for a third
    time when Mario lands and Mario will do a huge jump, flipping several times.
    This is a great way to get onto some ledges (you'll need to use it a lot), but
    it's not a good idea if you don't have enough space to do it.
    
    In some places, like Cool Cool Mountain, you'll need to triple jump and then
    wall kick to reach a ledge. Triple jumps can only be done while running, unless
    you have the Wing Cap on. If you have the Wing Cap on, a stationary triple jump
    can be performed (a triple jump is actually required to start flying with the
    cap).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Sideways Somersault
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                    ~~Joystick+A~~
    
    The Sideways Somersault is a great substitute for the triple jump for when you
    are in an area with limited space. It's almost as high as the triple jump, but
    it requires less space. First, you need a tiny bit of a running start. Now, hold
    the control stick in the direction opposite you're running and quickly press A.
    Mario will leap into the air and flip sideways. This is great for reaching high
    ledges and for jumping over obstacles. You'll use it a lot in areas with lots of
    barriers and obstructions.
    
    If you mess up and don't have enough of a running start, Mario will just jump,
    so you do need a tiny bit of speed. The way you know is that if you're going
    fast enough, Mario will slide a bit when you jerk the control stick.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Wall Kick
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                     ~~A+A+A+A...~~
    
    The Wall Kick is a move you're not likely to use many times. It can be useful in
    certain situations, but usually there's a better move you can use because the
    wall kick is easy to screw up. Anyway, this is one of the many examples of
    Mario's ability to defy gravity. Run forward at a wall and jump at the wall.
    About half a second after Mario touches the wall, press A. He should kick off
    the wall and go in the opposite direction (you have to hold the control stick to
    make him move enough). If you screw up, Mario will just bounce off the wall and
    not kick off. Usually, there are two walls opposite each other. You'll have to
    keep kicking up and up until you reach the top (you need to do this in a couple
    places in the game).
    
    If you're kicking up to a high ledge and you mess up, you'll fall a long fall
    and lose a chunk of health. In most situations where you need to perform a lot
    of wall kicks, there's a Power Heart placed so you can just replish your health
    when you mess up.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Dive
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~A+B~~
    
    Like with most of Mario's moves, this begins by running forward so you have a
    bit of speed. Once you're running, press A to jump and press B while in the air.
    If you go fast enough, Mario will slide forward on his belly. This is useful for
    gaining a bit of speed. It can also be used to kill enemies. Pressing A to jump
    is not actually necessary, as you can just press B, but if you press A, you'll
    go a bit higher.
    
    When in the secret Princess Slide and the slide in Tall Tall/Cool Cool Mountain,
    doing a dive beforehand will give you extra speed (good for the second Princess
    Slide star and the penguin race).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Jump Kick
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~A+B~~
    
    The Jump Kick is a move you'll never need to use and will almost never use. The
    controls are the same as the dive, but you don't want to be going fast for this
    move or you'll end up doing a dive. Either stand still or brisk walk, then press
    A to jump and B while in the air. Mario will do a little jump kick (it can kill
    enemies, but there's no real reason to kill them that way), which propels him a
    bit higher.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Helicopter
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                        ~~Z+B~~
    
    Mario is an Olympic athlete, a defier of gravity, AND a breakdancer. Hold Z to
    crouch down, then press B and Mario will swing his leg around like he's
    breakdancing. This can kill enemies, but there are much better ways of getting
    rid of those guys, so just stay away from this move.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Crawl
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                     ~~Z+Joystick~~
    
    This move makes Mario look like a baby, which he is sometimes. Hold Z to crouch
    down, then start moving the control stick. Mario will start crawling around like
    a little baby. Since he moves EXTREMELY slowly while crawling, you can use this
    move to get across very narrow ledges. If you have difficulty controlling Mario
    on ledges, the crawl may make it a bit easier.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Swimming
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                     ~~A+Joystick~~
    
    When in a body of water, you can swim around as Mario using two different
    techniques. The first one is the paddle, which is very slow and inefficient for
    getting around. Hold A and he will use this stroke, moving slowly through the
    water. You can grab coins like this, but the other stroke isn't so fast that
    Mario becomes hard to control. If you want to use the breast stroke, tap A over
    and over again. The faster you tap the button, the faster Mario will go. This
    technique is much better and faster than the paddle, so I recommend you use it
    at all times.
    
    Unlike most N64 games, there's no "dive" button. All you have to do is point the
    control stick up to move Mario down and use a stroke. He'll just swim under. Be
    warned that when you're underwater, your power meter will begin to decrease. To
    refill it, either grab coins underwater or surface before you die. When you're
    low on oxygen, you'll hear a beep noise which is a good warning. The fact that
    surfacing replenishes your health (which is the same health used on land)
    creates the most idiotic glitch in video game history. If your health is low,
    just jump into a body of water and the game will think you're refilling your
    oxygen, so you're whole power meter will be restored. Coins apply the same way
    underwater as they do over (+1 health for yellow, +2 for red, +5 for blue).
    
    ====================--------------------====================--------------------
    | 3e                               Enemy List                             ENMY |
    --------------------====================--------------------====================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Goomba
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                ~~Bob-omb Battlefield~~
                                  ~~Jolly Roger Bay~~
                                 ~~Shifting Sand Land~~
                                   ~~Snowman's Land~~
                                 ~~Tall Tall Mountain~~
                                  ~~Tiny-Huge Island~~
                                    ~~Rainbow Ride~~
    
    The Goomba, an old classic, is the most common enemy in Super Mario 64. They're
    brown little mushrooms and can be killed with any attack. They take away one
    piece of health and give one coin when defeated.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Bob-omb
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                ~~Bob-omb Battlefield~~
                                 ~~Shifting Sand Land~~
                                 ~~Tall Tall Mountain~~
                                  ~~Tick Tock Clock~~
                                    ~~Rainbow Ride~~
    
    Bob-ombs are black bombs that patrol certain areas. Pick them up by pressing B
    while facing them (when you get near them, they'll ignite and blow up if you're
    not quick) and press B again to throw them. They'll explode and leave behind a
    coin. These guys regenerate, but won't give a coin when defeated for the second
    time.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Koopa Troopa
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                ~~Bob-omb Battlefield~~
                                  ~~Tiny-Huge Island~~
    
    Koopa Troopas are turtles that are found in a whopping two places. They run away
    from Mario in fear, so sneak up behind one and ground pound it to take off its
    shell. You can ride the shell around to kill enemies and go into dangerous
    terrain, but if you hit a wall, you lose the shell. After taking the shell away,
    you can kill the Koopa for a blue coin.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Chain Chomp
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                ~~Bob-omb Battlefield~~
    
    Chain Chomp is the black munching ball in Bob-omb Battlefield. He takes away
    three pieces of health, so be careful. You can "defeat" him by stomping the peg
    holding him three times. Otherwise, just avoid him.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Pirahna Plant
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Whomp's Fortress~~
                                  ~~Tiny-Huge Island~~
    
    Pirahna Plants are found in Whomp's Fortress and Tiny-Huge Island. In Whomp's
    Fortress, they are asleep, so tip-toe towards them to avoid waking them up, then
    punch them for a blue coin. The other kind can just be defeated normally, but
    they spit fire, so watch out.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Thwomp
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Whomp's Fortress~~
                                  ~~Tick Tock Clock~~
    
    Thwomps are big blue cubes with faces that look sort of like ice cubes. If you
    get crushed by them, you lose three pieces of health, so run under them before
    the slam down on you. Thwomps defy gravity even moreso than Mario.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Whomp
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Whomp's Fortress~~
    
    You will only find three of these in the whole game (two in Whomp's Fortress and
    one in Bowser in the Sky World). They're basically big rectangular stones. To
    defeat them, simply stand next to them and do a ground pound as they crash on
    top of you (apparently Mario can defy physics as he just goes right through the
    Whomp as it falls and ground pounds it). You can also jump on its back to get up
    to five coins.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Bullet Bill
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Whomp's Fortress~~
    
    Bullet Bills are missiles that a fired at you at the top of Whomp's Fortess.
    They're pretty easy to avoid, so just don't go near them, as they cannot be
    defeated.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Clam
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Jolly Roger Bay~~
                                  ~~Dire Dire Docks~~
    
    Clams are only found in water levels. When they open their mouths, quickly grab
    whatever is in them before they shut their mouths or you will be hurt. You can't
    kill them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Unagi
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Jolly Roger Bay~~
    
    Unagi is the eel in Jolly Roger Bay who takes away three pieces of health.
    You'll need to mess with him a couple times for two stars, so get used to him.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Spindrift
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Cool Cool Mountain~~
                                   ~~Snowman's Land~~
    
    Spindrifts are little snowgirl things in ice levels who have a spinning flower
    on them. They take away two pieces of health and give off three coins. You can
    defeat them with any attack, but if you jump on them, Mario will spin around in
    the air.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Mr. Blizzard
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Cool Cool Mountain~~
                                   ~~Snowman's Land~~
    
    Mr. Blizzards are snowmen that pop out of the ground. To defeat them, run around
    them until they collapse. These guys regenerate.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Amp
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
                                   ~~Snowman's Land~~
                                   ~~Wet-Dry World~~
                                  ~~Tiny-Huge Island~~
                                  ~~Tick Tock Clock~~
                                    ~~Rainbow Ride~~
    
    Amps are small black balls that spin around (sometimes they chase you) certain
    areas and try to electrocute you. Stay away from them (the ones that don't chase
    you are quite easy to avoid) because you can't kill them. There are also
    stationary amps that will enlarge and spit a fireball when you get near. Stay as
    far from these as you can as fire takes three pieces of your health away.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Boo
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
    
    Big Boo's Haunt is littered with these ghosts. If they see you, they'll get shy
    and turn invisible, revealing whatever is inside of them. They try to sneak up
    on you and punch you, so do the same to them. If you manage to hit one from
    behind, it will drop a blue coin.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Mr. I
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
                                   ~~Hazy Maze Cave~~
                                  ~~Lethal Lava Land~~
    
    Mr. I's are eyeballs found only in a couple places. They try to spit goo at you,
    but if you run around them quickly enough, they'll eventually die and drop a
    blue coin.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Bookend
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
    
    These are evil books that come out of bookshelves in Big Boo's Haunt. Jump while
    standing below them and they'll release a blue coin.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Chair
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
    
    While they may look like decorations, the chairs in Big Boo's Haunt are enemies.
    Just avoid them, as you can't kill them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Haunted Piano
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
    
    There's a piano in the corner of a room in Big Boo's Haunt that will come to
    life and try to eat you if you get close to it. You'll have to go near it,
    since there's a red coin behind it. You can't defeat the piano, so just avoid
    it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Scuttle Bug
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Big Boo's Haunt~~
                                   ~~Hazy Maze Cave~~
    
    Scuttle Bugs are spiders found in Hazy Maze Cave and Big Boo's Haunt. They pose
    no threat, so just smash them for three coins.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Swoop
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Hazy Maze Cave~~
    
    Swoops are barely visible blue bats in Hazy Maze Cave. Use a stomp to kill them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Snufit
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Hazy Maze Cave~~
    
    Snufits are the mask guys who inhabit the toxic maze in Hazy Maze Cave. A simple
    jump from underneath will kill them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       Monty Mole
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Hazy Maze Cave~~
                                 ~~Tall Tall Mountain~~
    
    Monty Moles are moles that come out of holes in the ground to throw rocks at
    you. You can kill them by jumping on them, but they regenerate, so just ignore
    them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Bully
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Lethal Lava Land~~
    
    These are basically Bob-ombs who, instead of blowing up, have horns and will try
    to push you into the lava. You have to time your punches correctly so that you
    push him into the lava instead. They only give one coin after dropping into the
    lava, and if the coin lands in the lava, it disappears.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Shy Guy
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
                                   ~~Snowman's Land~~
                                 ~~Tall Tall Mountain~~
                                  ~~Tiny-Huge Island~~
                                    ~~Rainbow Ride~~
    
    Shy Guys can be very annoying. They're helicopter mask dudes who fly around and
    either dive bomb at you or spit fireballs. If you jump on them, you'll go
    spinning like with the Spindrifts. You can use a jump kick to defeat them more
    safely.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Pokey
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
    
    These are the stacks of spiked balls in Shifting Sand Land. If you sideways
    somersault onto its head, it will collapse and drop a blue coin.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Tox Box
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
    
    Tox Boxes patrol the "maze" in Shifting Sand Land. They stomp around on the
    squares of the maze, but one side has a hole in it. Stand on the square where
    the hole will land and you won't be hurt.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Klepto
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
    
    Klepto is the vulture that flies around Shifting Sand Land. Stand on top of one
    of the pillars and jump to get the star it holds. In other missions, it will try
    to steal your hat. Mario takes double damage without his hat (wtf), so be very
    careful.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Grindel
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
    
    Grindels are just Thwomps in mummy costumes. They're not fooling anyone (or at
    least I hope so). There's one in the pyramid you can backflip onto to create a
    little shortcut.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Spindel
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                 ~~Shifting Sand Land~~
    
    This is a mummy Thwomp cylinder that rolls around the third level of the pyramid
    in Shifting Sand Land. Sideways somersault over it to avoid getting crushed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Bub
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Dire Dire Docks~~
    
    Bub is a a small orange fish found in the first water area of Dire Dire Docks.
    You can't kill him, so just avoid them. You probably won't even notice these
    guys.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Sushi
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Dire Dire Docks~~
    
    Sushis are the sharks that swim around the start of Dire Dire Docks. Just avoid
    them, since you can't kill them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Moneybag
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Snowman's Land~~
    
    Some yellow coins (usually it's just a single yellow coin out in the open, so
    you'll usually know) in Snowman's Land will turn into moneybags when you
    approach them. They're obviously trying to hurt greedy bastards who go after
    coins so easily. They bounce around, so it can hard to get at them, but a simple
    kick or slide will kill them and spill coins all over the place.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Skeeters
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Wet-Dry World~~
    
    Skeeters are the water-skimming bugs in Wet Dry World. You can jump on them, but
    you're in the water most of the time, so it's better to just avoid them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Heave-Ho
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Wet-Dry World~~
                                  ~~Tick Tock Clock~~
    
    These guys are annoying clockwork vaccum things that propel you upward if you
    get caught in their trays. If you fall, Mario will lose two pieces of health.
    However, you can use them to propel you to higher ledges, in which case you
    won't lose health.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Chuckya
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   ~~Wet-Dry World~~
                                 ~~Tall Tall Mountain~~
                                  ~~Tiny-Huge Island~~
                                    ~~Rainbow Ride~~
    
    Chuckyas are motorized, gigantic purple Bob-ombs that will throw you if you get
    caught by them. This can be very bad depending on where they're placed. You can
    pick it up from behind and throw it to get five coins.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Bubba
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Tiny-Huge Island~~
    
    Bubba is the giant fish with sunglasses who swims around the water in Tiny-Huge
    Island. As mini Mario, he can swallow you hole and end your life, so avoid him
    as best you can.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Lakitu
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  ~~Tiny-Huge Island~~
                                    ~~Rainbow Ride~~
    
    Lakitu is not only your camera man, but also an enemy (he's an enemy when you
    can actually see him). Jump while standing below him to kill him and spill a
    bunch of coins. He drops mines that will hurt you and will stay on the ground
    for a while.
    
    ====================--------------------====================--------------------
    | 3f                             Character List                         CHARAC |
    --------------------====================--------------------====================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Mario
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mario the plumber is off on another adventure to save Peach and her castle.
    Bowser has stolen the stars and let his army run free throughout paintings in
    the castle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Princess Toadstool "Peach"
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Peach has been kidnapped by Bowser (I think) and it's your job to save her.
    Peach bakes a cake and invites Mario over to eat it with her, which is what
    initially brings Mario to the castle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Bowser
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Bowser, the giant turtle dragon lizard monster fire-breathing bastard has taken
    the stars and it's your job to get them back and use their power to defeat
    Bowser.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                          Toad
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Toad is a mushroom guy who appears several times throughout Peach's castle. You
    can talk to him 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Pink Bob-omb
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Pink Bob-ombs are found in levels where cannons are available. Talk to them and
    they will open the cannon, which will allow you to use it. The cannons can be
    used to shoot yourself to high up places like islands and inaccesible ledges.
    Sometimes it is used to blast open walls.
    
    ==========================----------------------------==========================
    |                    =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                    |
    |           (04)      | Secret Star Area/Level Locations |       LOCATION      |
    |                    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=                    |
    --------------------------============================--------------------------
    
    This section is basically a list of where the levels are. It will also tell you
    the locations of the Bowsers and the castle secret stars. This goes hand-in-hand
    with the main walkthrough chapters (read 4a, then skip to Bob-omb Battlefield in
    the walkthrough and complete the level, then come back here to find second level
    , etc.). This part of the guide will number the Castle Secret Stars from 1-15.
    Strategies for obtaining these stars are in the main walkthrough
    
    ====================--------------------====================--------------------
    | 4a                          Bob-omb Battlefield                     WORLD01L |
    --------------------====================--------------------====================
    
    When you load your first save file, you'll view a cut-scene in which Priness
    Peach invites Mario over to her castle for cake. Mario will leap out of a warp
    pipe and appear on the castle grounds, starting your adventure. A textbox will
    explain that you can use A to jump, B to attack, B to read signs. The control
    stick is used to move Mario around. Once you're actually controlling him, head
    forward and to the bridge leading to the castle door. Lakitu will appear and
    explain the camera system. Use the up and down C buttons to control how close
    the camera is to Mario and the left and C buttons to rotate the camera. The R
    button can be used to switch between Lakitu and Mario views (Mario is much more
    close-up). Head into the castle by walking into the door (Mario opens it
    automatically).
    
    A Bowser textbox tells you no one's home and that you should leave. Ignore it
    and go forward to see a **** load of doors and a small staircase. Head to the
    "balcony" on the left side of the room and open the door with a star. The star
    has no number on it. Mario will enter a room with a painting of two Bob-ombs on
    it. This is how you enter about half of the levels: by jumping into paintings.
    Jump into the painting to enter the first level of the game.
    
    ====================--------------------====================--------------------
    | 4b                             Princess Slide                       CASTLE1L |
    --------------------====================--------------------====================
    
    After completing Bob-omb Battlefield, you'll want to exit the room with the
    painting. In the foyer of the castle, go up the small staircase and head to the
    right path. You should see a door with a star with a number one on it. A textbox
    will appear everytime you use your star power to open the locked doors. Open the
    door and head forward to find a room with three stain glass pictures of Princess
    Peach. Jump into the one on the right (you can go through this one) to enter the
    Princess Slide secret area, which has two POWER STARS (2).
    
    ====================--------------------====================--------------------
    | 4c                            Whomp's Fortress                      WORLD02L |
    --------------------====================--------------------====================
    
    Once you've collected the two Princess Slide stars, leave the room with the
    slide. Go down the mainstaircase and head to the right side of the room. To the
    right of a brown wooden door you should see a star door with the number one on
    it. Open it with your star power. In the next room, head down the stairs on
    either side and go to the back of the room, where you'll find a painting.
    
    ====================--------------------====================--------------------
    | 4d                         Tower of the Wing Cap                      CAPN1L |
    --------------------====================--------------------====================
    
    When you've finished Whomp's Fortress, leave the room with the painting of the
    level. In the castle's entrance room, head to the center at the foot of the main
    staircase, where you should find a painting of the sun. Light is coming from the
    ceiling pointing at the painting. Stand on the painting and look at the light
    source, the sun, by going into Mario's eyesight (press up C until you're in his
    eyeview) and you will be transported to the Wing Cap course, which has a POWER
    STAR (3).
    
    ====================--------------------====================--------------------
    | 4e                            Jolly Roger Bay                       WORLD03L |
    --------------------====================--------------------====================
    
    After completeting the Wing Cap course, go to the right side of the entrance
    room of the castle. You'll find a 3 star door atop a small ledge. Go up the
    stairs of the ledge and use the star power to open up the door. In the next room
    , go straight forward and jump into the painting of a sunken ship.
    
    ====================--------------------====================--------------------
    | 4f                           The Secret Aquarium                    CASTLE2L |
    --------------------====================--------------------====================
    
    Once you've finished Jolly Roger Bay, turn the camera so you're facing the door
    leading out of this room. Head to the front and go to your left. There is a
    black opening in the wall above if you look next to the fish tank. Backflip into
    this opening and you'll find the secret aquarium, which has a POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 4g                           Cool Cool Mountain                     WORLD04L |
    --------------------====================--------------------====================
    
    After finishing the secret aquarium, you appear in the middle of the room with
    the Jolly Roger Bay painting. Head forward and open the door to leave, then go
    to the left side of the room. You'll notice there are doors along the wall of
    the platform the red staircase leads up to, one wooden and one a star door. Open
    the 3 star door (ignore the wooden door for now) and go forward in the next room
    , down the stairs. You'll find three snowland paintings. Jump in the one in the
    middle.
    
    ====================--------------------====================--------------------
    | 4h                        Bowser in the Dark World                  BOWSER1L |
    --------------------====================--------------------====================
    
    The first thing you want to do after completing Cool Cool Mountain is head
    across from the painting and up the stairs. Open the door to go back to the
    castle's entrance room. From here, head up the staircase in the center of the
    room and go leftward to a door with a big star in front of it. These doors don't
    specify how many stars you need, but this one requires eight. You could've done
    this much earlier, but it's best to complete all the first floor levels before
    opening the door. The door leads to a long hallway with a picture of Peach at
    the end. Go forward and the picture will turn into a painting of Bowser. At the
    end, a trapdoor (if you try to jump the trapdoor, you'll hit an invisible wall
    and fall down anyway) will drop you into a level below. This level has a POWER
    STAR (5).
    
    ====================--------------------====================--------------------
    | 4i                               Bunny One                            BUNNY1 |
    --------------------====================--------------------====================
    
    You appear outside the trapdoor after defeating Bowser. Go to the start of the
    hallway and head back through the big star door. Since your defeat of Bowser
    earned you a key, the obvious thing to do is head to the top of the stairs and
    try to open the second floor door. However, the key doesn't fit, and the textbox
    hints that it might be for the basement. Go to the bottom of the stairs and to
    either side of the stairs. Next to one of the star doors are two wooden doors.
    Open either one and you'll be in a room with a staircase leading down and a long
    hallway. Take the stairs down and you'll find a door. Mario will use his key to
    open it.
    
    There's a big star door on the left, but we're not going to open it now even
    though we could. Instead, head down the small stairs and through the green
    metallic tunnel. At the end, open the door, which leads to the basement. There
    are torches all over the place (including blue flames, which cause FOUR pieces
    of damage), so be careful. I'll provide a little map for this place, as it can
    get a little bit confusing:
    
         +--------------------+
         |          LLL        \
         |     +--+     +      D| 
         |     |  |     |      /
         | SSL |  |     |     +
         +-----++-+     +     |
                |             +--+
    +----+      |     +-+       D|
    |T   |      |     | +--------+
    |    +------+     |
    |                 |
    +--+     +--------+
       |START|
       +-----+
    
    Legend
    ------
    
    T = Toad                         SSL = Shifting Sand Land entrance
    LLL = Lethal Lava Land painting  D   = Door
    
    When you first enter the basement, you'll want to go right and turn around the
    corner. From here, you can head straight to the painting of a fireball. There is
    a bunny hopping around this area. He'll avoid you if you try approach him, so
    chase him to the left from the painting and around the corner to a dead wall,
    which is actually the entrance to the level. If you screw up, you might
    accidentally enter the level, so be careful. Press A then B to dive at the
    bunny. If you are sucessful in capturing him, he'll tell you to let him go, as
    he's late for some event. In order to bribe Mario into letting him go, he
    reluctantly hands over a POWER STAR (6). Remember, kids: animal abuse, the way
    to get what you want.
    
    ====================--------------------====================--------------------
    | 4j                       Vanish Cap Under the Moat                    CAPN2L |
    --------------------====================--------------------====================
    
    At the start of the basement (backtrack so I can describe this easier; yes I
    know I'm evil) , make the right turn and go around the corner. Up ahead you
    should see a painting of a fireball. Go forward, looking on your right, until
    you see a path heading right. Take that path into a new area, where you should
    open the wooden door on your right. In the next room, jump into the water and
    dive down. Swim to your right down and then up a slope where you can surface.
    From the floor, you should be able to see two pillars in the water. Stand on
    each of them and give them both a ground pound to drain the water. Drop down
    and head behind the pillars to where you can open the door.
    
    Suprisingly, it leads to the moat surrounding the castle outside. Head to your
    right. There is no more water in the moat, so Mario can just run around under
    the bridge. After passing the bridge, you should see a hole in the ground at the
    end, similar to a cannon. Jump into the hole to reach the Vansih Cap Under the
    Moat cap course, which has a POWER STAR (7).
    
    ====================--------------------====================--------------------
    | 4k                            Big Boo's Haunt                       WORLD05L |
    --------------------====================--------------------====================
    
    After completeing the Vanish Cap Course, you appear outside the hole. Turn to
    your left and make your way through the moat. Go under the bridge and past the
    door leading to the room with the two pillars. At the end, go up the ramp, then
    turn to the right and continue over the wooden bridge above the moat. Now turn
    to the right and take the stone bridge across the moat and enter the castle.
    
    Open either of the two wooden doors next to the staircase in the entrance room.
    Instead of going down the stairs into the basement like before, go down the long
    hallway. There's a ghost in this hall, called a Boo. These guys can be defeated
    only from behind, as they disappear if you try to whack them from the front. A
    punch from behind will kill them, though they try to sneak up on you and hurt
    you as well. Open the door at the end of the hall.
    
    You enter in a courtyard full of Boos and a fountain in the middle. Go forward
    and turn the camera around so it's facing Mario's back. Head forward past the
    fountain and to the upper-left corner. There's a Boo patrolling this grassy area
    that's slightly larger than the others. If you face it to make it go transparent
    , you'll see there's a bird cage inside of it. Whack it from behind to make it
    drop the bird cage, which you can then walk into to make Mario shrink and go
    inside of.
    
    ====================--------------------====================--------------------
    | 4l                                 Toad 1                             TOADN1 |
    --------------------====================--------------------====================
    
    After completeing Big Boo's Haunt, head away from the water fountain and
    continue over to the wooden door. Open the door and go through the hallway where
    the Boo is. At the end of the hall, go down the stairs leading down and open the
    door with the keyhole. Head down the small set of stairs here and through the
    green metallic hallway. Open the door at the end to reach the basement.
    
    At the start, head rightward and then turn the corner. Go forward, approaching a
    painting of a fireball. Before reaching the painting, you should see a pathway
    on your right. Go through this pathway and turn left, ignoring the wooden door
    leading to the pillars that drain the moat. You should see a star door with no
    number on the star. Open the door and you'll reach a room with a big pool of
    metallic liquid. Drop to the part of the room with the pool, but don't jump in.
    Instead, head to the bottom-right corner to meet Toad. Talk to him and he'll
    give you a POWER STAR (8) for no adequately-explained reason after telling you
    about Bowser and blah blah.
    
    ====================--------------------====================--------------------
    | 4m                             Hazy Maze Cave                       WORLD06L |
    --------------------====================--------------------====================
    
    After Toad gives you the Power Star, jump into the pool of metallic liquid. This
    is actually the entrance to Hazy Maze Cave, the sixth level. Hazy Maze Cave is
    one of the few levels that isn't entered by jumping into a painting.
    
    ====================--------------------====================--------------------
    | 4n                        Cavern of the Metal Cap                     CAPN2L |
    --------------------====================--------------------====================
    
    --------------------------------------------------------------------------------
    NOTE: The Cavern of the Metal Cap is actually inside Hazy Maze Cave, so this
    guide will be taking you through Hazy Maze Cave to the course. After getting the
    Metal Cap and the red coin star in the course, you can proceed to get the stars
    in Hazy Maze Cave.
    --------------------------------------------------------------------------------
    
    At the start of the level, you will want to take the left path. Soon you will
    realize there is a large gap. There are quite a few of these types of gapes in
    Hazy Maze Cave. Use a long jump to cross it, then open the door. You appear on a
    mesh floor in a room with a pit below. Boulders are coming from the hallway
    opposite where you are standing. If you fall into the pit below, you'll slip and
    will die. From here, go rightward and kill the spider. Follow the path around
    and ignore the door, then long jump to the gap at the end when a boulder isn't
    crashing down. Quickly rush to the left side and head up from where the boulders
    are coming. There are some coins you can get along the way. At the end, turn
    rightward and open the door.
    
    Get some coins if you need them, then stand on the odd-looking square. The
    elevator will begin to lower, so just let it take you down. If you jump off it,
    you'll probably lose a lot of health. Once it stops, go down the path ahead and
    into a large lake. In the center of this room is a hill with a star on it, but
    that isn't what we want right now. There's a Lapras, I mean a swimming beast,
    circling the hill. Swim over to the beast and onto its back. Now ground pound
    its back and it will squeal, then lower its head. Walk onto its head, which
    makes it raise its head again. Don't fall off or you'll have to get back on.
    
    Mario can steer the beast as it goes in whatever direction you're facing. Face
    the back of the room and let the beast take you around the hill with the star.
    You should be able to see a ledge in the back with a door. Wait for the beast to
    get as close as possible to the ledge, then jump to the red mesh floor near the
    ledge. Jump up to the ledge and open the door. Go forward through the hall and
    jump into the liquid pool at the end. The secret level contains a POWER STAR
    (9).
    
    ====================--------------------====================--------------------
    | 4o                               Bunny Two                            BUNNY2 |
    --------------------====================--------------------====================
    
    Once you complete Hazy Maze Cave, go up the stairs and turn either way. Go to
    the other side of the room and open the door. Drop off the ledge and head
    directly forward. You'll see the bunny bouncing around again, since you have 50
    stars (you should get the last Jolly Roger Bay star after abusing, I mean
    catching the bunny again). I recommend going left from the fireball painting to
    a blank wall which is actually a level entrance. Press B to dive at the bunny
    when Mario's lined up with him. Since he's late for another date, he'll give you
    a POWER STAR (10).
    
    ====================--------------------====================--------------------
    | 4p                            Lethal Lava Land                      WORLD07L |
    --------------------====================--------------------====================
    
    Go to the fireball painting from wherever you captured the bunny (right if you
    captured him at the level entrance wall). Jump into the painting of a fireball.
    
    ====================--------------------====================--------------------
    | 4q                           Shifting Sand Land                     WORLD08L |
    --------------------====================--------------------====================
    
    When you're done with Lethal Lava Land, go leftward. Turn the corner and go
    around and you should see a blank wall. Just jump into the wall to reveal that
    it's actually a level entrance.
    
    ====================--------------------====================--------------------
    | 4r                             Dire Dire Docks                      WORLD09L |
    --------------------====================--------------------====================
    
    After completing Shifting Sand Land, head around the corner over to the Lethal
    Lava Land painting and go away from that painting. Go down the corridor and make
    a right at the end. Open the door to leave the basement. Now head down the
    corridor and up the stairs at the end. Go around to the right where you should
    see the 30 Star Door. Open it and you will find a hallway. Run through the blue
    portal at the end to enter Dire Dire Docks. 
    
    ====================--------------------====================--------------------
    | 4s                         Bowser in the Fire Sea                   BOWSER2L |
    --------------------====================--------------------====================
    
    When you first open the 30 star door and find the location of Dire Dire Docks,
    you might notice a pit behind the blue wall that is the entrance. This is the
    entrance to Bowser in the Fire Sea, but you can't enter it because the entrance
    to Dire Dire Docks is blocking it. However, after completing the first mission
    in the docks, the pit will move in front of the docks entrance, allowing you to
    jump in and enter Bowser in the Fire Sea, which contains a POWER STAR (11).
    
    ====================--------------------====================--------------------
    | 4t                                 Toad 2                             TOADN2 |
    --------------------====================--------------------====================
    
    After completing Dire Dire Docks and Bowser in the Fire Sea, turn around and go
    through the 30 star door. Head through the door on your right leading to the
    corridors. Run up the red stairs and make a left or right to go through the door
    leading to the castle's foyer. Now head up the main staircase and to the door
    atop the stairs. The key you earned in Bowser in the Fire Sea will open this
    door. Make your way up the spiralling staircase and go through the next door.
    You will find a circular room. Head to the left and watch the side of the room
    with the door you came through. Across from a painting in the hall of a picture
    of a floating island you will see Toad (there are two toads, but the one across
    from that picture is the one you are interested in). Talk to him and he'll give
    you a POWER STAR (12) for no apparent reason.
    
    ====================--------------------====================--------------------
    | 4u                             Snowman's Land                       WORLD10L |
    --------------------====================--------------------====================
    
    From Toad #2, you'll want to continue in the same direction you were going
    before over to the second toad near a painting of Bob-ombs. To the left of this
    painting is a door with a star on it but no number. Open the door and you will
    find a room with a big mirror. Go to the left and jump through the wall that is
    straight (the one in the middle, the others are at a diagonal angle) to enter
    Snowman's Land.
    
    ====================--------------------====================--------------------
    | 4v                              Wet-Dry World                       WORLD11L |
    --------------------====================--------------------====================
    
    After finishing Snowman's Land, head to the front of the mirror room and go
    through the door. Make a right and you should see two paintings nearby. One is
    large and one is small. The large one that has a picture of a waterbug on it is
    the entrance to Wet-Dry World.
    
    ====================--------------------====================--------------------
    | 4w                           Tall Tall Mountain                     WORLD12L |
    --------------------====================--------------------====================
    
    Once done with Wet-Dry World, head to the right of the waterbug painting. Go
    past the star door, the Bob-omb picture, and the snowman picture. After the
    snowman picture you will see a tiny painting of mushrooms. Jump in to enter Tall
    Tall Mountain.
    
    ====================--------------------====================--------------------
    | 4x                            Tiny-Huge Island                      WORLD13L |
    --------------------====================--------------------====================
    
    Once done with Tall Tall Mountain, head right past two paintings (Whomp's
    Fortress and Jolly Roger Lagoon paintings). You'll see a star door. Enter it. In
    the next room there are three paitings; one ahead, one on the left, and one on
    the right. Enter the left one to enter the tiny island, the right one to enter
    the huge island. The middle one does nothing.
    
    ====================--------------------====================--------------------
    | 4y                                 Toad 3                             TOADN3 |
    --------------------====================--------------------====================
    
    When you've completed Tiny-Huge Island, head tot he front of the room and go
    through the door. Head to the left and pass the door going downstairs. You will
    see a big set of stairs. Head up them and open the 50 star door at the top. In
    the next room, you should see Toad to the northeast. Walk up and talk to him.
    He'll give you a POWER STAR (13).
    
    ====================--------------------====================--------------------
    | 4z                            Tick Tock Clock                       WORLD14L |
    --------------------====================--------------------====================
    
    To the left of Toad there is a grandfather clock. Double jump up to the ledge
    and walk through the face of the clock to enter Tick Tock Clock.
    
    ====================--------------------====================--------------------
    | 4aa                             Rainbow Ride                        WORLD15L |
    --------------------====================--------------------====================
    
    After completing Tick Tock Clock, head to the right and you'll see a pillar next
    to Toad. Somersault on top of the pillar and go to the side of it facing the 50
    star door. On the wall you should see an alcove. Jump into the alcove and go
    forward to a hole which is the entrance to Rainbow Ride.
    
    ====================--------------------====================--------------------
    | 4bb                      Wing Mario Over the Rainbow                CASTLEN2 |
    --------------------====================--------------------====================
    
    Once done with Rainbow Ride, jump out of the alcove in the wall and head all the
    way to the other side of the room, where you will see another alcove. Double
    jump to the ledge on the right, then jump into the alcove. Head forward and jump
    into the hole to reach Wing Mario Over the Rainbow, where you'll obtain a POWER
    STAR (14).
    
