*****************************************************************************

                    New Super Mario Bros. FAQ/Walkthrough
                             For the Nintendo DS
                    Version 1.55 (Last Updated 8/22/2006)
                               By Devin Morgan

      This file is Copyright (c)2006 Devin Morgan. All rights reserved.

*****************************************************************************

Table of Contents

1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Enemies
8. Items
9. 1-Player Mini-Games
10. Secrets/Tips and Tricks
11. Credits
12. Copyright Notice
13. Contact Information

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.55 (8/22/06): Added information on Challenge Mode to the Secrets 
section of the guide.

Version 1.5 (6/17/06): Made a minor correction regarding the Sort or 'Splode 
minigame.

Version 1.45 (6/12/06): Yet another Mini Mushroom location was added to the 
mix.

Version 1.4 (6/8/06): I finally got to adding information on the Vs. Only 
mini-games today. See that section of the guide for more details.

Version 1.35 (6/5/06): I added a couple things to the Secrets section, one 
thing of importance being the list of Mini Mushroom locations outside of Toad 
Houses, so check it out. As an added note to those who read the FAQ: please 
do not send me email saying that you can get such and such Star Coin, or beat 
a certain boss by using a Mega Mushroom. I know that, but it's a horribly 
cheap way to go about the game, and it wouldn't make this guide all that 
useful if I told people to use an item at every tough spot!

Version 1.3 (6/2/06): Made a couple more small additions/corrections.

Version 1.25 (5/29/06): Of course, I added some more bits and pieces here and 
there thanks to various submissions I've received today!

Version 1.2 (5/28/06): Added another method to get infinite 1-Ups, and added 
a small bit about the Blue Shell's ability to make you move faster when 
underwater.

Version 1.15 (5/25/06): Updated the method for unlocking background pattern 5 
in the Secrets section. Also, I updated part of the walkthrough for the final 
castle, thanks to Matt K.

Version 1.1 (5/24/06): I added an enemy list, thanks to Boo Destroyer!

Version 1.05 (5/23/06): Added/changed a bunch of things, including new and 
different methods for obtaining certain Star Coins, as well as a couple new 
secrets in that section of the guide.

Version 1.0 (5/20/06): The main walkthrough, as well as the other sections of 
this guide, are fully complete! If there is more to be added, let me know via 
email, otherwise thanks for reading!

Version 0.8 (5/20/06): The walkthrough is complete up to the end of the first 
castle in World 8. The final stages of the guide will be added later today, 
and the supplementary sections will be worked on as well.

Version 0.6 (5/19/06): Right now, the walkthrough is done through World 6.

Version 0.45 (5/17/06): The main walkthrough is now complete up to the start 
of World 5.

Version 0.3 (5/16/06): Walkthrough now covers through World 3.

Version 0.1 (5/15/06): The first version, which covers all of World 1. More 
to come shortly.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

After so many years of having a successful franchise, Mario returns to his 
roots for a brand new adventure on the Nintendo DS. It is a wonderfully fun 
game, which absolutely delivers, despite being an old-style platformer. This 
title definitely has plenty of new tricks, and uses the power of the DS to 
bring life and depth to this platformer. When you play New Super Mario Bros., 
you will be reminiscent of Super Mario Brothers 3 and Super Mario World 
especially, if this were to be compared with any previous Mario game. Without 
a doubt, Mario is back with another hit of a game, and this is it!

*****************************************************************************

-=-=-=-=-=-=-=-=
-=  3. Story  -=
-=-=-=-=-=-=-=-=

EMERGENCY NEWS FLASH!

Princess Peach has been kidnapped! While enjoying a nice walk with Mario, the 
beloved ruler of the Mushroom Kingdom was whisked away by an unknown 
assailant. How could this happen with Mario around?

According to eyewitnesses, the walk was going swimmingly when Mario and the 
princess spotted smoke billowing out of Peach's Castle. The mustachioed 
marvel immediately jumped into action and sped off toward the fire. The 
moment he left her side, the princess vanished!

Who's behind Princess Peach's disappearance?

Who's behind the attack on Peach's Castle?

Are the two incidents related?

Didn't Bowser Jr. once think Princess Peach might be his mother?

Looks like Mario's going to need all the Mega Mushrooms he can find to get to 
the bottom of this mess!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  4. Controls -=
-=-=-=-=-=-=-=-=-=

Control Pad: Move Mario, move cursor on menu screens

    Down: Go down pipes, slide (press while running/going down a hill)

    Up: Climb vines, ropes, etc., climb onto a ledge when hanging, enter
        doors, grab onto fences

Start: Pause game, view menu screens

A: Jump (press Down while in air to ground pound; press again when landing
   and while dashing to perform double or triple jumps), wall jump (press
   Control Pad in direction of wall you are sliding on, then jump), confirm
   selection on menu screens

B: Same as A for Mario's functions, cancel selection on menu screens

X/Y: Dash (hold while moving to go faster), pick up an item in front of you
     (hold to carry it), use current special ability, punch through fences

L/R: Scrolls the map screen to the left and right

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  5. Overview -=
-=-=-=-=-=-=-=-=-=

================
Main Menu Screen
================

Mario Game: This option will let you enter the single-player adventure. You
            can pick one of three save files to play, or you can copy/erase
            already existing data.

Mario Vs. Luigi: Here is where you can connect to another player with a DS in
                 the same room, and play against them. You will have to
                 choose if all players have this game card, or if you will be
                 the host of the match. In the actual game, you can pick 1 of
                 5 courses to run around in, collecting Stars. In there, you
                 can get items and attack each other to steal Stars. If you
                 collect 8 coins, you will receive a new item from above and
                 the coin counter will reset. Based on your settings, whoever
                 collects the most stars during the course of the game, wins.

Minigames: Here, you can access the various mini-games included with the
           game. You will be able to choose to play them by yourself, or
           enter multiplayer mode, and play against other people in the same
           room with a DS and this game.

Options: You can change the audio settings and control scheme here.


=========
World Map
=========

If you have played Super Mario Bros. 3 or Super Mario World, then you will be 
familiar with the overhead map view in this game as well. The map shows the 
individual levels, which you can access by walking along the map with the 
Control Pad. There are many levels in each world, and not all of them are 
accessed by conventional means; that said, you will have to do some extra 
exploring to find all the secret routes to "hidden" stages.

On the touch screen, you will see a dotted map of the current world. It will 
show your current position, the world's tower and castle, and all stages you 
can access (they appear as white dots), secret or otherwise. On the top 
screen, you will see a graphical version of the world map, which you can move 
around on. The next course you have to beat is designated by a red circle, 
completed courses are blue, and courses you are unable to reach yet are 
black.

Also on the world map, you will find that each time you exit a stage, either 
a Winged Block or a Hammer Bro will move around to a new location on the map. 
If you enter the stage where either of them is located, you will find a 
Winged Block at the start of the stage which yields a good item, or a Hammer 
Bro to fight. They are optional, but can prove to be quite helpful as you 
play through this game.


================
Saving Your Game
================

As you may have already figured out, you can't just save your game at any 
given time. You will be given the option to save when you complete Towers and 
Castles (the first time only). Also, when you pay out Star Coins to open up a 
new path on the map, you will be allowed to save then as well.


==========
Star Coins
==========

As you may have guessed, there are two varieties of coins found in this game. 
The regular kind are plentiful, and give you an extra life if you collect 
100, but these Star Coins are much larger and rarer. There are three of them 
to be found in each stage (1000 points each). While they may be optional to 
collect, you will need to have them in order to pay and access certain areas 
on the world map.


===========
Toad Houses
===========

Another aspect of Super Mario Bros. 3 returns to this new title as well. When 
you go to this house, depending on the color/size of the house, you will get 
to do one of three things, outlined below.

Green House: In this house, you will play a mini-game of sorts. There will be
             several blocks lined up: most will have 1-Ups, one will have 3
             1-Ups, one will have a multiplier to increase your winnings, and
             the last one will be a Bowser Card. You can hit blocks and gain
             more 1-Ups, but if you hit the Bowser Card, the game will end.
             You get to keep what you won up to that point, though.

Item House: In the regular colored house, there will be a giant item box in
            the middle of the room, visibly alternating between several items
            (Mushroom, Fire Flower, Blue Shell, and Mini Mushroom). Whichever
            item is displayed when you hit the box, is what you will receive.

Mega House: This large-sized house will give you a Mega Mushroom when you
            enter, that's all.


==============
Midpoint Flags
==============

As you run through a stage, you may notice a white flag suddenly appearing at 
a certain point in each stage. When that happens, you have just passed the 
stage's midpoint. If you die or exit/reenter the stage, you will be able to 
start from the midpoint (as long as you don't enter another stage before 
returning).


============
Progress Bar
============

When you are playing in an actual level, if you look at the touch screen 
there will be a horizontal bar along the top. It will show your current 
position (as shown with Mario's head), the level's midpoint (assuming you 
passed it already), and the stage's goal. The Mario icon will move to the 
left or right as you progress through the level. It is a good way of judging 
how far into a given stage you are, and in some places, if you're even going 
the right way!


=============
Reserve Items
=============

On the touch screen, you will notice there is a large circle where an item 
can be held. When you get an item from a Toad House, that item will sit in 
that slot. Also, suppose you are playing a stage and you are Fire Mario; if 
you find another Fire Flower and you don't already have a stored item, the 
extra flower will go there. You can use the item in reserve anytime by 
touching it, obviously. When you lose a life, you won't lose that reserve 
item, which can really be useful especially in the later worlds.

Please note that certain items have higher priority and will replace a 
currently stored item if you get them (if you have a Fire Flower stored and 
you are Shell Mario, when you find a second Blue Shell it will replace the 
Fire Flower). Also, Mega Mushrooms from the Toad House will replace any 
stored item.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=
-=  6. Walkthrough  -=
-=-=-=-=-=-=-=-=-=-=-=

=======
World 1
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
BT: Background Toad House (only appears after you beat the game)
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

     BT          GT                MT            /--- 5 ----------\
      *           *                 |           |     |           |
      *           *^x5              |^x5        |     |           |
S --- 1 --- 2 --- 3 --- X --- T --- 4 --------- X      \---GT     X --- C
            *           *     *                 |vx5              |
            *           *     *                 |                 |
             ****RT ****       **** W    IT --- A ---------------/

Stage 1-1
---------

In this opening stage, you should expect nothing out of the ordinary, aside 
from the basics in a Mario game. Go right and hit the second block to get a 
Mushroom, then stomp some Goombas as you continue onward. If you jump onto 
the block formation ahead and hit the high block enough times, you will get a 
bunch of coins, as well as another Mushroom (which you'll most likely be 
storing right now).

Up ahead, hit the lone block and you can take a Mega Mushroom if you're in 
the mood for wreaking havoc in the region, as well as gaining a 1-Up or so. 
Hop over a pit and jump from the pipe to reach some high blocks, then jump to 
grab Star Coin #1. At the next block formation, hit the top middle block to 
make a beanstalk appear. Climb it to a secret cloud area, where you can jump 
through a Red Ring to make 8 Red Coins appear for a limited time. Collect 
them all and you will receive a 1-Up, then drop down to the area below 
once more.

On the ground again, backtrack to the left a little and go down the pipe into 
an underground area. Collect some coins and crush some Goombas, and collect 
Star Coin #2 at the far right before going through the exit pipe. Above 
ground once more, go back left and ground pound through some blocks to reach 
Star Coin #3. With your obligations done here, simply head right to the 
steps. Jump up them and hop over to the flagpole to exit the first stage!


Stage 1-2
---------

You start this underground stage in a ground pound, dropping through some 
blocks to collect coins below (assuming you're Super Mario). Hit the first 
block to the right to get an item (Mushroom or Fire Flower), and ground pound 
some more to collect coins if you desire. For added coinage, you can ground 
pound into a hidden area below and grab 24 coins before springing/jumping 
back to the upper path.

Run and jump onto the blocks in the air so you can reach Star Coin #1 in the 
upper alcove, then go down and continue right. Get through some Goombas and a 
Koopa Troopa, and you will reach a block formation with Star Coin #2 in the 
middle. Jump on the Koopa Troopa and kick its shell to break through the 
blocks, netting you the coin in the process.

Go right some more and run/jump across the giant tilting platforms. When you 
reach the second tilting ledge, first thing you should do is get rid of the 
Koopa Troopa walking on it. Then, stand on the left side and run to the 
right, causing it to sharply tilt upward to the right.

Run up the hill and jump onto the ceiling, and run right above the first pipe 
to a hidden room (don't do this and go into the pipe only to access the 
regular exit leading to Stage 1-3). In the hidden room, pick up Star Coin #3 
and go through the pipe to reach the secret goal, which opens up a shortcut 
to the Tower on the world map.


Stage 1-3
---------

Here, you will be faced with a whole load of tall mushroom platforms. Head 
right and jump across some platforms, collecting coins and crushing Goombas 
along the way. When you reach the Spin Block, jump onto it and fly upward to 
the next ledge. If you want to land quickly, simply press Down on the Control 
Pad to perform a spinning drill stomp.

Jump onto the second Spin Block and float upward while spinning. Bounce on 
the mushroom platform to reach Star Coin #1 above you. Then, glide to the 
right while following a coin trail through the air. If you choose to fall, 
there are platforms below, so don't worry about that. You can jump to an 
upper mushroom platform to receive Star Coin #2 at the end of said coin 
trail.

