Mario vs. Donkey Kong: March of the Minis
Copyright Nintendo 2007
Written By: Dylan H.P. Sousa
email: dylan_nobody@hotmail.com
Version: 0.75
Date: October 3rd, 2006

-----------
Version 0.1
-----------
-Started (yay!)
-Added all the way to the World One Level 3, in the walkthrough, plus
the sections before it.

-----------
Version 0.2
-----------
-Finished the first and second world, and most of world 3.

-----------
Version 0.7
-----------
-Finished the last two levels of world 3, now working on world 4.
-Read everything so far, and spellchecked. It's amazing how many
mistakes you make without realizing it.
-Finished most of the bosses, all of the minigames, all of the
secrets, the FAQ (I haven't received anything yet,) and the Credits
+ Legal Stuff.
-Released onto GameFaqs!

-------------
Version 0.7.5
-------------
-Reread everything as it appears on GameFaqs and revised most grammar mistakes,
removed some stuff... you know, all that fun stuff.
-Finished World 4.
-Recovered from a near fatal computer crash.
-Added new gold methods for the levels 2.7 and 3.2 both of which were made by
Bel.
-Fixed a quick and easy-to-pass-by mistake noted by Number1YoshiFan.
-Edited the FAQ section to represent new questions.




***************************NOTENOTENOTE******************************

I just suffered a near fatal computer crash with the computer that has the FAQ
on it. I was near done the FAQ when it happened so now, I have to rewrite the
fact according to what I have on GameFAQs and what I remember in my head.
EXPECT an update very soon, but until then I will do a minor update to tell you
what happened.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
--------------------------Table of Contents--------------------------
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

1) Introduction........................[100]
2) Controls............................[200]
  2a- Basics...........................[201]
  2b- Advanced.........................[202]**
3) Characters..........................[300]
  3a- Playable.........................[301]
  3b- Non-Playable.....................[302]
4) Scoring System......................[400]
5) Walkthrough.........................[500]**
  5a- World One........................[501]
  5b- World Two........................[502]
  5c- World Three......................[503]
  5d- World Four.......................[504]**
  5e- World Five.......................[505]*
  5f- World Six........................[506]*
  5g- World Seven......................[507]*
  5h- World Eight......................[508]*
6) Enemies.............................[600]**
7) Bosses..............................[700]
8) Minigames...........................[800]
9) Secrets.............................[900]
10) FAQ................................[100]
11) Credits and Legal Stuff............[110]

*- Not even started
**- Not done
[###]- Use these numbers to get to specific spots in the Walkthrough easily.
Most people know how to use these, but for those who don't: copy the number and
press CTRL-F and paste it in. Then press enter. It will take you right to the
spot.


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
----------------------------Introduction------------------------[100]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  (Showing a radio transmitter on top screen, and a Mini-Mario toy on
the bottom) The folks at the Mini-Mario Toy Company have announced
the  grand opening of the Super Mini Mario World! A theme park
based on their runaway toys Mini-Mario, Mini-Donkey Kong, Mini-Toad   and
Mini-Peach!

  (Showing Toads lining up at the entrance of the park on both
screens. Then it shows Mario and Pauline in front of the ribbon, DK
in the front row.)

  And here comes the brain behind it all, Mario, with his special VIP
guest Pauline for the ribbon cutting ceremony.

  (DK sees Pauline and his eyes turn into hearts to show that he
loves her. Pauline cuts the ribbon and Mario and DK both give her a
Mini representing themselves. She takes Mario's and DK goes berserk
after being heartbroken then takes her into the elevator (while
stepping on a ton of Mini-Mario cases along the way). Mario follows
only to reach the elevator just as the doors close. DK and Pauline
go to the roof and Mario is forced to travel through the maze of
rooms (I assume) to travel to the next floors. As he turns around
from the elevator, however, the now awoken Mini-Marios are
reporting for duty, to help Mario out.)


Okay, then pretty much sums up all of the intro video. Not very good,
if you ask me, but it's Nintendo and some story is better then no
story if you ask me. Speaking of me, I should give you some basic
information about me.

First of all, this is my first FAQ. I loved Mario vs. DK for the GBA
I was going to write a FAQ on it, but there were quite a few already
so I waited for a better game. A few other games seemed interesting
but for one reason or another I didn't write a FAQ for them. This
game was superb and no FAQs have been written so I put two and two
together. And I got 1.5 (don't ask).

My name is Dylan Sousa and I am 14 years old. I enjoy video gaming,
a lot, and I enjoy writing. That's all you need to know. Now onto
the basic controls.


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
------------------------------Controls--------------------------[200]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Here is where I tell you the controls. Not hard to figure out but if
you don't know how to do something, refer to here.

--------------------------Basic Controls------------------------[201]

These are just basics, like how to move, not how to wall jump. Most
people should know these off by heart but heres just for reference.
The stylus is where all the action is. The face buttons and D-Pad do
very little and L and R are only useful during DK fights (even then,
I don't use them).

Stylus: See Advanced Section.

D-Pad: This is used to look around those really big levels that you
will commonly have to face.

Button Pad: Refer to above. (X is up, Y is left, B is down and A is
right)

Start: Pauses the game.

Select: Nothing.

L and R: Used for precision shooting when facing DK.


DID YOU KNOW?
To enter sleep mode just close the DS. This conserves power for
later. I once played my DS in the morning, entered sleep mode, and
put it in my bag. I totally forgot I had it and when I got home the
energy was still green. This is very useful if you have to
immediately end (for whatever reason) in the middle of a level. On a
full battery it could last for days in sleep mode. (Or so I've read). NOW YOU
KNOW!

--------------------------Advanced Controls---------------------[202]

All of these are done with the stylus.

Turning on the Mini: Just tap them. They are only turned off at the
start of the level and they won't turn on until they are either
killed, tapped, or walked into by another Mini.

Move: To move left or right move the stylus over the Mini either
left of right, according to what direction you want to go. He will
automatically move after that.

Stopping: Tap the Mini. This causes them to stop. Don't do this
unless completely neccisary or you will lose Nonstop points (see
scoring, next section). If a stopped Mini touches a moving Mini then
it will automatically move the opposite direction the moving Mini
came from.

Multi-Move: Drag your stylus left or right across multiple nearby
Minis to make them all move that direction.

Jump (While stopped): Move the stylus from the Mini's feet to above
their head to make them jump.

Long Jump: Move the stylus from the feet to above him to make him
jump but do this while they are moving. It causes them to jump
across one square. BE CAREFUL! If you get to close to the edge the
Mini stands on his toes (see below (Tippy-Toes)) as if he is going
to fall. If you jump while he's like this he will do a normal Jump
as through he is stopped. (See above. (Jump))

Block Jump: Minis will automatically jump up one block as they walk
into them.

Tippy-Toes: Minis will stand on their toes if they are about to
fall off a ledge that will prove fatal to them. If you hear/see them,
quickly turn them around or fill in the block. Don't jump! They will
jump straight up, causing them to delay their doom by a half a
second. If another Mini walks into the Tippy-Toes Mini, then the
Tippy-Toes Mini will automatically turn around and walk back.

Turn Around: This can either be done by a Mini walking into a
wall/Mini or by you dragging the stylus opposite of where they are
heading.

-------
World 1
------

Pink Blocks: In most levels you will find Pink Blocks that can be
removed/added to the floor to make/break a path. Just tap the
filled/missing blocks to take/fill them. If you take them then you
can use them to fill some other hole.

Yellow Trampoline: Jump on them to make the Mini's fly up high!

Spikes: Instant death if a Mini touches them.

Elevator: Once a Mini walks up on one, press up or down on the
control panel (which should be right by the elevator) to move. If a
Mario is waiting on/for the elevator, you do NOT lose Nonstop points,
so that's a good stragedy to use. Up to two Mini's can ride the
elevator at one time.

Treadmill: This will automatically make your Mini move a specific
direction, which is controlled by the control panel, which is
usually located underneath a treadmill. It's like a horizontal
elevator. However, you can NOT jump while riding one. If you are on a
treadmill you do NOT lose any nonstop points.

Hammer: If a mini touches these he will walk around twice as fast
with temporary invulnerablity plus, the ability to fatally
wound/stun an enemy. Very useful.

-------
World 2
-------

Switch Walls: These walls come in three colours, Red, Yellow, and
Blue. If you hit the corresponding colours switch, it will close,
but the other switch colours will open. EX. The way a Mini came from
was past an open yellow Wall. In front of him is a red wall. He hits
the yellow switch so the red wall opens, but now he can't go back...

Blue Spring: Like a yellow trampoline except when you jump on it, it
will propel you forward and up at once.

? Block: Hit the bottom to release a Fire Flower

-------
World 3
-------

Rotating Center Pipe: When there are four pipes connecting at the
center sometimes you are able to rotate it. There are two types, "L"
and "I". The L's make an L shape so they curve. But the Is go
straight. With an L you can get to every end almost immediately, but
with the I you need to find your way to another pipe entrance first.