    ====================--------------------====================--------------------
    | 4cc                        Bowser in the Sky World                  BOWSER3L |
    --------------------====================--------------------====================
    
    When you've finished Wing Mario Over the Rainbow, hop out of the alcove and look
    to the left (if the camera is facing Mario's front) towards the side of the room
    with the 50 star door. You'll see a bunch of stairs going up. Hop up them and
    open the 70 star door at the top. Go through it and up a huge staircase, where
    you'll find a hole which leads to the final Bowser level. This level also has
    the game's final POWER STAR (15).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (05)           |   Bob-omb Battlefield  |         COURSE01         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    Since this is the first level of the game, you won't find anything hard in
    Bob-omb Battlefield. A giant mountain is in the level, which is the basis for a
    few missions. Also, there are many cannons in this level.
    
    Difficulty - 1/10
    Enemies    - Goomba, Bob-omb, Chain Chomp
    
    ====================--------------------====================--------------------
    | 5a                         Big Bob-omb on the Summit                  WN01S1 |
    --------------------====================--------------------====================
    
    A textbox will appear and tell you you've landed in Bob-omb Battlefield. Power
    Stars, which Bowser has stolen, can be found within the painting worlds. Follow
    the textbox's instructions and talk to the pink Bob-omb in front of you by
    pressing B. He tells you to cross the bridge and watch for falling waterbombs.
    The Big Bomb-omb is powerful, so don't let him grab you. Head forward once
    you're done talking to him along the brown path and go up the bridge, then turn
    left, following the sign with the red arrow. Ignore the Bob-omb and head over to
    the big black ball chained up. His name is chain chomp, and he'll try to bite
    you, so wait for him to get stuck, then rush past him. There's a drawbridge past
    him, but if you step on it, it will start to tip like a seesaw. Just run along
    it and jump to the land at the end.
    
    You want to go up the "stairs" and head forward along the grassy field. There
    are lots of Bob-ombs here as well as waterballs that will constantly be falling
    on you. These things will hurt you if you stay in one place for too long, so be
    careful. Go rightward, following the signs, and you'll see bars sort of like a
    prison cell. Go through the gap in them, then turn right and long jump (Z+A fast
    while running) past the rolling bowling balls. These things take away two pieces
    of health, so be careful. Now start heading up the mountain. If you long jump,
    it'll take a lot less time. Eventually, you'll start seeing bowling balls. You
    can jump over them to avoid getting hit. Jump over the gap when you find it,
    then continue and long jump over the next gap. You'll see a cannon along the way
    , which is what is shooting those stupid bubbles. Continue up the mountain,
    jumping over bowling balls, and you'll see a Power Heart. You can run through
    these to make them rotate, giving you a piece of health for every rotation.
    Continue up the mountain until you reach the top, where you should go over to
    the giant Bob-omb to initiate a fight.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Boss - Big Bob-omb
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                  Difficulty : 1.5/10
    
    The object is to get behind the giant Bob-omb, but he'll be circling you.
    Fortunately, Mario is a hell of a lot faster than the 450 lb. Bob-omb, so it's
    not too difficult. Once you're behind him, press B to pick him up and press B
    again to throw him. He'll get hurt and pick himself up. Although his back will
    face you as he gets up, don't try to pick him up right away or you'll get
    grabbed yourself (you might also get hurt). A good strategy is to sideways
    somersault (jerk the control stick and press A) over the Bob-omb and grab him.
    If the Bob-omb grabs Mario, Mario will be thrown across the battlefield. He
    doesn't get hurt, so it's all good. However, if you're near a ledge and the
    Bob-omb throws you way off the mountain (not like just below where the battle is
    taking place), you'll have to make your way back up the mountain and start the
    battle over again. You know if this has happened because the music will change
    back to the normal tune. After throwing the Bob-omb three times, he'll be
    defeated and will relinquish a POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 5b                       Footrace With Koopa the Quick                WN01S2 |
    --------------------====================--------------------====================
    
    At the start of the level, talk to the pink Bob-omb in front of you, who will
    open the level's many cannons so you can drop into the holes in the ground and
    blast yourself off. We don't need the cannons now, but we'll need them for later
    missions. Now go over to the Koopa (the turtle) ahead and talk to him. He will
    challenge you to a race to the top of the mountain. Despite his name, Koopa is..
    . shall we say... slow as ****. The only threat is falling off the mountain or a
    path, not actually losing to Koopa. Select GO to start the race. A timer will
    time you, but it doesn't matter so long as you defeat Koopa.
    
    Head forward along the path and cross the wooden bridge. Follow the sign
    leftward over to where chain chomp is. Just long jump past him and hope that he
    doesn't bite you. Jump onto the seesaw, then quickly jump up the stairs at the
    other end. Follow the signs to the right, avoiding the falling bubbles, and go
    through the gap in the bars. Turn right and long jump past the bowling balls
    (there are three instead of two this time) and go up the mountain. You'll start
    seeing the bowling balls sooner this time. When the ledge cuts off, keep on eye
    on the cliffside to find a hole where the bowling balls are coming out of. Stand
    in this hole to teleport to the top hole, where you can just continue up the
    mountain until you reach the top. Go to the center of the mountaintop to where
    the flag is and you'll hear a victory noise. Wait until Koopa comes and he'll
    give you a POWER STAR (2) for beating him.
    
    ====================--------------------====================--------------------
    | 5c                     Shoot to the Island in the Sky                 WN01S3 |
    --------------------====================--------------------====================
    
    This is the first mission where we'll be making use of the cannons, though not
    the one you see at the start. Head forward and follow the brown path, then go up
    the bridge. Instead of following the signs leftward like you've been doing in
    the past two missions, jump over the railing and head forward. You'll find a new
    field here with two sets of Goomba trios. On your right by the start you should
    see three Goombas and a Koopa Troopa. The Koopa can be smashed with a ground
    pound if you can sneak up on it to grab its shell, which you can ride around to
    kill enemies. If you crash into a wall, you lose the shell. Anyway, go forward
    to the big stone pyramid-shaped thing. If you try to walk up it, Mario will slip
    , so instead, run away from the stone object, then jerk the control stick
    towards it and press A. Mario should do a sideways somersault, putting him on
    top of the structure. Now drop into the hole at the top and you will be in a
    cannon.
    
    A crosshair appears when you're inside of a cannon. This allows you to aim, but
    you have to remember to aim above where you want to shoot since Mario IS
    affected by gravity in this unholy instance. By default you'll be looking at a
    floating island in the sky. Move the crosshair to the left until you find a tree
    on the island. You'll want to aim so the bottom arrow in the crosshair is bit
    above the tree. Now press A to fire and Mario should grab hold of the tree. You
    will notice a red coin on top of the tree, but we don't the coin right now.
    Press A to jump off the tree, then go to the right side of the island and look
    for a yellow "!" block. Blocks of different colors are scattered throughout the
    different levels in Super Mario 64, and you break them open by standing under
    them and jumping. Break this box open and you'll get a POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 5d                          Find the 8 Red Coins                      WN01S4 |
    --------------------====================--------------------====================
    
    Unless you are an absolute idiot, in which case I don't know how you're able to
    read this FAQ and why I'm bothering to write this sentence, you will realize
    that the objective is to locate eight red coins. You already have seen one on
    top of the tree on the floating island, but there are obviously seven more.
    Every level has eight red coins that you must collect in order to obtain a Power
    Star, and they get increasingly difficult to locate. When you first enter the
    level, head forward along the path and up the wooden bridge. On your left you
    should see two platforms moving up and down. Grab the RED COIN (1) above them
    and quickly jump back to the path. If you fall, just take the platform back up.
    
    Jump over the railing and go past the stone structure where the cannon is. Head
    a little to the left of the stone pyramid and you should see three Goombas and a
    steep rock. Run up to the top of the rock to find your first RED COIN (2). Now
    backtrack to the railing where you found the first coin and follow the signs
    left to reach the chain chomp. Wait for the chain chomp to bite, then quickly go
    to the post holding its chain and grab the RED COIN (3) on top of it. The next
    thing you want to do is go past chain chomp and cross the seesaw. Go up the
    stairs like normal to the large grass field.
    
    Go across the field, ignoring the Bob-ombs and avoiding the falling bubbles.
    Head to the bars with the gap in it leading to the path up the mountain. Instead
    of going through the gap in the bars, drop to the left of the large stone bridge
    connecting the bars and the grass. Head to an area under the bridge to find a
    Bob-omb. Pick it up and throw it to kill it, then grab the RED COIN (4). If you
    want to, you can press the maroon "!" switch to open the gate, but otherwise,
    just head back under the bridge and back to the field. Now turn around and head
    to the bars. This time, go through the gap. Rather than going past the bowling
    balls, start going up the very right side of the steep slope ahead. If you don't
    jump or anything and just keep holding the joystick, Mario will slowly make his
    way to the top to where you'll find a RED COIN (5).
    
    Continue to walk up the grassy slope and you'll reach a shortcut leading to the
    mountain. Bowling balls are more plentiful now, so you'll need to be more
    careful. Head up the mountain ledge, jumping the balls, until you reach the
    waterball cannon. Jump over the gap here and you'll find a hole in the ground.
    Drop into it to find a cannon, which will point you right at the island in the
    sky. Look down from the default aim and you'll find the floating island. Aim the
    crosshair so it's lined up with the leaves of the tree, then fire and you'll
    skim the surface of the island. Climb the tree to get a RED COIN (6).
    
    Now what you want to do is walk right off the left side of the island. Before
    you land, press Z to ground pound and avoid taking damage. You should land near
    chain chomp, which is perfect. Head across the nearby seesaw and jump to the
    stairs. Instead of going up the stairs as you have in previous missions, go
    leftward until you reach an area with three Goombas and four posts forming a
    square. In the middle of the posts you'll see a blue star. There's one of these
    in every level, and it marks the place where the star will appear once you
    collect all the coins. Grab the two RED COINS (8) between the posts, then get
    the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 5e                         Mario Wings to the Sky                     WN01S5 |
    --------------------====================--------------------====================
    
    --------------------------------------------------------------------------------
    NOTE: This mission requires the use of the Wing Cap. However, you do not have
    enough stars to enter the wing cap course where you can activate the switch that
    allows you to use the cap in other levels. Simply do the next two missions while
    selecting the fifth one and return to Bob-omb Battlefield once you have the wing
    cap.
    --------------------------------------------------------------------------------
    
    Go forward at the start and follow the brown path. Cross the wooden bridge
    heading upward and jump the railing. Go forward over to the stone pyramid, then
    do some jumps to get into the cannon on top of it. Move the crosshair down a bit
    and to the left, then blast yourself to the tree on top of the floating island.
    Slide down the tree and grab the Wing Cap inside the red block. Jump into the
    cannon in the center of the island and you will be pointed at some yellow rings
    of coins. When you blast through the middle coin in the ring, a number will
    appear. These are known as secrets, and appear in some other stars in the game.
    When you activate five of these secrets, a star will appear.
    
    Aim slightly above the middle coin of the first ring and fire. You should get at
    least two SECRETS (2). Fly back to the island, flying through the middle coins
    for two more SECRETS (4). Now renew your Wing Cap and hop back into the cannon.
    This time, move the cannon slightly up from its default setting and fire. You
    should blast through the middle coin of the final SECRET (5), making a star
    appear in the field with the four posts. Fly directly forward and land when you
    reach the area with the four posts and three Goombas. Go to the corner and get
    the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 5f                       Behind Chain Chomp's Gate                    WN01S6 |
    --------------------====================--------------------====================
    
    At the start, head forward along the brown path until you reach the bridge. Go
    up the bridge, then follow the signs leftward to reach chain chomp. This can be
    a bit difficult. Try to lure him into biting, then run away and go to where his
    chain is tied to a post. Quickly jump onto the post and ground pound it. If you
    are fast, you may be able to get away with an extra ground pound. You may also
    be able to do all three at once, though you'll need to be fast. If you're low
    on your health (chain chomp takes away three pieces of health per bite), go kill
    some Goombas or whatever and grab some coins. Keep luring him out and pounding
    his post. After pounding it three times, chain chomp will be freed. He'll bite
    the gate in the back and destroy it, allowing you to go and get the POWER STAR
    (6).
    
    ====================--------------------====================--------------------
    | 5g                             100 Coin Star                          WN01S7 |
    --------------------====================--------------------====================
    
    The 100 coin star is a mission hidden from you on the screen where you select
    your mission. Most people probably discover this by mistake. Anyway, all it
    means is an extra mission per course. If you collect 100 coins, a star will
    appear above Mario. Be careful! If it's in an area that's very dangerous to go
    to, you may die before collecting the star, forcing you to collect 100 coins all
    over again. Also, since the 100 coin star isn't a mission you select, you'll
    want to choose one of the missions that allows you to get the most coins. For
    this 100 coin star, choose the Find the 8 Red Coins mission. This allows you to
    use the Koopa shell.
    
    Go forward at the start and go to the right of the brown path. You should see
    two large yellow blocks and one small one. First, ground pound the two large
    blocks. One of them has some coins in it (3). Now pick up the small yellow block
    and head to the left. Go near the start of the level and you should see a brown
    wall on the left. Throw the block at it and it will break open, giving you some
    coins (6). Now head to the left of the brown path into a large dirt field. You
    should see a Bob-omb up ahead. Pick it up, then throw it to get a coin (7). Go
    forward over to under the seesaw. Keep going throguh the dirt field and kill two
    more Bob-ombs for coins (10). Now go all the way back through the field until
    you reach the brown main path again. Follow the path to the bridge and kill the
    two Goombas along the way (12). Get the five coins under the bridge (17), then
    go up the bridge.
    
    Next to the area where chain chomp is you'll find a Bob-omb. Kill it to get a
    coin (18), then go to the right into the big grass field. Head over to the right
    and you should find three Goombas. Kill the Goombas for coins (21), then try to
    sneak up on the Koopa. Ground pound it, then jump on it to start shell
    shreddin'. If you bump into a wall, you lose the shell , so be careful as hell.
    Drive into the "naked" Koopa to kill it and get a BLUE COIN (26), worth five
    yellows. Now head to the back of the field where the rock is. Kill the Goombas
    next to the rock (29), then grab the RED COIN on the rock (31). Now head over to
    where you killed the Bob-omb atop the bridge. Jump to get the RED COIN (33)
    floating above the movign platforms, then head over to where chain chomp is.
    Avoid him and grab the RED COIN above his post (35), then start circling the
    post. If you get hurt by him, just ignore it. After enough circles, you'll get
    five coins (40). It doesn't matter if you lose the shell, as you don't actually
    need it.
    
    Cross the seesaw past chain chomp and go right over to the posts. First, kill
    the three Goombas (43) and get the two RED COINS (47). Now circle each post many
    times until they spit out five coins. This is the secret of posts. If you just
    ground pound them, nothing happens. Get the coins from all four posts (67) and
    go back to the end of the drawbridge. Go up the stone stairs and into the grassy
    field with the bubbles falling. Kill the three Bob-ombbs right near the start
    (70), then head all the way to the left to the very bottom corner, where you
    should find a small yellow box. Pick it up, then drop into the post area below
    and throw the box at the wall for some coins (73). Jump back to where you found
    the box and head along the left edge of the field. Go past the red transparent
    box and the first flower patch. Get the coins around the second flower patch
    (81), which also gives you an extra life. Go over to the right and kill the last
    Bob-omb for a coin (82), then drop under the stone bridge leading to the bars.
    Kill the Bob-omb here (83) and get the RED COIN (85), then go back to the grassy
    field.
    
    Head through the gap in the bars and slowly make your way up the grassy slope
    until you reach the RED COIN (87). Jump to slide back down, then long jump past
    the bowling balls on your right. Head up the mountain, dodging bowling balls,
    until you see a Bob-omb on your right. Kill it for a coin (88), then continue
    making your way up the mountain. Get rid of the Bob-omb manning the waterball
    cannon (89) and grab the coins by the cannon (94). Jump over the gap and
    continue until you reach the cannon you can use. Grab the coins next to it (99),
    then use the cannon to shoot yourself to the floating island nearby. Climb the
    tree to get a RED COIN (100; I will just put 100 when you've gotten enough coins
    to reach the mark), which will net you the POWER STAR (7). Select "EXIT COURSE"
    from the start menu (you have to be standing still to do this). It transports
    you to the start of the castle.
    
    ==========================----------------------------==========================
    |                      =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                      |
    |           (06)        | The Princess's Secret Slide  |        CASTLEA1       |
    |                      ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=                      |
    --------------------------============================--------------------------
    
    This is your first dive into the wonderful world of castle secret stars. There
    are fifteen of these beauties and whenever you get one, you will appear in front
    of the entrance to the area or at the start of the castle. A message will pop up
    saying "One of the Castle's Secret Stars!"
    
    ====================--------------------====================--------------------
    | 6a                              Power Star 1                            PSS1 |
    --------------------====================--------------------====================
    
    If you want to have some fun, go to the right at the start and activate the blue
    coin switch with a ground pound. This makes a bunch of coins appear in the
    slide. Head forward and jump into the opening in the wall, which leads to a huge
    slide. Head downward through the tunnel, grabbing the blue coins if you wish.
    Now continue down the slope when the tunnel ends and hold the control stick back
    at the bottom to slow Mario down. This makes it easier to navigate the next few
    turns, as there is no railing to protect you. A 1-Up mushroom will appear for
    you to get before the railing comes on the right side. Turn over to the left and
    head around a few more turns with the railing. After crossing the finish line,
    open up the box ahead for a POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 6b                              Power Star 2                            PSS2 |
    --------------------====================--------------------====================
    
    This time, the goal is to get to the bottom of the slide in under 21 seconds.
    Head forward and jump, then press B to do a dive. This will give you some much-
    needed speed. Go down the tunnel, then head down the slope and take the turn as
    quickly as you can safely do so. To go as fast as possible, avoid holding back
    on the control stick and make your turns as quick as possible. Ignore the 1-Up
    and just continue down to the part with the railing. Take the winding set of
    turns until you reach the finish line. If you make it in under 21 seconds,
    you'll be awarded another POWER STAR (2).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (07)           |    Whomp's Fortress    |         COURSE02         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    This entire island is floating in the sky, introducing a new concept: oblivion.
    If you fall off a ledge in this world, you're likely to fall into the abyss and
    die. Therefore, you must be cautious as you make your way up the fortress.
    
    Difficulty - 2/10
    Enemies    - Pirahna Plant, Thwomp, Whomp, Bullet Bill
    
    ====================--------------------====================--------------------
    | 7a                         Chip Off Whomp's Block                     WN02S1 |
    --------------------====================--------------------====================
    
    A textbox will explain that you have to walk very quietly for sneaking up on
    enemies. If you turn the camera, you'll see a piranha plant ahead. To kill these
    guys, sneak up on them by walking very slowly, then punch them once you're close
    enough. They spit out blue coins, so it's good for the 100 coin star. Go forward
    and you should see a stone platform. Next to it is a dirt grass platform. Jump
    to that and head up the path. You'll notice some stone rectangles coming out of
    the wall. If you're in their way, they'll push you off the ledge, though you'll
    land in the grass. Next up are some platforms moving in and out. Wait for them
    to move out, then cross them. If you screw up, you'll fall into the abyss below.
    Once you make it to the end, go up the nearby path with the ice cube smashing up
    and down. These guys will crush you and take away three pieces of health, so you
    will want to be careful. You'll find another one crashing up and down on a ledge
    as you make your way up. Wait for it to raise, then rush past it. Now head up
    the stairs on your right. There's a neat trick you can do here if you want to go
    to the fortress quickly, though I'll still write up the rest of the path. From
    the bottom left corner of the stairs, look to the right of the pirahna plant and
    you should see a triangular-like obstruction sticking out of the wall. Run
    forward and triple jump to near the top of the obstruction. At the top, do a
    jump and press B to slide on top of the fortress.
    
    Here's the rest of the path. Head behind the pirahna plant (there's a red coin
    behind it, though it doesn't matter now). Continue over to a rather dangerous
    looking pathway made of rectangular blocks. Cross it as fast as you can, as the
    minute you step on it, the blocks will begin falling down. Now look forward and
    go across the thin plank. Wait for the rotating platform's plank to face you,
    then go across it to the center. Stay in the center (the triangle block would
    have pushed you off otherwise) until the plank rotates again, then cross to the
    next path. Head forward around the fortress and you'll meet big rectangular
    blocks walking around the place. These guys are called Whomp's. If you get near
    them, they'll crash down and take three pieces of health away. Press A to
    literally jump through them as they crash down and you'll find a big X on their
    back. If you jump on top of these X's, you can get up to five coins. Otherwise,
    just stomp on the X for five coins. Go forward and ignore the two Whomps until
    you reach the end of the path. Wait for one of the platforms to come down to you
    , then jump on it and ride it to the top of the fortress. Talk to the giant
    Whomp here, who complains about how you're so ungrateful.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Boss - Whomp King
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   Difficulty : 1/10
    
    Whomp King is probably the easiest boss you'll face in the entire game. Simply
    run forward so you're facing him. He'll stop and crash down on you. While he's
    falling down, press A and Mario will literally jump THROGUH him somehow, landing
    on top of his back. Before Whomp gets up, do a ground pound on his back, which
    has an X on it, and you will inflict some damage. Jump off Whomp and repeat this
    process. After pounding his back three times, the Whomp King will crumble and
    give you a POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 7b                       To the Top of the Fortress                   WN02S2 |
    --------------------====================--------------------====================
    
    This mission is basically going to be exactly the same as the first one with a
    minor difference. Go forward and you should see a stone platform. Next to it is
    a dirt grass platform. Jump to that and head up the path. You'll notice some
    stone rectangles coming out of the wall. Wait for them to move out, then cross
    them. Once you make it to the end, go up the nearby path with the ice cube
    smashing up and down. You'll find another one crashing up and down on a ledge as
    you make your way up. Wait for it to raise, then rush past it. Now head up the
    stairs on your right. If you want, do the trick to get to the top of the
    fortress quicker, or just read the next paragraph.
    
    Head behind the pirahna plant (there's a red coin behind it, though it doesn't
    matter now). Continue over to a rather dangerous looking pathway made of
    rectangular blocks. Cross it as fast as you can as the blocks crash down. Now
    look forward and go across the thin plank. Wait for the rotating platform's
    plank to face you, then go across it to the center. Stay in the center until the
    plank rotates again, then cross to the next path. Head forward around the
    fortress and you'll find two Whomps. Just ignore the two Whomps right now until
    you reach the end of the path. Wait for one of the platforms to come down to you
    , then jump on it and ride it to the top of the fortress. Instead of the Whomp
    King, you'll find a rocket launcher on the side shooting bullets at you. Avoid
    these or else you'll lose some health. Head around the tower to the left and you
    will notice some platforms. It's time to start making your way up the tower.
    Every other platform around the tower will move in and out, so wait for them to
    move out, then jump on them and to the next platform before it recedes in again.
    When you jump to the last platform, you will be brought up to the top of the
    tower, where you'll find a POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 7c                        Shoot Into the Wild Blue                    WN02S3 |
    --------------------====================--------------------====================
    
    At the start of the level, you'll want to climb the tree. An owl will come out,
    so jump to the stone platform next to the tree and a textbox will appear. The
    owl tells you that you can jump onto him and hold A to fly around. We don't need
    him for now, so head left in this area of shallow water until you reach land.
    You should find a pink Bob-omb. Talk to him to open the nearby cannon, then jump
    into the cannon. If you were facing the cannon, right would be the direction you
    would want to aim in. There's a path going down to the right. Look above the
    path and you should see a brown platform with brown pillars. What you want to do
    is line your crosshair up with the left pillar in the back. Point it at the
    platform above the pillar and shoot. You should bounce off the pillar and land
    on the platform. In the center of the platform is a rope. Use it to slide down
    to the platform below, where you'll find a POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 7d                     Red Coins on the Floating Isle                 WN02S4 |
    --------------------====================--------------------====================
    
    Yeah, it's time to collect eight red coins again. At the start you'll want to
    head forward and jump to the dirt path in front of you. Head up the path over to
    where the stone blocks are coming out of the wall. Wait for the middle one to
    recede in, then grab the RED COIN (1) above it. Continue past the stone blocks
    and you'll reach the moving platforms. Wait for them to come out, then go across
    them to find the Thwomp. When it raises, head up the stone ledges next to it
    until you reach a second Thwomp. Position yourself so Mario's back is facing the
    Thwomp, then wait for it to crash onto the ledge. Quickly sideways somersault
    onto the Thwomp and wait for it to rise, where you'll be able to get the RED
    COIN (2). Go past the Thwomp and head up the stairs on the right to the pirahna
    plant. Grab the RED COIN (3) behind it, then head leftward until you reach the
    collapsing block path. Instead of going across the path, side step (just move
    along the wall and Mario will step sideways) along the very skinny path next to
    the wall to get the RED COIN (4).
    
    From here, go back to the collapsing path and quickly cross it. Head across the
    plank to where the pirahna is and wait for the moving plank to come to your side
    , at which point you should hurry to the middle. Wait for the plank to rotate to
    the other side, then head to the edge of the plank but don't proceed to the next
    pathway. Let the plank rotate around to the other side. As long as Mario stays
    still, he will automatically get the yellow coins and the RED COIN (5). Now jump
    onto the slippery slope below the rotating platform. Try to land in the middle
    so you can get the RED COIN (6).
    
    If you fail, just do a few jumps up to where the coin is. Now head left over to
    the cannon. Jump into the cannon and prepare for a bit of unorthodoxy. Aim a
    little to the right and raise the crosshair. Aim yourself at the tower and shoot
    to the top of the fortress. Hopefully you'll land on the top, but if you land on
    the tower, just jump off and ground pound to avoid damage. Head leftward and you
    should see a wooden plank standing upright. Jump and press B to do a jump kick.
    Kick it again when the plank is leaning away from the fortress top and it will
    fall down. Cross the plank and jump to the stone platform with the RED COIN (7).
    Jump to the spinning platform to the right with the coins and then to the island
    with the final RED COIN (8). A Power Star appears at the very bottom of the
    level. Fortunately, it's below you.
    
    Run forward and jump off the island. Press B to dive and hope. If you don't want
    to risk it (it's not a big risk), then take the long way down the fortress). You
    should land near the pirahna plant at the start or on the stone platform with
    the water. Just go down to the place near the pirahna plant and grab the POWER
    STAR (4).
    
    ====================--------------------====================--------------------
    | 7e                       Fall Onto the Caged Island                   WN02S5 |
    --------------------====================--------------------====================
    
    At the start of the level, climb the nearby tree to make the owl fly out. Jump
    to the stone platform with the water and the owl will explain that he should be
    sleeping, but since he's awake, he'll let you fly him. Press A to jump onto him,
    then hold A to fly around. Release A when you want to let go. Drop to the grass
    below and find the owl, then jump to him and hold A. You can now use the control
    stick to fly around the place.
    
    Fly up to the top of the level where the tower is, where the owl will soar
    upward, then begin to sink a bit. Fly around to the islands with the red coins.
    Next to the island where you got the 8th coin is a cage with a Power Star in it.
    This can be a bit tricky. If you fall at the wrong time, you'll fall below and
    have to start over. Line yourself up with the cage island, then release the A
    button. Don't release the button until you see your shadow in the cage. Also, if
    you're not quick enough, the owl will begin to sink and you'll have to start
    over. You can use the control stick after you start falling to maneuver yourself
    into the cage. If you were already perfectyl lined up, then let go of the
    joystick or you may make Mario unalign himself. If you find this extremely
    difficult, you can also use the cannon to shoot yourself into the cage, but it
    will require some precise aiming. If done correctly, Mario will land in the cage
    and grab the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 7f                          Blast Away the Wall                       WN02S6 |
    --------------------====================--------------------====================
    
    When you first enter the level, climb the tree nearby (ignore the owl and its
    textbox message) and jump to the stone platform with the water. Head leftward
    through the water until you reach the pink Bob-omb. Jump into the cannon next to
    it and move your crosshair to the right. You should see the rotating platform
    leading around the fortress between two trianglur shaped walls. The triangular
    tips of these walls have a small line dividing the tips from the rest of the
    wall. If you shoot yourself into these tips, they'll blast open (you will lose
    two pieces of health, mind you). What you want to do is shoot yourself into the
    one on the right. The tip will crumble and Mario will fall. Go back to the
    cannon and jump in again. Look to where the wall was and shoot yourself there
    again to get the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 7g                             100 Coin Star                          WN02S7 |
    --------------------====================--------------------====================
    
    Relax. This is not going to be a hard 100 coin star. In fact, it's going to be
    a very easy 100 coin star. It does not matter what mission you select, just
    don't pick the first one or you'll have a more difficult time getting to the red
    coin islands. Head forward at the start over to the pirahna. Either crawl (hold
    Z and move the joystick) or tip-toe over to the pirahna, then give it a good
    punch to get a BLUE COIN (5). Now head past the pirahna to where the red coin
    star appeared. Past this are some flower patches. First, throw the small yellow
    box at the wall for three coins (8). Now get the coins around the flower patch
    (16) and go back towards the pirahna. Go up the dirt slope along the way and
    head up the path to the stone blocks, getting the five coins along the way (21).
    Now head past the blocks moving in and out, getting the RED COIN above the
    middle one (23). Pass the platforms receding in and out, then head up the ledges
    next to the Thwomp. Sideways somersault onto the second Thwomp and get the red
    coin (25) above it, then jump over to the top of the ledges.
    
    Tip-toe up the stairs and whack the pirahna for a BLUE COIN (30), then grab the
    RED COIN behind it (32). Approach the collapsing block path, but first get the
    RED COIN on the skinny ledge near it (34). Cross the collapsing path and get the
    five coins on the plank (39), then tip-toe to the pirahna and kill it for a BLUE
    COIN (44). Cross the rotating plank when it comes to you, then wait for it to
    rotate again. Stand on the edge of the plank and let it rotate to get all the
    coins (50). Now drop to the slope below the plank and land so that you grab the
    RED COIN (52). Head leftward to the cannon, getting the five coins by it (57).
    Go past the cannon and head down the path on your right to where you'll find a
    blue coin switch. First, break the box against the wall for some coins (60). Now
    pound the switch to make three BLUE COINS appear right next to the switch (80).
    
    Go pack up the path leading to the pink Bob-omb, then head into the watery area.
    Head all the way to the right and you should see a coin ring in the water. Get
    all the coins (88), then go to the right to where you'll find a stone path. Run
    up it, collecting the coins (93). At the top, walk up the stairs to the pirahna
    plant and head to the left. Cross the collapsing block path, then go across the
    plank. When the rotating plank comes to you, cross it and long jump to the next
    platform. Continue around it until you find the Whomp, which you should jump
    through when it crashes down. Jump onto its back and coins will appear. After
    getting five coins from this (98), ground pound the Whomp's back for some coins
    (100) and the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (08)           |  Tower of the Wing Cap |          CAPNO1          |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    A textbox at the start will tell you to step on the red switch on the tower
    below so you can use the Wing Cap in the levels. Do a triple jump with the cap
    on to take flight and hold the control stick up and down to go down and up
    respectively. Right now, we're not going to do that, so fly forward and past the
    tower underneath you. Fly between the two rainbow rings and over to the two RED
    COINS (2) between some yellow coins. Make a quick turn leftward and follow the
    trail of yellow coins. If you miss red coins in this course, it's quite
    difficult to turn back, so slow down a bit and be careful as you approach the
    coins. The yellow coin trail leads to the next two RED COINS (4), which are
    between a ring of yellows.
    
    Continue leftward around the towers of the area. If the Wing Cap begins to flash
    , indicating that it's about to disappear, land immediately or the cap will
    vanish and you'll fall to your death. Continue following the yellow coins in the
    sky and you'll be able to collect the next RED COINS (6), plus the final set of
    RED COINS (8). The Power Star will appear on the tower below. Fly to the tower
    in the middle of the area and land. First, step on the red switch, which allows
    you to open red blocks in the levels and use the Wing Cap. Go over and grab the
    POWER STAR (3). With the Wing Cap, you'll be able to complete the fifth mission
    of Bob-omb Battlefield.
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (09)           |     Jolly Roger Bay    |         COURSE03         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    As its name suggests, this is a water level. You're probably not used to
    swimming yet, so take a dip in the water and get used to the controls before
    going after stars. A textbox explains the controls at the start (press A with
    smooth timing to swim faster, hold it to swim slowly, and use the control stick
    to move). You'll need to resurface before Mario drowns.
    
    Difficulty - 3/10
    Enemies    - Clam, Unagi, Goomba
    
    ====================--------------------====================--------------------
    | 9a                       Plunder in the Sunken Ship                   WN03S1 |
    --------------------====================--------------------====================
    
    At the start, jump into the water and swim forward. Don't go under just yet, as
    we're not in the right place yet. You should see come clams opening their mouths
    underwater after heading past the cannon. Head forward until you reach some
    pillars coming out of the water. Swim past the pillars and you'll find a large
    empty looking water area. You might also see some coins floating above. What you
    want to do now is submerge yourself. To do this, hold the control stick to make
    Mario face downward, then start pressing/holding A to move. Since this game is
    like a bajillion years old, you'll have to swim down a bit before the horrible
    draw distances let you see the sunken ship below. Swim down the deck of the ship
    , then look for an eel in a hole. The hole is on the platform in the back of the
    ship. Swim past the eel's head, then turn around and swim upward as fast as you
    can. Remember that if you run out of power, you'll die. When you're down to two
    pieces of oxygen, you'll hear a warning blinking noise. After making it to the
    surface and refilling your power, go back under and swim to the sunekn ship. You
    should see the eel swimming through the water, as it's come out of the hole now.
    Now swim into the hole in the ship where the eel used to be.
    
    When you enter the ship, look below where Mario is. You'll find four treasure
    chests shaped sort of like a wishbone. You need to open them (simply touch the
    lock) in the correct order. If you hit a correct one, you'll hear a noise and a
    bubble will come out that you can collect for oxygen. If you hit a wrong one,
    Mario will get shocked and lose some power. All the chests you've opened will
    also close, forcing you to start over. Here is a diagram of the chests with
    numbers indicating the correct order:
    
          1
    
          4
    
        3   2
    
    After opening all four chests, turn around across from the chests to find a
    bunch of ledges in the side of the ship. Swim to the surface quickly as hell as
    the water level lowers or you'll end up having to jump up those ledges and go
    across a bunch of planks. If you make it to one of the higher ledges (if you're
    fast enough, you can make it to the top ledge), you won't have to do as much
    work. Otherwise, you'll end up going up planks and ledges. The wall of the ship
    is slippery, forcing you to use the ledges. Once you get to the top, open the
    yellow block for a POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 9b                      Can the Eel Come Out to Play?                 WN03S2 |
    --------------------====================--------------------====================
    
    At the start, jump into the water and swim forward. Don't go under just yet, as
    we're not in the right place yet. You should see come clams opening their mouths
    underwater after heading past the cannon. Head forward until you reach some
    pillars coming out of the water. Swim past the pillars and you'll find a large
    empty looking water area. You might also see some coins floating above. What you
    want to do now is submerge yourself. There's nothing but a huge circular pit
    underwater now (completing the last mission causes the sunken ship to disappear
    or rise or whatever), so swim downward and look forward. Inside one of the
    alcoves in the surrounding wall you should see the eel's head.
    