Further along, there are a series of tilted platforms that move up and down, 
so jump across them to reach Star Coin #3. Up ahead is a Red Ring which you 
can jump through to collect 8 Red Coins and gain an extra life. Either way, 
continue right across a few more wobbling platforms to reach the flagpole.


Tower
-----

In the very first tower you'll face, there are Dry Bones enemies, which are 
impervious to fireballs and will just come back to life after a few moments 
if you jump on them. Anyway, jump up the ledges and through the openings when 
the gray blocks move apart. Be careful that you don't get crushed between the 
gray blocks when jumping between them to reach an upper ledge, though! For 
the next part, wait for the entire formation of gray blocks to move down, 
then run left/right across the area when the opening appears. Then, jump up 
to the ledge above you and run back across at the next opening.

At the top of this formation, go right and collect Star Coin #1. Get to the 
left side and jump up a couple ledges to reach a pipe. Go down the pipe and 
you will be launched straight up to a small ledge. A line of coins will also 
appear below you. Slide down the left wall, collecting all the coins, then 
wall jump to the ledge with the door. Go inside and jump to get Star Coin #2, 
then exit through the lower door.

NOTE: If you are Shell Mario and you go into this room, jump to the northeast
      opening and walk into a hidden room. There, use your shell form to
      break through the blocks leading to the red pipe to the right. Then,
      jump to the flagpole and you will open up the Cannon stage outside.

You will be to the right of the pipe now. Jump upward into the room ahead and 
wait for the gray blocks to recede, then jump up the blocks one at a time to 
reach the top. Be careful of the spikes to the left, though. At the top, you 
will find Star Coin #3. Above you are a series of gray blocks that will come 
together before withdrawing. When there are openings, jump to avoid being 
crushed. For the final part, hop into the pipe when the area above opens, and 
you will be shot up to the top section. Then, enter the door to face off with 
Bowser Jr.

The fights with Bowser Jr. are reminiscent of Koopaling/Boom-Boom fights in 
Super Mario 3. Bowser Jr. will run back and forth trying to hit you, and all 
you have to do is jump on his head 3 times to win. You can also shoot 
fireballs to defeat him from a distance. Regardless of how you do it, once he 
is defeated, the stage is over.


Stage 1-4
---------

Here, slide down the hills and defeat some enemies along the way. You will 
see a really skinny pipe below and a low passage leading to it, as you pass 
above them. Drop to the right and hit the blocks to get a Mini Mushroom to 
shrink down to Mini Mario. Then, go left and through that passage, and head 
down that pipe. Run across the water and collect the coins, then wall jump at 
the other end to reach Star Coin #1.

Go back across the water and jump up to reach the exit pipe on the ledge. 
Above ground again, go down the hill with the constant stream of Goombas 
flowing from a pipe at the top. To the right, hit the center ? block to get a 
Mushroom to become regular-sized again. Jump on the Koopa Troopa and carry 
its shell to the top of the block formation to the right, and let go. Let the 
shell break all the blocks, giving you access to the pipe below.

Go into the pipe and head all the way right (do NOT collect the coins in the 
air!). Hit the right block at the end to reveal a P switch. Hit it to make 
the coins turn into blocks; jump onto the temporary ledges and go left to 
collect Star Coin #2. Go right to exit the room, and you will be outside once 
more.

Now, backtrack to the left a bit, to the large block formation. Wall jump to 
get past it, then jump on the Koopa Troopa and pick up its shell. Now, head 
back right past the Goomba pipe and you will come to a downhill slope. Run 
down the hill and go right to a low passage which you cannot fit through 
because of a low ceiling and a pit. Throw the shell down that hill and it'll 
cross the pit, and then it will go up the other side to collect Star Coin #3 
for you.

With that settled, go back left and jump to the higher ledge, and continue to 
the right. Go up another hill, watching out for the constant supply of 
Goombas coming at you, then jump to the flagpole for the finish.


Stage 1-5
---------

Here in this mushroom platform stage, much of the area will be dominated by 
the bouncy platforms. Bounce to the right, and double jump to reach Star Coin 
#1 high in the air. Then, continue to the right, past a bunch of Koopa 
Troopas on the platforms below (you can kick the first one's shell to the 
right and follow it to gain lots of points, and eventually an extra life).

Up ahead, jump onto the hanging platforms (the ones where if you stand on 
one, it will sink and the other one rises). From there, jump onto the higher 
ledge with Star Coin #2 atop it. You will now encounter some normal mushroom 
ledges that you can walk on. Go right until you reach the next set of hanging 
platforms, and use them to jump into the upside-down pipe above. Ride the 
wobbling mushroom platform to the right in this area, while jumping to 
collect coins along the way. Near the end, you can jump to get Star Coin #3 
in the middle of a coin formation.

At the end of the ride, drop down to the main stage below. Defeat a couple of 
Koopa Troopas before continuing right onto the trampoline platforms once 
more. Jump through a Red Ring and collect the coins for a 1-Up if you want, 
otherwise keep bouncing to the right until you reach the flagpole.


Stage 1-A
---------

When you enter this area, go right and down the pipe to go underwater to the 
main segment of the stage. Down here, swim to the right as the stage 
automatically scrolls with you. Hit the ? block to get an item (if you are 
Fire Mario, you can shoot fireballs at the fish enemies to kill them; don't 
ask me why fire works here, it's a video game!). Collect some coins that are 
floating in bubbles, and hit the upside-down P switch to make some coins 
appear in the area ahead.

Swim between the bubbles and grab a bunch of coins if you want, as you head 
to the right. You will spot Star Coin #1 above you, but if you try to swim 
upward at it, invisible blocks will appear. A block does not exist below and 
to the right of the coin, so quickly find the opening and grab your coin. 
Continue to the right, and swim into the upside-down pipe to reach an above 
ground area. Jump to collect Star Coin #2, then go down the right pipe to 
submerge once more.

Continue swimming to the right, being cautious of the increasing onslaught of 
sharks coming from behind. Swim through the Red Ring and collect the Red 
Coins if you want, while avoiding the sharks. Farther to the right, swim 
toward the middle area to avoid the sharks and you will spot Star Coin #3 on 
a ledge above you. You will have to swim right and then to the left in order 
to access it, though. There will be another upside-down P switch for more 
coin collecting if you wish. If not, then just keep going right to the final 
pipe leading to the flagpole.


Castle
------

The final stage in this and every world is the castle, where you will have to 
face a world boss. Anyway, start off by jumping to the right and walking 
across a tightrope of sorts. Avoid the fireball coming out of the lava at the 
other end, and jump to the next ledge. Go across another rope, then continue 
right across some rising and falling platforms. Further ahead is a rather 
lengthy segment of spiky ceilings which will slowly move downward to the 
floor before rising up again. If you are Shell Mario, you can get through 
this rather quickly.

Halfway through the area with the spiked ceilings, you will reach a safe spot 
between ceilings with Star Coin #1 above you. When the spiked ceilings around 
you are down, wall jump to reach the coin. When the ceiling goes up, run to 
the right and you will have reached the halfway point. Go across a rope and 
hit the block above you to get an item. Up ahead is a Dry Bones on a low 
platform that moves up and down. If you wait a few moments, a much smaller 
block will rise to the right; jump to it and you will claim Star Coin #2.

From here, jump to the rope above and continue right. Jump to the second rope 
and avoid the fireballs, then bounce upward to reach a hidden upside-down 
pipe (be careful as you run back and forth trying to double jump). In the 
hidden room above, collect Star Coin #3 before going back down again. From 
here, go right to the red door.

In the final room, go right and you will face off with Bowser at the end. The 
battlefield is quite familiar as well, for those of you who have played the 
original Super Mario Bros. Bowser will slowly move towards you, jumping every 
now and then to spit a fireball in your direction. You can defeat Bowser in a 
few different ways here. You can run under him when he jumps, and hit the red 
switch to the right. Secondly, you can jump onto the platform above you and 
dash jump right over Bowser to hit the switch. If you want a more traditional 
fight, you can always use fireballs as Fire Mario.

Regardless of how you do it, when you win the fight, you will go on to the 
second world, having completed World 1!


=======
World 2
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           IT                      MT          GT              IT
            |                       |           |               |
            |^x5                    |^x5        |^x5            |^x5
S --- 1 --- 2 --------- 3 --------- 4 --- T --- X ------- 5 --- X --- 6 --- C
                        *           *                                 *     *
                        *           *                                 *     *
                  W *** A --- P      ***************IT ***************      P


Stage 2-1
---------

In the first area in this desert world, hit the second block to get an item, 
then head up the hill and jump over Pokey (the segmented cactus). Go down and 
avoid the Spiny, and hit the yellow block a few times, then jump from it to 
get over the next Pokey. To the right, collect Star Coin #1 in the air, then 
wait for the Pokey to come down the hill before jumping over it. Continue 
along the path, jumping over the Pokeys as the platforms they sit on sink.

Further ahead, wait for the platform with the Pokey on it to move upward, 
then jump over the gap to receive Star Coin #2. Keep going to the right and 
hop over some more Pokeys, then hit a ? block to get another item. Jump 
across a series of solid platforms while making it over the Pokeys (if you 
are Fire Mario, you can shoot them down). Collect Star Coin #3 on one of the 
lower platforms, then continue right into the pipe. (Just before the exit 
pipe, there are smaller pipes you can enter if you are Mini Mario, which lead 
to a secret coin room.)

When you emerge, go right and hit the center block to find a P switch. Hit it 
to make the coins above the final Pokey turn into blocks. Jump onto them and 
make a running leap to the flagpole to finish off the level.


Stage 2-2
---------

Here, head to the right and you will soon see Lakitu floating overhead, 
dropping Spiny enemies on you periodically. Since he is so high up, it may be 
hard to defeat Lakitu, but it is possible. Head to the right and jump to the 
higher blocks (hit the ? blocks to get items), then shoot a fireball at 
Lakitu to knock him out of the cloud. You can then ride in the cloud until it 
disappears, so take full advantage of this. Fly to the right until you see a 
bunch of coins surrounded by blocks on the ground, then from that point fly 
directly upward to find Star Coin #1 high above.

Continue to the right and jump over a couple gaps, as well as a Piranha 
Plant. Past the first plant, ground pound through the blocks in the ground, 
and go right to grab Star Coin #2. Keep going to the right while avoiding the 
Lakitu onslaught, and you will reach yellow and green pipes. Go into the 
green one and it will shoot you high into the air. Hold Up as you rocket 
upward, and you will enter an upside-down pipe.

In this bonus room, hop into either of the green pipes to rocket upward, 
collecting a whole lot of coins on the way. At the peak of your jump, move to 
the side to collect Star Coin #3. Go down the red pipe to exit here, then 
jump to the right onto the tilting mushroom platform. Run up the hill it 
forms and jump to grab the flagpole at the end.


Stage 2-3
---------

From the start, go right and down the pipe into the sewer maze below. Slide 
down the long hill, defeating numerous Koopa Troopas, then drop down at the 
end. Go right and wall jump to the hill above the manhole, and run up to get 
Star Coin #1. Go back down and ground pound on the manhole to drop down some 
more. Head to the left and hit the block to get an item, then defeat the bat 
as it swoops down from the ceiling. Go all the way left and ground pound 
through 3 manholes, then continue right along the lower area.

In the next room with the arrow flippers, defeat the Piranha Plant with a 
fireball if you can, otherwise jump to the higher ledges to avoid it. Make 
your way around to collect Star Coin #2, then go down and right to a new 
area. There, go right past the midpoint and slide down another hill. At the 
bottom, go down and to the right (if you go up and left, you can hit a coin 
block and jump to a hidden block containing a 1-Up).

When you can jump onto a ledge above you, do so and head left to a ? switch. 
Step on it to make the water rise in the room. So, head right and jump to the 
top ledge, and swim all the way right through to the following room.

NOTE: If you are up for exploring and swim into the opening in the ceiling,
      you will reach a coin room and a second ? switch on the ceiling. Hit
      that switch to raise the water some more, allowing you to access a high
      ledge. Note that if you don't do this quick enough, you can hit the
      first switch again and the second switch will have already been
      pressed, saving you some time. When you go outside there, you will
      reach a secret exit leading to Stage 2-A.

In the next area, go right and jump over the giant plant (or kill it with 
fire), then go up the hill. At the top, jump to the left ledge. Hop onto a 
ledge to the left, then jump to the right ledge above. Run to the right, 
dropping off the ledge onto another one, and collect Star Coin #3.

From here, drop down to the lower area and head right. Go up another hill and 
jump up through the thin ledges and out of a manhole above. Go right and jump 
through the ledge to the top area, and hit the ! switch to the right. This 
will create a red walkway above the Piranha Plant below, allowing for safe 
passage to the exit. As soon as you hit the switch, drop through the flippers 
to the bottom area, then quickly jump up the ledges to the left and run 
across the walkway before it vanishes.

When you exit to the outside, jump onto the springboard if you want added 
points on the flagpole in front of you. Otherwise, jump at the pole to exit 
this stage.


Stage 2-A
---------

In this tropical oasis stage, head right and defeat some Koopa Troopas. You 
will notice the infamous giant fish in the waters below, which will try to 
jump and devour you whole. If you are Fire Mario, you can shoot it down 
temporarily, which majorly helps. Go right and when you reach the chance to 
take a lower path, do so and you will find Star Coin #1.

