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    FAQ/Walkthrough by BSulpher

    Version: 3.7 | Updated: 01/15/13 | Search Guide | Bookmark Guide

    Super Mario Brothers 2 FAQ/Walkthrough
    
    Copyright Nintendo 1988
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 3.7
    Dates Written: December 13th to January 1st, 2003
    
    I dedicate this to all Nintendo Entertainment System fans out there!  I am
    a hardcore old school gamer, and I hope more than a few of you are as well!
    Read on and maybe I can teach you something, or mayb you can write me with
    something I do not know!
    
    Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
    it up in the afterlife as you did in this world.  You will always be in my 
    memories, and you will never be forgotten.
    
    -----------
    Version 1.0
    -----------
    
    -submitted guide on 29th of December
    -All appendices but Mushroom Locations completed
    -Walkthrough completed through World 3
    
    -----------
    Version 2.0
    -----------
    
    -submitted guide on January 1st, 2003
    -Walkthrough is now complete through World 
    -Mushroom Locations is complete
    -If I missed anything, please e-mail at address listed above or at the end
    
    -----------
    Version 2.1
    -----------
    
    -Added New First Triclyde strategy
    -Thanks to Wislon Lau for above strategy
    
    -----------
    Version 2.5
    -----------
    
    -Submitted guide on April 17th, 2003
    -Reformatted FAQ
    -Corrected Spelling
    -Updated diagram of narrow corridor of Level 5-2
    
    -----------
    Version 3.0
    -----------
    
    -Submitted guide on November 22nd, 2003
    -Altered format
    
    -----------
    Version 3.1
    -----------
    
    -Submitted guide on July 17th, 2004
    -Altered format to make it more pleasing to the eye and easier to read
    
    -----------
    Version 3.2
    -----------
    
    -Submitted guide on 18th of October, 2005
    -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
    -Altered the format to make it easier on the eyes of the reader
    
    -----------
    Version 3.5
    -----------
    
    -Submitted guide on 13th of October, 2007
    -Added in a shortcut for 1-1 (thanks to Jason Woofenden for the 
     contribution)
    -Added in a shortcut for 1-2 (thanks to Jason Woofenden for this one as 
     well)
    -Altered the World 4 Warp Zone info slightly (thanks to Jason Woofenden one
     more time)
    
    -----------
    Version 3.6
    -----------
    
    -Submitted guide on January 4th, 2010
    -Added in the second Mushroom for 5-2 (thannks to Guillermo Gallardo)
    
    -----------
    Version 3.7
    -----------
    
    -Submitted guide on January 15th, 2013
    -Added in some information for the 1-2 Shortcut on how to perform this other
     ways with Luigi (thanks to Aaron Robinson)
    
    ----------------------------------------------------------------------------
    ------------------------------Table Of Contents-----------------------------
    ----------------------------------------------------------------------------
    
    1) Introduction
    2) Story
    3) Controls
    4) Characters
    5) World One
    6) World Two
    7) World Three
    8) World Four
    9) World Five
    10)World Six
    11)World Seven
    12)Enemies
    13)Bosses
    14)Items
    15)Bonus Round
    16)Mushroom Locations
    17)Warp Locations
    18)Ending Summary
    19)Tricks And Oddities
    20)Origins
    21)Final Word
    
    ----------------------------------------------------------------------------
    -------------------------------Introduction---------------------------------
    ----------------------------------------------------------------------------
    
    1) This game is a strange one in the Mario series of games.  You get to 
       choose between four different characters for use on a level, and this was
       the first game to introduce Mario characters having different stats and
       abilities.  An odd departure for the series, but a highly enjoyable game.
       To read up on the reason for such an odd sequel to Super Mario Brothers,
       read the Origin section near the end of this guide.
    
    ----------------------------------------------------------------------------
    ----------------------------------Story-------------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will tell the story that is straight from the opening 
       screens of the game.  These words are unedited, and presented just as 
       they were by the games programmers.  They are copyright Nintendo of 
       America, 1998.
    
    
                                    o-------o
                                    |       |
                                    | Story |
                                    |       |
                                    o-------o
    
    
    When Mario opened a door after climbing a long stair in his dream, another 
    World spread before him, and he heard a voice call for help to be freed from
    a spell.
    
    After awakening, Mario went to a cave nearby, and to his surprise, he saw 
    exactly what he saw in his dream...
    
    
       What does this mean to us as the player?  Well, it appears that Mario was
       resting up from his hard adventures in saving the Mushroom Kingdom, along
       with Princess Toadstool, and he had a vision of another land in dire 
       peril.  Upon waking, he went to a cave, almost as if led there by some
       unseen forces, and he finds a doorway just like his dream!  Upon opening
       the door, he sees the same land, with the same problems, and he decides
       his status as a hero requires him to intervene (plus Mario is just a nice
       guy).  He gathers his brother, as well as Toad and Princess Toadstool 
       since they insist on coming to represent the Mushroom Kingdom, and the 
       four set off to rescue the people of Subcon!
    
    ----------------------------------------------------------------------------
    ----------------------------------Controls----------------------------------
    ----------------------------------------------------------------------------
    
    3) This section will review the controls of the game for player select and
       regular play mode.
    
    
    D-Pad...: LEFT and RIGHT will move your character in the corresponding 
              direction.  Down can cause your character to duck (hold DOWN to 
              stay crouched, charge up the super jump (hold DOWN till starting 
              to flash), enter a vase, and to go DOWN a ladder/vine/etc.  UP 
              will allow your character to move up a climbing apparatus.
    
    SELECT..: No apparent use.
    
    START...: Selects your character for the upcoming level, and it 
              pauses/unpauses the game.
    
    B Button: This button has a few functions including: hold the B Button to 
              run, to pick up an enemy/plant/item, and throw an 
              enemy/plant/item, and digging through the sand in the pyramids.  
              It can also be used to stop the scrolling items in the Bonus 
              Round (see Bonus Round section for more details).
    
    A Button: This button has one use, but it is a rather important one.  When
              pressed, you character will leap into the air.  A tap will get 
              you a partial jump, holding it will give a full jump.
    
    ----------------------------------------------------------------------------
    --------------------------------Characters----------------------------------
    ----------------------------------------------------------------------------
    
    4) This section will give a quick bio on each hero, and how each hero ranks 
       against the rest of their fellow heroes.
    
    
                                    o-------o
                                    | Mario |
                                    o-------o
    
    Background.....: The more famous of the two Mario brothers, he was the 
                     brother who was controlled by Player One is Super Mario 
                     Brothers.  He has returned in his now famous red and blue 
                     get-up, and he is ready to lead the troops into battle.
    
    Jumping Skills.: Mario is rated as a world class jumper nowadays, but he 
                     seemed to have done some training since his early days 
                     because in this game, his height on his jump is second to
                     Luigi.  He ranks third for hang time (time spent in the 
                     air) to make him seem to be an average jumper at best.
    
    Plucking Skills: Mario has got some decent ability to pluck plants, enemies,
                     and items with the strong upper body he possesses.  He is
                     second only to Toad for speed of his picking things up.
    
    
                                    o-------o
                                    | Luigi |
                                    o-------o
    
    Background.....: Although not called into action as much as his brother, and 
                     not as popular either, he was the character controlled by 
                     Player Two in Super Mario Brothers.  He returns, this time 
                     in a new colour scheme (the one that he has stuck with) of 
                     green and blue.
    
    Jumping Skills.: Luigi is a Mario brother, so you know he is going to have
                     some hops.  It turn out that Luigi has the highest jump of
                     all characters in the game.  He also seems to walk across 
                     the air with his kicking legs, and seemingly endless hang 
                     time.  The best jumper of the bunch is Luigi, so pick him
                     for any level that requires a great leaper.
    
    Plucking Skills: Luigi may be a jumping fiend, but his upper body strength
                     leaves a lot to be desired.  He has only the third best
                     picking ability of the team, but he still has a respectable
                     speed to his plucking.
    
    
                                    o------o
                                    | Toad |
                                    o------o
    
    Background.....: Toad has not been an active member in many games (he was 
                     only in Super Mario Brothers to say the Princess was in 
                     another castle).  He has one lone game that he starred in 
                     with no one else as a hero (Wario Wood's), and he is a 
                     shorter guy with white pants and a mushroom cap on his head.
    
    Jumping Skills.: He is the shortest member of the team, and there fore he has
                     the shortest of everyone.  This limits his ability to jump,
                     so much so that he has the worst leap of the whole group.
    
    Plucking Skills: He may have the short legs, but in this case it is a huge
                     advantage.  Since he is so close to the ground, he can pull
                     things up much quicker than his friends.  He is the fastest
                     fun-guy (get it?  fungi, fun-guy?) for picking up anything
                     that is not nailed down.
    
    
                             o--------------------o
                             | Princess Toadstool |
                             o--------------------o
    
    Background.....: She has spent most of her career being rescued, but this 
                     game early in the series had her first steps towards 
                     helping out.  She has used this role to build up her 
                     character into a more independent person.  Super Mario 
                     Brothers revolved around the Mario Brothers rescuing her, 
                     so she probably wanted to prove herself as a good fighter.
    
    Jumping Skills.: The Princess ranks in as third best jumper for height.  She
                     has surprisingly strong legs for a woman of the court, but 
                     height jumping is not her forte.  Her real strength comes 
                     her ability to defy gravity for a short time with her 
                     hover-jump.  By holding the A Button down after she jumps,
                     she can float for a few seconds, which allows her to get
                     maximum distance for any of the characters on a jump.
    
    Plucking Skills: Princess may have serious hang time, but her upper body is
                     weak.  We are talking like someone fresh out of the body
                     cast after one year inside it.  She is the slowest plucker
                     of the bunch, so take her only if you need her hovering 
                     skills.
    
    ----------------------------------------------------------------------------
    -------------------------------World One------------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will cover levels 1-1, 1-2, and 1-3.
    
    
                                 o-----------o
                                 | Level 1-1 |
                                 o-----------o
    
    You start off with your selection for the level, and any level such as this,
    you do not need superior jumping ability.  This means that Toad or Mario are
    the most obvious choices for the level.
    
    You start by falling from the door at the top of the stairway in the story, 
    and you will land on a grassy series of hills.  Two Pink Snifits will be 
    patrolling separate ledges here, and a Ripened Vegetable will be waiting on
    the same ledge as the first Pink Shyguy.  Once you are done goofing around
    with these guys, go through the door found on the very bottom level of the
    hill.
    
    You will face two Red Shyguys and a Tweeter to start off with, and then you
    will arrive at a Vine (which you should climb up).  Upon arriving at the
    platform, jump onto it, get rid of the Pink Shyguy, and then grab the 
    right-most grass tuft to reveal a Magic Potion.  Drop it on the ground, 
    enter the door, and then grab the Mushroom to extend your life meter (be 
    sure to get any Cherries that are on the screen, but DO NOT touch the grass 
    tufts).
    
    Once you exit, head right to find two Red Shyguys and a Tweeter guarding a 
    POW Block (grab it and drop it for a few easy kills, maybe releasing a 
    heart).  Jump up the grass platforms past a Pink Shyguy, and then take on 
    two Red Shyguys and a Tweeter before hopping across the two rolling logs to
    the far side.  Get to the highest ledge there, jump across the gap to the 
    highest ledge on the next set of platforms, pull the grass tuft for a 1-Up 
    Mushroom, and then grab the POW Block before hopping down to the ground.  
    Now you should drop it to wipe all the enemies out on the screen, and then 
    grab the second grass tuft to get a Turtle Shell to throw at the enemies in
    front of you (run behind it to follow it's path of destruction).  Now you 
    will cross the log over the water, fight the Red Shyguy and Tweeter off, and
    then enter the door.  Note you can also use the Tweeter as a standing point,
    using a charged jump with any character to reach the ledge above (provided 
    you are on the log bridge and the Tweeter has jumped into the air).
    
    Upon entering, you will face a stationary jumping Ninji, and after you get 
    past him, climb the Vine to the next screen.  Go right to find a door, go 
    through it, and then grab the first grass tuft to your right to get a Magic
    Potion.  Now you should drop that between the two grass tuft sections on 
    your right, enter sub-space, and then grab the Mushroom, as you pull all the
    grass tufts you can.  Now go back through the door you just came through, 
    come back out, and then repeat the same procedure with the Magic Potion 
    (minus collecting the Mushroom since you already got it).  Now you face two 
    choices: 1) take the shortcut to Pink Birdo, or 2) go the slightly longer
    way.
    
    If you want the shortcut, dot he following steps.  All you need to do is 
    take a running leap across the waterfall, jump up the ledges, and then time 
    your drop of a Bomb to break the wall down that guards a door.  To get it to
    work, wait for the bomb to start flashing for about one second before 
    dropping (this should bust the bottom two bricks).  Now you just have to go 
    through the door to reach Pink Birdo.
    
    If you want to take the longer route there, head up the Vine that Hoopster
    is guarding.  On the next screen, jump up the ledges past two stationary
    jumping Ninjis, a Pink Shyguy, a Ninji, and then a Pink Shyguy before 
    getting onto the cloud ledge where the next Vine awaits (be sure to use any
    Unripened/Ripened Vegetables you need to do this job).  Climb the Vine to
    the next cloud ledge, get to the right-most Vine (jump on above the 
    Hoopster), and then climb till you reach another cloud ledge with a solo 
    Vine extending off the screen.  climb up it to enter the fight with Pink 
    Birdo.
    
    Go right to jump a gap, and then jump up to find Pink Birdo staring at you.
    Jump onto the one egg she fires, grab it with the B Button, and then throw
    it back at Pink Birdo.  Now you just need to repeat these steps two more 
    times, and then you should grab the Crystal Ball left behind by the deceased
    Birdo.  Now you should head right to enter the waiting Hawkmouth to get to 
    the Bonus Round to use your hard earned Coins.
    
    
                                 o-----------o
                                 | Level 1-2 |
                                 o-----------o
    
    For selecting your character on this level, you will have to decide if you
    wish to attempt the fairly hard shortcut contained within the level (it does
    cut a fairly large chunk of the level out).  If you want to take the 
    shortcut, you are best to choose Luigi.  Otherwise, Mario or Toad are the 
    best options for you as their is one excellent opportunity for Coin 
    gathering.
    
    Start by jumping to the ledge below the flying Pidgit, charge your super 
    jump, and then jump onto Pidgit (if you wait til he is as far right as he 
    can get, it is possible to pluck him and go straight to the right, possibly
    reaching the high ledge ahead for an easy shortcut).  "Borrow" the flying 
    carpet from Pidgit, fly across the gap as you duck under the diving Red 
    Beezos, and then jump onto the solid land on the right.  Grab the first 
    grass tuft to get a Magic Potion, take it right to drop it near the second 
    Jar, enter sub-space, and then collect the Mushroom and Cherries there (do 
    not get any grass tufts here).  Now you should go down the Jar on your left,
    grab the Grass Tuft for a 1-Up, and then exit the Jar.  Now you can try for
    the following shortcut with Luigi.
    
    Stand on the edge of the first Jar you see, crouch till your super jump is 
    charged, and then jump up and to the left.  As you continue to float 
    upwards, a Red Beezo will swoop down from the left, and your mission is to 
    land on the moving Red Beezo.  Once you accomplish this hard task, you must 
    keep moving with the Red Beezo towards the right, and then you must hop up 
    onto the ledge above once you reach the cliff.  This allows you to skip the 
    acquiring of a Key, and doing the cave in this section of the game.  You 
    will be but a few quick hops from the Pink Birdo boss for the level.
    
    If you want to do the cave mentioned above, we need to go down the Jar on 
    the right to find your first Key along with your first relentless pursuer in
    your first Phanto.  Grab the Key, and then quickly hop out of the Jar to see
    that the Phanto that rumbled to life is chasing you.  Drop the key to make
    the Phanto leave, grab the Key, go past the two Stationary jumping Ninjis, 
    and then enter the locked door to get into the cave.
    
    Grab Cherries as you enter (this will likely result in a Starman), jump the 
    gap, kill the Pink Snifit, grab a grass tuft to get a Bomb, take it right 
    over the gap to drop by the wall, and then grab another grass tuft for the 
    same purpose.  Now climb the ladder before the Grey Snifit can shoot you, 
    grab the left-most grass tuft to find a Bomb, run right to drop it on the
    floor that can be broken, and then repeat this procedure with the two 
    right-most grass tufts for Bombs.  Now get the Magic Potion from the 
    remaining grass tuft, drop it down the hole you made, and then drop the 
    Magic Potion so you can enter sub-space.  Upon entering, grab the Mushroom, 
    exit sub-space, and then go right past the patrolling Ninjis to get to the
    exit.
    
    Upon exiting, jump straight up, head left, grab the patrolling Ninji, throw 
    it at the Grey Snifit, and then get the Magic Potion.  Head right till you
    see a large patch of grass tufts, drop the Magic Potion in the middle of it,
    and then enter sub-space to collect a slew of Coins.  Go into the door you
    came out of, come back outside, and repeat the procedure for another large
    amount of caves.  Then head right past the Red Shyguys to find a door, which
    takes you to a Pink Birdo fight.
    
    Jump onto the one egg Birdo fires, grab it with the B Button, and then throw
    it back at her.  Now you just need to repeat these steps two more times, and
    then you should grab the Crystal Ball left behind by the deceased Birdo.  Now
    you should head right to enter the waiting Hawkmouth to get to the Bonus 
    Round to use your hard earned Coins.
    
    
                                 o-----------o
                                 | Level 1-3 |
                                 o-----------o
    
    This level requires some decent jumping skills, as well as some decent 
    plucking skills.  Luigi or possibly Mario would be the best choices.
    