-------
World 4
-------

Magnetic Floors: You can wlak on these floors from any angle. Use these floors
to get previously unaccessable places. NOTE: You can't jump on these.

Green Blocks: These are magnetic. That means once you fill them in
(see Pink Blocks, above), you can walk up/over/under them.

Spin Bar: If you make a Mario jump on it you can spin that wheel on the side
faster and faster to send the Mario flying high into the sky. Just make him
jump while it's spinning. Also, you can do do a curved jump as if you've just
jumped off a blue spring. When you make him jump just make the line go towards
the direction you want as well as going up.

Green Spin Paths: Just like Normal Green Paths but you can flip the
Mini to the opposite direction, walking on top to below and walking
on the left side to the right, and vice-versa. Flip the dark blue
coloured edges.

Donuts: If you walk over these blocks they will fall. This can be used to fall
a great distance with no harm or just they could potentially kill you.

Red Blocks: These are just like the Pink Blocks but once you take
them you get the power of fire and you can burn brown blocks. If you have the
power then the screen will flash a red colour.(See burning, below)

Blue Blocks: These are just like the Pink Blocks but once you take
them you get a bomb and you can destroy stones. If you have the one
then the screen background will flash a greyish-bluish colour. (See
bombing, below)

Burning: Just tap any long brown paths to burn them after you got
the power of fire. (See red blocks, above)

Bombing: Just tap a square above/beside some stone to destroy it.
First you need to have a bomb.


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-----------------------------Characters-------------------------[300]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

There aren't many characters in this game and some don't even appear in the
story mode, just the extras.

------------------------------Playable--------------------------[301]

These characters are characters you play directly, so this doesn't include
Mario, since you never ever control him.

Mini-Mario: The main character! ...*cough* Well... he isn't the main character
but he is the one you play as throughout the whole story. Minis are little
robotic toys that do what you tell them. They aren't that durable, and they
only have one hit until they die. During DK fights you shoot these guys into DK
using a cannon, but there are other ways of destroying him using the minis.

******************************SPOILERS*******************************
SKIP ON AHEAD IF YOU DON'T WANT TO SEE THE SECRET CHARACTERS!!!!!!!!!
******************************SPOILERS*******************************



Mini-Toad: After you have beaten 3 Mini-games (which isn't hard) you unlike
this guy. You can use him on custom levels but never through the story. I like
him the best, but I don't know why. There is no real difference from anyone
else.

Mini-Peach: She doesn't even appear in this game but she has her own Mini!
Unlock her by beating 6 Mini-games. (still there is no difficulty here.) Once
again, there is absolutely no difference between anyone. And once again, she
can only be used on custom levels.

Mini-DK: OMG! Who didn't see this coming! After seeing the intro you should've
known he was last. Unlock him by beating all 8 Mini-games (still really easy it
just gets faster...) Once and yet again, there is absolutely no difference
between anyone. And once and yet again, he can only be used on custom levels.



******************************SPOILERS*******************************
                       Ending Spoilers... now.
******************************SPOILORS*******************************


-----------------------------Non-Playable-----------------------[302]

These characters are just there for story, you never actaully control them. You
may control their, Mini, but not them.

Mario: I don't remember an adventure game with Mario's name on the cover since
Super Mario Bros. 2 that you weren't forced to be Mario. He just guides the
Minis through the mazes... I think.

Pauline: If you don't remember her, that's okay. She hasn't been seen since the
Arcade's Donkey Kong. Remember that brunette captured by DK when Mario worked
in construction? That's her. The reason why she was brought to life was
probably due to the final boss. Anyways, she gets stolen by DK and they go to
the Roof.

DK: The ape. If you don't know who he is, I'm very suprised you bought this
game. He steals Pauline after getting his heart broken by her. They travel to
the Roof, but DK continues to manage taking care of her AND being every single
boss you fight.

Toads: They are there just for the sake of having a crowd and employee's at
Marios Theme Park. They don't do anything important.


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
---------------------------Scoring System-----------------------[400]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ah, the scoring system. In most games this is not important, but if you played
the first Mario vs. DK then you know, it is; to get that oh so important gold
star to unlock some secret levels. Here's a breakdown on how your scored at the
end of the level.

1) Points while in level- This is when you get coins and cards. This also
counts towards you getting chains when finishing. Chains are gotten by having
all the Minis go through the door near the same time. BUT WAIT, if you get a
golden Mini to go in last, while doing a chain you get double the points you
should have. EX: 1 Mario goes in, 1000pts. 2nd Mario goes in, 2000pts. 3rd
Mario goes in, 4000pts. Last and Golden Mario goes in, 16000pts! But if the
first then the second then the golden then the final goes in, you get a normal
8000pts.

2) Time Bonus- For the time left over just add a 0 at the end and thats your
bonus. EX: 265 secs when you finish, you get 2650pts at the end. (Not much of a
bonus but sometimes, it makes a difference.)

3) All Minis Alive- If every Mini survived you get 5000pts.

4) Perfect Chain- Get all Minis go in together as a chain nonstop you get a
bonus 5000pts. NOTE: Golden Minis MUST go in last to get this bonus.

5) Nonstop- This where you get the most bonus points (except for step 1)). You
have to keep ALL Minis moving at ALL times. If you stop for one second you lose
1000pts off, and you start with 10000pts (the most I've ever gotten is 9000pts,
so that's just an assumetion. If your Mini is moving thats good. If its just
moving back and forth until you make him jump or whatever thats still good. If
hes waiting on/for an elevator thats good too. If he's walking into a Switch
Wall (World 2 is where you see these,) that still good, likes it's normally
walking. If hes on a treadmill that's good as well. If you haven't started up a
mini you do NOT lose nonstop points. If you just came out from a pipe and are
just standing on top/below it, you do NOT lose points either...  As long as you
do all of the above this will be easy. As I find out more, I'll add more.


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
----------------------------Walkthrough-------------------------[500]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The big juicy part has arrived. A couple things you should know:

a) I'm working from level to level.
b) Boss info is found in the Bosses section.
c) Minigames info is found in the Minigame section.
d) As new things are introduced I'll explain in the advanced controls
section (by world)
e) I'll do a walkthrough through the level then underneath I'll do a     gold
star walkthrough.
f) The enemy names are NOT real. I just made them up.
g) Every paragraph represents either one Mini or a group of Minis. So    if one
mini is far from the rrst he'll have his own paragraph.
h) I'll rate each level with 5 * (stars). The ratings are self
explanatory, but heres a quick explaination.
   Challenge: How difficult it is.
   Length: How long it is.
Frustration: How frustrating it is compared to length. If it's        just
frustrating in one spot it will probably get a 2-3. But if   its throughout the
level, then its a 4-5.
Gold Star: How difficult it is to get a gold star. Usually
proportionate to Frustration.

Have fun!

-------------------------------World 1--------------------------[501]

World 1. The most basic of worlds. Well... duh. These levels introduce you to
the controls and pose little to none challenge.

---------
Level 1-1
---------
Challenge:   *----
Length:      *----
Frustration: *----
Gold Star:   *----
NEW ITEM: Pink Blocks

Remember the clock doesn't start until you tap the screen, so study the level.
Then tap one of the Pink Blocks to start. Then place them down to create a path
to the left. Start up the Marios and make them walk across to get the 2 coins
and the card. Remove the pink blocks to drop down and wait until they reach the
end.

GOLD (22200pts): Quickly tap the pink blocks and start up both Marios. Place
the blocks on the ground then collect the card/coins (1100pts). Drop down the
pink blocks and make sure they are walking close to eachother. You should pick
up the coins automatically but they aren't necessary (1250pts). For no reason
should you die/stop. Your time should be around 285-290

---------
Level 1-2
---------
Challenge:   *----
Length:      *----
Frustration: *----
Gold Star:   **---
NEW ITEM: Yellow Trampolines
          Spikes

Once you are ready then touch one of the two Marios on the left side. Or get
them both going if you want. Make sure the Marios jump on the trampoline but if
you didn't move any pink blocks you should be okay.
Then once they both made it up, move one of the pink blocks to make a path for
the other Mini. He'll collect the card on the way.

GOLD (27200pts): Move the right most pink blocks to make a path for the right
Mario. Then start all the Marios up (I start the left ones first), and they
should all arrive at the door right near eachother. Be careful not to hit the
rightmost Mini with the bottom Mini's when coming up from the Trampoline,
because he'll turn around. Just spin him back. That's the only reason this got
a two star in the Gold Star rating. Otherwise, this is easy.

---------
Level 1-3
---------
Challenge:   **---
Length:      *----
Frustration: *----
Gold Star:   *----
NEW ENEMY: Flame Plants

Whenever you are ready move the pink blocks right by the two marios. The Flame
Plant will shoot its flame then you must close the blocks so the flame gets
stuck. Then continue. After both Marios passed those pink blocks, lift them so
the flame (from the plant) goes past them so the plant eats it again. Then
close it. If you want (you should) take the pink blocks from the right of the
golden Mario and place them above it, to get the card. Aftwerwards, just remove
them to get down.