Jump to the upper ledges and go right some more to find some Spin Blocks. Use 
them to fly high up in the air and collect a whole lot of coins. Farther to 
the right you will see Star Coin #2 in the air, so glide downward and to the 
right to claim it. While spin gliding still, float to the right and land on 
the Koopa Troopa to launch up into the air once more. Land on the upper ledge 
and go through the yellow pipe (if you want to get the regular exit leading 
to the pipe, take the green pipe below).

If you took the yellow pipe, jump to claim Star Coin #3 in the next room. 
After you take the red pipe, go right and jump onto the secret exit flagpole, 
and you will gain access to the Cannon.


Stage 2-4
---------

In this stage, start by going right and hitting the ? block to make a hill 
form, allowing you to hit the blocks above. Continue to the right, stomping 
the Goombas and Koopa Troopas along the way. Hop over a gap and take the low 
path at the other side. Wait for the Piranha Plant to recede into the pipe, 
then jump to collect Star Coin #1.

Drop back down when the plant retreats, then jump to the upper ledge and 
continue to the right. Go down the hill when it's safe, while avoiding the 
Piranha Plants along the way. When you hit the water, swim to the right until 
you can jump onto dry land again (if you are Mini Mario, run across the water 
to the left and go into the skinny pipe, which will lead to a hidden exit, 
forming a shortcut on the world map).

Instead of going up the dry hill, sink into the water a little and swim to 
the right underneath the wall. Go down the red pipe in the hidden area, and 
swim through the room with the Cheep Cheeps. Head up the pipe at the other 
end, and run left to find Star Coin #2.

Next, hit the upside-down ? block to make a hill form leading out of this 
area. Jump up the hill to the upper ledge and continue to the right. Drop 
down and hit the blocks to reveal yet another ? block; hit that and a couple 
of hills will form on the landscape ahead. Jump over or defeat the Piranha 
Plants along the way, then jump from the second hill onto the upper ledge to 
the right. Evade or defeat the Hammer Bros here, and collect Star Coin #3 on 
the middle ledge.

After that, go right and defeat a couple more Koopa Troopas. Then, jump up 
the steps and leap towards the flagpole to exit the stage.


Tower
-----

In here, go right and jump onto the rotating ledges. Ride them to the right, 
then hop onto the next side. At the top, jump atop the blue blocks and then 
onto another set of rotating ledges. Head to the left ledge and defeat a Dry 
Bones, then grab onto and climb to the left via the rope. Hop up to the upper 
area, and ride yet another rotating ledge.

Up here, ride the platforms to the upper area, then jump to the rope above. 
Climb to the right, then drop onto the next set of rotating ledges. Use the 
Red Ring if you want to try for a 1-Up, then go down and right to collect 
Star Coin #1. Ride the platforms back up to the rope, then go back left and 
ride the first set of ledges to the upper-left corner. Jump to the small 
ledge over there to the left. Wall jump to a door high above, and enter that 
room.

You will see a couple of yellow walls hanging from a track above. Constantly 
wall jump inside this contraption as it rides all along the track. When you 
reach the upper-right area, drop down and hop up the side ledges, then when 
the yellow encasement drops down, ride it to the left and jump to receive 
Star Coin #2.

From here, jump to the upper ledge and wall jump in the next yellow 
encasement above. At the top, drop down and go through the door to exit this 
room. Drop into the room below and hit the red block to make rotating red 
blocks appear. Start by jumping across the two rotating blocks you formed, 
and wall jump upward in the space between the wall and the pipe, hitting the 
red block in the air. This will make a new block form to the left.

Drop down to the ground below and defeat the Dry Bones, then head left. Jump 
from the far left red block onto the upper triangular rotating platform. From 
it, jump upward to the newly formed rectangular block, then simply jump into 
the air to reach Star Coin #3. After this, go back to the right and hop from 
the red block to reach the rotating blocks.

Jump across the blocks, then go into the upside-down red pipe above. In the 
small room you emerge in, go through the door to meet Bowser Jr. The battle 
platform will be smaller, so you can fall off and die, so be careful. After 
the fight, you will clear the tower and move on.


Stage 2-5
---------

Over here, head to the right and ground pound the blocks if you want some 
coins. You will start to encounter block monster enemies, disguised as blocks 
with a ? block at the bottom. Ground pound through the stack to defeat those. 
Anyway, go right to the first bunch of them and you will see some coins in 
the air above a pile of blocks. Wait for the block monster to jump upward, 
then dash jump toward the coins and with luck you will grab Star Coin #1 in 
the air above.

Further ahead, you will reach several gray blocks with fire snake enemies 
jumping along them, as well as more of those block monsters. Go to the third 
set of gray blocks and lure the fire enemy into the pit, then jump onto the 
block enemy. Face the left to make it run in that direction, then when it 
jumps, hop up as well to collect Star Coin #2 (this may take some time). 
Alternatively, there are 3 blocks to the right; hit one to find a P switch, 
then jump onto the newly formed blocks to reach the star coin.

Keep going to the right and you will have to defeat a Boomerang Bro. There 
will be some quicksand below that platform; sink into it and move to the 
right. You will see a gray block under the regular exit pipe; jump to that 
block and go right to enter a hidden room. Drop down all the ledges and go 
right to a block monster. When it jumps, do a jump as well to reach Star Coin 
#3.

Finally, go back left and jump up the gray blocks to exit this underground 
room. Then, go right to the flagpole, using the block monster for added 
height if you so desire.


Stage 2-6
---------

In the opening area, jump across the ledges and jump into the upside-down 
pipe to reach the main area of the level. When you emerge, you will be on a 
large moving platform for much of the stage. Jump to collect coins, and hit 
the blocks to get an item. Up ahead you will see Piranha Plants moving on 
their own platforms. Stay toward the middle of your platform, since two of 
the plants will end up occupying the edges.

When the plant to the right leaves your platform, jump in the air as you pass 
to get Star Coin #1. Continue along and you will see a second large platform 
above you; jump onto it to get it moving. Be careful of the up/down moving 
platforms since the Piranha Plants may sit on them and move around, so try 
not to run/jump into them if you can help it. Stay on the upper platform and 
you will soon come to Star Coin #2.

Below you will be a giant Piranha Plant, but it won't reach you, so don't 
worry. Up ahead, the two large platforms will disappear, leaving you on a 
bunch of smaller ledges. Jump across them, being careful of the plants above 
you, and jump in the air to collect Star Coin #3. After jumping across 
several more moving platforms, you will reach the end ledge. There is a 
Piranha Plant sitting on a cork, which blocks access to the pipe. Jump on the 
air pump below a few times to remove the cork and plant. Then, go down the 
pipe and head right to the flagpole.


Castle
------

When you start, wait for the giant spiked ball to roll downward and into the 
pit, then head to the right. Jump over some smaller spiked balls along the 
way. Grab onto a rope hanging from the ceiling, and swing/jump from it to 
avoid the spiked ball below, while collecting coins in the air. Go right 
through the narrow hallway, ducking into the small pits to avoid the spiked 
balls as they pass.

When you reach the split in the path, wall jump to the upper area and grab 
Star Coin #1 in the alcove. Go back down and continue to the right from here, 
then go through the door to reach an outside area. Out there, go right and 
avoid the Bullet Bills being shot at you. When you reach the inner segment, 
wait for the Bullet Bills to be shot, then jump from them to the upper ledge 
where Star Coin #2 is waiting.

After that, go right and duck when the Bullet Bills are coming at you. At the 
end, jump onto the ? switch to form a pit below. Jump over the spiked ball 
and get across that pit, then go up the other side and continue right. Hit a 
block on the next ledge to get a Mini Mushroom, then head right some more. 
Avoid the spiked balls as they come down the steps, and run through the tiny 
passage in between the steps to reach Star Coin #3.

Hit the right block to get a Mushroom, then jump out of there and go right. 
Stomp on the ? switch and a pit will form. Avoid the spiked ball and enter 
the door at the bottom of the pit. In the next room, go right across the sand 
and you will reach the boss's chamber.

The Mummipokey boss will come out of the sand, will sometimes shoot a sand 
ball at you, then retreats into the sand before popping up again elsewhere. 
You will know where the boss is going to appear next by looking at the dust 
that kicks up in a certain spot. To defeat it, you have to jump on its head 3 
times (or use fireballs). You won't always be able to jump and attack, since 
the boss can either re-emerge very small, or very tall.

After you beat the boss, grab the golden key to complete this world. You will 
then automatically run to the next room, with a sign leading to World 3 
pointing to the right. If you beat this boss as Mini Mario, you will drop 
into the crack in the floor, and the sign will flip around to say World 4 
instead. Try beating the boss in both forms and you will unlock both of these 
worlds!


=======
World 3
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

       /--- 1 ---------\           MT --- 3 --- - ---GH --- - ---\
      |                 |             <-x5|           *           |
      |                 |                 |           *           |
S --- X          IT     X --- 2 --- T ---/     GT      **** W     X --- C
      |vx5        *     |     *                 |                 |
      |           *     |     *                 |^x5              |
       \--------- A ---/       **** B --- - --- C ---------------/


Stage 3-1
---------

In the opening stage of this watery world, go right and down the pipe. When 
you reach the underwater area, swim to the right and avoid the large and 
small Cheep Cheeps you encounter. If you hit the first couple of blocks, you 
can get an item (if you are Fire Mario here, this level will be a breeze).

You can swim through a Red Ring in the upper area and collect some Red Coins 
for a 1-Up. Further ahead, when you pass the midpoint, you will find a mixed 
item box; hit it when the item you want appears and you will get it. Continue 
right past some more fish enemies, and you will see some pipes blowing air 
upward. When you reach the formation of 3 pipes, the middle one will not be 
blowing air, so drop onto it and go into the room below. Swim to the right in 
this coin bubble room, and collect Star Coin #1.

Go up the pipe to exit this room, then continue to the right. You will spot 
Star Coin #2 up above, so swim up to it from below, being careful not to get 
pushed away by the air coming from the pipes. Try your best to avoid the blue 
fish which will home in on you and try to eat you; fireballs are your best 
bet here.

Keep going right and you will find an upside-down P switch; hit it to turn 
the blocks into coins. Then, quickly swim to the right and up to get Star 
Coin #3 before the coins revert back to blocks. Ahead is a more difficult Red 
Ring/Coin layout, followed by the exit pipe. Go up the pipe to reach dry 
land, then all that's left is for you to jump to the flagpole and exit.


Stage 3-A
---------

Here, you will be able to swim around in the water as well as jump along dry 
land. Head to the right, stomping on the water spiders along the way. There 
is a Red Ring under the water if you want to check it out. Keep going right 
for a while until you reach an area where there are outlines of blocks in the 
air, and a ! switch underwater. Hit the switch, then jump out of the water 
and onto the red blocks so you can reach the upper-right area.

From there, go right and defeat a Koopa Troopa on the platform. Drop into the 
water to the right and you will see a bunch of blocks, and a water spider 
dropping bombs to clear said blocks. Move around to clear the entire area 
while you avoid getting hit yourself, then collect Star Coin #1 when you are 
able to.

Swim to the right and hit the underwater block to get a Mini Mushroom. Go 
back up to the surface and jump onto the barrels. Bounce off the back of one 
of the Koopa Troopas to obtain Star Coin #2 high above. Run across the water 
to the right until you reach the pipe. Go through the pipe to reach the next 
area of the stage.

In this next area, go right across the water and go into the first upside-
down pipe you see. There, run across the water and jump to get Star Coin #3 
above you. Go down the pipe at the other end, then continue to the right 
while avoiding the water spiders. Jump across the spinning ledges to the exit 
pipe, then go into the pipe and head right to the flagpole.


Stage 3-2
---------

In this fairly simple area, make your way to the right by going across the 
wobbling mushroom platforms and stomping Goombas along the way. When you 
reach the elevator platforms, jump from them to collect coins, then continue 
right to the midpoint. Go down the yellow pipe and head right to collect Star 
Coin #1 when the platform tilts high enough for you to jump.

Go up the pipe at the far right to exit this room. In the main area again, go 
right and jump across a series of elevator platforms. At the end, jump to the 
high ledge to receive Star Coin #2. Continue to the right and you will reach 
a giant wobbling mushroom platform that moves to the right as you stand on 
it. You will spot red, yellow, and green pipes overhead.

If you want to go for the secret exit, go up the green pipe, then down the 
right pipe. In the following room, jump across a series of wobbling mushroom 
platforms to reach the secret flagpole leading to Stage 3-B.

If you aren't going for the secret exit though, simply ignore the colored 
pipes overhead. When you reach the regular platforms again, jump onto them. 
Go through a Red Ring if you want, otherwise continue to the right and onto 
another wobbling mushroom platform.

Head to the right while on this platform, and you will see a Paratroopa in 
the air. Try not to kill it early on; instead wait until you see Star Coin #3 
above, then bounce off the enemy's head to reach it (make sure your platform 
is in reach though). You can probably jump to reach it from the platform if 
the tilt is sharp enough. Continue to the right and jump onto the solid 
ground, and the flagpole will be up ahead.