    Start off by heading right across the gaps, pluck the second grass tuft for
    a Magic Potion, and then drop it immediately.  Now you will enter sub-space,
    get a Mushroom, get a Cherry, and then exit sub-space.  Go past the Red 
    Shyguy, get the two Cherries, and then jump the gaps (avoid the Trouters 
    that jump out of each one) till you reach the highest log.  Jump across the
    three rolling logs on the waterfall, ignore the grass tufts, jump across the
    next gap courtesy of the rolling logs, and then pull the first grass tuft on
    the ground (watch out for the Pink Snifit).  Now you have two choices on 
    what to do: 1) go for the Warp Zone to World 4, or 2) get some Coins and the
    second Mushroom.  Both will be covered below.
    
    For the Warp Zone to World 4, do the following steps.  Head right over the 
    water, past the two Ninjis and the two Tweeters till you run into a Jar, at
    which point you should drop the Magic Potion.  Now go into sub-space, and 
    then press DOWN when you are on top of the Jar to get into your warp to 
    World 4!
    
    For the Coins and the second Mushroom, head left back across the logs to the
    platform, crouch to charge the super jump, jump to throw the potion onto the
    platform above jump to the platform if you are Luigi, or if you Mario go 
    left to charge a super jump so you can get onto the rolling log at a high 
    point for a quick hop onto the platform.  Enter sub-space for your Mushroom
    and the five Coins.
    
    Head right again, past the rolling logs once more, past the Pink Shyguy, 
    over the small gap, past the two Ninjis and the Two Tweeters to enter the 
    door that you will find.  You can then go back out to repeat the procedure 
    for the second Mushroom so you can get five more Coins.  Once you are ready
    to take on the buildings challenge, take a running leap to the Chain (it is
    the same as a Vine), and then climb up to the next screen.  Upon reaching 
    the top of the Chain, wait for the Pink Shyguy to head right, and then jump 
    onto it so you can throw it away.  Next, grab a Mushroom Block, throw it to
    the ledge above, and then do that with one more Mushroom Block before you
    hop up behind them.  The screen scrolls to reveal a high ledge patrolled by
    a Spark, so stack the Mushroom Blocks, jump up to the ledge, and then go up
    the hole above you on the left.  Jump up the platforms to reach the next 
    screen, and then jump up the platforms patrolled by the Sparks here to reach
    the door (which you enter).
    
    Upon entering, time your jump up to the platform, grab the Key, and then run
    out the door quickly.  Now head left, fall down the vertical shaft with the 
    Chains, and then use the Key on the Pink Shyguy (this will also get the 
    Phanto to stop chasing you for a bit).  Now grab the Key, fall down off the
    ledge, work past the Red Shyguy, and then head down through the platforms to
    fall down through a pile of Chains with Grey Snifits shooting at you (be 
    sure to hold to the right as you fall).  Once you get to the locked door,
    open it with the Key to move onto the next section of the level.
    
    Jump across the path of platforms while dodging the Sparks, and then head 
    across the top platform.  Avoid the Tweeter and Pink Snifits, walk left 
    through the blocks to reach the next lowest level, grab the POW Block, and 
    then head right.  Jump across the gaps to the second platform with Sparks, 
    drop the POW Block (this clears all the Sparks away), and then head right 
    across the gaps to find two patrolling Ninjis in your path.  Once you get by
    them, grab the Crystal Ball just sitting there (no Birdo this time!), and 
    then go through the Hawkmouth to enter the... BOSS ROOM!
    
    Mouser is a big mouse who seems to have some emotional problems.  How else 
    do you explain a personality that rationalizes throwing bombs as not only a 
    good idea, but as a full time job?  Anyway, you will enter the room to do 
    battle, but you must first break through the walls between Mouser and 
    yourself.  Avoid the Spark as you pluck the plants to reveal bombs.  Lay 
    these bombs against the brick wall to open a path through to Mouser (takes 
    two), and then get one of the planted bombs from the platform above (again 
    being careful not to hit the Spark).  Now run to the right to see Mouser on 
    his platform, and lay the bomb in your hands on the platform near Mouser to 
    score a hit.  Now you need to either: go back for another bomb or catch one 
    of Mouser's.  Now take the bomb, lay it on the Bosses platform, and then 
    repeat.  You will need to hit the deranged mouse with 4 well placed blast to
    move onto the next World of Subcon!
    
    ----------------------------------------------------------------------------
    -------------------------------World Two------------------------------------
    ----------------------------------------------------------------------------
    
    6) This section will cover levels 2-1, 2-2, and 2-3.
    
    
                                 o-----------o
                                 | Level 2-1 |
                                 o-----------o
    
    This level requires some rather fast moving as well as some good jumping 
    skills.  Mario is the best choice for this level, although Luigi for the 
    less experienced, Toad for the more experienced is not a bad idea either.
    
    Start off by heading right till you see a Cobrat pop from the ground, and 
    you should either jump it or grab it for use as a weapon.  Now head over the
    bone structure, go by the next Jar with the Cobrat inside (or go down the
    pipe to find a Turtle Shell if you like), and then continue left to see a 
    Red Shyguy and a Pink Shyguy patrolling the length between two bone 
    structures.  Following that is another Cobrat in a Jar, and then you will
    jump onto the platform above to grab the left-most grass tuft for the Magic
    Potion.  Drop it, enter sub-space, get the Mushroom and the Coins, and then
    go down the Jar to your left.  Immediately come back out to repeat this 
    procedure for some more Coins.
    
    Now you have to jump across a quicksand pit, so get hopping to stay above
    the sinky sand, and be sure to stand on anything solid like bone structures 
    or cacti.  A Pink Shyguy patrols the first bone structure, and that is the
    end of the quicksand.  You will see a structure with two Red Shyguys and a 
    White Panser, so you should try to hustle by this area as fast as possible.
    Now you enter another quicksand patch, and a Cobrat will quickly pop up to 
    attack you.  Once you deal with it, enter the Pyramid on the right to get to
    the next section of the level.
    
    Now you will have to dig through the sand (press the B Button), and you will
    have to dig for a bit, run across the level of sand you are on so the Red 
    Shyguys behind you will not catch you, and be sure to watch out for the Grey
    Snifit who is jumping up the left side of the room.  Once you reach the 
    bottom of the sand pile, head left to the ladder, head down it, and then go 
    right to find the door to Pink Birdo.
    
    Head right upon entering the room till you have to jump a gap to a lower 
    platform, which is where Pink Birdo is taking up residence.  The danger in 
    this fight is that the eggs can carry you over the cliff, so be sure to 
    grab the eggs before you over thin air.  Do this, throw it back at Birdo, 
    and then do the procedure two more times.  Grab the Crystal Ball, hop across
    the two gaps, and then enter the Hawkmouth to play in the Bonus Round.
    
    
                                 o-----------o
                                 | Level 2-2 |
                                 o-----------o
    
    This level requires a little more jumping skill than the previous one, so the
    best bet is to go after this level with Luigi.
    
    Head right to jump off a bone structure into a quicksand patch where a 
    Cobrat will greet you.  Following that you will have to get by some cacti
    that are blocking the path, as well as Red Beezos swooping from the sky to 
    attack.  After getting by a Cobrat in a Jar and a Red Shyguy, pick up the 
    first grass tuft to find a Magic Potion, and then throw it down by the next 
    Jar on the right.  Enter the door, grab the Mushroom, grab the Cherries, and
    then the Coins.
    
    Head right across the quicksand till you find a short Jar with a Cobrat in 
    it (be sure to avoid the charging Red Beezos), and then you need to take a
    running leap to clear as much of the super fast quicksand that is ahead of 
    you.  As soon as you land, start to jump with the A Button repeatedly so you
    will not sink a lot.  Upon exiting the quicksand, go through the door you
    see underneath the cliff overhang.
    
    Upon entering, go right to the bottom level where one grass tuft is to get
    yourself a 1-Up Mushroom.  Next you need to pluck one of the grass tufts 
    just to your left to get a Bomb, and you then need to jump up a level (this
    will likely require a super jump) so you can put said Bomb by the wall so it
    will break apart.  Now you will jump a gap to arrive at a small formation of
    blocks, and you will have to avoid three Pink Shyguys as you grab the middle
    grass tuft on the top level to find a Magic Potion.  Drop the Magic Potion,
    enter sub-space, and then collect the Mushroom as well as many Coins as you 
    can.  Now you should make your way back outside of the cave from the way you
    came in to the cave.
    
    Upon exiting the cave, head right to face multiple Cobrats in their own
    respective Jars (grab one Cobrat, and then use it on the next one).  After a
    few of these Cobrat Jars, a Pokey will join in the attack (he can walk right
    through Jars and cacti, so be aware).  Once you clear the tall cactus, run 
    right at top speed so you will run right underneath the two White Pansers on
    top of the block formation.  Now you just need to jump up to the Vine, and
    then climb down to enter the next section of the level.
    
    This area needs a dig through the sand (press the B Button), and you will
    have to dig for a bit, run across the level of sand you are on so the Red 
    Shyguys behind you will not catch you, and be sure to watch out for the 
    Ninji is jumping up the middle of the room.  Once you reach the split in the
    path, go down the right path past some more Red Shyguys as well as a Grey 
    Snifit.  Once you reach the bottom where the door awaits, go through to 
    face-off with your first Red Birdo!
    
    Upon entering the chamber, go right to find three Mushroom Blocks (grab 
    one), and then head right past the gap till you are on the same level as Red
    Birdo.  Now head left to come into contact with Red Birdo, and throw the 
    Mushroom Block at her for the first hit.  Now you have the choice of using 
    the Mushroom Block again for the next couple of hits, or you can grab an egg
    from the shots of Birdo.  Keep in mind that this incarnate of Birdo will
    shoot three projectiles at a time, and it will be a random mix of eggs and
    fireballs.  After you get the three hits to gain access to the Crystal Ball,
    pick it up, and then go through the Hawkmouth to play in the Bonus Round.
    
    
                                 o-----------o
                                 | Level 2-3 |
                                 o-----------o
    
    A leaper of good quality will be needed here.  There is one excellent 
    opportunity for many Coins as well, so you have to choose between Mario and
    Luigi.  Luigi will make the overall level easier, but Mario will provide 
    more Coins for the Bonus Round.
    
    Head up the ladder, turn right, grab the first grass tuft you encounter to 
    get yourself a Magic Potion, and then start off to the left.  When you reach
    the platform with the Pink Shyguy, throw the Magic Potion down, enter 
    sub-space, and then collect the Cherries and Mushroom only (do NOT pick any
    grass tufts).
    
    Now head back to the right past the ladder, jump the cacti, and then start 
    to the right as you face multiple dive-bombing Red Beezos.  Keep moving 
    right till you see a door on a platform above you, at which point you will 
    use a super jump of Luigi's to reach the platform, or you will need to use
    the Red Beezos as stepping stones to get up there with any other character.
    
    Now that you are inside, grab the first grass tuft on your right to get a
    Magic potion, which you should position beside the normal door before 
    entering sub-space.  Once inside, grab the Mushroom, and then exit 
    sub-space.  Now you just have to leave the room, re-enter it, enter 
    sub-space, and then collect as many Coins as you can.  Then you just need to
    repeat the steps just once more for another round of Coins, and then you are
    all ready to head back out into the main part of the level.  If you want to
    have no enemy attacks coming your way when you head out, just pick the 
    second grass tuft from the left of the door to get a Ripened Vegetable, and
    then exit.  Repeat till you get a Stopwatch for your fifth Ripened Vegetable
    of the level, and then run out the door to the right like a wild man.
    
    Now you have to head right to find cacti hurdles while dodging the continual
    bombardment of Red Beezos until you reach the bones lying on the sand (be 
    sure to watch out for quicksand as you go).  Now you just have to jump 
    across some small quicksand pools while collecting Cherries, and then you 
    have to face a Cobrat and a Pokey after jumping past a tall cactus.  
    Following that two-pronged attack, you will head right to enter a large 
    pyramid.
    
    Go to the right when you appear inside the pyramid, fall above the Red 
    Shyguys while collecting Cherries, and then go pull the grass tuft above the
    pit the Red Shyguys are stuck in to find a POW Block (use it right away so
    you might get a Heart for enemy kills).  Head off the ledge to your left to
    fall down to a locked door, a Tweeter, and some diggable sand.  Avoid the 
    Tweeter, and then begin your descent down into the sand.  Use your typical
    style of dig down for a while, and then run to the far side of the sand fill
    when the Red Shyguys above you are about to fall onto you.  Keep going down
    till you see a door, which you need to enter.
    
    When you enter the room, time your jump onto the platform when the Spark is 
    not in the way (you are safe from the Spark if you stand on the Key), and 
    then grab the Key before you hightail it from the room.  When you reappear,
    drop the key to get the Phanto to leave you alone for a bit, and then pick 
    the Key up as you start to jump upwards.  Anytime that the Phanto starts to 
    draw near, throw the Key down to make it go away, and then require the Key
    so you can continue upwards.  If you somehow lose the Key (like scroll it 
    off the screen), then you can head back down to the Key room for another 
    copy.  Also be sure not to jump up from below the Key or you may get stuck 
    for a little while (if this happens, hold LEFT or RIGHT and repeatedly press
    the A Button to jump out from underneath the Key).  Once you reach the top
    of the sand fill, use the Key on the locked door to enter the next section
    of the pyramid.
    
    The next room has a small sand fill with Red Shyguys patrolling it as it 
    protects some Cherries (grab some if you like to make a Starman appear).  
    Following that is a White Panser and two Pink Shyguys on a sand fill in the
    shape of a pyramid.  After that are two small cacti, followed by a Cobrat in
    a Jar, and then two more Cobrats in Jars guarding the Crystal Ball!  Dispose
    of the Cobrats however you please (their pipes contain POW Blocks that are
    useful for this disposal), and then grab the Crystal Ball to force Hawkmouth
    to open his mouth to allow you into the Bonus Round.  The one little thing is
    that you land in another room with the same Boss music you have faced 
    before!
    
    Triclyde awaits you in this room, so listen up to the following strategy to
    get the easy kill.  Head right to find six Mushroom Blocks arranged in a 
    2 X 3 design.  Your first step is to stack the blocks up in a big column 
    (1 X 6).  Now get yourself on top of the column, take the top Mushroom Block, 
    hop to the ledge on the right, jump up in the air slightly to the right so 
    you can toss your Mushroom Block at Triclyde before pulling your player back 
    onto the left of the ledge (that way the fireballs from Triclyde will 
    harmlessly pass under you).  Now you should grab another Mushroom Block, 
    repeat the same song and dance, and then go back for one more Mushroom Block 
    (take it between fireball volleys in your direction), and then clock the 
    boss for the least hit so that snake will be knocked onto the endangered 
    species list!  A neat little trick to use if you are Luigi is to grab your 
    Mushroom Block, hop over Triclyde, hit Triclyde from behind, and then super 
    jump back out to repeat the process (this is a safer way to avoid 
    fireballs). 
    
    A recent e-mail from Wilson Lau states that if you grab the Tweeter that 
    bounces in from the right where Triclyde is, and then chuck it past Triclyde
    so it hits the wall, and then it will fall onto Triclyde.  The Tweeter will 
    bounce off of Triclyde for three fast hits, and that will finish the 
    triple-headed snake off super quickly!  Thanks Wilson!
    
    ----------------------------------------------------------------------------
    ------------------------------World Three-----------------------------------
    ----------------------------------------------------------------------------
    
    7) This section will cover levels 3-1, 3-2, and 3-3.
    
    
                                 o-----------o
                                 | Level 3-1 |
                                 o-----------o
    
    A level with a few alternate paths to finishing it, but it does not require
    any great plucking skills.  Princess Toadstool should get the nod here,
    although Luigi is a solid second choice for you as well.
    
    Right from the start you will head right, jump a small gap, and enter the 
    door.  Now you will see cloud platforms leading upwards, but we are going to
    do a free fall jump down the waterfall first.  As you fall you need to stay
    in the middle of the screen so you will land on the ledges at the bottom.
    Enter the door, and then count off the first nine grass tufts before you 
    pull the tenth grass tuft to get a Magic Potion.  Now you can take the warp
    to World 5 (by going right to find the lone Jar where you will enter 
    sub-space and go down the Jar), or you can set the Magic Potion in the 
    middle of the multitude of grass tufts for a great amount of Coins.  If you
    are going the Coin route, be sure to exit through the door you came through
    to the cave.  Re-enter, and then count off the nine grass tufts before you
    pick the tenth for the Magic Potion so you can pick all those grass tufts 
    for Coins in sub-space yet again.  Now take the door on the right to get 
    back to the start of the aforementioned cloud platforms.
    
    On the first screen, jump up the cloud platforms till the screen scrolls.
    Avoid the Pink Shyguy on this screen as you jump upwards until the screen
    scrolls yet again.  The next two screens require the same thing as you jump 
    upwards while avoiding the one Pink Shyguy who is in the way.  This leaves 
    one more screen to jump up to find a Pidgit on the next screen.  Jump on top
    of him, pick him up, and then ride his carpet directly upwards.  Head 
    upwards past the Red Beezos (they will not have time to hit you if you are 
    centred on the screen), and then start to climb the Vine when you reach it
    (you will hit the Vine right on if you are centred on the screen).
    
    When you arrive on the next screen, you can head left to take a shortcut 
    with Princess Toadstool.  Let the Pink Shyguy go on by as you climb up the 
    Vine, and then take a running leap off of the left side of the cloud 
    platform, making sure to hover so you will reach the far cloud platform
    where a door awaits.  Upon entering it, pick a grass tuft to reveal a Bomb,
    use it on the wall to break a hole in it, and then jump over the top of the
    ceiling so you can go over to face Red Birdo.
    
