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FAQ/Walkthrough

by Ryan Harrison

===============================================================================

   _____                          __  ___           _
  / ___/__  ______  ___  _____   /  |/  /___ ______(_)___
  \\__ \\/ / / / __ \\/ _ \\/ ___/  / /|_/ / __ `/ ___/ / __ \\
___/ / /_/ / /_/ /  __/ /     / /  / / /_/ / /  / / /_/ /
/____/\\__,_/ .___/\\___/_/     /_/  /_/\\__,_/_/  /_/\\____/
          /_/                                        
+-----------------------+
    ___       __                               __ __ | Super Mario Advance 4 
|
   /   | ____/ /   ______ _____  ________     / // / | FAQ/Walkthrough       
|
  / /| |/ __  / | / / __ `/ __ \\/ ___/ _ \\   / // /_ | For Game Boy Advance  
|
/ ___ / /_/ /| |/ / /_/ / / / / /__/  __/  /__  __/ | Version 1.2           
|
/_/  |_\\__,_/ |___/\\__,_/_/ /_/\\___/\\___/     /_/    | Updated 16 Mar \'04    
|
                                                     | By Ryan Harrison      
|
   ____                    __  ___         _        
_+-----------------------+
  / __/_ _____  ___ ____  /  |/  /__ _____(_)__    / _ )_______  ___     |_  
/
_\\ \\/ // / _ \\/ -_) __/ / /|_/ / _ `/ __/ / _ \\  / _  / __/ _ \\(_-<_   _/_ <
/___/\\_,_/ .__/\\__/_/   /_/  /_/\\_,_/_/ /_/\\___/ /____/_/  \\___/___(_) 
/____/
        /_/
                                                   
coldcutter_87(at)hotmail.com

===============================================================================
                               Table of Contents
===============================================================================

I.    Introduction
II.   Version History
III.  Story
IV.   Controls
V.    Overview
VI.   Moves and Attacks
VII.  Characters
VIII. Walkthrough
IX.   Enemy List
X.    Boss List
XI.   Item List
XII.  Secrets
XIII. Mario Bros. Classic
XIV.  Credits
XV.   Copyrights
XVI.  Contacting Me

  To quickly find a section you are looking for, hold the CTRL key and press
  the F key to bring up a search string and type in any key words in the 
Table
  of Contents (listed above).  It should help you navigate your way through
  this guide a lot quicker.


===============================================================================
                                I. Introduction
===============================================================================

Welcome to my FAQ/Walkthrough for Super Mario Advance 4: a brand new make of
the world-famous NES classic, Super Mario Bros. 3, on the handheld wonder
console Game Boy Advance! After making my Super Mario Bros. 3 NES FAQ, I am
returning once again with a full-length guide for Super Mario Advance after 
I
got the game for Christmas in 2003. Needless to say, I love this game to 
death
and after I made a transferred FAQ earlier on for Super Mario Advance from 
my
Super Mario Bros. 2 FAQ, I have decided to do the same for this game.

Super Mario Advance 4, like I said earlier is a remake of Super Mario Bros. 
3,
but it also has new features to make it even greater than it was before, and
it also includes a Mario Bros. Classic mini-game that was also in the 
previous
SMA games. The new changes also do not detract the gameplay, so if it\'s a
retro old-school classic game you like, you have this game, or a new game 
for
your GBA, you have this also. Everyone\'s a winner.

Some of the new features include upgrades to the bonus mini-games you find 
on
the world map, characters have voice-overs, and some other touch-ups here 
and
there but the game still stays true to its origins. Although it has been 15
years since the game\'s original release (which was in 1988 in Japan), it is
still enjoyable for the entire gaming world in the present day. The game is 
a
classic, no doubt about that.

So not only does the game return, but I return too, so I hope you like my
guide and that it comes in useful for whatever you need to use it for. If 
you
have any problems, just get in touch with me, and I\'ll see if I can get this
FAQ to live up to your expectations!


===============================================================================
                              II. Version History
===============================================================================

Version 1.2 - 16 March 2004
---------------------------
Allowed supercheats.com and intensegamer.com to host this FAQ. This FAQ can
now be viewed from either of those URLs.

Version 1.1 - 08 February 2004
------------------------------
Added some more changes I was submitted in an E-Mail. Thanks to Myria for
pointing these out!

Version 1.00 - 03 January 2004
------------------------------
The first version of this file, made from a successful and rather quick
transfer from my SMB3 FAQ to this, with all changes made here and there. The
whole FAQ is complete.


===============================================================================
                                  III. Story
===============================================================================

The Mushroom Kingdom has been a peaceful place thanks to the brave deeds of
Mario and Luigi. The Mushroom Kingdom forms an entrance to the Mushroom 
World
where all is not well. Bowser has sent his 7 children to make mischief as 
they
please in the normally peaceful mushroom world. They stole the royal magic
wands from each country in the Mushroom World and used them to turn their
kings into animals. Mario and Luigi must recover the royal magic wands from
Bowser\'s 7 kids to return the kings to their true forms. \"Goodbye and good
luck!,\" said the Princess and Toad as Mario and Luigi set off on their 
journey
deep into the Mushroom World.


===============================================================================
                                 IV. Controls
===============================================================================

   ______________________________     ________________
  / L   / ________________ \\   R \\   | ______________ |
|-----\' | ______________ | `-----|  ||              ||
|   _   ||              ||  o    |  ||              ||
| _| |_ ||              ||    (A)|  ||              ||
||_   _|||              || (B)   |  ||______________||
|  |_|  ||              ||       |  |GAME BOY ADVANCE|
|       ||              ||       | L:----------------:R
| STARTo||______________||       |  |   _            |
|SELECTo|GAME BOY ADVANCE|       |  | _| |_   (B) (A)|
  \\______________________________/   ||_   _|         |
                                     |  |_|  o  o     |
                                     |     sel  str   |
                                     |________________|

D-PAD
-----
This will move Mario around on the map screen. Each direction on the D-Pad
will make him move in that particular direction. On the level screen, the 
Left
Button will make him move to the left, while the Right Button will move him 
to
the right, simple. Couple the movement with the B Button to make him
accelerate and gain momentum in the P-Meter. Up will make him climb vines 
and
enter doors or upside down pipes. Down makes him descend vines and go down
pipes. The D-Pad, when wearing the Frog Suit in water, will make Mario swim 
in
any direction.

SELECT
------
This button has no important use in the game.

START
-----
While playing, this can pause the game or resume when paused. You can also
make selections in the menus with this button or skip the introduction movie
when you start the game.

L BUTTON
--------
Use this button to view the items in your inventory on the map screen.

R BUTTON
--------
Use this button to toggle \"Sleep Mode\".

B BUTTON
--------
The B Button has a few primary functions. You can use it to pick up shells,
open chests in Toad\'s house, run while moving (filling up P-Meter more as 
you
run), swing the Raccoon Tail with the Tanooki Suit or Super Leaf, throw
hammers in hammer suits or flick fireballs.

A BUTTON
--------
The A Button is the main action button. Its main function is for jumping, 
but
also for bobbing while swimming, picking cards in Toad\'s House, choosing 
items
in your inventory, entering stages from the map screen and stop sliding
pictures in the picture game.


===============================================================================
                                  V. Overview
===============================================================================

+----------------+
| The Map Screen |
+----------------+

You start each world on a map screen to direct to each level, as well as 
other
features that can help, such as shortcut warp-pipes, Toad\'s House, bridges,
castles, etc. Each world in this FAQ has a map and key included.

+--------------+
| Level Layout |
+--------------+

Super Mario Brothers 3 is a side-scrolling game. The general rule is to
advance to the right to get to the end of the level and get the card.

+-------+
| Cards |
+-------+

In the bottom right-hand corner of the screen are three boxes. After 
finishing
each level you are given a card. The card\'s symbol appears in the box. Once
you have three cards you are given a prize. If you have three Mushrooms,
you\'ll get 2-Up. If you have three Fire Flowers, it\'s 3-Up. Five Starmans 
will
earn you a 5-Up. If you have a mixture, you\'ll get 1-Up.

+------------+
| Fortresses |
+------------+

Each Fortress has different puzzles to solve, but you\'ll face Boom-Boom at 
the
end of each Fortress. Boom-Boom can sometimes have different attacks, 
though.

+-------+
| Suits |
+-------+

Each suits have their own special use. Please refer to the \'Moves and 
Attacks\'
section for more detail on how to execute them.

+---------+
| Changes |
+---------+

New in Super Mario Advance 4 are some changes from the original. This is a
list of the changes found in the game.

-> Characters have voices.
-> If you warp to another world you see the princess\'s letter from the
    previous castle level.
-> The music is toned down a little bit.
-> Your inventory menu looks different.
-> If you succeed at a card game the others turn into other card pictures 
and
    you can get bigger rewards (there are also leaves and \"3\" signs in these
    versions).
-> There is new music in hidden coin rooms.
-> The score and coins etc. are at the top of the screen (excluding the
    P-Meter, which is still at the bottom of the screen). The boxes with 
cards
    appear only once you get to the dark area of the level.
-> You can exchange lives on the map screen (press B when a speech bubble 
with
    \"B\" in it appears next to your character).
-> When you complete a level it states \"You got a panel\" instead of \"You got 
a
    card\".
-> Toad\'s speech is altered slightly in mushroom houses and card game 
places.
-> Luigi does the \"flutter\" thing with his legs when he jumps.
-> The area you fight Boom-Boom in is sealed off when you approach him.

The following changes were sent to me from myriachan(at)cox.net:

Clear Mode

When you beat the game, your save file goes into Clear Mode.  If you beat
every level before Bowser, then you go straight into Perfect Clear Mode.
These are the differences in Clear Mode:

- When you load your save file, you will be asked to select a world to play.
Also, pressing B from any world map (except World 9 or when on top of Luigi)
will return you to this menu.  Selecting a world will take you to the last
place in that world you were.

- In the levels in which you can make a White Mushroom House appear, there
will be a weird coin-like object at the beginning.  If you hit it from
below, it will make a meter to the left of your P meter saying how many more
coins you need to make the White Mushroom House appear.

- Beating a Koopaling no longer gives you a letter from the Princess (or
Bowser).

- All levels you beat before beating Bowser to enable Clear Mode are still
beaten (and decide each world\'s initial state as described below).

- Each world is in one of three states: \"!\", \"OK\", and \"CLEAR!\", which
appear in a bubble on the world select screen.  \"!\" means that the Koopaling
in that world has not been beaten.  \"OK\" means that the Koopaling is dead,
but there are still some levels in that world that have not been beaten.
\"CLEAR!\" means that all levels in that world have been beaten, including the
Koopaling.  (World 8 will never have \"!\" because you must beat Bowser to get
to Clear Mode.  It may be \"OK\", because the Hand Grab levels are somewhat
optional.)  When \"OK\" changes to \"CLEAR!\", an on-screen message will appear.

- A world in the \"!\" state acts just as it did before Clear Mode.  Beating a
\"!\" world\'s Koopaling changes the world to either \"OK\" or \"CLEAR!\",
depending on whether every level was beaten.  When you select a final castle
in the \"!\" state, you see an extra animation of the Koopaling turning the
king into a monster before you walk in, much like the intro sequence has.

- A world in the \"OK\" state allows you to repeat \"numbered\" levels, but is
otherwise like the \"!\" state.  Numbered levels you\'ve beaten will have an M
or L in the upper left corner saying who beat the level (playing the level
again will not change this).  You can walk over the beaten levels\' squares,
or repeat them.  You can\'t walk over unbeaten levels, however.  You can get
White Mushroom Houses infinitely this way.

- A world in the \"CLEAR!\" state, also called \"PERFECT CLEAR\", acts just like
\"OK\" with all levels completed.  You can repeat the Koopaling level though.
When you select a world, or switch between Mario and Luigi, you will see
\"WORLD X PERFECT!\" at the top above your life count.


The goal is to get all worlds to the \"CLEAR!\" state, or beat all 90 levels
depending on how you look at it.  When you do this, the game goes into
Perfect Clear Mode.  These are the changes:

- Stars appear around the \"WORLD X\" on the save file selection screen, and
the /90 counter disappears (since it\'s 90/90).

- All levels are unlocked.  Numbered levels now appear with a yellow double
triangle rather than blue, and the M or L from partial Clear Mode
disappears.  Some non-standard levels change color, like the Desert.
Fortresses have white flags over them, but are rebuilt.  You can walk
directly past any level.  Levels that \"suck you in\" - the Piranha Plant,
tanks, Hand Grab levels - don\'t anymore.

- All Hammer Brothers are revived.  They are now optional, also - you don\'t
fight them unless you select them.  Beating them does not cause them to
disappear.  You can still put them to sleep, as silly as that sounds.

- All Mushroom Houses and Spade Games are restored.  Using them does not
cause them to disappear, so you can use them as infinite supplies of items
and 1-ups.

- World 1\'s locked door is now unlocked even if you previously beat its
fortress by getting the Whistle.

- The rock in World 2 leading to the Whistle is now gone, even if you didn\'t
break it before.  All other rocks remain in the same state as they were
before, but since you can fight Hammer Brothers infinitely to get Hammers,
you can break them all.

- When you beat the 90th level to get into Perfect Clear mode, you see a new
ending with new music and credits added to the world picture ending.  If the
90th level was Bowser\'s Castle, you will see the usual short ending with the
Princess, then the new ending.

- When you die, you don\'t move anymore, unless you just played against a
lose Airship.

- The \"WORLD X PERFECT!\" messages stop appearing.


General Changes:

- Your statement about seeing letters from the Princess when you warp is
incorrect.  The only letter you see this way is Bowser\'s, when warping to
World 8 for the first time.

- You cannot use the Warp Zone to repeat levels, unlike in the NES and SNES
versions.  If you try to go to World 5 from inside World 6, it will beep and
not let you.  If you try to repeat World 5 or World 6 while in that world,
you will return to exactly the same place you were when you blew the
Whistle.  (If you are in Clear Mode, warping back to World 5 from World 6
works, but the B button is much better.)

- When you use a Whistle, the screen swirls a bit in transition to the World
9 map.

- If you are holding a Koopa shell or ice block in water, the game acts like
Super Mario World rather than Super Mario Bros. 3: you swim really fast and
can control your movements with the direction pad alone.  (I really think
that Mario Advance 4 is based on Mario Advance 2 internally.  It certainly
would explain this and why the cape works exactly the same way.)

- The Cape item (which you can only get with e-Reader or a cheat device) has
a bug.  The amount of time necessary to run until you can fly is slightly
lower than the time it takes to reach P.  Apparently, the game is using the
Super Mario World delay.

- The princess at the end says something quite lame instead of the \"Thank
you, but our princess is in another castle!  Just kidding!\" in the original.

- If you are Tanooki Mario, you can break the Magic Wand a Koopaling drops
by jumping on it as Statue Mario.  If you do this, the wand shatters.  After
you return to Tanooki Mario, the wand regenerates.  (I don\'t know whether
this occurs in the original, though, so I can\'t tell if it\'s a change.)

- The message from the King you get when you beat a Koopaling as Frog Mario
is a little different, like it was retranslated from the original Japanese.
Tanooki Mario and Hammer Mario aren\'t affected.

- Using an Anchor causes a small bubble with an anchor to flash above the
displaced Airship.

- Beating the more difficult form of Bowser (the upper route) does not give
you 28 P-Wings when you restart the game like it did on NES and SNES.

- After beating Bowser, your form is forcefully changed to Super Mario,
removing your suit, or causing you to grow.


Level changes (as compared to Mario All-Stars):

- In 1-1, the first pipe has a regular Piranha Plant, rather than a Venus
Fire Trap as in the original.

- In 1-6, there is a moving platform under a \"hanging\" platform that waits
for you to step on it.  Next to it used to be a single wood block, 1 square
away from it.  Now, there are 2 adjacent wood blocks, and they are 1 square
higher than before, rather than at the same height as the moving platform.

- In 5-8, the 8th floating block does not go as far left as it does in the
NES and SNES versions of the game.  This means that a curved jump is not
necessary to get from the 7th block to the 8th block, making this level
easier.

- In World 6, the second Mushroom House is now accessible after beating 6-4,
rather than after beating 6-5.  You approach it from the left rather than
from the bottom.

- In World 7-Piranha 1, a pipe with a Venus Fire Trap replaces a pair of
up/down Munchers.  This makes it much easier...  Also in this level, the
pipe that you go down has been changed so that it goes through to the bottom
of the screen, unlike the paradoxical arrangement the NES and SNES versions
had (with the pipe ending at a bigger one, yet you can go down it!)

- In World 7-Airship, the level was modified to remove an extremely
difficult part where you must jump on a Bolt Lift continuously while the
screen scrolls.

- In World 8-Airships, about 2 screens were cut out, making the level
slightly easier.


===============================================================================
                             VI. Moves and Attacks
===============================================================================

Combining basic controls can build up to secondary, more complex moves, 
which
can come in very handy during your adventure. Here is a list of moves and 
how
to perform them. Also, this may depend on whether you are regular Mario or
Super Mario, and sometimes depends on the suit Mario is wearing. That will 
of
course be notified, though.

+--------+
| Flying |
+--------+
*Note: You need to have the Super Leaf or Tanooki suit to perform this 
move.*

Find a large gap of space and start running and keep running until the 
P-Meter
is full. Then start tapping the A Button to hover in the air temporarily.

+---------+
| Gliding |
+---------+
*Note: You need to have the Super Leaf or Tanooki suit to perform this 
move.*

Jump into the air and keep tapping A. You will fall to the ground slower.

+-----------------+
| The Shell-Dozer |
+-----------------+

Kick a shell and follow it. The more enemies you knock down, the more points
you will accumulate until you start achieving 1-Ups. Be careful not to be 
hit
by the shell if it rebounds off something!

+---------+
| Bowling |
+---------+

If you find a steep surface like a hill, press Down and Mario will
automatically slide down it. If there are any enemies in your path, they 
will
simply be ploughed out of the way!

+--------------+
| Mario Statue |
+--------------+
*Note: You need to have the Tanooki Suit to perform this move.*

Press Down and B Button. Mario will temporarily become a stone statue and
enemies will simply walk past him. You can do this in mid-air, and he\'ll 
come
down to the ground with a lot of force!

+------------------------+
| Multiple Attack Points |
+------------------------+

Jump on an enemy\'s head and bounce off. When you land on another enemy\'s 
head
you\'ll get more points. If you eventually bounce on enough enemies you can 
get
1-Ups.

+-------------+
| Tail Attack |
+-------------+
*Note: You need to have the Super Leaf or Tanooki suit to perform this 
move.*

Press B and Mario will swing his tail. Any enemies who get caught by the 
tail
will be wiped out.


===============================================================================
                                VII. Characters
===============================================================================

MARIO. . . . . . . . | He\'s the most popular video-game character of all 
time,
                        and he\'s back, better than ever, and ready to kick 
some
                        Koopa Tail in another classic adventure! You will
                        control Mario either by himself or as one of the
                        players in Mario & Luigi mode. He wears a red shirt 
and
                        blue overalls for recognisable appearance.

LUIGI. . . . . . . . | Mario\'s brother. Luigi possesses the exact same 
skills
                        as Mario, it\'s only his look that\'s different. Luigi 
is
                        slightly younger than Mario, a tad taller and 
slimmer.
                        Luigi only appears in Mario & Luigi mode. He wears a
                        green shirt and blue overalls.

PEACH. . . . . . . . | Although she\'s only waving goodbye to you at the
                        beginning of the adventure, she gets more involved 
as
                        the game progresses...