    Approach the eel but don't get too close to it. Swim to the side of it, then
    turn to your left or right and swim past its head. The eel should start swimming
    out of its hole, so turn to face its body and wait for its tail, which holds a
    star, comes out. Carefully swim towards the tail (hitting the eel will cause you
    to lose three pieces of health) and try to maneuever yourself towards the end.
    If you take too long, the eel will hide in another cave and you'll have to start
    over. Remember to refill your oxygen if you fail. After swimming to the end of
    its tail, the star will come off and float over below another cave in the wall.
    If you're low on oxygen, swim to the surface to refill before swimming back down
    to get the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 9c                       Treasure of the Ocean Cave                   WN03S3 |
    --------------------====================--------------------====================
    
    At the start, jump into the water and swim forward. Don't go under just yet, as
    we're not in the right place yet. You should see come clams opening their mouths
    underwater after heading past the cannon. Head forward until you reach some
    pillars coming out of the water. Swim past the pillars and you'll find a large
    empty looking water area. You might also see some coins floating above. What you
    want to do now is submerge yourself. There's nothing but a huge circular pit
    underwater now (completing the last mission causes the sunken ship to disappear
    or rise or whatever), so swim downward to the very bottom. Swim to your left and
    you'll find a large ring of coins. Collect a few if you want to restore your
    oxygen (this can refill your oxygen as well), then swim through the large
    opening nearby to find an ocean cave.
    
    Go to your left at the start of the cave. You'll need to be careful here because
    when you approach the diamond-shaped rocks, they'll crash down. Go near one to
    make it start to fall, then rush past it before it falls. Kill the Goombas in
    the cave until you make your way to the back, where you'll find four treasure
    chests. The puzzle is the same as before; open them in the correct order. Here
    is a diagram:
    
          1
      2       3
          4
    
    Once you open all the chests in the appropriate order, a POWER STAR (3) will
    come out.
    
    ====================--------------------====================--------------------
    | 9d                      Red Coins on the Ship Afloat                  WN03S4 |
    --------------------====================--------------------====================
    
    Why has the red coin mission always been the fourth mission so far? Oh well,
    it's time to round up the damn coins again, which will make this mission a bit
    different from the last three. At the start, jump into the water and swim past
    the stone pyramid with the unopened cannon in it. Underwater you should see some
    clams. Dive underwater and a ring of coins should also appear. The clams open
    and close their mouths to give you some time to get the prizes inside. First,
    go near the clam on the left. Wait for it to open its mouth, then grab the RED
    COIN (1). Swim to the right clam and go up the cliff leading to the shore. Near
    the surface you'll find a clam with another RED COIN (2). Dive back down to the
    place where you found the two clams. Swim past the area with the two clams and
    you'll find another clam containing a RED COIN (3) on a small slope. From here,
    you'll want to go straight down into the area with the eel. Continue to the
    ocean floor, where you'll find another clam containing a RED COIN (4).
    
    Swim back to the surface of the ocean and turn around. Swim back above the area
    with the clams holding the first red coin. Look on your left and you should see
    a stone platform with a pink Bob-omb on it and go to the front of the platform,
    where you should find a pillar coming out of the water. What you want to do is
    jump onto the pillar. To do that, hold the control stick down to make Mario face
    upward, then press A to jump. Mario should grab hold of the pillar, so climb to
    the top of the pillar for a RED COIN (5). Climb back down and jump to the
    platform with the pink Bob-omb. Talk to the Bob-omb to open the cannon near the
    start of the level.
    
    Go to the edge of the platform. Go across the raft floating in the water and to
    the shore of another stone platform. Backflip onto the platform, then head
    forward and you should see an exclamation switch. Whenever you step on one of
    these, a bunch of block platforms will appear. When the ticking noise stops, the
    platforms will disappear. The noise gets faster when time is almost up. Head
    across the platforms, then long jump to the floating ship when its low enough.
    There is a box with a skull and crossbones moving around, so avoid touching it
    or Mario will be hurt. Head to the front of the ship and wait for it to rise in
    the water, allowing you to jump for the RED COIN (6). Now go the back of the
    ship and backflip onto the deck, where you'll find the last two RED COINS (8).
    Grab the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 9e                        Blast to the Stone Pillar                   WN03S5 |
    --------------------====================--------------------====================
    
    At the start, jump into the water and go to the stone platform with the cannon
    ahead. Climb up the platform and jump into the cannon. Move the crosshair down,
    then to the right, where you should see a bunch of pillars poking out of the
    water. Aim your crosshair so that the bottom arrow is a quite a bit above the
    very tip of the leftmost pillar, then shoot to make Mario grab hold of it. On
    the wall of the level you should see a ledge sticking out. Position Mario
    correctly, then jump off the pillar and onto the ledge. Open the yellow block
    for a POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 9f                         Through the Jet Stream                     WN03S6 |
    --------------------====================--------------------====================
    
    --------------------------------------------------------------------------------
    NOTE: This mission requires the use of the Metal Cap. After getting the cap
    three levels later, return to Jolly Roger Bay to get this star. For now, just
    get the 100 coin star.
    --------------------------------------------------------------------------------
    
    At the start of the level, head rightward. Continue along the shortline untit it
    disappears. Jump into the water and swim forward towards the platform with the
    pink Bob-omb. Jump onto the pillar sticking out of the water and climb up, then
    jump to the pink Bob-omb. Drop off the other side of the platform and onto the
    raft above the water. From the shoreline next to another stone platform, double
    jump and go forward. Grab the Metal Cap, then hit the nearby exclamation switch
    to make a bunch of yellow blocks appear.
    
    Head across the blocks and at the end (don't go along the last yellow block),
    long jump into the water and sink down, down, and down. You should below the
    raised ship, meaning you'll be sinking into the area where the eel is. In the
    center of the bottom of this pit is a jet stream. Normally, the jet stream would
    just push Mario away, as it's too powerful. However, as Metal Mario, you can
    just walk right into the jet stream and grab the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 7g                             100 Coin Star                          WN03S7 |
    --------------------====================--------------------====================
    
    Go to the left at the start until you reach the edge of the shore. Open the
    block here for some coins (3). Go back to the start and jump into the water.
    Swim past the stone pyramid with the cannon in it. Underwater you should see
    some clams. Dive underwater and a ring of coins should also appear. Collect
    these coins (11) plus the RED COIN (13). Swim to the right clam and go up the
    cliff leading to the shore. Near the surface you'll find a clam with another RED
    COIN (15). Dive back down to the place where you found the two clams. Swim past
    the area with the two clams and you'll find another clam containing a RED COIN
    (17) on a small slope. Surface from here and you will find the pillars. Around
    one of the pillars are some coins (25), so get them and swim back down to the
    clam below. From here, you'll want to go straight down into the area with the
    eel. Continue to the ocean floor, where you'll find another clam containing a
    RED COIN (27). Head to the other side of the circular underwater pit and go
    northwest to where you should find a big opening. In front of the opening is a
    ring of coins for you to collect (35).
    
    Swim through the opening to reach the ocean cave. Turn right at the very start
    and you'll find a blue coin switch. Pound it, then head around the same edge as
    the blue coin to get all the BLUE COINS (65). Go leftward in the cave and kill
    the three Goombas for coins (68), then head to the end of the cave where the
    treasure chests are. Head to the right from here and you'll find a ring of coins
    (76). Go back to the start and hop into the water, where you should swim out of
    the ocean cave. Swim directly upward until you reach the surface. Go back above
    the area with the clams holding the first red coin. Look on your left and you
    should see a stone platform with a pink Bob-omb on it and go to the front of the
    platform, where you should find a pillar coming out of the water. What you want
    to do is jump onto the pillar. Mario should grab hold of the pillar, so climb to
    the top of the pillar for a RED COIN (78). Climb back down and jump to the
    platform with the pink Bob-omb.
    
    Go to the edge of the platform. Go across the raft floating in the water and to
    the shore of another stone platform. Backflip onto the platform, getting the
    coins along the edge of it (83) then head forward and you should see an
    exclamation switch. Step on the switch and head across the platforms, getting
    the coins on the wooden beams (98). Now ong jump from the last yellow block to
    the floating ship when its low enough. There is a box with a skull and
    crossbones moving around, so avoid touching it or Mario will be hurt. Head to
    the front of the ship and wait for it to rise in the water , allowing you to
    jump for the RED COIN (100). That will give you the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (10)           |   The Secret Aquarium  |         CASTLEA2         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    You appear in some weird aquarium. The whole place is underwater, so if you
    dawdle, you'll die. Swim forward at the start and get the RED COIN (1) between
    the group of yellows. Go leftward to reach the corner, then turn to your left
    again. Stay relatively far from the aquarium wall and you'll see a yellow coin
    ring with a RED COIN (2) in it. Turn northwestish and swim over to the next coin
    ring with a RED COIN (3). Turn around to the left a bit and swim northwest to
    the next RED COIN (4).
    
    You have half of the red coins, so swim down to the bottom of the aquarium and
    over to any of the four corners, where you'll find another RED COIN (5). Keep
    going around the aquarium in whatever direction. You'll find a RED COIN (6) in
    the second corner, a RED COIN (7) in the third, and a RED COIN (8) in the last
    one. The star appears in the center, so turn and swim to the middle where you
    can grab the POWER STAR (4).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (11)           |   Cool Cool Mountain   |         COURSE04         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    This is a snow land, which means Mario will slip or slide in certain areas. If
    you fall here, you can fall into the abyss below the mountain, but if you land
    in snow, Mario will simply get stuck for a few seconds rather than getting hurt.
    
    Difficulty - 4/10
    Enemies    - Spindly, Mr. Blizzard
    
    ====================--------------------====================--------------------
    | 11a                          Slip Slidin' Away                        WN04S1 |
    --------------------====================--------------------====================
    
    You appear in front of a small cottage with a snow-covered roof. A textbox says
    you you're on the snow mountain summit and that you should watch for slippery
    conditions. It also asks you to enter the cottage first. Hop onto the cottage,
    then backflip into the chimney. Drop into the chimeny hole to enter the cottage
    (it's surprising how damn big the place is; there's an entire slide inside of
    it).
    
    Go forward and you'll discover that you're at the top of the slide. It doesn't
    matter how fast you complete it, so jump into the slide and begin. Go down the
    slope, ignoring the blue coin, and make the turn. There are no ledges anywhere
    in the slide like in the princess slide, so slow down in the winding areas. Head
    down the trail of coins, then take another turn into a tunnel, which is pretty
    short. You can hold the joystick right to chase a mushroom through a secret
    tunnel (you actually go through the wall) that leads to a pit. Drop into the pit
    and you'll reach the finish line. Next up you'll have to go down a long windy
    path. You take a small turn left, then take a turn right. Hold the joystick
    right at this point or you might fall off the edge. Continue down several coin
    lines, then take a right turn and head around a couple turns into another
    tunnel.
    
    Continue through the normal tunnel and head across the ice blocks to the finish
    line. Turn left and open the door leading outside the cottage. Once you're
    outside, a POWER STAR (1) appears near the cottage exit.
    
    ====================--------------------====================--------------------
    | 11b                          Li'l Penguin Lost                        WN04S2 |
    --------------------====================--------------------====================
    
    At the start, jump onto the cottage and then onto the chimney. Instead of
    dropping down to where the slide is, simply jump to the ledge above the cottage.
    Walking around here is a little penguin. Get behind his back and press B to pick
    him up, making him whine like hell. Go to your left and down the little slope,
    then look to your left and you should see a wooden platform. Drop down to there
    and ignore the enemy, then head past the wooden platform and down the snowpath.
    Mario will start sliding, though he is still able to hold onto the penguin. You
    will pass a fenced area (these are the only areas where you can't fall off, so
    be careful) with some coins. Continue down past a tree to where Mario will reach
    a deadend, forcing you to slide down the other way. After passing the line of
    coins, jump to regain control of Mario.
    
    Go through the snow until you reach the end of the cliff, where you should find
    the head of a giant snowman and a large bridge. On the bridge, two snowmen are
    hopping around, so you'll have to be careful. Wait for the snowman to be hopping
    towards you, then stay where you are. When the snowman jumps, quickly rush under
    it to avoid being hurt. If you get hit, you'll have to pick up the penguin again
    and you'll lose two pieces of health, so be careful. At the end of the bridge,
    follow the wooden path attatched to the snow. Jump here to avoid the snowman
    that pops out, then go past the Spindly enemy and down the next wooden path. At
    the bottom, you'll reach the exit to the cottage at the end of the slide. On top
    of the cottage (you may have noticed this before) is another penguin, but it's
    not the correct on like the one you're holding. Go over to the mama penguin in
    the nearby water and she'll thank you for returning her baby. If you had given
    her the one on top of the cottage, she would tell you it wasnt her baby. As a
    reward, the mother gives you a POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 11c                           Big Penguin Race                        WN04S3 |
    --------------------====================--------------------====================
    
    This mission will be almost exactly like the first, with one minor alteration.
    Hop onto the cottage, then backflip into the chimney. Drop into the chimeny hole
    to enter the cottage (it's surprising how damn big the place is; there's an
    entire slide inside of it).
    
    Go forward and you'll discover that you're at the top of the slide. This time,
    however, you'll notice there's a big penguin waiting to race you, so accept his
    challenge. He slides on his belly, so he's pretty fast. Jump at the start of
    the slide and press B so Mario can slide on his belly, making you faster. Go
    down the slope, ignoring the blue coin, and make the turn. There are no ledges
    anywhere in the slide like in the princess slide, so slow down in the winding
    areas. Turning causes you to slow down, so try to make your turns as small as
    possible. Head down the trail of coins, then take another turn into a tunnel,
    which is pretty short. Next up you'll have to go down a long windy path. You
    take a small turn left, then take a turn right. Hold the joystick right at this
    point or you might fall off the edge. Continue down several coin lines, then
    take a right turn and head around a couple turns into another tunnel.
    
    Continue through the normal tunnel and head across the ice blocks to the finish
    line. Wait for the big penguin. After he crosses the finish line, he'll start
    walking around like some moron. Stand in front of him until he talks to you.
    Unlike a lot of other characters in this game, he congratulates you for winning
    instead of acting like a sore loser. He'll give you a POWER STAR (3) as a
    trophy.
    
    ====================--------------------====================--------------------
    | 11d                     Frosty Slide for 8 Red Coins                  WN04S4 |
    --------------------====================--------------------====================
    
    Despite this rather misleading title, none of the eight red coins are in the
    slide. And guess what, the eight red coin mission is the FOURTH DAMN MISSION
    AGAIN! When is this going to stop? Oh well, it's that time of the month folks.
    Yep, time to collect the eight red coins. At the very start, climb the nearby
    tree to get the first RED COIN (1). Head past the tree and start going down the
    slippery snow slide. Continue through a large fenced area, which has some coins,
    and past a tree to the end. Drop off the ledge and start going down in the
    opposite direction. At the end of the line of coins, jump to regain control of
    Mario. On your left next to an icy wall you'll find a RED COIN (2).
    
    Go forward around the cliff until you reach the snowman's head. From here, drop
    to your right and go past the unopened cannon ahead. Drop to the small ledge
    just below here and go forward until you reach the end, where you should see yet
    another tiny ledge just below. Drop down onto the small ledge and you should see
    a RED COIN (3). Head up the ledges, jumping up until you reach the giant snowman
    head again. Start crossing the nearby ledge. Go under the snowmen when they hop
    towards you (or you can double jump over them now that you don't have that
    blasted penguin with you) until you reach the end of the bridge.
    
    Go down the wooden path at the end of the bridge until you reach the snowy area.
    When the Mr. Blizzard pops out of the snow, jump off the path and land in the
    snow below. You should see some bridges above an abyss (this is the key to a
    warp). Go across the first bridge and get the RED COIN (4), then go back and
    continue past the bridges until you reach the very edge of the cilff. On your
    left is a RED COIN (5) in the corner, so grab and continue back. Head past the
    two bridges and over to the mama penguin near the cottage. Climb the tree to the
    left of the cottage and grab the RED COIN (6), then jump off and jump onto the
    wooden path on the opposite side of the cottage.
    
    Head up the path and go past the Spindly on the ledge above before making your
    way up the snow path. At the top, it gets a bit slippery, so jump and do a dive
    onto the wooden path. Go up until you reach the top, then jump to the ledge on
    your right instead of crossing the bridge. Turn around and you should see a long
    bridge with a huge gap in it. Go to the end of the first bridge and get the RED
    COIN (7), then back up so you can get a running start. Run towards the end of
    the bridge, then long jump across the gap to the other piece.
    
    You'll find the star marker where your star is going to appear. Jump onto the
    ledge above, where a blue coin switch is, then head to your left until you reach
    the end of the ledge. Stand at the very end and you should see that there is
    another ledge covered with snow just next to this one. To get to it, jump and
    press B, moving the control stick a bit. You need to be at the very edge of the
    ledge for this to work properly. Go along this next ledge and grab the RED COIN
    (8) behind the icicles. Head back to the edge of the ledge and jump kick to the
    other ledge. Continue around the ledge and drop down to where the POWER STAR (4)
    is.
    
    ====================--------------------====================--------------------
    | 11e                       Snowman's Lost His Head                     WN04S5 |
    --------------------====================--------------------====================
    
    We're going to take a "slight" detour for this star in order to activate the
    cannon, which we'll need for the next mission. Go backwards a bit from the start
    to find a broken bridge hanging off the edge of the cliff. Go across the bridge
    and stand still at the end to make Mario pull a Houdini, though there are no
    chains or boxes or anything.
    
    You appear at the edge of a bridge where you got one of the red coins in the
    last mission. Head across the bridge to the coin, then go over to solid ground.
    Head leftward past the mama penguin and the cottage. At the edge of the cliff
    you'll find a ski lift going up the abyss to the place where the snowman's head
    is. Take the ski lift up the mountain and observe a floating ledge as you go up.
    Quickly jump to the ledge and talk to the pink Bob-omb to open the cannons. Wait
    for the lift to come back, then jump back on it. Right it straight down to the
    bottom of the mountain. Head over to the mama penguin, then go past her until
    you reach the bridge. Cross it, then go to the second bridge segment past the
    red coin and stand on the edge to warp back to the start.
    
    Go over to the cottage and jump onto it. Jump onto the chimney and onto the
    ledge above where you found the penguin, then head leftward down the small
    slope. Turn to your left and you should see an enemy on a wooden platform. There
    is also the body of a snowman on a small podium. "Talk" to him and he'll tell
    you that he needs a head on his shoulders. Fortunately, you've been seeing that
    snowman head several times now, so this should be pie. He tells you that he'll
    follow you down to where you now a head is, so go past the wooden part and use a
    belly slide so you can go down the snowy part faster. The snowball is rolling
    down, so don't be slow or you'll get hurt. Head past the fenced part and past
    the tree until you are forced to slide the other way.
    
    Once you reach the coins, jump to regain control of Mario. Continue past the
    coins until you reach the snowman's head. The snowman body (rolling down the
    snow has made the body bigger) will be joined with the head, so talk to the
    snowman and he'll give you a POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 11f                         Wall Kicks Will Work                      WN04S6 |
    --------------------====================--------------------====================
    
    This is probably the hardest Power Star so far. At the start, head backwards and
    use the bridge above the cliff to warp down to the bottom. From here, head
    across the bridges until you reach solid ground. Continue leftward to the
    cottage and go past the mama penguin. Near the ski lift leading up the abyss is
    the cannon. Jump into it and move your aim down until you see a small ledge
    across the giant abyss gap. This "hidden" ledge is under the ledge where the
    snowman's head is. Aim so that the crosshair's bottom arrow is above the tree
    across the gap and just touching the very bottom of the ledge where the
    snowman's head is. Mario skid the ground, just barely making it.
    
    Head forward along the ledge and an extremely narrow ledge with two enemies you
    will find against an icy wall. Carefully side step across the ledge, using a
    dive or kick to kill the enemies. At the end, turn a bit and go over to a gap
    with an arrow pointing across. Run forward towards the arrow of coins and long
    jump across the gap. Now you should see a Power Heart on this next ledge. The
    reason for this is you have to use the Wall Kick, a move you haven't had to use
    before. Run towards a wall and about half a second after Mario touches the wall,
    press A and jerk the control stick in the opposite direction. He'll kick off the
    wall and soar upwards. You can do this several times in sucession to make it way
    up a long series of walls.
    
    From the Power Heart, turn to your right and you should see a wall. Jump at the
    wall and wall kick off it to a ledge above. That was only the easiest of wall
    kicking situations. Head leftward along the ledge until you reach another wall
    to kick off. This time, however, you want to back up a bit and get a running
    start. Start jumping and time it so that you triple jump towards the wall at the
    end of the ledge. Kick off the wall and you'll reach a floating platform. If you
    fall, use the Power Heart to restore your energy. If this is too hard, you can
    actually get to the floating platform a different way. From the ledge where you
    have to triple jump, face the wall in front of you instead of the one on the
    side (make sure you're at the left end of the ledge. Sideways somersault at the
    wall and kick off it to reach the platform above. Once on the floating platform,
    carefully cross the icy pathway to the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 11g                            100 Coin Star                          WN04S7 |
    --------------------====================--------------------====================
    
    Pick the first mission for this star. You're going to get almost all the coins
    near the start, so this star will be extremely easy. At the beginning, climb the
    tree and get the RED COIN (2). Jump onto the cottage and backflip into it,
    grabbing the five coins (7).
    
    Inside the cottage, do NOT belly slide onto the slide. The reason for this is
    that there are some coins in the air you won't be able to get because you can't
    jump while belly sliding down a slide. Simply walk onto the slide and head
    forward. Collect the first two coins (9) plus the BLUE COIN (14), then get a
    coin on the right edge as you make the turn (15). Grab the line of coins as you
    head downward (20), plus the solo coin (21). Jump and belly slide for the coins
    in the area (25), holding the A button down for a bigger jump. Grab the coins
    along the edges fo the slide (31), plus the line of coins in the tunnel (36).
    
    As you make your way down the slide, winding turns, grab some coins along the
    edges of the slide as well as the huge ass trail of coins as you head down a
    tiny slope (62). Now turn right and get a few more coins (69) before going into
    the tunnel. At the end of the tunnel, slide across the ice blocks, grabbing all
    the coins (84) before crossing the finish lines, then go left and open the door
    to exit the cottage.
    
    Ignore the Power Star that appears and to the left side of the cottage, where
    you should climb the tree for a RED COIN (86). Go over to the nearby cannon and
    use it to shoot yourself across the gap to the Wall Kicks Will Work path. Head
    along the tiny ledge next to the icy wall. Kick the two Spindlies here and grab
    the three coins they each drop (92), then go forward. Collect all the coins in
    the arrow pointing across the gap (100) for the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                        =~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    |           (12)          | Bowser in the Dark World |        BOWSERW1         |
    |                        ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                          |
    --------------------------============================--------------------------
    
    A textbox will appear and Bowser will proclaim that you've stepped right into
    his trap. You should also notice that Mario is standing on a lego block. Yes,
    apparently those folks at Nintendo like legos. Go forward past the transparent
    green block and cross the plank. Up the slope is a flamethrower. There are a few
    of these in this level trying to trip you up, so be extremely careful. If you
    get hit by the flames, Mario will lose three pieces of health. You'll also lose
    control of him and he'll go all over the place, which will most likely knock you
    off the ledge in this level. When the thing isn't spitting flames, step on the
    red exclamation switch next to it. Across from the flamethrower a yellow block
    has appeared, allowing you to get the RED COIN (1) on it. Now backtrack down the
    slope and back across the plank. Continue over to the start and use the block on
    your left to get a RED COIN (2).
    
    Head forward again and across the plank. Go up the slope and avoid the
    flamethrower to find two platforms moving around a break in the path. You can be
    patient and use one to cross the gap, or you can simply long jump over them. Go
    forward up the slope and wait for the flamethrower before making the U-turn up
    another slope. Here you will find a pinwheel thing with four platforms moving in
    a circle. Wait for one to be at the appropriate height, then jump on it and ride
    it to where you can jump to the next platform, a circular one.
    
    Ignore or kill the three Goombas (you can also open the yellow block for a 1-Up
    Mushroom), then turn to your right and go up the bridge to find a teal platform
    winding upward. Head up the place and you will find amps, small black balls that
    electrocute Mario, freezing him for a second and taking two chunks of power away
    , circling crystals. Next to the second amp going around a crystal is a RED COIN
    (3). Continue up the ledge, avoiding the rest of the amps. Wait for the block to
    extend out, then use it to jump to the platform with the block (there are just a
    bunch of coins in here. Stand on the very edge of the platform and turn the
    camera. Below you is another yellow block moving in and out. Against the wall of
    the platform you're standing on is a RED COIN (4). You have to drop down at the
    right moment to grab it.
    
    Wait for one of the platforms to come to the bottom-left corner of the gap in
    this next part so you can grab the RED COIN (5). Now let it take you to the top-
    right corner, where you can go over to the next platform. Ride it the solid
    ledge and turn to your right. Carefully cross the narrow puke-green bridge to
    reach another circular platform. Open the yellow block for a 1-Up if you wish
    and grab the RED COIN (6) behind the crystal. Be sure to avoid the pesky amp
    patrolling the crystal. Now head back across the bridge so you can resume
    progress.
    
    There are some seesaw things above the abyss in the next part. Jump onto the
    edge closest to you and let it tilt a bit before running up and double jumping
    to the next seesaw. Instead of progressing to the next part, run to the end of
    the seesaw and look on your left to see a wall-like thing with a bunch of
    pillars. There's a gap on your left between the pillars, so jump to it and
    ground pound when Mario's shadow is above the ledge to avoid falling into the
    abyss. Next to one of the pillars is a RED COIN (7). Jump to the ledge past the
    seesaw where two Goombas are. Kill them, then jump up the green ledges nearby
    up to an exclamation switch by a large slope. Turn around so Mario's back is
    facing the slope and long jump to the platform with two coins. Long jump across
    a few more platforms (you'll need to pull back for a couple jumps to avoid
    flying across the edge of the platform) until you reach the end, where you'll
    find the last RED COIN (8).
    
    Long jump your way back across the platforms and over to the exclamation switch
    again. Hit the switch to make the checkered slope in front of you turn into a
    bunch of large steps. Jump up the steps (be quick or they'll turn back into a
    slope, making Mario slide down) until you reach the top, where you'll find a
    warp pipe. Grab the POWER STAR (5) behind the pipe, then jump into it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Boss - Bowser 1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   Difficulty : 2/10
    
    This battle will be quite easy. Bowser will walk forward and say the Princess
    isn't here. Mario will never be able to pick up Bowser by the tail and swing him
    around. Wherever Mario goes, Bowser will turn to face him, which is sort of bad
    because you want to get behind him. However, Mario is a lot faster than Bowser,
    so that gives you an advantage. He basically has two attacks, neither of which
    are that threatening. He likes to breathe fire at you, but if you keep moving,
    it won't hit you. The fire turns into fireballs that lie around on the platform.
    These can turn into coins, so you can replenish your health if you lost any. Be
    careful not to get hit by the fire or you could easily be knocked off the
    platform.
    
    The other thing Bowser likes to do (though he usually only does it if you're far
    away from him) is jump and land on the platform. This will stun Mario for a few
    seconds, so jump before he lands to avoid being stunned and possibly hit by the
    fire. What you want to do is get behind Bowser. This isn't too hard considering
    how slow he is. Face his tail and press B to pick him up (don't ask). Be warned
    that if you press B while not facing his tail, you'll just charge into him and
    lose two pieces of power. Start moving the control stick around in circles. The
    faster the circles you make, the faster Mario will spin Bowser (he can spin him
    at ridiculous speeds, so be careful).
    
    You should notice bombs positioned around the arena. The object is to throw
    Bowser at one of these. The faster you're spinning him, the further Mario throws
    him. If you don't get him at the bomb in one throw, run towards him and quickly
    pick him up before he manages to get up again. If you try to throw Bowser off
    the platform, he'll just jump right back up, so don't try it. If you're really
    close to him when he lands, you can actually get hurt. If you're further away,
    Mario will be stunned, so jump. After throwing him at one of the bombs, Bowser
    will collapse and let you go for now. He escapes and leaves behind a KEY (1).
    
    ==========================----------------------------==========================
    |                        =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                        |
    |           (13)          | Vanish Cap Under the Moat |        CAPNO1          |
    |                        ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=                        |
    --------------------------============================--------------------------
    
    A textbox will explain that you can hit the blue switch at the end of the course
    to make all the blue blocks in the levels solid so you can use them. It also
    tells you that the Vanish Cap makes you invisible, allowing you to walk through
    enemies unharmed and go through certain walls. At the start of the course, go
    straight ahead and slide down to one of the many ledges along the huge slope,
    which has a RED COIN (1). Now look over to your right and you should see another
    ledge nearby. Jump down and slide to the ledge (you can jump and use the ground
    pound to avoid sliding past the ledges) for another RED COIN (2). Slide straight
    down from here to a ledge with a mushroom, then straight down to another RED
    COIN (3). From here, you can jump to the ledge with the RED COIN (4) just to the
    right of where you are. Now jump anywhere and slide to the bottom of the slope.
    
    Head rightward, avoiding the black balls. These aren't amps, as instead of
    electrocuting you, they enlarge when you're close and spit fire at you. This is
    dangerous above an area like this where you can fall off, so be careful. Turn
    the corner and head forward to a seesaw. Wait for it to tilt, then double jump
    to the ledge above. Jump up to the ledge past the amp and fireamp (I'll just
    call them these) and continue to the end.
    
    Wait for a platform to get move down, then jump to it and ride it up to the
    seesaw. Above the start of the seesaw is a RED COIN (5). Continue to the end of
    the seesaw and get the RED COIN (6) above here, then jump to one of the rotating
    platforms when it comes near you. You have to head across several moving
    platforms, so be careful. Ride the second to last one to the top, where you can
    jump to the next ledge as you get the RED COIN (7). Turn around as you ride the
    last one up, then backflip to the ledge at the top. Press the blue switch right
    in front of you to solidify the blue block, then use the nearby block to get the
    cap and become invisible. Head to the right of the blue switch and get the RED
    COIN (8), then go through the wall of the cage and grab the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (14)           |     Big Boo's Haunt    |         COURSE05         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    Big Boo's Haunt introduces a new enemy: the Boo. These guys are not too hard to
    defeat, however the trick is getting behind them. If you try to attack from the
    front, they will become transparent and you won't be able to touch them. You
    have to sneak up behind them and deliver a punch to kill them. These guys also
    drop blue coins when killed, making the 100 coin star much easier.
    
    Difficulty - 3.5/10
    Enemies    - Boo, Mr. I, Piano, Chair, Bookend, Scuttle Bug
    
    ====================--------------------====================--------------------
    | 14a                          Go on a Ghost Hunt                       WN05S1 |
    --------------------====================--------------------====================
    
    A textbox at the start lures you into the mansion you appear in front of. Head
    forward, ignoring the information signs, and go up the ramp on either side. Open
    the door to enter the mansion. Around the first floor of the mansion are five
    doors. Open the first one on the left and go to the back of the room. Make sure
    to stay on the left side of the room, because if you approach the piano in the
    corner, it will come to life and try and eat you. Open the door at the end of
    the corridor. In the next room, you'll find chairs that float around and try to
    attack you. Wait for some Boos to come out of the painting, then kill the two of
    them from behind. If you try to approach a Boo from the front, it will disappear
    , so you have to sneak up on it (they try to sneak up on you and give you a
    punch) and whack it from behind.
    
    In this mission, an irritating textbox will appear each time you kill a Boo
    telling you that ghosts don't die. Fortunately for you, Boos drop blue coins, so
    you shouldn't have any health issues in this level. After killing the two Boos
    here, head past the table and next to the two bookcases. You can kill the evil
    books that come out by jumping while under one for a blue coin. Open the door at
    the end to return to the main room. Open the left door in the back, the one
    right near you. In this room, you'll find a Mr. I and a Boo. Mr. I's try to
    squirt crap at you if you stick around, but they can be defeated if you simply
    circle them fast enough. For now, just kill the Boo and ignroe the Mr. I, then
    leave the room.
    
    Once in the foyer, head to your right and open the next door. Go aruond the
    corner and then quickly cross the collapsing bridge. It's like the bridge in
    Whomp's Fortress, except you fall into a merry-go-round if you fall off and it's
    very annoying to get out. After crossing the bridge, kill the Boo, then open the
    door. Again, if you fall into the pit, you fall into a merry-go-round, so be
    careful. Jump to the next ledge forming a circle around the room and try to kill
    the Boo. It's harder because you're on such a small ledge. You'll hear a weird
    noise after a textbox warns you of the Big Boo, the terror of the house. Jump
    over to the right ledge and open the door to re-enter the main room.
    
    Here, you will discover a Boo that is about five times the normal size. Get at
    it from behind and whack it. Technically speaking, I guess this is a boss, but
    it's so easy it's not worth calling it a boss. Punch it three times and a star
    will go up to the second floor, but a bunch of stairs will raise. Jump up the
    stairs that appear and grab the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 14b                    Ride Big Boo's Merry-Go-Round                  WN05S2 |
    --------------------====================--------------------====================
    
    When you enter the level, head leftward instead of going forward and entering
    the mansion like last time. You will discover a shack sitting in the middle of
    nowhere. Open the door of the shack and go inside. In the shack, you'll find
    another one of those Mr. I's. Ignore it and stand on the red elevator on the
    floor to be brought down (it's slow, so you might just want to jump off) to a
    slightly flooded area. Go through the hallway near the grate until you reach the
    end, where you should go through the doorway on your left. Head straight forward
    and open another door, then go leftward. Jump to the ledge not covered with
    water and open the door on your right almost immediately.
    
    You appear in a weird merry-go-round with Boos circling the place. If you move
    in the direction the merry-go-round is spinning, it's easier to get behind the
    Boos, though you'll probably have to fight it a couple times. Keep killing the
    Boos, avoiding getting hit by them. The posters also spit fire sometimes, so be
    careful. After killing four Boos, wait and Big Boo will eventually come out.
    Like last time, keep hitting him until he's suffered three blows to kill him.
    The merry-go-round stops, so go the entrance door and get the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 14c                     Secret of the Haunted Books                   WN05S3 |
    --------------------====================--------------------====================
    
    To begin, head forward and go up either of the ramps. Open the door to enter the
    mansion's foyer. Since your first defeat of Big Boo, the staircase leading to
    the second floor has been permanently raised, so jump up the stairs to reach the
    second floor. From here, go left and open the second door (by second door I mean
    the door closer to the back of the mansion). You will appear in what seems to be
    a library. Rush forward and keep jumping to avoid the tiny books that pop out of
    the bookshelves. At the end, make a U-turn and go through more bookshelves until
    you reach the end.
    
    You will find three small books poking out of the back shelf. If you activate
    them in the right order, you get a star, but if you hit a wrong one, a book pops
    out and hits you, reducing your power. A noise will sound if you hit the right
    book or the wrong book. First, jump while standing under the middle on. It
    recedes in. Now punch the one on the right. Finally, jump under the left one and
    the bookshelf moves away. Ha, that's right, you don't get a star, only a path to
    one. Open the door behind the shelf. You appear on a balcony above a room, so go
    forward and get the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 14d                         Seek the 8 Red Coins                      WN05S4 |
    --------------------====================--------------------====================
    
    Is anyone else getting tired of the eight red coin mission constantly being the
    fourth mission? Go forward at the start, up the ramp, and into the mansion. Once
    inside, go to your left and open the first door. Head through this room along
    the right side. Yes, we have to approach the damn mad piano. Quickly go behind
    it and grab the RED COIN (1), then rush over to the left and to the back of the
    room before the piano bites you. Open the door here to reach the room with the
    floating chairs. Ignore them and go to the nearest bookshelf. Sideways
    somersault on top of it and grab the RED COIN (2). Now drop off and head to the
    back, where you should somersault to the next bookshelf for another RED COIN
    (3). Open the door below to return to the main room.
    
    Head across to the right side of the room and go to the bottom corner. Here is
    the only door on the right side of the room, so open it. Jump to the ledge near
    you in this room to where the last Boo you defeated in the first mission is.
    Grab the RED COIN (4), then jump back and open the door again. Jump up the
    staircase leading to the second floor and open the left door at the top. You'll
    be on a red mesh floor above the Mr. I and Boo room. Jump the gap in the mesh
    and get the RED COIN (5) in the back, then jump back and head back through the
    door.
    