    Otherwise you will head right to find some Mushroom Blocks and a Red Panser.
    Pick up a Mushroom Block, throw it at the Panser, and then jump down to the
    ledge where two grass tufts wave in the breeze.  Pick up the left one to 
    reveal a Magic Potion, which you should throw down beside yourself.  Enter
    sub-space, collect the Mushroom, and then exit sub-space.
    
    Head left till you see a Mushroom Block, which you should pick up so you can
    toss it at the White Panser that is shooting fireballs at you.  Take the 
    Mushroom Block with you, use it on the Pink Shyguy that attacks as you land 
    on the solid ground to the right, pick up the Mushroom Block, and then use 
    it on the Blue Panser that is walking towards you from the right as it rains
    fiery pain from above.  Now you should head down the ladder to grab the 
    first grass tuft you come across to get a Magic potion, which you will take
    to the far left of the enclosed chamber and drop it.  Enter sub-space to see
    the Mushroom fall down, so you will race up the ladder, head right, and then
    grab the Mushroom before time runs out on sub-space. 
    
    When you return to the level, head back up the ladder, grab the Pink Shyguy,
    and throw it at the reincarnated Blue Panser.  Now you just need to head
    right to jump a gap, and then enter the door to go into the chamber of Red 
    Birdo.
    
    Here you will have Birdo in an enclosed space with two Mushroom Blocks 
    stacked behind her, and a cliff to the left.  You have a few options, but 
    try to not get drawn over the cliff where you can fall to your death.  After
    you deal Red Birdo the required three hits, grab the Crystal Ball before you
    go through the Hawksmouth to enter the Bonus Round!
    
    
                                 o-----------o
                                 | Level 3-2 |
                                 o-----------o
    
    A level that requires some well-rounded skills for most of the level, so 
    Mario is the best choice.  However, the boss fight will be easier with 
    Luigi, but this is only if you struggle against Birdo.
    
    Head right from the Hawkmouth to encounter a Red Shyguy riding an Ostro 
    (pluck the Red Shyguy if you like), and then continue right over the 
    obstacles while dodging the now familiar Red Beezos.  When you reach the two
    grass tufts, the Red Beezos should lay off of you, and you should grab an
    Unripened Vegetable from the ground to use on the Red Panser that is in your
    way.  Head right to find two Ostros with Red Shyguys patrolling around two
    POW Blocks, but you should jump them and run past the POW Blocks.  Go right 
    over the standing logs, grab the Grey Snifit, and then take it right to use
    on another Grey Snifit.  Jump onto the green hill, grab the left-most grass
    tuft to reveal a Magic Potion which you will drop immediately to enter 
    sub-space to get a Mushroom and some Coins.
    
    When you return, go down to the grass tufts on your left, find a Bomb, and 
    then lay it on the brown rocks so it blow open, allowing you underground.  
    Go down the ladder to your left, jump the gap, and when you reach the top
    level of the two floors, grab the farthest to the left grass tuft for a 
    Bomb, which you will run right with to fall down to the lower level to place
    against the breakable wall in your way.  Climb the ladder, grab the grass 
    tuft on the right for another Bomb, drop down to the next level, and then 
    run left to put the bomb by the next wall.  Now you just need to use the
    remaining two grass tufts to Bomb through the remaining two walls, and then
    deal with three charging Tweeters before taking the ladder out of the cave.
    
    When you emerge to the outside again, run left through the vollies of the 
    Red Panser, and then take the ladder down into the cave below.  This is a
    quick little spelunking journey as you jump from platform to platform 
    (timing your jump onto a Pink Shyguy on the third platform) before taking
    the ladder to the topside once more.  Run to the left as you see Red Beezos
    coming from both directions (just run and they will not touch you), so take 
    the next ladder down into the cave again.
    
    Now you will see three grass tufts sitting by a ladder, and you will pluck 
    one to reveal a Bomb.  Now walk to the left side of the platform, and wait 
    for the bomb to flash for about 1.5 seconds before you drop the Bomb down 
    the hole.  Once you blow a big enough hole in the wall for you to get 
    through (exit the cave and then re-enter to reset the grass tufts for 
    bombs), head left to go up the ladder, but hop off onto the high ledge on 
    the left.  Go down to find a Magic Potion, drop it, and then pick the far
    left grass tuft for a Bomb, which you will use on the breakable floor on the
    right.  Enter sub-space to pull some Coins and get the Mushroom before 
    exiting sub-space, and then heading right to go up the ladder to the 
    outside, where you will go through the door to enter Red Birdo's lair.
    
    Here you will find Red Birdo to your left upon entering, and you can use the
    Mushroom Blocks on him only if you are Luigi (you need to be able to get up
    to his level with them).  Otherwise you need to use the usual tactics of Red
    Birdo fighting, grab the Crystal Ball, grab a Mushroom Block to fall through
    the floor, and then head right to go through the Hawkmouth to enter the 
    Bonus Round.
    
    
                                 o-----------o
                                 | Level 3-3 |
                                 o-----------o
    
    This level requires some great leaping ability to make your life easier, so
    Luigi gets the nod here.
    
    Head out of the starting cave, head right over the barriers while dodging the
    Albatoss paratrooper Bob-Ombs, and grab the POW Block to throw down 
    immediately to clear any enemies out that are touching the ground.  Next you
    should grab the right-most grass tuft for a Magic Potion, which you will
    throw to the left, and then enter sub-space for a Mushroom and some Coins.
    
    Upon returning to the level, head right through the Bob-Omb barrage and the
    Red Shyguy/Ostro combo to find a door on the far right, which you should 
    enter with all due haste.  Upon entering, grab the first grass tuft to your 
    left to get a Turtle Shell, which you will throw to your left.  Immediately
    grab the next grass tuft to your left for a Magic Potion, which you will 
    take left behind the Turtle Shell until you reach a ladder.  Drop the Magic
    Potion near the ladder on the left side of it, enter sub-space, climb the 
    ladder, and then grab the Mushroom before your sub-space time runs out.
    
    Now you need to climb the ladder, jump right across the gaps past the 
    patrolling Sparks to reach the door, which you need to go through.  Now you 
    need to climb up the paths while avoiding the Red Shyguys produced by the
    vases (Luigi can super jump from one level to the next).  When you reach the
    door, go through it to find a Key guarded by a Spark, so grab the Key and 
    then exit the room.  Now you have to move down the same Red Shyguy producing
    vase area you just came through.  Be sure to drop the Key when the Phanto
    gets too close, and when you finally exit this room, take the Key to the 
    left while avoiding Sparks, Ninjis, and the Phanto until you pass the ladder
    to find the locked door for you to pass into the next section of the level.
    
    You will not have to jump up the platforms past the Spark to reach a big
    ledge, where you will head left to get on the low platform to hop up to the
    ladder.  After climbing up the ladder, wait for the Spark to go off the 
    screen, at which point you fall to the cross platform, and then hop your way
    up off the screen.  now that you are on the blue ledge, jump right to climb 
    the ladder, and then hop off when the patrolling Spark moves by.  Now you 
    should hop up to the door above you, and then enter it.
    
    Start climbing up the ledges while avoiding the two Tweeters, and then head
    up the chain past the White Panser fireballs.  Once you reach the very top 
    of the chain, jump your way across the top of the chains so you will stay
    out of range of the arcing fireball vollies of the two White Pansers (if you
    have Luigi, you just need to hold UP-RIGHT and the B Button to get by this 
    section).  Climb up the chain, get by the Grey Snifit, and then go through
    the door.
    
    Now you need to go past the Sparks to use a super jump to reach the top of 
    one of the floating ledges (still avoiding all the Sparks at the same time 
    no less).  Once you get up to the ledge, go to the semi-enclosed blue block
    structure to find a POW Block to use to kill all the Sparks (likely get a 
    Heart for doing so).  Now head up the blue platforms as you avoid the Sparks
    that patrol about half of them.  Climb the ladder to the door, go through 
    it, and then pluck the grass tuft for a Turtle Shell.  Throw it along the
    elevated path as you follow it to see it kill two stationary jumping Ninjis,
    followed by three mobile Ninjis before you have to jump two gaps to reach 
    the Crystal Ball.  As you should now expect, the Hawkmouth does not take you
    to the Bonus Round here, but rather it takes you to the Boss Room!
    
    You fall down into the Mouser room to battle yet another deranged Mouse
    with a bomb fetish.  Anyway, head past the chains to the right to find our 
    bomb-lobbing friend Mouser, along with a Spark circling the perimeter of the
    room.  Your goal is to catch a bomb thrown my Mouser, put the bomb on the 
    platform Mouser patrols (usually on the opposite end of where Mouser is so 
    he will walk into the blast), and then go catch another bomb.  Mouser will 
    blow the Spark into many pieces at some point during the melee.  You need to
    tag Mouser with five big bomb blasts before he will bite the dust, and you 
    can move onto World Four.
    
    ----------------------------------------------------------------------------
    ------------------------------World Four------------------------------------
    ----------------------------------------------------------------------------
    
    8) This section will cover levels 4-1, 4-2, and 4-3.
    
    
                                 o-----------o
                                 | Level 4-1 |
                                 o-----------o
    
    You will notice that you have arrived in sub artic temperatures, so head 
    right off the start with the knowledge that your traction is less than 100%.
    A Flurry will skate right at you, so jump him, and then run past the two
    Trouters hopping out of the water before going to the lower ledge of ice.
    Three Flurries will attack on this ledge, so go right to the higher ledge 
    where yet another Flurry will attack you when you jump up.  Go right to jump
    down to the lower ledge, run underneath it to the grass tuft, pull the Magic
    Potion up, and then hop out of the way of any charging Flurry.  Now you 
    should drop the Magic Potion on the left-most block of the elevated platform
    you just ran under, and then enter sub-space to get the Mushroom and a few 
    Coins.
    
    When you return, continue on your way to the right past the Flurry horde 
    (much like one of my families who are named "Fleury" oddly enough ^_^).
    Once you pass a Trouter by a part where the ice blocks descend like a stair
    case, you need to hop the gap.  Upon landing on the rock formation, grab the
    second grass tuft from the left to get a Magic Potion, and then immediately
    drop it.  Enter sub-space, get the Mushroom on you right, and then pull 
    grass tufts for Coins.  Now you will need to drop down over the edge of the 
    ledge, and then pull to the left to land by a lone grass tuft.  Pull the 
    grass tuft to reveal a Rocket!
    
    The Rocket will drop your character down on an ice ledge, and Boss Music 
    will start (no actual Boss to fight though, at least not a single Boss)!
    Go right to see your first Red Shyguy/Autobomb pairing, and then continue
    onwards over the rock formation.  After jumping the frozen vegetable 
    growths, two Flurries and a Red Shyguy on an Autobomb will attack, so you 
    are advised to use princess Toadstool's hovering ability to clear the whole 
    bunch before you take off running away from them.  
    
    The next part has a Flurry stuck between frozen vegetation, and then another
    Flurry will greet you on the far side of said vegetation.  As you approach 
    the stairs in the rock, an Autobomb with a Red Shyguy will attack, so wait 
    for it to come down to your level before you hop it and head up the stairs. 
    Jump off the tall cliff next to grab a Flurry, and then head right to 
    another rock formation with stairs, and then throw the Flurry at the 
    approaching Autobomb with the Red Shyguy riding shotgun.  Now all you have 
    to do is go up the rest of the stairs to grab the Crystal Ball before 
    heading into the Hawksmouth for the Bonus Round!
    
    
                                 o-----------o
                                 | Level 4-2 |
                                 o-----------o
    
    This level has some high leaps to make, so Luigi is a solid choice.  
    Princess Toadstool and Mario are also good choices, but Luigi is the hands
    down winner for this level.
    
    Head right from the Hawksmouth to climb the Vine up to the next section of 
    the level.  This section will present a new enemy to you: Pink Beezos.  They
    fly straight fro one side of the screen to the other side.  They also fly in
    large groups, so for the purpose of this walkthrough, I will try to list
    what "level" they are coming at you from (this will be explained in the 
    diagrams below).
    
    LEVELS OF FLIGHT
    
      +
      |7 ->
      +
      |6 ->
      +
      |5 ->
      +
      |4 ->
      +
      |3 ->
    L +
    U |2 ->
    I +
    G |1 ->
    I +
    
    So this means that when the walkthrough lists numbers for the flight groups,
    you can try to plan your path through, ok? ^_^
    
    You will see a couple Pink Beezos buzz overhead as you climb up, and then 
    you will head right to see a solo Pink Beezo at level 1.  Next you will face
    a flight pattern at levels: 3, 2, 5, and 1.  Next up is Pink Beezos at 
    flight levels: 2, 1, 2, 6, and 1.  You will then face two Flurries with a
    Pink Beezo at flight level 6, followed up by a Pink Beezo squadron flying at
    levels: 3, 2, 4, 1, 6, and 1.  Once you land on the lower level ledge, a 
    Pink Beezo flies at flight level 2, and then one at level 1.  Once you reach
    the next ledge, you face three pink Beezos and a Flurry before you get to 
    the door which goes to the next area.
    
    Immediately head left to the last whale, and then pluck the far left grass 
    tuft for a Magic Potion.  Enter sub-space, carefully hop to the whale's tail
    for your Mushroom, and then exit sub-space without collecting a Coin.  Now 
    go back to the door you came from, go through it, and then re-enter once 
    more.
    
    Now you should go left to get the Magic Potion again, and then head right
    over the whales till you arrive at a couple rock formations with three grass
    tufts each.  Drop the Magic potion on the second one, and then enter 
    sub-space to collect some Coins.  When you exit sub-space, grab the solo
    grass tuft to your right for another Magic Potion, which you will drop down
    on the same platform as the one you just did (repeat for Coins).
    
    The other option you have with the Magic Potions is to go for the Warp Zone 
    to World 6.  Take the Magic Potion across the whales till you see a Jar.
    You have two choices for reaching the Jar: The simpler way to do it (if you 
    are using Luigi) is to take a running leap off the whale with the third Pink
    Shyguy out of the last three Whales, or you can go above the Jar, past a 
    Flurry, and use the Whale on the other side of the Jar to reach it (the jump
    is much shorter).  Throw the Magic Potion to the ground, enter sub-space, 
    and head down the Jar.
    
    Otherwise you have to head across the whales while avoiding the Pink Shyguys
    and the Pink Snifit until you get onto the ice ledge above you, and then 
    head right past a Flurry to arrive at a grass tuft once you jump the gap.
    Pull the grass tuft to enter a Rocket, which carries you off the screen to 
    the next segment of the level.
    
    When you land on the ice ledge via the Rocket, head right to pull the Red 
    Shyguy off of the Autobomb.  Let the Autobomb go on it's own merry way, 
    throw the Red Shyguy to your left, and the grab the Magic Potion from the
    grass tuft.  Jump on top of it so you can ride across the spikes (be sure to
    get the Cherries along the way).  Once you reach the far side, drop the 
    Magic Potion on the solid land, and then enter sub-space to get your second 
    Mushroom.  Once you come out of sub-space, go past the Porcupo to go through
    the door to face Red Birdo!
    
    Jump over the rock formation, and then hop down to the lower ledges to find
    Red Birdo.  Lots of holes to fall in, plus the danger of Red Birdo triple
    vollies, and then you have to consider the slippery surface of the ice.  
    Your job is to jump the first two shots, grab the third one if it is an egg,
    and then try to hit Birdo with said egg.  This is a battle where it pays to 
    be patient.  Once you beat Red Birdo, grab the Crystal Ball, and then go 
    right over the gaps to enter the Hawksmouth to get to the Bonus Round!
    
    
                                 o-----------o
                                 | Level 4-3 |
                                 o-----------o
    
    If you are going to take a shortcut in this level, take Princess Toadstool.
    Otherwise you would be better served by Toad or Mario for their speed and 
    plucking skills.
    
    Go up the ladder to the door, and once outside, grab the left-most grass 
    tuft to get a Magic Potion.  Ignore Pink Birdo for now, and head left till
    you reach the frozen vegetation, where you will drop the Magic Potion on top
    of the highest point of the frozen vegetation.  Enter sub-space to collect 
    your Mushroom, and then go back through the door you just came out of 
    previously.
    
    Come back out, take the Magic Potion once more, and then get on the left 
    side of Pink Birdo.  When she shoots one egg at you, ride that egg across
    the water till you are deposited on a rock formation.  Now you will drop the
    Magic Potion on the top tier of the rock formation, and then enter sub-space
    for some Coin collecting.  Now head right over the gap to the walkway, and
    then go right to find the next door.
    
    Now if you chose to take the shortcut, run past the door, jump into the air,
    and then hover your way across the open water till you land on another 
    walkway.  Ignore the first door, and go right till you see the second door
    (watch out for the Pink Beezo).  Join up with the walkthrough four
    paragraphs from now.
    
    Enter the door to find some ice ledges that are patrolled by Flurries.  Try 
    to make your moves slowly so you will not slip off the ledges, and you also 
    need to be ready to dodge the diving Flurries.  After going up a few 
    screens, a row of spikes will show their pointy selves (try to not fall off
    now!).  After climbing all the way to the top of the tower, you will find a 
    door to the outside.  When you get outside, go right to the first grass 
    tuft, grab it to reveal a Magic Potion, which you will take left to the 
    cloud platforms.  Now get onto the parapet of the towers, and then jump to 
    the right till you are over a different door, at which point you drop the 
    Magic Potion so you can enter sub-space.  Carefully jump to the Mushroom on 
    the left on the parapet, and then go back to get a Coin from the grass tuft.
    
    After all of that work, jump down from the parapet, and enter the door you
    made your entrance to sub-space over.  Upon entering this tower, jump onto 
    the Red Shyguy so you can ride it onto the spikes (the Pink Shyguy will not
    fall off the ledge).  After you fall off the second set of spikes, you can 
    pluck the Red Shyguy, and try to catch the Cherries as you fall down onto an
    ice platform with a door.  Enter the door, go left or right to bait the two
    Flurries from the platform above you to your level, jump to their former
    platform, and then go grab the Key.  Quickly run to the exit while the 
    Phanto is still coming to life.
    