Stage 3-B
---------

In this pipe-filled stage, you will have to deal with plenty of Piranha 
Plants as you progress. If you are Fire Mario, you will once again have an 
easy time getting through this. Anyway, make your way to the right while 
hopping from pipe to pipe, evading the plants if you have to. Up ahead you 
will find a star coin in an enclosed area below your feet.

To reach it, continue to the right and you will find a whole series of pipes. 
Go down the low red pipe, then head left through the room you turn up in. 
Avoid the plants and go up the other red pipe to emerge, collecting Star Coin 
#1 in the process. Go back down and hit the mix item box, then go right and 
up the first red pipe once again.

Back in the pipe maze of sorts, go right and jump onto a yellow pipe. When 
the coast is clear, jump to the next green pipe. Wall jump between the pipes 
above you to reach the alcove to the right, where Star Coin #2 is located. 
Jump back around to reach the lower area, then continue to the right in the 
same fashion, being cautious of the Piranha Plants.

Towards the end, you will find Star Coin #3 below one of the pipes, which you 
can easily access. From there, simply go right to the flagpole.


Stage 3-C
---------

Here, you will have to deal with that giant fish that jumps out of the water 
again. If you are Fire Mario, you can shoot it down each time it appears to 
help yourself out. Either way, head to the right by jumping from platform to 
platform. Be careful because some of the smaller platforms (you'll know them 
when you see them) will fall when you step on them). Go right and sink with 
the smaller platforms to collect Star Coin #1.

Continue to the right and you will have to deal with flying Cheep Cheeps. At 
least there will be plenty of coins in the air to collect. Pass the midpoint 
and you will reach a structure with Star Coin #2 under it. If you can kill 
off the big fish, it will make things much easier for you right now. Go into 
the water and swim under the coin, then jump up to get it before swimming 
back out from under this structure.

Go right and hit the upside-down P switch to turn the coins into blocks, and 
to make some blue coins appear in the air. Go right quickly and hit the ? 
block to receive a Starman, then quickly dash/jump your way to the right. 
When you reach the platform of blocks (hopefully before they turn back into 
coins), jump into the red upside-down pipe. When you emerge, fall with the 
platform below you to get Star Coin #3, then go right to the flagpole.


Tower
-----

When you enter, you will see 3 pipes on the floor in front of you. The middle 
one is the only working one, and it will shoot you upward to the fences. 
Don't grab onto the upper fence yet though; wait until you fall to the second 
one, then grab onto it by pressing Up. Climb to the left, then jump to the 
upper-left fence. Defeat some Koopa Troopas by hitting them from above or 
punching through the fences when they are at the other side. When you get to 
the top, jump to the upper ledge and jump again to get Star Coin #1.

Drop back down to the ground and use the middle pipe to launch a second time. 
This time, grab onto the fence at the peak of your shot. Make your way to the 
top fence, then punch through to flip around to the opposite side. Take note 
that until you hit another flip panel on the fences, you will be behind the 
fences.

Jump onto the regular platforms above and go left, then climb the fence and 
get to the ledge above. Go left and jump on the Koopa Troopa, then jump and 
toss its shell to the block wall to the right. Slide under the opening and 
jump to break the left half of that wall. Wall jump to the room above where 
another flip panel is located. Go to the right side and climb onto the fence, 
and punch it to flip back to the front side. Drop down to the left and 
collect Star Coin #2 now that you are able to do so.

Next, go back right and wall jump to the fence you can flip around. Go right 
and jump to hit the blocks above you, then enter the door there. In this tall 
room, hit the ! switch to make red blocks appear in the room, but get ready 
to move fast! Hold B and jump, then quickly climb/jump your way through this 
room, while avoiding the Koopa Troopas on the fences. If you make it to the 
top on time, grab Star Coin #3 and enter the next room.

In the final room, jump up and left, and go through the door to meet Bowser 
Jr. There is water below the battle platform that you can fall into, but you 
shouldn't really worry about that. Pounce on Bowser Jr. 3 times to win, as 
usual.


Stage 3-3
---------

Here, go right and down the green pipe to enter this underwater stage. Down 
here, you not only have to outmaneuver Cheep Cheeps, but the Bloopers as 
well. They can get annoying, so hopefully you have a Fire Flower in store for 
this stage. Swim to the right, collecting coins and hitting the blocks along 
the way, while avoiding the enemies. Up ahead, you will reach a green pipe 
followed by what appears to be a pit. Sink all the way down that pit and you 
will find a hidden room with Star Coin #1 to the left.

Also in this deep pit is a ? switch. Hit it and all the pipes to the right 
will stop shooting air bubbles for a limited time. So, swim back up and go 
right, and downward. Swim through the Red Ring if you want, otherwise keep 
going to the right. You will see a series of pipes forming steps; go down the 
third pipe and you will enter a large coin room. Swim to the bottom-right 
corner of the room to find Star Coin #2.

To exit this room, get to the upper-right area. Swim your way upward through 
the currents, and continue to the right. You will see an arrow sign pointing 
at the upside-down pipe above you. Before you go there though, sink to the 
bottom area through the currents, and collect Star Coin #3. Be quick to swim 
back up since 4 Bloopers will appear as soon as you grab the coin.

Go back up to the top and through the upside-down pipe. Once outside on dry 
land, simply jump up the pipes and leap towards the flagpole to exit.


Ghost House
-----------

In this house full of Boos, head to the right. When you reach the steep hill, 
take the lower path and hit the ? switch to make steps appear. Jump up the 
hill and slide down the other side. As a note when dealing with ghosts: if 
you turn your back to them, they will approach you; face them and they will 
turn away. With that said, continue right. Go into the door you see and hit 
the blocks inside to find a Boo and an item (Mushroom/Fire Flower).

Leave the room and continue going right until you reach the platform that 
moves up and down. Enter the door to the right of it for now, and bounce on 
the pumpkin enemies to grab Star Coin #1 in the air. Exit the room and wait 
for the platform to come down. At that point, hit the ? switch and ride the 
platform upward. Quickly jump to the steps to the right, then go up them and 
jump to the upper-left steps. If you reach the top before the steps retract, 
you will be able to claim Star Coin #2.

Go back down and hit the switch again, but this time, continue to the right 
from the first set of stairs. Go right and down the hill, then turn left at 
the bottom. Hit the block to reveal a ? switch; hit it to make a door appear 
above you. Go back right and up the steps, then drop down and head through 
that door.

NOTE: If you want to reach the secret exit that leads to the Cannon, follow
      these instructions. Hit the last ? switch in the room, then quickly go
      right and wall jump against the right wall to reach the stairs slightly
      quicker. Jump up the steps and hop to the left, and go down the next
      set of steps fast. Once at the bottom, go right and you will see two
      doors. Go into the left door and you will end up at the secret exit's
      flagpole.

In the new room, first jump up the ledges to the left and you will come to a 
mixed item box. You will need to be Shell Mario for the next part, so try and 
stop it on the Blue Shell (if you are unsuccessful, come back later to do 
this). Drop down to the lower area and head right to the ? switch. Hit it and 
jump up all the stairs to the very top. Once there, if you are Shell Mario, 
run and slide in shell form through the blocks to the right, then continue 
through the opening to get Star Coin #3.

When you're done here, go through the door. Now that you are outside of the 
ghost house, jump up the blocks to the right and leap towards the flagpole to 
exit this stage.


Castle
------

In the first area, there will be a series of giant spiked columns that come 
crashing down from the ceiling before retracting. Stay back and wait for the 
first column to go up, then jump across to the next safe ledge. Up ahead you 
will see Star Coin #1 in a small alcove below; when the spiked columns go up, 
drop down to get the coin, then stand there and wait for the column to come 
down and go up again.

Continue to the right as you have been, then hit the block at the midpoint to 
get an item. Go right, being careful of the Whomps (when they fall, ground 
pound to defeat them). Climb the rope and keep going to the right for now. 
Hop across the donut blocks in the water, then jump onto the rope hanging 
from the ceiling. Swing to the left ledge and wall jump through the hole in 
the ceiling. Up there, go left and drop down to get Star Coin #2, which you 
passed up earlier.

Now, go back to the right and swing from the second rope once again. Jump 
over the giant Whomp and jump across the donut blocks when the spiked column 
goes back into the water. On the next platform, hit the block to get an item, 
then wait for the passage ahead to clear up before dashing/jumping through 
it. It is possible to clear the entire path if you run and jump straight 
through without making mistakes.

When you make it to the end, you will see the red boss door. Don't enter it 
at first, instead wait for the spiked column to the right to go back upward. 
Then, slide under the wall and swim against the left wall until the column 
goes down and up again. As it goes up, jump to the upper ledge and then onto 
the high ledge with Star Coin #3 on it. When it's safe to leave, go back down 
and left, and enter the boss's door.

In here, jump over the water pit and go right to face the giant Cheep Cheep 
boss, Cheepskipper. The large fish, as well as 3 regular-sized Cheep Cheeps 
will be swimming around below, periodically jumping out to hit you. The 
battle plan here is to move around and wait for the giant Cheep Cheep to jump 
out, then you have to jump on its head to cause damage. Do this 3 times to 
win the fight.

With the fight over, collect the golden boss key and you will be on your way 
to World 5 (or you can select World 4 on the touch screen if you unlocked 
it)!


=======
World 4
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           IT                      IT --- A ---\               GT    IT
            |                         <-x5|     |               |     |
            |^x5                          |^x5  |               |^x5  |^x5
S --- 1 --- 2 --------- 3 --- T --- - --- X     X ---GH ------- 5 --- 6 --- C
      *                       *           |     |     *
      *                       *           |     |     *
       **********GT **********             \--- 4      *** W


Stage 4-1
---------

Starting off this new world, make your way to the right, while stomping Koopa 
Troopas and hanging spiders along the way. There will be some blocks you can 
hit, which will give you items. You can also rack up the points rather 
quickly by bouncing from enemy to enemy. Along the way you will have to 
bounce from the enemies to reach Star Coin #1 in the air.

Continue to the right and you will find Nessie, the friendly sea monster, in 
the water. When you jump on her back, she will start to move to the right. Be 
careful of the enemies along the way. When you see Star Coin #2 in the air, 
jump and bounce off a hanging spider to retrieve it. Continue riding along 
Nessie until you reach the dry land again, then jump onto the next ledge.

NOTE: While riding Nessie, you can reach a secret exit. When you come to the
      part with 5 blocks you can stand on, jump above the middle one to
      reveal a hidden block containing a beanstalk. Climb it and go up the
      pipe, then hop across the spider enemies to reach the secret flagpole.
      This path will lead to a Green Toad House, as well as provides a
      shortcut to the Tower.

Assuming you didn't take the shortcut, continue riding Nessie until you reach 
dry land, then jump off her back. Continue to the right by jumping across 
donut blocks and defeating some spider enemies. Towards the end, drop to the 
lower donut blocks and hop over the poisonous water to grab Star Coin #3. 
Then, continue to the right and jump to the flagpole to finish the stage.


Stage 4-2
---------

In this area full of mushroom platforms, head to the right by jumping from 
ledge to ledge. There are purple and orange platforms here as you will see; 
those are the ones that will tilt sharply as you stand/walk on them, so be 
very careful. To safely travel across them, keep hopping. When you reach the 
area with several blocks, hit the first one to get a 1-Up, then continue to 
the right. When you spot Star Coin #1 in the air, stand on the mushroom 
platform to tilt it slightly, then wall jump from the high ledge above to 
reach the coin.

From here, hop across a few more purple mushroom platforms and you will come 
across Star Coin #2 below one of them. Defeat the Koopa Troopa on that 
platform, then stand at the right edge so it tilts enough, allowing you to 
get the coin. Make sure you quickly jump up to avoid falling to your death, 
though.

As you continue to the right, you will see some steps and a single block in 
the ground. Go right and drop onto the mushroom platform, then jump to the 
left ledge and hit that block from below to reveal a beanstalk. Climb it to 
reach a hidden cloud area. Jump from the pipe to the upper clouds, then hit 
the next block to reveal another beanstalk. Climb to the very top of the area 
to find Star Coin #3, then drop to the bottom cloud and go down the pipe.

When you land, simply continue to the right by hopping from platform to 
platform, until you reach the flagpole. Then, jump onto the pole and the 
level will be over.


Stage 4-3
---------

In here, go down the steps and into the pipe to submerge into the watery area 
below. There, swim to the right and the screen will start to automatically 
scroll along with you. Stay along the lower area of the screen, since a giant 
eel (from Super Mario 64) will pass through the area above you. Up ahead, 
collect the coins and hit some blocks as you swim along. You will see Star 
Coin #1 under an alcove ahead, so swim around from the right side to grab it.

Swim upward to avoid the eel as it crashes through some blocks. Go through 
the Red Ring ahead if you want to do the red coin challenge, otherwise move 
around to avoid the smaller eels popping out of the walls, as well as the 
giant eel when it makes another pass above you. Near the bottom of the screen 
is Star Coin #2, so swim down to get it while avoiding the small eels on both 
sides.

Further ahead, you will spot a ? switch on the ceiling. If you hit it, the 
pipes ahead of you will stop shooting air bubbles for a limited time. Stay 
low to avoid the eel, but try to get as far to the right as possible. Before 
the timer for that switch goes off, go down the green pipe into a hidden 
room. Swim counter-clockwise through here to get Star Coin #3, then exit 
through the same pipe you came down through.