    Go to your right and open the door on the same side as the last door you opened.
    Turn left, ignorign the Mr. I right in front of you and you should see a new
    room with two rows of coffins. If you run through the rows, the coffins will
    raise, then quickly fall back down. First, grab the RED COIN (6) under the first
    coffin on the right. Then raise the middle-left coffin and get another RED COIN
    (7). Head back to the Mr. I and open the door again.
    
    Back on the second floor, open the door just near you. Kill the two bookends
    that pop out of the bookshelf, then continue past the bookshelf. If you stand
    for too long on the trapdoor, you'll drop into the DAMN MERRY-GO-ROUND, so walk
    around it to get the final RED COIN (8). Head back to the bookshelf and open the
    door again. Go leftward on the second floor, then go to the end of the balcony
    to where the star marker is. Grab the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 14e                          Big Boo's Balcony                        WN05S5 |
    --------------------====================--------------------====================
    
    If this star doesn't make you say "Damn this camera system to hell!" nothing
    will. Go forward at the start and up either of the ramps, then enter the
    mansion. From here, jump up the main staircase and go to the right. Open the
    door on right side of the room. By the bookshelf, bookends will come out, so
    kill them. In the corner near the bookshelf is a small ledge. Jump onto this
    ledge, then take note of a pillar in the very corner. Make Mario's back face the
    pillar, then run forward and sideways somersault at the pillar. Wall kick off it
    and Mario should land on a ledge above. Open the door here to reach a new room.
    
    Look on your right near the start of the room and you should see a door on a
    ledge. Jump to the ledge, then open the door. You appear on an outside balcony
    above the entrance to the mansion. Unlike normal balconies, there is no
    protective ledge, so you'll want to be careful as hell. Big Boo is here, so you
    won't want to be knocked off the balcony or you'll have to come back up. Keep
    whacking the guy (stay near the door to make falling off as unlikely as
    possible) until he's taken hits. He'll die but the star appears in probably the
    most annoying location - on top of the roof above.
    
    To the right of the balcony you should see a roof piece with a small strip of
    flat area that Mario can walk on. Take a deep breath and run towards it. Long
    jump to the roof, then go up to the flat part. Due to the completely horrible
    and unalterable camera angles, you're going to have a hell of a time getting to
    the star. Crawl (Z+joystick) up to the very top of the roof where there's a flat
    part going all the way across the mansion. Crawling allows you to go up steep
    slopes. Precareiously make your way across (if you walk off the flat part, Mario
    will slide off the roof) until you reach the middle. Slide to the roof piece
    below and get the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 14f                    Eye to Eye in the Secret Room                  WN05S6 |
    --------------------====================--------------------====================
    
    Go forward at the start and up either of the ramps, then enter the mansion. From
    here, jump up the main staircase and go to the right. Open the door on right
    side of the room. By the bookshelf, bookends will come out, so kill them. Head
    past the shelf and over to the trapdoor. Make your way around the trapdoor and
    go through the wooden door. You appear on a ledge in the entrance room just
    above the exit door. Go to the end of the ledge and pop open the blue block to
    put on the Vanish Cap for the first time.
    
    Go back through the doorway and head past the trapdoor yet again. In the corner
    near the bookshelf is a small ledge. Jump onto this ledge, then take note of a
    pillar in the very corner. Make Mario's back face the pillar, then run forward
    and sideways somersault at the pillar. Wall kick off it and Mario should land on
    a ledge above. Open the door here to reach a new room.
    
    Head forward and ignore the door leading to the outside balcony. You should see
    a poster against a wall as you go towards the back. Since you're wearing the
    Vanish Cap, you can walk right through the poster into a room with a Boo and a
    giant Mr. I. Kill the Boo so he doesn't get in the way, then just run around the
    Mr. I as fast as you can until he collapses and spits out a POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 14g                            100 Coin Star                          WN05S7 |
    --------------------====================--------------------====================
    
    Select mission #3. It may work with others, but pick this one just to be safe.
    When you enter the level, head leftward. You'll see the shack sitting in the
    middle of nowhere. Open the door of the shack and go inside. Kill the Mr. I in
    this room by running around it for a BLUE COIN (5). Stand on the red elevator on
    the floor to be brought down (it's slow, so you might just want to jump off) to
    a slightly flooded area. Go through the hallway near the grate until you reach
    the end, where you should go through the doorway on your left. Head straight
    forward and open another door, then go leftward. Jump to the ledge not covered
    with water and open the door on your right almost immediately.
    
    You appear in the merry-go-round with Boos circling the place again. If you
    move in the direction the merry-go-round is spinning, it's easier to get behind
    the Boos, though you'll probably have to fight it a couple times. Keep killing
    the Boos, avoiding getting hit by them. Be sure to get the BLUE COINS (30) from
    all five Boos. When Big Boo appears, just open the door to leave the merry-go-
    round. Head to the right and through the water area, then open the door at the
    end. Go straight across and open the next door, then through the flooded are to
    where you should jump on the red elevator and ride it to the start. Use the door
    to leave the shack.
    
    Turn very slightly to the right and head directly forward. After passing the
    door leading into the mansion, kill the spider you should find for three coins
    (33). Continue your way counter-clockwise around the house until you reach two
    spiders. Kill them (39), then open the box for a mess of coins (49). Keep going
    around the house, sticking to the fencing surrounding it. Back by the shack
    leading to the merry-go-round you should see two yellow blocks next to it.
    Ground pound them both for coins (55), then go around the shack to the left
    side. Go along the fence and you should find a bounding yellow block. These
    things bounce around like hell if Mario picks it up, so pick it up. After a few
    bounces, it will go extra high and shatter. Quickly pick up the coins (60) and
    head across from the fence. Continue to the ramps, then enter the mansion.
    
    Open the first door on your left. Go to the right side of the room and grab the
    RED COIN (62) behind the piano, then head to the left and open the door in the
    corner. Ignore the two chairs in the next room and go along the right bookcase.
    Kill the bookend that comes out by jumping from underneath it for a BLUE COIN
    (67), then somersault onto the bookshelf for a RED COIN (69). Head across the
    bookshelf and open the blue block next to the table to become invisible. Now
    head through the poster by the table into a secret room with two Boos. Kill them
    both for BLUE COINS (79) and get out. If the cap runs out, Mario will have to go
    through the door leading outside and re-enter the mansion. Once back in the
    table room, somersault onto the other bookshelf and get the RED COIN (81). There
    isn't a bookend in this one, so go through the door into the entrance room.
    
    Open the left back door immediately visible to reach the room below the red mesh
    floor. In here, kill the Boo and the Mr. I for two BLUE COINS (91). Go back
    through the wooden door. Go to the other side of the staircase and open the door
    on the right to reach the collapsing bridge room. Quickly cross the bridge, then
    kill the Boo at the end for a BLUE COIN (96). Open the door here and you'll
    reach the room with the three ledges. Jump to the ledge in the back and grab the
    RED COIN (98), then kill the Boo for a BLUE COIN (100) plus the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                        =~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    |           (15)          | Cavern of the Metal Cap |          CAPNO2          |
    |                        ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    --------------------------============================--------------------------
    
    At the start of the course, a textbox will explain that if you step on the green
    switch, all the green blocks in the levels will become solid, allowing you to
    break them and use the metal cap. While wearing the cap, Mario is metal, meaning
    he can walk through enemies and kill them, go through dangerous terrain, and
    sink underwater. Go forward, ignoring the gas dudes along the way. Turn left
    once you reach the water and you should see a bunch of platforms. Jump along the
    ground so that you're not in the water. You should see a bridge going to the
    right. Walk along the bridge and you will see an alcove with a 1-Up Mushroom and
    two RED COINS (2).
    
    Walk to the left of the alcove where the coins were. If your Metal Cap runs out,
    avoid the water, as it has a dangerous current that can sweep Mario right out of
    the level (it leads to the waterfall outside the castle, so it'll be very
    annoying getting back in). Jump to the platform under the green Metal Cap block
    and then to the next platform. Activate the green switch to solidify all the
    green blocks. First, grab the two RED COINS (4) next to the switch. Now jup back
    to the previous platform and break the green block to become metal. Jump into
    the water below the platform with the green switch and walk through the water.
    You'll find the last four RED COINS (8), so after getting them, go behind the
    platform with the green switch and get the POWER STAR (8).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (16)           |     Hazy Maze Cave     |         COURSE06         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~~                         |
    --------------------------============================--------------------------
    
    Hazy Maze Cave involves a lot of usage of the metal cap, as well as a toxic
    maze where Mario will slowly lose health unless he's in metal form. There are
    also very few coins in this level, which makes the 100 coin star difficult.
    
    Difficulty - 6/10
    Enemies    - Scuttle Bug, Swoop, Mr. I, Snufit, Monty Mole
    
    ====================--------------------====================--------------------
    | 16a                     Swimming Beast in the Cavern                  WN06S1 |
    --------------------====================--------------------====================
    
    At the start of the level, you will want to take the left path. Soon you will
    realize there is a large gap. There are quite a few of these types of gapes in
    Hazy Maze Cave. Use a long jump to cross it, then open the door. You appear on a
    mesh floor in a room with a pit below. Boulders are coming from the hallway
    opposite where you are standing. If you fall into the pit below, you'll slip and
    will die. From here, go rightward and kill the spider. Follow the path around
    and ignore the door, then long jump to the gap at the end when a boulder isn't
    crashing down. Quickly rush to the left side and head up from where the boulders
    are coming. There are some coins you can get along the way. At the end, turn
    rightward and open the door.
    
    Get some coins if you need them, then stand on the odd-looking square. The
    elevator will begin to lower, so just let it take you down. If you jump off it,
    you'll probably lose a lot of health. Once it stops, go down the path ahead and
    into a large lake. In the center of this room is a hill with a star on it, and
    that is the target of this mission. There's a Lapras, I mean a swimming beast,
    circling the hill. Swim over to the beast and onto its back. Now ground pound
    its back and it will squeal, then lower its head. Walk onto its head, which
    makes it raise its head again. Don't fall off or you'll have to get back on.
    
    Mario can steer the beast as it goes in whatever direction you're facing. Face
    the center of the room where the hill is. Make your steps light when trying to
    adjust the steering so you don't fall off. Once the beast gets close enough to
    the hill in the middle, grab the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 16b                       Elevate for 8 Red Coins                     WN06S2 |
    --------------------====================--------------------====================
    
    At last the red coin star isn't fourth! Anyway, this is probably going to be the
    most difficult red coin star yet, so brace yourself. At the start, go rightward
    instead of left like you did for the last mission. There are a few pits here
    that you'll want to avoid falling into unless you want to die. A spider hops out
    of one of them and flames come out of the other. Obviously hitting the flames
    will most likely make you drop into the pit. The last pit has two flames coming
    out of it. Wait for them to stop, then long jump across the pit and open the
    door.
    
    You appear on a mesh floor in a rather large room. Go to your left and you'll
    find a pole. Grab hold of it, then push the joystick down to make Mario slide
    down the pole like a fireman. Look on the side as you slide down the pole. There
    is another pole on a ledge just before the pole you're on ends. Line yourself up
    with that pole and jump to it. Now climb the second pole and jump to the ledge
    at the top. On your left is a checkered elevator. Stand on it and it will begin
    moving through the black dots that mark the path it will take. You can't control
    this elevator, so you'll have to watch the black dots and time your jumps and
    moves accordingly.
    
    Allow the elevator to turn right and you will come towards a yellow block. If
    you stand there like an idiot and do nothing, you'll get pushed right off the
    elevator, so punch the block as you move towards it (or you can jump over it,
    but then you might jump off the elevator). The elevator will make a sharp turn
    and you will get a RED COIN (1). After a few more winding turns, there will be a
    bunch of ledges that impede your path. Jump onto the ledge and grab the RED COIN
    (2), then drop down to the elevator. The next ledge has no coin, so just jump
    over it and ignore it.
    
    After a turn, you'll come to a ledge on your right. Jump off the elevator and to
    the ledge, where you should get the two RED COINS (4). Jump back to the elevator
    and wait for it to reach the very corner of the room. From here, you'll want to
    just walk right off. You should land on a ledge below. Look to your right to
    discover a DDR pad, I mean a different elevator. If you stand on an arrow, the
    pad will begin to move in the corresponding direction. You'll have to keep
    moving around the pad to move it around the place. If you crash into an obstacle
    , such as a rock, the pad will begin to move in the opposite direction. Don't
    stay on a ledge too long, because if you're off the pad for a while, it will
    disappear and go back to the original spot.
    
    Press the arrow on your right to make it start moving. There's a rock up ahead,
    but there's also another rock on your left. Turn the camera so you can see the
    rock on the side, and when the pad isn't lined up with it, hit the arrow to move
    forward between the two rocks. As you move to the side, you'll see a yellow
    block (it's next to one of the rocks). When you're lined up with it, press the
    forward arrow to move towards it. Punch it to destroy it once you reach it and
    get the RED COIN (5) inside of it. Once the rock on your right is out of the way
    , hit the right arrow. There's another block behind the rock. Make the pad move
    towards it, then punch it for a RED COIN (6).
    
    Move the elevator a little to the left so that you don't crash into the rock
    up ahead. Now hit the forward arrow. Attatched to the rock is a long bar. Ignore
    the Mr. I on your left and jump over the bar to avoid being pushed off the
    elevator. After passing the bar, move the pad to the left. There's a yellow
    block here, so punch it for a RED COIN (7). Continue leftward until you reach a
    ledge in the corner. Jump to the ledge and get the last RED COIN (8). From here,
    turn around and look at the bar you jumped over before getting the seventh coin.
    Long jump over the bar and the POWER STAR (2) will be on your right.
    
    ====================--------------------====================--------------------
    | 16c                      Metal-Head Mario Can Move!                   WN06S3 |
    --------------------====================--------------------====================
    
    At the start of the level, you will want to take the left path. Soon you will
    realize there is a large gap.  Use a long jump to cross it, then open the door.
    You appear on a mesh floor in a room with a pit below. Boulders are coming from
    the hallway opposite where you are standing. From here, go rightward and kill
    the spider. Follow the path around and ignore the door, then long jump to the
    gap at the end when a boulder isn't crashing down. Quickly rush to the left side
    and head up from where the boulders are coming. There are some coins you can get
    along the way. At the end, turn rightward and open the door.
    
    Get some coins if you need them, then stand on the odd-looking square. The
    elevator will begin to lower, so just let it take you down. If you jump off it,
    you'll probably lose a lot of health. Once it stops, look to your left and you
    should find a green block. Pop it open to become metal, then rush like hell down
    the path. Once you reach the water, jump to the left and make your way along the
    left side. You'll sink a bit after falling to a slightly lower path, so head
    forward and there'll be a ledge above you. The Metal Cap will probably be almost
    running out by now, so jump to the ledge and activate the exclamation switch. A
    gate to your left will open up, so jump to your left and open the door.
    
    Go forward a bit and a spider will pop out. Spiders jump out of this gap in
    infinite numbers, so just go to the left or the right. Run forward and long jump
    across the gap. The long jump is a bit TOO powerful for this, so before you go
    flying off the edge, pull back on the control stick and Mario will move backward
    a bit, saving you. Now long jump across the next gap and get the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 16d                      Navigating the Toxic Maze                    WN06S4 |
    --------------------====================--------------------====================
    
    Take the right path at the start of the level, ignoring the spider. Avoid the
    spider that jumps out of the pad and head around the pit with the flame. For the
    last pit, long jump across it when the flames stop and open the door. In the
    next room, jump to the pole on your left and slide down to the bottom. Drop off
    the pole at the end and head forward. On the left wall there is a map of some
    maze thing. Go past it and there should be a path on your left. Walk up this
    path and open the door. Turn left, grab the coins if you need thme, and jump
    into the pit. You appear in a toxic maze. In the parts filled with toxic gas,
    Mario will lose health if you're not using the Metal Cap. Here is a map:
    
                              +-----+           +-----+
        +---------+           |     |           |START|
        | E     /  +----------+     |           |     |
        | 1    /                    |           |_____|
        +------+     +--------+_____\           |     |
               |     |        |      +----------+     |
    +-----+    |     |         \                      |
    |  !  |    |     |          +---------------+     |
    |     +----+     |                          |     |
    |                |                          |_____|
    |     +----------+                          |     |
    |     |                                     |     |
    |     |                                     |     |
    |_____|                                    /      |
    |     +-----------------------------------+    !  |
    |          B     | C                              |
    +-------+     +------+  C  +----------------------+
            |_____|      |     |
            |     |      |     |
            |     |      |  C  +----------------+
            |  !  |      |          |   |  C     \
            |     |      +-----------------+      +---+
            |     |                         \ C  C) E2|
            |      \                         |  C +---+
            |       +-----------------------+     |
             \                                   /
              +-----------+.....+---------------+
                          |  E3 |
                          +-----+
    
    Legend
    ------
    
    E# = Exit             B = Blue Coin Switch
    !  = Metal Cap Block  C = Blue Coin
    
    Lines in the maze like _ and / show where the toxic and non-toxic areas are. To
    clarify which is which, you start in a toxic are. The ) and ..... lines mean
    that you have to jump onto a ledge to get to the exit. At the start, head
    directly forward to the corner, where you should pop the green block to become
    metal. Turn rightward and you'll see the blue coin switch. Don't go for the
    switch, just make the left turn instead. After getting rid of the monty mole
    (normally you should just ignore these, as they don't give coins and they
    regenerate), you'll see an alcove above with a door. Ignore the door for now and
    go past it, turning to the right and killing a snufit. There are pits in this
    area that Mario can get stuck in. Hold still and do a backflip if you get stuck
    in one. Look on the left side for an alcove above with a door. If you get to a
    part with a bunch fo bats, you've gone too far. Double jump to the door and open
    it.
    
    Turn leftward when you open the door, avoiding the fireballs the black balls
    spit as well as the bat. Stand on the elevator at the end and ride it upward.
    Once you reach the top, simply grab the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 16e                      A-Maze-Ing Emergency Exit                    WN06S5 |
    --------------------====================--------------------====================
    
    Take the right path at the start of the level, ignoring the spider. Avoid the
    spider that jumps out of the pad and head around the pit with the flame. For the
    last pit, long jump across it when the flames stop and open the door. In the
    next room, jump to the pole on your left and slide down to the bottom. Drop off
    the pole at the end and head forward. On the left wall there is a map of some
    maze thing. Go past it and there should be a path on your left. Walk up this
    path and open the door. Turn left, grab the coins if you need thme, and jump
    into the pit. You appear in a toxic maze. In the parts filled with toxic gas,
    Mario will lose health if you're not using the Metal Cap. Here is a map:
    
                              +-----+           +-----+
        +---------+           |     |           |START|
        | E     /  +----------+     |           |     |
        | 1    /                    |           |_____|
        +------+     +--------+_____\           |     |
               |     |        |      +----------+     |
    +-----+    |     |         \                      |
    |  !  |    |     |          +---------------+     |
    |     +----+     |                          |     |
    |                |                          |_____|
    |     +----------+                          |     |
    |     |                                     |     |
    |     |                                     |     |
    |_____|                                    /      |
    |     +-----------------------------------+    !  |
    |          B     | C                              |
    +-------+     +------+  C  +----------------------+
            |_____|      |     |
            |     |      |     |
            |     |      |  C  +----------------+
            |  !  |      |          |   |  C     \
            |     |      +-----------------+      +---+
            |     |                         \ C  C) E2|
            |      \                         |  C +---+
            |       +-----------------------+     |
             \                                   /
              +-----------+.....+---------------+
                          |  E3 |
                          +-----+
    
    Legend
    ------
    
    E# = Exit             B = Blue Coin Switch
    !  = Metal Cap Block  C = Blue Coin
    
    Lines in the maze like _ and / show where the toxic and non-toxic areas are. To
    clarify which is which, you start in a toxic are. The ) and ..... lines mean
    that you have to jump onto a ledge to get to the exit. At the start, head
    directly forward to the corner, where you should pop the green block to become
    metal. Turn rightward and you'll see the blue coin switch. Don't go for the
    switch, just make the left turn instead. After getting rid of the monty mole
    (normally you should just ignore these, as they don't give coins and they
    regenerate), you'll see an alcove above with a door. Double jump or somersault
    to the door, then go through it.
    
    Head through the tunnel, ignoring the bats as you do so. Jump onto the elevator
    at the end and ride it upward. It'll take you to a mesh floor, so open the door
    at the top. You will find a mesh ceiling above near a ledge with a Power Star.
    Stand below the mesh ceiling and double jump, holding A. Now start moving the
    control stick while you hold A. You can now monkey bar along the mesh ceiling.
    Monkeybar all the way forward, then turn right and monkeybar on top of the
    ledge. Once above the ledge, let go of A to drop off and get the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 16f                       Watch for Rolling Rocks                     WN06S6 |
    --------------------====================--------------------====================
    
    At the start, take the left path for the first time in a while. Use a long jump
    to cross the gap, then open the door. You're back in the room with the boulders
    and the bottomless pit. Turn right and kill the spider, then go past the door as
    you head around the ledge. Wait for a boulder to go by, then long jump across
    the gap. Head to the left side and run up the ledge, avoidin the boulders. If
    you get hit, there are some coins in a left alcove.
    
    Once you reach the top, go to the right so you're safe from the boulders.
    Instead of opening the door in front of you like you would usually do, jump to
    the wall on your right and wall kick off of it. Do another wall kick off the
    next wall and you'll reach a ledge on the right. In here is a POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 16g                            100 Coin Star                          WN06S7 |
    --------------------====================--------------------====================
    
    This is quite a difficult 100 coin star, mostly because of the fact that there
    are very few coins in this level. You can choose any mission you want for this
    star. At the very start of the level, kill the spider for three coins (3). Turn
    leftward and long jump across the gap, then open the door. Go right along the
    mesh floor and kill the spider for coins (6), then continue past the doorway.
    Long jump across the gap to where the boulders are falling and head up along the
    left side. Get the five coins (11), and continue up. Turn right and open the
    door. In the next room, get the ring of coins (19), then stand on the elevator.
    Take it all the way down.
    
    Once you reach the bottom, open the green block on your left and become metal.
    Head down the tunnel to the water, then go along the left side. Drop off the
    very left edge and continue to where the exclamation switch is. Activate the
    switch, then jump to your left and open the door. Go forward and kill the first
    spider that comes out of the pit for some coins (22). You can't get anymore
    coins out of them, so turn around and go back through the door. Jump into the
    water and swim around until you find the swimming beast. Swim onto its back,
    then pound him. Stand on his head and face the hill in the center. Jump to it
    once you're close enough and get the coins (30).
    
    Turn around until you see the path leading up. Hop back into the water and swim
    towards it. Run up the pathway through the tunnel until you reach the end, then
    stand on the elevator and ride it back up. Open the door at the end and head
    forward to where the rocks are rolling. Stick to the side opposite the coisn as
    you head down, then long jump to your left once you reach the end. Carefully
    make your way around the ledge, going past the door. Once you reach the end,
    open the next door.
    
    Long jump across the gap and continue back to the start. This time, take the
    right path. When the spider leaps out of the pit, kill it for three coins (33).
    Go to the right of the first pit with flames for coins (38). Jump the gap with
    the flames when it's safe and open the door. Turn to your left and start sliding
    down the pole. Just before you drop off to the ground below, jump to the pole on
    the side. Climb to the top of the pole, then stand on the elevator.
    
    Allow the elevator to turn right and you will come towards a yellow block. If
    you stand there like an idiot and do nothing, you'll get pushed right off the
    elevator, so punch the block as you move towards it (or you can jump over it,
    but then you might jump off the elevator). The elevator will make a sharp turn
    and you will get a RED COIN (40). After a few more winding turns, there will be
    a bunch of ledges that impede your path. Jump onto the ledge and grab the RED
    COIN (42), then drop down to the elevator. The next ledge has no coin, so just
    jump over it and ignore it.
    
    After a turn, you'll come to a ledge on your right. Jump off the elevator and to
    the ledge, where you should get the two RED COINS (46). Jump back to the
    elevator and wait for it to reach the very corner of the room. From here, you'll
    want to just walk right off. You should land on a ledge below. Look to your
    right to discover a DDR pad, I mean a different elevator.
    
    Press the arrow on your right to make it start moving. There's a rock up ahead,
    but there's also another rock on your left. Turn the camera so you can see the
    rock on the side, and when the pad isn't lined up with it, hit the arrow to move
    forward between the two rocks. As you move to the side, you'll see a yellow
    block (it's next to one of the rocks). When you're lined up with it, press the
    forward arrow to move towards it. Punch it to destroy it once you reach it and
    get the RED COIN (48) inside of it. Once the rock on your right is out of the
    way, hit the right arrow. There's another block behind the rock. Make the pad
    move towards it, then punch it for a RED COIN (50).
    
    Move the elevator a little to the left until you reach the ledge with the Mr. I
    on it. Carefully circle the Mr. I at a reasonable but careful pace until he dies
    and spits out a BLUE COIN (55). The pad has probably disappeared, so drop off
    the platform with the Mr. I down to the star marker. Go to your right and look
    around for a spider. Kill it for three coins (58), then turn to your right and
    head to the corner. Jump up the ledges and then stand on the DDR pad.
    
    Hit the right arrow and approach the rock. Go leftward once you're between the
    two rocks , then go straight forward so that you're going towards the Mr. I
    platform. Go past the Mr. I platform and jump over the bar. After passing the
    bar, move the pad to the left. There's a yellow block here, so punch it for a
    RED COIN (60). Continue leftward until you reach a ledge in the corner. Jump to
    the ledge and get the last RED COIN (62).
    
    Quickly jump back to the DDR pad and go rightward to the opposite corner of the
    room. There is another ledge with a Mr. I here, but it's very difficult, so just
    forget about it if you absolutely cannot do it. Try to go slowly as possible
    while still making the enemy turn a bit. After he's dead, get the BLUE COIN
    (67). Now drop down below and head to the left side of the room across from
    here. Near the platform where you got the last red coin is a spider. Kill it for
    three coins (70). Now start heading towards the front of the room. Look along
    the wall and go up the slope when you find it. Open the door and turn left. Grab
    the coins (75) and drop into the toxic maze.
    
                              +-----+           +-----+
        +---------+           |     |           |START|
        | E     /  +----------+     |           |     |
        | 1    /                    |           |_____|
        +------+     +--------+_____\           |     |
               |     |        |      +----------+     |
    +-----+    |     |         \                      |
    |  !  |    |     |          +---------------+     |
    |     +----+     |                          |     |
    |                |                          |_____|
    |     +----------+                          |     |
    |     |                                     |     |
    |     |                                     |     |
    |_____|                                    /      |
    |     +-----------------------------------+    !  |
    |          B     | C                              |
    +-------+     +------+  C  +----------------------+
            |_____|      |     |
            |     |      |     |
            |     |      |  C  +----------------+
            |  !  |      |          |   |  C     \
            |     |      +-----------------+      +---+
            |     |                         \ C  C) E2|
            |      \                         |  C +---+
            |       +-----------------------+     |
             \                                   /
              +-----------+.....+---------------+
                          |  E3 |
                          +-----+
    
    Legend
    ------
    
    E# = Exit             B = Blue Coin Switch
    !  = Metal Cap Block  C = Blue Coin
    
    Go forward at the start and head past the Snufit. Grab the Metal Cap, then go
    back and kill the Snufit for two coins (77). Go to where you go the cap and turn
    right. Jump to the ledge and pound the blue coin switch. Go back a little, grab
    the BLUE COIN (82), then continue through the path. Get two more BLUE COINS
    (92), then grab another BLUE COIN (97) past a non-toxic area. In front of the
    door leading to star #5, double jump to get the three BLUE COINS (100) and the
    POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (17)           |    Lethal Lava Land    |         COURSE07         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    The most obviously new and dangerous thing about this level, the thing that you
    should know before you even enter the place, is that it's filled with lava. If
    you land in lava, Mario will get his ass burnt and jump high as hell. Use this
    opportunity to land on a safe area, as if you do nothing, you'll just keep
    burning. Lava and flames are extremely dangerous because they take away three
    pieces of health, so try to be careful, okay?
    
    Difficulty - 5.5/10
    Enemies    - Bully, Mr. I
    
    ====================--------------------====================--------------------
    | 17a                          Boil the Big Bully                       WN07S1 |
    --------------------====================--------------------====================
    
    A textbox at the start tells you that if anyone tries to bully you around,
    shove them right back, as it's all over for whoever loses. This is referring to
    the numerous bullies that inhabit this level. They're basically black balls with
    horns, and they try to push you off platforms. Mario will only bounce back if he
    gets hit, but eventually he'll be knocked into the lava. You have to time your
    punches right so you push them into the lava, baking them.
    
    Alright, if you want to do this star fast as hell, turn around at the start and
    long jump across the lava over to an island with the Wing Cap. Put the Wing Cap
    on and fly across the level to the back over to a platform with a GIANT bully.
    However, I'm going to give you the "manly" path. Head forward at the start and
    jump over the lava gap. Turn left at the arch, avoiding the fireballs that
    bounce around the path. There are lots of fireballs like this in this level.
    Avoid the bully and head left. If you want to make it even harder, go right, but
    that's just unnecessary. Cross the drawbridge, then head past the Mr. I. Next up
    is a platform whose sides are being periodically covered in lava, plus a
    fireball bouncing around. Just stay in the middle and wait until it's safe, then
    jump to the puzzle of Bowser.
    
    The pieces here are moving around, so get off a piece if it begins to shake or
    you'll fall into the lava. You may notice all eight red coins are here. Yep,
    folks, Nintendo's gone crazy. Go past the puzzle and you'll have to go across a
    path will two Bullies. Ignore them and jump to the rotating platform with the
    flamethrower. Just go with the flow of the rotater and jump over the flames.
    Jump to the platform on your right, where you'll want to avoid the fireball. Now
    jump to the next platform, which keeps sinking almost completely into the lava.
    Stay in the exact middle and cross it, then jump to the platform with the giant
    Bully.
    
    Start pushing it around. Even thoguh it's abnormally large, you can push it
    around just as easily. You'll want to adjust the camera so you're viewing the
    side of him and Mario. Time your punches so that Mario hits him instead of
    punching the air before he comes. Keep pounding him and he'll eventually bake in
    the lava. A bunch of stairs will appear leading to the star. They collapse when
    you stand on them, so quickly jump up the stairs and grab the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 17b                          Bully the Bullies                        WN07S2 |
    --------------------====================--------------------====================
    
    Once again, if you want to make this fast as hell, turn around and use the Wing
    Cap on the island. Otherwise, head forward and jump the lava gap. Go left at the
    arch, avoiding the fireball on the path. Avoid the Bully as you head right this
    time, as in this mission it's the faster path. Flames will periodically come out
    of the grating between the arrow platform and the Bully platform, so wait for it
    to pass before crossing. Head left and jump to the platform with the diamond.
    These will begin shaking when you step on them, so quickly long jump to your
    right to a platform sinking into the lava.
    
    On your left is a stonish walkway winding around all over the place. Jump to
    that and carefully make your way around it. There are flames bouncing around, so
    you'll have to be careful. At the end you'll come to four platforms sinking into
    the lava. When it's not sunk in the lava, jump to it and quickly jump to the
    next (there's only a super small area in which you can't be hurt by lava). Jump
    to the platform ahead where you should see three Bullies.
    
    Taking out Bullies isn't too hard, but when you've got to tackle three at once,
    it can be pretty tricky. Stand near the edge, luring the Bullies there. Now
    quickly run behind them and give them a punch. Most likely you won't be able to
    do it before they get closer to the center, but you will get a bit of a start.
    Keep punching one Bully until it falls into the lava. With two to go, it becomes
    easier. Keep punching the Bullies after luring them to the center. Once they're
    gone, a Big Bully will come out. Just use the same strategy of luring to the
    edge then punching it to kill it. After it boils, you'll get a POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 17c                     8-Coin Puzzle With 15 Pieces                  WN07S3 |
    --------------------====================--------------------====================
    
    This is going to be one of the quickest and most pathetic stars in the game.
    Head forward and jump the lava gap, then turn left once you reach the arch.
    While passing along the path be sure to avoid the fireballs. Ignore the Bully as
    you head leftward. Cross the drawbridge when it isn't raised and continue past
    the Mr. I. Jump to the platform whose sides are sinking into the lava and stay
    in the middle until it's safe to pass. Continue over to the puzzle of Bowser.
    Here's a map of it:
    
    +---+---+---+---+
    | C |   | C | * |
    +---+---+---+---+
    | C |   | C |   |
    +---+---+---+---+
    | C |   | C | C |
    +---+---+---+---+
    |   |   |   | C |
    +---+---+---+---+
    
    Legend
    ------
    
    C = Coin
    * = Where Star Appears
    
    If a piece starts shaking, get off it immediately. When it shakes, it means it's
    about to move, making you land in the lava and burn. Head along the first column
    and grab the three RED COINS (3). Turn right and get the RED COINS (6) in the
    third column. At the southeast corner of the puzzle, get the remaining two RED
    COINS (8). Now head to the northeast corner and grab the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 17d                         Red-Hot Log Rolling                       WN07S4 |
    --------------------====================--------------------====================
    
    Okay, I'm getting pissed at that damn Wing Cap. Go and grab it and fly to the
    southeast corner if you want to get this star like a n00b. Otherwise, go forward
    and jump the lava gap. Head left at the arch and avoid the flames bouncing
    across the path. When you reach the Bully, avoid it and go right. Wait for the
    flamethrower in the grate to come out, then quickly pass it and go down to your
    left. Jump across the diamond platforms, doing so quickly to avoid them falling
    and knocking you into the lava. Long jump over to the platform sinking into the
    lava on your right. Stay in the middle to avoid being burnt. Continue forward
    and jump up the platform over to the two Bullies.
    
    Ignore the Bullies and look to the right of the platform. There's a mesh
    platform in the lava, so jump onto it and it will start moving towards the
    southeast corner of the level. Flames are coming out of the lava, making this a
    bit difficult. For the first one, stay on the left side. Stay on the right for
    the second, and the left for the third. At the end, jump to the platform. Now
    jump up the slope and onto the log. It will begin spinning, so jump your way
    across it. At the end, long jump to the platform on your left. Walk along the
    narrow platform at the edge of the cage to the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 17e                     Hot-Foot-It Into the Volcano                  WN07S5 |
    --------------------====================--------------------====================
    
    This mission involves a new area in the level. Go forward and jump the lava gap.
    Head left at the arch and avoid the flames bouncing across the path. When you
    reach the Bully, avoid it and go right. Wait for the flamethrower in the grate
    to come out, then quickly pass it and go down to your left. Jump across the
    diamond platforms, but then jump to the rotating platform surrounding a
    miniature volcano. When the platform stops rotating, a flamethrower behind the
    volcano will shoot flames, so be careful. The volcano will also erupt. Simply
    jump towards the volcano, then jump a few more times and struggle inside it.
    
    You land on a platform in a large pool of lava. Head forward and follow the path
    of coins, then jump to the rocky ledge. Follow the path upward, stopping at the
    hole in the wall. These are flamethrowers, so don't cross until they've spit out
    some flames. Now jump up the ledge and avoid the Bully. After jumping another
    ledge, you should see an outline in the wall. Approach it and a block will come
    out of the wall. If you had just rushed forward, you would've been crushed.
    