TOAD . . . . . . . . | Toad makes several appearances throughout SMB3, and 
can
                        be a great asset to you throughout the game. You can
                        visit him in his house where he can provide you an
                        extra item for your journey, or he will let you play 
a
                        game-show like mini-game where you must line up the
                        pictures correctly. He also lets you play a card 
game
                        for rewards, too. He\'s the Mushroom Retainer of
                        Princess Toadstool and is loyal to the Mushroom
                        Kingdom.

MUSHROOM KINGS . . . | There are 7 Kings throughout the Mushroom World, and
                        each of them possesses a magic wand. Unfortunately, 
the
                        Koopalings steal their wands to turn them into 
animals.
                        Your job is to return them to their normal, old 
selves.


===============================================================================
                               VIII. Walkthrough
===============================================================================

+-----------------------------------------------------------------------------+
                   W O R L D   1   -    G R A S S   L A N D
+-----------------------------------------------------------------------------+

MAP
===

              +--+         +--+   +--+            KEY
              | 1|-----O---| 2|---| 3|-----O      ===
              +--+         +--+   +--+     |      ST = Start
               |            |              |      TH = Toad\'s House
     +--+      |            |     +--+     |      PG = Picture Game
-----|ST|------O            O-----| 4|----TH      FT = Fortress
     +--+     PL            |     +--+            BG = Bridge
               |            |                     HB = Hammer Brother
               |   +--+   +--+                    PL = Padlock
               O---|FT|---|PG|                    CS = Castle
               |   +--+   +--+                    (Numbers represent levels)
               |                         +--+
               O    TH------O-BG-HB-O----|CS|
               |            |            +--+
              +--+         +--+
              | 5|---O-----| 6|
              +--+         +--+

NOTE: The padlock disappears once you complete the Fortress level.
_______________________________________________________________________________

                                   WORLD 1-1
                                   =========
Let the adventure begin! Run right and stomp the Goomba.  The first two \'?\'
Blocks you come to both contain coins.  To the right, there are two more \'?\'
Blocks in the air above the pink platform.  The one on the left contains a
coin, and the one on the right holds the first Super Mushroom of the game.
Grab it.  Jump over the pipe with the Piranha Plant in.  The next \'?\' Block
contains a coin.  On the next green platform is a Red Koopa Troopa.  Stomp
it and kick the shell to the right to hit the \'?\' Block on the ground, to
reveal a Super Leaf.  The \'?\' Block to the right has a coin in it.  Go
right, and kill the two Goombas and Para-Goomba to clear the runway.  There
are two optional routes to take to complete the level here...

<<<Route 1>>>

Using your newfound Raccoon Tail, run right until the P-Meter fills.  At the
end, jump, and start flying up the trail of five coins.  You\'ll come to a
pink platform in the air.  Land here, and get the three coins in the air.
Jump onto the little cloud platform to the right, and hit the brick block
for a hidden 1-Up Mushroom.  Now jump onto the next cloud platform to the
right, and grab all the coins in the air above it.  Now get a good run up
and fill the P-Meter, and jump off the very right end of the platform (get
the zigzag formation of five coins if you wish, but you may want to get
another charge up after this) and keep flying to the right and stay near the
top of the screen.  You\'ll come to a tall green pipe hanging about in the
air; enter it.

You\'ll drop into a dark room with a cluster of coins shaped like a \'3\'.  Get
the coins, climb the staircase and exit via the pipe in the ceiling at the
right end of the room.

You\'ll emerge out of a green pipe to the right of a gap between two pipes
with wooden blocks on the end.  (Scroll down to end of Route 2 to carry on
with walkthrough.)

<<<Route 2>>>

If you\'re not much of an airborne person and prefer to travel on ground,
then start by jumping over the pit.  To the right is a green platform, a
pink platform and a blue platform stacked like a staircase.  There are three
Green Koopa Paratroopas here, but the best thing to do would be to avoid
them.  Kill or avoid the Green Koopa Troopa on the ground.  The \'?\' Block to
the left of the next pit contains a Super Leaf.  Cross the pit and you\'ll
come to two wooden-block staircases with a gap in between; cross it.  After
that, there are two pipes with Piranha Plants inside (the second one shoots
fireballs).  Get past them, and you come to a large cluster of 16 bricks,
with three more bricks to the right.  One of the bricks contains a P-Switch
that you should use (see diagram).

         .--.--.--.--.
         |  |  |  |  |<---P-Switch     <---Red Koopa
      .--:--:--:--:--:     inside   .--.     Troopa
      |  |  |  |  |  |              |  |
   .--:--:--:--:--:--:--.           :--:--.
   |  |  |  |  |  |  |  |           |  |  |
---\'--\'--\'--\'--\'--\'--\'--\'-----------\'--\'--\'---------

You can either break the brick open with a Raccoon Tail swing, or kick the
Red Koopa Troopa\'s shell at it.  Once you get the P-Switch, jump on it to
turn all the bricks into coins.  Grab them all then run right, past the
green and pink platforms then jump over the pit and in-between the pipes
with wooden blocks attached on their ends.  To the right is a green warp
pipe where you end up if you found the hidden coin room.

- - - Routes join up here - - -

Run right, into the dark area and grab the card in the box to finish the
level.
____________________________________________________________________________

                                   WORLD 1-2
                                   =========
Run right up the hill and jump over the Goomba-generating pipe laying on the
summit.  Go down the other side of the hill.  Kill or avoid any Goombas that
you encounter.  The \'?\' Block above the grass shrubs contains either a Super
Mushroom or Super Leaf.  Jump on top of the block then jump over the \'T\'
shaped set of pipes.  Start running up the next hill and kill or avoid the
Red Para-Goomba.  Head right and you will see some coins in the air.  DO NOT
GRAB THEM YET.  Instead, look to the right to see two brick blocks beneath
the pipe on the wooden blocks in the air.  Break open the one on the left
for a P-Switch, use this to turn the coins into brick platforms.  Quickly
climb them to get inside the pipe in the air (make sure the Piranha Plant
isn\'t sticking out first).

You will fall into a room with 20 coins in a 4x5 formation.  Grab them, then
leave via the pipe to the left.

You arrive back at the pipe just to the left of the one you entered to get
to the secret coin room.  Now head right and get the coins you used to make
brick platforms with.  Continue right to the next grass hill, and kill the
two Goombas.  In the pit is a Red Para-Goomba, and in the air are two music
note blocks.  Kill the Para-Goomba, and hit the music note block on the
right for a Super Leaf.  Head right, slide down the hill and kill the two
Goombas.  You will come to a pipe with a Piranha Plant in it.  Go past it
and cross the pit, using the music note blocks if you have to.  The third
music note block contains a Starman, so I suggest hitting it from beneath so
you can grab it as it emerges to save it from falling down the pit if it
jumps to the left.  Kill the Goombas trapped between the pipes.  The \'?\'
Block in the air above the hill past the next pipe contains a coin.  Head
right, down the hill and avoid the Micro-Goombas that the Para-Goomba drops
down at you.

Head right into the dark area and grab the card to finish the level.
_______________________________________________________________________________

                                   WORLD 1-3
                                   =========
Run right, stomp the Green Koopa Troopa and pick up its shell.  Carry it to
the right and use it to take out the Boomerang Brother.  Carry on right and
you will come to a cluster of brick blocks, music note blocks, \'?\' Blocks,
and you should see a Red Koopa Troopa on top of the highest row of bricks.
Stomp it, and kick the shell to the left so that it hits the higher music
note block, and it will take out some bricks and get the coins from the \'?\'
Blocks, and creates a gap.  The arrangement of bricks you are on now should
be shaped like a backwards \'C\'.  The brick on the highest row, second from
left, is a multi-coin block.  On the bottom row of the bricks, the brick on
the very left is actually a disguised block, which contains a Super
Mushroom/Super Leaf.

There are two routes you can take here to complete the level...

<<<Route 1>>>

Stand one block space to the right of the 2x3 cluster of bricks to your
left.  Jump up and you should reveal a Red Music Note Block.  Jump onto it
and press A as you spring up (as you would a trampoline in SMB) and you
should go rocketing into the sky.

In this cloudy area you\'ll see some clusters of coins floating in the air in
zigzag patterns.  If you have a Raccoon Tail, take a long run to fill up the
P-Meter then start flying when you come to about the third zigzag formation
of coins.  You should see a brick in the air surrounded by a circle of
coins.  Bump the brick from underneath and a hidden 1-Up Mushroom will
emerge.  Grab it, and fall back down to the cloud ledge.  Finish grabbing
the rest of the coins, and go down the green pipe at the end of this area.
(Scroll down to end of Route 2 to carry on with walkthrough.)

<<<Route 2>>>

If you don\'t take the red music note, then just head right as usual.  There
is a wooden platform in the air, and a Green Koopa Troopa below it.  It
would be best to ignore the Koopa.  To the right is a wooden pillar four
blocks high.  Jump over it and stomp the Goomba.  To the right is another
wooden pillar, three blocks high.  If you touch the top block from the side,
a Super Leaf will pop out.  Now go past the pillar, and kill the Red
Para-Goomba.  Grab the three coins in the air, jump over the next pillar,
and grab the next three coins.  Jump over the final wooden pillar, and jump
over the gap in the ground.  Kill the Boomerang Brother.  Go right, jump
over the next gap, and two Goombas will approach you; kill them if you wish.
Grab the coins on the pink and blue platforms.

NOTE: There is a secret cheat here to get a Warp Whistle.  See the Secrets
and Side Areas section for more info!

Head right and avoid the Para-Goomba.

- - - Routes join up here - - -

Head right into the dark, get the card, and finish level 3.
_______________________________________________________________________________

                                   WORLD 1-4
                                   =========
When the screen scrolls right, jump onto the first platform of bricks.  From
here, jump onto the moving platform and grab the three coins if you can, and
quickly jump onto the next brick platform.  Get the three coins in the air,
and use the moving platforms to reach the lower brick platform.  There is a
secret 1-Up Mushroom here.

             .--.--.--.--.
             |  |  |  |  |
             \'--\'--\'--\'--\'
                     ^
                     |
                     |
                   Secret 1-Up
                           Mushroom here
                   .--.--.
                   |  |  |
                   \'--\'--\'

>From here, jump onto the moving platform, then over to the \'L\'-Shaped
formation of bricks, and get the three coins in the air.  Jump over to the
next \'L\'-Shaped formation of bricks and get the 3 coins in the air above
that too.  There is a hidden Super Leaf in the next \'L\'-Shape.  To the right
of it is a brick platform with a Red Koopa Troopa on it.  You can kick its
shell at the brick, or hit it from underneath using the platform below.

                 .--.
                 |  |
                 :--:--.
                 |  |  |
                 \'--\'--\'
                      ^
                      |
                      |
                    Hidden Power-up
                        here

>From there, jump onto the moving platform halfway up the screen, and from
there, jump onto the brick platform near the top of the screen.  If you have
the Raccoon Tail, whip the brick on the end that is sticking up, and grab
the 1-Up Mushroom that comes out.  Now use the moving platforms to grab the
coins in the air and get onto the next brick platform.  To the right is a
vertical line of 8 coins, and a moving platform.  When the platform is in
the course of the coins, jump onto it so you can swipe the coins as you
fall.  Remember to jump onto the \'L\'-Shaped brick platform before its hits
the bottom of the screen!  Above, you should see two stacked bricks in the
air, the top one is a multi-coin block, but you can only reach it if you are
Super/Raccoon Tailed/Fiery Mario.  From there, use the moving platforms to
reach the 1x3 vertical and horizontal brick platforms.  To the right is a
Red Koopa Paratroopa with three coins above it.  Grab the coins if you\'re
careful.  If you\'re Raccoon-Tailed Mario, you should safely bounce on the
Koopa Paratroopa\'s head, but I\'d strongly suggest not bouncing it if you do
not have the tail.  To the right is a green pipe; go down it.

You will arrive in the darkness area, go right and snag the card to finish
the level.
_______________________________________________________________________________

                               WORLD 1 FORTRESS
                               ================
Head right and ascend the stairs.  Jump over the lava pit and watch out for
the Podoboo.  Cross the next lava pit, and from the highest point of this
platform, jump over onto the steel platform with the \'?\' Block in the air
above it.  The \'?\' Block holds a Super Mushroom/Fire Flower.  Now jump over
the other side of the lava pit.  Run through the tunnel and watch out for
the Roto-Disc.  Jump up the stairs and watch out for a second Roto-Disc.
The next lava pit has two Podoboos in it, so jump across when you feel it is
safe.  Then jump onto the next steel ledge (watch out for the Roto-Disc).
>From here, cross the final pit.  The \'?\' Block here contains a Super Leaf.
A Dry Bones will approach from the right, stomp it to prevent it from
bothering you.

NOTE: Here there is another chance to find a second Warp Whistle.  For more
info, check out the Secrets and Side Areas section!

Go right and through the door.

This next room has a crushing spiked ceiling.  From the start, find the gap
in the ceiling and stand directly below it so you are not harmed as it
falls.  When the ceiling goes back up, jump over the pit and onto the little
island, then quickly jump over the second pit and run right to the other end
of the room, where there is a gap in the ceiling.  As it comes down, duck,
and you will not get hurt.  As the ceiling goes back up a door will emerge
from the floor; enter it.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Run to the end of this room where you\'ll find Boom-Boom.  When you approach
him, he\'ll jump up and start running around.  You can kill him with
three stomps, five fireballs, or a combination of stomps and fireballs.
When he vanishes, grab the crystal to open the padlock on the map.
_______________________________________________________________________________

                                   WORLD 1-5
                                   =========
You start the level sliding down a tunnel and killing four Buzzy Beetles in
the process.  You then fall into a shallow pool.  Grab the five coins here.
Go up the hill and you\'ll come to a Piranha Plant popping in and out of a
pipe in the ceiling.  Kick the Buzzy Beetle\'s shell at it, or just run past
when it retreats into the pipe.

Level divided into two routes here...

<<<Route 1>>>

You can jump onto the ledge and run along to an overworld area.

NOTE: At the mouth of the cave that leads into the overworld, you can find a
Red Music Note Block against the left wall.

         |         |
         |.--.     |
        / |  |    /
       /  \'--\'<--/-Hidden Red Music Note Block here
------\'         /
               /
--------------\'

This block leads to a coin heaven identical to the one in World 1-3.  Check
the walkthrough for that level for a brief description of this coin heaven.

Jump out of the underground area and head right.  In the small pit are two
Green Koopa Troopas, kill them or avoid them.  Head right and cross the pit
leading into the underground.

(You arrive here if you went to the coin heaven)

(Go to end of Route 2 walkthrough to continue with level walkthrough)

<<<Route 2>>>

If you go underneath the ledge, head right and you\'ll come to a pool with
five coins.  Get the coins, and continue progressing right.  Go past the two
little pools and you\'ll come to a slightly bigger pool with a \'?\' Block
bobbing on the surface.  It contains a Fire Flower (if you are Super Mario).
Get it if you wish, and head up the slope and into the overworld.

- - - Routes join up here - - -

Down the next slope is a Green Koopa Troopa.  Kill it if you want.  Go down
the pit, but watch out for the fireball-emitting Piranha Plant at the end of
the slope.  Go past the two pipes and you\'ll see a pipe hanging from the
ceiling with a Piranha Plant poking its head out.  Get past it and exit via
the pipe in the ceiling at the end.

You emerge next to the dark area, so head right and grab the card to finish
off this ridiculously easy level.
_______________________________________________________________________________

                                   WORLD 1-6
                                   =========
Jump across the \'T\'-Shaped platforms.  On the third one is a Red Koopa
Troopa and three coins.  Kill the Koopa, get the coins and jump down to the
platform with the \'?\' Block above it, which holds a Super Leaf.  Then jump
on top of the block and onto the next high \'T\'-Shaped platform.  To the
right is a platform moving up and down a \'Z\'-Shaped wire.  Carefully jump
onto it, and use the music note blocks to the right to reach the next
platform.  Jump over the Red Koopa Paratroopa and onto the ledge with the
cluster of bricks.  Stomp the Koopa and kick the shell so it breaks the
bricks on each side (be sure to keep out of its way!).  Look at the diagram
for locations of the 1-Up Mushroom and hidden blocks.

                        .--.--.--.--.
                        |  |  |  |  |
                        \'--\'--\'--\'--\'
                                ^
                                |
                              1-Up Mushroom here
                           Koopa
                     .--.  Troopa   .--.
             Coin--->|  |    |      |  |<---Multi-coin
                     :--:    |      :--:        block
                     |  |    V      |  |
                 .---\'--\'-----------\'--\'---.
                 |                         |
                 |                         |

Leap onto the next platform and use the grass hill on it to reach the wooden
ledge being held up by ropes at the top of the screen.  Jump onto the
\'T\'-Shaped platform and drop down onto the wooden block.  Jump onto the
platform on the wire.  You are carried right but when you come to the point
with two coins above you, be aware of the Red Koopa Paratroopa.  At the end
of the line, the platform will drop off, so jump onto the 3-block-long
wooden platform.  When the horizontally moving platform approaches, jump
onto it.  It\'ll carry you right, to a wire with a platform on it.  When you
jump onto the platform, it will begin moving up and down the wire.  Jump
over the Red Koopa Paratroopa, onto the ledge, and run right into the dark
area and snag the card to finish the level.
_______________________________________________________________________________

                                WORLD 1 CASTLE
                                ==============
The king\'s been transformed into a dog! Toad is upset, and it\'s up to you to
get back the stolen magic wand!  You\'ll see Mario/Luigi approaching the
airship and climbing the anchor.

Head right, jump over the two cannons and the Bullet Bill cannon (keep an
eye out for cannonballs and Bullet Bills).  Go past the Bullet Bill cannon
but watch out for the two cannons on the ceiling.  To the right is a \'?\'
Block near a rotating cannon.  It contains either a Super Mushroom or Fire
Flower.  Jump over the pillar and continue right, over the two cannons and
the Bullet Bill cannon, climb the staircase, and enter the silver pipe.

BOSS FIGHT: Larry Koopa
-----------------------
Your first Koopaling boss fight.  And it\'s not a tough one either.  Larry
fires circular waves from the wand, so these are the only major things to
avoid.  He jumps around the room too, so evasion is the key.  When you stomp
him on the head he\'ll retreat into his shell and jump around the room, so be
sure to avoid him.  When you stomp him three times he\'ll spin away and drop
the Magic Wand.  Fireballs are also a good method of beating him, but it
takes a lot of fireballs, so stomping is a better method.  Grab the Magic
Wand and you are automatically returned to the castle.

Once you get back, the King is returned to his old self again, and gives you
a letter from the Princess.

+----------------------+
| Greetings,           |
|                      |
| If you see any       |
| ghosts, be careful.  |
| They will give chase |
| if you turn away.    |
|                      |
| I have enclosed a    |
| jewel that helps     |
|     protect you.     |
|                      |
|                      |
|      Princess        |
|        Toadstool.    |
+----------------------+
And today\'s mystery prize jewel is...a P-Wing!


+-----------------------------------------------------------------------------+
                  W O R L D   2   -   D E S E R T   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/3
===
      +--+       +--+                             KEY
      |PG|---O---| 2|   O---O     TH              ===
      +--+   |   +--+   |   |                     ST = Start
             |     |    | +--+                    TH = Toad\'s House
        O----O     O    O | 3|----BB              PG = Picture Game
        |          |    | +--+                    FT = Fortress
      +--+       +--+   |   |    +--+             BB = Boomerang Brother
      | 1|       |FT|---O---O----|WP|             WP = Warp Pipe
      +--+       +--+       |    +--+             PL = Padlock
        |                   |                     RK = Rock
        |        +--+       |                     (Numbers represent levels)
        O   TH---|WP|       O-RK---O
        |        +--+              |
        |         PL               |
+--+    |          |             +--+
|ST|----O----O-----O             |PG|
+--+                             +--+

NOTE: The Rock can be taken out using a Hammer.
NOTE: The Padlock disappears once you complete the Fortress level on map
      screen Part 2.