From here, continue to the right until you reach another structure in the 
way. Avoid the Cheep Cheep and stay toward the ceiling to avoid the eel's 
final pass through the area. Then, swim right to the final upside-down pipe 
and enter it to reach dry land. After that, simply hop up the steps and 
defeat the Goomba, and jump to the flagpole to exit here.


Tower
-----

In the starting room, defeat the Dry Bones and wall jump your way up to the 
top area (be careful not to get crushed by the walls though). At the top, hit 
the block to get an item, then go into the next room. In there, you will 
notice that the lava is rising from below, and you must hurry up to avoid 
being killed. Jump and climb your way up the fences, as you head towards the 
top of this room. When you reach the part where a gray block moves up and 
down in the center area, go left. Jump to the upper fence and punch the flip 
panel to appear on the back side, then drop down to get Star Coin #1.

Continue jumping and climbing your way upward on a few more fences. When you 
reach the wide, long fence with the electrical ball enemies above it, climb 
to the right and jump to collect Star Coin #2. Climb to the left and jump 
onto an upper ledge from there. Hop up the steps when the spiked blocks move 
up, then continue climbing the fences.

Defeat the Dry Bones as you cross the room, then go directly upward by 
jumping from fence to fence when the gray blocks move away. When you reach 
the ledge with an opening and a long gray block moving back and forth, jump 
onto the block and squat down as you pass under the wall. At the other side, 
jump up to get Star Coin #3. Then, stand on the left edge of that gray block 
and duck down to get back under the wall.

From here, climb up the left fence and jump through the Red Ring if you want. 
Then, climb/jump up along the remaining fences to the top area. Once there, 
go through the door to meet Bowser Jr.

The battle plan here is slightly different than what you're used to. If you 
try to jump at him, Bowser Jr. will go into his shell, causing you to take 
damage upon impact. The key here is to jump over him when he charges at you, 
and wait until he throws a green shell at you. At that point, jump onto the 
shell and grab it, then toss it back at him to flip him over. Then, jump on 
Bowser Jr's belly to cause damage. Do this three times to win the fight.


Stage 4-4
---------

In this stage, go right and you will meet the caterpillar known as Wiggler, 
from Super Mario World. You cannot destroy them normally, unless you were 
Shell Mario, but if you jump on them they will become mad, as you will see. 
You can also bounce on their backs to reach areas high above. Anyway, go 
right through the first part of the area by jumping across platforms and 
defeating various enemies.

When you reach a formation of steps, followed by a pit, take a Koopa Troopa 
and throw it at the walls of the pit. It will land on the lower platform and 
kill the Wiggler for you. Next, drop down onto that ledge and go right to 
obtain Star Coin #1. Wall jump out of that pit and continue right a bit. 
Cross the donut block bridge, collecting coins along the way. Hit the regular 
block ahead to sprout a beanstalk, then hit the mixed item box to get what 
you want (hopefully).

Climb the beanstalk and go left to another couple of blocks. Jump to the left 
of the formation to hit a hidden block, which causes another beanstalk to 
grow. Climb it, then jump from it to reach Star Coin #2 in the upper corner. 
Head to the right from here and stomp on a Koopa Troopa to get its shell, 
then carry it up the hills ahead. Try not to hit another enemy with the shell 
since you will need it soon.

When you reach the edge, drop down to the skinny pipes and throw the shell to 
the left, giving you Star Coin #3 in the process. Now, jump across a couple 
more pipes via the Wigglers. Stomp a bunch of Paratroopas, including a 
vertical formation of them at the end to get a 1-Up, then go through the 
yellow pipe. When you emerge, go right and jump to the flagpole to finish up.


Stage 4-A
---------

Starting off here, go right and jump to the next platform where you can hit 
an item block. Then, jump and swing from the vine to reach the following 
platform. Do this for the next several platforms, and then you will come to a 
wheel-like device in the water with several ledges around it. Jump on the 
side ledges to move the wheel across the poisonous water, making sure to jump 
to avoid dying. You'll have to use those wheels to get across the next 
several stretches of water, so you will have lots of practice using them.

After the level's midpoint, use the wheel and jump from the Paratroopa to 
reach the upper ledge. Move to the right with the next wheel, then jump onto 
the Paratroopas to reach Star Coin #1 in the air. Continue to the dry 
platform on the right, and bounce from the green Paratroopa to a vine high 
above. Swing from it to reach the pipe to the right.

In the room the pipe leads you to, jump on the blocks to reach the top of the 
structure and go right. Step on the P switch to turn the blocks into coins. 
Kick the shells around to get lots of points and even an extra life or so. 
Also, make sure to collect Star Coin #2 in the middle of the room. Go down 
the pipe at the right side to exit here.

When you land, go right and jump onto the pipes when the Piranha Plants go 
back inside. Up ahead you will see 3 pipes with 3 Piranha Plants inside them; 
wait for them to go down, then jump over and go down the lowest pipe. In the 
room below, wall jump to get Star Coin #3. Go back up through the rightmost 
pipe. When you're above ground again, go right into the exit pipe. Swing on 
the vine to reach the upper platform if you want, then jump to the flagpole.


Ghost House
-----------

In here, start by jumping to the upper ledge and hitting the ? block to get 
an item. Head to the right by jumping from platform to platform while 
avoiding the Boos. When you reach a doorway on the low ledge, enter that 
room. Hit the ? switch to make 4 hanging boxes fall from the ceiling. Hit 
them if you want, but make sure to stand atop one before the timer goes off, 
and you will be whisked away to a new area.

Now that you are on top of the previous room, go right and jump onto the 
upper ledges to find Star Coin #1. Jump into the cup platform to spin around 
the wall. Jump out at the other side and you will be faced with a giant Boo. 
When you face away, it will get smaller, but if you are facing it, it'll suck 
in air and become larger. You can't kill it, so your best bet is to keep it 
small while staying far enough away.

At any rate, head right and jump up the ledges to the top area. Go left to a 
! switch and hit it to make red blocks appear. Jump across the red ledges to 
the door, then enter that room. In there, go left and pound the ! switch 
again. The first thing you should do here is wall jump between the red walls 
above, then jump from the platform you land on to get Star Coin #2.

Drop back down to the lower area by falling into a hole on the left side. 
Then, hit the switch again and go right. Jump from the regular ledge onto the 
red platform, then go into the pipe.

NOTE: If you are Mini Mario, wall jump from the side of the pipe to a high
      ledge in the upper-right corner. Then, wall jump all the way up to get
      Star Coin #3. Go through the door that's up there and you will reach
      the secret exit leading to the Cannon.

When you emerge from the pipe (assuming you didn't take the secret exit), go 
left and jump up the ledges to the top area, then go right to the door. Go 
through the door to reach the flagpole.


Stage 4-5
---------

In the first area, go forward and through the pipe to reach the underground 
segment. Down here, go right and you will see a Bob-omb walking around in a 
block formation above; hit the blocks below it to stop the bomb, causing 
those cracked blue blocks to be destroyed (this will apply everywhere in this 
level, so keep an eye out for the rugged-looking blocks). Go right some more 
to some steps, then jump on a Bob-omb to clear the way onward.

Continue to the right by jumping from platform to platform, and you will soon 
reach the midpoint. Pass that and you will see a couple of Bob-ombs walking 
along. You will also see one in a small room below you. Ground pound through 
the blocks to reach it, then place the bomb next to the cracked blocks to the 
left, so you can grab Star Coin #1.

Go right across a drawbridge, making sure to jump to avoid falling into the 
pit. When you reach the second drawbridge, stand towards the middle so you 
move upward as the bridge goes up. You will see a Bob-omb walking on the 
platform above you; wait for it to reach the middle area, then hit the block 
below it to destroy those blocks. Then, when the bridge goes up, jump onto 
the now-accessible ledge to reach Star Coin #2.

Further ahead in the level, you will come across an upside-down pipe with 
Bob-ombs falling from it onto the drawbridge below. Jump on a Bob-omb when it 
comes down, then drop through the opening when the bridge goes up and leave 
the bomb there to clear the blocks covering the pipe. Then, go down the pipe 
into a new room. Use the Bob-ombs in here to reach Star Coin #3 in the middle 
of the block formation, then go up the pipe on the right side of the room.

When you emerge, go right and into the pipe to get back above ground. Once 
there, go up the steps and leap to the flagpole to complete the stage.


Stage 4-6
---------

In this area, start by heading to the right and stomping the enemies you see. 
When you reach Nessie, jump onto her head and begin the ride across the 
poisonous waters. When Nessie's head goes down, do not worry, as you will not 
touch the water as long as you are somewhere on Nessie. Jump in the air to 
collect coins along the way. When you reach the Red Ring, ignore it and jump 
to the dry ledge so you can collect Star Coin #1.

Hop back onto Nessie and continue to ride until you reach the platform with 
Piranha Plants hanging from the pipes above. Cross this platform and drop 
onto Nessie at the other end, then continue right. When you reach the next 
ledge, jump onto it and hit the P switch to make the blocks ahead turn into 
coins. Drop onto Nessie and jump in the air to collect those coins, but make 
sure you jump onto the ledge and collect Star Coin #2 as you pass.

The next part of the ride with Nessie will send you through Piranha Plant 
territory. Squat down on Nessie's body to avoid the plants, then when you 
reach the Paratroopas, stomp on the lower one to avoid getting hit. When you 
pass the final pipe, jump onto Nessie's head and look up to see the ! switch 
on the ceiling. When Nessie raises her head, quickly dash and jump to hit the 
switch, then hop onto the red blocks that appear to enter the pipe.

In the new room, go right and slide down the hill, defeating several Goombas 
on the way. At the bottom, run and jump to collect some coins, as well as 
Star Coin #3. Continue right and hit the block at the end to get a 1-Up, then 
go down the pipe. When you land in the main area, go right and defeat the 
Koopa Troopa and Goombas, then head through the final pipe. When you pop up, 
go right and you will reach the flagpole to exit.


Castle
------

For the first part of this stage, you will have to jump between swinging 
platforms to avoid the lava below. When you reach the third platform, hit the 
Dry Bones and wait for the platform to swing to the right. At its peak, run 
and jump to a high ledge to the right, where you will find Star Coin #1. Drop 
to the lower ledge and continue right past the Thwomps (you can make it past 
them in one pass if you run without stopping).

When you reach the giant Thwomp, you will see 3 rows of cracked blocks below 
it. Trigger the Thwomp to fall, breaking a row of blocks each time. When all 
of the blocks are clear, drop down when it's safe to grab Star Coin #2. As 
the giant Thwomp rises, hop back out and continue to the right. Drop down 
some steps and stomp on a couple of Dry Bones, being careful of some more 
Thwomps ahead.

Keep going to the right past the midpoint, and you will reach the swinging 
platforms above the lava again. Jump onto the first one, then wait until it 
is far to the left or right. At that point, drop to the small ledge below to 
collect Star Coin #3. Jump across the next several swinging platforms, 
stomping the Dry Bones you encounter along the way. Fireballs can jump out of 
the lava, so watch out for those as well.

When you reach the end of the swinging platforms, go into the boss door and 
head right. You will reach a room with a ? switch on the floor, and a Goomba 
will walk in. It will suddenly become giant-sized, and the battle will 
commence. As you can obviously see, jumping on it normally will not be 
effective. If you have trouble getting over the boss, hit the ? switch to 
make elevating platforms temporarily appear at the sides. If you get above 
the Mega Goomba, ground pound it to cause damage. The boss will get faster 
with each hit, but that shouldn't be a concern.

After you ground pound the boss three times, the battle will end. So, pick up 
the golden key and head on out to World 5!


=======
World 5
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
P: Pipe
W: Warp Zone Cannon
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

           /--- 2 ---\     P1 --- 3 ----------GH --- X --- - ---\
          |     *    |            |            *     |           |
          |     *    |            |            *     |       <-x5|
S -- 1 -- X    P1    X --- T ---- X    P2  W **      C    GT --- 4 --- C
          |vx5       |     |vx5   |vx5  *            |                 *
          |          |     |      |     *            |>x5              *
           \--- A ---/      \-IT   \--- B -------- X ---MT            P2


Stage 5-1
---------

Starting off in this icy world, wait for the snowball-throwing enemy above 
you to clear the Goombas, then head right. Make your way through the area, 
defeating enemies and avoiding falling snow, as well as snowy patches on the 
ground (your movement will be greatly hindered in the snow). When you reach a 
tall tree in the background with Star Coin #1 floating above it, jump onto 
the block ahead of it, then jump to the left to claim the coin.

Further ahead, you will see Star Coin #2 in the air above you. Jump from the 
Paratroopa's back to reach it, or wait for the winged block to appear (hit 
the block, then jump onto it to reach). Keep going to the right from here and 
defeat another snowball thrower on the way. When you reach a high cliff with 
a snowball thrower on its edge, hit the yellow block a few times to make 4 
blocks appear, forming a wall. Then, jump onto the stack to be able to reach 
Star Coin #3 above you.

From here, go right and defeat more snow-throwing enemies while avoiding the 
falling snow from the trees, which can get rather annoying fast. Up ahead is 
the flagpole, and then the level will be over.