    After it goes back into the wall, jump up the ledge and continue. You'll find a
    bunch of floating islands. Simply jump up then, ground pounding when you see
    Mario's shadow to ensure safety. Wait for the two flamethrowers to attack at the
    top, then jump to the ledge. Continue past a Bully and carefully make your way
    along the narrow ledge. Jump to the pole at the end. You'll need to jump up
    several poles here. The trick is to line Mario up with the next pole, then press
    A. If you fall into the lava below, try to land on the platform. If you die, you
    reappear in the volcano when you jump into the painting. Once you reach the top,
    go forward and grab the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 17f                     Elevator Tour in the Volcano                  WN07S6 |
    --------------------====================--------------------====================
    
    This mission involves a new area in the level. Go forward and jump the lava gap.
    Head left at the arch and avoid the flames bouncing across the path. When you
    reach the Bully, avoid it and go right. Wait for the flamethrower in the grate
    to come out, then quickly pass it and go down to your left. Jump across the
    diamond platforms, but then jump to the rotating platform surrounding a
    miniature volcano. When the platform stops rotating, a flamethrower behind the
    volcano will shoot flames, so be careful. The volcano will also erupt. Simply
    jump towards the volcano, then jump a few more times and struggle inside it.
    
    This time, head backward from the start. Jump several lava gaps, carefully going
    across the islands. At the end, you'll find an elevator that goes along black
    dots like the one in Hazy Maze Cave. Stand on it to activate it. The elevator
    will go forward, then spiral upward. It will go up a slope, then make a turn.
    Quickly jump to the next elevator before the one you're on drops down. The
    elevator goes rightward and you'll see a pole. Before the elevator goes downward
    , you'll want to jump to the pole.
    
    Now climb up the pole and you'll see a spinning flamethrower on a platform. Line
    yourself up with the platform, staying below it for a bit. When the flame passes
    , quickly climb up and jump to the platform. Jump to the pole if you didn't
    already grab hold of it and climb up. At the top, jump to the floating island
    and ground pound when you see your shadow. You'll want to do this for the next
    few platforms, as it's the safest way to make it to the top island with the
    POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 17g                            100 Coin Star                          WN07S7 |
    --------------------====================--------------------====================
    
    Choose either the fifth or sixth mission, that way we can get the Koopa Shell,
    making this star about ten times easier. This will be much less difficult than
    the previous 100 coin star. Head forward at the start and jump the lava gap,
    then turn left at the arch. Carefully cross the path with the flames and prepare
    to fight the Bully. Lure him to the edge, then push him in for a coin (1). Go
    leftward and you will encounter the Mr. I. Run around him until he dies, giving
    you a BLUE COIN (6).
    
    Head back to the Bully platform and across the flame path, but this time, go
    past the arch. You should see a yellow block. Break it open and grab the Koopa
    Shell that comes out. Jump into the lava and ride past the platforms, going past
    the start of the level. Continue to the island with the Wing Cap block and go to
    the right of it. You'll find a small slope which has three coins (9) on it. Now
    jump to the sinking platform past here and grab the five coins (14) on it. You
    can't get hurt by the lava with the shell, but remember that you CAN get hurt by
    fireballs. Jump to the puzzle of Bowser.
    
    Grab the RED COINS (20) in the first column, the RED COINS (26) in the second
    column, and the last two RED COINS (30) in the final column. Ignore the Power
    Star and go around the center of the puzzle to make a bunch of coins spill out
    (35). Head past the Bowser puzzle over to the place with two Bullies. With the
    Koopa Shell, you can just keep crashing into them (you get bounced back a bit,
    but the Bully bounces back more) to defeat them for two coins (37). Go to the
    right of the platform with the two Bullies and you'll find a slope like the one
    near the Wing Cap with coins (41) and a 1-Up Mushroom. Go past this slope to the
    sinking platform, grabbing more coins (46).
    
    Go past the Big Bully platform and to the right of the platform with the three
    Bullies. Grab the four coins (50) in the centers of the four platforms which
    keep sinking almost completely into the lava. Jump to the three Bully platform
    on your left and get the ring of coins (58), then start killing the three
    Bullies, grabbing their coins (61). Ignore the Big Bully that drops down and go
    rightward to the northeast corner of the level. You'll see a steep obstruction.
    You can ride up the side of this thing, so do so and get the coins (66).
    
    Slide back down and head south from here to an island where you should get the
    coins (74) as you circle the Mr. I for a BLUE COIN (79). From here, continue
    southward and jump to the circular platform, where you should get the ring of
    coins (86), and kill the Bullies for two coins (88). Start going westward and
    along the sinking platform. Jump to the one on the right, which has the coins
    (93). Now hop to the circular platform surrounding the volcano. Head around it
    and grab all the coins (96). If you still have the Koopa Shell, you don't have
    to go into the volcano. West of the volcano is a slope thing with a 1-Up
    Mushroom. From that thing, go south and to the drawbridge. Get the five coins
    under the drawbridge (100) and the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (18)           |   Shifting Sand Land   |         COURSE08         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    As a sand level, there's... well, quicksand, in a lot of places. The first type
    just looks a bit different from the ordinary sand (a little darker and more
    textured). If you go in it, Mario starts sinking. You can jump to prevent
    yourself from sinking, but if you don't, Mario will eventually sink and die. The
    quicksand that moves will kill you instantly if you go too far in it (if you
    only land on the outside, you might be able to jump to safety).
    
    Difficulty - 6/10
    Enemies    - Bob-omb, Fly Guy, Pokey, Goomba, Tox Box, Klept, Grindel, Spindel
    
    ====================--------------------====================--------------------
    | 18a                     In the Talons of the Big Bird                 WN08S1 |
    --------------------====================--------------------====================
    
    At the start, go forward, noticing the ridiculous variety of enemies (seriously,
    there's four different types of enemies just at the start. Go past the two Bob-
    ombs and you'll see a weird stack of spikey balls near a stone structure. If you
    somersault onto these things' heads, you can kill them. For now, all you want to
    do is run towards the structure and use a triple jump to land on top of it. You
    should see a red block on the right, so pop it open and grab the Wing Cap, then
    turn around. In the distance is a big pyramid further into the level.
    Surrounding the pyramid are four pillars, each being reddish in color.
    
    Do a triple jump to take flight, then fly towards the nearest pillar. If you
    fall near it, you'll land in quicksand. However, if you fall, you can also just
    run right up it (I'm not kidding, Mario can actually run up the side of the
    pillar despite the fact that it's at a 90 degree angle). Anyway, at the top, you
    should see a vulture carrying a star flying around. Wait a while (it could take
    some time) until the vulture flies above the pillar. Watch for its shadow above
    the pillar. Jump to grab the star, which appears behind the pyramid.
    
    You've probably lost your Wing Cap by now, so (assuming you're still on the
    nearest pillar to the start), face the pyramid and notice the ledges leading
    around it. Long jump to the low ledge, which has a yellow and red block, and
    head forward. At the end of the ledge, long jump across the moving quicksand. Go
    between the two red pillars and get the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 18b                       Shining Atop the Pyramid                    WN09S2 |
    --------------------====================--------------------====================
    
    Note that when not playing the first mission, the vulture will not have the star
    in its clutches, which means it will instead try to steal your hat. If your hat
    is stolen, you need to fly back to the vulture and grab the hat in the same
    manner that you took the star in mission 1. Without his hat, Mario will take
    double damage.
    
    At the start of the level, head forward, ignoring the various enemies in your
    path. Run towards the stone structure and as you run towards it, do a triple
    jump to try to land on top of the roof. Break the red box on the right and grab
    the wing cap. Turn around and face the pyramid in the distance. On the side of
    the pyramid facing the start of the level you should see two alcoves, one near
    the bottom and one near the top.
    
    Using the wing cap, triple jump and start flying towards the pyramid. Pass over
    the moving quicksand, then ground pound when you see your shadow above the
    bottom ledge with a red and yellow box. Break the yellow box for a 1-up if you
    want, then go to the middle of the ledge where the pyramid entrance is. Face the
    wall slope and jump over the pyramid entrance onto the side wall. Jump a few
    more times as you run up the pyramid wall and at the top press B to slide
    forward onto the top ledge where you will find the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 18c                      Inside the Ancient Pyramid                   WN09S3 |
    --------------------====================--------------------====================
    
    At the start of the level, head forward, ignoring the various enemies in your
    path. Run towards the stone structure and as you run towards it, do a triple
    jump to try to land on top of the roof. Break the red box on the right and grab
    the wing cap. Turn around and face the pyramid in the distance. On the side of
    the pyramid facing the start of the level you should see two alcoves, one near
    the bottom and one near the top.
    
    Using the wing cap, triple jump and start flying towards the pyramid. Pass over
    the moving quicksand, then ground pound when you see your shadow above the
    bottom ledge with a red and yellow box. Break the yellow box for a 1-up if you
    want, then go to the middle of the ledge where the pyramid entrance is and go
    inside.
    
    Note the quicksand in the middle of the floor. There are some moving parts here.
    If you fall in the outside of these circular moving sand parts, you can jump out
    quickly and survive. But if you fall in the middle you will die instantly. The
    rest of the sand will cause Mario to slowly sink in, but you can prevent that by
    constantly jumping. You cannot jump high enough to reach the outer ledges, but
    there are some flat squares inside the quicksand that you can go on and use to
    reach the outer ledge of the pyramid.
    
    Once inside the pyramid, go forward and make a right. In the corner you will see
    three Goombas. Ignore them and turn to the left. Along the way you will meet a
    Grindel (mummy box) which is flying up and then crashing down. If you get caught
    under it you will get hurt. However, the fact that it is rising up allows us to
    use a neat shortcut. Have your back face the box and when it comes down,
    backflip on top of it and then quickly jump to the right ledge. If you're not
    quick enough, you will get crushed between the box and the ceiling, losing two
    power slices.
    
    Go forward, ignoring the two Goombas, then climb the rope up to the next level.
    Jump off the rope at the top and continue forward to where you will find
    monkeybars. If you fall off the bars, you will drop to the slope below them
    which will cause you to slide down to the quicksand below. If you do not keep
    jumping while in the sand, you will die. To cross the monkeybars, jump to the
    underside of the bars and hold A as you reach the top. Hold A while continuing
    across the bars where you can finally drop down.
    
    Jump up the small platforms with coins on them and you will reach a ledge. Go
    along the ledge and you will find a cylinder Grindel known as a Spindel. Along
    the ledge is an alcove in the wall where you can hide to prevent the Spindel
    from rolling on top of you and crushing you as you cross the ledge. You can hide
    in there and wait for the Spindel to go to the left of the alcove then quickly
    continue, or you can simply double jump over the Spindel and keep going.
    
    Make a right at the corner and you will find a Power Heart you can use if
    necessary. Now you will come to a series of moving platforms. One goes up while
    the other goes down and when the one going up reaches its full height, it will
    go down while the other goes up. Jump onto the first one when it is going up and
    then quickly jump across the rest to reach the next ledge.
    
    Go to the right and ignore the two Amps that will appear. At the end carefully
    sidestep across the very narrow ledge then jump to the rope and climb up. Head
    to the right to find a ledge where a Grindel is stomping along. You can actually
    jump on top of it, then fall off and continue, or you can wait for it to jump up
    and quickly cross underneath before it stomps you. At the end, head right and up
    the slope (crawl up it or jump up to stop yourself from slipping). Backflip up
    the line of coins onto the ledge where you can grab the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 18d                    Stand Tall On the Four Pillars                 WN09S4 |
    --------------------====================--------------------====================
    
    At the start of the level, head forward, ignoring the various enemies in your
    path. Run towards the stone structure and as you run towards it, do a triple
    jump to try to land on top of the roof. Break the red box on the right and grab
    the wing cap. Turn around and face the pyramid in the distance. Take note of the
    four vertical brick pillars around the pyramid. Triple jump and fly towards the
    nearest pillar. You can either land on top of the pillar or land on the sand and
    walk up the pillar (yes, Mario can walk up the pillar).
    
    You only need to touch the top of the pillar. Now triple jump and fly towards
    the next pillar in the back, flying across the quicksand and the pyramid ledge.
    Land on the pillar and touch the top of it, then take flight again and land on
    the pillar to the right. Stand on this pillar here, then head once again to the
    right towards the last pillar near the Tox Box maze. Stand on the final pillar
    and the top of the pyramid will blow off. Triple jump and fly into the hole in
    the top of the pyramid.
    
    You will fall into a cage that will slowly proceed downward. Once you reach the
    bottom, you will be facing a large brick with a hole in it directly in front of
    you. Jump into the hole and proceed to fall down the slope where you will find a
    pile of bricks. Stand on top of them and they will reveal themselves to actually
    be brick hands with eyes (Eyerocs).
    
    One of the hands will raise up and go towards you and try to crush you. Simply
    run out of the way to avoid this. When the hand comes down, the other hand will
    open the eye in its middle. Quickly run up to it and give a punch. Next, one of
    the hands will try to push you off the edge of the ledge, killing you. Run out
    of its path and then go up to the other hand and punch its now open eye.
    
    The hand will try to crush you again. Run out of its shadow and you will avoid
    it. Go up to the other hand and punch it in the eye. Again one of the hands will
    attempt to crush you. Avoid it and punch the other hand. Now this hand should
    die. The other hand will open its eye and charge forward. As it comes toward you
    , punch it in the eye before it knocks you off the ledge. This will kill the
    hand and you will get the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 18e                      Free Flying for 8 Red Coins                  WN09S5 |
    --------------------====================--------------------====================
    
    At the very start of the level, turn around and head along the increasingly
    narrow path. Stay toward the right or you might fall in the sand. At the end,
    get the RED COIN (1) and turn around. Head back in the opposite direction past
    the Bob-ombs and to the stone structure. Go under the roof of the structure
    where the Goombas are. There are two big boxes, one on each side of the
    structure. Ground pound them both. One of them will contain a RED COIN (2). Now
    use a triple jump to get on top of the stone structure. Grab the wing cap from
    the red box and face the pyramid.
    
    Just like in the last mission, you're going to triple jump and head towards the
    first pillar. Land on top of the pillar and from there, take flight again. Fly
    northwest and grab the RED COIN (3) floating above the quicksand. Now as you go
    towards the next pillar in the back you might see another red coin. First land
    on the pillar in the back, then turn around and fly out to the RED COIN (4).
    
    Fly back towards the pillar you were just on and head rightward to the next
    pillar. Head past the pillar to the very corner of the level where you will find
    a lake. In the very back of the lake you will find a RED COIN (5). Now turn
    around and head back to the pillar. Run up it and turn to the left. Start flying
    to get the RED COIN (6) floating above the moving quicksand surrounding the
    pyramid. At this point your wing cap is liable to be running out, so make a
    U-turn and head to the back.
    
    Turn to the left and run up the left pillar. Face the ledge on the pyramid and
    long jump towards it then grab the wing cap once more. Long jump back to the
    safe sand and run to the right. Run up the pillar on the right, face the pyramid
    , then start flying towards the final pillar near the tox box maze. Grab the RED
    COIN (7) nearby the pillar, then fly downward to the maze. You should see in the
    middle of the maze the last coin. Land and grab the RED COIN (8), then head to
    the blue star for the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 18f                            Pyramid Puzzle                         WN09S6 |
    --------------------====================--------------------====================
    
    At the start of the level, head forward, ignoring the various enemies in your
    path. Run towards the stone structure and as you run towards it, do a triple
    jump to try to land on top of the roof. Break the red box on the right and grab
    the wing cap. Turn around and face the pyramid in the distance. On the side of
    the pyramid facing the start of the level you should see two alcoves, one near
    the bottom and one near the top.
    
    Using the wing cap, triple jump and start flying towards the pyramid. Pass over
    the moving quicksand, then ground pound when you see your shadow above the
    bottom ledge with a red and yellow box. Break the yellow box for a 1-up if you
    want, then go to the middle of the ledge where the pyramid entrance is and go
    inside.
    
    Note the quicksand in the middle of the floor. There are some moving parts here.
    If you fall in the outside of these circular moving sand parts, you can jump out
    quickly and survive. But if you fall in the middle you will die instantly. The
    rest of the sand will cause Mario to slowly sink in, but you can prevent that by
    constantly jumping. You cannot jump high enough to reach the outer ledges, but
    there are some flat squares inside the quicksand that you can go on and use to
    reach the outer ledge of the pyramid.
    
    Once inside the pyramid, go forward and make a right. In the corner you will see
    three Goombas. Ignore them and turn to the left. Along the way you will meet a
    Grindel (mummy box) which is flying up and then crashing down. If you get caught
    under it you will get hurt. However, the fact that it is rising up allows us to
    use a neat shortcut. Have your back face the box and when it comes down,
    backflip on top of it and then quickly jump to the right ledge. If you're not
    quick enough, you will get crushed between the box and the ceiling, losing two
    power slices.
    
    Go forward, ignoring the two Goombas, then climb the rope up to the next level.
    Jump off the rope at the top and continue forward to where you will find
    monkeybars. If you fall off the bars, you will drop to the slope below them
    which will cause you to slide down to the quicksand below. If you do not keep
    jumping while in the sand, you will die. To cross the monkeybars, jump to the
    underside of the bars and hold A as you reach the top. Hold A while continuing
    across the bars where you can finally drop down.
    
    Now to Mario's right you will see a coin in the corner of a 'river' of
    quicksand. Get the coin to activate the a SECRET (1). Conitnue rightward through
    the quicksand, jumping constantly and get the 2nd coin for a SECRET (2). Now go
    back to the main ledge and jump up the ledges with the coins. Go along the ledge
    and you will find a cylinder Grindel known as a Spindel. Along the ledge is an
    alcove in the wall where you can hide to prevent the Spindel from rolling on top
    of you and crushing you as you cross the ledge. You can hide in there and wait
    for the Spindel to go to the left of the alcove then quickly continue, or you
    can simply double jump over the Spindel and keep going.
    
    Make a right at the corner and you will find a Power Heart you can use if
    necessary. Now you will come to a series of moving platforms. One goes up while
    the other goes down and when the one going up reaches its full height, it will
    go down while the other goes up. Jump onto the first one when it is going up and
    then quickly jump across the rest to reach the next ledge.
    
    Go to the right and ignore the two Amps that will appear. At the end carefully
    sidestep across the very narrow ledge then jump to the rope and climb up. Head
    to the right to find a ledge where a Grindel is stomping along. You can actually
    jump on top of it, then fall off and continue, or you can wait for it to jump up
    and quickly cross underneath before it stomps you. At the end, head right and up
    the slope (crawl up it or jump up to stop yourself from slipping).
    
    Looking along the side of the ledge you should see a waterfall of sand going
    down. Line yourself up so you're slightly to the right of the waterfall and then
    jump down to a platform. There is a coin here where you'll find a coin for a
    SECRET (3). Now jump to the left of this platform (a decent jump so that you go
    out a bit). You should land on a platform with another SECRET (4). Finally, jump
    down to the right (a bit less of a jump than the last one) to get to the last
    platform where the a SECRET (5) is. A Power Star will appear at the end of the
    quicksand river, so jump into the sand just to the left and below of you and
    head along the river, jumping. At the end get the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 18g                            100 Coin Star                          WN08S7 |
    --------------------====================--------------------====================
    
    Select the first mission for this star so that the bird does not steal your hat.
    At the start head backward along the increasingly narrow ledge, being careful
    not to fall in the sand. At the end get the RED COIN (2) and head back to the
    start. Grab hold of the jumping box and direct it towards the left so you don't
    fall in the quicksand. When it breaks, get the coins (7). Pick up and throw the
    two Bob-ombs for two coins (9), then kill the Shy Guy for another two (11).
    Somersault on top of the Pokey (the stack of sharp balls) for a BLUE COIN (16).
    Inside the stone structure, kill the three Goombas for coins (19), then break
    the two large boxes with a ground pound for a RED COIN (21).
    
    Grab the small box in the middle of the structure and throw it at the wall of
    one of the pillars. Get the coins (24). Triple jump on top of the stone building
    , then grab the wing cap for red coins. Triple jump and head towards the first
    pillar. Land on top of the pillar and get the coin (25), then wait for the Shy
    Guy to come near you. Attack him and get the two coins (27), then take flight
    again. Fly northwest and grab the RED COIN (29) floating above the quicksand.
    Now as you go towards the next pillar in the back you might see another red
    coin. First land on the pillar in the back, getting the coin (30) then turn
    around and fly out to the RED COIN (32).
    
    Fly back towards the pillar you were just on. In this corner here, you will find
    a pokey. Somersault on top of him for a BLUE COIN (37). Grab the small box near
    the pillar and direct it right as it bounces. Grab the coins after it breaks
    (42). Get the five coins in between the two back pillars (47), then somersault
    on top of the pokey near the pillar for a BLUE COIN (52). Head past the pillar
    to the very corner of the level where you will find a lake. In the very back of
    the lake you will find a RED COIN (54). Now turn around and head back to the
    left pillar. Run up it and turn to the left. Long jump over to the pyramid ledge
    where you should get a new wing cap.
    
    Long jump back to the safe sand and head to the right back pillar. Run up it,
    get the coin (55) and turn to the right. Start flying to get the RED COIN (57)
    floating above the moving quicksand surrounding the pyramid. Face the pyramid,
    then start flying towards the final pillar near the tox box maze. Grab the RED
    COIN (59) nearby the pillar, then fly downward to the maze. You should see in
    the middle of the maze the 8th coin. Land and grab the RED COIN (61).
    
    This next part is a bit risky. Jump forward from the red coin to the path along
    the maze near the pillar. Now jump onto the side of the pillar. If you do it
    incorrectly and don't jump far enough you will die. Run up the pillar and get
    the coin (62). Jump to the left of the pillar and head over to the pillar on the
    left. Run up it and face the pyramid. Long jump to the pyramid ledge. Head to
    the end of the ledge and wait for the nearby Shy Guy to attack you. Lure it over
    and attack it for two coins (64). Go back to the start of the ledge and jump to
    the ledge on your left and head along it, avoiding the fireballs from the black
    ball. Jump up to the next ledge and get the five coins (69). Jump to the final,
    narrow ledge on the left and head along it and slide down to the first ledge.
    Make a turn and enter the pyramid.
    
    When the walls turn, look to your left to see a blue coin switch. Ground pound
    it and then head forward to see a line of blue coins above a small platform in
    the sand. Jump and get the BLUE COINS (84), then jump back to safety. Head to
    the right (it was left before) and kill the two Goombas as you go along the path
    for coins (86). Now turn around and head toward the start of the pyramid. Take
    the other path and kill the three Goombas in the corner for coins (89). Continue
    along the path and run under the Grindel. Kill the next Goomba for a coin (90).
    Head around the corner and jump along the platforms in the sand while getting
    the coins (92).
    
    Go up the stairs and turn around. Head along the ledge and you will find an Amp
    circling around. You will see monkeybars on which coins are placed, but if you
    get those coins and hit 100, I don't think you can get the star. So instead,
    jump up and take hold of the monkeybars. Go around and collect all of the coins
    (99) except one, then land back on the ledge. Continue around and kill the
    Goomba for the final coin (100), then get the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (19)           |     Dire Dire Docks    |         COURSE09         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    The second water level of the world is Dire Dire Docks, having only two very
    small sections connected by a tunnel. There is no noteable danger in this level
    except for the shark and the jet stream in the beginning, which will kill you.
    Also beware of the dark underwater tunnel in the second area, which will cause
    you to reappear outside the castle.
    
    Difficulty - 4/10
    Enemies    - Sushi, Bub, Clam
    
    ====================--------------------====================--------------------
    | 19a                          Board Bowser's Sub                       WN09S1 |
    --------------------====================--------------------====================
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. Around the
    bottom of this circular area is a tunnel. Swim through this tunnel and go upward
    , following the arrow. At the top you will get a chance to breathe. Continue
    forward and go under again, going down this time.
    
    At the end of the tunnel you will reach the second of the two areas in Dire Dire
    Docks. Head upward and surface. You will notice a huge submarine in the area.
    Swim to the right to find the back of the submarine. Jump onto the fin of it.
    This is not the intended way to complete this mission, but it is shorter. Stand
    on the fin as close to the sub as you can get and then run towards the water.
    Do a sideways somersault back towards the sub and land in the middle. Jump up
    and slide to the flat top of the submarine where it is wooden. Now head forward
    along and behind the fin with a picture of Bowser on it you will find the POWER
    STAR (1).
    
    ====================--------------------====================--------------------
    | 19b                         Chests in the Current                     WN09S2 |
    --------------------====================--------------------====================
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. On the floor of
    this area you should notice four treasure chests. These must be touched and
    activated in the correct order in order to complete this mission. Touching an
    incorrect chest will cause you to take 2 slices of damage. Each correct chest
    will release a bubble when opened that you can touch to heal a ton of damage.
    Here is a map showing the solution: (make sure the tunnel leading to the second
    area is north of you)
    
    +-----------+ 
    |        2  |
    |     4     |
    |     T     |
    |           |
    | 3      1  |
    +-----------+
    
    With that in mind, first touch the treasure chest in the bottom right for a
    SECRET (1). Now head around to the top right and get the second chest for a
    SECRET (2). Head all the way around to the bottom left where you should open the
    chest containing the third SECRET (3). Finally, head to the north and open the
    chest in front of the tornado for the last SECERT (4). Be careful when opening
    this one because of its proximity to the tornado. Approach it going straight and
    touch it. Avoid going behind it or you might die. After opening it, the star is
    released and goes over to the wall. Swim over and collect the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 19c                      Pole-Jumping for Red Coins                   WN09S3 |
    --------------------====================--------------------====================
    
    --------------------------------------------------------------------------------
    NOTE: In order to complete this mission, you must first complete Bowser in the
    Fire Sea. The pit in the hole (which is originally behind Dire Dire Docks and is
    the entrance to Bowser in the Fire Sea) is moved in front of the level entrance
    after collecting the level's first star. So after finishing the first two Dire
    Dire Docks missions, complete Bowser in the Fire Sea. Then finish Dire Dire
    Docks.
    --------------------------------------------------------------------------------
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. Around the
    bottom of this circular area is a tunnel. Swim through this tunnel and go upward
    , following the arrow. At the top you will get a chance to breathe. Continue
    forward and go under again, going down this time.
    
    At the end of the tunnel you will reach the second of the two areas in Dire Dire
    Docks. Head upward and surface. The submarine from the first mission is now gone
    thanks to your victory over Bowser in the fire sea. Swim to the back of the area
    where you will see a ledge. Jump onto the ledge to the right of the green and
    blue boxes and you will see an exclamation switch. Hit it to make a bunch of
    orange boxes appear next to you and over to the other end of the platform. Head
    over there and jump up the boxes at the other end to reach a floating platform
    above the water.
    
    Get the RED COIN (1). Poles are moving from the ceiling in front of you and to
    your left. For now, stand on the left side and wait for the pole. When it comes
    near you, jump onto it. Now by moving up and down as the pole crosses over, you
    will be able to collect two RED COINS (3). At the end, jump down to the platform
    and get another RED COIN (4). Hop back onto the pole and ride it over to the
    original platform. Now wait for the other pole and jump onto that. Cross it and
    head to the next platform.
    
    You will see the blue flat star where the Power Star will appear. On your left
    wait for the next pole. Jump onto it. You will have to cross a series of three
    poles, angling yourself diagonally each time to jump to the next pole. If you
    fall, you'll have to start all over again by hitting the exclamation switch. On
    the platform after crossing the three poles is a blue coin switch. For now
    ignore it. Wait for the pole on your right to come and cross it to a platform
    with another RED COIN (5). Quickly jump back on the pole and ride it back to the
    blue coin switch. Now head back across the series of three poles to the platform
    with the blue star.
    
    Go to the left and wait for the pole to come. Latch onto it and ride it way over
    to the other side. Jump onto the next pole on your left. Slide down to the lower
    end of it and ride it all the way to the left, where you can get the RED COIN
    (6). Now ride it back and in between the red grates in the ceiling jump to the
    next pole. Ride this to the right and left and you will get the last two RED
    COINS (8). Wait for the pole to go in between the gratings and jump to the pole.
    Ride it to the right and you can jump to the next pole, which will take you back
    to the first platform. Grab the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 19d                        Through the Jet Stream                     WN09S4 |
    --------------------====================--------------------====================
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. Around the
    bottom of this circular area is a tunnel. Swim through this tunnel and go upward
    , following the arrow. At the top you will get a chance to breathe. Continue
    forward and go under again, going down this time.
    
    At the end of the tunnel you will reach the second of the two areas in Dire Dire
    Docks. Head upward and surface. The submarine from the first mission is now gone
    thanks to your victory over Bowser in the fire sea. Submerge and head down to
    the middle where you will find a jet stream just like in Jolly Roger Bay. Swim
    to the top of the stream where you will notice rings are coming out. Stay in the
    middle so that the rings pass through you. You will gain five SECRETS (5) as you
    stay in between the rings as they pass. A Power Star will appear at the bottom
    of the stream. However, in order to get it, we need the Metal Cap. Swim up to
    the surface once more.
    
    Swim to the back of the area where you will see a ledge. Jump onto it near the
    exclamation switch and go to the left where you will see gratings and the green
    and blue box between them. Sideways somersault over the two gratings to reach
    the end of the ledge where you will find the Metal Cap. Pick it up, then jump
    into the water. Head over to the middle where the jet stream is and get the
    POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 19e                        The Manta Ray's Reward                     WN09S5 |
    ====================--------------------====================--------------------
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. Patrolling
    around the circular area, as you should notice, is a large manta ray. It swims
    above the tunnel in a circle. Behind its tail rings are coming out, just like in
    the previous mission.
    
    What you want to do is position yourself behind the manta ray. Follow it,
    swimming through the rings as you go. Position the camera so you can clearly see
    the manta ray and can see where you are going. When a ring is near you, slow
    down so you can swim through it. The goal is to swim through five rings in a
    row. If you touch the manta ray's tail, you will be pushed back and it will mess
    you up, so stay a safe distance behind. After you swim through five in a row,
    you will activate the SECRETS (5) and cause a star to appear above the tornado.
    You'll have to be careful as you get it or you might be killed. I suggest coming
    in from above and swimming straight down. Swim over and get the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 19f                          Collect the Caps...                      WN09S6 |
    --------------------====================--------------------====================
    
    You will do several flips as you fall down into the water. Immediately when you
    land, head under and go down. This is one of the two areas in Dire Dire Docks,
    this small circle. In the middle is a tornado. Avoid the tornado or it will
    instantly kill you. Also avoid the shark patrolling the waters. Around the
    bottom of this circular area is a tunnel. Swim through this tunnel and go upward
    , following the arrow. At the top you will get a chance to breathe. Continue
    forward and go under again, going down this time.
    
    At the end of the tunnel you will reach the second of the two areas in Dire Dire
    Docks. Head upward and surface. The submarine from the first mission is now gone
    thanks to your victory over Bowser in the fire sea. Swim to the back of the area
    where you will see a ledge. Jump onto it near the exclamation switch and go to
    the left where you will see gratings and the green and blue box between them.
    Sideways somersault over the first grating and get the Vanish Cap. Now do
    another sideways somersault to the end of the platform. Grab the Metal Cap.
    Yes, that's right. 2 caps. Invisible Metal Mario.
    
    Jump off the edge of the platform and sink down. Head around the edge of the
    area, under a large piece of metal. You will go through a line of coins as you
    progress. Eventually you will see a metal grating in the wall. With the Vanish
    Cap, you'll be able to go through it and get the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 19g                            100 Coin Star                          WN09S7 |
    --------------------====================--------------------====================
    
    Select any mission you want for this star except for the first. You will do
    several flips as you fall down into the water. Immediately when you land, head
    under and go down. This is one of the two areas in Dire Dire Docks, this small
    circle. In the middle is a tornado. Avoid the tornado or it will instantly kill
    you. Also avoid the shark patrolling the waters. Facing the tunnel in the first
    area, you will want to head down and behind the tornado. At the bottom here is a
    clam and a chest. Near the chest are two lines of coins (10), one of which is
    right next to the tornado. Be very carefeul when getting that one. Immediately
    turn around and face the other way when you go to collect the coins or you will
    be sucked in.
    
    Now head over to the left of the chest. As you pass a second chest on the ocean
    floor you will collect three coins (13). Now swim upward near the tunnel and
    collect the ring of coins just outside the tunnel (21). Head closer to the
    tornado and collect another ring of coins (29). Head into the tunnel and collect
    a third coin ring (37). Go forward and swim up to the surface, then swim forward
    and go down. You'll reach the second area of Dire Dire Docks.
    
    Swim leftward and you should notice a large black tunnel. BE VERY CAREFUL! If
    you go too close you will be sucked in and you will be dumped into the water
    outside the castle. What you want to do is head toward it and go under the hole.
    Face away from it so you can fight the suction as you collect the line of coins
    (42) underneath the tunnel. Ok, now that you've survived that, head across from
    here past and to the left of the jet stream. Go past the huge piece of metal and
    you will find a ring of coins (50) near a trio of clams. Now swim upward and
    surface.
    
    Swim to the back of the area and onto the ledge where the exclamation switch is.
    Head to the right past the slope leading into the water. You will come across
    five coins (55). Now head back over to the exclamation switch.
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (20)           | Bowser in the Fire Sea |          BOWSER          |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    --------------------------------------------------------------------------------
    NOTE: The pit in the hole that is the entrance to this bowser level (which is
    originally behind Dire Dire Docks) is moved in front of the level entrance
    after collecting the level's first star. But in order to complete the third
    mission in Dire Dire Docks, Bowser must be defeated in the Fire Sea. So after
    finishing the first two Dire Dire Docks missions, complete Bowser in the Fire
    Sea. Then finish Dire Dire Docks.
    --------------------------------------------------------------------------------
    
    At the start of the level you will notice there is a mesh platform connected to
    a pipe running through the lava. Part of the pipe is under the lava, so we're
    going to have to be careful here. Run forward and jump onto the platform. Ride
    on it until it starts going under. Before it dips you in and you take damage,
    jump to the nearby platform with the 1-Up on it. After the platform passes
    underneath the 1-Up platform, jump back on it. It's about to dip in again so
    quickly jump onto the upside down triangular platform. This will shake when you
    go on it, so keep moving around or it will tilt in one direction and cause you
    to slip. The mesh platform will dunk a second time, so jump back on it after
    that.
    
    Jump to the next platform and you will see three blue mats in the lava. The lava
    periodically nearly engulfs the mat, leaving only a narrow section in the middle
    left. Wait for the lava to recede and make the mats completely safe, then
    quickly hop across to the platform with the bully. Avoid the bully and head up
    the mesh floor over to the left. After winding a few corners you will find a
    circle of coins and a RED COIN (1) in the middle. Head back down the mesh floor
    and continue to the platform with a few Goombas. Use the Power Heart if you need
    to.
    
    Head past the Goombas and you will reach a platform with a pole. Jump onto the
    pole and stay high up (if you jumped onto the platform you would be burned when
    it dunked in). Stay on the side facing the start and when the platform is high
    enough, jump to the platform above, which is a seesaw. There are two of these.
    It will tilt to the left or right depending on which side you are on. Grab the
    RED COIN (2) on the side of the platform. Just jump across to avoid falling and
    jump to the pole. Climb up it and you will reach a caged area.
    
    In here you should go to the topright corner. Double jump here to get a RED
    COIN (3). Now head to the left and you will see an elevator platform. Stand on
    it for just a second then quickly run off before it takes you up. Once the
    elevator has gone, you are free to jump down into the pit it was covering to get
    the RED COIN (4). Now head past the Goombas again and over to the mesh platform.
    Jump on the pole and wait for it to rise. Jump to the seesaw and head across,
    then grab onto the pole. Climb up and into the caged area again.
    
    Now get on the elevator on the left and stay on this time. At the top head
    forward. There is a moving bridge allowing you to cross the lava, but that would
    require you to jump over the stream of fire being emitted from the flamethrower.
    You can do this or simply long jump over the stream and the gap. Next up is a
    steep platform. Use Mario's crawl ability to reach the top of it without
    slipping. At the top, head over to the right and up a slope where you will
    encounter a Bully. Ignore him and grab the RED COIN (5). Go back down the slope
    and cross the other side of the steep slope.
    