Now, if you still haven't mastered pink blocks yet, stop all your minis, (after
they fell towards the golden mini, and move the pink blocks over the Plant.
Make sure the flame HASN'T been shot out yet, or else it will get caught and
you will have to remove the blocks again, wait for the flame to pass then close
them. Then just walk to the door.

GOLD (31200pts): Quickly start up all the minis (including the golden). Make
sure the golden is just moving left to right so you don't lose Nonstop points.
Get the flame caught underneath the pink blocks so the other Minis can walk by.
Then remove that, make a path for the card, then remove it and place it back so
the flame (from the first flower) is caught ABOVE it. Move the pink block to
the right of where the golden mini should be, but time it so you can make a
path immediately, without dying. Then just walk to the end.

---------
Level 1-4
---------
Challenge:   **---
Length:      *----
Frustration: *----
Gold Star:   **---
NEW ENEMY: Shy Guy
NEW ITEMS: Elevator
           Treadmill

This may seem like a hard level... but it's not. Study it for a bit and once
you are ready wake up the top Mario, and make him walk on top of the Shy Guys
head. Shy Guys can only hurt you if you touch their sides. If you miss its head
then turn around and try again. You can try to jump onto him but you may get
killed in the process. Once you reach the ther side make your Mario walk across
the treadmill. If you want the card then as soon as he falls off the top
treadmill quickly reverse the direction, with the bottom control panel to
collect it. Then fall in either direction. Note: If you fall off the left side
you have to reverse Treadmill direction again, so be careful. After you reach
the elevator it should be on the bottom so get your Mini to enter it. If you
want a high score then wait for the other Mini before you rise the elevator.

Once you enter the elevator/had it exit through the door its time for the other
Mini. Remove the pink blocks from under the shy guy, and walk on top of it like
you did with the first mini. If you miss this time... you'll die. If at least
one mini makes it though, you can still win the level so no worries. Once you
cross the Shy Guy Express, walk across the treadmill to the elevator. If you
want, you can get those coins, but they really aren't that necessary. But if
you do then fill in the blocks, make the elevator rise twice, move one Mini to
get them, then walk back to the elevator and go down, and you are done!

GOLD (22200pts): This isn't that hard. Time is pretty important and those three
coins above the exit are valuable. Do the normal walkthrough, for the first
mini, but make sure to get the card and wait for the other mini on the
elevator. Then wake up the other one and cross with the shy guy and reach the
elevator. Quickly get those coins above the exit, but make sure to TURN AROUND,
not to fall. Then move the elevator down and take it home.

---------
Level 1-5
---------
Challenge:   **---
Length:      **---
Frustration: *----
Gold Star:   *----
NEW ITEM: Hammer

Nothing new here, just a bit complicated, by the looks. Start off with the
bottom right Mini and once you are ready, remove some pink blocks to fill in
the path in front of him. Now theres two choices to do here, A) Get the hammer
and destroy the Shy Guys then walk back to get the coins, or B) Walk on top of
the shy guys and continue. Option A gives much more points for a bit of time
loss, but whatever. If you do want the hammer then be careful once you jump,
because you may actually take the pink blocks by mistake. Whichever option you
choose you will reach Mini #2.

Select both Minis, and move onto the elevator then go up. Remove the pink
blocks blocking the shy guy and continue. Then you can do option A) or B)
again, but once again, A) yeilds more points. Once you reach the third mini you
can finish this.

After you have all minis on, move some pink blocks to make a path to the exit
or else they will fall. You should know what to do after that.

GOLD (27200pts): Not hard. Follow the walkthrough but always do option A).
Speed plays a good part in this but it isn't that necessary. If you collect all
the coins along the way and kill every shy guy you should have around 10000pts
before bonus. Then with the time, all minis, perfect chain, and nonstop bonus'
you cleared this.

---------
Level 1-6
---------
Challenge:   *----
Length:      *----
Frustration: *----
Gold Star:   *----
NEW ENEMY: Chucking Cong

See that big monkey? He won't harm you... just toss you around, but it usually
won't prove fatal. Since you aren't going for points then this is easy. Move
the bottom right Mini across the pink blocks and grab the hammer. Hammer down
the kong and walk to the end.

Quickly move the two top minis to the pit just above the still stunned DK. If
he is about to get up you will see a "!" over his head. If you see one then
either make a break for it past him or turn around. If he is up again you have
to make the Mini on the left side fall (don't move the pink blocks!) then grab
the hammer. Then make the first mini preoccupy (just in case he gets up again)
the Cong, as the other mini makes a break for it.

GOLD (27200pts): One of the easiest golds. Just move the mini in the bottom
left corner to get the hammer and dash to the end. Make sure you chain
everything though, although it shouldn't be hard.

---------
Level 1-7
---------
Challenge:   *----
Length:      *----
Frustration: *----
Gold Star:   **---

This is one of the easier courses if you aren't going card collecting or for
points. Start with the golden Mario, move him up the elevator, so he meets the
other Mario.

Make them both walk to the left to the other Mario.

Keep walking left to drop down onto the treadmill (make sure its going left)
then watch the Minis run to freedom.

NOTE: If you want the card then it gets a bit trickier. Just a bit. Move the
top left Mario to fall, as if you were going for the end, but reverse Treadmill
to get the card and as he falls reverse it again, so you don't get killed in
the spikes. Then continue like normal. And the best part is, the golden Mario
will still end up being last to go in.

GOLD (31200pts): Okay a tad harder, just enough to get a second star in gold
difficulty. There are two ways of doing this. Make a strict dash for the end by
following the above walkthrough or by falling onto the treadmill to collect the
coins/card. I personally like the first way better but it may be tough. If you
want the coins then use the top right Mini, move the pink blocks then fall.
Reverse the treadmill then once you land on the other treadmill reverse again.
Then follow the top walkthrough.

---------
Level 1-8
---------
Challenge:   **---
Length:      **---
Frustration: **---
Gold Star:   *----

Wow. Just wow. This level looks so... unplanned. And its the first level to get
2 Frustration stars! Okay so once again examine the level then once you are
ready tap the pink blocks that are above the bottom Flame Plant. You see how
only on Flame Plant is shooting? That's because the other is waiting for the
fire. He's going to get that fire. Why? Time it so you place the pink blocks
while the bottom Flame Plant has it. You are never going to move those blocks
again. Move the pink blocks on the left to make a path for the rightmost Mini.
Then grab the hammer and destroy that Shy Guy.After you pass the pink block
path place them so you can get the card. Then remove them to meet Mini #2.

Make them both enter the elevator then rise it. Oh, hello Mini #3!

Remember those extra pink blocks you have? Place them below the top Flame
Plant. Then as the Shy Guy is walking right grab the hammer and smash him. (Or
you can ride on his head THEN smash him). Eitherway you are going to have a
flattened Shy Guy and the other Shy Guy scrambling for his life. You know what
to do. Then do it.

GOLD (27200pts): Do what I said at the start of this level from the above
Walkthrough. BUT FIRST! Awaken ALL Minis on the left side and make them walk
into the elevator. As long as they are waiting for/on the elevator you do NOT
lose Nonstop points. Conitinue as usual, making sure to smash the Shy Guy and
collect the card. The rest should be easy.

---------
Level 1-9
---------
Challenge:   **---
Length:      **---
Frustration: **---
Gold Star:   **---

OKAY! This level is pretty easy yet hard. Easy if you just want to finish but
quite hard if you want Gold. First you have to find the bottom right Mini. Make
him grab the hammer and flatten the two Shy Guys and stun the Cong. You will
meet up with the Minis friend.

Make those two go up the elevator. Hey, another Mini #3 on top of an elevator?

Make a Mini grab the hammer and clear your way through until you reach the pink
blocks. Remove those so you fall. If you want the card, make a Mini jump the
trampolines until he reaches the top, then fall (unless you want the coins,
because if you do collect them by filling in the blocks.) Afterwards just grab
the hammer, stun the Cong, and fall again. NOTE: If you don't send all of your
Minis to get the card make sure the other two are stopped. Otherwise they could
be captured by the Cong below. Grab all your minis to cross the pink block
ledge (after you fill them in) to the exit.

GOLD (27200pts): There are two ways of doing this. First the way that I do it,
is speed. Then there is coin/card collecting. If you choose option two then you
will have to keep an eye on all your minis, because they might stop for one
reason or another, or fall in the Chucking Congs palms, OR exit the level by
themselves... I am only going to explain the speedy way.

The two Left Minis (on the middle ledge and the bottom ledge) should be waiting
to the elevator until you get the last mini there. The other mini should grab
the hammer and obliterate anything in its path to reach the elevator. Go up and
make Mini #3 grab the hammer and destroy the Cong and the Shy Guy, then move
the blocks and make him fall to the last Shy Guy. Fill in the blocks right by
the path and you should have a perfect chain.


REMEMBER! I AM DOING DK BATTLES IN THE BOSS SECTION! Code 700


-------------------------------World 2--------------------------[502]

World Two.. For some reason I think the difficulty level goes way up in here...
Anyways, it's based off a Tropical Paradise, but other then the sea based
enemies, you wouldn't know by looking at the levels...