    Upon exiting, go down through the ice ledges while you avoid/kill Flurries
    (your Key makes an excellent weapon, just be sure to not toss it away).  If
    you lose your Key, head upwards to the Key room to get a new one.  Anyway,
    once you reach the bottom, go through the locked door with your Key.  Head 
    right till you find a door, which you should enter before the charging Pink 
    Beezo can run you through.
    
    Once inside the room, go right to find the Crystal Ball, grab it, wait for
    the Flurry to kill itself (if it followed you), and then go through the
    Hawksmouth to enter the Bonu...  Oh!  We have to fight the Boss first!  I 
    forget these things sometime!
    
    Fryguy the huge Fireball flies around the screen in a figure eight pattern. 
    He will continually spit smaller fireballs down at the ground, so be sure 
    to stay high to avoid the shots (just be ready to jump when he buzzes close 
    to your platform).  Your first job is to open up a hole in the middle of 
    high platform in the middle of the screen.  Take the Mushroom Block with you
    as you climb up the platform steps as you dodge Fryguy and his projectiles 
    (remember that the screen wraps around, so you have a place to cut through 
    to get away from Fryguy).  Once up top, drop the Mushroom Block through the
    hole as Fryguy passes underneath you to score a hit.  Then you should take 
    the other Mushroom Block from your platform, climb back up, and hit him once
    more.  Now you have to go down to the bottom to get another Mushroom Block, 
    bring it back up top, and then drop it on Fryguy to cause him to explode!  
    Unfortunately he splits into four small fireballs, all of which must be 
    extinguished individually (you can kill more than one at once though).  The 
    best bet you have is to build a column of Mushroom Blocks as you fight 
    Fryguy so you can stand on top of it, out of reach of the fireballs, and 
    drop Mushroom Blocks from above.  Be warned that with each one killed, the 
    remaining fireballs will gain the ability to move faster, jump more often, 
    and to jump further than before.
    
    ----------------------------------------------------------------------------
    ------------------------------World Five------------------------------------
    ----------------------------------------------------------------------------
    
    9) This section will cover levels 5-1, 5-2, and 5-3.
    
    
                                 o-----------o
                                 | Level 5-1 |
                                 o-----------o
    
    Without a doubt this level calls for a tremendous leaper.  If you ignore 
    this warning, then you will have to suffer through the difficulty of near
    impossible jumps.  Luigi is the best choice by far, although Princess 
    Toadstool could work as well.
    
    Head right to see an Ostro with a Red Shyguy, which you will pluck so you 
    can use it on the White Panser to your right.  Net you will have to drop 
    down to the lower ledge, and then jump left over the gaps till you reach the
    door.  Upon entering the cave, go pluck the second grass tuft for a Magic 
    Potion which you will drop right there, and then enter sub-space to collect 
    six Coins.  Now you should go back to the door, re-enter, and then repeat 
    the procedure for six more Coins.  Following that, repeat the exit/re-enter 
    to get another Magic Potion, but keep that one with you for a bit.
    
    Jump across the gap, and then use the rolling logs to cross the next expanse
    of waterfall by using the rolling logs (avoid the Trouters as you go along).
    Next gap requires your character to use the Trouters as stepping stones (try
    to make a big leap off the first one with Luigi to skip the rest of the 
    jumps from fish to fish).  The next gap has a simple rolling log jump, but 
    that is followed by a Trouter to Trouter jump set to get to the high ledge 
    where a 1-Up Mushroom and a Magic Potion sit.  Use the Magic Potion you have
    immediately when on your high perch, and then enter sub-space to get your
    Mushroom from the lower platform on your left.'
    
    Now you must pluck the left grass tuft for the 1-Up Mushroom, and then pick 
    up the Magic Potion so you can head right across a few easy jumps across 
    some small gaps via rolling logs.  When you reach the second in the set of 
    two rolling logs, jump onto the roof, and then drop the Magic Potion down
    the right hole before entering sub-space to get your Mushroom.  Now enter
    the door to face your very first Green Birdo!
    
    You see Green Birdo on the platform above to start, so you should run right
    underneath him till you find the Mushroom Block (pick it up).  Now head left
    to throw it at him, and then dodge his three fireballs before getting the
    Mushroom Block again to hit him.  Repeat these steps once more, and you will
    get your Crystal Ball to open up the Hawksmouth so you can play the Bonus 
    Round.
    
    
                                 o-----------o
                                 | Level 5-2 |
                                 o-----------o
    
    This level is easier if Princess Toadstool or Luigi is used, but any 
    character will have little trouble getting through the level themselves.
    
    Head right to find the ladder out of your cave, and then go right to get by
    three Hoopsters patrolling a tree.  This is immediately followed by Ostro 
    with a Red Shyguy riding shotgun (dispose of the menace), and then pluck the
    Ripened Vegetable to clear the Hoopsters above you out of your way.  Then 
    you should head right till you hit a Jar, at which point, you will head 
    inside to find your prize.
    
    Use the bomb that the Red Shyguy is walking around to blow open the floor, 
    and then you need to take the Magic Potion from the right grass tuft before
    you exit the Jar.  Drop the Magic Potion to the right of the Jar, enter 
    sub-space, and then grab a couple of Coins before you go after the Mushroom
    on the lower platform.
    
    Now you will jump down with a vegetable in hand to face three Porcupos and a
    Ostro with a Red Shyguy rider in a big group (one throw will wipe most of 
    the group out), and then head right as little further to use the two 
    Hoopsters here to get onto the high ledge that is past them.  Next up is 
    another Hoopster assist to get to another high ledge, and that is followed
    up by the use of a Hoopster with an assist from a super jump to get past the
    Red Panser.  Grab a POW Block out of the ground, and then go use it on the
    right to kill the enemies underneath the Vine.  Climb the Vine to the next
    section of the level.  Note that you can get the second Mushroom here, but
    you need to haul the potion from much earlier in the level. If you decide to
    grab it, look fo rit on the "little mountain" with three trees decorating 
    the landscape.
    
    Climb up the first screen, and then on the second screen, climb through the
    two Grey Snifits shots.  The next screen challenges you with a Hoopster on
    the right Vine (so switch to the left Vine), and then the fourth screen has
    a Hoopster on the left Vine (so switch back to the right Vine).  The fifth
    screen will have a Hoopster above you, so switch to the left Vine once more,
    and then climb up to the sixth screen where you can jump to the right to 
    enter the door.  Go right to grab the POW Block, and then you will get to
    free-fall down the narrow corridor, but avoid the spikes.  Use the diagram 
    below to plan your descent.
    
     __________
    |KEY       |
    |          |
    |^ - Spike |
    |X - Wall  |
    |PW - POW  |
    |    Block |
    |          |
    |__________|
    
    XXXXXXXXPWXXXXXXXX
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X^              ^X
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX              XX
    XX^            ^XX
    XXX            XXX
    XXX           ^XXX
    XXX           XXXX
    XXX           XXXX
    XXX           XXXX
    XXX           XXXX
    XXX           XXXX
    XXX           XXXX
    XXX           XXXX
    XXX      ^    XXXX
    XXX      X    XXXX
    XXX      X^   XXXX
    XXX^     XX   XXXX
    XXXX     XX  ^XXXX
    XXXX     XX  XXXXX
    XXXX     XX  XXXXX
    XXXX      X  XXXXX
    XXXX      X  XXXXX
    XXXX      X  XXXXX
    XXXX         XXXXX
    XXXX         XXXXX
    XXXX         XXXXX
    XXXX         XXXXX
    XXXX         XXXXX
    XXXX^        XXXXX
    XXXXX        XXXXX
    XXXXX^       XXXXX
    XXXXXX       XXXXX
    XXXXXX^      XXXXX
    XXXXXXX      XXXXX
    XXXXXXX      XXXXX
    XXXXXXX      XXXXX
    XXXXXXX      XXXXX
    XXXXXXX      XXXXX
    XXXXXXX      XXXXX
    XXXXXX       XXXXX
    XXXXXX       XXXXX
    XXXXXX       XXXXX
    XXXXXX       XXXXX
    XXXXXX      ^XXXXX
    XXXXXX      XXXXXX
    XXXXXX      XXXXXX
    XXXXXX      XXXXXX
    XXXXXX      XXXXXX
    XXXXXX     ^XXXXXX
    XXXXXX     XXXXXXX
    XXXXXX     XXXXXXX
    XXXXXX     XXXXXXX
    XXXX         XXXXX
    XXXX         XXXXX
    XX             XXX
    XX             XXX
    X               XX
    X               XX
    X                X
    X                X
    X                X
    X                X
    X                X
    X                X
    X               ^X
    X               XX
    X              XXX
    X              XXX
    X               XX
    X^              XX
    XXXXX  X  X  XXXXX
    
    Anyway, be sure to go to the right side as you fall near the end so you fall
    by the door to take on Red Birdo.
    
    Upon entering, go jump over the gap, grab the Trouter, throw it at Red 
    Birdo, and then draw an egg over the gap to where you can pick it up without
    being shot at anymore.  take it to hit Red Birdo, and then just get one more
    egg to throw at Red Birdo for the victory, the Crystal Ball, and then the
    passage through the Hawksmouth to get into the Bonus Round.
    
    
                                 o-----------o
                                 | Level 5-3 |
                                 o-----------o
    
    If you wish to take the easy way out of the level, choose Luigi to reach 
    the Warp Zone to World 7 right at the start.  Otherwise, Mario is your best
    choice because of his all round skills.
    
    Head right to find the ladder out of your cave, and then go right.  If you
    are warping, use a super jump up to the high ledge, find the Magic Potion, 
    and then go into sub-space to take the Warp Zone to World 7 via the Jar.
    Otherwise you will head right to find Cherries and a Magic Potion from the 
    first grass tuft (hold onto it).  Be aware of the Bob-Ombs raining from the
    skies, so head right till you see a patch of grass tufts, where you will 
    drop the Magic Potion, so you can enter sub-space to collect some Coins as 
    well as get a Mushroom.  Upon reappearing, grab the left-most grass tuft to 
    get a Magic Potion (hold onto it).
    
    Head right as you continue to avoid the paratrooping Bob-Ombs from the
    Albatosses, and when you see three Bob-Ombs already on the ground, run and 
    jump them so you can draw them to a wall that they will blow up the wall.  
    If they will not line up with the wall correctly, drop your Magic potion
    beside the wall, and then get a Bob-Omb in your hands and throw it at the 
    wall as they start to explode to break a hole in the wall.  now you will 
    enter sub-space to collect the other Mushroom.
    
    Upon exiting, pluck the Bomb from the ground on your right, and then blow 
    the wall up to your right while you dance around the Bob-Ombs that are 
    attacking till they blow themselves to pieces.  Head down the ladder to your
    next challenge.
    
    Upon coming down the ladder, head left to pass two Bob-Ombs before jumping a
    gap by using the blue platform.  Use the Turtle Shell on the log bridge to 
    kill the Bob-Ombs, and then jump the gap before jumping past the White 
    Panser to get to the door it is guarding.
    
    Go down to pull the Mushroom Block to go down to the next screen, where you
    should put the Mushroom Block on top of the Red Shyguy vase so they can not
    get out.  Pull the Mushroom Block on the right, fall down, pull the next 
    Mushroom Block (making sure the Spark will not get ya), and then deposit the
    Mushroom Block on the vase that produces Red Shyguys.  Pull the next 
    Mushroom Block to get to the bottom of this chamber, and head up the left 
    side of the chamber while dodging Sparks and loose Bob-Ombs.  now head up to
    the next section where Blue Pansers will walk down the segmented platforms
    while zeroing in on your character.  After passing the two Blue Pansers, you
    will find a door to the next section of the level.
    
    Head right to find some Ripened Vegetables, so pick about three so you can 
    get a Stopwatch in a bit, but first you have to pass a Pink Snifit.  Now 
    hijack the flying carpet from Pidgit, and then fly across the gap to find 
    more Ripened Vegetables.  As soon as the Stopwatch appears, quickly hop
    across the log platforms before the Red Beezos are allowed to start 
    attacking you.  Once you get past the Pink Shyguys, take on Red Birdo in the
    usual fashion with three hits to get the Crystal Ball!  Go to the Hawksmouth
    to enter the B...  the B... well you know it is a Boss Fight!
    
    You enter Clawgrip 's lair, head right till you find the big mean claw
    hurtling his huge boulders.  Now stay in the lower part with the wall at 
    your back, and then jump on top of a hurtled rock before you pick it up.
    Now wait for the next rock to fly, and then quickly hop up towards Clawgrip 
    to throw your rock at him before he launches his next rock (this will likely 
    hit you if you are not fast enough).  Now return to the same area as you 
    were before, and get yourself another rock.  An alternate way to attack 
    Clawgrip is to dodge all the rocks flying down at you, and then go after 
    Clawgrip when he starts moving back and forth across the platform rapidly.  
    Repeat these steps until you have hit the mean old crab five times to send 
    him out to the restaurants as the special of the day!
    
    ----------------------------------------------------------------------------
    -------------------------------World Six------------------------------------
    ----------------------------------------------------------------------------
    
    10)This section will cover levels 6-1, 6-2, and 6-3.
    
    
                                 o-----------o
                                 | Level 6-1 |
                                 o-----------o
    
    This level is a nice hodge podge of obstacles, but there are no great areas
    to pick up lots of Coins.  This means Luigi is the logical choice, or Mario
    if you prefer a little bit more speed.
    
    Start off to the right over the slow sinking quicksand to find a Cobrat, 
    which you should grab, and then go right onto the first bone structure to
    throw the Cobrat at a Pink Shyguy on the next bone structure (it will likely
    bounce into the next Cobrat to kill it as well).  Next you will find a 
    Cobrat in a Jar, which you will remove so you can go into the Jar to get the
    Magic Potion contained within.  Once you exit the pipe, jump to the bone 
    structure on your right, drop the Magic Potion, enter sub-space, and then
    get the Mushroom that falls into the quicksand.
    
    When you return, Pokey will appear to attack you, so hop over past him and
    then go right to fast sinking quicksand where two Cobrats and a Pink Shyguy
    on a bone structure attack.  Next you will face two Cobrats, each in their 
    own Jar (their Jars contain a Turtle Shell), and following that are two more
    Cobrats in the dirt.  After hopping up into the cacti group, grab the first 
    grass tuft for a Ripened Vegetable, which you will use on the Pokey, and 
    then grab the second grass tuft for a Magic Potion.  Now you will have to 
    get past a Pokey, and then use lower cacti to jump the higher cacti as you
    have to dodge the shots of an entrapped Blue Panser.  Once you get past 
    these obstacles, drop your Magic Potion by the four grass tufts, enter 
    sub-space, and then get the Mushroom and Coins.
    
    Enter the door, and you will find a huge row of Jars, some of which with
    Cobrats inside.  Go right till you find a Cobrat, which you should pick up.
    Now go left till you see the first Jar covered by a Mushroom Block, which
    you will then throw the Cobrat at the Jar to kill the Cobrat hiding inside,
    and then go down into the Jar to dig through the sand to the bottom to find
    a 1-Up among the grass tufts at the bottom of the Jar.
    
    Now you will head right (count Jars as you go) till you reach the fourteenth
    Jar, which you will go down.  Once inside, start digging down to the bottom
    of the Jar (you will know it is the right Jar as a Phanto will be visible in
    the sane.  Grab the Key, make your way out of the Jar, and then head right 
    to find the locked door (be sure to dump the Key when Phanto comes screaming
    through the air after you).
    
    Upon entering this room, you will find three Mushroom Blocks in a row, so 
    grab the second one in line to stack on the one to your right.  Now Green
    Birdo will not be able to shoot his fireballs at you directly, so you should
    grab the first Mushroom Block, go up on the rock formation, throw the 
    Mushroom Block at Green Birdo.  Then you can go back down to get the next
    Mushroom Block, and repeat.  Do it one more time and you will kill Green 
    Birdo without taking a hit.  Grab the Crystal Ball and then go through the
    Hawksmouth to the Bonus Round.
    
    
                                 o-----------o
                                 | Level 6-2 |
                                 o-----------o
    
    This level has no real chances for Coins, and you will be making some hard
    jumps from Albatoss to Albatoss.  Princess Toadstool or Luigi should get the
    nod here.
    
    Head right to go outside, pluck the Ripened Vegetable, and then hitch a ride
    on the Albatoss coming from the left (be sure to jump the Albatoss coming
    from the right side of the screen).  When you see the Red Panser, throw the 
    Ripened Vegetable at it to clear the path.  Now you should charge up your
    super jump, and when the cliff ahead draws near, jump onto the top of it.
    Grab the left grass tuft to reveal a Magic Potion, which you will 
    immediately drop so you can enter sub-space to get a Coin and a Mushroom.
    
    When you reappear, grab the grass tuft to reveal a Ripened Vegetable, and 
    then hop on the Albatoss coming from the right.  As you head back, three 
    Pink Beezos will shoot on by, and then you will have to jump the fireballs
    of the reincarnated Red Panser.  When you get close to the starting point of
    this section, a slightly higher flying Albatoss will come from the left 
    (jump onto it).
    
    Now you will start back to the right, where you will pass over the Red 
    Panser without taking a hit, and then you will have to jump between one to
    three Pink Beezos.  After passing the rock formation where you got the 
    Ripened Vegetable you hold now, you will have to use the Ripened Vegetable
    to kill the top one of three Albatoss flying in a column formation.  Next up
    are an Albatoss that you need to leap over, a second one will pass over 
    head, and the third one will need to be jumped/ducked.  From there you have 
    a free pass to the door, but first grab the grass tuft to revel a stopwatch
    (if you have been grabbing all the grass tufts so far).  Quickly go through
    the door.
    