Stage 5-2
---------

Here, go directly right and into the pipe to reach an underground area. Below 
you will see there are plenty of single-spiked Spiny enemies to be faced, as 
well as swooping blue bats. When you land, go right along the icy path, but 
be careful not to slide off the ledge to your death. Hop to the next ledge 
and hit the block to get an item, then continue right. Defeat a series of 
bats as you go up the icy hill, then get past a couple of Piranha Plants 
ahead. If you are Super Mario, you can break the blocks overhead to gain 
access to Star Coin #1.

Onward to the right, you will see yellow and red pipes above you. Pass them 
for now and you will reach a springboard on a ledge. Use it to reach Star 
Coin #3 directly above you (yes, the third one). Then, pick up the 
springboard and jump across the left pit with it. Use it to bounce into the 
yellow pipe above you.

In that outside area, chase the bandit enemy to the right, then when you 
reach the end, bounce on its head to reach Star Coin #2. Go down the green 
pipe to head back underground at the end. Head right along the icy floors, 
while avoiding the Spinys and swooping bats. You will reach a large block 
formation up ahead that you can break through if you want.

NOTE: If you want to reach the secret exit to the pipe, you need to be Super
      Mario or better here. Break through the blocks and hop onto the upper
      platform that the Spiny enemies are crawling around. When the Piranha
      Plant goes back into the pipe, jump into the upside-down pipe and go
      right to the secret flagpole.

If you didn't take the secret exit, continue right across a couple of icy 
platforms. At the very end, go through the upside-down pipe. Once outside, 
jump up the traditional steps and leap to the flagpole to exit.


Stage 5-A
---------

Head to the right here, and jump across the expanding and contracting 
mushroom platforms (keep in mind that the larger platforms will extend wider, 
but will retract the same distance, so be quick in jumping across them; if 
you want to be safe, stand on the middle of any of these platforms). After 
several of these platforms, you'll reach a Red Ring in the air. Hop across 
the next several mushroom platforms, then hit the block on the ledge to 
receive an item.

Pass the midpoint, then hop onto the upper mushroom platform. When it 
expands, jump downward to the lower one as it expands. Then, go right when it 
expands again to get Star Coin #1. Hit the ! switch on the ceiling to make 
red blocks appear to the left; when the current platform expands, go left and 
jump across the blocks to get back onto the safe ledge.

From here, head to the right some more via the upper path. At the next set of 
platforms, run and jump to hit the lone block, and a beanstalk will grow. 
Climb it to reach a hidden cloud area. Hit the P switch, then use the spin 
block to launch into the air. At the apex of your jump, land on the blocks up 
there before they turn back into coins, and jump to reach Star Coin #2. When 
you're done up here, drop down to the main area again.

After you land, head to the right and you will reach some mushroom platforms 
with a line of coins that will appear when you run past their outlines. When 
the platforms retract, drop to the one below to nab Star Coin #3. Then, jump 
to the right and touch the flagpole to complete the stage.


Tower
-----

This particular tower stage is very straightforward, as you are on a single 
screen that scrolls upward. Along the way, you will have to deal with spiked 
balls moving back and forth before rolling off your platform altogether. They 
will clear the Dry Bones in the way, but you need to jump over the balls to 
avoid getting hit. If you don't touch any of the Dry Bones, the spiked balls 
will clear them on their own.

On the way up, hop along the thin ledges and hit blocks to get coins and 
items. You will also see Star Coins #1 and #2 in plain sight on the way up. 
Soon after, you will have to deal with 2 spiked balls at once (try wall 
jumping to avoid getting hit by them), and then a giant spiked ball will bust 
through the wall. When that appears, hop along the ledges and stay to the 
right side of the room. Grab Star Coin #3 on a block ledge, then stay to the 
right when you reach the center wall which will divide the area.

Continue evading the giant spiked ball and it will eventually roll away, 
leaving you to progress to the top in peace. Once there, go through the door 
to meet Bowser Jr. yet again. The fight plan here is the same as the previous 
battles: Bowser Jr. will run back and forth, jumping every now and then, 
without any added tricks. All you have to do is jump on him three times to 
win. The icy platform that you CAN fall from will make it annoying enough, so 
be warned.


Stage 5-3
---------

In this stage, you will spend a great deal of time sliding down icy hills. 
Begin by hitting the nearby block to get an item, then slide down the first 
several hills, knocking out the enemies along the way. When you start going 
uphill and reaching plateaus, jump to the upper ledge to the right. Defeat 
the Koopa Troopa there and jump to grab Star Coin #1, then drop down and 
continue right along the hills. (If you are Mini Mario, you can drop into the 
pit directly below to find a skinny pipe. Go down it and hit the block to get 
a Starman, then move around the room to make coins appear as long as you have 
star power. It's an optional room, but a fun bonus nonetheless.)

When you pass the midpoint, you will reach another steep downhill portion. 
Follow the hill all the way down and head right, sliding under the low walls. 
At the other side, break the blocks to get Star Coin #2. Get through the 
shell-headed enemies ahead, then wall jump when you see the coins above you 
to reach Star Coin #3.

Next, defeat the Koopa Troopa and continue to the upper-right ledge. Go down 
the hill ahead and jump at the bottom to reach the flagpole, ending this 
stage.


Stage 5-B
---------

In this stage, run to the right, defeating the enemies and avoiding the 
shelled ones when you come across them. Ahead you will see some hills, and 
Star Coin #1 beneath an overhang. To reach it, walk down the hill to the 
right of it and jump to collect the coin.

Continue to the right and you will see a row of Koopa Troopas on ledges below 
you, as you cross overhead. At the other end, jump to the upper ledge, then 
back to the left ledge where you will find a P switch. Hit it, then run to 
the left (jump over the larger gaps) to reach Star Coin #2. Go back to the 
right, and continue up a couple of hills. When you reach a downhill portion, 
go down it and avoid the shelled enemy to reach Star Coin #3.

With all 3 coins now, take the upper path to the right. Defeat the Paratroopa 
and wall jump to the upper ledge at the far right. If you want to reach the 
secret exit here, wall jump into the opening in the ceiling just before the 
final platform, and head left. As Shell Mario, break through the low blocks 
and go through the pipe. When you emerge, go right to the secret flagpole. If 
you aren't here for the secret exit however, simply continue right to the 
regular flagpole.


Stage 5-C
---------

Starting off here, go down the pipe in front of you to go underground. Head 
right when you land, and you will soon see the ghost boxer enemy below, who 
can punch through blocks. Pass over it and hit the ? block to get an item, 
then hop over the pit and continue until you reach a roadblock. Wait for the 
boxer to punch through the blocks, allowing you access, but do not kill it 
yet. Let it pass you, then head to the right of it. That will cause the enemy 
to turn around and punch the blocks to the right away, giving you access to 
Star Coin #1.

Continue to the right, stomping the Shelled Beetles you come across. When you 
reach the constant stream of platforms moving up and down, jump across to the 
down-moving ones and land on the lower ledge to the right. Stomp on the 
Shelled Beetle when it falls from the ceiling, then go right and toss it into 
the pit to retrieve Star Coin #2.

Go back left and jump to the upper ledge, then continue to the right. You 
will see a ledge comprised of 4 blocks in the air, with a row of blocks above 
that. Jump up the steps, avoiding the boxer enemy, then jump onto that ledge. 
Break the blocks above it (you need to be at least Super Mario for this 
part), then hit the rightmost block on the ledge to sprout a beanstalk. Climb 
it to reach a secret room.

In the snowy area above, go right and you will reach a P switch. Hit it to 
make the coins and blocks switch forms, then go down to the boxer enemy. Lure 
it to the left before time is up, and let the enemy break the solid blocks at 
the end. After it falls, drop into the newly opened compartment to claim Star 
Coin #3. Now, go right and drop through the coin-filled opening to some steps 
below. Then, jump to the flagpole ahead to end this stage.


Ghost House
-----------

In this ghost house, head up the steps until you reach the first dead end. 
Stand on the lower ledge and wait for the boxer enemy to break through the 
blocks on the upper ledge. After it does that, wait for it to turn around 
before jumping to the upper ledge, allowing the enemy to clear the blocks on 
the lower one. When that's done, defeat the enemy and go right along the 
lower path. Wall jump at the end to reach Star Coin #1 on a high ledge.

Head back to the left and continue up the steps. At the top, go left and up a 
larger set of stairs. When the boxing enemy comes down the steps after you, 
bounce on its head to reach the door on the upper-left ledge, and enter it. 
Be quick since as soon as the door shuts behind you, all the boxer enemies 
will start cutting through the blocks on their respective ledges. Wall jump 
to the top area to grab Star Coin #2, then stomp the enemy on the top ledge 
and wait for the area below to become safe. Then, drop back down and exit the 
room.

Head up the steps and go left at the top, and you will reach a ledge made of 
3 blocks. Jump onto it, then hop around to reveal 3 more hidden blocks. Jump 
onto the middle hidden block, then squat down and jump to reveal a lower 
block which will sprout a beanstalk (you need to squat down, or be regular 
Mario to trigger it). Please note that if you want to reach the normal exit, 
missing a coin in the process, ignore the stalk and continue right up the 
stairs. Then, ride the moving platform upward to the top, and go through the 
door to reach the end.

Now, if you want to reach the secret exit, climb up the beanstalk and wait 
for the boxing enemy on the ledge to cut through the blocks. When it falls, 
drop onto the ledge and enter the room there. Defeat the two enemies and ride 
the moving platform as it goes upward. Be careful since it will start to tilt 
sharply on both sides before reverting back to normal.

Collect the coins on the way up, and wait for the platform to freefall. Once 
it stops, stay against the right wall and hold Right on the Control Pad. When 
you start to rise, keep moving to the right and you will drop onto a ledge on 
the way up (this is the only way to reach it, otherwise you'll miss it). If 
you make it onto the ledge, go right and collect Star Coin #3.

After you get the coin, hit the nearby block to make another beanstalk grow. 
Climb it to the top, then jump through the ledge and head through the door to 
the left. Outside, go right and jump to the secret flagpole, which will lead 
you to the Cannon.


Stage 5-4
---------

Here in this automatically-scrolling stage, there will be mushroom platforms 
that move up or down when you stand on them. The darker ones will move up, 
and the lighter ones will sink, so remember this as you progress through the 
stage. There will also be a slow but steady stream of Bullet Bills being shot 
at you from the right side, so be prepared to crush them if they come near.

Go through the Red Ring up ahead, but be careful of the Bullet Bills as you 
collect the coins. When you reach the last mushroom platform, hop on it to 
keep it from sinking, then dash jump to the upper-right ledge. If you get up 
there, go right to collect Star Coin #1. If you have a Mini Mushroom, use it 
here to pass under the low wall to reach Star Coin #2. If not, you have to 
stand on the donut block and take the lower path to avoid being crushed 
(alternatively, if you're quick enough, go all the way right and up the 
rising mushroom, then go left to collect the second coin).

Anyway, continue through the stage and you will reach a rising mushroom 
platform. If you hop along that platform, it will stay down, allowing you to 
grab Star Coin #3 on the middle ledge. Drop to the ground from there, and 
continue right, hopping across several more mushroom platforms. At the end, 
jump from the final platform to the flagpole to finish the stage.


Castle
------

Here, head to the right across a bunch of fast-moving conveyor belts, evading 
the Piranha Plants and Dry Bones along the way. You will reach two conveyor 
belts and a ledge below them with Star Coin #1 on it; run to the right on the 
lower belt to reach the ledge and the coin, then quickly jump to the right to 
avoid the plant that will fall on you.

Hop across a bunch of regular platforms with Dry Bones on them, then hit the 
blocks on the last one to get an item. The next part of the stage will put 
you against fireball-spitting Piranha Plants on the conveyor belts. Avoid 
then like you would the regular versions (if you are Fire Mario, it would 
greatly help here). Go right and you will notice a high ledge above you. Jump 
onto the next belt and bounce on the springboard when it approaches you to 
reach that ledge, claiming Star Coin #2 in the process.

Jump back down to the conveyor belts and keep moving to the right through 
this castle. Hit the mixed item box, and hopefully you will get the Fire 
Flower or Starman, as both will help immensely. Up ahead there will be more 
Piranha Plants, as well as a giant-sized one which can take a few hits. When 
you are on solid ground, go right and you will see a lone block in the air, 
and a gap in the ceiling above it.

Go right to the upper ledge and stomp the Dry Bones, then get a running start 
on the ice and jump to the ? block in the air to the left (this may take a 
few tries to get right). When you successfully land on the block, wall jump 
through the gap in the ceiling and run all the way right atop the ceiling. 
When you reach the far right, drop to the lower ledge and go left on the 
conveyor belt to find Star Coin #3. An alternate method would be to carry the 
springboard from earlier to the lone ? block, then bounce onto the block and 
wall jump through the ceiling hole, and run to the right.

Run back across the belt and hit the block to get an item, then jump to the 
ledge above and enter the boss room. There, you will meet Petey Piranha for a 
boss fight. The giant plant will hover in the air and move back and forth 
before crashing into the ground in an attempt to hit you. The impact will 
cause Petey to temporarily become dizzy. This is when you should jump on the 
head to cause damage. Petey will also bounce around the room before hovering, 
so keep your distance and run underneath when he passes overhead.

After you hit the boss 3 times, the battle will end. So, grab the golden key 
and head onward to World 6. Just like in World 2, if you were to beat this 
boss as Mini Mario, you will fall into the gap in the floor in the following 
room. Then, when you run to the right, the sign will be flipped, allowing you 
access to World 7 instead. You will have to beat the boss in both forms to 
reach both worlds (unless you used the Cannons in earlier worlds).