---------
Level 2-1
---------
Challenge:   *----
Length:      *----
Frustration: **---
Gold Star:   *----
NEW ITEM: Switch Wall
          Blue Springs

This short level introduces you to... Switch Walls (and blue springs). They are
annoying... So first, move the top Mini Mario to the right to collect the coin.
An easy 500pts. Then move him back and hit the red switch. Now both Minis are
free. Move the top Mini to left ledge with the Blue Spring on it. Then drop him
beside the first Mini. Jump on the yellow switch again, to get the card to the
right, then walk back and hit the red switch. Now make sure your mini is facing
right, then jump on the Blue Spring. This will cause the to fly up and over,
which is what you need to get up on the ledge. Do the same for the other Mini
and you completed the first level of world 2!

GOLD (22200): Extremely easy, but nonstop bonus does affect a lot. So move the
top mini to collect the big coin. But as the top mini moves then move the
bottom mini into the yellow switch wall (so it doesn't decrease nonstop). Once
the top mini gets the coin, hit the red switch, and continue walking left. As
the bottom mini walks right, hit the other switch and grab the card. Walk back
and hit the red switch again then head home to victory!

---------
Level 2-2
---------
Challenge:   **---
Length:      *----
Frustration: *----
Gold Star:   *----

This is another seemingly complicated level. First simply make the top left
mini hit the red switch, then as he continues right, QUICKLY get the card and
hit the yellow switch. If you don't then the mini will get toasted by the
flower... After you hit the switch the Top-left mini should be near the edge
and you can start the top right mini as well. If you want you can drop and
collect the coin but it doesn't really matter, unless you are going for gold.
Make both top Minis fall to the right to meet up with the bottom mini.

Make them all jump up on the spring and hit the red switch, then walk on home.

GOLD (27200pts): Make both left Minis walk into the yellow walls, as you make
the top right most mini fall. Collect the coin by the plant and drop down
again. Then get the top left Mini to hit the red switch. This will make the
bottom left mini collect the card. After you get the card quickly hit a yellow
switch to protect the top Mini from fire. After they are all on the bottom then
jump up from the yellow spring and hit the switch, then hit home! Easy gold.

---------
Level 2-3
---------
Challenge:   ***--
Length:      **---
Frustration: **---
Gold Star:   ***--
NEW ITEM: Moving Water Bridge
NEW ENEMY: Blooper

AH! This level is such a big jump from before! I hate this level. Okay... now
that that's out of my system lets start. First turn on the bottom left mini and
make him cross the moving bridge. The blooper will jump and you can make it
underneath it. Cross the other water bridge and when it meets the last one hop
on that. While you are over here remove those pink blocks.

Then drop the golden Mario from one of the sides. If you drop him from the
right, then time it so he lands on the bridge. Make both bottom Marios jump on
the Blue Spring and close the path with pink blocks once they pass.

Activate the last Mini and walk left with them all. Make sure they are all
really close when you cross the pink path, because you will remove that to make
another pink path ahead. Now you can rush all your Marios through these two
bloopers or you can do one or two at a time. It doesn't really matter, because
you aren't going for gold here.

GOLD (31200pts): This is quite tough... For this level, you don't HAVE to start
up all minis at once. Start the bottom right but do the same stragedy from
above. Once you meet the final Mini make sure the golden mini is last in line.
If he isn't then make the other minis jump on the yellow spring so they can
fall in front of the golden one. Once again, make sure they are closely packed
and be ready to jump to get the card. You can run all three minis underneath
each blooper at the end. I had 12500 at the end of this level and I got a gold.
You should have around that.

---------
Level 2-4
---------
Challenge:   *----
Length:      **---
Frustration: **---
Gold Star:   **---
NEW ITEM: Warp Pipe

An easy level! Unless you want the card/gold, then it gets a bit tougher. First
hit the red switch with the bottom right mini then make both minis jump into
the Warp Pipe.

They will come out beside the last mini. Have one mini grab the hammer and
squish the two Shy Guys then hit the blue switch at the end. If you want the
card, then leave one mini here and make the other two go down the warp pipe.
Once again get the hammer, kill, then hit the yellow switch. Both minis (or all
if you don't want the card) should be done. Now with that last mini, walk left
and drop down, then exit.

GOLD (27200pts): Immediately start all minis, to make them walk. The two minis
at the bottom are trapped, but safe for now. The top mini will soon be out of
his cage. Hit the red switch to rise the wall and get the hammer. As you get
the hammer make the other two minis emerge from the pipe and make them go down
the other one. The mini with the hammer should jump on the blue switch then
continue walking left, into a blue wall. With the two minis on the bottom
floor, make one grab the hammer, squish the shy guys, and hit the switch. This
will cause the top Mini to fall automatically and the other two minis to exit,
making a good chain.

---------
Level 2-5
---------
Challenge:   **---
Length:      **---
Frustration: **---
Gold Star:   **---
NEW ENEMY: Claw Crab

Another level I despise. The only reason why I hate it is because of the new
enemy: the crab... Start off with the top left mini and hit the red switch.
Then jump on the yellow spring. If you want the card make the right Mini jump
on the blue switch to make a blue platform. Then when the top mini falls he
will bounce off the spring and get the card. Now you must stop both Minis. Wait
for the crab to go on top of the elevator then quickly push the button to make
it go up ONE. Then make both minis use the same elevator (be careful of the
crab here), and go to the finish.

GOLD (22200pts): Do the exact same thing as I said above but keep the Marios
going no matter what! The coins by the two bloopers aren't that important and
as long as you hit the blue switch and nothing else after that, you will never
have to go there.

---------
Level 2-6
---------
Challenge:   *----
Length:      **---
Frustration: **---
Gold Star:   **---
NEW ENEMY: Capture Cong
NEW ITEM: Fire Flower
          "?" Block

That Cong is bad news. If he grabs all of your Minis you will lose. But say he
grabs one, you can use a Fire Mini to stun him and make him drop all captured
minis. You have to be careful to always have at least one extra Mini available.
Anyways, under that Kong is the first Mini. Use the mini to hit the switch
while simultaneously hitting the "?" Block. The ? Block will spit out a flower
which with the other mini you can grab and use on the kong.

So do that. Then you can collect the card and let the last Mario drop from the
top. Then go down that tube directly beside the red switch to end up on the top
floor. Then go home.

GOLD (27200pts): Do that plan. It's simple. Just make sure to be quick about
it. Oh, and you can collect the big coin by the top left Mini.

---------
Level 2-7
---------
Challenge:   ***--
Length:      ***--
Frustration: ***--
Gold Star:   ***--
NEW ITEM: Crumbling Floor

Seriously, I think Nintendo put all of my hated levels in World 2. I despise
this level with a passion. Start off with the two Marios at the left side. Make
them cross the long line of bridges. But first collect the three pink blocks by
the exit. Once you reach at the other side, cover the fire plant, and go down
the tube beside it. Be sure to make the Golden Mario go down too. Then you
emerge at the top of the screen (and a bit to the left) and go in the tube
beside that one. Now before you move, take some pink blocks and place it under
the end

GOLD (31200pts): Here is an easy method by Bel:

"My method for level 2.7 is to start by removing the pink blocks from the gate
and block the fire shooting plant on the right side.  Start up the Golden Mario
and have him move half way across the crumbly bridge and up the pipe to the big
coin.  I just let him sit there; I don’t start him moving again.  I then have
both Marios cross the water bridges, finish off the crumbly bridge and fall
down to the area where the fire plant is now blocked off.  I have both of them
go down that pipe and I leave them there.  I then go back to the Golden Mario
and have him go back down the pipe.  Some times I can get him to go down the
other pipe right away, other times he takes off when he lands and I need to
reverse him so he will go down the same pipe the other two did.  I remove the
pink blocks from either of the fire shooting plants and put them back under my
gate.  I then move the Marios over to the other pipe in the area they are in
and up that to the gate."

Once again, he has a better way then me.

---------
Level 2-8
---------
Challenge:   **---
Length:      *----
Frustration: *----
Gold Star:   **---

This level... is odd. Start off with the top two Marios jumping down and make
them both go towards the card (so make them both jump up the spring).

Then with the other one press the red switch, but time it to lock out the crab
that's just above you and so the other Marios pass the yellow wall. This way
you can go down the pipe in peace, not peices. Then move past the yellow wall.

Then with the other Marios hit the yellow switch to jump down then go down the
tube to the exit.

GOLD (27200pts): Nonstop, once again is needed for this. You can get the card,
it helps a bit, but not completely necessary. Just race to the end... And make
sure to chain it...

---------
Level 2-9
---------
Challenge:   ***--
Length:      ***--
Frustration: ***--
Gold Star:   ***--

MAN! Com-pli-cat-ed! It's hard. And there are a few ways of ending it. You also
need to have nice skills with Mario control. Find the rop right Mario and drop
him down through the floor. Then head right towards the elevator. Once you are
on it, jump on the switch to hit the ? Block to get a Fire Flower. Don't
collect it yet.