    Quickly run right to find a frozen Green Birdo.  Grab the Mushroom Block, 
    throw it at Green Birdo, and then grab it again to throw at Green Birdo once
    more.  At this point the stopwatch will wear off, but you only have to get 
    one more hit to kill Green Birdo.  Grab her Crystal Ball, and then go 
    through the Hawksmouth to get your ONE shot at extra lives via the Bonus
    Round.
    
    
                                 o-----------o
                                 | Level 6-3 |
                                 o-----------o
    
    This level has two ways to the finish, and how you are going to go to the 
    finish will influence your choice of character.  If you take the mega-fast
    shortcut path, choose whichever character you are most comfortable using.  
    If you are going through the long path, choose someone who has good jumping
    skills because of the fast sinking quicksand (Luigi or Mario are best 
    choices).
    
    For the Shortcut, this paragraph is for you.  After coming out of the cave 
    you start in, head left to find a big wall with quicksand flowing underneath
    it.  Walk into the quicksand till you are right against the wall, and then 
    sink till your character just disappears underneath the top level of sand.  
    Now start to jump while holding LEFT, and you will move under the wall to 
    reach a door on the far side.  After going through, jump across the cloud 
    platforms, and then enter the Pyramid to cut over 90 % of the level off!
    
    Otherwise you will head right from the start to pluck the first grass tuft 
    for a Magic Potion.  Next you have to jump through the quicksand past the 
    two bone structures (the second will have a Pink Shyguy), and then jump into
    the quicksand beside the short cactus where you will drop the Magic Potion.
    Enter sub-space to grab your Mushroom, and then when you exit, go right past
    the Pokey.
    
    Next you have to get by a Cobrat, a Pink Shyguy, and another Cobrat before 
    making it to solid ground where you head right to find to enter a cave.  Go
    right to find vases that spit out non-stop Bob-Ombs, so run through this 
    area quickly (you know you are past the danger when you hit the diggable
    sand).  Use a Bomb on the wall to your right, pick the other grass tuft for 
    another Bomb, and then run right till you see the next wall, which you will
    throw the Bomb at to blow it open.  
    
    Next you will pick the left-most grass tuft for a Bomb, which you will use 
    on the wall to your right (not the hole), and then pick the next left-most 
    grass tuft for another Bomb to use on the hole blocked with two pieces of 
    bombable debris.  Now grab the left-most grass tuft on your platform for 
    one more Bomb to blow the hole open, and then go back for the grass tuft we 
    passed up earlier for a Magic Potion, which you will place near the hole we 
    blew open.  Enter to grab Coins and the Mushroom below in the hole.
    
    Now you have to finish your trek right to go down a ladder, continue right
    to the Vine, which you will climb up to enter the next section of the level.
    Climb up the Vine, get off of it, get onto the Vine on the right when the 
    Hoopster is down at the bottom, climb up, and then jump to the vacant Vine 
    on the left.  Head over to the Vine on your left, climb up to the next 
    screen, and then head up to the top of the Vine where you will hop to the
    cloud platform on your right.  Go onto the Vine on the far right to climb up
    to the next screen, where you just have to get onto the Vine just to your 
    left to climb off this screen to come to a cloud platform with a Red Shyguy.
    
    Head up the Vine on the left to find a Grey Snifit and a Hoopster trying to
    block you.  Climb up your Vine between the vollies from the Grey Snifit, and
    then time your jump to the next Vine when the Hoopster is below you.  Next 
    you have to climb past another Grey Snifit to go off the screen to find a 
    cloud platform (which you jump to).  Now jump across to the right Vine, then
    to the next one on the right, climb it, and then jump across to the Vines on
    your left.  Now climb left from Vine to Vine till you have to wait till the
    Hoopster is below you, and then climb up his Vine to the top where you hop
    off onto a cloud platform.
    
    Now you should head up the Vine on the left, and this will take you up to 
    two jumps to the left to new Vines when your current one runs out.  The next
    Vine goes up till you have to jump to a Vine on the right, and then do this
    one more time to get to the Vine that takes you out of this segment of the
    level.
    
    Head right to jump a gap, and then enter a pyramid.  When you appear, head
    right to grab a Mushroom Block, then jump onto the Hawksmouth to throw the
    Mushroom Block at Red Birdo from below for the first hit.  Now go onto Red
    Birdo's level to grab eggs or use the Mushroom Block for the next two hits 
    to get the Crystal Ball to open the Hawksmouth and gain access to the...
    WELL YOU KNOW IT IS GONNA BE A BOSS FIGHT, NOT THE BONUS ROUND BY NOW, DON'T
    YA!
    
    Triclyde is to your right, but stop when you see a drop to some Mushroom 
    Blocks.  Now wait till you catch the rhythm of the fireballs shot by 
    Triclyde, and then fall down, followed by a quick jaunt to the Mushroom 
    Block closest to the pit (the Triclyde can not shoot you there).  Now you 
    should get onto the platform between Triclyde shots, and then toss the 
    Mushroom Block at the three-headed snake.  Go back and get another Mushroom 
    block to repeat the process once more.  After you have scored three hits, 
    you will have put the permanent squash on this demon snake, and you will be 
    able to move onto the final world, and get your hands on Wart!
    
    ----------------------------------------------------------------------------
    ------------------------------World Seven-----------------------------------
    ----------------------------------------------------------------------------
    
    11)This section will cover levels 7-1, and 7-2.
    
    
                                 o-----------o
                                 | Level 7-1 |
                                 o-----------o
    
    This level will be much easier with a decent leaper, but you can cut off a 
    section of the level by using Luigi.  Mario is best choice overall, but 
    Luigi is the choice for shortcutting.
    
    For the shortcut, do the following steps.  Exit the hole you start in, and 
    quickly stand on the column to your left (immediately entering into a 
    crouch).  As soon as it is charged, jump up into the air to land on the 
    Albatoss coming to the left.  Now you can jump the columns to get to the 
    Rocket.  Rejoin the walkthrough in five paragraphs time.
    
    If you are going the slow route, head out of the hole to the right to get by
    two Bob-Ombs and a mobile Ninji to a POW Block (use it right away to kill
    them off).  Now go by the grass tufts to continue through more paratrooper
    Bob-Ombs from Albatosses and a stationary jumping Ninjis to a solo grass 
    tuft on a column.  Grab the Magic Potion from the column, and then head back
    to the left to drop the Magic Potion on the ledge with three grass tufts.
    Enter sub-space to get your Mushroom, but do NOT take any Coins.
    
    When you return, head right past Bob-Ombs and the stationary jumping Ninji
    to jump a gap where you find a Mushroom Block.  Use that Mushroom Block to
    "block" (get it... hee hee) the vase where the Red Shyguys pour out of.  
    
    Now enter the door to the right to find two Sparks patrolling small 
    platforms, and a ledge loaded with grass tufts.  Get onto the ledge with 
    the grass tufts, pluck the third from the right grass tuft to get the Magic
    Potion, and then drop it immediately.  Enter sub-space to collect your 
    Mushroom as well as some Coins.  Now exit the room, re-enter, and then go 
    into sub-space again for a second set of Coins.
    
    Go outside, jump on top of the roof, and then hop on the passing Albatoss 
    (it is going left).  As you go, be sure to jump any Albatosses that get in
    your way, and when you go past the starting area where you have to hop up
    and over the columns in your path.  Keep going till you reach the grass tuft
    on the far left where you get a Rocket to ride to the next area.
    
    Head right to grab the charging Tweeter, and then turn the Tweeter loose on 
    the Grey Snifit.  Continue right past the Grey Snifits, and then go under
    the cloud platform you were just under.  Now you will have to walk through
    the cloud platforms while avoiding the loose Red Shyguys.  
    
    When you get onto the lower cloud platform, go right to grab the Grey 
    Snifit, and throw it to the ledge above.  Now head right till you see a Pink
    Shyguy, which you will draw back to the left, where you will wait above it 
    till you can grab the Pink Shyguy.  Now go right again, and jump up and 
    throw it at the mobile Ninji to clear the platform.  Next you should run off
    your platform at full speed so you will clear the Grey Snifit, and then 
    throw the Grey Snifit over the side before jumping to the ladder to get to 
    the next segment of the level.
    
    On this screen, just jump straight up the cloud platforms, and when the 
    screen scrolls, use a Mushroom Block to kill the Sparks.  Climb the ladder
    to the next section, where you will have to pull one of the Mushroom Blocks
    from the left or right side of the Mushroom Block set so you can kill both
    of the Sparks.  Now you should use your super jump (in conjunction with 
    Mushroom Blocks if necessary), and make your way past the two Hoopsters up
    the ladders.  Once you reach the one single ladder going upwards, be sure to
    time your ascent past the bullets of the Grey Snifits.  Enter the door at 
    the top to take on Green Birdo!
    
    Upon entering, go right to grab the Mushroom Block, and then jump to the 
    platform on your right so you can toss it at Green Birdo.  Now you will need
    to dodge Green Birdo's shots, and when it stops, go grab the Mushroom Block
    so you can toss it at Green Birdo, and then do the same song and dance one
    more time to get the Crystal Ball.  Then you just need to go through the
    Hawksmouth to enter your last Bonus Round, and then off to Wart's Fortress!
    
    
                                 o-----------o
                                 | Level 7-2 |
                                 o-----------o
    
    Since this level will not have a Bonus Round, plucking skills are not a 
    large factor in character selection.  I suggest you take Luigi, or possibly
    Mario so you will have the best skills of all categories.  Also keep in mind
    that there are two Paths to take before joining back together at the same 
    point, so you will have both paths available to you in this walkthrough 
    (they will be listed one after the other).
    
    Start off by going up near the Grey Snifit, charge a super sump, land on top
    of the Grey Snifit, and then use him on his brother down below you.  Now you
    should hop past the next Grey Snifit, ignore the stationary hopping Ninji
    above the entrance, and go ahead inside.
    
    The floor is a conveyor belt that pulls right, so go forward slowly, and 
    then time the arrival of a Red Shyguy with an opening overhead that you can 
    jump into so you do not get hit.  Once you get past the Red Shyguy 
    producing vase, and then on the next conveyor belt (it moves to the right)
    to face three stationary jumping Ninjis.  Following that you will hop down
    to another conveyor belt (moving right) where you will face an endless 
    stream of Bob-Ombs from another vase, so get by it quickly to the next
    conveyor belt (it moves right).  When you see the two Red Pansers, you have 
    reached the crossroads for the level, so they will be labeled OPTION ONE
    and OPTION TWO.
    
                                   ==========
                                   OPTION ONE
                                   ==========
    
    This way is to go down to the next conveyor belt where you will head left to
    get to the Chain we passed overhead earlier.  Time your run through the 
    fireball shots, and then go down the Chain to the next section.  
    
    When you arrive, pick a Mushroom Block to get to the next level of Mushroom
    Blocks (kill the Spark with your Mushroom Block if you wish to).  Now pick a
    Mushroom Block near the left wall to fall down to get a Cherry, and then 
    pick another Mushroom Block to get into the next section.  Use your Mushroom
    Block on the Sparks, and then pick another Mushroom Block on the right side
    to get another Cherry before dropping into the next section by picking 
    another Mushroom Block.  Kill the Spark, go down into the right section 
    below to get another Cherry before dropping down to the next section (kill
    the Spark upon arriving).  Go down into the left section for another Cherry
    before dropping down into the next section to kill up to three Sparks, and
    then take out a Mushroom Block to fall down to the door to the next section.
    
    Head right past the Sparks till you find a door, which you should enter.  
    When you get inside, go left to find two grass tufts, pick the left one, and
    then drop the Magic potion you found on the column to your right.  Enter
    sub-space, collect the Mushroom, and then go back out the door.
    
    Head right again past the Sparks to find a door to the next section.  In 
    this section you have to climb a Chain till it runs out, wait till the 
    Sparks are not in your way, and then you can jump off, get some Cherries (if
    you want to that is), and then hop to the open Chain above.  You have to 
    get through two sections like that, and then the next two chambers can be
    climbed right through (although you can stop to grab Cherries along the 
    way).  Go up the Chain to find the door to the next section on your left.
    
    Head right through this room past the two Sparks to climb up the Chain on  
    the left side of the room to the next section of the castle.  Start off by
    getting a hold of the Red Shyguy, and then use him on the Pink Snifit on the
    conveyor belt above you.  Follow that up by jumping past the Sparks till you
    get to a conveyor belt that is the equivalent in height to the spike line 
    being patrolled by a Spark.  Now you will jump to the conveyor belt above you
    so you can hop to the belt to the left and up of you (time your jump around
    the Spark patrol), and then do the same with the next platform before you
    make the jumps to the left wall.  Now you will see two parallel conveyor 
    belts that appear to be slanted (despite not being so), each with a Spark
    patrolling one of them (time your jump into the middle of them), and then 
    hop up to the left or the right.  Now you need to hop up to the conveyor 
    belt with the Pink Snifit, pick him up, use it on the Pink Shyguy above you,
    and then you should climb up the Chain to get to the next area of the 
    fortress.
    
    When you arrive in this room, you will find a Red Birdo blocking the path!
    You can do conventional battle to kill it and get by, but you can also take
    the sneaky path by going under the conveyor belt, ducking to allow the Red
    Birdo to pass overhead, and then you can jump up to the Chain between 
    vollies from her to get up the Chain to the next section.
    
    Now we have arrived at the join up point with the other path, so on to 
    OPTION TWO!
    
                                   ==========
                                   OPTION TWO
                                   ==========
    
    Jump past the Red Panser on your right, and then do the same on the next Red
    Panser to land on solid ground before going up the Chain to the next level.
    Head left past the two Sparks here  to go up the Chain to the next section.
    This room just requires a simple jump and climb to the next area.
    
    In this room, you best bet is to get on the floor, and just run past the 
    Sparks, one column of space at a time before climbing up the Chain on the
    left.  Now you will see three Sparks above you, so jump up on the left side
    near the left Chain, duck to charge your super jump, and then jump to said
    Chain to climb upwards to a door, which you should enter.  Dive off of the 
    platform, hold LEFT, and when you hit the bottom, jump past the Tweeter to
    take the ladder down to the door.  When you get in there, jump to the right
    tuft of grass, grab the Magic Potion, and then drop it by the real door.
    Enter sub-space, get your Mushroom, exit sub-space, and then exit the room.
    
    Now you should head up the ladder, use one of the Tweeters on the White 
    Panser, and then climb up the long ladder to the original chamber you 
    started from.  Now that you are back in the vertical room, super jump to the
    ledge above, and then jump up through the platform when the Sparks are out 
    of the way (then you need to hop up to a higher ledge on your right).  Now 
    you have to time your jumps past the Sparks on various platforms to finally
    reach the Chain out of the room. Grab the POW Block, kill the Sparks, and 
    then you are ready to rejoin the other path.
    
                                 =============
                                 REJOINED PATH
                                 =============
    
    Get onto the conveyor belt, head right, and make sure to duck under any 
    Sparks that come your direction.  Go down the Chain to face your next 
    challenge.  In a room with a conveyor belt, you will see Red Birdo, and this
    one you must fight as it hold a Key (also note that the Phanto is here for
    the chase after the battle).  A safe way to fight is to stay on the Chain,
    and then drop onto an egg shot at you (but this method is slow).  The other
    method is more dangerous but much quicker, and it requires you to deal with
    the conveyor belt motion to the right while dodging fireballs and grabbing 
    eggs to throw at Red Birdo.  After landing three hits, Red Birdo will cough
    up the Key, you will grab it, Phanto will rumble to life, and you will 
    quickly duck through the door on the right.
    
    Once you appear, throw the Key down immediately at the Spark beside you to
    keep the Phanto away and clear an enemy from your path.  Grab the Key again,
    use it to kill the next Spark, and then reclaim your Key so you can continue
    left to open the locked door.  
    
    So you have fought your way through the large castle of Wart, and you 
    have finally found the Crystal Ball to open the Hawkmouth, and get your
    shot at the crazy toad, Wart!  As you approach the Hawkmouth, it will 
    suddenly come to life, and it will charge you!  Go back to the left to find 
    Mushroom Blocks, and then get on top of one of the column stands that are 
    strewn throughout the room.  Now when the bird approaches, wait till it is 
    about to reach you, and throw the Mushroom Block.  That will stun the 
    Hawkmouth long enough to let you escape to the next Mushroom Block (you can 
    also leap the Hawkmouth to buy yourself some time).  Do this two more times 
    to get the Hawkmouth to give up it's wild charges for a second, and to open 
    up it's mouth.  Now I will give you the best advice that this whole guide 
    has, and that is to GET INTO HIS MOUTH IMMEDIATELY!  If you delay for too 
    long, the Hawkmouth will shake off the damage you dealt it, and start the 
    attack anew!  Once you have gone through the mouth of the flying Hawkmouth, 
    you will arrive at...
    
    WART!!!  The big bad goon himself!  Head right to see a Vegetable 
    distributing machine, followed up by the big fat toad spitting bubbles.  
    Stand on the platforms above the machines, catch a veggie, and then you have
    to time your throw at Wart so the veggie goes down his open mouth before his
    bubbles come flying out to block your attack.  There is an easier way to hit
    this guy, and that is to jump over him, and when he opens his mouth to spit 
    out his bubbles, you will have an unimpeded shot which can not miss (you do 
    not have to hit him in the mouth).  You need to hit the Boss of the enemies 
    a whopping SEVEN times before he will finally choke his way off of the 
    screen (keep in mind that as he flies backwards choking, he will still 
    damage you if he touches you).  Go through the door to  rescue the Subcons!
    