    Now you'll have to cross monkeybars, which I'm sure you know how do you by now.
    Position yourself under the bars, jump, and hold onto A as tightly as you can.
    Now cross the bars. It is very important not to fall in here, as if you do, when
    you bounce up after falling in the lava you will hit the monkeybars and ricochet
    back into the lava endlessly, meaning you will certainly die. The next two
    platforms are crisscrossing over the lava. Just jump across them and ignore the
    Bullies that are near.
    
    The slopes you will proceed up rise and lower themselves. The higher the slopes
    get, the steeper it will be and the slower Mario will become. Head up the first
    three slopes and then wait for the platform to rise. You should see a circular
    shadow on this platform. When it rises you can get the RED COIN (6). Now
    continue to the top and wait for it to rise at which point you will be able to
    jump to the stone path ahead. Go up it and avoid the fireballs cast by the black
    ball.
    
    At the top you will find a long pathway of mats being engulfed in lava along
    with a couple of flamethrowers shooting flames across the mats. This part only
    requires patience. Head across the mats once there is no lava and then stand in
    the middle of the one you're on once lava starts to appear. Also do not stand in
    the path of the flames. Avoid the amp in the middle as you continue to cross.
    Wait for the flames from the second flamethrower, then when the lava is clear,
    grab the RED COIN (7) in front fo the flames. Jump to the next platform with a
    Power Heart.
    
    Jump to the pole on the platform going up and down and wait for it to rise. Jump
    off the pole to the next platform and there will be a second pole. Grab onto it
    and wait for it to go down, then jump off to the area below when the platform is
    in the lava. Continue to the next pole. As it rises, you will be able to get the
    last RED COIN (8). Jump to the next platform and then you will notice a tall and
    very narrow ledge. Use a sideways somersault to climb to the top of this ledge.
    Carefully make your way across past the yellow box and to the POWER STAR (1). Go
    back now and drop off the narrow ledge at the end. Continue to the right and
    quickly run across the bridge as the pieces collapse behind you. Drop into the
    funnel.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Boss - Bowser 2
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   Difficulty : 3/10
    
    This battle will be quite easy. Bowser will walk forward tell you to return the
    stars. Wherever Mario goes, Bowser will turn to face him, which is sort of bad
    because you want to get behind him. However, Mario is a lot faster than Bowser,
    so that gives you an advantage. He basically has two attacks, neither of which
    are that threatening. He likes to breathe fire at you, but if you keep moving,
    it won't hit you. The fire turns into fireballs that lie around on the platform.
    These can turn into coins, so you can replenish your health if you lost any. Be
    careful not to get hit by the fire or you could easily be knocked off the
    platform.
    
    The other thing Bowser likes to do (though he only does it if you're far away
    from him) is charge at you. This will cost Mario two power slices, but it can be
    avoided by running out of the way. Bowser can also teleport. If you run around
    him for a while and aren't successful in grabbing his tail, he will teleport to
    a different location, so run there. What you want to do is get behind Bowser.
    This is a tiny bit harder than last time because Bowser has become faster. Face
    his tail and press B to pick him up (don't ask). Be warned that if you press B
    while not facing his tail, you'll just charge into him and lose two pieces of
    power. Start moving the control stick around in circles. The faster the circles
    you make, the faster Mario will spin Bowser (he can spin him at ridiculous
    speeds, so be careful).  Before you have a chance to do that, Bowser will jump
    and make the entire platform tilt. Run in the opposite direction that it's
    tilting and jump constantly to avoid falling.
    
    You should notice bombs positioned around the arena. The object is to throw
    Bowser at one of these. The faster you're spinning him, the further Mario throws
    him. If you don't get him at the bomb in one throw, run towards him and quickly
    pick him up before he manages to get up again. If you try to throw Bowser off
    the platform, he'll just jump right back up, so don't try it. If you're really
    close to him when he lands, you can actually get hurt. If you're further away,
    Mario will be stunned, so jump. After throwing him at one of the bombs, Bowser
    will collapse and let you go for now. He escapes and leaves behind a KEY (2).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (21)           |     Snowman's Land     |         COURSE10         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    This is one of the two snow levels in the game, the other being Cool Cool
    Mountain. Noteable features include the snowman blowing wind, who can blow
    Mario's hat off. Be warned that if he blows your hat into the ice block, then
    you won't enter be able to retrieve the hat again. Also, some of the coins in
    the levels (usually it's a random yellow coin alone with no other coins) are
    actually enemies called moneybags that will hurt you if you go too close.
    
    Difficulty - 5/10
    Enemies    - Goomba, Spindrift, Mr. Blizzard, Amp, Shy Guy, Moneybag
    
    ====================--------------------====================--------------------
    | 21a                          Snowman's Big Head                       WN10S1 |
    --------------------====================--------------------====================
    
    At the start, head right. You shuold notice a cliff with a Spindrift. In the
    small 'valley' underneath this cliff there is a fierce wind blowing. To avoid
    this, simply run up the cliff where the Spindrift is. Ignore the Spindrift and
    continue over to a tree. Below you is icy water. If you jump into it, you will
    bounce up and lose three power slices just like you would in lava. Above the
    water is a platform with a Big ice Bully similar to the one in Lethal Lava Land.
    Long jump over to this platform and ignore the bully, jumping over to the land
    past the icy water.
    
    Here you'll find two Spindrifts, a yellow box, and a coin. This coin is
    deceiving, however. If you try to pick it up it will hurt you and turn into a
    bouncing moneybag. If you attack the bag, it will spill a bunch of coins all
    over the place. Continue past this area and to another pond. This pond is not
    like the other one, as you can swim in it. However, if you do so, you will lose
    power over time, so avoid it. Kill the Spindrift and then jump to the platform
    in the water, where you'll find another Spindrift.
    
    From the left you'll see sheets of ice of various sizes coming at you. If you
    just stand there, they will push you into the harmful water. Head to the left
    and jump over them as you go. When you reach the end, quickly do a double jump
    and pull yourself up to the top of the ledge above the path. If you aren't quick
    enough, a sheet of ice will come and push you down the path. On the left of this
    platform is a path heading up. Run up it and jump to the next ledge. You'll see
    a very narrow path heading up. Carefully sidestep across it and then jump up and
    continue down the path.
    
    At the top you will notice this path has been leading you up a snowman. An ice
    bridge is in front of you with a penguin crossing it. Head forward along the ice
    bridge and you will be stopped with a textbox from the snowman, who threatens to
    blow you away. If you try to cross, you will get blown away and your hat will
    also be blown off, forcing you to retrieve it. To get across, you have to stay
    to the left of the penguin crossing at all times. You must copy its movement
    patterns in order to get across.
    
    Wait for it to come to you, then start following it. At first it will move
    slowly, and then stop just before the snowman's mouth. After a brief break it
    will speed up, then stop again. It will then move backward slightly followed by
    moving slowly again. Then it stops and once again walks quickly. At this point
    you can simply jump to the end of the bridge without getting blown away. Now
    head up the path and double jump to the top of the snowman. Head along the right
    and get the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 21b                         Chill With the Bully                      WN10S2 |
    --------------------====================--------------------====================
    
    At the start, head right. You shuold notice a cliff with a Spindrift. In the
    small 'valley' underneath this cliff there is a fierce wind blowing. To avoid
    this, simply run up the cliff where the Spindrift is. Ignore the Spindrift and
    continue over to a tree. Below you is icy water. If you jump into it, you will
    bounce up and lose three power slices just like you would in lava. Above the
    water is a platform with a Big ice Bully similar to the one in Lethal Lava Land.
    
    Long jump over to this platform and the bully will start attacking you. Just
    before it hits you, punch it. If you punch too early, you will miss and get hit
    by the bully. If you punch too late, the bully will simply knock you back. If
    you continue to time it right, the bully will continue to move backward. Try to
    get him to the edge of the platform. Once you push him into the icy water below,
    the bully will die and you will be given a POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 21c                          In the Deep Freeze                       WN10S3 |
    --------------------====================--------------------====================
    
    This time you'll want to head left at the start of the level. You will see a big
    block of ice with a Power Star trapped inside of it. Here is what you want to
    do. Facing the side of ice block with the Power Star, go one side to the right.
    On this side there is an opening near the corner. Lightly tap the A button so
    you jump in rather than hit your head and bounce back. Now head forward and
    there are will be a ledge leading up to the top of the ice block. Double jump up
    to the the ledge and then jump to the left to get to the top of the ice. On the
    top of the ice block there is another opening to the left. Jump down this
    opening and you will get the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 21d                     Whirl From the Freezing Pond                  WN10S4 |
    --------------------====================--------------------====================
    
    At the start, head right. You shuold notice a cliff with a Spindrift. In the
    small 'valley' underneath this cliff there is a fierce wind blowing. To avoid
    this, simply run up the cliff where the Spindrift is. Ignore the Spindrift and
    continue over to a tree. Below you is icy water. If you jump into it, you will
    bounce up and lose three power slices just like you would in lava. Above the
    water is a platform with a Big ice Bully similar to the one in Lethal Lava Land.
    Long jump over to this platform and ignore the bully, jumping over to the land
    past the icy water.
    
    Here you'll find two Spindrifts, a yellow box, and a coin. This coin is
    deceiving, however. If you try to pick it up it will hurt you and turn into a
    bouncing moneybag. If you attack the bag, it will spill a bunch of coins all
    over the place. Continue past this area and to another pond. This pond is not
    like the other one, as you can swim in it. However, if you do so, you will lose
    power over time, so avoid it. Kill the Spindrift and then jump to the platform
    in the water, where you'll find another Spindrift. Kill it and then continue
    past the sheets of ice to the area where you won't be pushed into the water.
    
    In the water you will see two Spindrifts. Remember that jumping on a Spindrift
    will cause you to twirl into the air like a helicopter. What you want to do is
    jump right on the top of the closest Spindrift so you do this helicopter move.
    Ahead of you there is a wall at the end of the water. Twirl up towards this wall
    and land on top of it. Below the snow slope are two yellow boxes. Open the one
    on the left for a POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 21e                      Shell Shreddin' for Red Coins                WN10S5 |
    --------------------====================--------------------====================
    
    At the start, head right. You shuold notice a cliff with a Spindrift. In the
    small 'valley' underneath this cliff there is a fierce wind blowing. This time,
    go to the right side where you will see a smaller cliff under the valley. On the
    edge a Mr. Blizzard might pop up to meet you, so ignore it. Walk towards the
    cliff (you will get blown by the wind a bit, but it won't blow you too far) and
    go to the right of it where the trees are. Just to the left of the second tree
    is your first RED COIN (1).
    
    Head past the nearby Spindrift and over to the icy pond with the bully above it.
    Go to the right of the icy water and to the area with two Spindrifts and the
    yellow box. To the right of the Spindrifts is a RED COIN (2). Continue past this
    area and to another pond. This pond is not like the other one, as you can swim
    in it. However, if you do so, you will lose power over time, so avoid it. Kill
    the Spindrift and then jump to the platform in the water, where you'll find
    another Spindrift. Kill it and then continue past the sheets of ice to the area
    where you won't be pushed into the water.
    
    In the water you will see two Spindrifts. Remember that jumping on a Spindrift
    will cause you to twirl into the air like a helicopter. What you want to do is
    jump right on the top of the closest Spindrift so you do this helicopter move.
    Ahead of you there is a wall at the end of the water. Twirl up towards this wall
    and land on top of it. Below the snow slope are two yellow boxes. Open the one
    on the right and a Koopa Shell will pop out. Hop onto the shell.
    
    Surf to the right and around the corner where you'll find a RED COIN (3). Jump
    your way up this small slope which causes you to move slower and continue down
    the ledge where you'll find two more RED COINS (5). A Mr. Blizzard will pop up,
    so ignore it and head down to the end of the ledge for another RED COIN (6). Now
    hop to the right and off the ledge. Ahead you'll find the icy water with the
    bully above it. With the shell you can safely head into the water and collect
    the last two RED COINS (8). Head past the pond towards the start of the level
    (watch out for a cliff on the edge of the pond that will cause you to lose the
    shelll if you bounce into it) and go over towards the valley with the wind in
    it. Stick to the left and go past the windy area where the Mr. Blizzard is. Here
    you'll find the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 21f                            Into the Igloo                         WN10S6 |
    --------------------====================--------------------====================
    
    At the start, head right. You shuold notice a cliff with a Spindrift. In the
    small 'valley' underneath this cliff there is a fierce wind blowing. To avoid
    this, simply run up the cliff where the Spindrift is. Ignore the Spindrift and
    continue over to a tree. Below you is icy water. If you jump into it, you will
    bounce up and lose three power slices just like you would in lava. Above the
    water is a platform with a Big ice Bully similar to the one in Lethal Lava Land.
    Long jump over to this platform and ignore the bully, jumping over to the land
    past the icy water.
    
    Here you'll find two Spindrifts, a yellow box, and a coin. This coin is
    deceiving, however. If you try to pick it up it will hurt you and turn into a
    bouncing moneybag. If you attack the bag, it will spill a bunch of coins all
    over the place. Continue past this area and to another pond. This pond is not
    like the other one, as you can swim in it. However, if you do so, you will lose
    power over time, so avoid it. Kill the Spindrift and then jump to the platform
    in the water, where you'll find antoher Spindrift.
    
    From the left you'll see sheets of ice of various sizes coming at you. If you
    just stand there, they will push you into the harmful water. Head to the left
    and jump over them as you go. When you reach the end, quickly do a double jump
    and pull yourself up to the top of the platform. If you aren't quick enough, a
    sheet of ice will come and push you down the path. On the left of this platform
    is a path heading up. Run up it and jump to the next ledge. You'll see a very
    narrow path heading up. Carefully sidestep across it and then jump up and
    continue down the path.
    
    At the top you will notice this path has been leading you up a snowman. An ice
    bridge is in front of you with a penguin crossing it. Head forward along the ice
    bridge and you will be stopped with a textbox from the snowman, who threatens to
    blow you away. If you try to cross, you will get blown away and your hat will
    also be blown off, forcing you to retrieve it. To get across, you have to stay
    to the left of the penguin crossing at all times. You must copy its movement
    patterns in order to get across.
    
    Wait for it to come to you, then start following it. At first it will move
    slowly, and then stop just before the snowman's mouth. After a brief break it
    will speed up, then stop again. It will then move backward slightly followed by
    moving slowly again. Then it stops and once again walks quickly. At this point
    you can simply jump to the end of the bridge without getting blown away. Now
    turn around and face the bridge. What you want to do is jump right into the gap
    between the bridge and the snowman. Jump reasonaly far (a bit less than halfway)
    and you will land next to an igloo. The door seems to small for Mario to get it,
    but by crawling, you'll be able to get in.
    
    Head forward past the two Spindrifts on either side and you'll see the star
    right above you. However, we can't get it right away. Go past the Goomba and
    make the first right you can. Down this path is antoher Goomba. Take the left
    here into a small area with a Spindrift. On the other side of a wall of ice you
    will see a Vanish Cap. Double jump to the top of the ice wall and you will grab
    on. Pull yourself up and drop down to the other side. Put the Vanish Cap on.
    While invisible, Mario can go through the transparent ice walls, but not the
    opaque ones. So head through the ice wall you jumped over and turn the camera
    behind you. Go forward and make a left, then take the second left you can and
    you should see the star. Double jump into the block of ice above you and get the
    POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 21g                            100 Coin Star                          WN10S7 |
    --------------------====================--------------------====================
    
    It doesn't matter what mission you select for this star. At the start of the
    level, go over to the left. You'll see the ice block where you got the third
    star. To the right of this is a path of three coins. Collect the first two (2)
    and start to approach the third. It will turn into a moneybag. Dive into it
    carefully and it will explode, giving you a bunch of coins (7). Now along the
    wall at the side of the level are three Spindrifts. Kill them for nine coins
    total (16). Now turn around and stay on what is now the left side. Continue
    along and you will find a Mr. Blizzard near a part of the snowman that is made
    of brick. Kill the Mr. by running around him for three coins (19).
    
    From here continue past to the left cliff above the windy valley. Atop this
    cliff is a Spindrift as well as a Shy Guy to kill for five coins (24). Now go
    down the cliff and head to the right side near the other cliff. Along the edge
    of the level is a Mr. Blizzard. Kill him for three coins (27). Continue forward
    to the right of the cliff and at the second tree make a left for a RED COIN
    (29). Kill the Spindrift here for three coins (32), then head past the icy water
    with the bully above it to the two Spindrifts. Near them you will see a lone
    yellow coin. Approach it to find that it is a moneybag. Kill it for five coins
    (37), then kill the two Spindrifts for six coins (43). Also get the RED COIN in
    this area (45). Slightly to the north of where you found the moneybag a Mr.
    Blizzard will pop out. Defeat him for three coins (48).
    
    Continue past this area and to another pond. This pond is not like the other one
    , as you can swim in it. However, if you do so, you will lose power over time,
    so avoid it. Kill the Spindrift for three coins (51) and then jump to the
    platform in the water, where you'll find another Spindrift. Kill it for coins
    (54) and then continue past the sheets of ice to the area where you won't be
    pushed into the water. From the left you'll see sheets of ice of various sizes
    coming at you. If you just stand there, they will push you into the harmful
    water. Head to the left and jump over them as you go. When you reach the end,
    quickly double jump and pull yourself up the platform. If you aren't quick
    enough, you'll get pushed by the ice sheets.
    
    On the left of this platform is a path heading up. Run up it and jump to the
    next ledge. You'll see a very narrow path heading up. Carefully sidestep across
    it, getting the two coins (56) and then jump up and continue down the path where
    one more coin is (57). At the top you will notice this path has been leading you
    up a snowman. An ice bridge is in front of you with a penguin crossing it. Head
    forward along the ice bridge and you will be stopped with a textbox from the
    snowman, who threatens to blow you away. If you try to cross, you will get blown
    away and your hat will also be blown off, forcing you to retrieve it. To get
    across, you have to stay to the left of the penguin crossing at all times. You
    must copy its movement patterns in order to get across.
    
    Wait for it to come to you, then start following it. At first it will move
    slowly, and then stop just before the snowman's mouth. After a brief break it
    will speed up, then stop again. It will then move backward slightly followed by
    moving slowly again. Then it stops and once again walks quickly. At this point
    you can simply jump to the end of the bridge without getting blown away. Now get
    the two coins here (59). From the start of the wooden path past the ice bridge,
    jump off to the left down to the path with the ice sheets. Head to the end of
    the path and go to the left where the safe area is.
    
    In the water you will see two Spindrifts. Remember that jumping on a Spindrift
    will cause you to twirl into the air like a helicopter. What you want to do is
    jump right on the top of the closest Spindrift so you do this helicopter move.
    Ahead of you there is a wall at the end of the water. Twirl up towards this wall
    and land on top of it. Below the snow slope are two yellow boxes. Open the one
    on the right and a Koopa Shell will pop out. Hop onto the shell.
    
    Surf to the right and around the corner where you'll find a RED COIN (61). Jump
    your way up this small slope which causes you to move slower and continue down
    the ledge where you'll find two more RED COINS (65). A Mr. Blizzard will pop up,
    so kill it for three coins (68). Head down to the end of the ledge for another
    RED COIN (70). Now hop to the right and off the ledge. Ahead you'll find the icy
    water with the bully above it. With the shell you can safely head into the water
    and collect the last two RED COINS (74). Turn around and head back towards the
    area with the ice sheets.
    
    At the start of the pond make a left and you'll see a slope heading up. You'll
    need to jump your way up as you collect the coins (82). At the top, hop across
    the fence and then crash your shell into the igloo. Crawl inside the igloo. At
    the start kill the two Spindrifts on either side for coins (88). Head down the
    middle path and kill the Goomba for a coin (89). Make the first left and get
    antoher coin (90) from a Goomba, then turn left and get three coins from a
    Spindrift (93). Now double jump the ice sheet and get the Vanish Cap. Go through
    the wall you jumped over and head straight forward past the 1-Up mushroom. In
    the wall of ice are tons of coins (100). Get the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (22)           |      Wet-Dry World     |         COURSE11         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    The secret of this world is that the way you jump into the painting affects the
    level. Think of the painting as being made of three sections going vertically.
    If you use a sideways somersault into the painting and enter the very top part,
    the water level in the world will be very high. This means that you can easily
    access higher areas, but you won't be able to hit switches or ground pound
    things in lower areas. If you double jump into the middle of the picture, the
    water level will be medium. Lastly, if you tap A and jump lightly into the
    painting, there will be almost no water and you will be able to walk on the
    ground. Diamond switches can also be used to change the water level once you've
    entered the level.
    
    Difficulty - 5.5/10 
    Enemies    - Amp, Skeeter, Heave-Ho, Chuckya
    
    ====================--------------------====================--------------------
    | 22a                         Shocking Arrow Lifts!                     WN11S1 |
    --------------------====================--------------------====================
    
    For this mission, sideways somersault into the painting so that the water level
    will be high. Face forward from the raft you will land on in the water and look
    down to the northwest. You should see an underwater platform with a diamond
    switch on it. On the side of the platform yellow arrows are painted. Jump into
    the water and swim down to there. On this platform there are also five coins.
    Touch the switch and the water level will lower to the level the switch was at.
    
    Facing forward towards the coins you should see three rafts; two square ones and
    one rectangular one touching a wall. Head to the one on the left and jump on top
    of it. Above you are a bunch of arrow platforms. If you stand on one you will be
    taken in the picture the arrow depicts on the platform. What you want to do is
    face forward and sideways somersault onto the forward arrow above you. The amp
    circling the platforms will probably shock you but that's ok. Take the platform
    forward, then quickly head to the right. Take the last forward platform and jump
    onto the ledge in front of you. Head to the left and open the yellow box while
    avoiding the fireballs for a POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 22b                            Top o' the Town                        WN11S2 |
    --------------------====================--------------------====================
    
    For this mission you will also want to sideways somersault into the painting for
    the highest possible water level. At the beginning, jump into the water and swim
    to the right over to the corner. In this corner you should notice a large cage.
    Head to the left of it and run up the slope going up to the top of the level. It
    doesn't matter if you hit the water switch at the bottom of the slope. Follow
    the coins and jump up the ledges and over the gap. Now head forward to face a
    Chuckya. To kill it, you have to get behind it and pick it up with the B button,
    then throw it. If you let it grab hold of you, you will be thrown, possibly off
    the platform.
    
    Go to the left side of the platform where the Chuckya was and there is a
    squareish section of the platform coming up, above which is a bridge in the air.
    Jump onto the bridge and carefully make your way across. Wait for the amps to
    pass you before you try to continue or you will get electrocuted. Once across,
    jump onto the circular platform. Avoid the black ball shooting flames at all
    costs and go straight in line with the bridge you crossed. You should see a
    spinning circular platform slightly above. Jump to it and then jump to the next
    ledge where you'll find a yellow box. Open it for a POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 22c                     Secrets in the Shallows & Sky                 WN11S3 |
    --------------------====================--------------------====================
    
    Jump lightly into the painting for this mission so that there will be almost no
    water. At the start head forward. You will notice a platform above with a
    waterbug and a blue coin switch. Head to the left of it and go along it. Once
    you reach the end of the level where a pillar with an arrow on it is make a
    left. You will see a big metal box. Start pushing it to the left to activate a
    SECRET (1). Push it under the shadow of the yellow box you should see on the
    ground. Now jump onto the metal box and double jump to the yellow ! box above
    to activate another SECRET (2).
    
    Now go to the right and jump onto the platform you went along before. Avoid the
    Heave-Ho or it will throw you and you might lose health. Head forward on the
    ledge towards the start of the level and face the wall on the side of the
    platform. Slightly past the Heave-Ho you will see the side of a metal box in the
    wall. Push it in to activate a SECRET (3). Continue along the platform until you
    see a raft. Go on top of the raft and then have your back face the wall.
    Sideways somersault on top of the wall and then head to the left, past the black
    ball. Now you'll find another Heave-Ho. Lure it close to the wall, then turn
    around so that it is facing away from the wall. Run into the dustpan and it will
    flip you up to the next platform.
    
    Avoid the Heave-Ho here and head over to the right where you'll find a pillar
    with coins around it and an amp circling around it. When the amp is out of the
    way, double jump to the top of the pillar. Jump up to break the yellow ! box
    here to activate a SECRET (4). Run off the pillar and to the right to the edge
    of the platform. A giant cage rests here. In the corner of the platform to the
    side of the cage is an exclamation switch. Hit it to make yellow boxes appear
    leading up the cage. Jump up them to reach the cage top and then break the
    yellow ! box above the cage for the last SECRET (5). A star appears near the
    bottom of the level.
    
    Before we get the star, we're going to activate the cannon. So from the top of
    the cage, face forward to the end of the level. You should see the path leading
    up to the top of the level where the Chuckya is that you took in the last
    mission. From the cage, long jump to the path and then head to the right down
    the slope. Hit the water switch here to raise the water level. Now jump off the
    path here to the floor below. Swim towards the opposite side of the level, past
    the cage.
    
    Swim by the three rafts floating in the water. Jump on top of the last raft and
    look above and to the left. There is a platform that the pink Bob-omb is on.
    Sideways somersault on top of the platform and talk to the Bob-omb to activate
    the cannon, which is on top of the platform above the first star. Now jump off
    the platform to the left and into the water. Continue this way and look for a
    dock underwater with an exclamation switch. Swim there and to the left of the
    switch is the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 22d                      Express Elevator--Hurry Up!                  WN11S4 |
    --------------------====================--------------------====================
    
    Jump lightly into the painting for the lowest water level to begin this mission.
    At the start head forward. Jump onto the platform and head forward past the bug
    and a black ball shooting flames. You should see a raft. Jump on top of it and
    do a sidways somersault to the wall. Mario should grab hold of it, allowing you
    to pull yourself up to the top. Head to the left, past the black ball. Now
    you'll find a Heave-Ho. Lure it close to the wall, then turn around so that it
    is facing away from the wall. Run into the dustpan and it will flip you up to
    the next platform.
    
    Now head over to the right and swim towards the corner of the level. You should
    notice a flat, stone pathway leading up to the top ledge with the cage. Run up
    this platform and head to the edge around the cage. Hit the exclamation switch
    here and jump up the yellow boxes that appear to reach the top of the cage. In
    the cage you will see that there is a raft with a Power Star trapped in the
    cage. Part of the raft is sticking out of the side of the cage. What you want to
    do is jump onto this left side of this part. The side of the raft will start
    heading down. As it reaches the water, jump in and swim down to the right,
    staying close to the wall. In a corner you will see a switch. Hit it to lower
    the water level.
    
    Head to the left up a small slope to reach the bottom of the cage. Ground pound
    the yellow box here and it will reveal an opening in the cage. Go in and to the
    right side of the cage. Wait for the raft to come down. Avoid the Heave-Ho here
    and head past the pillar and to the right to the edge of the platform. A giant
    cage rests here. In the corner of the platform to the side of the cage is an
    exclamation switch. Hit it to make yellow boxes appear leading up the cage. Jump
    up them to reach the cage top.
    
    You will see that inside the cage is a raft with a Power Star in it. Part of the
    raft is sticking out of the cage. Jump down to the part of the raft sticking
    out. Go to the left side of it so you're not alligned with the star and the raft
    will start going down. Jump off it and use a timely ground pound before you hit
    the ground to avoid taking damage. At the bottom of the cage here is a yellow
    box. Break it with a punch to reveal an opening in the cage. Go inside and to
    the right. Wait for the raft to come down, then sideways somersault on top of
    it. Wait for it to take you up, then go to the right and get the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 22e                       Go to Town for Red Coins                    WN11S5 |
    --------------------====================--------------------====================
    
    Sideways somersault into the painting for the highest possible water level. At
    the start, head forward. You will notice three rafts; two square ones and one
    rectangular on the right next to a wall. Head past them all and over to the a
    'tower' above the first star with the arrow platforms. Go to the left side of
    this tower and run up the slope where you will find the cannon. Jump in. From
    the default aiming position, move the crosshair down a bit and to the right. You
    should see a tube of 1-Ups. Past that is the big cage in the very corner of the
    level. Line your crosshair up with that and aim high up where the dark blue sky
    becomes light blue, then shoot. You will land in the cage. Swim down and into a
    tunnel, where you should go to the left. Head forward and make a left, then go
    under and above two grates.
    
    You have now reached the town talked about in the mission title. Swim up to the
    surface of the water if you need a breath. Otherwise, turn around to face the
    grate you just came out of. Go straight down and under the tunnel you came from
    and you should see a water switch. Hit it to lower the water level to almost
    nothing. From here, face away from the entrance tunnel and go forward towards a
    gray building. Head around it and to the other side of it. Now you will be
    between it and a brown brick building. Jump into the gray one and start wall
    kicking up. You should land on top of the brick building. Head to the edge of it
    and jump to break the yellow box for a RED COIN (1).
    
    Now head to the right side of the building and long jump across to the gray
    building. Break the yellow box on this roof for another RED COIN (2). Jump off
    the building and face the middle of the area, which is surrounded by a wall.
    Head to the left of this wall and past it towards the corner. At the white brick
    building, make a right and head along the building to the opposite corner, where
    you'll find a cage. Jump into the cage and wall kick off it and the building to
    reach the roof. In the middle is a yellow box you can break for a RED COIN (3).
    Face the corner opposite the cage. To the left of this is a gray building
    shorter than this one. Run towards it and long jump to the gray building. Break
    the box for a RED COIN (4).
    
    Now turn so that Mario's back is toward the wall here and so you can see the
    middle of the level. Just near this roof is the wall surrounding the middle. On
    either side of the opening in the wall are two boxes. Jump onto the wall and
    pull yourself up. If you fall, just use a sideways somersault. Break the two
    boxes for two RED COINS (6). Now jump into the middle and continue forward
    towards the castle. Jump up the ledge and break the box for a RED COIN (7). Jump
    up to the castle and go to either of its sides. Sideways somersault on top of
    the castle for the final RED COIN (8). Hop down and get the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 22f                            100 Coin Star                          WN11S6 |
    --------------------====================--------------------====================
    
    Sideways somersault into the painting for the highest possible water level. At
    the start, head forward. You will notice three rafts; two square ones and one
    rectangular on the right next to a wall. Head past them all and over to the a
    'tower' above the first star with the arrow platforms. Go to the left side of
    this tower and run up the slope where you will find the cannon. Jump in. From
    the default aiming position, move the crosshair down a bit and to the right. You
    should see a tube of 1-Ups. Past that is the big cage in the very corner of the
    level. Line your crosshair up with that and aim high up where the dark blue sky
    becomes light blue, then shoot. You will land in the cage. Swim down and into a
    tunnel, where you should go to the left. Head forward and make a left, then go
    under and above two grates.
    
    You have now reached the town talked about in the mission title. Swim up to the
    surface of the water if you need a breath. Otherwise, turn around to face the
    grate you just came out of. Go straight down and under the tunnel you came from
    and you should see a water switch. Hit it to lower the water level to almost
    nothing. From here, face away from the entrance tunnel and go forward towards a
    gray building. Head past it and on the wall on your left you should see the blue
    ! box. Open it for the Vanish Cap. Turn around and head back the other way. Make
    a right and head between the wall surrounding the middle and the side of the
    area with the tunnel you came from. Head towards the corner where there is a
    yellow ! box.
    
    At the white brick building, make a right and head along the building to the
    opposite corner, where you'll find a cage. With the Vanish Cap, run through the
    cage and you will see a couple high white ledges. They are too high to jump to,
    so wait for the Vanish Cap to run out and then jump into the cage wall opposite
    the white wall. Wall kick up to the white ledge and jump up the ledges to the
    top to find the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 22g                            100 Coin Star                          WN11S7 |
    --------------------====================--------------------====================
    
    Lightly jump into the painting to get the lowest possible water level. Select
    any mission you want for this star. Kill the waterbug at the start for three
    coins (3). Now from where you started, head left along the wall of the level
    where a bunch of yellow boxes are. Break them all for coins (15). There are four
    boxes total. To your right is a water switch, but for now, leave it alone. Head
    backward towards the raft again and head forward towards the ledge with a black
    ball shooting flames. Kill the water bug for three coins (18), then pound the
    blue coin switch. Along the edge of the ledge are a bunch of BLUE COINS (48). Go
    along the ledge to where the Heave-Ho is and at the end, drop off to the left.
    Continue to the left to find the metal box. Push it to the left and under the
    shadow of a box, then jump on top of it and double jump to break the yellow !
    box for coins (58).
    
    Now go back to the right and jump to the platform. Since the Heave-Ho is near,
    you might as well use it. Lure it towards the wall, then turn around quickly and
    jump in the dustpan to be thrown up to the top. Now you'll find another Heave-Ho
    , which should again be lured towards the wall. Use the dustpan to reach the
    next level. Avoid the Heave-Ho here and go around the pillar with the amp,
    jumping the amp when it comes. Grab all the coins (66). Double jump to the top
    of the pillar and break the yellow ! box for coins (76).
    
    Head past the black ball shooting flames towards the wall of the level where you
    will see a metal box. Push it all the way to the left and then jump on top of
    it. Break the yellow ! box above for coins (79). Now go to the right towards the
    raft and go past it to the cage at the edge of the platform. In the very corner
    is the exclamation switch. Activate it to make yellow boxes appear. Jump up them
    to the top of the cage, where you should break the yellow ! box for coins (89).
    Now face the end of the level and long jump towards the path with the water
    switch leading up the level. Grab five coins here (94), then head left. Jump up
    the ledges and across the gap to find the Chuckya. Grab it and throw it for
    coins (99).
    
    Head back across the ledges and to the right. Go down the slope at the end of
    the path to raise the water level. Jump into the water and head away from the
    corner towards the start of the level, where you will see the raft. Go down to
    the dock below in the water and look for the white platform with a water level
    switch on the right. Swim to that platform and grab the five coins (100) for the
    POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (23)           |   Tall Tall Mountain   |         COURSE12         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    Difficulty - 6.5/10
    Enemies    - Goomba, Bob-omb, Monty Mole, Shy Guy, Chuckya
    
    Tall Tall Mountain is a long trek up to the summit. Careful not to fall in below
    , or you'll die. A slide like the one in Cool Cool Mountain is part of this
    level, as well as a monkey who will steal your hat. Watch out for him!
    
    ====================--------------------====================--------------------
    | 23a                          Scale the Mountain                       WN12S1 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. For now, ignore them and follow the path around the
    mushrooms. Next up are some monty moles. These guys will throw rocks at you. To
    avoid them, long jump across them quickly. Run past the three Bob-ombs and you
    will encounter a Chuckya. Stay out its way or it might throw you and you could
    possibly be thrown off the edge.
    
    Carefully make your way across the thin bridge. If you slip, you will land in
    the water at the start of the level. At the end of the bridge, it looks like you
    should jump towards the ledge nearby. Instead, walk towards the ledge and fall
    down. You will meet the pink Bob-omb. Talk to him to open the cannon, then
    somersualt back up to the end of the bridge. Now jump to the ledge. You'll
    notice a monkey and a Shy Guy. Stay clear of the monkey because if he touches
    you, he will steal your hat. Head to the right and take a step on the log, which
    will cause it to roll. By jumping across, you will not fall off the edge. Long
    jump to the ledge to the left at the end and jump to the next ledge.
    
    Bowling balls will fall down towards you just as they did way back in Bob-omb
    Battlefiend. Head up the mountain and jump over any bowling balls that come your
    way. At the top of the bowling ball path you will go down a bit before you can
    start heading upward once more. At the end of the path, long jump across the big
    gap. As you continue you'll see a cloud to your right. Head past it and nothing
    should happen. Head past the three Goombas and to an exclamation switch. Ignore
    it and continue.
    