Now with the top-left Mini drop down to collect the big coin, and go through
the floor, but make sure you are hugging the left wall. You will need the right
blocks for the other Mario.

As that one falls, move the one underneath it to fall too. But hug the right
wall. They should both reach the bottom safely. Now drop one of them to the
bottom floor. Then close the gap with the pink blocks (they are at the top
caging a crab). Hit the ? block to get the flower but wait. Return to the other
Mario.

Collect the first Fire flower to burn all the crabs, and collect the card while
you are at it. Then drop down in between the wall and the spikes. Collect the
new fire flower and burn the Kong while the other Mario behind you follows and
the one on the bottom floor uses the spring.

GOLD (27200pts): Do the same as above except faster and never stop. It's hard,
but I got gold... Also, at third paragraph, make BOTH minis fall to the bottom
floor so they can walk back and forth freely.


-------------------------------World 3--------------------------[503]

World 3... the third easiest of all worlds... But seriously, I think this world
is easier then the last, but maybe a bit more complicated. This world will be
full of pipes. So get ready to get down and dirty.

---------
Level 3-1
---------
Challenge:   *----
Length:      **---
Frustration: *----
Gold Star:   *----
NEW ITEM: Rotating Pipes (Type L)

A nice easy level to introduce you to the world of pipes. The only two Marios
are on the bottom so select either one, or both. First you should know that the
middle between all the connecting pipes spins so you can come out every end
with the flick of a wrist or two. So bring the Mini(s) to the pipe and go in.
If you want the coins then take them but you will need to go in again. Once you
exit the pipe stop. Turn the center so you exit out the top, then go back in.
Once you get to the top hit the red switch to pass the yellow wall. Now if you
want that card you need both Marios up here. The first Mario will get the card
and the second must stop right by that yellow switch. After the card-retreiving
Mario gets it and is off the red platform hit the yellow switch and continue.
Congratulationz. 3-1 is complete!

Gold (22200pts): Do what I just said including getting the card. I didn't get
the coins and got gold but if you want to (you'll get more points) then go
ahead.

---------
Level 3-2
---------
Challenge:   *----
Length:      **---
Frustration: **---
Gold Star:   ***--
NEW ITEM: Water Pipes

Okay already you should see another new type of pipe. The water pipe. Pull the
valve on the side to send water rushing in. NOTE: This does NOT start the match
but interacting with most other objects does. Anyways, just pull on the top one
then the bottom one. Tap the two pink blocks that are holding up the water
bridge, you need it to reach the other Minis. Then with the rightmost mini drop
down (on the bridge, so make sure it's hugging the wall) and go into the pipe
to the right. You'll come out in the top left corner with the other Minis.

Now, if you want the card then put two pink squares in the hole underneath the
left pipe. If you don't want the card, then you don't have to. Read the next
paragraph if you aren't getting it. Drop down the left tube with ONE mini and
wait for the bridge to pass directly underneath you and move the pink blocks.
Then move left and take it. If you can then move right onto the bridge and if
you can't then just wait for it to come back again.

Even if you did get the card then with the other two Minis go into the right
tube, ONLY ONE AT A TIME! Then wait for the bridge to pass underneath you and
remove the pink blocks so you fall, then move off the bridge. Put the pink
blocks back to make the ledge and rinse and repeat. Then just go up the tube
and take a left.

GOLD (27200pts): I did get it but here is an much better method.

From Bel: "My method for level 3.2 is to start the board by removing the pink
blocks that hold the water bridge and putting them under the first pipe on the
left hand side.  I then start the left most Mario and have him go down that
pipe and just walk back and forth.  I start the Mario next to him and he does
the same thing, goes down his pipe and walks back and forth.  I then get the
water levels up on both sides and have the last Mario take the water bridge we
dropped over to the left and go up the pipe to the gate.  I just let him sit
there.  Then I drop each of the Marios (separately) on to water bridges under
them and have them cross to the right and up the pipe that leads to the gate.
Then it is easy as pie to start them going towards the gate and BAM, you’ve got
Gold!"

Thank you. I got gold with this method easily.

---------
Level 3-3
---------
Challenge:   *----
Length:      *----
Frustration: ***--
Gold Star:   *----

This is one of the easiest levels to get gold on but the problem is getting the
golden Mario last and making it all a chain. First reverse the treadmill and
make the two rightmost Marios go down that tube. At the same time make the
other four (golden being the last) move left. Once the right Marios exit the
tube wait for them to meet the rest of the team and head down the tube opening
from the right wall.

NOTE: The frustration level is so high because one simple mistake could screw
you up, but you can easily redo, so it's not a 4-5.

GOLD (107200pts): Read the top... it's that easy.

---------
Level 3-4
---------
Challenge:   **---
Length:      **---
Frustration: *----
Gold Star:   **---
NEW ENEMY: Thowmp
NEW ITEM: Rotating Pipe (Type I)

This is another pretty easy level. Start off with the top Mario. Make him jump
into that pipe. But be careful, because as you emerge you could get Thowmp'D.

Get the other Mario (bottom left) to pass that Thowmp too.

With last Mario (bottom right), just make him walk over the pink blocks. Then
remove them. As the thowmp rises just wait for him to reach the top and put the
pink blocks under him so he is stuck. Then the three Marios can make it home
but take the pink blocks after the last Mario went through the pipe. You'll end
up in a room with three pipes. Take the one that's going through the roof, but
first put the pink blocks under the exit, which is in the top-left corner.

GOLD (27200pts): Same stragedy and once again, do it faster and don't stop.

---------
Level 3-5
---------
Challenge:   **---
Length:      ***--
Frustration: *----
Gold Star:   **---

This is another fearsome looking level. As long as you follow the basic steps,
your safe. Something you should know, though: You only have three pink blocks
to fill 15 squares... Okay start off with the top left character. Grab the
three blocks from the center and use them to get to the hammer, then remove the
blocks and the shy guys. Throw your hammer and head down that tube. Now get
that hammer and destroy those ones.

Grab the card while your here and awaken that Mario. Now turn the center so you
exit through the right side and use the pink blocks to place them there. Then
head through the tube to the last Mario. Just fill in the blocks.

Now with all three Marios take the three blocks and turn the pipe so you exit
through the right side. Get those coins if you want but turn the pipe again to
exit through the top. If you want to get that big coin then get it but the main
concern is the exit which is to the left. Simple.

GOLD (27200pts): Once again, this isn't that hard to get except stopping
totally kills you in this. Remember to keep them moving after they exit a pipe
and you'll be fine.

---------
Level 3-6
---------
Challenge:   **---
Length:      **---
Frustration: **---
Gold Star:   **---
NEW ENEMY: Clapping Cong

This level looks a tad easier, although its quite hard if you have bad timing
skills. Start off with the topmost Mario and drop off from the leftmost edge.
The Kong may charge at you if he sees you but he can't kill you unless he
squishes you against a wall or pushes you off a fatal cliff. Drop off the left
side again. You'll end up on the treadmill. Reverse it so you get the card and
so it is easier on you in the long run. Now you need to jump on the Congs head
(the Cong underneath the card). Be careful because he can push you into a wall
and kill you OR you can get pushed into water. But you need his head. Jump on
it then jump into the pipe. Then wait for the other Marios.

For the next Mario look to the leftmost side. Jump onto the treadmill and if
you need to, reverse it. Then jump on the Congs head below to get some easy
pts. You'll end up underneath the platform where the dangerous yet useful Cong
is and do the same stragedy.

The last Mario you have to drop from the ledge on the right side then time it
so you drop from the ledge and land on the bridge. Then do the same stragedy as
before. Once all of them reach the top, do a victory dance and exit.

GOLD (27200pts): Easy. Really easy. Just remember, standing on pipes (after you
just came out of one), does not make you lose points.

---------
Level 3-7
---------
Challenge:   *----
Length:      **---
Frustration: *----
Gold Star:   **---

Now, I assume you want the card? If you don't then just continue on and send
both of the leftmost Marios to meet the golden one. If you do then follow these
steps. A) Move the bottom Mario out of the way (best place is inside the
rightmost tube where the golden one stands.) B) Move the pink blocks and taunt
the Thowmp to come down then close it over his head and you have a little path
to cross. C) Go through that tube. D) Move the pink blocks to the top. E)
Collect Card.

When all three Marios are right by the exit on the top floor, then play chicken
with the Thowmp move the pink blocks and trap them over his head. Then drop
down and get the exit.

GOLD (31200pts): Once again this is pretty easy. I got my own stragedy for this
one. Move the left pink blocks to fill the path in front of the top left Mario.
Then walk both Marios across. The Thowmp will come in too late to hit the top
Mario. Walk across the treadmill but as soon as they hit half way through the
Treadmill make the golden Mario go down the tube as the other two go up then
make the golden Mario go back up. Move the Mario that's out to make the Thowmp
dive and trap him like before. Make sure while you taunt the Thowmp you
continue moving. Then fall one by one into the exit. (I don't think I got the
big coin at the top.)