    ----------------------------------------------------------------------------
    ---------------------------------Enemies------------------------------------
    ----------------------------------------------------------------------------
    
    12)This section will give a run-down of every enemy you will face along your
       path to battle the evil Wart!  you will get a description of each enemy,
       how they behave, and how to beat them.
    
    
                                  o----------o
                                  | Albatoss |
                                  o----------o
    
    Colours: Red.
    
    Actions: A large, flying bird that can not be picked up by your characters.
             They only appear in areas where you will need a lift to get further 
             into the level, but they will hurt you if you touch them anywhere 
             other than their back.  These guys will also paratroop Bob-Ombs
             onto the battlefield to do battle with your character, so be ready
             for that attack.
    
    
                                  o----------o
                                  | Autobomb |
                                  o----------o
    
    Colours: Black.
    
    Actions: These rolling cannons will fire off fireballs when they are hunting 
             you down.  They will often come with a rider which can be plucked
             off, but the cannons themselves are not possible for you character
             to pluck from the ground.
    
    
                                   o-------o
                                   | Beezo |
                                   o-------o
    
    Colours: Red, Pink.
    
    Actions: Red Beezos like to swoop down from the top of the screen so they 
             can give you a haircut.  Pink Beezos like to charge in a straight 
             line.  Both colours like to show up in groups (especially for Pink
             groups).
    
    
                                  o---------o
                                  | Bob-Omb |
                                  o---------o
    
    Colours: Black.
    
    Actions: These walking explosive devices will relentlessly chase you until
             they have had enough, at which point they will detonate themselves.
             Some areas will have walls you can bait them into blowing up for 
             you, but most of the time you are best to ignore them.  You will
             also find the odd one underground, but they come out angry, and all
             ready to blow themselves to little pieces (throw them away 
             immediately).
    
    
                                   o--------o
                                   | Cobrat |
                                   o--------o
    
    Colours: Red.
    
    Actions: Cobrats are found in two locales: vases and the ground.  The vase 
             Cobrats will hop in and out of their vase to spit a bullet every
             time, and the underground Cobrat will hop up into the air to try and
             chase you down (occasionally letting a bullet fly as well).
    
    
                                   o--------o
                                   | Flurry |
                                   o--------o
    
    Colours: White.
    
    Actions: These guys appear only in World Four, and they usually appear in big
             groups.  They will relentlessly home in on your location, but they 
             tend to slide quite a bit while doing so (due to the ice they live 
             on).  Try to get by them quickly as they are tough to jump onto (but 
             they can be picked up).
    
    
                                  o----------o
                                  | Hoopster |
                                  o----------o
    
    Colours: Red with black dots.
    
    Actions: This is a ladybug-like enemies live on vines all across Subcon.  
             They patrol their vines in a methodical pace, and when your 
             character is directly above/below them vertically, they will speed 
             up their efforts.  They will often team up together (often two to a
             vine), so be ready to jump to another vine to get around them.
    
    
                                   o-------o
                                   | Ninji |
                                   o-------o
    
    Colours: Black.
    
    Actions: Ninjis come in only one colour, but they have two distinct 
             behaviour patterns.  The first is when they stand in place, jumping 
             up and down, and the second one is to run around and jump while 
             they torment you.
    
                                   o-------o
                                   | Ostro |
                                   o-------o
    
    Colours: Black.
    
    Actions: This ostrich-like opponent runs around the screen, trying to run your
             character down.  They will often have a Shyguy riding with them.  You
             can remove their rider, but you can not pick them up directly.
    
    
                                   o--------o
                                   | Panser |
                                   o--------o
    
    Colours: Red, White, Blue.
    
    Actions: The Red Pansers shoot their fireballs straight in the air from their
             stationary position.  White Pansers will shoot their fireballs on an 
             arc from their stationary positions.  Blue Pansers will also shoot 
             their fireballs on an arc, but they will also come moving towards you 
             as they do so.
    
    
                                   o--------o
                                   | Phanto |
                                   o--------o
    
    Colours: Half Silver, Half Orange.
    
    Actions: This enemy will sit quietly, does not attack you, and not even hurt 
             you if you touch him.  As soon as you grab a Key however, he will 
             immediately sputter into life, and he will relentlessly dog your 
             steps until you get rid of the Key.  So if he gets close to you, 
             drop the Key, and then pick the Key back to resume your journey 
             (just be ready to drop the key again).  This will continue till you
             find the lock for the door.
    
    
                                   o--------o
                                   | Pidgit |
                                   o--------o
    
    Colours: Black.
    
    Actions: Pidgit rides on a magic carpet, and he will swoop down towards your
             character after he passes overhead a few times.  Pidgit will 
             usually appear in an area where you will need to hijack his carpet
             because you have to get across a wide gap that jumping can not 
             accomplish (you take his carpet across the gap instead).
    
    
                                   o-------o
                                   | Pokey |
                                   o-------o
    
    Colours: Green.
    
    Actions: This is a segmented cactus that will relentlessly try to hunt you 
             down on the desert worlds.  If you remove it's head (the top 
             segment), the next segment will become the head (you must defeat all
             the segments to kill it entirely).  Aim your item/enemy at the bottom
             segment for the one hit kill.
    
    
                                  o---------o
                                  | Porcupo |
                                  o---------o
    
    Colours: Black.
    
    Actions: This spike-covered Porcupine can not be jumped on, so your best bet
             is to throw an enemy, item, or POW Block down on the ground to kill
             one.  They act in the same manner as a Red Shyguy (they just walk
             regardless of cliffs, walls turn them around).
    
    
                                   o--------o
                                   | Shyguy |
                                   o--------o
    
    Colours: Red, Pink.
    
    Actions: Red ones will walk in a straight line till they hit something to 
             turn it around, or until it falls off a cliff.  Pink ones will 
             patrol a specific area, and they will not change their platform 
             (much like the Red Koopa Troopas of Super Mario Brothers).
    
    
                                   o--------o
                                   | Snifit |
                                   o--------o
    
    Colours: Red, Grey, Pink.
    
    Actions: Red Snifits stay in one place as they spit their bullets from their
             nose.  Grey Snifits will stand in one place, and jump and down as 
             they spit bullets from their nose.  Pink Snifits will walk forward 
             and spit bullets to attack you, so they present the biggest 
             problems to you.
    
    
                                   o-------o
                                   | Spark |
                                   o-------o
    
    Colours: Black and White.
    
    Actions: These balls of electrical energy will patrol the perimeter of their
             assigned platform, room, etc.  They move at varied speeds, but they
             will not deviate from their assigned route area, unless you block
             their progress somehow.
    
    
                                   o---------o
                                   | Trouter |
                                   o---------o
    
    Colours: Red.
    
    Actions: These jumping fish will go up and down from the watery depths to
             high up in the air.  It is usually a bad idea to grab one as they
             are located over water (wide areas of water too), but occasionally
             they make great stepping stones.
    
    
                                   o---------o
                                   | Tweeter |
                                   o---------o
    
    Colours: Brown.
    
    Actions: These guys bounce their way along the ground, occasionally getting
             a slightly higher hop than their usual slow, low gait.
    
    ----------------------------------------------------------------------------
    -----------------------------------Bosses-----------------------------------
    ----------------------------------------------------------------------------
    
    13)This section will give you the stats on how the Bosses look, how they 
       attack, and the best way to deal with each of them.
    
    
                                   o------------o
                                   | Pink Birdo |
                                   o------------o
    
    This is the first Birdo you come across, and they are rather common 
    throughout most of the game.  This Birdo has one attack pattern, and that is
    to spit one egg at a time.  To beat this low intensity version of Birdo, you
    must hit the flightless bird three times with it's own eggs.  Occasionally 
    you will have an item or two on hand to help, but most of the time you will
    need to jump onto the incoming egg attack from Birdo, grab the egg, and then
    throw it back into Birdo to score a hit.  You will have a fairly easy time 
    beating this version with minimal practice.
    
    
                                   o-----------o
                                   | Red Birdo |
                                   o-----------o
    
    Red Birdo becomes the most common version of Birdo you will face as you get
    into the second half of the game.  This version will spit three projectiles
    at one time in your direction, but there is a slight catch to this.  This
    Birdo will randomly spit an egg or a fireball on all three shots.  This 
    means that you the player will need to be fast to grab the egg (if any eggs
    are shot) while avoiding the fireballs.  A good strategy for not getting hit
    is to only concentrate on grabbing the third projectile.  If it is an egg, 
    grab it, and if it is a fireball, then just jump it.
    
    
                                  o-------------o
                                  | Green Birdo |
                                  o-------------o
    
    Green Birdo Is the rarest of the three types of Birdo, but it really begins 
    to show up repeatedly in the last two worlds.  This Birdo will shoot three
    projectiles (like Red Birdo), but the difference is that the three
    projectiles are in fact three fireballs every time!  To beat this baddy, you
    will often have to make use of an item (usually Mushroom Blocks) to get the
    three hits necessary for victory.
    
    
                                 o--------------o
                                 | First Mouser |
                                 o--------------o
    
    The first big Boss you will face is Mouser on level 1-3.  He is a big 
    mouse who seems to have some emotional problems.  How else do you explain a 
    personality that rationalizes throwing bombs as not only a good idea, but as 
    a full time job?  Anyway, you will enter the room to do battle, but you must 
    first break through the walls between Mouser and yourself.  Avoid the Spark 
    as you pluck the plants to reveal bombs.  Lay these bombs against the brick 
    wall to open a path through to Mouser (takes two), and then get one of the 
    planted bombs from the platform above (again being careful not to hit the 
    Spark).  Now run to the right to see Mouser on his platform, and lay the 
    bomb in your hands on the platform near Mouser to score a hit.  Now you need
    to either: go back for another bomb or catch one of Mouser's.  Now take the 
    bomb, lay it on the Bosses platform, and then repeat.  You will need to hit 
    the deranged mouse with 4 well placed blast to move onto the next World of 
    Subcon!
    
    
                                o----------------o
                                | First Triclyde |
                                o----------------o
    
    You arrive deep in the pyramid of 2-3 to find a triple-headed snake.  You
    fall down into the room, head right to find six Mushroom Blocks arranged in a 
    2 X 3 design.  Your first step is to stack the blocks up in a big column 
    (1 X 6).  Now get yourself on top of the column, take the top Mushroom Block, 
    hop to the ledge on the right, jump up in the air slightly to the right so 
    you can toss your Mushroom Block at Triclyde before pulling your player back 
    onto the left of the ledge (that way the fireballs from Triclyde will 
    harmlessly pass under you).  Now you should grab another Mushroom Block, 
    repeat the same song and dance, and then go back for one more Mushroom Block 
    (take it between fireball volleys in your direction), and then clock the 
    boss for the least hit so that snake will be knocked onto the endangered 
    species list!  A neat little trick to use if you are Luigi is to grab your 
    Mushroom Block, hop over Triclyde, hit Triclyde from behind, and then super 
    jump back out to repeat the process (this is a safer way to avoid 
    fireballs).
    
    A recent e-mail from Wilson Lau states that if you grab the Tweeter that 
    bounces in from the right where Triclyde is, and then chuck it past Triclyde
    so it hits the wall, and then it will fall onto Triclyde.  The Tweeter will 
    bounce off of Triclyde for three fast hits, and that will finish the 
    triple-headed snake off super quickly!  Thanks Wilson as I tried it myself
    and saw it work in action!
    
    
                                 o---------------o
                                 | Second Mouser |
                                 o---------------o
    
    You fall down into the Mouser room to battle yet another deranged Mouse
    with a bomb fetish.  Anyway, head past the chains to the right to find our 
    bomb-lobbing friend Mouser, along with a Spark circling the perimeter of the
    room.  Your goal is to catch a bomb thrown my Mouser, put the bomb on the 
    platform Mouser patrols (usually on the opposite end of where Mouser is so 
    he will walk into the blast), and then go catch another bomb.  Mouser will 
    blow the Spark into many pieces at some point during the melee.  You need to
    tag Mouser with five big bomb blasts before he will bite the dust, and you 
    can move onto World Four.
    
    
                                    o--------o
                                    | Fryguy |
                                    o--------o
    
    This huge Fireball flies around the screen in a figure eight pattern.  He
    will continually spit smaller fireballs down at the ground, so be sure to
    stay high to avoid the shots (just be ready to jump when he buzzes close to 
    your platform).  Your first job is to open up a hole in the middle of high 
    platform in the middle of the screen.  Take the Mushroom Block with you as 
    you climb up the platform steps as you dodge Fryguy and his projectiles 
    (remember that the screen wraps around, so you have a place to cut through 
    to get away from Fryguy).  Once up top, drop the Mushroom Block through the
    hole as Fryguy passes underneath you to score a hit.  Then you should take 
    the other Mushroom Block form your platform, climb back up, and hit him once
    more.  Now you have to go down to the bottom to get another Mushroom Block, 
    bring it back up top, and then drop it on Fryguy to cause him to explode!  
    Unfortunately he splits into four small fireballs, all of which must be 
    extinguished individually (you can kill more than one at once though).  The 
    best bet you have is to build a column of Mushroom Blocks as you fight 
    Fryguy so you can stand on top of it, out of reach of the fireballs, and 
    drop Mushroom Blocks from above.  Be warned that with each one killed, the 
    remaining fireballs will gain the ability to move faster, jump more often, 
    and to jump further than before.  Once they are gone, move onto World Five!
    
    
                                   o----------o
                                   | Clawgrip |
                                   o----------o
    
    Upon entering this crabs lair, head right till you find the big mean claw
    hurtling his huge boulders.  Now stay in the lower part with the wall at 
    your back, and then jump on top of a hurtled rock before you pick it up.
    Now wait for the next rock to fly, and then quickly hop up towards Clawgrip 
    to throw your rock at him before he launches his next rock (this will likely 
    hit you if you are not fast enough).  Now return to the same area as you 
    were before, and get yourself another rock.  An alternate way to attack 
    Clawgrip is to dodge all the rocks flying down at you, and then go after 
    Clawgrip when he starts moving back and forth across the platform rapidly.  
    Repeat these steps until you have hit the mean old crab five times to send 
    him out to the restaurants as the special of the day!  He is by far the most
    difficulty of the Bosses you have faced so far!
    
    
                                o-----------------o
                                | Second Triclyde |
                                o-----------------o
    
    Upon going in, head right till you see a drop to some Mushroom Blocks.
    Now wait till you catch the rhythm of the fireballs shot by Triclyde, and
    then fall down, followed by a quick jaunt to the Mushroom Block closest to 
    the pit (the Triclyde can not shoot you there).  Now you should get onto the
    platform between Triclyde shots, and then toss the Mushroom Block at the 
    three-headed snake.  Go back and get another Mushroom block to repeat the 
    process once more.  After you have scored three hits, you will have put the 
    permanent squash on this demon snake, and you will be able to move onto the 
    final world, and get your hands on Wart!
    
    
                                  o-----------o
                                  | Hawkmouth |
                                  o-----------o
    
    So you have fought your way through the large castle of Wart, and you 
    have finally found the Crystal Ball to open the Hawkmouth, and get your
    shot at the crazy toad, Wart!  As you approach the Hawkmouth, it will 
    suddenly come to life, and it will charge you!  Go back to the left to find 
    Mushroom Blocks, and then get on top of one of the column stands that are 
    strewn throughout the room.  Now when the bird approaches, wait till it is 
    about to reach you, and throw the Mushroom Block.  That will stun the 
    Hawkmouth long enough to let you escape to the next Mushroom Block (you can 
    also leap the Hawkmouth to buy yourself some time).  Do this two more times 
    to get the Hawkmouth to give up it's wild charges for a second, and to open 
    up it's mouth.  Now I will give you the best advice that this whole guide 
    has, and that is to GET INTO HIS MOUTH IMMEDIATELY!  If you delay for too 
    long, the Hawkmouth will shake off the damage you dealt it, and start the 
    attack anew!  Once you have gone through the mouth of the flying Hawkmouth, 
    you will arrive at...
    
    
                                    o------o
                                    | Wart |
                                    o------o
    
    The big bad goon himself!  Head left to see a vegetable distributing
    machine, followed up by the big fat toad spitting bubbles.  Stand on the
    platforms above the machines, catch a veggie, and then you have to time 
    your throw at Wart so the veggie goes down his open mouth before his bubbles
    come flying out to block your attack.  There is an easier way to hit this 
    guy, and that is to jump over him, and when he opens his mouth to spit out 
    his bubbles, you will have an unimpeded shot which can not miss (you do not 
    have to hit him in the mouth).  You need to hit the Boss of the enemies a 
    whopping SEVEN times before he will finally choke his way off of the screen 
    (keep in mind that as he flies backwards choking, he will still damage you 
    if he touches you).  Go through the door to  rescue the Subcons!
    
    ----------------------------------------------------------------------------
    ---------------------------------Items--------------------------------------
    ----------------------------------------------------------------------------
    
    14)This section will show all the items that Mario can utilize along the 
       path to victory.
    
    
                                   o------o
                                   | 1-Up |
                                   o------o
    
    These are gained by picking them from the ground.  Once collected however, 
    they will no longer be there.  This means that you should try to avoid 
    dying a whole lot, as they do not re-appear on your second trip through!
    
    
                                 o---------o
                                 | Bob-Omb |
                                 o---------o
    
    Sometimes you will pull this enemy from the ground, and it will be so 
    enraged that it will immediately try to blow your character up!  If you 
    pull one from the ground, be sure to throw it away immediately, and run 
    in the opposite direction to avoid taking damage.
    
    
                                  o------o
                                  | Bomb |
                                  o------o
    
    These explosive little darlings will help your character to break through 
    bombable walls.  There are a few levels that this will come in handy, so 
    practice your throwing techniques!
    
    
                                o----------o
                                | Cherries |
                                o----------o
    
    Collecting five of these in one level will reveal a Starman.
    