=======
World 6
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
W: Warp Zone Cannon
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

      1 ---------\     GT          MT        IT           5 ---------\
      |           |     |           |         |           |           |
      |           |     |^x5        |^x5      |^x5        |           |
S --- X    IT     X --- 2 ---T1 --- 3 ------- 4 ---T2 --- X    GT     6 --- C
   vx5|     |     |                                       |vx5  |     |
      |     |     |                                       |     |     |
       \--- A ---/                                         \--- B ---/



Stage 6-1
---------

The opening stage of this cliff-oriented world will be littered with Bullet 
Bill shooters, so be prepared for many projectiles floating around. Head to 
the right and you will partake in a new feature of this game: being able to 
shimmy alongside the cliff when crossing certain areas. You can press Down to 
hang from the ledge, which is good for collecting coins and dodging bullets 
above. Keep in mind you can also jump when shimmying across.

With that said, continue to the right until you reach an upper ledge you can 
jump to. Wall jump from there to reach Star Coin #1 overhead. Then, take the 
lower path and continue to the right (if you want, wall jump upward when you 
get the chance to reach some coins and an item box). Up ahead, wall jump up 
the ledges, then leap to the left ledge to find Star Coin #2.

Hit the ? block to get another item, then continue onward. Wall jump while 
avoiding the Paratroopa to reach the upper ledge. Shimmy along the cliff 
ahead, while jumping and hanging to dodge or defeat the Paratroopas. When you 
reach the tall stack of Bullet Bill cannons, drop to the very bottom area and 
head right.

When you reach the second shimmying section, hang from the cliff to grab Star 
Coin #3 below you. Then, continue to the right and you will spot the 
flagpole. If you wait for a bunch of Bullet Bills to be on the screen before 
tagging the pole, you can get lots of points as well!


Stage 6-A
---------

Here in this sandy stage, you will have to deal with Lakitu flying overhead 
once again. Hit the first block you encounter to get an item, then continue 
right while avoiding the Spiny enemies that Lakitu rains on you. You will 
come across a giant whirlwind up ahead; jump into it and it'll send you 
flying in the air. Glide to the right and you will reach Star Coin #1.

Drop to the ground and head right through various block formations, ground 
pounding them to collect the coins below if you want. Up ahead, you will see 
a column of quicksand between two solid blocks. Sink into that column to 
enter a hidden room. Down there, wall jump to reach Star Coin #2 on the way 
down. At the bottom, go right and up the other side, while jumping to avoid 
the Spiny enemies. Then, go through the pipe at the top to get back outside.

Out here, go right and you will notice that there are now multiple Lakitus in 
the air to torment you. Continue right and you will reach an alcove that can 
only be reached by treading through the quicksand, but the lone block there 
contains a Starman, which may be helpful. Further ahead you will spot a bunch 
of pipes. Submerge into the middle yellow one to enter the room below.

There, go left and you will see a giant Piranha Plant. If you are Fire Mario, 
destroy it with some fireballs and jump to claim Star Coin #3. If you are 
daring, you can try jumping over it if you can afford to sacrifice. Despite 
your actual method, exit through the red pipe to the left. Once outside 
again, continue right across some more platforms until you reach the final 
pipe. Go through it and head right to the flagpole, thus ending the stage.


Stage 6-2
---------

Out here, head to the right across the Spiny-filled platforms, hitting blocks 
and collecting coins along the way. You will notice that the tide will cause 
the water to rise and fall every now and then. Continue right to the red 
pipe, then go through to reach the second part of the stage.

In this area, go right and you will see a palm tree. Wait for the tide to 
rise, then jump directly above the tree to reveal a hidden block which will 
sprout a beanstalk. Climb it to reach a high cloud ledge. Hit the block to 
reveal a P switch (use the first winged block to reach it). Hit the switch, 
then jump across the winged blocks to the right. On the last platform, grab 
Star Coin #1 before the blocks disappear, then drop down and continue right 
like you have been.

Head all the way right until you reach the pipes. Jump into the second green 
pipe to launch over the wall to the right (the first pipe leads to a bonus 
room in the clouds with lots of winged boxes). After you land at the other 
side of the wall, go right past the underhang and wait for the tide to rise. 
When it does, swim upward to grab Star Coin #2.

Continue to the right and use the next pipe to get over the wall ahead. Go 
right and drop into an opening where you will find a mixed item box. Hit it 
if you want, otherwise keep going to the right across a long platform filled 
with Spinys. When you drop off the far end of that platform, run back to the 
left and collect Star Coin #3.

From here, head right and up a hill, jumping over the Spinys along the way. 
At the top, go into the pipe to reach the final area. There, head right and 
jump onto the platforms, then leap to the flagpole at the end.


Tower #1
--------

In here, jump up the platforms as you make your way upward, but be careful of 
the giant spiked walls that will jut out from the sides. When the coast is 
clear, jump up to the next platform, and so on. Once you pass the first three 
of them, go left and jump to the ledge above you. Wait for the next spiked 
wall to shoot out and move back right, then run onto that ledge to grab Star 
Coin #1. Duck into the small opening until the spiked wall retreats again, 
then continue upward.

For the next part, go right and hop up a few ledges, then wait for the spiked 
walls above to retract. At that point, bounce on the springboard to reach the 
upper ledges. Once you make it to the top, go into the door leading to a new 
room. In there, wait for it to be safe above you, then jump up the ledges to 
the very top. Wait for the spiked walls to come out and then retract before 
dropping down to collect Star Coin #2. Once you have it, jump to the top and 
go through the door.

When you reappear, jump to the upper ledge and stomp the Dry Bones. To reach 
the higher ledge, you will need to wall jump as Mini Mario to gain the 
leverage needed to reach it (you can also bounce off the Dry Bones and wall 
jump as regular Mario, and succeed). If you get up there, go up the pipe to a 
well-covered room in terms of those spiked walls. When it's safe, quickly 
jump to grab Star Coin #3 and drop back to the door to avoid dying (if you 
duck on the middle platform, you will be safe as well). Exit the room and go 
down to the boss door.

In here, you will meet up with Bowser Jr. yet again. This time, the battle 
takes place atop a tilting platform which is above a bed of spikes (you can 
fall off the platform and into them, so be careful). Bowser Jr. has no tricks 
here either, so all you have to do is stomp him three times (wait for him to 
emerge from the shell after each hit) and the battle will end.


Stage 6-3
---------

When you enter this stage, you will notice a new feature: red ? blocks with 
spikes on one side. Be careful not to hit the spikes on them, though. Anyway, 
head right and avoid a couple Piranha Plants, and you will see a block 
swinging from a rope above. hit the block to stop it, then jump from it to 
obtain Star Coin #1 in the air. Continue right and go down the red pipe to 
reach an underground room.

Down here, go right across the cylinder platforms that roll when you move 
(jump to avoid falling into the poisonous water). Jump through the Red Ring 
halfway through and collect the coins, then go up the pipe at the end. You 
will emerge in a pipe maze of sorts, with several Piranha Plants popping out 
of them. Go down the second green pipe and collect Star Coin #2 below, then 
exit the same way you came in.

Next, go down the very last pipe to the right. Run across the rolling 
platforms and the pipes when the Piranha Plants aren't out, to avoid getting 
hit needlessly. At the other end, go up the pipe to exit this room. Back 
outside, hit the red block, then dash jump to the left, over the green pipe 
wall. Collect Star Coin #3 in the middle area, then wall jump back over to 
the right side.

Chase the bandit to the right while hopping between platforms. Up ahead, hop 
across some blocks and avoid the Piranha Plants in the pipes. Then, jump to 
the flagpole ahead to exit.


Stage 6-4
---------

Here, start by going right and passing under the fire sticks when it's safe. 
Wall jump to the upper ledges to find Star Coin #1, then continue to the 
right. It will take some fancy footwork to shimmy along the cliffs ahead, all 
while avoiding the rotating fire sticks. When you pass that part, continue 
onto a ledge and go right to a ! switch.

Hit the switch, then go left and jump onto the red blocks. Wall jump from 
them to reach the ledge above, then go right and wall jump some more when 
it's safe. Jump to the ledges on the left side to reach Star Coin #2. From 
there, continue right and enter the red pipe. In the next area, drop down to 
begin shimmying along the cliff. Head to the right, jumping from ledge to 
ledge along the way.

You will reach a section with many ledges to stand on. Make your way up them 
to the top, then go right into a green pipe. Shimmy to the right, jumping to 
avoid the fire sticks along the way, then collect Star Coin #3 at the other 
end. Then, jump to the lower ledge and head back to the left, and through the 
yellow pipe. When you land, go left and up the green upside-down pipe, then 
jump to the flagpole to end this stage.


Tower #2
--------

In here, go right and make your way upward by jumping on the fast-moving 
conveyor belts. There are spikes along the sides of the tower, so be careful 
not to slip on the belts and hit them. You will come to a long belt with a 
couple of small spikes along it; jump to the right on that belt to reach Star 
Coin #1 against the wall.

Quickly run to the left and jump up to avoid the spikes, then go up and 
across some more ledges to the far left side. After you trigger the midpoint, 
make your way up the next set of belts, stomping the Dry Bones (and ground 
pounding the giant ones) along the way up. When you reach the pipes, go down 
the right one to be shot upward to the next platform.

Land on the lower regular ledge, and wait for all the spiked beetles to crawl 
to the left. Then, squat down and ride the conveyor belt to the left. Jump up 
to break the blocks towards the end, and claim Star Coin #2 in the process. 
Jump out and continue upward along the conveyor belts. Go up the steps and 
you will reach a point where you can jump to a rope hanging above.

Jump to the rope and climb to the right while hanging to reach Star Coin #3. 
After that, you can either drop to the belt below and grab the coins, or go 
back left and drop down the pipe. Regardless of the way you take, you will 
make it to the final ledge at the top. Up there, go through the door to meet 
up with Bowser Jr. yet again.

The fight with Bowser Jr. here is just like the previous one, but the one 
difference this time is the way you can attack him. You will not be able to 
land direct hits, so keep your distance and avoid contact, all while staying 
on the tilting platform. When Bowser Jr. throws a green shell at you, jump on 
it, then pick it up and throw it right back at him. This will stun him, so 
now is your chance to jump on Bowser Jr's belly to cause damage. Do this 
three times to win the fight here.


Stage 6-5
---------

Here, go right and down the pipe to enter another underwater level. Below, 
swim to the right while avoiding contact with the fish. The green ones will 
try to swim directly at you if you get close, so be careful. Head to the 
right and stay towards the top half of the screen. Grab Star Coin #1, but be 
ready to swim away from the green Cheep Cheeps ahead of you.

Continue to the right and hit the lone ? block you see to get a Starman (the 
next several blocks will also yield Starmen if the power is still active when 
you hit them). Swim to the right, hitting the blocks to renew your star 
power, then when you reach a yellow pipe in an alcove above, swim around and 
go up the pipe. In that coin room littered with green Cheep Cheeps, swim to 
the middle and collect Star Coin #2.

Exit the coin room when you are done, and keep going to the right. Be 
extremely careful of the whirlwinds in the water, as they can suck you in, 
causing you to lose a life. Swim quickly to avoid getting sucked in, though. 
Head to the right and you will find a whirlwind surrounded by blocks at its 
base. Let that one suck you in and you will enter a hidden room below. Down 
there, swim around to get Star Coin #3, then exit via the pipe.

From where you emerge, simply avoid the giant Cheep Cheeps, then go up the 
next pipe to reach dry land. Up there, jump across the platforms that drop 
when you step on them, then leap to the flagpole.


Stage 6-B
---------

Start here by going right and dropping into the rightmost pipe to launch 
upward. At the peak of your shot, go right and land on the ledge. Head right 
and swing from the pole to reach the next ledge. Jump onto the next pole as 
it moves along its track, then swing to the following ledge and defeat the 
enemies there. When you reach the hill, jump on the Koopa Troopa and grab its 
shell, then go down the hill (avoid the Goomba) and throw the shell right to 
receive Star Coin #1.

Go back up and jump from the Paratroopa to reach the pole in the air, then 
swing and jump to the next platform. Go right and hit the blocks to get an 
item and a coin. Jump across the tilting mushroom platforms ahead, then go 
down the pipe to the far right, and you will be launched upward. At the peak, 
bounce from the Paratroopa to obtain Star Coin #2 in the air. Get launched by 
the pipe again, then land on the right ledge this time.

Go right and jump over a couple of Piranha Plants, then slide down the hill. 
Drop down along several tilting mushroom platforms on the way, then go right 
some more. Take the upper path and hit the mixed item box, and hopefully you 
will get something good. Up ahead you will see three pipes; go down the left 
one as it will be the most profitable one.

When you land, go right and jump to the first rotating pole. Swing from it 
and jump to reach the second one, then keep swinging on that one. When you 
reach the upper-right part of its track, jump to the right ledge and slide 
under the wall to grab Star Coin #3. The blocks in front of you will break, 
so go down the steps ahead.

Up ahead, slide down the hill and jump at the bottom, then hop across the 
tops of a few pipes (if you are regular Mario, you can run along the ground 
to get coins). At the far end, go right and jump to the flagpole to finish 
this stage.