---------
Level 3-8
---------
Challenge:   ***--
Length:      ***--
Frustration: *----
Gold Star:   **---

This is a long one... First find the bottom right most Mario. There are two.
The one on the bottom floor is what I'm talking about. Make him go down the
pipe into the floor and he'll come back out on top. (lol'd) Make him hit that
switch (red) to the right. Then make him fall towards the other bottom right
Mario. Spin the tube beside them so they come out on top again, and cross the
red bridge. Then turn the tube again to come out the left side to meet Mario #3.

Find the top most Mario (the only one on the 4th floor,) and make him fall off
the ledge to the left. Then jump onto the spring board to hit the blue switch.
Drop him into the rest of the group. Turn the tube so it faces down and cross
to the left to the exit.

GOLD (27200pts): That method shown above is how I got my Gold. Just remember
the simple rule, once you start a Mini, keep him moving. Another method is
making them go in a pipe but making sure the turning pipe does not match up
with it so it stays inside. No loss of Nonstop points.

---------
Level 3-9
---------
Challenge:   *----
Length:      **--- (maybe three stars if you take the long way)
Frustration: *----
Gold Star:   *----

This is suprisingly easy... All Marios are right by eachother.  First find the
two Marios that are right beside eachother. Turn them on. Turn the pipe so you
will exit the right side. Then go in.

Do the same for the other one.

Then with all the Marios make one hit the red switch. If you want the card then
make one Mario go for it, but be careful not to get squished by the Thowmp.
Then go up the pipe. Turn left and the exit will be right there.

NOTE: The long way is exiting from the left side of the pipe. It's needlessly
hard...

GOLD (27200pts): Once again, the same method. This is so easy it's unreal. You
don't even need the card!


-------------------------------World 4--------------------------[503]

Ah... magnet mania a.k.a. world 4... I love this world. Magnets are awesome. In
this world you can walk on walls and roofs. As long as they are green and not
blue (blue aren't magnetic).

---------
Level 4-1
---------
Challenge:   *----
Length:      **---
Frustration: *----
Gold Star:   *----
NEW ITEM: Magnetic Floors
          Green Blocks

This method was shown to me by watching a demo. First start moving the top
Mario. When he passes the green blocks take them and use them on the flower
below.

Then move all three Marios left. Keep them moving.

As the top Mario passes the next three blocks use them to cover the right Fire
plant.

And as the three bottom Marios pass the bottom plant use those three blocks to
cover the left plant.

Then just watch.

GOLD (36200pts): You should easily get gold with that method.

---------
Level 4-2
---------
Challenge:   **---
Length:      ***--
Frustration: **---
Gold Star:   **---
NEW ITEM: Spin Bar

The new item you should see is the spin bar. If you make a Mario jump on it you
can spin that wheel on the side faster and faster to send the Mario flying high
into the sky. Just make him jump while it's spinning. So do that with the Mario
closest to the spin bar. If you spin fast enough you should get the card.

Then start up the Mini beside that one you just got the card with. Then walk
right.

And start up the toher mini. Make them all fall onto the treadmill to the
right. They should all be on the bottom spin bar. Move them all to the left so
they are under the exit. Make sure they are really close packed. Then spin the
bar as fast as possible and send them ALL flying high. Then place the pink
blocks under the ext. Yuo should chain it. It may be hard to jump them
altogether but with enough practise it's simple. Remember: You got plenty of
time, and time bonus' don't add much points.

GOLD (27200pts): Do what it says above.

---------
Level 4-3
---------
Challenge:   *----
Length:      ***--
Frustration: **---
Gold Star:   ***--
NEW ITEM: Magnetic Spin Floors

The new item are like normal spin floors except for the fact that you can spin
them so a Mini that was on the top is now on the bottom. To spin them, rotate
that blue thing on the sides. Anyways, start with the rightmost Marios. Move
them to the golden Mario. Then move the left most Mario. Spin the green floor
under them and make them all move right. Then spin that floor. They should
easily make it home now.

GOLD (44200pts): Do what is says above but take the extra time to make sure the
golden is last. Also collect as many coins and the card. Make the golden get
all that. So move the golden first then spin the floor. As he does his job move
all the rest of the Marios to the leftmost Mario. Spin the floor and make them
all walk right. Keep them in that area to wait for the golden Mario that should
come from the right wall. Then spin and walk home.

---------
Level 4-4
---------
Challenge:   *----
Length:      **---
Frustration: *----
Gold Star:   *----

A very easy level. And there is nothing new. Move the bottom most Mario to
climb up the left wall, then leave him for a while.

Find the leftmost Mario (not the topmost) and make him jump on the bar. Then
move him over the blue spring and jump down.

Then get the topmost Mario to drop onto the spin bar where the previous Mario
is. The first Mario should just be coming towards the card then he will fall
and land on the same bar. Then make them all really close together over the
green blocks and move those. Then make them fall. It won't kill them, just daze
them. Then fall onto the bar to the left and scuttle left until you are under
the exit. Then spin, and jump.

GOLD (27200pts) I just did what it says above.

---------
Level 4-5
---------
Challenge:   *----
Length:      *----
Frustration: *----
Gold Star:   *----
NEW ENEMY: Shock Orb

This is really easy. The only trouble is that shock orb. Still not hard though.
Move the right Mario towards the left and move the green blocks after he walks
over them. Then move then underneath so they can walk down. If you want the
card then continue without moving the green blocks. Once you get the card then
move back up. Then move the green blocks to form a path to get to the exit. You
are done.

GOLD (22200pts): As usual look above.

---------
Level 4-6
---------
Challenge:   **---
Length:      ***--
Frustration: **---
Gold Star:   **---
NEW ENEMY: Carrier Congs

The new enemies should be treated as friends. I don't think there is a way they
can kill you.  Anyways their head is flat and their tie is hanging off the
ledge. Their flat head can be used for standing on and the tie can be used for
hanging on. So they carry two Minis at once. NOTE: If you hang onto it's tie
his head will go down more so they can reach new areas. Make the two leftmost
Minis go on the carrier. Once you reach the other side then jump onto the bar
so you are ready for later.

Then find the two rightmost Minis. Make the bottom one walk onto the water
bridge. After you do that then hang onto the Cong's tie. It should now go under
the blue platform with the card. Once you get to the other side, get the other
mini to jump on his head. You should automatically get the card. Make the mini
on the tie jump onto the bar too. And keep the mini on it's head, on it's head.
Spin the bar and make them all jump up. They should automatically reach the
exit. Then make the mini on the Cong's head get off and exit too. Easy chain
points.

GOLD (36200pts): Once again, look above.

---------
Level 4-7
---------
Challenge:   **---
Length:      ***--
Frustration: **---
Gold Star:   ***--

This level isn't my favourite but it's still pretty easy if you keep all of the
shock orbs away. First find the shock orb going around the mini by the exit.
Wait until he moves over the rightmost spinning floor. Then spin it so it ends
up with another orb. You can do the same for the other two orbs guarding the
other two minis, but it's not needed.

So then move the topright mini and move the blocks in front of it. Then quickly
spin the floor and keep that shock orb away from you. Then just leave him. He's
safe for now.

Then do the same for the golden. Literally almsot the same plan. Then get both
of the minis that are on the outside circle (the one that the last mini ISN't
on), together and place some green blocks so you can reach the last mini. Then
make them all go inside the area with the exit and add green blocks. Voila!

GOLD (31200pts): You may want to collect the card but other then that, speed
and nonstop is whats important.

---------
Level 4-8
---------
Challenge:   **---
Length:      ****-
Frustration: **---
Gold Star:   **---
NEW ITEM: Donuts

Okay so start up one of the rightmost minis. Then keep him moving left. You are
pretty much done with him. Just don't worry, everything will turn out all
right,a nd he will keep moving until the other two join him.

Then wait a bit for the donuts to come back and do the same for the other mini.

Then jump down with the last and use the spin block and keep him walking
towards the other minis. Be sure that the donuts are there.

Once all minis are at the bottom Go up the tube beside the exit and you are
done. BTW: You automatically collect the card.

GOLD (27200pts): See above.

---------
Level 4-9
---------
Challenge:   **---
Length:      ****-
Frustration: **---
Gold Star:   **---

This is the only level I can say I hate in this world. I have yet to get a gold
on this. Anyways move both leftmost minis onto the carrier cong. Then make the
top mini get on the other carrier cong and make the bottom mini fall.

Use either mini to grab onto the carrier congs tie and drop onto the blue
springs. Grab those green blocks on the right side (or left if you want), and
use them to trap the thomwp above the mini. Then move those blocks and use them
to trap the thomp below the mini this time.

Move the bottom mini (on the bar) onto the carrier cong. Then drop onto the
blue springs. As you do that keep your eye on the bottom right minis. Then move
then up. You should meet up with the other mini. Then head home.

GOLD (pts): Now I did get gold on this. But it took me an hour. Seriously. I
used that plan. But it isn't that great. If you have a better plan, and you
should, then send them.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-------------------------------Enemies--------------------------[600]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Without enemies a game is boring. Like Tetris. Nah, just kidding, I like
Tetris. But still. Enemies add a flavor of fun that can only be described as...
chocolate. o.O ...Once again... don't ask...