    
                                 o-------o
                                 | Coins |
                                 o-------o
    
    These are found in sub-space by harvesting plants from the ground.  These 
    will be used in the Bonus Round after you finish the level (see Bonus Room
    section for more details). 
    
    
                              o--------------o
                              | Crystal Ball |
                              o--------------o
    
    These will open the mouth of any Hawkmouth you come across.  They are 
    usually guarded by Birdo, but you will find them just sitting in the open 
    as well (though far less common of an occurence).
    
    
                                 o-------o
                                 | Heart |
                                 o-------o
    
    These will appear in a level after you kill about ten enemies.  Each one you
    collect will replace one lost heart of your life meter.  You can collect 
    many in each level, so kill off enemies to regain your health.  They appear 
    at the bottom of the screen, and they float on a near 90 degree angle 
    upwards.
    
    
                                  o-----o
                                  | Key |
                                  o-----o
    
    These items are always guarded by an enemy called Phanto.  The Key is the 
    "key" (get it?!?) to opening the locked doors that you will come across in 
    your journey through Subcon.
    
    
                             o--------------o
                             | Magic Potion |
                             o--------------o
    
    These beakers filled with some sort of red liquid are your way to enter 
    sub-space from the normal levels.  You must build the doorway on a stable 
    surface, or else the door may not materialize.  If you placed the door in 
    the correct location, you will be rewarded with a Mushroom (see Mushroom for
    more details).  Picking plants in sub-space will give you Coins (see Coins 
    for more details).
    
    
                               o----------o
                               | Mushroom |
                               o----------o
    
    These can be found in sub-space.  all levels (except for 6-2 possibly) have 
    two Mushrooms to be collected in sub-space.  Each time you collect one of 
    these items, you will receive a complete restoration of your life meter, as 
    well as an extension of it by one heart.  However, after every level, your 
    life meter reverts to two hearts, so start collecting anew each time!
    
    
                            o----------------o
                            | Mushroom Block |
                            o----------------o
    
    These items are often found around bosses, and they make incredibly good 
    weapons.  They do not break, they are reusable, and they block enemy 
    projectiles as well.
    
    
                              o-----------o
                              | POW Block |
                              o-----------o
    
    This item is usually located in plain site, but they can be found under the 
    ground via a tuft of vegetation.  When this item is thrown, the ground will 
    receive a good shake, and during that time any enemies located on the ground
    will die as a result.  An excellent method of clearing large groups of 
    enemies from your path.
    
    
                          o--------------------o
                          | Ripened Vegetables |
                          o--------------------o
    
    These are fuller vegetables, and they are found more rarely than Unripened 
    Vegetables.  Find five of them in one level to cause all enemies to freeze 
    for about seven seconds.
    
    
                               o--------o
                               | Rocket |
                               o--------o
    
    Occasionally you will reach an area where you will have no way to advance 
    further, and you pluck the grass tufts around to suddenly discover a Rocket!
    You will get a free ride to another area, you will be deposited, and then 
    the Rocket will self-destruct!
    
    
                               o---------o
                               | Starman |
                               o---------o
    
    These bad boys will make you invulnerable for about seven seconds once you 
    have earned one (collect five Cherries in a single level).  These float on a
    zig zag pattern left to right as they slowly move up from the bottom of the 
    screen.
    
    
                             o--------------o
                             | Turtle Shell |
                             o--------------o
    
    These can be yanked from the grass tufts in the ground occasionally.  They 
    can be thrown so they slide along the ground, plowing through any enemy 
    foolish enough to get in the way (a la Koopa Troopa shells did in Super 
    Mario Brothers).  Unlike Super Mario Brothers, the shell will disintegrate 
    upon making contact with a wall or some other solid obstacle.
    
    
                         o----------------------o
                         | Unripened Vegetables |
                         o----------------------o
    
    The much more common of the two type of vegetables, these will be very 
    useful in clearing enemies from your path.
    
    ----------------------------------------------------------------------------
    ----------------------------Bonus Round-------------------------------------
    ----------------------------------------------------------------------------
    
    15)This section will look at how to earn money for the Bonus Round, how a 
       winner is determined in the Bonus Round, and an idea of how to score 
       lots of extra lives in the Bonus Round.
    
    
                     o-------------------------------o
                     | Earning Money For Bonus Round |
                     o-------------------------------o
    
    -To earn Money for the Bonus Round, you must first find a Magi potion.  Then
     you need to take the potion till you find an area with plants in the 
     ground.
    
    -Drop the Magic Potion, enter the door, and you will enter sub-space.  Upon
     entering the backwards world, you will see the plants on the ground, at 
     which point you will pull them from the ground for one Coin apiece.
    
    -This can only be done twice per level, and then you will only get Unripened
     Vegetables instead of coins from the sub-space plants.  This can be 
     circumvented, but it requires a special trick listed below (and in the 
     Tricks And Oddities section).
    
    -What you need for this trick to work to the maximum effect is to have the
     following things: at least 6 lives, large amounts of grass tufts, and a 
     fast to kill your character.  Now you will drop the Magic Potion to enter
     sub-space, and proceed to pick as many grass tufts as you can.  The next 
     step requires you to fall off the cliff you have dropped the potion near to
     kill yourself.  When you return to the level, repeat this procedure till 
     you have reached the lowest amount of lives you feel is the maximum number
     required for you to finish the level.  Then you should collect the grass
     tufts twice more (they will count this time), and then go finish the level.
     You will then enter the Bonus Round with an excess of coins to not only 
     replenish your purposely sacrificed lives, but you will also gain many 
     extra lives as well.  With some practice at the Bonus Round (some details 
     will be given on this below), you will easily get into the triple digits 
     for lives!
    
    
                   o------------------------------------o
                   | Winning Results In The Bonus Round |
                   o------------------------------------o
    
    -Three Ripened Vegetables = 1-Up
    
    -Three Red Snifits = 1-Up
    
    -Three Starmen = 1-Up
    
    -Cherries in the first slot = 1-Up
    
    =======
    Example
    =======
    
       +------+   +------+   +------+
       |   /| |   |      |   |      |
       |  / | |   |      |   |      |
       | ()() |   |      |   |      |
       +------+   +------+   +------+
    
    -Cherries in the first two slots = 2-Up
    
    =======
    Example
    =======
    
       +------+   +------+   +------+
       |   /| |   |   /| |   |      |
       |  / | |   |  / | |   |      |
       | ()() |   | ()() |   |      |
       +------+   +------+   +------+
    
    -Cherries in all three slots = 5-Up
    
    =======
    Example
    =======
    
       +------+   +------+   +------+
       |   /| |   |   /| |   |   /| |
       |  / | |   |  / | |   |  / | |
       | ()() |   | ()() |   | ()() |
       +------+   +------+   +------+
    
    
                         o--------------------------o
                         | Scoring Many Extra Lives |
                         o--------------------------o
    
    -Cherries offer the fastest life gain of all the slots.  To get at least one
     Cherry each time is to press the A Button as soon as the slot machine 
     starts to tumble to get yourself a Cherry for the first slot.
    
    -If you have to get three Starmen, three Red Snifits, or three Ripened
     Vegetables, tap the buttons in a pattern of the same time in between.  With
     some practice, you will be able to use this for not only getting the 1-Ups,
     but it will also net Cherries for multiple extra lives.
    
    ----------------------------------------------------------------------------
    ---------------------------Mushroom Locations-------------------------------
    ----------------------------------------------------------------------------
    
    16)This section will list the location of the two Mushroom found in all 
       twenty levels of the game.  If I miss any, please e-mail me a detailed
       explanation of how to get them.  Thanks a Million!
    
    
                                 o-----------o
                                 | Level 1-1 |
                                 o-----------o
    
    Climb the vine to the left of the POW Block, jump off to grab the first Tuft
    of Grass in the line to get the Magic Potion, and then drop it to enter 
    sub-space.  The Mushroom is sitting on that platform.
    
    The other Mushroom for the level is located near the Vine to the multiple
    Vine section of the level.  Grab the Magic Potion from the Tuft of Grass
    section, and then drop it near the gap in between the Tufts of Grass.  The
    Mushroom will appear in that vacant spot.
    
    
                                 o-----------o
                                 | Level 1-2 |
                                 o-----------o
    
    Grab the Magic Potion between near the two vases, drop it between the vases,
    and enter sub-space to get your Mushroom (it is on top of a vase).
    
    Once you enter the cave section of the level, and you reach the ladder (this
    ladder comes after a Pink Snifit, but before a Grey Snifit).  At the top of
    the ladder, pick the left-most Tuft of Grass to reveal a Bomb, so run left
    to drop it on the bombable section of the floor (it is the same stuff you 
    have blown up in this level already).  Now go back to get the next closest
    Tuft of Grass, take the resulting Bomb back to the same spot, drop it, and 
    then do the same procedure with the next closest Tuft of Grass.  Now you 
    just need to get the final Tuft of Grass (the Magic Potion), and then head
    left to drop down through the hole you created, and enter sub-space to find 
    your Mushroom.
    
    
                                 o-----------o
                                 | Level 1-3 |
                                 o-----------o
    
    When you arrive at two grass tufts, pick the second one, and drop it 
    immediately to enter sub-space.  Inside on top of the bridge is the 
    Mushroom.
    
    Head left back across the logs to the platform, crouch to charge the super 
    jump, jump to throw the potion onto the platform above jump to the platform 
    if you are Luigi, or if you Mario go left to charge a super jump so you can 
    get onto the rolling log at a high point for a quick hop onto the platform. 
    Enter sub-space for your Mushroom.
    
    
                                 o-----------o
                                 | Level 2-1 |
                                 o-----------o
    
    After you pass the second Jar of the level, jump onto the platform to the
    right of it, grab the left-most grass tuft for a Magic Potion, and then
    immediately drop the Magic Potion so you can enter sub-space to collect your
    Mushroom.
    
    
                                 o-----------o
                                 | Level 2-2 |
                                 o-----------o
    
    Once you find the Magic Potion between the two Jars on the ends of the same
    plateau, drop it near the right jar, and enter sub-space to collect your
    Mushroom.
    
    After entering the cave, Bombing the wall down, and heading left, grab the
    middle grass tuft on the top platform to get the Magic Potion, which you
    will immediately drop to enter sub-space and find the second Mushroom of the
    level.
    
    
                                 o-----------o
                                 | Level 2-3 |
                                 o-----------o
    
    As soon as you come up the first ladder in the level, go right to find a 
    Magic Potion from the first grass tuft you come across.  Now run left till
    you see a Pink Shyguy on a platform, at which point you will chuck the Magic
    Potion to the ground so you can enter sub-space to find the Mushroom on the
    highest ledge of the hills.
    
    After you start to be div-bombed by an ungainly amount of Red Beezos, you
    will see a door on a high platform.  Get up to the platform with a super 
    jump and/or off of the back of Red Beezos.  Once inside, grab the first 
    grass tuft you come across to your right, and then drop the Magic Potion 
    near the real door.  Enter the door to go into sub-space, and then grab the
    Mushroom on your right.
    
    
                                 o-----------o
                                 | Level 3-1 |
                                 o-----------o
    
    After climbing up the Vine, head left past a Red Panser to find two grass 
    tufts waving in the breeze (the left one has the Magic Potion).  Drop it on 
    the same ledge you found it on. enter sub-space, and then collect the 
    Mushroom over the gap to your right.
    
    After you have disposed of a Blue Panser, go down the ladder to grab the
    first grass tuft to your right to find a Magic Potion.  Take the Magic 
    Potion to the far left of the room, drop it, enter sub-space, and then climb
    the ladder to get the Mushroom.
    
    
                                 o-----------o
                                 | Level 3-2 |
                                 o-----------o
    
    Head to the far right from the start, pick the left-most grass tuft on the
    hill for a Magic Potion, drop it immediately, and then enter sub-space for 
    your Mushroom.
    
    In the final cave segment you must pass through, go left off the exit ladder
    to find four grass tufts.  pick the right-most one to get a Magic Potion 
    (drop it in the middle of the platform), and then pick the left-most grass
    tuft for a Bomb to use on the breakable floor on the right.  Enter sub-space
    to get your Mushroom.
    
    
                                 o-----------o
                                 | Level 3-3 |
                                 o-----------o
    
    When you find the POW Block with four grass tufts near the start, grab the 
    right-most one to reveal a Magic Potion, and then throw it beside the 
    barrier to your right.  Enter sub-space to find the Mushroom resting on top
    of the same barrier.
    
    Once you have gone through your first door, grab the grass tuft to your left
    to reveal a Turtle Shell, which you will throw to the left.  Now you need to
    pluck the next grass tuft to the left to get a Magic Potion, and then follow
    the Turtle Shell till you are at a ladder.  Drop the Magic Potion to the 
    ground left of the ladder, enter sub-space and then climb the ladder to get
    the Mushroom resting above you.
    
    
                                 o-----------o
                                 | Level 4-1 |
                                 o-----------o
    
    When you arrive at a location with a ledge, a one block space, and then
    another ledge below, quickly run between the ledges to grab the lone grass
    tuft for the Magic Potion.  drop it on the left-most block of the higher
    ledge so you can get the Mushroom as well as a couple Coins.
    
    When you reach the end of the first section of the level, grab the left-most
    grass tuft from the top ledge for the Magic Potion, which you can drop 
    immediately.  Enter sub-space to claim your Mushroom.
    
    
                                 o-----------o
                                 | Level 4-2 |
                                 o-----------o
    
    As soon as you enter the section of the level with the whales, go to the 
    last whale on the left side, and grab the far right grass tuft for a Magic 
    Potion.  drop it on the same whale, and then enter sub-space where you have
    to make a delicate hop onto the whale's tail to get the Mushroom.
    
    After riding the rocket, pluck the Shyguy from off the Autobomb, throw him
    on th eground, and then pluck the nearby grass till you find the Magic 
    Potion.  Now ride the Shyguy across the spikes, dropping the potion on the
    solid ledge ahead to enter to find your second Mushroom!
    
    
                                 o-----------o
                                 | Level 4-3 |
                                 o-----------o
    
    Once you go through the first door of the level, jump up to the next ledge,
    and then grab the left-most grass tuft to find a Magic Potion.  Now go left
    till you reach the frozen vegetation, where you will drop the Magic Potion
    on top of the frozen vegetation so you can enter sub-space and get the 
    Mushroom you appear with.
    
    After climbing the first tower (the one with ice ledges and Flurries), go 
    right to the first grass tuft to find a Magic Potion.  Go left till you see
    two cloud platforms, which you will use to reach the parapet above.  Jump
    across the parapet till you are on the other tower directly over a door (you
    have not gone in this door), which is where you will drop your Magic Potion.
    Enter sub-space, and then start leaping to the left to get your Mushroom.
    
    
                                 o-----------o
                                 | Level 5-1 |
                                 o-----------o
    
    When jumping across the second Trouter only gap, get yourself onto the high
    ledge to pull a Magic Potion.  Drop it immediately, enter sub-space, and 
    then grab the Mushroom from the lower ledge.
    
    When you reach the final set of rolling logs (two in this set), jump over 
    the ceiling, and then go down the second hole to pull the Mushroom Block out
    of the way.  Then use the grass tuft on the far left to get the Magic Potion
    which will allow you to enter sub-space where the Mushroom will fall down 
    the recently opened hole.
    
    
                                 o-----------o
                                 | Level 5-2 |
                                 o-----------o
    
    When you reach the only Jar in the level, go inside and get the Magic Potion
    contained within.  Come back out with the Jar, and drop it to the right of
    the Jar so you can enter sub-space.  Get the Mushroom from the lower ledge to
    extend your life meter.
    
    Near the vine leading up to the climbing portion of the level, look on the 
    "little mountain" with three trees on it, as that is where the Mushroom 
    awaits pick up.
    
    
                                 o-----------o
                                 | Level 5-3 |
                                 o-----------o
    
    From the start, grab the first grass tuft for a Magic potion, and head right
    till you hit a five patch of grass tufts, at which point you should drop
    your Magic potion. Enter sub-space to get the Mushroom.
    
    Grab the left-most grass tuft to get a Magic Potion after the above events
    (hold onto it).  Head right as you continue to avoid the paratrooping 
    Bob-Ombs from the Albatosses, and when you see three Bob-Ombs already on the
    ground, run and jump them so you can draw them to a wall that they will blow
    up the wall.  If they will not line up with the wall correctly, drop your 
    Magic potion beside the wall, and then get a Bob-Omb in your hands and throw
    it at the wall as they start to explode to break a hole in the wall.  now 
    you will enter sub-space to collect the other Mushroom.
    
    
                                 o-----------o
                                 | Level 6-1 |
                                 o-----------o
    
    Go down the first Jar you encounter, grab the Magic Potion, and then throw it
    down on the bone structure to your right.  Enter sub-space to get the 
    Mushroom before the quicksand swallows it whole.
    
    After getting the Magic Potion among the cacti, get past the Pokey and the
    Blue Panser, and when you see the door, throw the Magic Potion down.  Enter
    sub-space to grab the Mushroom.
    
    
                                 o-----------o
                                 | Level 6-2 |
                                 o-----------o
    
    Once you reach the halfway point of the level. grab the grass tuft on the
    left to reveal a Magic Potion.  Enter sub-space, and grab the Mushroom that
    falls down to the ledge beside you.
    
    
                                 o-----------o
                                 | Level 6-3 |
                                 o-----------o
    
    pluck the first grass tuft for a Magic Potion.  Next you have to jump 
    through the quicksand past the two bone structures (the second will have a 
    Pink Shyguy), and then jump into the quicksand beside the short cactus where
    you will drop the Magic Potion. Enter sub-space to grab your Mushroom to
    extend your life meter.
    