MAP - Part 2/3
===
                          +--+                 KEY
   O-----O   TH-----O-----| 4|----O-RK         ===
   |     |          |     +--+    |            TH = Toad\'s House
   |   +--+       +--+            |            PG = Picture Game
   O   | 3|---O---|AS|            O            HB = Hammer Brother
   |   +--+       +--+            |            AS = Angry Sun Level
   |     |  +--+    |     +--+    |            RK = Rock
---O-----O--|WP|    O     |CS|    O            PY = Pyramid Level
         |  +--+    |     +--+    |            WP = Warp Pipe
         |        +--+      |   +--+           CS = Castle
         O-RK-O   | 5|      O---|PY|           (Numbers represent levels)
              |   +--+          +--+
              |     |             |
            +--+    |             |
            |PG|----O----HB-O-----O
            +--+

MAP - Part 3/3
===
   +--+                                        KEY
---| 4|---O---Y----TH                          ===
   +--+   |         |                          TH = Toad\'s House
          |        FB                          FB = Fire Brother
          O         O                          PY = Pyramid Level
          |         |                          CS = Castle
   +--+   |         |                          (Numbers represent levels)
   |CS|   O         O-----O
   +--+   |               |
     |  +--+              |
     O--|PY|              O
        +--+
          |
          |
-----O----O

NOTE: You get a Warp Whistle for defeating the Fire Brothers.
_______________________________________________________________________________

                                   WORLD 2-1
                                   =========
Start off by heading right, and you\'ll come to a cluster of bricks.  Be
aware that some are Pile-Driver Micro-Goombas.  The \'?\' Block between the
two clusters of bricks holds a Super Leaf.  After here, you\'ve got to go
past three brick pillars, and watch out for the Pile-Driver Micro-Goombas
that are lurking atop each pillar.  There are two \'?\' Blocks next to the
third brick pillar.  The first one holds a coin, the other a Starman, so
grab it! Kill or avoid the Red Koopa Troopa walking about on the ground.
Jump over the brick and head right.  Use your invincibility to kill the
Pile-Drive Micro-Goomba and Firesnake.  Past the next brick on the ground
are two Music Note Blocks in the air.  Use them to get atop the metal
structure and kill the Goombas if you want.

Two optional things to do here.  If you have a Raccoon Tail, get a run-up
and fill the P-Meter then fly into the air about the left-hand side of the
metal structure, and you should see a red pipe atop some wooden blocks in
the air, surrounded by bricks.  Fly into the bricks from underneath to smash
them and get into the pipe.

In this dark room is a P-Switch on the floor.  Step on it.  Sixteen white
coins appear in the air; quickly grab them.  Then exit via the pipe and
you\'ll arrive at a second metal structure (scroll to the *** to carry on
with the walkthrough).

If you don\'t want to take the pipe or are not able to, then drop off the
pipe at the right-hand side.  To the right are two wooden blocks in the air
that separate the first metal structure from the second.  Jump straight up
in between them to reveal a hidden music note block.  Jump on the block and
bounce over towards the wooden block to the left and hit it on the side.  A
Super Mushroom or Super Leaf will pop out.  Now that you are in Super Mario
state, go back to the left metal structure and hit the lower brick to create
an entrance inside the structure.  Go inside to get four coins and hit the
centre brick to get a hidden 1-Up Mushroom, but watch out for the Firesnake!
If you are Raccoon-Tailed Mario, whip it with the tail attack to take it
out.  Now get out of the structure and go over to the next metal structure
to the right, the same way as you did the first one.

*** Get inside the structure either by breaking the brick to make an
entrance on the bottom right-hand side of the structure, or if you hit the
P-Switch in the secret room and it is still in effect, the bricks in the top
should be turned into coins and you can simply drop in.  There are 23 coins
inside the structure.  Once you\'ve got them all, get back out and go right.
You\'ll come to two pipes with Piranha Plants and lots of bricks between
them.  One of the bricks is a Pile-Driver Micro-Goomba, so be on your toes.
Go past the pipe-and-brick set and into the dark area to get the coin and
finish off the level.
_______________________________________________________________________________

                                   WORLD 2-2
                                   =========
Start the level by going up the hill and stomping the Goomba.  Go right and
cross the quicksand pit with Piranha Plant in it.  Up at the top of the next
slope is a wooden block.  Touch it from the side for a Super Leaf.  Now
cross the pit and get the 3 coins if you\'re careful, and land on the green
pipe.  Cross the next quicksand pit, but watch out for the Piranha Plant
inside the pit; it shoots fireballs.  Now jump over the small wooden block
stump and onto the platform.  It\'ll carry you to the right, over the big
river.  Past the Green Koopa Paratroopa are three coins in the air.  Then
two brick blocks; the second one holds a P-Switch.  After that are four more
coins and six brick pillars you have to jump over.  Then jump over the Green
Koopa Paratroopa then a large brick pillar four bricks high.  You can then
safely drop to the ground and enter the pipe.

You\'ll emerge next to the dark screen.  Head right and grab the card to
finish this really short level.
_______________________________________________________________________________

                               WORLD 2 FORTRESS
                               ================
Go down the flight of stone stairs.  Stomp the Dry Bones and head right.
There are two more Dry Bones ahead.  Either stomp them or avoid them as you
go right.  There is a little ledge here and a Thwomp in the ceiling.  Stand
near to the area where the Thwomp will directly drop.  As it flies back up,
quickly run right and get through.  There are another two Dry Bones ahead,
stomp or avoid them and climb the next flight of stairs.  Go down the
stairs, head right, and you come to another ledge with a Thwomp waiting
above.  Just to the right of the Thwomp is a Boo Buddy, make sure you keep
an eye on it at all times and don\'t turn your back to it too often.  Get up
the next flight of stairs and watch out for the Dry Bones descending them.
Go up the pipe in the ceiling.

You are now taken to a higher floor of the Fortress.  From here, go right
and up the next flight of stairs.  Stand on the top step and jump over the
pit of spikes and onto the stone ledge (watch out for the Thwomp!).  Jump
over the second half of the pit to the platform made from a stone block and
silver brick (which contains a Super Leaf).  There is a Boo Buddy here, be
aware and keep it away at all times.  Now head right, get past the next four
Thwomps and enter the door at the end of the tunnel.

This next room has ledges with spikes on the top and bottom that go up and
down, and has a few Boo Buddies in the room.  When the first set of spikes,
two blocks long, raises, quickly run underneath and stop at the gap between
this one and the second platform with spikes.  Wait for that to fall and
rise, then quickly run underneath again.  The next spiky platform has some
blocks on top.  You can use these to cross as it is a bit risky to run
underneath because it is a fairly large platform.  Do the same for the next
spiky platform.  After this, you\'ll see a door emerging from the floor.
Enter it.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Run to the end of the room to meet up with Boom-Boom a second time.  Just
use the same strategy to beat him as you used before: three stomps, five
fireballs, or a combination.  Once you\'ve got him beat, grab the crystal he
drops to open up the padlock on the map.
_______________________________________________________________________________

                                   WORLD 2-3
                                   =========
To your very right from the start is a pyramid of platforms with a hollow
gap in the middle.  A Red Koopa Troopa and Firesnake roam around this
pyramid, it\'s just the Firesnake you have to watch out for.  On the top of
the pyramid are two \'?\' Blocks on top of bricks.  You can get rid of the
bricks by hitting them from beneath if you are Super Mario, or use the Red
Koopa Troopa shell to smash them so you can reach the Blocks.  The \'?\' Block
on the left holds a single coin, and the one on the right has a Super Leaf
in it.  When you\'ve got everything, jump over the pit to the right, with
three wooden blocks in the air above it.  The next pyramid you come to has
two hollow areas and two Firesnakes jumping around it.  There are two \'?\'
Blocks on top of the pyramid, on top of bricks like the first.  The one on
the left has a coin in it, and the one on the right holds a Starman.  This
is useful for killing off Firesnakes, but use it wisely and quickly, the
effect doesn\'t last long!  After the next gap is a third pyramid, this time
with no hollow gaps.  There is a Firesnake and two Green Koopa Troopas here,
so kill them with your Starman invincibility if you still have it.  At the
top of the pyramid is another two \'?\' Blocks on top of bricks.  The one on
the left has a Super Leaf; the one on the right has a coin.  Go past the
next pit and you\'ll come to a fourth pyramid, but this one is made entirely
out of brick blocks.  You\'ll see a Green Koopa Troopa descending the pyramid
on the left hand side towards you.  Stomp it and kick the shell away.  Head
to the top of the pyramid, and beware of the Pile-Driver Micro-Goomba that
rests atop the pyramid.  Okay, there\'s a hidden 1-Up Mushroom here.  You see
the wooden block touching the pyramid? Stand beneath that, on the third row
of bricks from the bottom.  If you have a Raccoon Tail, start swinging.
You\'ll find a hidden block with a 1-Up Mushroom in it, in the middle of the
fourth row of bricks.  To the right is a second brick pyramid.  Go past it,
and you\'ll see a few bricks in the air, watch out for some Pile-Driver
Micro-Goombas hiding around.  If you have a Raccoon Tail, get a run-up in
this area and fly up to find a platform with some coins.  Then go back down
and head right to a final brick pyramid.  Go to the top and drop through the
gap at the right-hand wall.  Stomp one of the Green Koopa Troopas and kick
the shell then get out.  The shell will take out the majority of the bricks,
and reveals the pipe, which you can now go down.

You emerge at the dark screen area, so proceed to the right, snag the card
and finish the level!
_______________________________________________________________________________

                           WORLD 2 ANGRY SUN LEVEL
                           =======================
It would be a good idea to use the P-Wing you received at the end of World 1
for this level to fly by easily.

If you want to save it for later/you already used it/you warped here, here\'s
a normal walkthrough.

Jump over the first sand pit.  Jump over the next one and watch out for the
Red Koopa Paratroopa hovering about at the other side and the Piranha Plant
in the sand that spurts fireballs.  Now if you go right, you have to cross a
HUGE sand pit with two fireball-spitting Piranha Plants in it, so get a good
run-up first.  Then kill or avoid the Green Koopa Troopa at the other side
of the pit.  Then run right at full speed and jump straight into the
tornado, and you should be spat out the top and you can head on right.  Then
there\'s a row of 8 bricks on the ground.  Go past them.  You\'ll come to a
row of another 8 bricks on the ground.  At this point, the Angry Sun will
start swooping down at you.  You should jump over him when he gets to the
lowest point.  There is a Green Koopa Paratroopa bouncing around on the
third row of 8 bricks.  Past the next row of bricks, and a fifth one with
another Green Koopa Paratroopa.  Then cross the sand pit, go up the high
slope, cross the big sand pit, down the other side, into the dark area, and
grab the card.
_______________________________________________________________________________

                                   WORLD 2-4
                                   =========
>From the very start of this level, there are two routes you can take to
complete it.

<<<Route 1>>>

If you have a Raccoon Tail, get a run up at the start area and fill the
P-Meter.  If you look at the left hand side of the ceiling you\'ll see some
bricks.  Fly up and smash the bricks to come to a new area.  There is a pool
with a couple of brick platforms bobbing on the top with 9 coins above.
Drop into the pool using the gap between the platforms, and hit the third
brick from the left for a P-Switch.  Hit it to turn all the bricks into
coins, and quickly get as many as you can.  Watch out for the Green Cheep-
Cheep in the water as well.  Then climb out of the pool and get moving right
again.  Ahead are several pairs of coins, get them all.  Then there\'s a
brick platform with more pairs of coins in the air above it.  Get them, then
go past the two Red Koopa Paratroopas.  You then come to some scattered
bricks and coins.  Hit the brick on the end of the third level of coins for
a P-Switch, and use it to quickly get the coins that are made from the
bricks.  When they change back, get the rest of the coins, you can jump off
the edge down to the ground, and even use the music note blocks for a
shorter drop (the last music note contains a Super Mushroom/Super Leaf
power-up).  Go to the end of the Route 2 walkthrough to carry on from here.

<<<Route 2>>>

Head right and kill the Red Para-Goomba.  The first \'?\' Block you come to
has a coin in it.  Stomp the Red Koopa Troopa on the first wood stump and
kick the shell away.  Cross the pit carefully, and stomp the Red Koopa
Troopa on the right-hand stump and kick the shell to the left so that it
rebounds off the other wooden stump and hits the \'?\' Block in the pit for a
Super Mushroom or Super Leaf, which is helpful if you don\'t have one or the
other.  Then get moving to the right.  You can kill or ignore the Red Koopa
Troopa on the stone block.  It is best you kick the shell, pick it up, and
cross the pit to kick at the \'?\' Block on the ground for a power-up.  Watch
out for the Boomerang Brother.  There are five coins in the air in an arc to
get as well.  Now go right, kill or avoid the Green Koopa Paratroopa, and go
past the stone block with the Red Koopa Troopa on it.  To the right is a pit
with two wooden blocks hovering in it.  Above it are four coins, but if
you\'re going to get them, beware of the boomerangs that the Boomerang
Brother throws.  After this, cross the giant pit, and hit the \'?\' Block for
a Super Leaf power-up.  On the stone block is a pipe with a Piranha Plant in
it that shoots fireballs but that shouldn\'t pose a serious threat.  Go past
the rest of the stone blocks.  Watch out for the Boomerang Brother on the
third one.  Grab the four vertically laying coins on the side of the first
set of stone blocks.  Now cross the stone blocks and get the eight coins in
between the first couple of gaps.

- - - Routes join up here - - -

Go right into the dark area.  When grabbing the card, watch out for the
nearby Boomerang Brother.
_______________________________________________________________________________

                                   WORLD 2-5
                                   =========
At the very starting area of this level there\'s a Chain Chomp.  So you gotta
make a great jump to get over him!  If you\'re brave enough to go for the \'?\'
Blocks, I\'ll tell you that the one on the left has a coin in it, and the one
on the right has either a Super Mushroom or Super Leaf in it.  Go right,
and use the cluster of platforms to get over the next Chain Chomp.  To the
right of the Chain Chomp are four wooden blocks in a vertical formation with
a few gaps.  Touch the bottom wooden block to reveal a Super Leaf.  Go
through the blocks and ignore the Koopa Troopa and the bricks, and just go
right and cross the pit.  A Goomba descends the platforms, so stomp it if
you must.  Remember to stay well above the Chain Chomp.  Just remain on the
top of the platforms, and kill any Goombas you come to.  Then you\'ll drop
onto some wooden blocks.  Cross the tiny water-filled gap into the next
section of platforms.  There are two Red Koopa Troopas here; stomp one and
kick the shell to the right so that it hits the brick for a coin.  Up next
you\'ll see a couple of formations of wooden blocks with some bricks on the
ground.  To the right is a nearby Red Koopa Troopa whose shell you can kick
into this area to reveal a vine that leads to some secret platforms.  Check
the diagram to see exactly where it is.

(Bricks on the ground in this area)

                   .--.--.
                   |  |  |
                .--:--:--:
Secret Vine --->|  |  |  |
                \'--\'--\'--\'

Ok, so climb the vine and at the top, drop left onto the cloud platform.
Get the four coins here, jump onto the next platform to the left and get the
coins.  Carry on jumping across the cloud platforms to the left until you
come to a warp pipe, which you can enter.

Stand the bottom brick and jump straight up to reveal a hidden P-Switch.
You then just have to find some way to get it; it isn\'t possible with
Regular Mario.  Also, the bottom right-hand corner brick contains a Super
Leaf.  Be sure to get it before you leave (the pipe at the right end of the
room).

You\'ll then emerge out of an upside-down pipe onto a cluster of platforms in
the sky.  On the top of these platforms are four \'?\' Blocks.  The first
three have coins in them; the fourth holds a Super Mushroom/Super Leaf.
Then drop off the platform to the ground.  Now just move right into the dark
area screen and get the card (beware of the Chain Chomp!).
_______________________________________________________________________________

                            WORLD 2 PYRAMID LEVEL
                            =====================
This entire pyramid is made of stone when you start from the outside, but
there is a platform you can run through to enter the door.  So go inside.

Go up the staircase and jump over the Buzzy Beetle that comes down it.  At
the top of the stairs is a Buzzy Beetle trapped between two stacks of
bricks, and a \'?\' Block that contains a Super Mushroom or Super Leaf.  Now
go down the slope and enter the middle tunnel.  If you have a Raccoon Tail,
you can smash the bricks to advance, or you can kick a Buzzy Beetle\'s shell
at them to smash them and move on.  You should come to a pipe.  There is a
crossroads here.  Jump onto the ledge above you to your left.  Go to the
next opening above you, and you\'ll see a Buzzy Beetle walking along the
right platform, which is the one you need to take.  There\'s another brick
wall you need to smash; do the same as last time.  You\'ll see an upside-down
pipe in the ceiling surrounded by wooden blocks.  Stand three block spaces
to the right of the vertical row of wooden blocks, jump up, and you should
reveal a hidden block with a coin.  Use this to get inside the alcove and
access the pipe.

Outside, there are two rows of bricks with coins on them.  Hit the lone
brick beneath the lower platform for a hidden P-Switch.  Hit it so you can
access some coins.  When they change back, you can get more coins, then exit
via the pipe against the right-hand wall.

You\'ll re-emerge in a different pipe.  Head up the slope to your right.  In
the tunnel you\'ll see a Buzzy Beetle on the ceiling, which drops and rushes
toward you with a spin attack when you come close, and a regular walking
Buzzy Beetle.  Go past them and you\'ll see another ceiling walker.  You\'ve
got to advance past the next brick wall, so use your Raccoon Tail or a Buzzy
Beetle shell if you don\'t have a tail.  Then go past the pipe, run along to
the end and exit via the pipe in the ceiling.

A Boomerang Brother awaits you here.  Kill or avoid it then run right and
grab the card for access to the castle!
_______________________________________________________________________________

                                WORLD 2 CASTLE
                                ==============
The king has now been transformed into a spider, and you\'ve got to morph him
back using the magic wand.  You\'ll view a small cut scene of Mario or Luigi
boarding the airship, and then the level begins.

Start by jumping onto the second Bullet Bill cannon, and jumping onto the
high platform.  A cannon is attached on the side here, watch out for the
cannonballs it shoots.  Drop down onto the next part of the ship.  Leap over
the first Bullet Bill cannon, and go under the one that\'s on a wooden pillar
being upheld by a screw, but make sure there\'s no Bullet Bills being fired
from the cannon to the right.  Then jump onto the next part of the ship.
The \'?\' Block holds a Fire Flower (if you are Super Mario).  Get it if you
want, then jump over onto the wooden boxes and drop down and through them,
under the wooden pillar and climb the next load of boxes to reach the next
part of the airship.  Look out for three Rocky Wrenches that appear here.
Now go past the next two cannons and enter the silver pipe.

BOSS FIGHT: Morton Koopa
------------------------
Ok, so this guy isn\'t that tough.  He\'s almost identical to Larry, but has a
lower but broader jump.  Just attack the same way as you did with Larry.  A
few stomps and fireballs here and there, and you\'ll do fine.  When he drops
the wand, grab it!

So you\'re returned to the castle, the king is himself again, and you receive
another letter...

+--------------------+
| Greetings,         |
|                    |
| You can stomp on   |
| your enemies using |
| Goomba\'s shoe.     |
| I have enclosed a  |
| jewel that helps   |
|     protect you.   |
|                    |
|                    |
|      Princess      |
|        Toadstool.  |
+--------------------+
Today\'s letter gift brings our heroes...a Jugem\'s Cloud!