-------
World 1
-------

Flame Plants: These are pretty much Fire Piranha Plants. That's to long of a
name though. Anyway, they spit out fire to burn you up. Sometimes they spit
fire into another Piranha's mouth... eww....

Shy Guy: These little guys are harmless from the eyes up. If you touch their
sides you die. Why? Their skin secretes poison. Not really. But that's the only
explanation I got. Anyway, you can use them to travel or spikes because their
shoes are titanium and nothing breaks through titanium... except Icebergs... so
watch out for Ice Worlds. Good thing there isn't any.

Chucking Congs: These are the biggest enemies, I think. But they are harmless.
They just throw you around, if he catches you. He doesn't even move. Just use a
hammer to free Minis from his grasp. I think Shy Guys are more dangerous then
he is...

-------
World 2
-------

Blooper: These are mistakes when filming. Nah, they are actually squids. They
are pretty harmless. But apparently they are scared of Minis. They jump when a
Mini gets close to one. Then just walk underneath them. They are like opposite
of Thowmps. They rise fast, fall slow.

Claw Crabs: They suck. I hate them. Dunno why. They are easy to kill... they
are just... I dunno. Anyway, they move back and forth and shoot their robotic
claws at you. Just move out of range.

Capture Congs: These white apes walk back and forth and kidnap your Minis. To
free kidnapped minis just stun the Cong. He'll release them. Just stay away
from them. And they are pretty slow.

-------
World 3
-------

Thwomp: These are big stone guys. They are dumb and you can play chicken with
them. They hate being taunted, and if you do (by coming near them, but not
under them,) they will crash down. They are the opposite of Bloopers. They fall
fast, rise slow.

Clapping Congs: These are just little bullies. You know how every school has
that one kid thats like an inch high, but he pushes people around and thinks
he's all tough? That's this guy. He can't harm you unless he pushes you into a
wall, off a cliff, or into water. Either way you get
flattened/splattered/drowned.

-------
World 4
-------

Shock Orb: These little things are easy to stay away from. But if you get to
close... ZAAAAAAP! Anyways, just keep them out of your way. At the start of the
level they spawn from this grey box with a lightning bolt on it. Don't worry
though, no other orbs come out from it afterwards.

Carrier Cong:  I don't think there is a way they can kill you.  Anyways their
head is flat and their tie is hanging off the ledge. Their flat head can be
used for standing on and the tie can be used for hanging on. So they carry two
Minis at once. NOTE: If you hang onto it's tie his head will go down more so
they can reach new areas.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-------------------------------Bosses---------------------------[700]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

It's funny because every single boss in the game is DK. It seems DK doesn't
know how to hire someone to do it for him. Like Bowser's kids or some other
sort of henchmen. Oh well. Every boss consists of DK being on the top screen
while he throws thing down to hit you. While you are on the bottom screen with
a cannon loaded with Minis to hit DK. Sounds simple? Most of the time... it is.

------
Boss 1
------

Difficulty: *----

In this battle, DK is behind a wall with three windows. Occasionally, he comes
out a window and that's when you get the shot on him. He has 6hp, and you have
as many HP as you have Minis that you freed from the mazes. Simple. Just move
the cannon if he throws dumbells or barrels at you. NOTE: Dumbells seem to go
much slower when they pass the top screen from the bottom. They go the same
speed as barrels on the top but on the bottom... oh well. Just makes it easier
for you. DK will trick you by coming out a window, hitting the wall (to cause
falling objects), then hide back inside. Then he will come out and hang out for
like 5 seconds.

------
Boss 2
------

Difficulty: **---

This battle follows the same tropical theme. There are coconuts above him and
DK is on a floating platform (with a spiked bottom). On the bottom of the
platform is spikes. Your objective is to hit DK/coconuts (to make them fall on
DK), by bouncing off walls, while dodging DK's bananas.

------
Boss 3
------

Difficulty: *----

This reminds me of Super Mario World, when facing Wendy Koopa. She comes out
pipes while dummies of her comes out other pipes. You have to hit her, and if
you hit the dummies you lose your mushroom. While in the battle, DK comes out
pipes and Fire Plants come out other pipes, then the fire plants shoot out
fire. Hit DK and dodge fire. It's really easy.

------
Boss 4
------

Difficulty: ***--

Once again, DK is on a spiked platform but this time he is swinging back and
forth. He drops spiked metal balls, that don't really look like spiked metal
balls (more like some weird birds...) And you have to shoot above his head and
hit the donut platforms that fall from the sky. I don't like this boss...

------
Boss 5
------

Difficulty: **---

This time DK is in those windows again. But this time he has spinning fire
walls to protect him. You have to time your shots to hit him, as falling fire
comes from the roof, while timing to dodge the fire walls. Easy? Quite.

------
Boss 6
------

Difficulty: ****-

AH! Hitting him on this one is a huge pain! He is swinging, on his traditional
spiked platform, while is moves left to right! AND he drops the weird birds
(a.k.a. spiked balls) again! And what offense is hanging that we can use to our
advantage? Two toad sheilds. Two. And they are really close to the wall so it's
really hard to hit him! My plan was to make the MARIOs hit him, not the
shields. It's a lot easier. If you do use the shields then bump the difficulty
level to a five...


------
Boss 7
------

Difficulty: ***--

What's his plan today? Windows again. Except these aren't windows. They are
floating bed sheets with eyes... and DK's under one of them. PLUS, they move
around like that game (the one where you have three cups and you have to find
the ball under the one cup while someone else moves them around.) And to make
it 2x harder, there are swoopers on the bottom screen that swoop down to hit
you. They are mean. NOTE: DK is always under ONE sheet, just keep following it
with your eyes. But remember to be cautious on the bottom screen, because of
the swoopers. If you don't follow the sheets the difficulty does rise a bit...
maybe to a four star...

------
Boss 8
------

Difficulty: *****

Woah. There are five ropes. DK is on two of them (one in each foot/hand). While
Chain Chompers are on three of them too. WHILE a bird is on the bottom screen
that lays eggs (remember Mario vs. DK 1?). Your offense: Bananas. The only
redemption you have is DK doesn't have spiked boots. So hit him where the sun
don't shine.