    Upon entering the cave, go right to find vases that spit out non-stop 
    Bob-Ombs, so run through this area quickly (you know you are past the 
    danger when you hit the diggable sand).  Use a Bomb on the wall to your 
    right, pick the other grass tuft for another Bomb, and then run right till 
    you see the next wall, which you will throw the Bomb at to blow it open.  
    Next you will pick the left-most grass tuft for a Bomb, which you will use 
    on the wall to your right (not the hole), and then pick the next left-most 
    grass tuft for another Bomb to use on the hole blocked with two pieces of 
    bombable debris.  Now grab the left-most grass tuft on your platform for 
    one more Bomb to blow the hole open, and then go back for the grass tuft we 
    passed up earlier for a Magic Potion, which you will place near the hole we 
    blew open.  Enter to grab Coins and the Mushroom below in the hole.
    
    
                                 o-----------o
                                 | Level 7-1 |
                                 o-----------o
    
    Once you pass the ledge with three grass tufts, continue right till you find 
    a grass tuft, which you should pick to reveal your Magic Potion.  Now head 
    back to the left to the three grass tuft ledge, which is where you will 
    chuck the Magic Potion down so you can enter sub-space to get your Mushroom.
    
    When you reach the house at the end of the path to the right, go inside.
    You will need to get up to the ledge inside with the grass tuft, where you 
    will grab the third from the right grass tuft for a Magic Potion.  Enter 
    sub-space to get your Mushroom
    
    
                                 o-----------o
                                 | Level 7-2 |
                                 o-----------o
    
    The OPTION ONE route will have a door directly in your path after the 
    Mushroom Block room, so enter it.  Pick the left grass tuft to get a Magic
    Potion, drop it on the middle column, enter sub-space, and then get the 
    Mushroom on the right-most column.
    
    The OPTION TWO route will give you access to a Mushroom when you pass 
    through a vertical chamber with three Sparks guarding three platforms.  Jump
    up the left side to reach the left Chain, climb it, and then enter the door.
    Go to the bottom of that area, go down the ladder on the bottom of it, and 
    enter that door.  Now go left to the grass tuft to get your Magic Potion, 
    drop it near the door in the room, enter sub-space, and then collect your
    Mushroom.
    
    ----------------------------------------------------------------------------
    ----------------------------Warp Locations----------------------------------
    ----------------------------------------------------------------------------
    
    17)This section will list what level every warp is found on, and how to get
       them operational.
    
       The key to warping in this game is to find a vase that can not be used in
       the regular world, so you must enter sub-space, and then go down the vase
       to warp ahead a few Worlds!
    
    
                           o--------------------o
                           | Warp To World Four |
                           o--------------------o
    
    Found in Level 1-3, you will not have to go far into the level to locate the
    vase.  Head right from the start, and once you pass over the last stretch of
    water on the rolling logs while avoiding Trouter, you will arrive at the
    following area:
    
    --------------------+
    Key                 |
                        |
    TG - Tufts of Grass |
    MP - Magic Potion   |
                        |
    --------------------+
    
                  TG      TG       TG
               +---------------------+
               | / / / / / / / / / / |
               +---------------------+
          +------+                 +------+
          |      |                 |      |
          |      |                 |      |
          |      |                 |      |
          |      |                 |      |
          |      |TG      TG       |      |
    ------+------+-----------------+------+------+
                                                 |
    
    Now you should pick up the Tuft of Grass that is the left one on the ground
    (the lower set of Tufts of Grass).  This will be your Magic Potion to get 
    you into Subcon, so head right over the water, past the two Ninjis and the 
    two Tweeters till you run into a vase, at which point you should drop the 
    Magic Potion.  Now go into sub-space, and then press DOWN when you are on 
    top of the Jar to get into your warp to World Four!
    
    
                           o--------------------o
                           | Warp To World Five |
                           o--------------------o
    
    To access this warp, you must be in an andventurous mood.  Start level 3-1
    off be going right to find the only door in the area (go through the door).
    Now instead of climbing the cloud platforms laid out ahead of you, walk off
    the cliff ahead of you to take a free fall down the gigantic waterfall.  As
    you fall, try to stay in the exact centre so when you run out of waterfall,
    you will land on a small island of land with a door on it.  Enter the door.
    
    Once inside, go to the right to find a large line of Tufts of Grass.  Count
    off the first nine, and then pluck the tenth to get your Magic Potion (or 
    you can just keep picking Tufts of Grass to narrow the choices).  Now head
    left till you see a Jar sitting there, throw your Magic potion to the 
    floor, enter sub-space, and then press DOWN while you are on the Jar to 
    warp to World 5!
    
    
                           o-------------------o
                           | Warp To World Six |
                           o-------------------o
    
    This is performed on level 4-2, and it is located fairly far into the level.
    After you have passed through the Pink Beezo Brigade that buzzes you early
    in the level, you will enter a door to find whales for you to hop across the
    Arctic waters.  As you head left, you will find six Unripened Vegetables 
    (three per platform), and then a single Tuft if Grass (grab it as it is your
    Magic Potion).  Now make your way across the whales with the Magic Potion, 
    and you have two choices for reaching the vase: The simpler way to do it (if
    you are using Luigi) is to take a running leap off the whale with the third 
    Pink Shyguy out of the last three Whales, or you can go above the Jar, past
    a Flurry, and use the Whale on the other side of the Jar to reach it (the
    jump is much shorter).  Throw the Magic Potion to the ground, enter 
    sub-space, and head down the Jar.
    
    
                          o---------------------o
                          | Warp To World Seven |
                          o---------------------o
    
    This is most easily accessed with Luigi, but it can be done by all 
    characters.  For Luigi, climb out of the hole you start in, go right till 
    the ledge above you stops, and then super jump up to the ledge to find a
    Magic Potion and a Jar.  Drop the Magic Potion near the Jar, enter 
    sub-space, and warp to World Seven.
    
    With the rest of the crew, you must head right to find a higher ledge so you
    can jump onto an Albatoss to ride to the left to the ledge.  Then just pick
    the Magic Potion up, drop it near the Jar, enter sub-space, and then go 
    down the pipe to warp to World Seven!
    
    ----------------------------------------------------------------------------
    ----------------------------Ending Summary----------------------------------
    ----------------------------------------------------------------------------
    
    18)This section will give a brief review of the game ending, and then a 
       summary of what is left unsaid for the viewer to interpret.  Keep in mind
       that this is the view that I have taken, and you may interpret certain
       points in a different manner completely.
    
    
                                o-------------o
                                | Game Ending |
                                o-------------o
    
    So Mario and friends proceed to release the cork from the Jar that contains 
    the ruling members of Subcon from their captivity, and thus the day is 
    saved!  The people of Subcon hold a party to celebrate their release, and
    Wart is passed along by the people as the largest contributor to the quest
    is honoured for it.  Wart is then pummeled unmercifully off-screen, and 
    then we cut to a scene of Mario sleeping in bed.  He wakes up, glances 
    around, and then he drifts back off to sleep.  The enemy list will then 
    scroll by, followed by the writing of THE END.
    
    
                              o-----------------o
                              | What This Means |
                              o-----------------o
    
    What this really is a nightmare within Mario's own psyche.  "Subcon" is 
    really Mario's "sub-conscious", and he what he is battling is the nightmare 
    in his mind.  
    
    What is causing these manifestations is his worries about Bowser and Koopa 
    Clan reappearing, as well as his desire to be the hero.  He most likely 
    enjoyed the accolades of rescuing the Mushroom Kingdom from the dominion of 
    Bowser, and this is exhibited extremely well when the Subcons are cheering 
    the four characters for their contributions.
    
    Mario's friends and brother being included is also not an accident.  Mario 
    had his brother Luigi along with him in the Mushroom Kingdom, and they put
    an end to Bowser's rule.  Princess Toadstool and Toad were both involved in
    the adventure of Super Mario Brothers, and so they are included within this
    game.  They are given roles as helpers to the cause as opposed to being
    rescued because Mario has given rise to a new land of people who have been 
    subjugated by an evil ruler.  Wart is the ruler here because Mario could not
    have Bowser as the ruler due to the very different army of enemies running
    around in this strange world.  This also explains how come no enemies from 
    Super Mario Brothers return as the Koopa Clan is not involved, plus Wart 
    does need his own Army.
    
    Mario may dream the adventure, but it does give you some interesting 
    insights into the workings of one of the greatest video game heroes.  He may
    be centering his Id on self gratification, his Superego will keep him a 
    humble Italian plumber from Brooklyn that will save the day for Princess 
    Toadstool.
    
    ----------------------------------------------------------------------------
    ---------------------------Tricks And Oddities------------------------------
    ----------------------------------------------------------------------------
    
    19)This section will look at shortcuts, tricks, and strange happenings in
       the course of this game.
    
    
    a) Enemies will reappear as soon as you leave the area.  This respawning can
       be rather irritating, especially in an enemy-heavy section.
    
    b) Grass tufts, and what they hide in the ground will also respawn, but they
       require your character to enter another area of the level (through a jar,
       door, or vine climb off the screen).  This is especially useful if you 
       have found a large patch of tufts to pick in sub-space for lots of coins
       (see Bonus Round section for details).
    
    c) This is not the same Super Mario Brothers 2 that was released in Japan 
       (see Origins section for more details).
    
    d) 1-Ups, once pulled from the ground, are no longer able to be collected on
       your current game.
    
    e) Items collected and plants pulled from the ground in sub-space will not
       be gone upon returning to Subcon.  If you get an Unripened Vegetables 
       from sub-space, it will still be in your grasp upon your return to the
       regular world of Subcon.
    
    f) What you need for this trick to work to the maximum effect is to have the
       following things: at least 6 lives, large amounts of grass tufts, and a 
       fast to kill your character.  Now you will drop the Magic Potion to enter
       sub-space, and proceed to pick as many grass tufts as you can.  The next 
       step requires you to fall off the cliff you have dropped the potion near 
       to kill yourself.  When you return to the level, repeat this procedure 
       till you have reached the lowest amount of lives you feel is the maximum 
       number required for you to finish the level.  Then you should collect the
       grass tufts twice more (they will count this time), and then go finish 
       the level.  You will then enter the Bonus Round with an excess of coins 
       to not only replenish your purposely sacrificed lives, but you will also 
       gain many extra lives as well.  With some practice at the Bonus Round 
       (details will be given in the Bonus Round section), you will easily get 
       into the triple digits for lives!
    
    g) A rare glitch in the game will happen where your character (usually Toad),
       will pick a Vegetable from the ground, but it will become stuck in their
       head, not their hands.  This will allow the player to go through doors 
       while holding the Vegetable.  It also requires the player to press the B 
       Button to get the Vegetable into a throwing position (into their hands),
       and then the B Button again to throw (like normal).
    
    h) Whenever any of your characters is picking up a POW Block or a Mushroom
       Block, they are invincible when transferring it from the ground to over 
       their heads.  This is useful in a few fights with Red Birdo and Green
       Birdo.
    
    
                                 o-----------o
                                 | Shortcuts |
                                 o-----------o
    
    Level 1-1 = When you enter the cave that has a Vine climbing upwards beside
                a waterfall, you will reach the top floor of the cave.  Now any
                character can take this shortcut, and all you need to do is take
                a running leap across the waterfall, jump up the ledges, and 
                then time your drop of a Bomb to break the wall down that guards
                a door.  To get it to work, wait for the bomb to start flashing 
                for about one second before dropping (this should bust the 
                bottom two bricks).  Now you just have to go through the door to
                reach Pink Birdo.
    
    Level 1-2 = This shortcut usually requires the use of Luigi as he is the 
                best jumper (making it easier to reach the heights necessary).
                After crossing the long gap (courtesy of Pidgit's magic carpet
                you liberated), stand on the edge of the first Jar you see, 
                crouch till your super jump is charged, and then jump up and to
                the left.  As you continue to float upwards, a Red Beezo will
                swoop down from the left, and your mission is to land on the 
                moving Red Beezo.  Once you accomplish this hard task, you must 
                keep moving with the Red Beezo towards the right, and then you 
                must hop up onto the ledge above once you reach the cliff.  This
                allows you to skip the acquiring of a Key, and doing the cave in
                this section of the game.  You will be but a few quick hops from
                the Pink Birdo boss for the level.
    
                Alterbatively, it is far easier to get up on top with Luigi by
                either riding the Pidgit magic carpet as far to the right as you
                can before it disappears, leaping to the ledge, or you can place
                a Ninji below the hill, performing a Superjump off of it's head
                when it is leaping into the air, getting up top.
    
    Level 3-1 = After climbing your way up the cloud ledges, stolen the magic 
                carpet that belonged to Pidgit, and then climbed the Vine to the 
                new screen.  Now you need to use Princess Toadstool for this 
                shortcut to work.  Head left from the Vine, take a running leap,
                and then float across the gap to find a door.  Enter into it, 
                and make your way over the wall to face Red Birdo.
    
    Level 4-3 = Choose Princess Toadstool, ride across the water on the Pink
                Birdo egg, and then head over the gap to the first door.  
                Instead of entering the door, run right till the platform stops,
                at which point you will take a hovering leap.  This will land 
                you on the far side of the level, and you just head right to 
                find the next door.  The one warning against this is that you 
                will have to face Fryguy with just two hit points.
    
    Level 6-3 = Anyone can perform this shortcut, and it cuts off a massive 
                amount of time from the level.  After coming out of the cave you
                start in, head left to find a big wall with quicksand flowing 
                underneath it.  Walk into the quicksand till you are right 
                against the wall, and then sink till your character just 
                disappears underneath the top level of sand.  Now start to jump
                while holding LEFT, and you will move under the wall to reach a
                door on the far side.  After going through, jump across the 
                cloud platforms, and then enter the Pyramid to cut over 90 % of 
                the level off!
    
    Level 7-1 = Luigi is needed for this shortcut.  Exit the hole you start in,
                and quickly stand on the column to your left (immediately 
                entering into a crouch).  As soon as it is charged, jump up into
                the air to land on the Albatoss coming to the left.  Now you can
                jump the columns to get to the Rocket.  This shortcut carries 
                the usual penalty of no Mushrooms for extending your life meter.
    
    ----------------------------------------------------------------------------
    ---------------------------------Origins------------------------------------
    ----------------------------------------------------------------------------
    
    20)This section will give a synopsis of how this oddball of the Mario games
       family came to be, and the story behind the Lost Levels.
    
    
    As many players know, Super Mario Brothers 2 released in the United States
    and other countries such as Canada, it is not in fact the "true" sequel to
    the smash hit Super Mario Brothers.  The following will give an idea of what
    occurred to make the events unfold as they did back in late 1980's with
    Nintendo.
    
    
                      o-----------------------------------o
                      | The "Real" Super Mario Brothers 2 |
                      o-----------------------------------o
    
    This was released in Japan around the time that Super Mario Brothers was 
    entering into the massive popularity that the whole Mario series would enjoy
    to this very day.  Super Mario Brothers 2 (Japan) was released in 1986 to 
    the Japanese public, and it was a huge hit.  It also had everyone marveling
    at how much the difficulty had increased from the original game.  Added onto
    that was the fact that only one truly new enemy had been added (Red Piranha
    Plant), with a few others modified in their behaviours and areas of use,
    Nintendo made a decision that the North American gaming community would find
    the game to be too similar to the first one, not to mention way too 
    difficult for the casual gamer.  This led to the decision that is outlined 
    below.
    
    
                      o-----------------------------------o
                      | The Conversion Of Doki Doki Panic |
                      o-----------------------------------o
    
    The game Doki Doki Panic had four characters of varying degrees of skill who
    were attempting to fight through their world to overthrow the boss baddie.
    This game was chosen to be remodeled as the Super Mario Brothers 2 meant 
    for North America.  The changes made were fairly small, with the main ones 
    being the main characters were changed into four Nintendo characters (Mario,
    Luigi, Princess Toadstool, and Toad).  This is the main explanation as to 
    why NO enemies from the first game were included in the sequel (including 
    Bowser).
    
    
                        o-------------------------------o
                        | Super Mario Brothers 2 U.S.A. |
                        o-------------------------------o
    
    In 1988, The Super Mario Brothers 2 released in North America was released
    in Japan under the title listed above.  It was the same game essentially, 
    with slightly modified graphics.  This now meant that only North America was
    still missing out on the "real" Super Mario Brothers 2 until...
    
    
                            o-----------------------o
                            | Super Mario All-Stars |
                            o-----------------------o
    
    This was a compilation of Super Mario Brothers, Super Mario Brothers 2 
    (North American), Super Mario Brothers 3, and a game entitled "The Lost 
    Levels" (also note that some cartridges were produced later in the 
    compilation's run that included Super Mario World as well)!  With updated 
    graphics, a few upgrades to each game, and the new found ability to play the
    "real" Super Mario Brothers 2, North American gamers were given the 
    opportunity to experience the difficulty of the "true" sequel to Super Mario 
    Brothers.  
    
    
       Hopefully this has helped enlighten some people of all of the things that
       transpired in the whole saga of the Super Mario Brothers 2 games, and why
       the one released here is such an oddball when compared to the rest of the
       series.
    
    ----------------------------------------------------------------------------
    --------------------------------Final Word----------------------------------
    ----------------------------------------------------------------------------
    
    21)As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2003.  The only website, group, person, etc. to have access to
       post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
       www.honestgamers.com.  You must ask for permission before posting this, 
       as doing so without consent is a violation of international copyright 
       law.
    
       If you liked it, hated it, have anything to add, then please E-mail me at
       briansulpher@hotmail.com.  You can also contact me through MSN messenger
       through the same E-mail address.
    
       A strange Mario game that grows on you over time.  It is definitely the
       largest departure from the main Mario formula, and it still offers some 
       great jumping action.  I highly suggest that you play it, just for the
       radical departure from the more conventional "Mario" style of platformer.
       Of course, that is likely due to it not being a Mario game originally,
       but it is still a solid game.

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