+-----------------------------------------------------------------------------+
                   W O R L D   3   -   W A T E R   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/5
===
                      +--+                       KEY
   TH-----O-----O-----| 3|  TH-DB--O-DB--O       ===
          |           +--+         |     |       ST = Start
        +--+            |        +--+    |       TH = Toad\'s House
        | 2|            O        | 4|-HB-O       PG = Picture Game
        +--+            |        +--+    |       FT = Fortress
          |   +--+    +--+         |     |       HB = Hammer Brother
          O   |PG|----|FT|---O-----O     O       WP = Warp Pipe
          |   +--+    +--+         |     |       PL = Padlock
        +--+            |   +--+ +--+    |       RK = Rock
        | 1|            O-PL|WP| | 5|----O       DB = Drawbridge
        +--+            |   +--+ +--+            (Numbers represent levels)
          |             |
+--+   +--+  +--+     HB   +--+
-|ST|---|WP|RK|PG|RK----O---|WP|
+--+   +--+  +--+          +--+

NOTE: Rocks can be taken out using a Hammer.
NOTE: The padlock disappears when you beat the Fortress level.
NOTE: Drawbridges open when you beat a level.  They connect when you beat
      another level.

MAP - Part 2/5
===

                  +--+         +--+              KEY
TH-DB--O-DB--O---| 6|BG---O---| 7|-----O        ===
        |     |   +--+         +--+     |        TH = Toad\'s House
        |     |    DB                   |        PG = Picture Game
      +--+    |   +--+         +--+   +--+       FT = Fortress
      | 4|-HB-O   | 8|BG---O---|PG|---|FT|       HB = Hammer Brother
      +--+    |   +--+         +--+   +--+       WP = Warp Pipe
        |     |     |                  PL        PL = Padlock
        |     |    HB    +--+  +--+   +--+       RK = Rock
--O-----O     O     O-BG-| 9|--|WP|   |WP|       BG = Bridge
        |     |          +--+  +--+   +--+       DB = Drawbridge
+--+ +--+    |                                  DK = Dock
|WP| | 5|----O-RK--O------O----DK-BT            BT = Boat
+--+ +--+                                       (Numbers represent levels)

+--+
|WP|
+--+

NOTE: You can only board and leave the boat at a dock.
NOTE: Rocks can be taken out using a Hammer.
NOTE: The padlock disappears when you beat the Fortress level.
NOTE: Drawbridges open when you beat a level.  They connect when you beat
      another level.

MAP - Part 3/5
===

         +--+                             KEY
BG---O---| 7|-----O                       ===
         +--+     |                       TH = Toad\'s House
                  |                       PG = Picture Game
         +--+   +--+                      FT = Fortress
BG---O---|PG|---|FT|                      WP = Warp Pipe
         +--+   +--+        +--+          PL = Padlock
                 PL         |PG|---TH     DK = Dock
   +--+  +--+   +--+        +--+          BT = Boat
BG-| 9|--|WP|   |WP|          |
   +--+  +--+   +--+          |   +--+
                        DK---TH---|PG|
-----O----DK-BT                   +--+

NOTE: You can only board and leave the boat at a dock.
NOTE: The padlock disappears when you beat the Fortress level.

MAP - Part 4/5
===

                  DK---TH                 KEY
                                          ===
                                          TH = Toad\'s House
  +--+                                    PG = Picture Game
  |PG|---TH                               DK = Dock
  +--+
    |
    |   +--+
---TH---|PG|
        +--+

NOTE: You can only board and leave the boat at a dock.

MAP - Part 5/5
===

---TH                                     KEY
                                          ===
                                          TH = Toad\'s House
                                          WP = Warp Pipe
                                          DB = Drawbridge
                                          CS = Castle


                     +--+          +--+
              DB     |CS|------O---|WP|
                     +--+          +--+

NOTE: Drawbridges open when you beat a level.  They connect when you beat
      another level.
_______________________________________________________________________________

                                   WORLD 3-1
                                   =========
Water level! Whee! First off all, if you look to the left of your starting
position, there\'s a little gap.  Drop down here and you\'ll see a \'?\' Block.
Swim up to it and bash it for a Fire Flower; grab it.  Now go back up to
where you started and swim to the right.  Go past the coral and the pipe
blowing bubbles and watch out for the Blooper.  Go past the next pipe and
swim downwards when you come to the blue pipe.  There\'s another Blooper down
here, kill it with fireballs, or avoid it if you want to play safe.  Go past
the pipe, and to the right you\'ll see a Lava Lotus.  Grab the 8 coins above
it if you\'re quick, and watch out for the lava balls it releases.  Now
continue swimming right and go past the blue pipe.  You\'ll encounter another
Lava Lotus with two \'?\' Blocks above it and six coins surrounding it.  The
\'?\' Block on the left holds a Fire Flower, and the one on the right holds a
coin.  However, I suggest not trying to get them, as the rebound from
hitting the blocks can make you fall down right onto the Lava Lotus.  Now
swim up, and right past the blue pipe hanging upside down from the wood.
After the pink platform is a Blooper Nanny, avoid! Just continually move
right and enter the blue pipe in the ceiling at the end.

Back in the overworld, move right and get the card!
_______________________________________________________________________________

                                   WORLD 3-2
                                   =========
NOTE: Cheep-Cheep in the water can jump up at you.  Stay well above them,
and don\'t fall in!

>From the starting ledge, jump right onto the platform moving on a wire in a
vertical zigzag direction.  Then onto the next one, then jump over to the
next platform suspended by ropes.  There is a \'?\' Block in the air between
some falling blocks, which holds a Fire Flower.  Now to your right you\'ll
see a wooden platform on the end of the wire.  Jump onto it, and it will
immediately move you to the right.  It\'ll go past an \'L\'-Shaped array of
wooden blocks.  Then there\'s three coins in the air, a \'?\' Block with a coin
in it, six more coins, and a Red Koopa Paratroopa.  The Cheep-Cheep will
start jumping around a lot now, watch out! The next \'?\' Block has a coin in
it.  Now the wire goes in a zigzag movement.  Above the second zag are three
coins; grab them if you want.  Then you\'ll come to the end of the line.
Quickly jump onto the two falling blocks and hit the \'?\' Block for a coin.
There is an emergency wooden block bobbing on the water in case you fall in.
Now jump onto the next platform on the wire.  Get the three coins, and
you\'ll begin moving right.  Watch out for more Cheep-Cheep and a Red Koopa
Paratroopa on the way.  Before the end, there is a brick platform which you
can jump on to get three more coins in the air.  Use it to safely cross to
the warp pipe (watch out for the Piranha Plant).

You\'ll emerge in another area on a connection of wooden platforms suspended
by ropes.  Watch out for the Cheep-Cheep lurking around here.  Go right and
end the level by getting the card!
_______________________________________________________________________________

                                   WORLD 3-3
                                   =========
Always, always, ALWAYS remember to stay away from Boss Bass! No matter which
state Mario is in, a simple swallow will kill him in one.  Remember to stay
away from jumping Cheep-Cheeps as well! From the start, cross the first
large gap, then over the next three little gaps, before another big gap.
There\'s a row of bricks and a music note block, which releases a Fire Flower
if you step on it.  Just move over to the end of the brick platform and jump
onto the next little platform.  Jump over to the next, then stand on the
stump.  Wait for the rotating platform to stop spinning, then jump onto it
and cross the next gap onto a platform with two bricks and two white bricks.
You can pick up white bricks and kick them at things as if it were a Koopa
Shell, although it will break upon contact.  If you kick one at the brick on
the platform you are on, you can get a hidden P-Switch.  See diagram for
location.

                      .--.
            Hidden    |  |<---Fire Flower
            P-Block   \'--\'
                |
                V
               .--.      .--.--.     WB = White Brick
               |  |      |WB|WB|
               \'--\'------\'--\'--\'
               |               |
               |               |

Use the P-Switch to turn some coins into bricks, and quickly cross the huge
gaps.  Then, at the \'L\'-Shaped platform, there should be two bricks in the
air to your upper-right hand side.  Jump onto them.  Wait for the rotating
platform to the right to stop spinning, then jump onto it, and from there,
jump to the right onto the next \'L\'-Shaped platform and enter the pipe.

Jump over the watery gap to the right and head right to finish the level.
_______________________________________________________________________________

                             WORLD 3 FORTRESS (1)
                             ====================
Head right, past the Roto-disc and the Dry Bones.  Jump over the column.
Then go past the next Roto-disc and up the staircase.  Go past the silver
pipe, and the Thwomp waiting shortly after it.  In this hallway, there is a
huge row of doors, and you have to pick the correct one to get to Boom-Boom.
But first, pick the fifth door from the left.

You\'ll be in a room with water at the bottom, and you\'re standing on a
platform above it.  Hit the brick here to reveal a hidden 1-Up Mushroom.
Now go back through the door, which you used to enter this room.

Back in the hallway, head four doors to the right.  You\'ll enter a dark room
with a \'U\'-Shaped platform with coins in.  If you try to jump up through the
gaps in the bottom of the platform, you just hit hidden blocks.  So you\'ll
need a Raccoon Tail.  Get a run up to fill the P-Meter, then fly in and get
all the coins.  Or use the hidden block to the left of the platform.  Your
choice. :)  Then go back to the hallway.

Go three doors back to the left.  Enter.

In the upper-left hand corner of where you are now, you should see a door.
Enter it.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Stomp him, and he\'ll grow wings.  Stomp him again, and he\'ll lose them.
Stomp him again, and he\'ll release the crystal.  It\'s all too easy.
_______________________________________________________________________________

                                   WORLD 3-4
                                   =========
Run right and slide down the slope to kill the Goombas.  Go past the pipe
when the Piranha Plant isn\'t sticking out.  Jump over the little pool.  Past
the next pipe against the cliff is a \'?\' Block, which holds a Super Leaf,
but getting it would mean evasion of the Piranha Plant shooting fireballs.
Now climb the cliff and slide down the slope on the other side.  It\'ll kill
the three Goombas, but stop at the bottom! Cheep-cheep in water.  To get to
the other side, you can either do one of the two things:

1) Go back to the top of the slope.  Run straight back down at full speed
and jump at the curl.  You should make it to the top.

2) Use hidden blocks to climb to the top.  This diagram should help:

                                   -----------------------
                          .--.    /
          Hidden block--->|  |   |
                          \'--\'   |
                                 |
                                 |
                                 |
                                 |
                             .--.|
             Hidden block--->|  ||
                             \'--\'|
                                 |
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
         Water     Cheep-cheep   |

Now slide down the next slope and you\'ll knock out three Koopa Troopas.
Then you\'ll approach two \'?\' Blocks.  They both hold coins.  The \'?\' Block
above the wooden block holds a coin.  Watch out for Para-Goombas, which
appear here.  They drop Micro-Goombas.  Up next are two bricks with an
upside-down pipe above them.  If you can hit the one on the right, it
reveals a P-Switch.  Hit it to reveal LOTS of white coins; grab them while
you can! The block above the next wooden block contains a Fire Flower, and
the last two \'?\' Blocks contain coins.  Now proceed right, up the little
slope.  When you come to the row of six bricks.  Lakitu appears here! Also,
what makes Lakitu more annoying than he was in the original SMB is that he
throws the green eggs at an angle, and several at a time.  These six lined
up bricks are actually disguised blocks.  The second one from the left holds
a 1-Up Mushroom, and the rest contain coins.  Now start crossing the gaps
and the little islands.  There are then two more \'?\' Blocks.  The one on the
left has a coin in it.  The one on the right: a Super Leaf.  Now run down
the slope and get the card to finish the level.
_______________________________________________________________________________

                                   WORLD 3-5
                                   =========
NOTE: This is a huge water-filled level.  A Frog Suit can come in rather
handy here, so you can fish one out of Toad\'s house if you haven\'t already
got a Frog Suit.

Run off the end of the pipe and dive into the water.  Swim directly down and
you can get three coins between the coral hoops.  Go back up to the surface 
of
the water.  Swim past Jelectro, and you\'ll see a gap of wooden blocks being
guarded by another Jelectro, and if you go down a bit, you\'ll encounter Big
Bertha.  Stay above her.  The three \'?\' Blocks contain (in order from left 
to
right): a Super Mushroom/Fire Flower, a coin and another coin.  The three
bricks also have coins.  When you swim above the pipe it will blow you up, 
but
watch out for another Jelectro.  Go right and under the platform, and you 
can
get six coins.  Swim right past the Jelectro, and the upside-down pipe will
blow you down, so you can get four coins, but watch out for the pit.  Stay 
at
the bottom and continue moving right for some more coins.  Then there\'s a 
pipe
that blows you up, but be careful as there is a Cheep-Cheep above! After it,
there is a row of three \'?\' Blocks, with a Jelectro above and below.  The
blocks contain a coin, Super Mushroom/Fire Flower, and a coin.  Now swim 
past
the two pink pillars and get past the Cheep-Cheep and go down.  Swim past 
the
pipe that blows you down, and watch out for the Jelectros to your right.  
Get
past them and you\'ll come to three coins and a Blooper Nanny, so avoid that!
Also keep an eye out for Big Bertha who is floating about here.  Swim up, 
and
enter the pipe in the wall.

You\'re spat out of a pipe in another wall.  Now hop onto the wooden 
platform.
Then jump across to the land, run right into the dark area, grab the card 
and
finish the level.
_______________________________________________________________________________

                                   WORLD 3-6
                                   =========
NOTE: You have to be able to cross the bridge on the map to access this 
level,
and to do so the bridge needs to be connected.  The bridge opens every time 
you
complete a level, and connects when you finish another, and repeats.  So if 
the
bridge is open, you need to go back and complete another level.

A scrolling-screen level.  Having a Raccoon Tail would really help here.  
Start
by moving right and jumping onto the platform of falling rings.  There is a
longer platform next to it with a \'?\' Block above it, which contains a Super
Mushroom or Fire Flower.  Jump onto the wooden platform and wait for the red
platform to stop spinning, quickly jump onto it then jump onto the next
platform of falling rings and onto the higher wooden platform to the right 
to
stay safe.  Beware of the Red Koopa Troopa.  If you have a Raccoon Tail you 
can
drop down to the lower level and swing it against the brick and get the 
three
coins.  Moving on right, there is a long wooden platform resting atop of 
three
wooden blocks.  Jump onto it.  There is a falling ring and white block
somewhere in the middle of the platform.  You can use the white block to 
take
out the Red Koopa Troopa nearby.  Get some coins in the air.  At the end of 
the
platform is another wooden platform with a brick on the end, which you could
bash if you had a tail or with the white block mentioned earlier.  Now jump
over the big pit with the Red Koopa Paratroopa hovering about in it, onto
another wooden platform with a brick on.  Then prepare to make another long
jump onto a wooden platform with a Red Koopa Troopa and brick on it.  To the
right is another wooden platform with some white blocks beneath it.  Jump 
onto
the white blocks.  In the block lodged in the platform is a 1-Up Mushroom, 
but
it\'s a bit risky to go for it.  If you are Super Mario you can break some of
the bricks in the cluster of 4x2 and jump onto the higher platform, and from
there, you can jump onto the platform of falling rings.  If you are Regular
Mario, you\'ll have to jump onto it from the bottom.  The next part is rather
tricky.  You\'ll need to hop around on the platform to stop the rings from
falling.  When the spinning platform stops spinning, jump onto it (avoid the
Koopa Paratroopa) and stay on the right side, above the pipe.  When it spins
again, you\'ll drop through.  Go down the pipe.

You emerge on a wooden platform.  Jump onto the next wooden platform and 
take
care of the Green Koopa Paratroopa if you have to.  Then jump right once 
more
to get to safe ground, next to the dark area, where you can proceed to run
right, grab the card and finish the level.
_______________________________________________________________________________

                                   WORLD 3-7
                                   =========
Right above you when you start is a \'?\' Block.  Bash it to retrieve a coin.  
Go
right and you\'ll come to three grass platforms with two Spikes on them.  
Just
run past.  Cross the pit and you\'ll come to some more grass platforms and
Spikes, go past these too.  Then you\'ll come to a cluster 15 bricks above a
single wooden block.  There is a hidden 1-Up Mushroom here, but you can only
achieve it if you are Super Mario.  Here is a diagram (1U stands for 1-Up).

                        .--.--.--.--.--.
                        |  |1U|  |  |  |
                        :--:--:--:--:--:
                        |  |  |  |  |  |
                        :--:--:--:--:--:
                        |  |  |  |  |  |
                        \'--\'--\'--\'--\'--\'

Now carry on right and look out for more Spikes.  Jump over the pit and 
you\'ll
come to a small island with two wooden blocks on each side and a Green Koopa
Troopa and Spike.  Kill them or avoid them.  Jump the next gap.  Get over 
the
pipe and jump the next gap.  There are a couple of grass platforms here, 
some
brick arrangements, three Spikes and a Green Koopa Troopa.  Kill them if you
want.  There is a vine inside the very left block in the higher row of 
bricks
here.  Use the higher grass platform to the left to be able to reach it.

Climb to the top and go left across the cloud platforms, and get the coins.  
On
the longest cloud platform is a brick with a P-Switch inside it.  Press the
switch and quickly go back down the vine and get some extra coins.  Now jump
the next gap and get past the pipe with the Venus Fire Trap inside it.  
There
are two grass platforms and a Spike here, get past them and jump over the 
next
pipe, which contains a Venus Fire Trap.  Then you come to a big stairway of
blue blocks with wooden blocks on the end and some Spikes.

You can touch the second wooden block up on the side for a Fire Flower, and
watch out for the Green Koopa Paratroopa descending here.  Use your Fire 
powers
to take him out and any Spikes to avoid their spiked balls that they throw 
at
you.  Drop down off the edge and run right into the dark area.  Watch out 
for
the Spike, and collect the card to finish the level.
_______________________________________________________________________________

                             WORLD 3 FORTRESS (2)
                             ====================
Jump into the water and descend the pipe.

In this next area, swim through the narrow passageway and past the Roto-Disc
and the Cheep Cheep.  You\'ll come to a \'?\' Block, which holds a Super
Mushroom/Fire Flower.  Watch out for the Cheep Cheep here, and carry on
swimming to the right, past a second Roto-Disc and another Cheep Cheep, and 
go
down the pipe at the end of the room.

You will have to swim very precisely in this next room.  Just to the right 
of
the pipe are two Stretches.  It\'s okay to touch them, but not the Boo heads
that come out.  Once you get past, swim across the gap and you come to 
another
three Stretches.  Swim past them and go down yet another pipe.

Run to the end of this room to meet another Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There are two blocks in this room to let you gain air, but also limit your
jumping...barely.  Stomp, stomp, stomp, fireballs.  It\'s all in the mind.  
Grab
the crystal once you are finished and unlock the padlock below the fortress 
on
the map.
_______________________________________________________________________________

                                   WORLD 3-8
                                   =========
Remember to stay away from Boss Bass at all times! If you have a Fire 
Flower,
take him out at any opportunity.  Jump onto the high end of the platform you
start on, jump two gaps and you\'ll be on a platform with two bricks and a 
Green
Koopa Troopa.  You can kick its shell against the bricks for a vine, and you
can climb up it and jump on top of the Music Note Block for a Power-up to 
fall
onto the land below.  Drop down and grab it if you need it.

Now jump the gap onto a pillar, then again onto a higher pillar with two 
white
blocks and a brick all piled up.  Kick the white blocks away and stand under
the brick and jump repeatedly - it is a multi-coin block.  Now jump over 
across
the pillars until you approach a platform with three coins and a brick.  
Grab
the coins and jump onto the next platform.  There are five coins in the air,
which you could grab if you bounce on the Green Koopa\'s head.  Remember to 
be
aware of Boss Bass.  Kick the Koopa\'s shell to get another vine.  Climb it 
and
wait for the water to lower.