    Very slowly make your way across the very narrow bridge with the five coins. If
    you slip, you've got a long way to go to get back up here. Now continue and turn
    around the U-turn up to the top of the mountain where you will finally find the
    POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 23b                      Mystery of the Monkey Cage                   WN12S2 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. For now, ignore them and follow the path around the
    mushrooms. Next up are some monty moles. These guys will throw rocks at you. To
    avoid them, long jump across them quickly. Run past the three Bob-ombs and you
    will encounter a Chuckya. Stay out its way or it might throw you and you could
    possibly be thrown off the edge.
    
    Carefully make your way across the thin bridge. If you slip, you will land in
    the water at the start of the level. At the end of the bridge, it looks like you
    should jump towards the ledge nearby. Now jump to the ledge. You'll notice a
    monkey and a Shy Guy. Stay clear of the monkey because if he touches you, he
    will steal your hat. Head to the right and take a step on the log, which will
    cause it to roll. By jumping across, you will not fall off the edge. Long jump
    to the ledge to the left at the end and jump to the next ledge.
    
    Bowling balls will fall down towards you just as they did way back in Bob-omb
    Battlefiend. Head up the mountain and jump over any bowling balls that come your
    way. At the top of the bowling ball path you will go down a bit before you can
    start heading upward once more. At the end of the path, long jump across the big
    gap. As you continue you'll see a cloud to your right. Head past it and nothing
    should happen. Head past the three Goombas and to an exclamation switch. Ignore
    it and continue.
    
    Very slowly make your way across the very narrow bridge with the five coins. You
    will notice there is a floating cage with a star next to the bridge. If you slip
    , you've got a long way to go to get back up here. Now continue and turn around
    the U-turn up to the top of the mountain where you will find a monkey. Chase it
    around and it will elude you. To capture him, try to slide into him. Chase him
    around and lure him into a corner and then approach him. Hit B to capture him
    fast before he has a chance to jump over you. After capturing him, he will give
    you something in exchange for his release. Choose to free him.
    
    Follow him back down the mountain and over to the narrow bridge where the cage
    containing a star is. The monkey will run over there and jump on it, causing it
    to fall. Jump down to where the cage fell and you'll fall in water where the hat
    -stealing monkey is as well as the Shy Guy. In the corner a patch of land exists
    where you will now see the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 23c                       Scary 'Shrooms, Red Coins                   WN12S3 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. Jump to the first, large mushroom and get the RED COIN
    (1). Jump three mushrooms directly ahead, getting two more RED COINS (3), then
    jump to the mushroom northeast to get another RED COIN (4). Jump back to land
    and continue up the mountain until you find holes in the ground, where the Monty
    Moles are.
    
    Right when you find the moles look to your left and jump to the ledge. Jump to
    the next ledge forward across the gap. There is another ledge above to jump to,
    where you'll get a RED COIN (5). Now drop back down and go towards the left.
    Double jump up here to get another RED COIN (6). Double jump to the right to the
    next ledge and go rightward. At the end of the ledge, turn around and double
    jump up to another RED COIN (7). Double jump to the next ledge. Above you is the
    last coin. To get to it, run forward and then sideways somersault up to the left
    , where you can get the RED COIN (8). Jump down below to the grassy platform
    which are actually monkeybars, then slowly walk off this so you just barely go
    forward and ground pound to the bottom. Go to your right and jump to the big
    mushroom above the abyss to get the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 23d                        Mysterious Mountainside                    WN12S4 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. For now, ignore them and follow the path around the
    mushrooms. Next up are some monty moles. These guys will throw rocks at you. To
    avoid them, long jump across them quickly. Run past the three Bob-ombs and you
    will encounter a Chuckya. Stay out its way or it might throw you and you could
    possibly be thrown off the edge.
    
    Carefully make your way across the thin bridge. If you slip, you will land in
    the water at the start of the level. At the end of the bridge, it looks like you
    should jump towards the ledge nearby. Now jump to the ledge. You'll notice a
    monkey and a Shy Guy. Stay clear of the monkey because if he touches you, he
    will steal your hat. Head to the right and take a step on the log, which will
    cause it to roll. By jumping across, you will not fall off the edge. Long jump
    to the ledge to the left at the end and jump to the next ledge.
    
    Bowling balls will fall down towards you just as they did way back in Bob-omb
    Battlefiend. Head up the mountain and jump over any bowling balls that come your
    way. At the top of the bowling ball path you will go down a bit before you can
    start heading upward once more. At the end of the path, long jump across the big
    gap. As you continue you'll see a cloud to your right. Head past it and nothing
    should happen. Go through the line of coins. At the fourth coin, turn to your
    left. You should see a square outline in the wall. If you touch the wall, it
    will start to blur. Jump through the wall into a secret entrance.
    
    You'll appear in a slide just like in Cool Cool Mountain. Head forward and down
    the slide. After going through a few hills, you'll reach a turning area. Hold
    the control stick back to go slowly as you make the turn. Next you will dive
    down while making a long turn to the right. Several blue coins will drop as you
    head down the slide. Eventually you will see arrows on your left pointing to the
    right towards a wooden area. When you see the arrows, quickly have yourself turn
    to the right. If you don't get to the wooden area, you'll slide towards a dead
    end and fall off the slide, dying.
    
    You'll go down several hills before having to make a left turn. You'll go
    through a tunnel area. At the end of the tunnel, the path gets very very narrow,
    so slow down as much as you can while you make the turn. You'll head down a
    final hill then reach the end of the slide, where you should run up the slope
    and jump into the hole. You'll appear outside the mountain, where you can go
    left to the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 23e                   Breathtaking View from the Bridge               WN12S5 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. For now, ignore them and follow the path around the
    mushrooms. Next up are some monty moles. These guys will throw rocks at you. To
    avoid them, long jump across them quickly. Run past the three Bob-ombs and you
    will encounter a Chuckya. Stay out its way or it might throw you and you could
    possibly be thrown off the edge.
    
    Carefully make your way across the thin bridge. If you slip, you will land in
    the water at the start of the level. At the end of the bridge, it looks like you
    should jump towards the ledge nearby. Now jump to the ledge. You'll notice a
    monkey and a Shy Guy. Stay clear of the monkey because if he touches you, he
    will steal your hat. Head to the right and take a step on the log, which will
    cause it to roll. By jumping across, you will not fall off the edge. Long jump
    to the ledge to the left at the end and jump to the next ledge.
    
    Bowling balls will fall down towards you just as they did way back in Bob-omb
    Battlefiend. Head up the mountain and jump over any bowling balls that come your
    way. At the top of the bowling ball path you will go down a bit before you can
    start heading upward once more. At the end of the path, long jump across the big
    gap. As you continue you'll see a cloud to your right. Head past it and nothing
    should happen. Head past the three Goombas and to an exclamation switch. Ignore
    it and continue.
    
    When you reach the narrow bridge, turn the camera so you can see the waterfall.
    You will notice a star in an alcove behind the water. Stand right where the
    ledge goes off the edge of the mountain and face the waterfall. This is a bit
    tricky. Jump towards the waterfall and press B to kick to reach the alcove. If
    you jump too far, you'll land above the alcove and will slide down. Just don't
    jump too far. If you get in the alcove you will get the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 23f                     Blast to the Lonely Mushroom                  WN12S6 |
    --------------------====================--------------------====================
    
    When you begin, head forward along the water, ignoring the three Goombas in your
    path. You will come to a gap with the endless abyss below. Long jump over this
    and the next gap and you will come to an area with many mushrooms, some of which
    have red coins on them. For now, ignore them and follow the path around the
    mushrooms. Next up are some monty moles. Right before the moles you'll see a
    jagged edge with a point coming off the mountain. Go towards it and turn the
    camera to look below it. You should see a ledge down here. If you just barely
    fall off the jagged edge, you should make it down. To be safe, you can add a
    kick so that you can make Mario move back towards the ledge.
    
    Now head to the left, back towards the start of the level along the ledge. It
    will become very very narrow, so sidestep here to avoid falling. At the end, you
    will find the cannon. Hop in. From the default position, move the cannon down
    quite a bit and to the left slightly. You should see a mushroom with a star on
    it. Aim so the bottom arrow of the crosshair is about a full crosshair above
    the star before blasting. You'll reach the mushroom where you can grab the POWER
    STAR (6).
    
    ====================--------------------====================--------------------
    | 23g                            100 Coin Star                          WN12S7 |
    --------------------====================--------------------====================
    
    For this mission, choose any of the missions. When you begin, head forward along
    the water, killing the three Goombas for some coins (3). You'll notice a path
    going up and a path going down. Take the path going down until you reach a
    bouncy box. Grab hold of it and direct it forward. Grab the coins when it breaks
    (8). In this 'alley' here you'll notice a ring of coins (16). Now sideways
    somersault towards the right wall and wall kick to get up to the top.
    
    Long jump over this and the next gap and you will come to an area with many
    mushrooms, some of which have red coins on them. Jump to the first, large
    mushroom and get the RED COIN (18). Jump three mushrooms directly ahead, getting
    two more RED COINS (22), then jump to the mushroom northeast to get another RED
    COIN (24). Jump back to land and continue up the mountain until you find holes
    in the ground, where the Monty Moles are.
    
    Right when you find the moles look to your left and jump to the ledge. Jump to
    the next ledge forward across the gap. There is another ledge above to jump to,
    where you'll get a RED COIN (26). Now drop back down and go towards the left.
    Double jump up here to get another RED COIN (28). Double jump to the right to
    the next ledge and jump to the left. You'll notice grassy monkeybars. Jump up to
    them and grab hold of it by holding the A Button. Make your way across for coins
    (33), then head towards the mountain where you'll see a ledge just before the
    Monty Moles. At the end of the ledge, turn around and double jump up to another
    RED COIN (35). Double jump to the next ledge. Above you is the last coin. To get
    to it, run forward and then sideways somersault up to the left , where you can
    get the RED COIN (37).
    
    Jump down below to the grassy monkeybars, then slowly walk off this so you just
    barely go forward and ground pound to the bottom. Continue up the mountain path.
    Kill the three Bob-ombs for coins (40), then kill the Chuckya for five coins
    (45). Head forward and cross the narrow bridge, collecting the coins (50), then
    jump to the next ledge up to where the Shy Guy and monkey are. Kill the Shy Guy
    for two coins (52) and head to the right. Jump across the log so that its
    rolling doesn't force you off the edge.
    
    Long jump to the ledge and you'll come to a bunch of bowling balls like in
    Bob-omb Battlefield. Head up the mountain path and jump over the balls as they
    come. At the end, you'll head donwn a small slope before being able to continue
    upward. Kill the three Goombas here for coins (55), then continue to a gap you
    should long jump across. Quickly head past the cloud before it blows you away,
    then grab the five coins (60). Head upward and you'll find three Goombas to kill
    for coins (63). Next up is an exclamation switch. Hit it and a yellow box will
    appear. Jump onto the box and double jump for five coins (68).
    
    Continue forward and to the waterfall. Cross the very narrow bridge slowly while
    collecting the five coins (73). Now head back across the bridge and go downward.
    Go past the exclamation switch and past the grassy area until you see the wall
    of the mountain on your right. Go past the first two sections of the wall. On
    the third section you'll find the blurry area where the entrance to the slide
    is. Jump in.
    
    Head forward and into the slide. Just run into it. DO NOT jump and press B to
    slide or you won't be able to collect the star. As you go down the slopes, go
    straight down in the middle for ten coins (83). Now as you wind the turn, hold
    back on the control stick to slowly move around the turn. Aim for the coin (84).
    Now as you wind around to the right, collect the BLUE COIN (89). Slow down and
    turn to the right and collect the yellow coins (92) and a second BLUE COIN (97).
    A third BLUE COIN (100) is next. As the star appears, Mario will be paused, so
    hit A over and over relentlessly. When you gain control again Mario will jump
    and get the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (24)           |    Tiny-Huge Island    |         COURSE13         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    There are three portraits in the Tiny-Huge Island room. The one in the middle is
    nothing. The one on the left and the one on the right are both entrances to the
    course. The painting on the left is tiny and if you jump in it, the world will
    be tiny, making Mario about x100 bigger in comparison. The painting on the right
    is gigantic. If you jump in it, the world will be huge, making Mario so small
    that Goomabs look like giants. There are warp pipes throughout the world that
    will teleport you between tiny and huge island. Mini Mario can go through small
    passages that large Mario can't fit through, but will also be in more danger
    from enemies and other things. Certain objectives must be done on the correct
    island.
    
    Difficulty - 7/10
    Enemies    - Goomba, Koopa Troopa, Pirahna Plant, Amp, Shy Guy, Bubba, Chuckya,
                 Lakitu
    
    ====================--------------------====================--------------------
    | 24a                       Pluck the Piranha Flower                    WN13S1 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    Jump into the warp pipe to teleport to tiny island, then move over towards the
    water. On the ledge, two pirahnas will pop out of the ground and spit flames at
    you. Avoid the flames and punch it in the stem to kill it. If you're not quick
    enough, the pirahna will go back into the ground and you'll have to wait for it
    to come back up again. Also, if you punch the head of the plant instead of the
    stem, you will be hurt. After defeating the three pirahnas in this area, go back
    towards the pipe. On the other side of the pipe are two more pirahnas. Kill them
    and you will get the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 24b                    The Tip Top of the Huge Island                 WN13S2 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    A pirahna will attack you and spit flames, but ignore it. Go to the right of the
    warp pipe and drop down to a ledge below with an exclamation switch. Hit it and
    yellow boxes will appear. Go across the yellow boxes and jump to the ledge on
    your right. Bowling balls are coming down, and they can hurt you. They can also
    knock you off the ledge, so jump when you see one coming. Head up the ledges
    where the bowling balls are coming from and avoid them. At the top you'll see a
    warp pipe on your left, so jump into it.
    
    Next to the warp pipe is a ledge with a giant Goomba on it. Jump up to the ledge
    and kill or avoid the Goomba, then go forward to the next ledge. Use a sideways
    somersault to get on top of it, then another to get to the next. A Chuckya is
    here. Avoid it at all costs or you could be thrown to a terrible position which
    would make it hard to get back up here. Go to the right of the ledge and you'll
    find a bridge. Cross it and head up the slope leading to the mountain top. You
    will see a yellow ! box. Break it open for the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 24c                     Rematch with Koopa the Quick                  WN13S3 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    A pirahna will attack you and spit flames, but ignore it. Go to the right of the
    warp pipe and drop down to a ledge below with an exclamation switch. Hit it and
    yellow boxes will appear. Go across the yellow boxes and jump to the ledge on
    your right. Bowling balls are coming down, and they can hurt you. They can also
    knock you off the ledge, so jump when you see one coming. Head up the ledges
    where the bowling balls are coming from and  avoid them. At the top you'll see a
    warp pipe on your left, so jump into it.
    
    Head forward towards the edge of the ledge and make a left. You will see a hole
    where the bowling balls are coming out. Avoid any balls that come out and go
    down the slope with coins. Make a left and you'll find a couple of Goombas. Kill
    them and talk to Koopa the Quick near them. He'll challenge you to another race.
    Accept and turn around, heading back towards the bowling balls and the warp
    pipe. Koopa is a bit faster this time, so you may want to use some long jumps as
    you go forward to increase your speed. At the edge of the mountain, make a right
    and head down to where the bowling balls are going. At the end you will find a
    bridge. Start crossing and a fierce wind will come. The key is to stay close to
    the middle and not jump at all, which would only slow you down further. At the
    end of the bridge, head straight towards the corner of the mountain where the
    flag is. If you win, Koopa will give you the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 24d                        Five Itty Bitty Secrets                    WN13S4 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    A pirahna will attack you and spit flames, but ignore it. Go to the right of the
    warp pipe and drop down to a ledge below with an exclamation switch. Hit it and
    yellow boxes will appear. Go across the yellow boxes and jump to the ledge on
    your right. Bowling balls are coming down, and they can hurt you. They can also
    knock you off the ledge, so jump when you see one coming. Head up the ledges
    where the bowling balls are coming from and  avoid them. At the top you'll see a
    warp pipe on your left, but don't use it this time.
    
    Head left towards a hole in the wall which is where the bowling balls are coming
    from. Go right in front of the hole to get the first SECRET (1). Now jump on top
    of the hole and jump up the ledges in front of you. You'll see a bridge leading
    up the mountain. Cross the bridge and go up the slope. At the top of the
    mountain you'll find a pool of water. Go right in the middle for the second
    SECRET (2). Go back down the slope and to the bridge. Position yourself so that
    you're alligned with the mountaintop (not including the slope) and then drop off
    the edge of the bridge. You should land in front of a tiny hole in the mountain
    connected to a long tiny bridge which will get you another SECRET (3). If you
    don't fall there, you'll fall on a beach, so simply jump to the hole.
    
    Go down the beach towards the water and swim to the left (if the camera is
    facing Mario which is most likely is) and to the land. There is a tiny mousehole
    here, so run in front of it for a SECRET (4). Now jump back in the water and
    swim in the opposite direction to land. Up the slope you should see a tiny hole
    (which is the cannon on huge island). Run over it for the next SECRET (5),
    making a star appear. Talk to the pink Bob-omb and he'll open the cannon for
    you. Past him is a ledge. Jump to it and to the ledge with the yellow box, then
    jump to the warp pipe. Head left across the bridge and jump up the ledges with
    the bowling balls. At the top, fall off the edge to reach the area below where
    the pirahna plant is. Go behind the warp pipe and drop down to the exclamation
    switch. Hit it and run across the yellow boxes, following them to the island
    with the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 24e                          Wiggler's Red Coins                     WN13S5 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    A pirahna will attack you and spit flames, but ignore it. Go to the right of the
    warp pipe and drop down to a ledge below with an exclamation switch. Hit it and
    yellow boxes will appear. Go across the yellow boxes and jump to the ledge on
    your right. Bowling balls are coming down, and they can hurt you. They can also
    knock you off the ledge, so jump when you see one coming. Jump down the ledges
    and then carefully cross the narrow bridge. Jump into the warp pipe to teleport
    to the huge island.
    
    Along the edge of the mountain is a narrow bridge. Go to it and cross it
    carefully, being sure not to fall off. Below is a ledge that appears too far to
    reach with a regular jump. Jump towards it and a wind will propel you upward,
    allowing you to reach the ledge. Now head forward against the force of the wind.
    Long jump right when you hit the end. Be warned that right when you reach the
    edge, the wind stops, so if you don't long jump in time, you'll fall off. Kill
    the Goomba and then head forward towards the water. Jump in the nearby cannon.
    
    From the default position, move the cannon to the right and you'll see a ledge
    up above with a tree. Aim your crosshair so that the bottom arrow is well above
    the tree. After shooting, Mario will grab onto the tree. Slide down and head to
    the left. Kill the Goomba and you'll see the bridge leading to the hole where
    you got the third secret in the previous mission. Carefully cross the narrow
    bridge and enter the hole in the mountain to find a secret lair where the red
    coins are.
    
    On the first ledge, head forward and get the RED COIN (1). Jump across the next
    three ledges heading forward for three RED COINS (4). Now jump down to the next
    ledge on your left for a RED COIN (5). Still to the left is the next ledge which
    is quite a bit higher. To reach it, double jump, then get the RED COIN (6). From
    here is another higher ledge on your left with a black ball spitting flames on
    it and a blue coin switch. Double jump up and head to the edge, where you'll
    find a RED COIN (7). Head back and jump down to the ledge where the 6th coin
    was. Look to your right this time and you should a tall pillar in the corner
    with a 1-Up above it. Long jump to the ledge below the pillar. There are
    actually two pillars here and between them is the blue star where the Power Star
    will appear. Above the second pillar is the last coin. Jump at the second pillar
    and wall kick off the two pillars to the last RED COIN (8). Drop down and get
    the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 24f                          Make Wiggler Squirm                      WN13S6 |
    --------------------====================--------------------====================
    
    For this star, enter the tiny portrait on the left to enter the tiny island. At
    the beginning of the level, a bunch of Goombas will attack you which are smaller
    than your foot. Goombas on tiny island cannot hurt you, but they can knock you
    back, which can force you off a ledge, so be careful. There is a mousehole at
    the start, but you can't fit through, so jump into the water and swim along the
    wall. Pass the ledge with the black ball spitting flames and go to the next
    ledge where you will see a warp pipe. Jump up to that ledge from the water.
    
    A pirahna will attack you and spit flames, but ignore it. Go to the right of the
    warp pipe and drop down to a ledge below with an exclamation switch. Hit it and
    yellow boxes will appear. Go across the yellow boxes and jump to the ledge on
    your right. Bowling balls are coming down, and they can hurt you. They can also
    knock you off the ledge, so jump when you see one coming. Head up the ledges
    where the bowling balls are coming from and  avoid them. At the top you'll see a
    warp pipe on your left, but don't use it this time.
    
    Head left towards a hole in the wall which is where the bowling balls are coming
    from. Now jump on top of the hole and jump up the ledges in front of you. You'll
    see a bridge leading up the mountain. Cross the bridge and go up the slope. At
    the top of the mountain you'll find a pool of water. Go right in the middle of
    the water and do a ground pound. The water will drain into the hole in the
    middle. Now go back down the slope leading down the mountain and cross the
    bridge carefully. Drop down the ledges and once on top of the bowling ball hole,
    go to the left and hop into the warp pipe. From here, jump up to the ledge in
    front with the Goomba. Avoid it and sideways somersault up the two ledges ahead.
    Avoid the Chuckya and cross the narrow bridge, then go up the slope to the top
    of the mountain, where you should drop down into the hole where the water
    drained.
    
    Here you will find Wiggler, who is a centipede. He is mad that you flooded his
    house. After the textbox is finished, drop off the ledge you're on to the floor
    of Wiggler's house, which is above the red coin room. All you have to do is jump
    on top of Wiggler's head, so it's really easy. If you let him charge into you,
    you'll lose three power slices. There are some coins in the room, however. Jump
    on his head a second time and he'll start jumping up and down, making it harder.
    Simply jump on his head when he moves down and you'll make him shrink. He'll
    give you the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 24g                            100 Coin Star                          WN13S7 |
    --------------------====================--------------------====================
    
    Choose any mission you want for this star (though I don't recommend #3) Enter
    the huge picture on the right for this star. At the start, ground pound the
    three Goombas for BLUE COINS (15). Now head to towards the water and run around
    the wooden post for five coins (20). Go through the mousehole near the post and
    swim towards the mountain, where you'll find the beach. Kill the Lakitu and the
    Shy Guy flying for seven coins (27), then go and ground pound the Koopa
    patrolling the beach. Get the shell and kill the naked Koopa for a BLUE COIN
    (32). Go towards the mountain and get the two coins on the edge (34). With the
    camera facing you, head towards the water and make a right. Surf to the land
    where the cannon is and crash the shell to destroy it.
    
    On this ledge, ground pound the Goomba for a BLUE COIN (39). Kill the Shy Guy as
    well for two coins (41), then long jump to the ledge ahead. Jump to the ledge
    with the yellow box using the wind and cross the narrow bridge, which has five
    coins (46). On the ledge at the end of the bridge are two Goombas to ground
    pound for BLUE COINS (56). Make a left and cross the wide bridge to where the
    bowling balls are coming. Jump up the ledge and get the five coins (61), then
    continue up the ledges. A Shy Guy floats here, so kill it for two coins (63),
    then head up to where the warp pipe is. Continue past the hole where the bowling
    balls are coming from and get the coins down the slope (67). Continue down the
    path and make a left to where you'll find two Goombas. Pound them for two BLUE
    COINS (77).
    
    Head back up the path with the bowling balls and to the warp pipe. Jump up to
    the ledge above the bowling ball hole. Pound the Goomba for a BLUE COIN (82).
    Now somersault up the ledges ahead and kill the Chuckya for five coins (87). Go
    back down the ledges and hop into the warp pipe. Jump up the ledges in front of
    you, killing the two Goombas for a couple of coins (89). Cross the bridge atop
    the ledges for five coins (94), then go back across and drop down the ledges.
    Go in front of the hole where the bowling balls are coming for a coin (90).
    Head down the slope and get another coin (95). Head down the slope to another
    coin (96). Ground pound the Koopa around here for a BLUE COIN (100). Get the
    POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (25)           |     Tick Tock Clock    |         COURSE14         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    There is a secret of the entrance to Tick Tock Clock. The time that is shown on
    the clock the instant you enter it affects the level. Basically, the level is
    composed of a bunch of gears and machine parts that you have to work your way
    up. If you enter at 12:00, the gears won't move at all. If you enter anywhere
    near 12:00, the gears will move very quickly. This makes 6 of the stars much
    easier. For the other star, the gears have to be moving. If you enter at 3:00 or
    9:00, the gears will move at a medium pace. If you enter at 6:00, the gears will
    move slowly, which is when you'll want to enter for the star that requires the
    gears to be moving.
    
    Difficulty - 8/10
    Enemies    - Bob-omb, Heave-Ho, Thwomp, Amp
    
    ====================--------------------====================--------------------
    | 25a                            Roll Into the Cage                     WN14S1 |
    --------------------====================--------------------====================
    
    For this star, enter the clock at 12:00 so the gears do not move. Turn to your
    left at the start and you will notice a pendulum frozen in time. Jump the gap
    where the pendulum would be swinging and jump up the ledges on your left. Go
    across the conveyer belt and jump onto the cube, then jump onto platform and to
    the ledge. Head to the left where you'll find three cubes to jump up. Jump to
    the ledge and over the block sticking out of the wall and to the next ledge. You
    will see a hand here that would normally be moving.
    
    Past the hand is a ledge to jump up from a conveyer belt. Head forward and jump
    up the hexagonal platforms. Carefully head across the narrow ledge and jump
    above the block sticking out of the wall. There is a hexagonal platform below
    the ledge past the block, so drop down to it and jump to the conveyer belt. Now
    grab the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 25b                        The Pit and the Pendulums                  WN14S2 |
    --------------------====================--------------------====================
    
    For this star, enter the clock at 12:00 so the gears do not move. Turn to your
    left at the start and you will notice a pendulum frozen in time. Jump the gap
    where the pendulum would be swinging and jump up the ledges on your left. Go
    across the conveyer belt and jump onto the cube, then jump onto platform and to
    the ledge. Head to the left where you'll find three cubes to jump up. Jump to
    the ledge and over the block sticking out of the wall and to the next ledge. You
    will see a hand here that would normally be moving.
    
    Past the hand is a ledge to jump up from a conveyer belt. Head forward and jump
    up the hexagonal platforms. Carefully head across the narrow ledge and jump
    above the block sticking out of the wall. You'll see the cage where you got the
    Power Star for the previous mission. This time double jump to the top of the
    cage and head past it. Head across the narrow ledge and to the platform, from
    which you will be able to double jump to the ledge above. Avoid the amp and
    climb up the rope.
    
    Head across the long platform to where you'll find two yellow ! boxes. Ignore
    them and avoid the Heave-Ho. If you get caught in its dustpan, it will be
    disastrous and you will very likely get thrown into the abyss below. Jump across
    the triangular platform and to the ledge across it, where you'll see two large
    pendulums. Go a bit less then halfway across the narrow ledge on your left ,
    then jump to the winding bridge under the pendulums. Watch your shadow and
    ground pound when it's above the bridge. Carefully cross under the pendulums to
    the end, where you should jump again to the ledge with the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 25c                              Get a Hand                           WN14S3 |
    --------------------====================--------------------====================
    
    For this star, enter the clock at 12:00 so the gears do not move. Turn to your
    left at the start and you will notice a pendulum frozen in time. Jump the gap
    where the pendulum would be swinging and jump up the ledges on your left. Go
    across the conveyer belt and jump onto the cube, then jump onto platform and to
    the ledge. Head to the left where you'll find three cubes to jump up. Jump to
    the ledge and over the block sticking out of the wall and to the next ledge. You
    will see a hand here that would normally be moving.
    
    Past the hand is a ledge to jump up from a conveyer belt. Head forward and jump
    up the hexagonal platforms. Carefully head across the narrow ledge and jump
    above the block sticking out of the wall. There is a hexagonal platform below
    the ledge past the block, so drop down to it. You should see the star in an
    alcove below you. What you want to do is jump towards the conveyer belt. As you
    drop towards the star, press B to kick and move towards the alcove. The jump
    kick should allow you to enter the alcove and get the POWER STAR (3).
    
    ====================--------------------====================--------------------
    | 25d                          Stomp on the Thwomp                      WN14S4 |
    --------------------====================--------------------====================
    
    For this star, enter the clock at 6:00 so the gears will move slowly. Turn to
    your left at the start and you will notice a pendulum. Jump the gap when the
    pendulum is out of the way and jump up the ledges on your left. Go across the
    conveyer belt and jump onto the cube after it has moved. This will allow you to
    jump onto platform and to the ledge (watch out for the pendulum) without the
    cube moving while you're on it. Head to the left where you'll find three moving
    cubes. Jump to the first one after it moves, then quickly jump up to the second.
    When it moves, jump up and kick to land back, then wait for the third to move.
    Jump up it and to the ledge. Run by when the block recedes into the wall and to
    the next ledge. Head across to the conveyer belt.
    
    There is a ledge to jump up from a conveyer belt. Head forward and jump up the
    hexagonal platforms. If you keep jumping, the spinning platforms won't bother
    you much. Carefully head across the narrow ledge and wait for the block to
    recede into the wall. You'll see the cage where you got the Power Star for the
    first mission. This time double jump to the top of the cage and head past it.
    Head across the narrow ledge and to a moving platform, from which you will be
    able to double jump to the ledge above. Avoid the amp and climb up the rope.
    
    At the top, turn around. There's a ledge with a Power Heart that you should jump
    to. Wait for the moving platform above the rope to come down, then jump on it
    and wait for it to take you up. Jump to the spinning hexagonal platform on the
    right and then to the next ledge, which looks like a piece of a circle. Now go
    to the square ledge against the wall. Wait for the cube on your right to stop,
    then backflip onto it. On the left is a cube higher up, so double jump to it
    when it's not moving, then quickly double jump to the platform above on your
    right. Now double jump to the ledge on the left.
    
    Head across the ledge and you'll find a bunch of blocks coming from the wall.
    There is a cage above them preventing you from jumping above them. Wait for the
    first block to recede in, then go past it and between the first and second
    blocks. Wait for each block to recede into the wall, then run past it. At the
    end, continue to a bunch of conveyer belts. Double jump up them, staying as
    close to the middle of each one as possible to avoid being forced off the edge.
    Go up the ledge following. Jump to the first spinning platform when its
    straight. From here you can double jump past the second spinning platform
    directly to the ledge. Head up the ledge to find two spinning triangular blocks.
    Wait for them to stop before jumping up.
    
    There is a black ball on this ledge, so avoid it at all costs. If you go into
    Mario's first person view and look to the left, you'll see a hand moving around.
    What you have to do is wait for the hand to turn to where Mario is. When it does
    so, jump on it (stand on the yellow part, not the red, or you'll get knocked off
    eventually) Now simply ride it around until you are face to face with a conveyer
    belt. Jump onto the conveyer belt and in front of you is a Thwomp. When The
    Thwomp moves down, go to the end of the conveyer belt and double jump to the top
    of the Thwomp. Wait for it to move up, then jump to the platform in front of you
    with the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 25e                      Timed Jumps on Moving Bars                   WN14S5 |
    --------------------====================--------------------====================
    
    Despite the title of this mission, enter the clock at 12:00 so that time will be
    frozen.  For this star, enter the clock at 6:00 so the gears will move slowly.
    Turn to your left at the start and you will notice a pendulum. Jump the gap here
    and jump up the ledges on your left. Go across the conveyer belt and jump onto
    the cube. Head to the left where you'll find three cubes. Jump up all three and
    continue along the ledge. Jump above the block and double jump to the next
    ledge. Head across to the conveyer belt.
    
    There is a ledge to jump up from a conveyer belt. Head forward and jump up the
    hexagonal platforms. Carefully head across the narrow ledge and jump above the
    block. You'll see the cage where you got the Power Star for the first mission.
    This time double jump to the top of the cage and head past it. Head across the
    narrow ledge and to a platform, from which you will be able to double jump to
    the ledge above. Avoid the amp and climb up the rope.
    
    At the top, turn around. You'll see a yellow platform that was moving in the
    previous mission. Jump on top of it and then run towards the edge, then do a
    somersault towards the wall. Wall kick off the wall and you'll land on a
    triangular platform above. Jump to the hexagonal platform to the right and then
    jump to the top of the cage. You will see some bars sticking out of the wall
    ahead of you. Jump to the upper ledge on the cage and you will see all three of
    the bars. Double jump to the second highest bar and then lightly jump to the
    third bar on your left. Now do a light jump into the cage and head forward to
    the POWER STAR (5).
    
    ====================--------------------====================--------------------
    | 25f                        Stop Time for Red Coins                    WN14S6 |
    --------------------====================--------------------====================
    
    For this mission, enter the clock at 12:00 so that time will be frozen. At the
    start, head right this time. You'll see two Bob-ombs. Avoid them and drop to the
    ledge below, where you'll find a Power Heart. On the wall are a number of ledges
    sticking out that would usually be spinning. Jump to the one on the left. Double
    jump to the ledge on the right, getting the RED COIN (1) between them. On the
    right side of the second ledge is another RED COIN (2). Go to the left and
    double jump to the next ledge.
    
    Double jump to the ledge above you on the right, getting the RED COIN (3) as you
    do so. Go to the right of this ledge for a RED COIN (4). Now head left and
    double jump once more to two ledges, above which are two RED COINS (6). Head
    back to the other side of the two ledges and double jump to the next ledge,
    above which are the last two RED COINS (8). Walk off to the two ledges below you
    on the left and head to the end of them. Jump to get the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 25g                            100 Coin Star                          WN14S7 |
    --------------------====================--------------------====================
    
    For this mission, enter the clock at 12:00 so that time will be frozen. Choose
    any mission you want to get this star. At the start, head right this time.
    You'll see two Bob-ombs. Kill them for two coins (2) and drop to the ledge below
    , where you'll find a Power Heart. Next to the heart is a yellow ! box that you
    should open for coins (12). On the wall are a number of ledges sticking out that
    would usually be spinning. Jump to the one on the left. Double jump to the ledge
    on the right, getting the RED COIN (14) between them. On the right side of the
    second ledge is another RED COIN (16). Go to the left and double jump to the
    next ledge.
    
    Double jump to the ledge above you on the right, getting the RED COIN (18) as
    you do so. Go to the right of this ledge for a RED COIN (20). Now head left and
    double jump once more to two ledges, above which are two RED COINS (24). Head
    back to the other side of the two ledges and double jump to the next ledge,
    above which are the last two RED COINS (28). Walk off the side of the ledge and
    drop down to the bottom. Use the Power Heart to recover the energy you lost.
    
    Head to the left and jump up the ledge. Continue over to the frozen pendulum.
    Jump the gap where the pendulum would be swinging and jump up the ledges on your
    left. Go across the conveyer belt and jump onto the cube. Double jump from the
    cube to get two coins (30), then jump onto platform and to the ledge. Go to the
    far right side of the ledge, where you should open the yellow ! box for coins
    (33). Head to the left where you'll find three cubes to jump up. Jump to the
    ledge and over the block sticking out of the wall and to the next ledge. You
    will see a hand here that would normally be moving. Break the yellow ! box above
    it for coins (36).
    
    Past the hand is a ledge to jump up from a conveyer belt. Head forward and jump
    up the hexagonal platforms. Carefully head across the narrow ledge and jump
    above the block sticking out of the wall. You'll see the cage where you got the
    Power Star for the previous mission. This time double jump to the top of the
    cage and head past it. Head across the narrow ledge and to the platform, from
    which you will be able to double jump to the ledge above. Get the five coins,
    avoiding the amp (41), then climb up the rope.
    