------
Boss R
------

Difficulty: ****-

Compared to World 8 this is a lot easier. This time it's a Fair Fight. 6hp
each. So each mini has to do his part. Okay so remember the Arcade game of
Donkey Kong? That's what this level is. Both Mario AND DK are on the top screen
but Mario can't attack DK (I dunno why...). Anyways, that's where you come in.
You have to guide Mario over and on top of the barrels (just like a normal
level) and you have to flatten any oil flames that come your way, with handy
hammers on the first and second floor. This is a scaled ASCII, but every icon
represents one block. It's prefect (except for the ladder beside DK... it's
much too short, but oh well.)
_________________
        H       |
        H       |
        H       |
        HD-K    | TOP SCREEN
       -------  |
   -M-   ---  --|
--------------- |
______H_________|
      H         |
      H         |
    -----H--H-- |
         I  H   |
><-H--H--H--H-H-| BOTTOM SCREEN
   H  H       H |
---H--H-H-->< H-|
|^|     H     _ |
--------H----|_||
`````````````````
LEGEND:
H  = Ladder
D-K= DK
-M-= Mario
-  = Platform
I  = Moving Ladder
>< = Hammer
|^|= Mini Entrance
|_|= Oil Drum

You must climb up the ladders to reach Mario so he can chuck the Mini at DK.
Then he climbs up the ladder beside DK. This will not make you lose a life. DK
will throw barrels to his right and they will fall down ladders, ledges and
moving ladders. If they land in the oil drum then a oil flame will come up and
they can't be jumped over. You have to kill them. You can jump on/over barrels
without getting hurt. Once a Mini hits DK another Mini will spawn. Pretty easy,
but at the same time, hard.

-------
Boss B1
-------

Difficulty: ***--

This boss is much easier then Boss R. This one has the same concept, you have
to reach the top screen, but this time, a Mini will land on the support beam
which causes DK's platform to fall (after all 6 points of the support beams (3
each) have been landed on). Here is another horrible ASCII map.
________________________
                        |
---                  ---|
---                  ---|
----H-RRR      RRR-H----|
--- H              H ---| Top Screen
--- H    U DK U    H ---|
----H-SSS------SSS-H----|
    H              H    |
    H-<<<      >>>-H    |
____H______________H____|
    H              H    |
    H              H    |
   -H-H-S-H----S-H---   |
      H   H><    H      |
      H   H      H      |
><--H---S----H-S---H--  | Bottom Screen
    H        H     H    |
 -H-H---S-H--H-S---H-H- |
  H       H|^|       H  |
==H=======H==========H==
LEGEND
R  = Red Beams
H  = Ladder
U  = Oil Drum
DK = DK
S  = Support Beam
<<<= Treadmill (going left)
>>>= Treadmill (going right)
>< = Hammer
|^|= Mini Entrance

Like I said before, you must destroy each support beam peice by landing on
them. Do that by climbing up the ladders all the way to the top (the minis do
it automatically) then they jump off the red beams to land on the support. The
support disolves, the Mini lands on the treadmill and they walk off screen.
Simple. The trick is to get rid of EVERY support beam on the bottom screen.
That way the oil flames that fall from the drums won't reach you (because they
can't jump, and because you only need to go on the right/left sides). If any
oil flames reach the left/right sides before you dissolve the supports then
just grab the hammer and kill them. This is really easy.

-------
Boss B2
-------

Difficulty: ****-

This boss is a step up from the previous one. The problem I find is the
enemies. But if you find a pattern then this becomes easy. Another horrible
ASCII made by yours truely. Be careful this could hurt your eyes!


========================|
           ___   H   ===|
          (   )  H   ===|
==       (     ) H   ===|
==      (BARREL!)H   ===|
==       (     ) H   ===|
==        (   )  H   ===|
==        -------HH--===|
==                H  ===|
==   DONKEY       H     |
==----------      H     |
==    v           H     |
             ---  H     |
==================H=====|
                  H     |
           SS   ------H-|
-H-- --H-H---         H |
 H     H Hv           H |  BOTTOM SCREEN
 H     H H  -----  ---H-|
-H---- H H            H |
|^|    H H    MM      H |
---MM--H-H--  ----------|
======^^^^^^^^^^^^^^^^==|
LEGEND:
H  - Ladder
SS - Blue Spring
MM - Yellow Spring
^^^- Spikes
|^|- Mario Door
v  - Water Droplets

Now before you say anything, I know, that is NOT to scale. But the bottom
screen is... somehow the top isn't. Oh well. The point of the level is to push
that barrel all the way over to hit DK. You know how many it takes to do that?
You guessed it.. six.

Now as you journey to the topright ladder some little oil flames (with no oil
can...) will come. That means you should get hit by the water droplet so you
get a water shield. That's the only way you can kill them. Also there are very
annoying spring enemies that DK releases. They can go pretty much anywhere in
the map by jumping. You have to find a way to stay out of their way.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-----------------------------Minigames--------------------------[800]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The minigames are unlocked by getting every card in the world. These minigames
are simply whack-a-moles. Except the whack-a-moles are shy guys. And the holes
are pipes. My calibration is off on my DS (can't fix it...) AND I still did
these easily. Every goal is to hit 25. After the first couple of minigames some
bombs will appear instead of shy guys. If you touch one you lose 5 points. And
everytime you beat one the speed gets faster each world. I can't give you a
walkthrough so I will be providing a small ASCII map for each level.

NOTE: I will do the difficulty ratings on these as well, except a five will
still be VERY easy. It will just be the most difficult the mini's will get...

------
Mini 1
------

 123456
 ||||||
 ||||||

Difficulty: *----

NOTE: Bombs NEVER appear on this level.

------
Mini 2
------
 | | |
 1 2 3

 4 5 6
 | | |

Difficulty: **---

NOTE: Once you hit 10 shy guys, bombs start to appear.

------
Mini 3
------

-1      6-

-2      5-
   3  4
   |  |

Difficulty: ***--

NOTE: Once you hit 10 shy guys, bombs start to appear.

------
Mini 4
------
  2
  | 4 6
 1| |5|
 ||3|||

Difficulty: ****-

NOTE: From here on out, bombs appear no matter your score.

------
Mini 5
------

-1   5-
   3
   |
   4
 2   6
 |   |

Difficulty: *****

NOTE: 3+4 is a pipe that just floats there. This is the hardest because
everything is spread apart.

------
Mini 6
------
    |
-1  2  3-

    4
  5-+-6
    |

Difficulty: ****-

NOTE: 4+5+6 are crossing pipes.

------
Mini 7
------
T T-T T
| 2 3 |
L1   4J
  5 6
  (-)

Difficulty: ***--

NOTE: T+L+J+(+) all represent curves

------
Mini 8
------

  1  2
 (+)(+)3
 4(+)(+)
   5  6

Difficulty: **---
NOTE: This is the easier because everything is so close together...


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
------------------------------Secrets---------------------------[900]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Secrets... most games have them. This game doesn't have a lot, but three
secrets are very very valuable.

---------
Minigames
---------

These minigames are unlocked by getting every card in the world. They aren't
hard but beating them unlocks some more secrets.

------
Bosses
------

These bosses are very very fun. They are like the classic Donkey Kong games.
They are very very fun to play.

--------
Minikits
--------

After you beat a world you unlock it's minikit. That means you can go to the
Construction Zone to build your own levels using the peices from the One-Player
Game!

------------
Special Kits
------------

These are the super secret minikits! These are gotten by beating the minigames.

Special Kit 1 is gotten by beating 3 minigames, and it unlocks a kit that using
Mini-Toads. I love this kit.

The next Special Kit (2) is gotten by beating 6 minigames. This Kit uses Peach,
but I don't use her much.

The last Kit is number 3, and it's DK's Mini-Kit! He is a lot bigger, but he
can't get harmed easier if that's what you think. He is still consider to be
one square wide and two squares tall.

--------
Showroom
--------

This is where you see previously viewed movies, pictures, the credits, and the
secret titles!

The first movie is unlocked autmatically. That's the video of Mario and DK
playing with the Minis. The second video is the intro video, when you start the
game. The third video is gotten by beating the game (but not 100%). The last
video, I haven't discovered yet.

All pictures are gotten by meeting DK before the fight, then beating DK. Most
of the meeting DK pictures are cool looking and most of the beating DK pictures
look hilarious. The last two pictures are gotten by beating DK R and DK B1

Credits... are just credits. The top screen shows pictures of minis, enemies,
DK, Mario, items, and at the end, Mario says "Well that was sure fun, I had a
great time!" (The bottom screen shows the credits.)

The secret title is gotten by getting every bronze/silver/gold star and you can
switch between them. The bronze is a Toad Title, the silver is a Peach Title,
and the Gold is DK.

DID YOU KNOW? When you lose a level is shows a shut down Mario. BUT, if you
wait a while Mario starts to snore. If you wait even longer he says things in
his sleep. AND if you wait even LONGER he will say things and will not shut up!
If you wait a bit longer the screen fades out and you go to the title screen. I
didn't know where to put this but, here you are anyway... NOW YOU KNOW!


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
--------------------------------FAQ-----------------------------[900]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

I haven't gotten e-mails, since I just created this FAQ, but I'm going to put
some fake questions that I'm going to answer anyway.

Q: Can I e-mail you?
A: Go ahead. If it's spam/porno or anything of the like I will come to your
house and do bad things to your dollies (I know you have some). I'm just
kidding... or am I? Anyway, put Mario vs DK 2 FAQ in the subject title, or I
will just delete it. And it has to be something about this guide. Stragedies,
questions, bad grammar, spelling, wrong informatio, or anything of the like, go
ahead.

Q: YOU SUCK!
A: That isn't a question. But I don't care. You may say anything to me that I
find offensive and I won't answer your question. Unless it's a joke. I like to
laugh.

Q: Can I put your FAQ >insert website here<
A: No. This will ONLY be shown on GameFAQs. MAYBE, MAYBE, MAYBE, if you
convince me, I will put it somewhere else. But I've been told I'm stubborn.
ALSO, I do not want any emails about putting it on CheatCC. I totally hate that
website (because it's filled with spam adverts and popups... and it takes
forever for me to load the site. GameFAQs is much bigger yet I load it in a
second.)

Q: Here is a FAQ for a level, can I give it to you?
A: ONLY if you are the creator of it AND I have a really bad/nonexistant FAQ
already. If I deem it perfectly fine, then unless your FAQ is amazing, then no.
No way.

Q: Are you going to include a FAQ/miniFAQ for the construction zone?
A: Yes. After I have completed this one. Just be patient.

Q: Should I get this game?
A: I am writing a FAQ for it, so I WILL have an extremely biased opinion. But
if you want you can e-mail me. UNLESS I have the second option you will buy
then expect the answer: I believe this is an excellent game, yadda-yadda-yadda.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
---------------------Credits and Legal Stuff--------------------[900]
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Credits:
Me. I couldn't have done it without you.
CJayC. I love you man. XD
God. You're pretty cool. creating the world an' all that.
Bel: Providing two gold methods, one was for level 2.7 and the other, 3.2.
Thanks man.
Number1YoshiFan: I made an error which he swiftly noticed. It's fixed now.
Thank ya.

Legal Stuff:
I DO NOT WANT TO SEE MY FAQ ANYWHERE EXCEPT GAMEFAQS! I put my own tears (no.),
sweat (maybe from my fingers), and blood (I'm not emo XD) in this and I created
it. Do not claim this is yours or I'll chop your fingertips off and eat them.
I'm kidding... but still. If any other things that will upset me, happen, I
will see to it that it will be fixed. E.g. you claim that it's yours and put it
on your site, I will tell your website provider (or whatever) to remove it, or
I will be forced to use my ninjastic legal action to reign chaos in your life!

Copyright, Dylan Sousa, 2006.