Drop to the right onto the next platform, quickly get the coins and jump 
onto
the next platform and bash the brick to make another vine appear, and 
quickly
climb it to safely stay away from Boss Bass.  The quickly drop down and jump
across the gaps and over the pillars until you get to the highest one.  Jump 
on
top of the steel formation and run right.  Jump over the three bricks and 
keep
going right and enter the pipe.

You arrive on a bridge suspended above water.  Run right and drop off at the
end to enter the dark area and get the card.
_______________________________________________________________________________

                                   WORLD 3-9
                                   =========
Move right and drop off the platforms, and you\'ll come to three bricks and a
Green Koopa Troopa.  Go past and you come a large upside-down pipe that has 
a
Piranha Plant occasionally popping out.  When it goes inside, go past the 
pipe.
There is a Bullet Bill cannon here, and the Para-Goomba will drop Micro-
Goombas, so beware.  Run right and you\'ll have your first encounter with 
Bob-
omb.  Jump over him onto the green platform, jump onto the higher white
platform to the right and then onto the wooden blocks.

In the four \'?\' Blocks here are four coins.  Now go right, past Bob-omb and
drop off the edge.  Run right and you\'ll come to some white blocks and Music
Note Blocks.  Jump onto the Music Note Block in the middle and kick away a
white block so you can achieve the Power-up.  Move right and kick the 
Bob-omb
away and grab the three coins.  There is a Green Koopa Troopa inside the 
alcove
here.  Pick up one of the white blocks and kick it at it to kill it, and 
then
hit the brick above you to get a 1-Up Mushroom.  Now quickly get right of 
some
white blocks so you can get out and grab the 1-Up Mushroom.

Get the three coins in the air, go past the Green Koopa Paratroopas and kick
away some of the white blocks so you can enter the warp pipe.

You now enter a huge area full of water.  There is no use swimming left, so 
go
right and between the wooden blocks.  Watch out for the two green Cheep 
Cheeps.
Enter the upside-down pipe to emerge at the dark area, run right and grab 
the
card.
_______________________________________________________________________________

                                WORLD 3 CASTLE
                                ==============
I don\'t know what the king has been transformed into here, but it looks like 
a
cross between a monkey and a turtle.  Anyway, you\'ll see a cut-scene of 
Mario
or Luigi approaching the airship and climbing up.

When you have control, jump over the pillar just to your right and look out 
for
Rocky Wrenches on the deck.  Jump over the Bullet Bill cannon and climb onto
the high ledge.  Drop down (watch out for cannons) and run through the 
little
passage and jump up onto the next ledge.  The \'?\' Block above the third 
cannon
holds a Super Mushroom or Super Leaf.

Now carefully get through between the four cannons.  Jump onto the pillar 
and
do one of two things: use the bolt to get across the long screw by jumping 
on
it repeatedly (if you have a Raccoon Tail you can glide across) or drop 
down,
avoid the flamethrowers and get to the end of the screw.

Now jump onto the pillar at the top of the screen and advance right; watch 
out
for Rocky Wrenches.  Jump the next gap where there should be a screw top, 
climb
the steps and drop down through the silver pipe.

BOSS FIGHT: Wendy O. Koopa
--------------------------
At the start, Wendy will fire a ring that flies around the room.  Avoid this 
at
all times.  Stomp her and she\'ll fire another, so you\'ll have to be twice as
wary now.  Stomp her a third and final time and the rings will disappear and
you can achieve the Magic Wand!

When you return and are greeted by the King, you get another letter from the
Princess...

+----------------------+
| Greetings,           |
|                      |
| The White Block      |
| contains magic       |
| powers that will     |
| enable you to defeat |
| your enemies.        |
| I have enclosed a    |
| jewel that helps     |
|     protect you.     |
|                      |
|                      |
|      Princess        |
|        Toadstool.    |
+----------------------+

Let\'s see what our lucky contestants win today...a Music Box!

+-----------------------------------------------------------------------------+
                   W O R L D   4   -   G I A N T   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/3
===

   +--+    +--+                        +--+         KEY
---|ST|-BG-|WP|                  TH----| 6|-----O   ===
   +--+    +--+                        +--+         ST = Start
     |                                   |          TH = Toad\'s House
     |                  +--+             |    +--+  PG = Picture Game
     O                  |CS|------O   SB-O-BG-|FT|  FT = Fortress
     |                  +--+             |    +--+  SB = Sledge Brother
     |                                   |          WP = Warp Pipe
   +--+                         +--+   +--+         BG = Bridge
   |WP|                         |PG|---| 5|-----O   CS = Castle
   +--+                         +--+   +--+         (Numbers represent 
levels)

NOTE: A path to the castle appears when you beat the Fortress level.

MAP - Part 2/3
===

          +--+               +--+    +--+           KEY
    TH----| 6|-----O-----O   |WP|-PL-|FT|---HB-O    ===
          +--+           |   +--+    +--+           TH = Toad\'s House
            |    +--+    |             |     +--+   PG = Picture Game
-----O   HB-O-BG-|FT|   SB-----O       O-----|PG|   FT = Fortress
            |    +--+    |     |       |     +--+   SB = Sledge Brother
            |            |     |       |            WP = Warp Pipe
   +--+   +--+           |     |     +--+           BG = Bridge
   |PG|---| 5|-----O-----O     O-----| 4|           PL = Padlock
   +--+   +--+                       +--+           CS = Castle
                                       |            (Numbers represent 
levels)
                                       |
                                      TH

NOTE: The padlock disappears when you beat the first Fortress level.
NOTE: A path to the castle appears when you beat the second Fortress level.

MAP - Part 3/3
===

   +--+    +--+          +--+         +--+          KEY
   |WP|-PL-|FT|---SB-O---| 3|-----O---| 2|          ===
   +--+    +--+          +--+     |   +--+          TH = Toad\'s House
             |     +--+           |     |           PG = Picture Game
-----O       O-----|PG|          TH     O           FT = Fortress
     |       |     +--+                 |           SB = Sledge Brother
     |     +--+                 +--+  +--+          WP = Warp Pipe
     O-----| 4|           TH-RK-|WP|--| 1|          BG = Bridge
           +--+                 +--+  +--+          PL = Padlock
             |                                      RK = Rock
            TH                                      (Numbers represent 
levels)

NOTE: The padlock disappears when you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.
_______________________________________________________________________________

                                   WORLD 4-1
                                   =========
Start by advancing past the two giant pipes straight ahead of you at the 
start.
Watch out for the Piranhacus Giganticus in the second one.  You then come to 
a
giant \'?\' Block, which holds a coin.  Then you\'ll see a brick and wooden 
block
with a Red Giant Koopa Troopa patrolling it.  Stomp it and kick it to the 
right
so it smashes the brick underneath the giant \'?\' Block, which you can now 
bash
to retrieve a Super Mushroom or Super Leaf.

Now cross the gap and onto the normal sized pipe, and get the three coins if
you\'re careful.  Move right and you come to a green Colossal Koopa 
Paratroopa.
Avoid it and jump into the waterfall between the four pipes.  Swim through 
it
and drop out the other end.  You\'ll see a stack of three bricks.  Go past 
them
and stomp the Grand Goomba.  In the air you\'ll see a giant \'?\' Block above a
normal sized brick.  Jump onto the brick to reach the block, which holds a
Super Leaf Power-up.

Now go through the gap between the four giant bricks and you come to a giant
pipe.  Jump onto it and from there jump onto the cloud, then jump to the 
right
again onto a cloud platform with a Red Giant Koopa Troopa.  Stomp it and 
kick
its shell to the right so it takes out another Red Giant Koopa Troopa on the
brick platform - jump onto this and collect the coins.  Then jump over onto 
the
giant \'?\' Block, stomp a third Red Giant Koopa Troopa and kick the shell 
away.
Then jump onto the giant pipe to your right.  If you budge the screen 
enough,
you can see a giant pipe with a Venus Fire Trap occasionally popping out.  
When
it\'s inside, jump over it.  If you have a Raccoon Tail, you can glide down
safely.  Watch out for the Green Gargantua Koopa Troopa on the ground, and
enter the pipe.

You emerge at the dark area, so run right and get the card to finish your 
first
giant level!
_______________________________________________________________________________

                                   WORLD 4-2
                                   =========
Another flooding level...oh god.  Beware of Cheep Cheeps trying to jump up 
at
you as well.  Start by jumping onto the green giant pipe to your right, this
should keep you out of the water.  When the water lowers, jump right onto a
second giant pipe and kick the Red Giant Koopa Troopa to the right so it 
KO\'s
the Red Giant Koopa Troopa on the third pipe.  Jump onto there, and onto the
fourth pipe when the Piranhacus Giganticus isn\'t sticking its head out.  On 
the
next pipe are some white blocks.  Pick one up and kick it to the right and 
it
should bust open the nearby giant \'?\' Block, and you can get a Super 
Mushroom
or Super Leaf if you are quick enough.

Now you\'re on a bridged area.  Cross the giant pipe that has a Venus Fire 
Trap
in it.  At the end of the bridge, make a huge jump to the right to reach the
high giant pipe (beware of the Venus Fly Trap in this).  Then jump right 
again
and you\'ll see a huge stack of bricks with a P-Switch next to it.  Hit the 
P-
Switch and start getting as many coins as possible, if you collect enough 
you
can visit the White Mushroom House.

To the right in the air above the next pipe is a row of bricks (coins if the 
P-
Switch is still in effect) and a \'?\' Block, which contains a Starman, so 
grab
it
and start advancing right.  Over the next pipe with a Piranhacus Giganticus 
in
it, to some more coins and bricks.  Several Cheep Cheep will start flying up
now, so be on your toes.  Run to the end of the bridge and make a long jump 
to
the right at the end of the row of wooden blocks so you can get on the end
platform and enter the pipe.

Run right and grab the card to finish the level.
_______________________________________________________________________________

                                   WORLD 4-3
                                   =========
As you run right you will encounter a Sledge Brother.  Now beware, as the
rumble jump can stun Mario and leave you open for a hammer attack.  What I
suggest you do is that when he jumps, as he comes down, jump up and stomp 
him
on the head.  So after you\'ve taken care of him, go past the two giant 
bricks
and you\'ll meet another Sledge Brother.  You can jump onto the smiling cloud
above to perch on him and stomp when he isn\'t throwing hammers.  Enter the
vertically standing pipe after the Sledge Brother.

Move right and you\'ll encounter three Buzzy Beetles (one on the ceiling that
drops down and spins towards you), so either kill them or avoid them.  Now 
take
a running jump onto the floating platform.  Kick away the Buzzy Beetle.  In 
the
four \'?\' Blocks are coins.  Now make a running jump to the right (get the 
coins
above the gap if you have a Raccoon Tail) and onto the next high platform.
Above you are some wooden blocks with a Buzzy Beetle wandering around on 
them,
so when it drops down and spins towards you, jump over it.  Now jump to the
right onto the little floating platform and bash the \'?\' Block above it to 
get
either a Super Mushroom or Super Leaf.

Jump to the right to safe ground.  On the ceiling is an Upside-down Spiny, 
who
will drop down and spin towards you in similar fashion as an upside-down 
Buzzy
Beetle.  Don\'t stomp him, though.  Take out or avoid the Buzzy Beetle then 
jump
across the gap with the Red Koopa Paratroopa hovering around above it.  
You\'ll
come to a two-slope sided platform, and above is another upside-down Spiny.
When he comes at you, jump over him.  Now you have to cross a vast gap to 
reach
safe ground again.  It\'ll be a lot easier if you have a Super Leaf, but if 
not,
try bouncing on the Red Koopa Paratroopa\'s head to get some airtime so you 
can
get across.

Hop onto the two wooden blocks and above you are three bricks.  Bash the 
very
left one for a 1-Up Mushroom and the other two for coins.  Quickly follow 
the
Mushroom so you can grab it when it falls off the ledge.  Avoid the Spinys 
and
Buzzy Beetles too.  Stand on top of the row of five bricks and jump onto the
floating triangular platform, then make another jump onto a second 
triangular
platform with two wooden blocks on top of it.  Careful when you touch the
bottom one, as it can bump you.  Cross more gaps while collecting coins if 
you
can.  At the very end, enter the upside-down pipe in the ceiling.

You emerge back in the overworld next to the dark area.  Run right, collect 
the
card and finish the level.
_______________________________________________________________________________

                             WORLD 4 FORTRESS (1)
                             ====================
Go right and climb the stairs.  Beware of the Hot Foots that jump out of the
candles.  Drop down at the end and watch out for a horizontally moving 
Thwomp.
Carry right past another Hot Foot, and another Horizontally-moving Thwomp.
Jump through the gap it makes when it is against the left wall.  There are 
now
two routes you can take here.

<<<Route 1>>>

Here is a set of five pipes.  Go down the middle one.  You\'ll emerge
underground.  Head to the bottom and stomp or avoid the Dry Bones.  You come 
to
six \'?\' Blocks with a nearby Boo Buddy, watch out for that.  The fifth \'?\'
Block on the right holds a Super Mushroom/Fire Flower.  Grab it, and advance
right to what looks like a dead end.  You can get up if you bash the hidden
blocks.  Look at diagram for details.

                |
                |
                |            __________
                |           |
                |    .--.   |
                |    |  |<-----Hidden Block
                |    \'--\'   |
________________|           |
                            |
                            |
                 .--.       |
Hidden Block--->|  |       |
                 \'--\'       |
                            |

Run to the end of the tunnel and enter the upside-down pipe to re-enter the
Fortress.  Scroll to the end of Route 2 to carry on with the walkthrough.

<<<Route 2>>>

Go past the pipes and you\'ll see a horizontally moving Thwomp.  When he
retreats quickly get in the pathway, run right and duck so you slide through
the tiny gap.  Then go past some more Hot Foots and a Thwomp, and jump onto 
the
high steel platform and bash the \'?\' Block for a Super Mushroom or Super 
Leaf.
Then get past the next horizontally moving Thwomp and past the pipe.

- - - Routes join up here - - -

Run to the end of the room to encounter yet another Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There is a steel platform in the middle of the room, which limits your 
jumping.
Stomp him once quickly and stay on the platform and jump onto him from there
three times.
_______________________________________________________________________________

                                   WORLD 4-4
                                   =========
In this level you are swimming, and Lakitu throws Spiny Eggs, which hatch 
into
Spinys, into the water.  Oh lordy.  So start by moving right, and you can 
bash
the \'?\' Block for a Fire Flower.  Now drop down the small gap to the right.  
At
the bottom, swim right through the tunnel.  Lots of Spinys will start 
dropping
in here.  It\'s all simple; just swim past the giant blocks and seaweed and
avoid the Spinys.  At the top of the giant wooden staircase enter the pipe.
You re-emerge at the dark area, so just run right and get the card!
_______________________________________________________________________________

                                   WORLD 4-5
                                   =========
Jump over the pit and climb the pyramid of giant blocks, but beware of the
Green Gargantua Koopa Troopa and the green Colossal Koopa Paratroopa.  On 
the
right side of the pyramid is a \'?\' Block, which holds a Super Mushroom or 
Super
Leaf.  Use the giant Koopa\'s shell to bash it.  Then jump over the next pit 
and
go past the pipe.  You come to two cannons, which fire Bullet Bills and 
Missile
Bills, so avoid them.  There are three \'?\' Blocks between the cannons, which
contain coins and a Power-up, which you should get if you need it.  Between 
the
second and third cannons are three more \'?\' Blocks that hold coins.  After
that, jump the gap and onto the wooden block platform with the cannon on it.
>From there, jump onto the giant pipe and onto the next wooden block 
platform.

Now jump across the last gap to a pipe with two cannons to its right.  Stand 
on
top of the second cannon and make a long jump to the right onto a third 
cannon,
which is highest of the four cannons in this location.  Jump over the pipe
(avoid the Piranhacus Giganticus inside it and progress past some more 
Missile
Bill cannons.  Stand on the wooden platform three block spaces long, and 
from
there make a jump onto the giant pipe.  Now jump over the last cannon and 
enter
the pipe on the ground.

Run right into the dark area, get the card, and finish this tedious level.
_______________________________________________________________________________

                                   WORLD 4-6
                                   =========
Go past the green Colossal Koopa Paratroopas, and a brick formation with a
Green Gargantua Koopa Troopa inside it.  Now cross the gap and get the four
coins if you can.  Go past the pipe and you\'ll see a doorway in the 
platform.
Enter it and this will reverse the \'gigantism\' effect - all giant enemies 
will
now become regular sized enemies!

Now that all enemies are normal again, continue progressing right.  Jump 
over
the small gap and the pipe.  Bash the \'?\' Block for a coin.  Go past the 
Green
Koopa Paratroopa and eventually you\'ll come to a formation of wooden blocks 
and
bricks.  Look at the two wooden blocks stacked on top of each other at the 
left
underneath the bricks.  If you touch them from the side a Starman will 
appear,
so grab it!

Now progress right and stomp the Goomba and jump in between the two pipes.
Against the right-hand pipe are three invisible blocks in the air in a row.
Bash them all.  The very left one holds a 1-Up Mushroom, so grab it quickly.
Cross the next gap to get to some platforms, Red Koopa Troopas, and another
giant-normal reverse effect door.  Don\'t enter this one.  Instead just carry 
on
heading right.

After the pipe you\'ll see some floating brick platforms with Red and Green
Koopa Troopas on them.  Just kill or avoid them, then after that, you get to
safe ground next to the dark area, so proceed to run right and finish the 
level
by snagging the card!
_______________________________________________________________________________

                             WORLD 4 FORTRESS (2)
                             ====================
Start by climbing up the stairway and walking to the edge of the platform.  
Now
jump over onto the platform of falling rings, and now quickly keep jumping
across them.  Remember, if you stay on too long, you\'ll plummet into the 
lava
and die, no matter what condition Mario is in.  On one ring platform is a 
Dry
Bones, and above it is a \'?\' Block, which has either a Super Mushroom (which
you should get) or a Fire Flower (which you shouldn\'t bother for if you 
already
are Fiery Mario).  Remember to jump around on the platforms to stop them 
from
falling.  Then jump across three more falling ring platforms before you 
reach
the safe steel ground.

Go into the tunnel and stomp the Dry Bones.  Go right, down the stairway and
stomp another Dry Bones.  At the end, stomp a third.  At the end of the 
hallway
you\'ll see a block (beware of Dry Bones that fall from the high ledge), 
which
holds a P-Switch.  You can either push this P-Switch to get a secret door 
for
one route, or carry on.  Anyway, when you hit the switch, seven white coins
appear to the left.  They are surrounding an invisible doorway, like so:

OOO     O = Coin
O#O     # = Doorway
O#O

You\'ve got two optional routes to complete the level from here on.

<<<Route 1>>>

Enter the hidden doorway that you\'ve found.  You\'ll now be standing on a 
large,
green pipe, and to your left is a directional platform, which goes in the
direction of the arrow printed on its surface.  Stand on this one, and it 
will
take you up.  Once you are high up, jump onto the wooden block platform to 
your
right.  Now you\'ll come to a \'!\' Platform.  This changes direction whenever 
you
jump on it, as long as you stay on.  It will start by moving upwards, then
left, up, right, then up again.  So jump on it so it takes you up, then jump 
on
it to make it move to the left so you should just be able to stay above the
Piranha Plant, and duck beneath the pipe on wooden blocks above.

Now jump onto the next moving platform, which will take you upwards.  When 
it
takes you through the gap in the two horizontal pipes, drop off to the 
right.
There are two pipes hanging from the top of the screen here; enter the one 
on
the right.  Hit the \'?\' Block here for a Fire Flower power-up, then return 
to
the previous screen by going back down the pipe again.