    Head across the long platform to where you'll find two yellow ! boxes. Break
    them both for three coins each (47) them and avoid the Heave-Ho. If you get
    caught in its dustpan, it will be disastrous and you will very likely get thrown
    into the abyss below. Continue and jump across the triangular platform and to
    the ledge across it, where you'll see two large pendulums. Go all the way across
    the narrow bridge and ground pound the blue coin switch. At a moderate pace,
    head back across the bridge to the platform where you'll find a mess of BLUE
    COINS (82).
    
    Jump back across the triangular platform and head past the Heave-Ho over to the
    rope. You'll see a yellow platform that was moving in the fourth mission. Jump
    on top of it and then run towards the edge, then do a somersault towards the
    wall. Wall kick off the wall and you'll land on a triangular platform above.
    Jump to the hexagonal platform to the right and then jump to semi-circle
    platform. Jump to the next ledge and up the cube on the right. Now double jump
    to the cube on the left and then to the ledge above. On the right is the top of
    a cage. Long jump to it and break the yellow ! box for coins (85).
    
    Long jump back to the ledge, then double jump to the ledge on the left. Continue
    to find a bunch of bars coming out of the wall. Carefully sidestep across the
    very edge of the ledge. At the end, turn around and jump onto the top of the
    bars (this area is caged). Head to the end and you'll find a yellow ! box to
    break for coins (95). Go back across and jump up the three conveyer belts. Head
    along the ledge to a yellow ! box, which contains coins (98). Continue to find a
    couple of ledges. Jump across them and use Mario's first person view to look to
    the left. You'll see a platform with a yellow ! box on it. Long jump to this
    platform, then break the box for coins (100). Get the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (26)           |      Rainbow Ride      |         COURSE15         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    In this level, you will be transported around on magic carpets following rainbow
    paths. Various obstacles will be in your way as you traverse the rainbows. If
    you stay off the carpet too long, it will begin to flicker. If you don't get on
    it quickly enough, it will disappear and warp back to the start of the rainbow,
    leaving you stranded.
    
    Difficulty - 9/10
    Enemies    - Goomba, Bob-omb, Amp, Shy Guy, Chuckya, Lakitu
    
    ====================--------------------====================--------------------
    | 26a                     Cruiser Crossing the Rainbow                  WN15S1 |
    --------------------====================--------------------====================
    
    At the start, head forward along the bridge to the first carpet. It will go up
    and come towards a blue block. Jump on top of the block and drop back onto the
    carpet when the carpet passes underneath the block. As the carpet makes a turn
    you'll see a flamethrower. Wait for the carpet to come close to the flamethrower
    , then jump onto the platform in the middle with the amp. Jump back to the
    carpet when it passes the flamethrower. At the end of the rainbow, jump onto the
    platform. Now you'll see a series of spinning platforms. Jump to the first one
    and avoid the Lakitu that will attack you. Jump to the platform on the right,
    and then to the gray platform leading to the next carpet that you should go on.
    
    The carpet will go up a steep slope, followed by a couple blocks you'll have to
    jump over. The carpet will turn before you'll be faced with a couple of ledges.
    On the second ledge, punch the yellow block in your way. The carpet will then
    come to the end of the rainbow and you'll see two more carpets. Jump to the one
    on your left while avoiding the Lakitu. The carpet will head up to a giant
    spinning machine which is spitting blue flames on the bottom and has bars trying
    to knock you off the carpet. The flames can't touch you, but the bars can. The
    first two bars are too high to knock you off, but after that, start jumping over
    the bars as they come or you'll be knocked off. You don't have to worry once the
    bars are under the rainbow.
    
    Once the carpet has completed its upward spiral around the machine, you'll head
    forward and find several blocks to jump over. At the end, there is a rounded
    block with a few wooden ledges beyond it. Double jump over the rounded block and
    to the wooden ledges, which will begin to sink as you stand on them. Above you
    you should see a ledge. Quickly sideways somersault to the top of the ledge
    before the woodne platform carries you down. Head to the right and cross the
    plank leading to the floating ship. A strong wind will be blowing, so fight
    against it until you reach the left side of the ship, where the wind will stop.
    Jump up the ledge and fight the wind again, then jump to the POWER STAR (1).
    
    ====================--------------------====================--------------------
    | 26b                       The Big House in the Sky                    WN15S2 |
    --------------------====================--------------------====================
    
    At the start, head forward along the bridge to the first carpet. It will go up
    and come towards a blue block. Jump on top of the block and drop back onto the
    carpet when the carpet passes underneath the block. As the carpet makes a turn
    you'll see a flamethrower. Wait for the carpet to come close to the flamethrower
    , then jump onto the platform in the middle with the amp. Jump back to the
    carpet when it passes the flamethrower. At the end of the rainbow, jump onto the
    platform. Now you'll see a series of spinning platforms. Jump to the first one
    and avoid the Lakitu that will attack you. Jump to the platform on the right,
    and then to the gray platform leading to the next carpet that you should go on.
    
    The carpet will go up a steep slope, followed by a couple blocks you'll have to
    jump over. The carpet will turn before you'll be faced with a couple of ledges.
    On the second ledge, punch the yellow block in your way. The carpet will then
    come to the end of the rainbow and you'll see two more carpets. Choose the
    carpet on the right while avoiding the Lakitu. The first thing you have to do
    when the carpet starts moving is somersault to the wooden ledges above, which
    will begin to sink when you stand on them. Quickly double jump to the top of the
    glass tank in front of you. The carpet will pass through it and flicker, so
    quickly drop down when you can and stand on the carpet.
    
    As your rise up you'll notice another glass tank. There will be a few wooden
    ledges in front of the tank, so jump to them then sideways somersault on top of
    the glass tank. Drop back down to the carpet once you can. The carpet will now
    make its way toward the big house in the sky that the mission is titled for. As
    it turns inside the house you cannot be hurt by the flamethrower, so don't
    worry. It will exit the house and then make its way upward. A couple of glass
    tanks will follow that you'll have to jump on top of and wait for the carpet to
    pass through. There is an amp on the first one, so avoid it.
    
    Next, the carpet will make a turn and enter the house again. It will make a
    steep dive and you'll notice the flamethrower in your way. Hop off the carpet
    and wait for the flames to pass. When they do, jump back onto the carpet. You
    have to be quick because if you don't, the carpet will go too high for you to be
    able to get back on. When the carpet reaches the top of the hill, you'll be on
    the roof of the house. Jump off and get the POWER STAR (2).
    
    ====================--------------------====================--------------------
    | 26c                        Coins Amassed in a Maze                    WN15S3 |
    --------------------====================--------------------====================
    
    At the start, head forward along the bridge to the first carpet. It will go up
    and come towards a blue block. Jump on top of the block and drop back onto the
    carpet when the carpet passes underneath the block. As the carpet makes a turn
    you'll see a flamethrower. Wait for the carpet to come close to the flamethrower
    , then jump onto the platform in the middle with the amp. Jump back to the
    carpet when it passes the flamethrower. At the end of the rainbow, jump onto the
    platform. Now you'll see a series of spinning platforms. Jump to the first one
    and avoid the Lakitu that will attack you. Jump to either the left or the right
    one and then to the platform in the back. You'll see a series of ledges going
    toward a giant structure on a platform ahead. Jump across these ledges and drop
    below.
    
    This is the maze referenced by the mission title. Head along the front of it,
    where there is a Bob-omb. Look for the first opening in the maze where the blue
    star is. I will make a map of the maze:
     ______________________________________________
    |  __________________________________________  |
    | |       B B B B                  P         | |
    | |     B _______________________________    |_|
    | |     _/  __________________________   |
    | |    |   |C                         |  |
    | |    |   |__     C   C ______    C  |  |
    | |    |      |    _   _|      \      |  |
    | |    |      |   \_| |         \     |__|
    | |    |      |       |__________\
    | |    |      |_    _                _
    | |    |        |C | |_       _     | |
    | |    |     ___|  |___|    _| |    | |C
    | |    |    |C___________  |_  |   _| |_
    | |    |     ____________|   | |  |_   _|
    | |    |    |               _| |__  |_|
    | |    |    |C             |______|
    | |    |    |__          _____________
    |_|   B|       |        |             |
        H  |       |        |             |
    +------|_______|--------|_____________|-----------+
    |   S              PS                             |
    +-------------------------------------------------+
    
    Legend
    ------
    
    B  = Blue Coin    PS = Power Star (Where it appears after getting coins)
    C  = Red Coin     S  = Blue Coin Switch
    P  = Pink Bob-omb H  = Power Heart
    
    Ok, so in the opening where the power star will appear, double jump towards the
    wall on the right and wall kick off it to reach the alcove on the other side,
    where the first RED COIN (1) is. Now long jump across to the ledge on the right.
    Go all the way to the right to the edge and double jump to the left. Backflip to
    the ledge above you on the right, then double jump to the ledge on the left.
    Jump over to the right and drop down to the right where the RED COIN (2) is. A
    sideways somersault will allow you to get back up. On your left is a sloped
    platform going up. Long jump up it to the very tip top, then face the right.
    Floating in midair is a coin. Long jump to it and get the RED COIN (3), landing
    on the ledge below. Long jump back up the slope on the left, then drop down to
    the left to find another RED COIN (4). Jump to the next ledge and get the RED
    COIN (5), then long jump to the RED COIN (6) on the left.
    
    Between these two ledges is a gap. Drop down and you'll get a RED COIN (7) in
    the process. When you land, head to the left and get the RED COIN (8), avoiding
    the black ball shooting flames. Now head to the right and drop down to the ledge
    below, then head to the left and drop down into the gap where the star is. Don't
    get it just now though. Continue along the platform to the edge of the maze,
    where the blue coin switch is. You'll see a wall kicking area above the switch.
    Use a series of wall kicks to reach the top of the maze, then head to the right
    where you'll find the Pink Bob-omb. Talk to him to open the cannon. Now head
    back to the left and drop down. Use the Power Heart, then head along the ledge
    to the middle, where the POWER STAR (3) is.
    
    ====================--------------------====================--------------------
    | 26d                        Swingin' in the Breeze                     WN15S4 |
    --------------------====================--------------------====================
    
    At the start of the level, turn 180* so you're facing in the opposite direction.
    Look northwest and you should see a large pole in the distance. Long jump toward
    it and you will grab hold of it. Slide down the pole and then head down the
    ledges, avoiding the Shy Guy. Jump to the seesaw ahead and go to the left side,
    waiting for it to tilt a bit. Now run to the right and double jump to the ledge
    above. Now wait for the lego swing to come toward you, then jump to it. Ride it
    to the other side and jump to the next ledge. Jump across the wooden platforms
    to the seesaw. Wait for it to tilt a bit, then head to the end and double jump
    to the next set of wooden ledges. Above you are more wooden ledges. To get to
    them, do a sideways somersault.
    
    In the gap between you and the next platform is a flamethrower. Wait for it to
    pass before you long jump to the platform. You'll see a yellow platform in the
    distance. Wait for it to come closer to you, then jump to the wooden ledges and
    to the yellow platform. Ride it to the other side, then jump to where the Goomba
    is. On the left you'll see a slope too steep for Mario to climb. You can either
    crawl up it or jump up the ledges on it. At the top, go to the left and wait for
    the swing. Take it to the other side of the gap where you'll want to wait for
    the flamethrower before jumping. Ahead is the POWER STAR (4).
    
    ====================--------------------====================--------------------
    | 26e                           Tricky Triangles                        WN15S5 |
    --------------------====================--------------------====================
    
    At the start of the level, turn 180* so you're facing in the opposite direction.
    Look northwest and you should see a large pole in the distance. Long jump toward
    it and you will grab hold of it. Slide down the pole and then head down the
    ledges, avoiding the Shy Guy. Jump to the seesaw ahead and go to the left side,
    waiting for it to tilt a bit. Now run to the right and double jump to the ledge
    above. Now wait for the lego swing to come toward you, then jump to it. Ride it
    to the other side and jump to the next ledge. Jump across the wooden platforms
    to the seesaw. Wait for it to tilt a bit, then head to the end and double jump
    to the next set of wooden ledges. Above you are more wooden ledges. To get to
    them, do a sideways somersault.
    
    In the gap between you and the next platform is a flamethrower. Wait for it to
    pass before you long jump to the platform. You'll see a yellow platform in the
    distance. Wait for it to come closer to you, then jump to the wooden ledges and
    to the yellow platform. Ride it to the other side, then jump to where the Goomba
    is. Jump to the wooden ledges ahead, then quickly jump up the steep slope and
    slide down the other side. Jump across some wooden ledges, then wait for the
    flames to pass before long jump to the next ledge. Hit the exclamation switch
    and the triangles will turn into platforms that are flat so you can walk on
    them. Jump and fall down the first four zigzagging platforms, then sideways
    somersault to the one above you on the left. Jump across two more platforms to
    the ledge where the POWER STAR (5) is.
    
    ====================--------------------====================--------------------
    | 26f                      Somewhere Over the Rainbow                   WN15S6 |
    --------------------====================--------------------====================
    
    At the start, head forward along the bridge to the first carpet. It will go up
    and come towards a blue block. Jump on top of the block and drop back onto the
    carpet when the carpet passes underneath the block. As the carpet makes a turn
    you'll see a flamethrower. Wait for the carpet to come close to the flamethrower
    , then jump onto the platform in the middle with the amp. Jump back to the
    carpet when it passes the flamethrower. At the end of the rainbow, jump onto the
    platform. Now you'll see a series of spinning platforms. Jump to the first one
    and avoid the Lakitu that will attack you. Jump to the platform on the right,
    and then to the gray platform leading to the next carpet that you should go on.
    
    The carpet will go up a steep slope, followed by a couple blocks you'll have to
    jump over. The carpet will turn before you'll be faced with a couple of ledges.
    On the second ledge, punch the yellow block in your way. The carpet will then
    come to the end of the rainbow and you'll see two more carpets. Jump to the one
    on your left while avoiding the Lakitu. The carpet will head up to a giant
    spinning machine which is spitting blue flames on the bottom and has bars trying
    to knock you off the carpet. The flames can't touch you, but the bars can. The
    first two bars are too high to knock you off, but after that, start jumping over
    the bars as they come or you'll be knocked off. You don't have to worry once the
    bars are under the rainbow.
    
    Once the carpet has completed its upward spiral around the machine, you'll head
    forward and find several blocks to jump over. At the end, there is a rounded
    block with a few wooden ledges beyond it. Double jump over the rounded block and
    to the wooden ledges, which will begin to sink as you stand on them. Above you
    you should see a ledge. Quickly sideways somersault to the top of the ledge
    before the woodne platform carries you down. Head to the right and cross the
    plank leading to the floating ship. A fierce wind will blow, but it's blowing in
    the direction you're going - the right. At the end of the ship, jump to the
    ledge and hop into the cannon. Aim right in the middle of the rainbow ring and
    fire. Slide down the pole and avoid the Chuckya, then open the yellow ! box for
    the POWER STAR (6).
    
    ====================--------------------====================--------------------
    | 26g                            100 Coin Star                          WN15S7 |
    --------------------====================--------------------====================
    
    You can choose any mission you want for this 100 coin star. At the start of the
    level, turn 180* so you're facing in the opposite direction. Look northwest and
    you should see a large pole in the distance. Long jump toward it and you will
    grab hold of it. Slide down the pole and then head down the ledges, killing the
    Shy Guy for two coins (2) and getting the other five coins (7). Jump to the
    seesaw ahead and go to the left side, waiting for it to tilt a bit. Now run to
    the right and double jump to the ledge above. Now wait for the lego swing to
    come toward you, then jump to it. Double jump in the middle of its path to get
    the line of coins (12). Ride it to the other side and jump to the next ledge.
    Jump across the wooden platforms to the seesaw. Wait for it to tilt a bit, then
    head to the end and double jump to the next set of wooden ledges.
    
    Get the two coins (14), then do a sideways somersault to reach the wooden ledges
    above. Grab the two coins here (16). In the gap between you and the next
    platform is a flamethrower. Wait for it to pass before you long jump to the
    platform. You'll see a yellow platform in the distance. Wait for it to come
    closer to you, then jump to the wooden ledges and to the yellow platform. Ride
    it to the other side, then jump to where the Goomba is. Kill it for a coin (17).
    Jump to the wooden ledges ahead and quickly run up the slope and go down it,
    getting the five coins (22).
    
    Run back up the slope and from the wooden ledges, long jump to the platform
    where the Goomba was. On your right is a slope with a bunch of ledges on it.
    Jump up the ledges or crawl up the slope. On the top are five coins (27). Now go
    back down the slope and head toward the wooden ledges and the other slope. Drop
    down into the gap between the wooden ledges and the platform. Now head forward
    to the seesaw. Jump to the platform on the left and head up the ledges to the
    pole. Climb up it and at the top, jump off. You should see the start of the
    level on your right. Long jump toward it.
    
    At the start, head forward along the bridge to the first carpet. It will go up
    and come towards a blue block. Jump on top of the block and drop back onto the
    carpet when the carpet passes underneath the block. As the carpet makes a turn
    you'll see a flamethrower. Wait for the carpet to come close to the flamethrower
    , then jump onto the platform in the middle with the amp. Get the coins here
    (35). Jump back to the carpet when it passes the flamethrower. At the end of the
    rainbow, jump onto the platform. Now you'll see a series of spinning platforms.
    On the first one, kill the Lakitu that attacks you for coins (40). Now collect
    the coins on both the left and right spinning platforms (56). Jump to the
    platform with the Power Heart on it. You'll see a series of ledges going toward
    a giant structure on a platform ahead. Jump across these ledges and drop below.
    
    This is the maze referenced by the mission title. Head along the front of it,
    where there are two Bob-ombs. Kill them for two coins (58). Now head back to the
    middle and find a gap in the wall where the blue star is. I will make a map of
    the maze:
     ______________________________________________
    |  __________________________________________  |
    | |       B B B B                  P         | |
    | |     B _______________________________    |_|
    | |     _/  __________________________   |
    | |    |   |C                         |  |
    | |    |   |__     C   C ______    C  |  |
    | |    |      |    _   _|      \      |  |
    | |    |      |   \_| |         \     |__|
    | |    |      |       |__________\
    | |    |      |_    _                _
    | |    |        |C | |_       _     | |
    | |    |     ___|  |___|    _| |    | |C
    | |    |    |C___________  |_  |   _| |_
    | |    |     ____________|   | |  |_   _|
    | |    |    |               _| |__  |_|
    | |    |    |C             |______|
    | |    |    |__          _____________
    |_|   B|       |        |             |
        H  |       |        |             |
    +------|_______|--------|_____________|-----------+
    |   S              PS                             |
    +-------------------------------------------------+
    
    Legend
    ------
    
    B  = Blue Coin    PS = Power Star (Where it appears after getting coins)
    C  = Red Coin     S  = Blue Coin Switch
    P  = Pink Bob-omb H  = Power Heart
    
    Ok, so in the opening where the power star will appear, double jump towards the
    wall on the right and wall kick off it to reach the alcove on the other side,
    where the first RED COIN (60) is. Now long jump across to the ledge on the
    right. Go all the way to the right to the edge and double jump to the left.
    Backflip to the ledge above you on the right, then double jump to the ledge on
    the left. Jump over to the right and drop down to the right where the RED COIN
    (62) is. A sideways somersault will allow you to get back up. On your left is a
    sloped platform going up. Long jump up it to the very tip top, then face the
    right. Floating in midair is a coin. Long jump to it and get the RED COIN (64),
    landing on the ledge below. Long jump back up the slope on the left, then drop
    down to the left to find another RED COIN (66). Jump to the next ledge and get
    the RED COIN (68), then long jump to the RED COIN (70) on the left.
    
    Between these two ledges is a gap. Drop down and you'll get a RED COIN (72) in
    the process. When you land, head to the left and get the RED COIN (74), avoiding
    the black ball shooting flames. Now head to the right and drop down to the ledge
    below, then head to the left and drop down into the gap where the star is. Avoid
    it and head along the ledge to the end again, where you'll see the blue coin
    switch and the Power Heart. Ground pound the switch and you'll see a coin appear
    on the wall. Jump toward it and get the BLUE COIN (79), then wall kick up the
    walls to the top of the structure. Head to the right and collect all the BLUE
    COINS (100), then get the POWER STAR (7).
    
    ==========================----------------------------==========================
    |                       =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=                      |
    |           (27)         | Wing Mario Over the Rainbow |       APPEND          |
    |                       ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                      |
    --------------------------============================--------------------------
    
    --------------------------------------------------------------------------------
    NOTE: As an added annoyance to this level, which is rather difficult due to the
    minimally intelligent way in which the Wing Cap works, dying will cause you to
    reappear in the water outside the castle. Wonderful, isn't it?
    --------------------------------------------------------------------------------
    
    At the start, you'll fall on a cloud which has a red ! box and a RED COIN (1).
    Open the box and grab the Wing Cap. If you look to the left, you'll see two
    rainbows arching to lower clouds. Between the two clouds is a pink platform. Do
    a triple jump and start flying toward the cloud further to the left, following
    the rainbow. Here you'll find another RED COIN (2). Break open the red box here
    and look to the right, where you'll see the pink platform. Triple jump and fly
    to that platform. Grab the RED COIN (3) and talk to the Bob-omb, who will open
    the cannon on the platform. Grab the cap and hop into the cannon.
    
    From the default aim, move the crosshair down and you'll see a cloud. Aim the
    crosshair slightly above the cloud and shoot. You'll either land on the cloud or
    start flying above it. If you start flying above it, simply ground pound to land
    on the cloud. Grab the RED COIN (4) and break open the box for another Wing Cap.
    Turn around and face the pink platform you were just on. Fly back there again
    and hop into the cannon again. Move the crosshair to the right of the cloud you
    were on a minute ago and you'll see another pink platform. You'll see a rainbow
    coming out of the pink platform. Raise the crosshair past that and you'll see
    another rainbow. Aim towards that and shoot. You'll be able to fly on top of the
    pink platform, where you should jump into the cannon.
    
    Move the crosshair to the left and you'll see a cloud with a coin under it and
    several poles hanging from underneath it. Aim so the bottom arrow of the
    crosshair is at the top of the cloud (aim it above the longest pole). You should
    grab onto the pole. Now jump towards the RED COIN (5) in the middle of the
    poles. Drop down to the cloud underneath with a bunch of yellow coins and break
    open the Wing Cap. Turn and face the pink platform you were just on. Fly toward
    the island and jump into the cannon again. Move the aim to the left and aim to
    the poles again, but this time raise it well above the cloud. Shoot and fire. If
    you went too high and start flying, turn around and land on the cloud above the
    poles. If you go too low, you'll have to fly back to the cannon and try again.
    
    Here you'll find another Wing Cap, a yellow ! box with a mushroom, and two RED
    COINS (7). Grab the cap and face the direction that the rainbow arching off this
    cloud is going. Look to the left of the rainbow out in the sky and you'll see a
    transparent cloud where a coin is. Triple jump and fly through that cloud to get
    the RED COIN (8). Make a sharp turn to the right and fly to the middle where you
    will see the start; a cloud with a few rainbows arching into it. Land and get
    the POWER STAR (1).
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~=                        |
    |           (29)           | Bowser in the Sky World |        BOWSERN3         |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~                        |
    --------------------------============================--------------------------
    
    Here it is! The last level of the game, which also contains the last Power Star
    (for getting the eight red coins). At the start, head forward and jump across
    the gaps between the ledges. Wait for the block to recede into the wall before
    jumping up the last ledge. Now you'll see a big metal box. Push it towards the
    start of the level until it's on the edge. Climb on top of it and then you can
    double jump to get to the RED COIN (1) above the block going in and out. Go on
    top of the block before you're pushed off and jump back to the ledge.
    
    Head forward and you'll see a very irregularly shaped bridge. Depending on the
    side you're on, it will tilt. This means you should wait while you're on one of
    the three sides before continuing so the bridge won't become too steep to climb.
    Now it's time for an anti-gravity moment. You'll see an extremely steep, nearly
    vertical slope ahead. However, Mario can pull a Matrix move and simply run right
    up the wall. Don't jump though, or else you'll fall down. Head around the U-turn
    , ignoring the Goombas, then jump to the spinning platform, avoiding the amp. On
    the stone pathway following you'll see a RED COIN (2) in the corner. Head left,
    avoiding the pirahna that appears in the corner, and go to the end of the
    bridge.
    
    Go on the seesaw and drop off it to the left to the platform below. You should
    see a horizontal line of coins here. Look to the left of the coins and there is
    a tiny ledge coming out of the platform where a RED COIN (3) is. Now head behind
    the line of coins and jump up the stone platforms back to the seesaw. Head
    across the seesaw and jump to the spinning platforms. Wait for it to take you to
    the other side, then continue to where you'll find a Whomp. Stand in front of it
    and when it starts to come down, jump (Mario can jump through it) and ground
    pound to kill him. Head forward and jump up the next platform to a black ball
    spitting flames. Avoid it and turn around to see a triangular platform. Jump to
    it, then double jump to the platform with the Chuckya.
    
    Avoid the Chuckya and continue forward to an exclamation switch. Hit it to make
    the slope ahead become stairs. Jump up the stairs to the top where you will find
    another almost vertical slope. Head up it (there is a point where it becomes
    flat again) and wait for the flamethrower before going past it. At the top, head
    left. Get the RED COIN (4) to the right of the yellow coins. Now head down the
    next slope, waiting for the flamethrowers before going past them. Go left across
    the checkered platform (there is a pirahna in the middle that will attack you)
    and jump to the arrow platform, which will begin moving. Use the Power Heart if
    needed. You'll have to jump on platforms and wait for the arrow platform to come
    to you. On the platform past the Power Heart, double jump to the ledge above to
    find a RED COIN (5) and drop back down to the arrow.
    
    Another three ledges designed the same way as the red coin ones will come, so
    jump to the first one and then drop below the one in the air. At the end, jump
    to the next ledge, where two Bob-ombs are. Avoid them and jump to the spinning
    platform. Avoid the black ball spitting flames and get the RED COIN (6) beside
    it. Jump to the next spinning platform with the amps and jump to the pole. Climb
    to the top and jump to the two Goombas. Kill or avoid them and you'll see a gap
    with a pole betweeen it. Wait for the first platform to extend, then run across
    and jump to the pole, which has a RED COIN (7). Jump to the other end of the
    platform.
    
    Avoid the two Bob-ombs and head up the stone pathway, where a black ball will
    be. At the end of the path you'll find a spinning set of four platforms. Jump to
    one and it will take you to antoher set of spinning platforms above the stone
    path. Jump off it to the next ledge. Head over to the platform with the four
    pillars and Goombas and a wind will blow. If you keep running against it, you'll
    be able to fight it. Don't jump or you'll be blown away. Use the Power Heart if
    you need it. At the end of the platform, the wind will stop. Jump over the ledge
    and you'll see there is a ledge below the stairs. Under the stairs you'll find
    the last RED COIN (8). Go across the ledge again and go up the stairs. Behind
    the pipe is the POWER STAR (1). Now jump into the pipe.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Boss - Bowser 3
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                                   Difficulty : 7/10
    
    This battle will be much more difficult than the previous Bowser battles. Bowser
    will walk forward and tell you the star power is useless against him. You'll
    never see the princess again. Wherever Mario goes, Bowser will turn to face him,
    which is sort of bad because you want to get behind him. However, Mario is a lot
    faster than Bowser, so that gives you an advantage. He basically has two
    attacks. He likes to breathe fire at you, which will turn into a hellfire rain
    of fire that will spread all over the platform. You'll have to be careful to
    avoid it. Also blue flames will be there that will bounce around the platform,
    and these will cause even more damage, so be careful. The red fire will
    disappear as the blue flames bounce around. Also the fire will turn into coins,
    so use these to replenish your health.
    
    The other thing Bowser likes to do (though he only does it if you're far away
    from him) is charge at you. This will cost Mario two power slices, but it can be
    avoided by running out of the way. You can also use this to your advantage. Go
    by a bomb and wait for Bowser to charge at you. You now will have an easier time
    throwing him into a bomb.  What you want to do is get behind Bowser. This is a
    tiny bit harder than last time because Bowser has become faster. Face his tail
    and press B to pick him up (don't ask). Be warned that if you press B while not
    facing his tail, you'll just charge into him and lose two pieces of power. Start
    moving the control stick around in circles. The faster the circles you make, the
    faster Mario will spin Bowser (he can spin him at ridiculous speeds, so be
    careful).
    
    You should notice bombs positioned around the arena. The object is to throw
    Bowser at one of these. The faster you're spinning him, the further Mario throws
    him. If you don't get him at the bomb in one throw, run towards him and quickly
    pick him up before he manages to get up again. If you try to throw Bowser off
    the platform, he'll just jump right back up, so don't try it. If you're really
    close to him when he lands, you can actually get hurt. If you're further away,
    Bowser will give off shockwaves that you should jump to avoid being
    electrocuted. After throwing Bowser into a bomb two times, stand near the middle
    because the platform will turn into a star shape, so you might fall off with the
    pieces that are destroyed. Bowser will also jump, causing several shockwaves you
    will have to jump to avoid being electrocuted. The third bomb throw will kill
    Bowser.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Congratulations, you've beaten the game with 120 Power Stars. Bowser will admit
    he didn't know there were 120 stars, meaning there were stars in the castle he
    missed. A giant star appears in place of Bowser, so take it and you'll get to
    see the ending sequence.
    
    ==========================----------------------------==========================
    |                         =~=~=~=~=~=~=~=~=~=~=~=~=~=~                         |
    |           (29)           |       Appendicies      |          APPEND          |
    |                         ~=~=~=~=~=~=~=~=~=~=~=~=~=~=                         |
    --------------------------============================--------------------------
    
    ====================--------------------====================--------------------
    | 29a                                 Warps                               WARP |
    --------------------====================--------------------====================
    
    Warps are coded by number. 1a teleports you to 1b and vice versa. 2a teleports
    you to 2b, etc.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Bob-omb Battlefield
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. From the start of the level, head up the wooden bridge and go right over the
        fence. Stand in the middle of the flower circle to teleport.
    1b. In the area where the water balls fall down (where the open gate leading to
        the path up the mountain is) stand in the middle of the first flower circle
        (the one not surrounded by coins) to teleport.
    
    2a. As you work your way up the spiral mountain path, go into the first hole
        where bowling balls are coming out to teleport.
    2b. As you work your way up the spiral mountain path, go into the final hole
        where bowling balls are coming out to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Whomp's Fortress
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. In the area where you find the first Thwomp and the Metal Cap, head to the
        corner opposite the Metal Cap to teleport.
    1b. Next to the second to last Thwomp near the fortress' top is a pole on a big
        ledge. Facing the ledge, go to the top right corner to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Cool Cool Mountain
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. At the start of the level, head right and stand on the end of the broken
        bridge to teleport.
    1b. Near the mother penguin is a broken bridge over an abyss. Head to the end of
        the broken bridge to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Lethal Lava Land
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. On the mesh platform with the Mr. Eye, circle the eye to kill it, then drop
        into the area under him to teleport.
    1b. Stand in the middle of the island with the Wing Cap (directly behind the
        level's start) to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Shifting Sand Land
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. In the corner of the level behind the pyramid, stand under the palm tree by
        the lake to teleport.
    1b. Stand on the farest square sticking out as a dead end by the Wing Cap in the
        block maze to teleport.
    
    2. After climbing the pole in the pyramid after passing the electric balls and a
       few Goombas, stand in the corner to teleport. This portal is 1-way only.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Snowman's Land
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. On the giant snowman's left near the icy water is an enemy and a red coin.
        Stand under the tree near the coin to teleport.
    1b. Just before the cold water with the ice sheets coming across that you have
        to jump to get up the snowman are two trees. Stand under the one further
        from the water to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Wet-Dry World
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. Stand on the top left or top right corners of the platform with the cannon
        to teleport.
    1b. On the platform with the water level switch being circled by the electric
        ball, stand in the corner between the part of the platform with the water
        level switch and the lowest platform heading up to the switch to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Tall Tall Mountain
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. In the middle of the mushrooms with the red coins is a tiny mushroom with no
        coin. Stand on it to teleport
    1b. Before the big mushroom with the Power Star there is a ledge underneath the
        main path with an information sign (this ledge leads to the cannon). Drop
        here and stand in the corner to teleport.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Tiny-Huge Island
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1. This only works on Tiny Island. Just past the first warp pipe is an
       exclamation switch. Hit it and follow the yellow blocks to a floating island.
       Stand where the sole coin on the island is to teleport. This is a 1-way path.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Rainbow Ride
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1a. On top of the maze with the red coins, stand under the yellow block and
        slightly away from it (towards the end of the ledge) to teleport.
    1b. In the big house in the sky, stand at the end of the balcony across from the
        fireplace to teleport.
    
    ====================--------------------====================--------------------
    | 29b                                Secrets                            SECRET |
    --------------------====================--------------------====================
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                         Secrets
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Pole Dancing ~~
    ~~~~~~~~~~~~~~~~~~
    
    When you find poles, such as the one connected to Chomp's Chain in Bob-omb
    Battlefield, run around the pole five times and coins will spill out.
    
    ~~~~~~~~~~~~~~~~~
    ~~ Fat Penguin ~~
    ~~~~~~~~~~~~~~~~~
    
    After getting 120 stars, head to Cool Cool Mountain and redo the mission to beat
    the penguin in a race down the slide. He has gotten much fatter and therefore
    much faster, making the race a lot more challenging. He also has a new message
    at the start.
    
    ~~~~~~~~~~~
    ~~ Yoshi ~~
    ~~~~~~~~~~~
    
    After getting 120 stars, the cannon outside the castle opens. Use it to shoot
    yourself to the top of the castle, then head to the back where you will find
    Yoshi and a Wing Cap. Talk to Yoshi to receive 100 lives and the invulnerabilty
    roll. When you triple jump (until you reload your game file) you will do a roll
    in the air several times, killing enemies.
    
    ====================--------------------====================--------------------
    | 29c                           Legal Disclaimer                        LEGALD |
    --------------------====================--------------------====================
    
    This FAQ may not appear in any way, shape, or form on any site but gamefaqs.com
    without express, written persmission from me, the author. Understand that this
    document is protected by copyright, and to publically display it without
    permission is a violation of copyright. However, IF I DO give you permission to
    use this document on your site, you are welcome to do so. But please, DO NOT use
    it UNTIL (read: UNTIL) I give you permission.
    
    All trademarks and related indicia belong to their respective owners and holders
    , NOT me!
    
    Copyright 2009 Ethan A.
    
    ====================--------------------====================--------------------
    | 29d                         Contact Information                       CONTAC |
    --------------------====================--------------------====================
    
    PLEASE read this before attempting to contact me.
    
    The only way you can contact me is to email me at zoophoria@gmail.com. Please
    include "Super Mario 64" or something along those lines in the title so I'm
    aware that it's not junk.
    
    You are allowed to email me about... suggestions for the FAQ. If I messed up,
    which I probably have done several times, feel free to correct it, and I'll fix
    the mistake and credit you. You can also praise my FAQ, or hate on my FAQ. I
    appreciate praise and ignore hate mail. The last thing you can email me about is
    permission to use the FAQ. Sure, you may use my FAQ IF AND ONLY IF I GIVE YOU
    PERMISSION!
    
    You MAY NOT email me about... spam. Please! I do NOT need spam! It's the
    absolute worst thing you can email me. Also don't email me with spelling/grammar
    corrections, which I can find on my own. That's pretty much it.
    
    ====================--------------------====================--------------------
    | 29e                               Credits                             CREDIT |
    --------------------====================--------------------====================
    
    NMorgan and RHarrison - Their FAQ is where I got the story.
    
    mefrog/nm14 - Their guide was of great help for information for some of the
                  missions and secrets.
    
    JMendes - His guild helped me find all of the warps.
    
    Coffee - His FAQ helped me with the names of the enemies.