Stage 6-6
---------

From the start, go right and launch from the Spin Block, hitting the ? block 
above to get an item. Launch a second time and glide to the right, totally 
clearing the Chain Chomp on the ledge. Launch from the second Spin Block, and 
land on the upper-right ledge (if you want, drill through the blocks to the 
right and nab another item at the bottom). Up there, jump onto the next Spin 
Block and glide to the left. Bounce off one of the red Paratroopas to reach 
the left ledge where the next Spin Block is located.

Launch from the next Spin Block and drill through the column of blocks to the 
left. At the bottom, hit the P switch to turn the remaining blocks into 
coins. With that done, jump to the left ledge and collect Star Coin #1. Get 
back onto that Spin Block and launch/glide to the upper-right ledges. Jump 
across them and launch once more to the upper-left ledge. There, jump over 
the Chain Chomp and collect Star Coin #2 from atop its wooden stake (ground 
pound it to get 3 coins if you want).

Go right and jump to the other ledges, then continue right and downward for a 
bit. Stay to the right side, dropping downward one platform at a time. When 
you are able to go right again, do so. You will see a ? block containing an 
item, and a tall column of blocks. Ground pound through the blocks to access 
the Spin Block below, then shoot up to the ledge above.

Now, wall jump to the right and hit the upside-down P switch, then bounce 
from the Paratroopa to reach the right ledge (this works if you are Mini 
Mario). If you are not Mini Mario, use that Spin Block you just opened up and 
hold Right to land on that high ledge before the switch's timer ends. If you 
are not interested or don't need this coin, take the pipe at the bottom of 
this room to the next part. Alternatively, you can use the Spin Block right 
from the start and bounce off the Paratroopa's head to hit the P switch, then 
hold Right while still gliding to land on the high ledge.

Assuming you got onto that upper ledge, go into the pipe there. In the secret 
room, use the Spin Block and land on the high ledge, then drop down the right 
side of the room. Slide along the left wall to acquire Star Coin #3 on the 
way down. At the bottom, go down the yellow pipe to reach the next area. 
There, go in the first pipe to be shot onto the next ledge. Go into the next 
several pipes to reach the very top area.

Once there, jump to the right and you will find several more pipes. Depending 
on which one you go into, you may reach a certain spot on the flagpole, or 
get shot back to the left where you just came. If you want the extra life, go 
down the third pipe to reach the flagpole.


Castle
------

Starting off here, head to the right by jumping on the gray platforms when 
they move into range. When you reach the small platform with a Koopa Troopa 
on it, stomp it to get its shell, then stand at the right edge of the 
platform and throw the shell to the left, allowing you to get Star Coin #1 
below. Go right by jumping between platforms a little more, avoiding the 
fireballs jumping from the lava, and you will see 2 gray platforms moving 
back and forth. Jump onto the top one, then drop to the lower one so you can 
grab Star Coin #2.

From here, continue to the right and pass through the midpoint on solid 
ground. Hit the block up ahead to get an item, then wall jump to the upper 
platform. Go right and wait for the gray blocks to come together, then bounce 
from the Koopa Troopa onto the ceiling to the right. Up there, run all the 
way right and collect Star Coin #3 at the end.

Now that you have all three coins in here, go back left and drop to the 
ledge, then go right between the gray blocks when they move apart. Run across 
the platform when the gray blocks move down, so that you don't get crushed by 
the spikes above. At the end, go into the door to reach the next room.

In here, jump up the gray ledges, one at a time, as they stick out of the 
right wall. When you reach the top, go into the boss door to meet this 
world's boss. Outside, run to the right and you will be confronted by Monty 
Mole in a tank. The boss battle will then commence out here in the courtyard.

Monty Mole pilots a tank, as you can see, which shoots Bullet Bills from its 
large turret. You can jump on them to eliminate them, which is not a problem. 
The boss itself will pop its head out of the top of the tank, and will toss a 
Bob-omb in your direction (jump to avoid it). To attack this boss, simply 
jump on its head when it pokes it out. When you hit him, the tank will go 
haywire, spinning around and randomly shooting Bullet Bills in random 
directions. When it calms down, a second (and then third) turret will be 
added to the tank. Repeat the same battle plan again, and hit Monty Mole 3 
times to destroy the Monty Tank.

Once you win this fight, run over to collect the golden key and you will be 
done here. Unless you select otherwise on the touch screen, you will now be 
headed to World 8 (unless of course you used a Cannon in a previous world, or 
beat the World 5 boss as Mini Mario to reach World 7).


=======
World 7
=======

S: Start Point
#: Stage Locations
T: Tower
C: Castle
GH: Ghost House
GT: Green Toad House
IT: Item Toad House
MT: Mega Toad House
X: Path Intersections/Empty Spots
*: Secret path unlocked by finding a secret exit within a level.
x#: Pay the designated amount of Star Coins to open the path.

     MT          IT    GT                  ****GT **********
      |           |     |                 *                 *
      |^x5        |^x5  |^x5              *                 *
S --- 1 ---GH --- 2 --- 3 --------- T --- 4 --- 5 *** A --- X --- C
            *                       *     |     |           |
            *                       *     |     |           |
             ****************GT ****       \--- 6 *** 7 ---/


Stage 7-1
---------

Here, start by going up the ledges before dropping down to the platform on a 
track. As soon as you step on the platform, it will begin to move along its 
track. Jump to the second platform when you get to it, and ride to the right 
above some Paratroopas. The trick is to stay on the platform even when it 
appears that it's about to fall off the track. There is a hidden segment of 
track below that you will ride to the left on, giving you access to Star Coin 
#1 if you wait. Then, take the platform back to the right and continue on.

(NOTE: If you want the second coin, read this paragraph; otherwise continue 
along the platforms as normal to reach the next part of the stage. You will 
need to return to this stage again to get the coin you missed.) You will see 
a winged block floating overhead; hop onto it and ride it all the way to the 
right. At the end, drop down to a small ledge and go up the upside-down pipe. 
In that coin-filled room, swing/jump from the hanging poles to the top area. 
Then, jump to grab Star Coin #2 and exit via the pipe at the bottom.

When you emerge in the next area, go right and the midpoint will trigger. 
Jump onto the blocks, then onto the platform on the upper-right track. Ride 
it to the right, stomping the fire-spitting Chomps in the air, and jump to 
collect Star Coin #3. Then, ride the platform as it drops below and continue 
right at the end. Keep going to the right, and jump through the Red Ring if 
you want, and continue onward. Hop across some more platforms and go up the 
pipe at the end, then jump to the flagpole to exit this stage when you 
emerge.


Ghost House
-----------

This ghost house can definitely be tricky, especially if you don't know what 
you're doing and can't move quickly enough. In the room where you start, hit 
the left block to make a ? switch pop out; hit it and 5 doors will appear 
around the middle area. Start by going into the left door. Jump across the 
wobbly floor, bouncing on the pumpkin enemies if needed, and you will find 
Star Coin #1 in the air. Exit via the door at the right side of this room.

Go into the top room next. There, stay to the left side and ground pound 
through the yellow ooze to sink through it. Pound your way down to get Star 
Coin #2, then move to the right and ground pound to the ? switch. Hit it, 
then jump out to reach the door that appears. Back in the center room, go 
into the bottom-right door (the other two doors are optional).

In this room, you will see a whole row of ghostly hands above you, and they 
appear to be moving something back and forth. Jump below the ones that are 
moving and you will reveal a hidden block with a ? switch on it. Use the 
springboard to hit the switch, then go right and ride the moving platforms 
upward. Then, jump up the ledges and enter the door to the left.

When you arrive in the next room, hit the P switch above you, then run to the 
right. Here, you must be quick to jump across the platforms (try your best to 
dodge the Boo on the second ledge), then hop up the small steps leading to 
the ceiling before the time runs out. If you do this successfully, run all 
the way right along the ceiling and you will find Star Coin #3 at the end. 
Then, go back left and drop down to the ground, and enter the door to the 
right. Now that you are outside, simply go right and the flagpole is there.

NOTE: If you want to reach the secret exit instead, run left from the P
      switch and you will find a block on the upper ledge with a shine to it.
      Hit that block to make a beanstalk grow, then quickly jump up the
      ledges to reach the stalk before the blocks turn back into coins. Enter
      the hidden door at the top of the stalk and jump to the secret exit
      flagpole. This will open up the path to a Green House, as well as
      provide a shortcut to the Tower.


Stage 7-2
---------

When you enter, jump across the ledges in the air and go up the upside-down 
pipe to reach the next area. Here, you will see a large platform with arrows 
pointing to the sides and upward. When you step on it, it'll begin to move. 
To change direction, walk to one of the sides to tilt slightly, otherwise it 
will just move straight up (this is how you will progress through this stage, 
so get used to it). Another fun aspect of this stage is how the sides of the 
screen wrap around, so if you go off the right side, you will reappear on the 
left side (this will also come in handy).

Make your way upward, defeating Paratroopas along the way. After you pass 
through the area with walls on both sides, get to the right side and hit the 
blocks surrounding Star Coin #1, so you can collect it. Keep going upward as 
that's the only way you can go, and pass through the Red Ring for a red coin 
challenge if you so desire. Continue going upward past the midpoint, and 
stomp some more Koopa Troopas.

You will soon come to a ledge on the right side with 2 blocks on it and a ? 
block floating overhead. Around this point, stomp a Koopa Troopa and take its 
shell upward. You will pass between platforms with blocks on them, as well as 
Star Coin #2 to the right. To obtain it, throw the shell to the left and 
it'll break the blocks on the right side, nabbing the coin for you in the 
process.

Hit the blocks in the air as you continue upward, then stay toward the middle 
area, since there will be plenty of Paratroopas above you. When the wave of 
them flies downward, bounce on their heads to reach Star Coin #3 to the left. 
Then, get back onto your platform and continue to the upper-right ledge. Go 
through the pipe there, then when you emerge, bounce on the Paratroopas to 
reach the flagpole.


Stage 7-3
---------

From the start, go right and bounce on the second Wiggler to hit the ? block 
for an item. Then, go down the green pipe to reach the next area. Here, you 
will see a giant Wiggler start walking to the right. It has MANY segments, 
but they do end, so try not to get too far behind as you make your way 
through the stage. Drop onto its back and run to the right, while jumping to 
collect a ton of coins in the air.

After you pass the upside-down pipe which spits out Goombas, there will be a 
ledge with a Boomerang Bro on it. Hit the block below the Boomerang Bro to 
defeat it, then jump onto the remaining blocks to grab Star Coin #1. Continue 
onward while stomping Goombas and Paratroopas along the way. Up ahead, there 
will be a high ledge you need to bounce from a Paratroopa to reach. When you 
get up there, you will be able to claim Star Coin #2.

Head right through the rest of the area, and when you reach the end, be 
careful of the Boomerang Bro. Go up the upside-down pipe to reach the final 
area by the flagpole. You will notice some blocks in a step formation below 
you. Ground pound the top one to make a beanstalk grow upside-down, then 
ground pound the lower blocks to gain access to it (you need to be at least 
Super Mario for this). Climb down the stalk a little bit, then jump to the 
right to reach Star Coin #3.

Now that you have the third coin, jump back to the beanstalk and climb upward 
again. At the top, go right and jump to the flagpole to exit this stage.


Tower
-----

In here, go right and jump up the ledges, then go up the upside-down pipe 
while avoiding the moving spiked walls. In the second room, go up some more 
ledges when the spiked blocks move up and down. When you reach the right side 
of the room, you will see moving blocks below you, the top one moving fast 
while the bottom is moving slow. Drop down when the blocks move to the right 
and collect Star Coin #1.

When it's safe, jump back out of here and continue going upward. When you 
reach the three moving platforms in the air, jump to the first one and squat 
down to avoid the spikes overhead. When it's safe, jump up to the second 
block and wait until it moves to the right. Squat to avoid the spikes, then 
walk to the right edge and squat down again. When you move back to the left, 
jump onto the top platform and then onto the upper-right ledge.

Wait for the gray platform above you to move to the left, then wall jump 
upward to the next set of ledges. Head to the left and jump up to reach a 
series of steps with spikes on the sides of each. Wait for the steps to move 
left, then quickly but carefully jump up them to the top. Once there, go up 
and left to a door, and enter that room. In there, hit the blocks to get an 
item, then continue on to the following room.

Jump onto the block above you when it comes down, and ride it upward. Then, 
head across to the left between the spiked blocks moving up and down (be 
careful of course). At the left side, jump onto the ledge and then hop across 
the gray blocks to reach the right side, one block at a time. When you reach 
the far right, go up the get Star Coin #2.

Next, go back to the left side and hop up the thin ledges. There will be 
several large spiked blocks that will move around in close proximity. Hop 
your way between them when it's safe, and get to the ledge above them. When 
you reach the very top area, jump to the ledge where the door is. Before you 
go in however, wait for all the blocks around you to move away, then jump to 
reach Star Coin #3 to the left. Now, go into the room and meet Bowser Jr.

You cannot attack this version of Bowser Jr. directly, as you may be used to; 
you have to wait for him to throw a green shell at you, and then you throw it 
back at him. After you throw the shell, jump on Bowser Jr's belly to cause 
damage. The platforms below you will move back and forth, so things can get 
slightly tricky, but it's still not too hard. As always, 3 hits will beat 
Bowser Jr.


Stage 7-4
---------

In this stage, you will ha