Now enter the other of the two pipes.  It takes you to a secluded area of
pipes.  Enter the one to your right that is hanging vertically.  Now you\'ll 
see
another \'!\' platform to your right.  Step on it then jump so it moves to the
left.  When it\'s below the gap in the pipes above you, jump on it and it\'ll
move upwards.  Beware of the Piranha Plant that sticks out of the pipe on 
the
right.  If you are Fiery Mario, pluck him with a fireball.  When you\'re 
through
the pipes, jump on the platform again so it moves to the right.  When you\'re
below the gap in the wooden blocks, jump on the platform yet again to make 
it
go upwards, then jump to the left and enter the green warp pipe here.

In this next room are nine coins.  Grab them then jump onto the orange pipe.
Stand on the left side and jump up to trigger an invisible coin block.  
Stand
on this and jump one block space to the left to get another invisible block.
You then have to stand on this, and jump one block space to the left.  You
won\'t be able to see Mario, but if you did it right, you should hit a block
with a 1-Up Mushroom in it, which falls to the ground.  Collect it then go 
down
the orange pipe.

An underground pipe area.  Hit the giant \'?\' Block to cause a tremor and 
three
1-Up Mushrooms will appear.  At the very left end of the ceiling you\'ll see 
a
brick.  If you have a Raccoon Tail, fly up and bash them to enter another
secret area and get a lot of coins.  Now exit this area via the pipe at the
right end side of the room.

You arrive back at the fortress.  Scroll down to the end of Route 2 
Walkthrough
to carry on with walkthrough.

<<<Route 2>>>

Get on top of the brick with the P-Switch by either stomping on a Dry Bones 
and
holding A so you can rise high enough to land on it, or get a good run-up 
and
jump on.  If you have the Raccoon Tail, then you can simply fly up to the 
high
ledge.  Move right and you\'ll encounter three more Dry Bones, a pipe, and a
Roto-Disc.

- - - Routes join up here - - -

Get past the Roto-Disc, run to the end of the tunnel and drop down into the
battle arena to encounter Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There are three steel platforms around the room to limit your versatility, 
so
stomp him with accuracy, in the usual three stomps formula, or take him out
with five fireballs.  When you have the all clear.  Get the crystal, and a
bridge to the castle appears on the map!
_______________________________________________________________________________

                                WORLD 4 CASTLE
                                ==============
Oh my.  The king has been transformed into a dinosaur!

So anyways, on with the level.  You see Mario or Luigi climbing the airship.
When you have control, get moving to the right to encounter a flamethrower.
Just above and to the right of it are three coins, which you can collect if 
you
want.  Past the next flamethrower you can drop down and collect the eight 
coins
and head back up and travel across the long screw on the rolling nut, or you
can just cross the deck as long as you keep an eye out for the 
flamethrowers.

At the end, if you are on the higher deck, move right and get past Rocky
Wrench.  You can bash the \'?\' Block for a Super Mushroom/Super Leaf.  If you
were on the deck, just get past the flamethrowers carefully and then jump up
onto the platform with a flamethrower on it.  From there, make a long jump 
onto
the platform with a flamethrower on the bottom firing flames downward.

Now either make a massive jump to the right to reach the high platform with 
a
flamethrower on the end, or just drop down, move right, and climb up through
the flamethrowers (just don\'t get roasted alive!).  Then enter the silver 
pipe
for another Koopaling encounter.

BOSS FIGHT: Iggy Koopa
----------------------
Iggy tends to make quick, low jumps, and fires rings at a high speed, but 
not
too often.  When you stomp him twice, he\'ll start jumping very high so just
watch out here, although it won\'t be much of a problem.  Just keep your
distance and stomp him good to get the wand back.

So Mario returns and is given another letter from the King.

+---------------------+
| Greetings,          |
|                     |
| The thief who stole |
| the Whistle has     |
| escaped to the east |
| side of the Sand    |
| Dunes.              |
| I have enclosed a   |
| jewel that helps    |
|     protect you.    |
|                     |
|                     |
|      Princess       |
|        Toadstool.   |
+---------------------+

The star prize of today is...(drum roll)...a P-Wing!

+-----------------------------------------------------------------------------+
                     W O R L D   5   -   S K Y   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/2
===

         +--+         +--+                 KEY
     O---| 2|---TH    | 3|-----O           ===
     |   +--+         +--+    HB           ST = Start
     |     |            |      |           TH = Toad\'s House
   +--+  +--+  +--+     |      |    +--+   PG = Picture Game
   | 1|  |WP|  |WP|-----O      O----|TW|   FT = Fortress
   +--+  +--+  +--+            |    +--+   TW = Tower
     |           |             |           HB = Hammer Brother
     |           |             |           WP = Warp Pipe
     |   +--+    |             |           (Numbers represent levels)
     O   |FT|----O      O---HB-O
     |   +--+           |
     |     |            |
   +--+    |   +--+     |
---|ST|    O---|PG|-----O
   +--+        +--+

NOTE: A bridge linking the two islands appears when you beat the Fortress
level.

MAP - Part 2/2
===

                                    TH     KEY
                                     |     ===
                 +--+              +--+    TH = Toad\'s House
                 |WP|         O----| 5|    PG = Picture Game
                 +--+         |    +--+    FT = Fortress
                   |          |      |     PL = Padlock
                   |   +--+   |    +--+    HB = Hammer Brother
             O-PL--O---| 4|---O    |PG|    CS = Castle
             |         +--+        +--+    (Numbers represent levels)
             |                       |
      +--+   |   +--+       +--+     |
      |PG|---O---|FT|----O--| 7|-----O
      +--+       +--+    |  +--+     |
                   |     |           |
+--+       +--+  +--+   HB         +--+
|CS|----O--| 9|--| 8|    O---TH----| 6|
+--+       +--+  +--+              +--+

NOTE: The Padlock disappears once you beat the Fortress level.
_______________________________________________________________________________

                                   WORLD 5-1
                                   =========
Jump over Buster Beetle as he charges towards you.  Go onto the staircase of
bricks.  If you touch the wooden block from the side, it will reveal a Super
Leaf power-up.  Now to the right is a Chain Chomp, so carefully jump onto 
the
steel platform above him.  To the right of where you are now is another 
Chain
Chomp.  If you can get past him you can bash the \'?\' Block for a Power-up 
and
escape this area via the brick above it.

Now jump over the pit in the steel structure with the Chain Chomp in it.  
The
next \'?\' Block here holds a coin.  Now jump on top of the block so you can 
jump
over the Nipper.  Head up some more steps, avoid another Nipper, and watch 
out
for another Buster Beetle charging down the stairs.  So after the last 
Nipper
you\'re at the top.  Walk over the three bricks and jump over the Chain 
Chomp.
You\'ll arrive at a row of six \'?\' Blocks.  They contain coins, and the 
fourth
holds a Starman, so as soon as you get it, run right at top speed!

After dropping off the structure, go right and jump over the first Nipper 
and
get the coins.  Watch out for the Para-Goomba who makes a landing here.  
Jump
over two more Nippers and a stack of three bricks.  Run right into the dark
area and get the card, and look out for the Nipper below the card box.
_______________________________________________________________________________

                                   WORLD 5-2
                                   =========
Run up the slope and enter the pipe.  From here on you have two immediate
routes to finish the level.

<<<Route 1>>>

This is a lot easier if you have a Raccoon Tail.  As you enter this next 
area,
start gliding as you fall.  You can reach some brick platforms to start
ascending.  If you don\'t, just pray you hit one of the Music Note Blocks to 
get
onto the bricks.  At the top is a brick platform that has two Green Koopa
Troopas that drop onto it.  Dispose of them and enter the vertical pipe.

When you emerge out of the pipe, jump to the top of the slope and slide down
it, killing all the Goombas on the way.  Climb a second slope and slide down
again, taking out more Goombas.  Enter the first pipe that you come to.

You enter a room with a giant \'?\' Block in the centre, encased by a square 
of
bricks.  If you are not Super Mario to be able to bash your way in, hit the
brick that is sticking out of the left-hand side of the bricks for a Super
Mushroom, or a Fire Flower if you are already Super-sized.  Bash the giant
block to cause a tremor and gain three 1-Up Mushrooms.  Then exit by the 
silver
pipe at the bottom-right area of the room.

You re-emerge in the previous area.  Head up the slope and you come to four 
\'?\'
Blocks.  Stomp the Koopa Paratroopa twice and pick up its shell and kick it 
at
the block on the ground for a coin.  The three blocks in the air contain 
coins
as well.  Now run to the end and enter the pipe.  Scroll down to the end of
Route 2 walkthrough to carry on with walkthrough.

<<<Route 2>>>

When you enter the pipe, fall to the bottom while collecting coins, and
eventually you will plummet into water.  At the bottom of the water are 
three
green pipes.  Go down the middle one.

You then fall down a waterfall into another pool of water with a Cheep 
Cheep.
Climb out, and move right.  Watch out, as Buster Beetle will pick up the 
white
block and hurl it at you, so jump or duck from the block.  When Buster 
Beetle
charges at you, jump over him so he runs into the water.  Now go right, pick 
up
the white block, and kick it away.  Go past the two upside-down pipes and 
watch
out for Piranha Plants sticking their heads out.  Go down the slope and 
watch
out for Buster Beetle, who\'ll hurl a white block at you, so stomp him.  Go 
past
a third upside-down pipe (look out for the Venus Fire Trap inside) and kick
away the white block.  After the third pipe are three \'?\' Blocks, which all
contain coins.  At the top of the slope are two white blocks and Buster 
Beetle,
so avoid!

Go down the other end of the slope and you\'ll encounter some more white 
blocks
and Buster Beetles, which you must stay away from.  Kill them and move on.  
Go
past two more upside-down pipes and a Buster Beetle in between them, avoid 
or
kill another Buster beetle and enter the pipe at the end of the cave.

- - - Routes join up here - - -

You\'ll emerge out of a pipe at the dark area, so you can immediately run 
right
and get the card to finish the level!
_______________________________________________________________________________

                                   WORLD 5-3
                                   =========
NOTE: This is the only level in which you get to use the Kuribo\'s Shoe.  
Enjoy
it while you can!

When you start, go down the pipe to the right.  Head left, go past the pipe,
and you\'ll see a row of four bricks in the air with a \'?\' Block in the 
middle,
and a Spiny on the ground.  Bash the \'?\' Block for either a Super Mushroom 
or a
Super Leaf.  Now continue moving to the left, jumping over the pipe with a
Venus Fire Trap in it.  You\'ll see four bricks between the next two pipes.
Wait for the Goomba in the Kuribo Shoe to stand on a brick, then bump it 
from
below so you can get the shoe for yourself!

Head left and DON\'T TOUCH ANY of the Spinys.  Go left and you\'ll see some 
rows
of bricks and another Goomba in a Kuribo\'s Shoe.  Some of the bricks hold
coins.  Proceed to the left, over the next pipe, and you\'ll encounter 
Bob-omb.
Go past him, jump over the wooden block and go past the Spinys.

The next area has some Munchers on the ground.  If you have the Kuribo\'s 
shoe
on, though, you can safely stand on the Munchers and get the coins, and a 
1-Up
Mushroom from inside the second brick from the left in the row of five.  
Jump
over three more pipes and go down the pipe at the end.

In the next area you\'ll see a Goomba in Kuribo\'s shoe encased in some bricks
with white blocks on the side.  Just grab the coins above it and move on.  
Now
go over the gaps with the Munchers between, and jump over the Spinys after
that.  Then jump over another pipe (watch out for the Piranha Plant inside),
cross some more gaps with Munchers, another pipe, and you\'ll see a Bob-omb 
and
three \'?\' Blocks.  Inside they hold (from left to right): a coin, a Super
Mushroom/Fire Flower, and a coin.

Stand on the row of bricks and jump onto the pipe when the Piranha Plant 
isn\'t
sticking out.  Start crossing more gaps with Munchers in, jump over another
pipe, get the coins, jump over the last pipe and you\'re on safe ground.  
Avoid
the Spiny and stand on the pipe to jump over so you can reach the three 
coins
in the air.  Now enter the pipe.

You arrive at the dark area, so you can run right and get the card to finish
off the possibly most fun level of the game.
_______________________________________________________________________________

                             WORLD 5 FORTRESS (1)
                             ====================
Start by crossing the pit.  You\'ll have to simultaneously avoid the 
Roto-Disc
and the Podoboo, it can be annoying at times.  Next, get past the Thwomp 
(let
him drop down first then run past as he moves back up), then you come to 
four
bricks against the ceiling.  Break either the second or third brick along if
you are Super Mario, you need the other brick to stand on.  Jump up and 
you\'ll
see two bricks and a \'?\' Block.  The block, which is just possible to reach,
holds a Super Leaf.  Now head back down to the ground.

Now, go past the Roto-Disc, climb the stairs and get past another Roto-Disc.
You come to another Thwomp.  On either side of him are bricks.  Hit the one 
on
the left for a Super Mushroom or Super Leaf.  Hit the other for a coin.  Now 
go
past the Thwomp and two Roto-Discs above and below you.

Go down the stairs and you\'ll see a Boo Buddy, and a Roto-Disc to the right.
Get past the Roto-Disc, but keep an eye out for the Boo Buddy.  Then get 
past
the Thwomp and past another Roto-Disc/Thwomp combination.  Then jump the 
lava
pit, and you\'ll see a small island with a Thwomp above it, surrounded by 
lava.
If you have a Tanooki Suit or Raccoon Tail, this is going to be a lot 
easier.
You need to jump just close enough to Thwomp so he drops down, but you can
safely stay on the island to the left.  As the Thwomp goes back up, jump 
onto
the little island then quickly make another jump to the right.  Climb the
staircase and enter the door.

In this next room, run to the end of the hallway and you\'ll have yet another
encounter with yet another Boom-Boom yet once again.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
For some strange reason they made it simple here.  He does not grow wings, 
run
fast, there are no platforms to limit your jumping, and it still takes three
stomps or five fireballs to beat him.  Oh so simple...
_______________________________________________________________________________

                                WORLD 5 TOWER
                                =============
Head right, past the platform, and past the Roto-Disc.  Then jump over the
pillar with the Roto-Disc circling it.  You\'ll come to a \'?\' Block with a 
Roto-
Disc circling it.  You can bash this block for a Super Mushroom or Super 
Leaf.
Go past one more Roto-Disc and enter the pipe in the ceiling.

In the next area, go left and past the Thwomp.  Keep heading left, jump over
another stump in the ground, and get past another Thwomp.  Head up the
staircase and enter another pipe in the ceiling.

You\'ll now on the top of the tower.  From this battlement, jump over to the
right onto the next battlement, and get the coins if you want.  Be careful 
as
there is a Pile Driver Micro-Goomba on the edge of this battlement.  If you
have the Raccoon Tail, swing against the middle brick to reveal a hidden 
1-Up
Mushroom.  Jump onto the next battlement and watch out for the Pile Driver
Micro-Goomba.  Enter the upside-down pipe hanging from the bricks above.

You arrive back inside the tower.  Now move right, and go past the Thwomp 
and
the spike pit (avoid the Roto-Disc, too).  Jump over another spike pit and
enter the pipe at the end in the ceiling.  Head left, up the staircase and
enter the next pipe in the ceiling.

You arrive back on the top of the tower.  Jump to the right onto the cloud
platform and kick away the Koopa.  Grab the coins above the bricks and 
blocks,
bash the \'?\' Blocks for some coins, then bash the brick to reveal a vine.
Climb it to the top, drop onto the little cloud platform, jump up onto the 
next
cloud platform and enter the blue pipe.  You arrive at a new area in the 
sky...
_______________________________________________________________________________

                                   WORLD 5-4
                                   =========
Immediately from the very start of the game there are two ways to complete 
the
level.  If you have a P-Wing, Tanooki Suit or Raccoon Tail, it is best to 
take
Route 1, although both Routes are optional.  If you do not have flying 
ability,
then take Route 2.

<<<Route 1>>>

On the cloud runway on which you start, get a good run-up and start flying 
up
and right and you\'ll come to another cloud platform with four pairs of coins 
on
it.  Then jump over to the next platform to the right, which has another 
four
pairs of coins.  Then from here, take a running jump and fly right and don\'t
stop.  You\'ll eventually reach the very end of the screen and you can fall 
down
to land on the pipe and enter it to emerge next to the dark area.  Scroll 
down
to end of Route 2 to carry on with walkthrough.

<<<Route 2>>>

Go right to the end of the platform and jump over the spinning platform in 
the
gap to reach a cloud platform.  Then make another running jump over the next
spinning platform to get to another cloud platform.  In the air to the right 
of
you is a platform, which will rotate slowly while you are standing on it.  
Jump
onto this then making a jump onto the platform to your right when it isn\'t
spinning, then jump right once more to a platform that rotates while you\'re 
on
it, then jump right onto a cloud platform.  Now jump over the spinning 
platform
on some wooden blocks.  You can swim through the waterfall to reach the 
other
side of it, or jump across.  Then jump up onto a second waterfall, which is
shorter and a bit easier to get through.  Now jump onto another platform, 
then
jump over the Red Koopa Paratroopa and onto the platform.  Jump onto the 
next
platform when it isn\'t spinning, and repeat once more, then jump onto the 
cloud
platform with a pipe at the end, and kill or avoid the Green Koopa 
Paratroopa.
Enter the pipe.

- - - Routes join up here - - -

You\'re at the dark area.  Be aware of Lakitu, who\'ll throw Red Spinys down 
at
you.  Go right and get the card to abolish him and finish this cheesy level.
_______________________________________________________________________________

                                   WORLD 5-5
                                   =========
The ground here is all made of the falling rings, so you must be active at 
all
times, and try to find any platforms or blocks to keep still if you are 
getting
tired of all the jumping around you may have to do within this level.

You start on a wooden block.  Jump right and onto another wooden block and
carry on advancing right.  Watch out for the Green Koopa Paratroopa at the 
next
wooden block, and whatever you do, DON\'T LET THE PARA-GOOMBA DROP 
MICRO-GOOMBAS
ON YOU.  If he does, you have to stay in one place as you shake them off and
plummet to your death, and you cannot jump well.  So avoid at all costs.  
After
the next wooden block and a Green Koopa Paratroopa, you\'ll see three wooden
blocks stacked up together and the falling ring bridge is raised a bit.  To 
the
right is a pipe with two bricks on it that you can smash if you have the
Raccoon Tail, although you can\'t enter this pipe.  However, you can get into
the next one.

You fall down while grabbing coins into an area with a giant \'?\' Block, 
which
you can bash for a Tanooki Suit! Once you have it, exit by the pipe at the
right end of the ceiling.  Scroll down to the *** if you took this.

Carry on and you\'ll see four \'?\' Blocks below a pipe with a Venus Fire Trap 
in
it.  The first one holds a Super Leaf, while the others have coins.  Moving 
on,
jump over another pipe (watch out for the Venus Fire Trap inside it) and 
you\'ll
come to another raised part of the falling rings.  Underneath are coins, 
which
you can grab if you fall on a ring and jump up in time, but it\'s risky and I
wouldn\'t recommend it.  Just head right and look out for a Para-Goomba 
dropping
Micro-Goombas and a Fire Chomp.  Then, jump over onto the pipe when the 
Venus
Fire Trap isn\'t sticking its head out and jump to the other side.

*** To the right you should see a formation of wooden blocks with three 
bricks
in the middle.  Quickly bash out the bricks from below if you are Super 
Mario.
The brick on the left has a coin in it, and the brick on the right has a 
Super
Leaf Power-up.  After that, kill or avoid another Green Koopa Paratroopa and
run to the end of the falling ring bridge to safe ground.  Proceed to run 
right
and grab the card!
_______________________________________________________________________________

                                   WORLD 5-6
                                   =========
A side-scroller level.  We haven\'t seen one of those in a while.  So...uh,
anyway, hop onto the stack of four wooden blocks at the start.  You\'ll see 
some
flying Beetles coming towards you.  Use these to stay airborne, but jump
carefully.  When you land on one, it will drop down for a second, then begin 
to
fly back up again.  It\'s easier if you have a Raccoon Tail.

>From the start you should get some coins and keep jumping on the beetles and 
go
in according heights you\'d like.  Soon you\'ll see a low \'?\' Block above a
cloud, but don\'t bother going for it, it\'s too much bother.  Avoid the Koopa
Paratroopa and use the Music Note Block to bounce up to the wooden blocks.  
You
can get some coins here that are arranged in zigzags.  You\'ll then have to
cross a gap and use a Music Note block to keep up, so be very careful.

After that is a brick platform and you\'ll have to start moving across on the
brick platforms while avoiding a Fire Chomp.  Very difficult.  After that
you\'ll arrive at a pipe below some bricks, so quickly enter it before the 
Fire
Chomp explodes.

Quickly run right and grab the card before Lakitu takes you out.  Oh, and by
the way, I VERY strongly suggest you skip this level.  It\'ll make your life 
a
lot easier.
_______________________________________________________________________________

                                   WORLD 5-7
                                   =========
Head right and jump over the pillars of bricks and you\'ll see some bricks in
the clouds with some \'?\' Blocks above them.  Bash these for coins, and a 
Fire
Flower in the wooden block on the top of the brick stack that you can touch
from the side.  There are three more \'?\' Blocks with coins.  Now climb the
brick wall and watch out for Pile Driver Micro-Goombas on top.  Now drop 
down
the gap between the wooden blocks after this, onto the pipe (but watch out 
for
the Venus Fire Trap inside it).  You can bash the \'?\' Blocks on each side 
for
coins.  Now climb out again and continue heading right, but watch out for 
more
Pile Drive Micro-Goombas in the bricks.  When you drop down, you can bash 
the
brick sticking out of the side for a coin and proceed to head right.  Lakitu
will appear here, so it\'s time to kick the gears up.

After the gap and above the pipe is a brick.  Stand on this and stomp Lakitu 
so
he won\'t be of bother.  Continue moving right and jump over the cannons and
watch out for the Pile Driver Micro-Goombas.  Drop off the edge and run 
right
across the cloud and into the pipe at the end.  Lakitu will be waiting for 
you
on the other side, so quickly run right and snatch the card to finish the 
level
off.
_______________________________________________________________________________

                             WORLD 5 FORTRESS (2)
                             ====================
>From the steel platform you are on, make a careful jump onto the steel block 
to
the right (look out for lava and Podoboos).  Then jump onto the pipe and 
enter
it.

You land on a secluded area of a bridge.  Cross the gap (avoid the Podoboo)
onto the next part of the bridge, then cross another, wider gap, onto a 
smaller
part of the bridge.  Two Podoboos jump out of the lava here, and one goes
higher than the other, so jump with caution.  At this next part you\'ll see
Podoboos jumping out of the ceiling, so you have to be even more careful 
now.
On the next part of the bridge are \'?\' Blocks.  Watch out for the Dry Bones,
though.  One of the blocks has a Starman, so be quick and grab it!  There is 
a
Boo Buddy next, so avoid this, and cross the gaps on the tiny parts of the
bridge.

Then, above the long stretch of bridge are two \'?\' Blocks, which hold a 
Super
Mushroom/Super Leaf and a coin.  Then jump onto the next bridge and make 
your
way across it but look out for Podoboos that jump out and a Boo Buddy.  
After
the Dry Bones, enter the pipe in the ceiling.

Jump over the gap and run to the end of the hallway.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Simple again, like the last Boom-Boom.  But this time he grows wings after a
stomp and loses them.  It\'s still simple, though, just three simple stomps 
to
take him out and finish the level when you grab the crystal that he drops to
open the padlock on the map.
_______________________________________________________________________________

                                   WORLD 5-8
                                   =========
No, what, Lakitu again?! Best to keep on your toes for this level.  Start by
making a running jump onto the higher cloud platform to your right.  The 
four
\'?\' Blocks contain coins and a Super Leaf Power-up. After that, start 
crossing
platforms.  There some Koopas on some of them, and you must be quick.  Start
climbing the clouds upwards and watch your footing.  Enter the pipe at the 
end
of the high cloud platform to emerge at the dark area.  Lakitu is waiting at
this end, so quickly run right and get the card to finish the level.
_______________________________________________________________________________

                                   WORLD 5-9
                                   =========
Oh no, a scrolling screen level.  Start by jumping over the Red Koopa
Paratroopa onto the higher cloud platform then onto the wooden platform.  
Carry
on jumping across the wooden platforms as they arrive to your right.  On the
eighth platform a Fire Chomp will arrive to attack you, so it is best to 
take
him out with a stomp to prevent him exploding and knocking you out.  Another
will appear, so you have to kill him as well.  When the last platform takes 
you
to the cloud platform, enter the upside-down pipe.  You emerge at the dark 
area
with Lakitu waiting yet again, so run right and snag the card.
_______________________________________________________________________________

                                WORLD 5 CASTLE
                                ==============
This time the King has been transformed into a bird, so press A and view the
cut-scene of Mario or Luigi climbing the airship\'s anchor.  When you have
control over Mario/Luigi again, start moving right, and avoid the cannon and
flamethrower and jump over them.  The \'?\' Block next to the crate holds a 
Super
Mushroom or Fire Flower.  Look out for the cannons below.  After the next
crate, jump over the pillar with the cannon on it.  You then come to a big
board with cannons on.  You can stand on top of the cannons to get by them
easier.  After that is another rotating cannon above a pit you can take 
cover
in.

Then quickly climb out and head right across the deck,  Jump over the cannon
bolted to the floor and watch out for four cannons above you and four below
you.  Jump over the last cannon and enter the silver pipe.

BOSS FIGHT: Roy Koopa
---------------------
Roy has a rumble jump attack similar to that of a Sledge Brother.  So watch 
out
when he jumps.  He hasn\'t got good jumping power, but when he lands on the
ground it\'ll shake and temporarily stun you, and you cannot afford for that 
to
happen.  So jump when he lands on the ground, and avoid the rings he fires 
from
the wand.  When he retreats into his shell and jumps around that\'ll cause a
quake too, so beware of that.  When you stomp him three times, get the wand 
to
return to the castle and receive a letter from the Princess.

+----------------------+
| Greetings,           |
|                      |
| Be careful in the    |
| ice world. The       |
| creatures trapped in |
| the ice will come to |
| life if warmed.      |
| I have enclosed a    |
| jewel that helps     |
|     protect you.     |
|                      |
|                      |
|      Princess        |
|        Toadstool.    |
+----------------------+

Da da dada! A Jugem\'s Cloud, courtesy of Princess Toadstool.

+-----------------------------------------------------------------------------+
                     W O R L D   6   -   I C E   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/5
===

                                     TH           KEY
                                      |           ===
                           +--+       |    +--+   ST = Start
                       O---| 2|-------O-RK-|WP|   TH = Toad\'s House
                       |   +--+       |    +--+   PG = Picture Game
                       |              |           WP = Warp Pipe
   +--+       +--+   +--+  +--+       |           HB = Hammer Brother
---|ST|---O---| 1|---|PG|  |FT|-BG-HB-O-PL---O    FT = Fortress
   +--+   |   +--+   +--+  +--+       |      |    BG = Bridge
          |            |              |      |    PL = Padlock
        +--+           |            +--+   +--+   RK = Rock
        |WP|           O-BG--O------| 3|   |PG|   (Numbers represent levels)
        +--+                        +--+   +--+

NOTE: The Padlock disappears once you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.

MAP - Part 2/5
===

                                             +--+  KEY
             TH                              |WP|  ===
              |                              +--+  TH = Toad\'s House
   +--+       |    +--+                            PG = Picture Game
---| 2|-------O-RK-|WP|                            WP = Warp Pipe
   +--+       |    +--+                            HB = Hammer Brother
              |                                    FT = Fortress
   +--+       |           +--+         +--+        BG = Bridge
   |FT|-BG-HB-O-PL---O----|WP|     O---| 6|----O   PL = Padlock
   +--+       |      |    +--+     |   +--+    |   RK = Rock
              |      |             |           |   (Numbers represent 
levels)
            +--+   +--+   +--+     |           |
-BG--O------| 3|   |PG|---| 4|-----O    TH     O
            +--+   +--+   +--+     |     |    HB
                                   |     |     |
                                   |   +--+    |
                                   O---| 5|----O
                                       +--+

NOTE: The Padlock disappears once you beat the Fortress level.
NOTE: The Rock can be taken out using a Hammer.

MAP - Part 3/5
===

              +--+                           KEY
              |WP|-----O  --O                ===
              +--+          |                TH = Toad\'s House
                            |                PG = Picture Game
                      O-----O-----O          WP = Warp Pipe
                      |           |          HB = Hammer Brother
         +--+       +--+        +--+         FT = Fortress
     O---| 6|----O  |FT|-BG-O   | 8|----O    BG = Bridge
     |   +--+    |  +--+    |   +--+         RK = Rock
     |           |          |                (Numbers represent levels)
     |           |          |   +--+
-----O    TH     O----O-RK--O---| 7|
    HB     |     |    |         +--+
     |     |     |    |           |
    HB   +--+    |    |   +--+    |
     O---| 5|----O----O---|PG|----O
         +--+             +--+

NOTE: A path to the Warp Pipe appears after you beat the Fortress level.

MAP - Part 4/5
===

BG--O                                      KEY
    |                                      ===
    |              +--+                    PG = Picture Game
----O-----O        | 9|---O-----O          FT = Fortress
          |        +--+         |          BG = Bridge
        +--+         |  +--+    |          PL = Padlock
BG--O   | 8|----O----O  |FT|-BG-O-PL--O    RK = Rock
    |   +--+         |  +--+    |          (Numbers represent levels)
    |                |          |
    |   +--+         |        +--+
RK--O---| 7|         O----O---|10|
        +--+                  +--+
          |
  +--+    |
--|PG|----O
  +--+

MAP - Part 5/5
===

---O-----O                                 KEY
         |                                 ===
+--+    |                     +--+        FT = Fortress
|FT|-BG-O-PL--O-BG--O-BG--O---|CS|        BG = Bridge
+--+    |                     +--+        PL = Padlock
         |                                 CS = Castle
       +--+                                (Numbers represent levels)
---O---|10|
       +--+
_______________________________________________________________________________

                                   WORLD 6-1
                                   =========
Jump onto the ice platform and jump onto the one onto the right.  There are 
two
bricks and a \'?\' Block above you, which contains a Fire Flower.  This can be
helpful, but remember, if you use it against enemies trapped in ice, they 
come
to life.  Anyway, there\'s a Ptooie in the pipe to your right.  Take him out
with the Fire Flower if you got it or jump through the gap between him and 
the
spiked ball when he blows it high up.  Then after are three coins and a 
walking
Ptooie, who you should take out with fire or avoiding by jumping through him
and the spiked ball when he blows it really high.  Jump over the next pipe
which has a Piranha Plant in, and the \'?\' Block you come to has a coin in 
it.
Jump over the small pit and get the three coins.  Jump over the next small 
pit
and go over the pipe when the Venus Fire Trap isn\'t sticking out.

Go past the two Ptooies after this, and bash the \'?\' Block for a coin.  Jump
over the pipe and bash the \'?\' Block for a Super Leaf.  Jump onto the next 
ice
platform for three coins and watch out for the spiked ball being blown up by
the Ptooie, it is possible to hit you.  Keep jumping platforms and you\'ll go
past a Red Goomba and another walking Ptooie on the ground.  In the pipe at 
the
end of the platform is a Ptooie.  If you\'ve got Fire Power fry him or jump
through when the spiked ball is high.  After one last gap to jump you can 
run
right into the dark area and get the card.
_______________________________________________________________________________

                                   WORLD 6-2
                                   =========
Another scrolling-screen level.  You start on a platform of wooden blocks.
Jump right onto the next wooden block platform, and make a jump over onto 
the
higher of the two cloud platforms moving to the left, then onto the ice
platform and get the coins.  Jump onto the cloud platform approaching then 
down
onto the ice platform down near the bottom with the white block and \'?\' 
Block
on it.  Kick the white block against the \'?\' Block for a Super Mushroom or
Super Leaf.

To the right is a wooden platform with a pile of bricks on it.  Climb over 
them
using the clouds that float through it or bash them with a Raccoon Tail if 
you
have one.  Then jump onto the ice platform (best to leave alone the Red 
Koopa
Troopa), get the three coins in the air, onto the next ice platform with 
some
bricks on it, get some more coins in the air, then onto the wooden platform,
jump over the pile of bricks, jump onto the next wooden platform and get the
coins if you\'re careful enough.

Now you\'ll see some more clouds approaching before a huge wooden block 
pillar.
The screen starts to move upwards so you have to stay on the clouds and if 
you
fall through the bottom of the screen...you guessed it...you die! At the top 
of
the wooden pillar, make a jump onto the ice platform then the wooden 
platform
to the right of it two white blocks and a brick on it.  If you kick away the
white blocks quickly enough you can start hitting the brick, which is 
actually
a multi-coin block.  Jump onto the next wooden platform after this and kick
away or avoid the Red Koopa Troopa.

Jump onto one of the cloud platforms and the screen will start moving back 
down
again.  There\'s an ice platform to jump onto, then a wooden block platform 
with
three coins above it.  Use the cloud platform to reach the next wooden 
platform
and carry on jumping across until you reach a green pipe.  Enter it.

You arrive next to some water at some white hills (must be the snow).  Run
right and get the card in the dark area to finish off this annoying level.
_______________________________________________________________________________

                                   WORLD 6-3
                                   =========
Run right and jump onto the Music Note Blocks and bounce high.  Hug the ice
wall to your right and you should land on a moving wooden platform.  It\'s
easier if you\'ve got a Super Leaf.  When it takes you under the ice wall, if
you are Super Mario, duck so you can squeeze under.  Now jump up onto the 
ice
platform with the Red Koopa Troopa on it, stomp and kick the shell to the 
right
and see if it can hit the \'?\' Block to the right for a Power-up.  Run or 
jump
across the little ice pillars and then watch out for the Red Koopa Troopa on
the huge ice blocks, you may collide if you do not stop quickly.

Jump onto the \'L\' shaped row of ice and kick away a second Red Koopa Troopa.
Then, to your right, you should see some bricks.  Cross them and you\'ll 
arrive
on a platform of ice.  Then, make a running jump onto the next little ice
platform, then again onto another one with a brick above it; this is a 
multi-
coin block.

Then, carefully drop down onto the ice block, jump over onto the next small
platform of ice, then over to the right you should see a stack of ice with a
wooden platform moving to and fro underneath it.  Jump onto this wooden
platform and carefully jump over the stack of ice and then onto the top of 
the
\'J\' shaped ice platform.  Using the brick as a stepping-stone, jump onto the
next stack of ice and get the coins if you want.  Then drop down onto the
moving wooden platform.  You then have to jump over the two Red Koopa
Paratroopas or bounce on them to get a lot of air, cross the large gap and 
run
right into the dark area to get another card.
_______________________________________________________________________________

                             WORLD 6 FORTRESS (1)
                             ====================
When you start, drop down through the steel and jump onto the blue blocks on
the wire and it\'ll start carrying you across.  Podoboos will jump up from 
the
lava to attack, so beware.  If you can, bash the \'?\' Block on the way up for 
a
Power-up.  It\'ll then take you through a narrow tunnel with spikes on the
bottom, so stay still.  It\'ll then take you down through an area full of 
Roto-
Discs that come into contact with you if you stay on the platform, so jump 
when
it\'s about to touch you.  After the third Roto-Disc, go into the alcove on 
the
right and enter the doorway.

In the next room, to the right is a steel pillar with two Roto-Discs
simultaneously going around it.  Carefully get past it and bash the \'?\' 
Block
just to the right of it for a Power-up.  The you come to another two Roto-
Discs.  Between them are five \'?\' Blocks.  In the very left one is a 
Starman,
and in the other four are coins.  It\'ll bounce around a lot though, so when 
you
try to catch it, stay away from the Roto-Discs!

Climb the little staircase and jump over the spikes onto a steel platform 
with
a \'?\' Block above it with a Roto-Disc going around it.  Bash the block for a
Power-up, then jump over the other side of the Spike pit and enter the 
doorway.
In this next hallway, run into the open to have yet another encounter with
Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There\'s two steel blocks in the room but they\'ll hardly be of bother.  When 
you
stomp Boom-Boom, he\'ll grow wings but he\'s still easy to topple with another
couple of stomps or with 5 fireballs so he vanishes and leaves the crystal
behind for you to get, unlock the padlock on the map and carry on with this
world.
_______________________________________________________________________________

                                   WORLD 6-4
                                   =========
Above you when you start are three coins resting on falling rings, which you
can reach if you have a P-Wing equipped, or if you make jump from the iced
platform to the right and glide over with a Raccoon Tail.  Anyway, get the
coins or not, cross the first gap onto the platform with a small icy hill on
it, then to the right is a spinning platform.  When it has stopped spinning,
jump onto it then onto the giant ice block after it.  Then jump onto the 
small
pair of ice blocks with a wooden block on top of it.  To the right are some 
icy
stairs with Goombas going down them; once all the Goombas have gone down, 
jump
over.  At the bottom of the stairs you can see a brick, which holds a 1-Up
Mushroom but it\'s a bit risky to go for as you may slide off the ice block
beneath it.

Anyway, get the Mushroom or not, climb onto the ice platform above the 
stairs
and jump onto the top of the large ice block wall.  Afterwards you\'ll see a
wooden platform on a wire.  Step on it and it will start moving.  Quickly 
jump
onto the top of the two giant ice blocks and wait for the wooden platform to
come out from under the ice.  When it goes, jump back onto it and it will 
take
you to a spiral in the wire.  To the right of the top of the spiral is a \'?\'
Block, which contains a Super Leaf Power-up.  You can get some coins along 
the
spiral.

After that, you\'ll see a horizontally moving platform at the bottom of the
screen.  Jump onto this, then onto the two wooden blocks to the right of it.
To the right of these is a platform moving along a slanted rectangle wire.
Jump onto it, then another one to the right and when this one is at the top 
of
the wire, jump onto the top of the giant ice blocks, then hit the P-Switch 
on
top of the high stack of bricks to turn them all into coins.  Quickly jump 
onto
the long platform of giant ice blocks and start running right, going past 
the
spinning platforms, collecting coins, jumping gaps and ducking under some 
ice
blocks.  At the end you\'ll see a non-stop spinning platform on the edge of 
the
platform underneath a giant ice block.  Jump through the gap and over the 
pit
and run right, into the dark area, and get the card to finish the level.
_______________________________________________________________________________

                                   WORLD 6-5
                                   =========
NOTE: This is a very unorthodox level.  You need to have a Raccoon Tail in
order to be able to reach the exit, and at the \'end\' of the cave is a pipe,
which leads to a small area with a Super Mushroom/Super Leaf Power-up.  You 
can
use this as well as another block in the cave to get Raccoon status.  This
walkthrough will refer to what to do if you are Raccoon Mario.  If not, go 
to
the end of the cave to retrieve the power-ups so you can therefore complete 
the
level.

Climb over the giant ice block staircase and enter the green horizontal pipe 
in
the ice wall.  You arrive underground, and you should see some Buster 
Beetles
run off to the right.  Follow them and run past a pipe hanging from the 
ceiling
and you\'ll some to some white blocks.  Watch out for Buster Beetles throwing
these, stand near them and duck so they just fly over you and stomp the 
Buster
Beetles when they are out of ammunition.  Above these white blocks is a \'?\'
Block that holds a Super Leaf Power-up, which helps you to get Raccoon 
status
if you need it.

So after this, run up the slope and watch out for two Buster Beetles near 
some
white blocks; take them out if you find it necessary.  Now you come to a 
stack
of white bricks and a Green Koopa Troopa to the right.  Whatever you do, 
don\'t
touch the Koopa...yet.  Go past him and look out for the white block that 
the
Buster Beetle throws.  Dodge it and stomp the Buster Beetle.

Now here\'s where being Raccoon-Tailed Mario comes in.  Stomp the Green Koopa
Troopa in this area and make a run to fill up the P-Meter and pick up the 
shell
while doing so, then fly up through the gap in the ceiling that is _between_
the stack of three white blocks to your left, and the four bricks on your
right.  Once you\'re up at the top of this area, kick the shell to the right
into the gap between the bricks with the Nippers in.  It\'ll kill the Nippers
and the bricks, giving you room to enter the pipe to your right.

Remember, if you aren\'t Raccoon Mario, you can always go back and get 
another
leaf.  Anyway, once you\'re out of the pipe, run right into the dark and get 
the
card to finish this level off!
_______________________________________________________________________________

                                   WORLD 6-6
                                   =========
Another level in which we start by entering a pipe.  So, do that now.

When you emerge in the cave, head right and climb onto the platform by using
the wooden blocks.  Jump over the Spike, and watch out for the spiked ball 
that
he\'ll throw.  Head up the slop and get the coins.  In this next part, you\'ll
have to watch out, as a Cheep-Cheep will repeatedly jump from one pool to
another, and you don\'t want to be involved in that equation.  At the end, 
stomp
the Spike in the pit and bash the \'?\' Block for a Super Mushroom or Fire 
Flower
if you need it.

Now, go back down to where you started, and now take the bottom route.  
After
going down the stairs you\'ll see another of those series of pools with a 
Cheep-
Cheep jumping around in each pool.  As you cross the pools, you\'ll see an
upside-down pipe that has a Piranha Plant popping out of it every so often.
You\'ll have to be careful to get by here; use your Fire Power if you still 
have
it to take out the Cheep-Cheep for less annoyance.

After getting past that, kill or avoid another Spike and jump onto the top 
of
the slope to the right.  Go down the slope and jump over the pipe at the 
bottom
(watch out for the Venus Fire Trap inside it).  Go back up the other side of
the slope and past another pipe in the ceiling, which also has a Venus Fire
Trap in it, then enter the water after it.

Swim through the tunnel and watch out for the Cheep Cheep in it.  Wait until 
it
swims off to the right before you can go into the open.  There are several 
more
Cheep Cheep here, so do your best to avoid them.  Swim right and past a
rectangular platform then head to the surface of the water.  Here you\'ll see
some wooden blocks and two \'?\' Blocks crammed between them, which contain a
coin, and a Super Mushroom or Fire Flower, which is good for fending off the
Cheep Cheeps.

Swim to the bottom of this block structure to see another structure of 
wooden
blocks shaped like a \'L\'.  Swim right past this and keep going right, past 
some
more wooden blocks and Cheep Cheeps, and four pipes with Piranha Plants
sticking their heads out of them.  Also watch out for another Cheep Cheep 
while
swimming through the pipes.  If you have fire power it\'ll be a lot easier.
After that, climb out the water.

Drop down into the narrow tunnel.  When you head right, you\'ll have to deal
with three Spikes, and with no room to jump, it\'s going to be a toughie.
However, if you still have the Fire Flower, it\'ll be easy.  After that 
there\'s
a pipe in the ground with a Venus Fire Trap.  Get past that and you come to
some more little pools with a Cheep Cheep jumping around them.  When you get
past those there\'s a Spike to take care of before entering the pipe at the 
end
of the cave.

Once you emerge, jump over or kill the Spike and continue to run right to 
get
the card and finish the level.
_______________________________________________________________________________

                                   WORLD 6-7
                                   =========
Oh god...another screen scroller.  Start by jumping off your starting 
platform
onto the platform of falling rings.  Jump right, over onto a next one, then
onto the ground.  Bash the \'?\' Block for a Super Leaf, which can prove very
essential.  To the right of the platform holding this block is a falling 
ring.
Stand on this so you can access the next area of the stage.  Watch out for 
the
Fire Chomp in this area.

Jump onto the platform of four falling rings and try to kill the Fire Chomp 
if
you can, then jump right and down onto the ice platform.  Jump onto the next
ice platform to your right and get some of the coins in the air.  Then make 
a
jump to the right onto another platform of falling rings, then another
platform, which has a \'?\' Block above it, containing a coin.  Carry on 
moving
to the right and jumping across the falling ring platforms.  Remember, it\'s
essential to get as many coins as possible to access the White Mushroom 
House.

Anyway, after a big set of those falling ring platforms is an ice platform 
near
the bottom of the screen, and above it are two bricks and a \'?\' Block.  This
holds a Fire Flower, but I for one, don\'t recommend it.  The Super Leaf is 
far
better for completing this level with.  After that, climb on top of the \'J\'-
shaped array of ice then hop onto one of the two falling rings.  When it 
falls
jump right onto the platform of three falling rings against the two ice 
blocks.

As you move along the falling ring platforms, the screen will start to go 
up.
Climb up with the screen and at the top is a green mushroom platform, and a
nearby Fire Chomp, who you should stomp straight away.  After two sole 
falling
rings in the air, jump onto the high ice platform and step on the falling 
ring.
When it falls jump right onto the Music Note Blocks so you can safely enter 
the
pipe.

You fall down onto a cage of iced coins with a Koopa Paratroopa hopping 
around
inside it.  You can melt the ice if you have a Fire Flower equipped.  If not
then just proceed to run right into the dark area and get the card to finish
off the level.
_______________________________________________________________________________

                             WORLD 6 FORTRESS (2)
                             ====================
NOTE: This entire fortress is made of ice.  Be careful on the slippery 
floors,
especially when you are facing Boom-Boom at the end.  It is recommended you 
use
a Super Leaf during this level.

Head right and climb onto the ice platform.  Above you is a Boo Buddy, so 
keep
an eye on him.  Move right as quickly as you can and drop down the gap 
before
the frozen horizontally moving Thwomp gets a chance to hit you.  Go right 
and
at the end of the ledge above you is a \'?\' Block that holds a Super Mushroom 
if
you are Regular Mario, or a Super Leaf if you are in any other state of 
Mario.
This leaf will come in handy, so try your best not to lose it.

When you stand on the ice platform to the right of the block, the Thwomp 
above
you will be triggered.  When he just goes past you on his way back to the 
left,
_immediately_ jump up through the gap, run right and jump over the ice stump 
so
you are safe.  Run right through the tunnel and you\'ll come to some more 
drops.
When you stand above the Thwomp he\'ll also be triggered, so as he moves back
across, when he goes past you, drop down to the floor to carry on.

Run right, and then you\'ll see a pile of six giant ice blocks, and a Thwomp 
at
the top of the room.  Get near enough to make him move and as he retreats 
back
to his original resting position, quickly jump on top of the giant blocks, 
run
right and duck so you slide under the two ice blocks sticking under the
ceiling, drop off the edge of the giant blocks and jump over the gap.

This next platform has two Roto-Discs, so be careful to avoid them.  Bash 
the
\'?\' Block above to get a Super Leaf if you didn\'t already have one, and
continue moving on right.  The Thwomp will be triggered, so you can quickly 
get
through the gap and jump over the stump, but watch out for the two 
Roto-Discs,
and the Boo Buddy below.  Carry on right, and at the end of the platform, 
below
is another Thwomp.  Trigger it off, and before it starts moving back, 
quickly
drop through the narrow gap and onto the ground.  Run right and look out for 
a
horizontally moving Thwomp at the end of the tunnel.  Jump onto the ledge of
giant ice blocks and enter the doorway.  Now run to the end of this next 
room
for another encounter with Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There are a few obstacles to overcome here.  First of all, there are a 
couple
of ice blocks in the room and a platform against the right wall to limit 
your
jumping.  Boom-Boom starts on this platform.  He doesn\'t fly here, but after
one stomp he makes some very high and quick jumps, and after a second stomp
he\'ll start moving from side to side very quickly, so it is best to perch on
him from the platform.  The usual three stomps or five fireballs will do the
trick, and you can get the crystal to create a bridge across the lake on the
map screen and finish the level off.
_______________________________________________________________________________

                                   WORLD 6-8
                                   =========
For some strange reason or another, it\'s become grass land in this level.  
Oh
well, there must be at least ONE warm spot in the ice land.  Anyway, when 
you
start, to your right you\'ll see a pile of five white blocks, and on top of 
the
hill is a \'?\' Block.  Pick up a white block and kick it against the \'?\' 
Block
to retrieve a Super Leaf Power-up.  Now just below and to the right is a 
pipe
with a Ptooie sticking out.  When the spiked ball it is blowing is low, jump
over and onto the grass.  Go past the Green Koopa Troopa in the small pit, 
and
continue advancing right.

In this next little pit are some Nippers, so jump over them and make sure 
they
don\'t bite you.  Jump over a standstill Nipper, go right and jump over two
moving Nipper Plants.  After them get past three Spikes and a Buster Beetle.
Slide down the slope and you\'ll come to a \'?\' Block encased in white blocks.
You can use the white blocks to take out any enemies if you approach you, 
and
to bust open the \'?\' Block for a Super Leaf Power-up.

Then, you come to four white blocks.  Watch out for the Buster Beetle nearby
that\'ll throw them at you.  Take him out and keep moving right to a stack of
white blocks shaped like an \'H\'.  A Buster Beetle will rush up and start to
throw the blocks.  If you have any leftover white blocks from just before, 
you
can take him out when he opens up a little passage.  Now, get through the
blocks by kicking some away and making space to run through.

Head onto the top of the hill and jump over the three Nippers, then slide 
down
the other end of the slope to take out Buster Beetle.  Watch out at the 
bottom
though; make sure you don\'t fall down the pit! Jump over onto the wooden
blocks, and avoid the Buster Beetle who\'ll throw a white block at you.  When 
he
has no ammunition, stomp him.  Then continue to proceed right and get the 
card
to finish the level off!
_______________________________________________________________________________

                                   WORLD 6-9
                                   =========
When you start there is a pile of giant ice blocks to your right with a pipe
between them.  Enter this pipe.

You are spat out of the pipe into a big pool of water in an underground 
cave.
When you fall into the water, go down and swim right, past the Cheep Cheep, 
and
watch out for the Blooper Nanny here, who can disperse its babies, even onto
land.  When you see it, swim up to the surface of the water and jump onto 
the
wooden block and then onto the ledge.

You\'ll see four Munchers between two wooden block stumps up here, so jump 
over
them.  Now, you\'ll see a gap, and on the other side are some more Munchers
between wooden stumps and in the ceiling is an upside-down pipe with a 
Piranha
Plant sticking out.  So, when it\'s not out, jump across and land on the 
wooden
stump.  If you fall down the pit, you\'ll have to avoid Big Bertha and swim 
back
to the left and do it all again.  Anyway, once you\'re across, jump over the
Munchers and you\'ll see a Music Note Block.  Hit this from below to make a
Super Mushroom or Fire Flower appear, and then grab it.

To the right are some small gaps with Munchers in and an upside-down pipe 
with
a Piranha Plant occasionally peeking out.  If you got the Fire Flower, use 
its
powers to kill the Piranha Plant, and then the tricky part.  Get a good 
enough
speed and run over the gaps with the Munchers in and Mario should step over
them, then jump back into the water.

Swim past the Cheep Cheep and resurface (look out for a Blooper Nanny that
disperses its babies).  Go onto land and you\'ll see four Munchers between 
the
wooden blocks.  Jump over them and climb onto the next ledge.  Up on the
ceiling you\'ll see an upside-down pipe with a brick next to it.  When you 
hit
this brick a P-Switch emerges but you cannot reach it unless you use the
invisible block as a stand.  See diagram for details.

   _________       _______
  |         |     |
  |         |_____|
  |         |_____|
  |      .--.
  |      |PS|   PS = P-Switch Block
  |      \'--\'   IB = Invisible Block
  |
  |.--.
__||IB|
   \'--\'

When you hit the P-Switch, all the Munchers will turn into coins, so be 
quick
and waste no time in grabbing them!  After a pit full of Munchers now turned
into coins, there\'s a small gap with a Music Note Block above it.  Jump over
that and over the wooden block platform.  There is a pipe here with a 
Piranha
Plant that occasionally pops out, so go past it.  Then, to the right of that 
is
a narrow gap and a pipe in the ceiling above another pipe that has a Venus 
Fire
Trap in it.  Try to kill the Venus Fire Trap if you can.  If not, wait until 
it
goes back into the pipe and jump on top, then enter the pipe in the ceiling.

Back in the overworld, run right and jump over the giant ice block and 
continue
running right into the dark area to get the card and finish off the level.
_______________________________________________________________________________

                                  WORLD 6-10
                                  ==========
Start by jumping the gap onto the next platform of big ice blocks.  On the 
ice
platforms above you are Red Koopa Troopas; so deal with them or just ignore
them, then cross onto the next giant ice block platform then jump over 
another
gap so you arrive on a platform with pipes on each side.  Ignore the pipes; 
to
the right you\'ll see a platform of six bricks and a \'?\' Block.  Bash this 
block
for a Fire Flower Power-up.  Kill or avoid the Red Koopa Troopas on here 
too.

On the next part of the ground you\'ll see a big wall of bricks being 
supported
at the bottom by six white blocks, and to the left are two white blocks and 
two
bricks.  Buster Beetle will start picking up the white blocks in the wall 
and
making his way through.  When he gets through, greet him with a fireball or
kicked white block and then slide-duck under the wall.

In the next part of the level you\'ll see some more white blocks on the 
ground
and three \'?\' Blocks.  To the right are some extra white blocks and a Buster
Beetle that throws them around.  Kill this Buster Beetle and start raking 
your
rewards out of the three \'?\' Blocks; two coins and a Super Mushroom/Fire
Flower.  Now to the right you\'ll see some frozen coins and frozen Munchers.
Use fireballs on the frozen coins to thaw them and collect them, but not on 
the
Munchers or they\'ll come to life! Now, jump over the pipe and kill the red
Para-Goomba.  Next are nine frozen coins arranged in a big squared 
formation.
Thaw them and collect the coins.

Now hop onto the platform with frozen Munchers (careful not to thaw them).  
To
the right is a big gap that you have to cross.  If you\'ve got the Super Leaf
it\'ll be a doddle; if not, stomp the Red Koopa Paratroopa\'s head and hold 
the
jump button to bounce high and get some airtime so you can finish the gap.

Next you\'ll be on a long platform of frozen coins and Munchers.  You\'ll see
some white blocks and a nearby Buster Beetle, so when he throws them, take 
him
out and continue to advance right.  As you move ahead you\'ll come to more 
white
blocks and Buster Beetles; but just repeat the process.  Then, at the end of
the platform, you need to make a massive jump over onto a pillar of giant 
ice
cubes, then jump onto the rotating platform when it is stationary then jump
onto the next pillar of giant ice cubes (careful of the Red Koopa Troopa).

Carry on jumping over the giant ice cube pillars and when you get to safe
ground, advance to run right and into the dark area so you can collect the 
card
and finish off the level.
_______________________________________________________________________________

                             WORLD 6 FORTRESS (3)
                             ====================
The ceiling above you is spiked from the start. Run right, and jump onto the
pillar with the two Roto-Discs circling around it, then jump over the spikes
and onto the conveyor belt, before jumping over the rest of the pit and onto
another pillar with Roto-Discs going around.  There is a Boo Buddy here 
also,
so keep an eye on it at all times.

Jump over the next pit of spikes onto yet another conveyor belt.  There\'s
another Boo Buddy up above, so watch out for that also.  At the end of the
belt, make a jump onto the steel pillar.  There\'s a Stretch on the ground, 
so
beware of that.  Above the end of the Stretch is a \'?\' Block.  If you\'re
daring, you can step on the Stretch and bash this block for either a Super
Mushroom or Super Leaf.  Then, cross another Stretch and jump over another
steel pillar (watch out for a Boo Buddy nearby).  Then, after going past yet
another Stretch there\'s another pillar with a Roto-Disc circling it.

Jump onto this, and head right and get past the Thwomp.  Then make a jump 
onto
another conveyor belt to your right, which has a Roto-Disc going around the
middle of it.  Finish running across this conveyor belt and drop off onto 
the
ground.  Now carry on going over two Stretches with two Roto-Discs circling
around in opposite directions in the gap in the middle of the Stretches.  At
the end of the second Stretch, make a long jump over the rest of the spikes 
and
enter the doorway.

You fall into a room.  Don\'t move while you fall.  You\'ll land between a 
group
of three Boo Buddies.  The floor will start to move upwards.  When it 
finishes
moving, enter the doorway on the right hand side of the screen.  Run right 
to
the end of this hallway for another encounter with Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
This fight is a rather tricky one.  There are five steel blocks scattered
around the room in some sort of zigzag pattern, which can affect your 
jumping.
Boom-Boom attacks in the same method as he did in the second fortress, so be
very careful with your timing.  Three stomps is the usual to take him out so
you can get the crystal and unlock the path to the castle on the map.
_______________________________________________________________________________

                                WORLD 6 CASTLE
                                ==============
The king has now been transformed into a seal, and you\'ve got to get the 
wand
back.  Yeah, we\'ve heard that one five times before now.  Anyway, you see 
the
ship climbing scene, then you have control over the Mario Brother you are
playing as.

Go right, across the deck and you come to one of those long screws with 
bolts.
Carefully jump repeatedly on the bolt to move across and be careful not to
fall!  When you\'re safely across jump onto the other side of the deck.  
Climb
the steps and below you\'ll see two screws and bolts.  On the top one, keep
moving right until near the end, then jump onto the second screw and jump
repeatedly on that to move right, until you can reach safe ground.

Now start going down through the steps and watch out for the flamethrowers.
Cross a gap and go through three more flamethrowers.  Then, climb up at the 
end
and the screen starts to move up.  To the left you\'ll see two \'?\' Blocks, 
they
hold a Super Mushroom/Super Leaf in the left one, and a coin in the right 
one.
Then, the ship will start moving to the right.  Take the lower route and 
climb
up and jump over the pillar and climb into the warp pipe.

BOSS FIGHT: Lemmy Koopa
-----------------------
This guy is relatively easy, surprisingly.  He\'ll roll around his flat room 
on
a ball and fire more balls at you.  You can bounce on top of these balls and
you won\'t get hurt, but just don\'t let them hit you from above.  When you 
stomp
him three times, he\'s history and you return to the castle and receive 
another
letter from the princess.

+---------------------+
| Greetings,          |
|                     |
| I am well. Please   |
| retrieve the Magic  |
| Whistle hidden in   |
| the darkness at the |
| end of the third    |
| world.              |
| I have enclosed a   |
| jewel that helps    |
|     protect you.    |
|                     |
|                     |
|      Princess       |
|        Toadstool.   |
+---------------------+

Reward number 6 from the princess is...a P-Wing!

+-----------------------------------------------------------------------------+
                    W O R L D   7   -   P I P E   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/3
===

+--+               +--+         +--+       KEY
|ST|----O-----O    |WP|         |WP|       ===
+--+          |    +--+         +--+       ST = Start
  |           |      |           PL        TH = Toad\'s House
+--+  +--+  +--+     |    +--+    |        WP = Warp Pipe
| 1|--|WP|  |WP|    TH    |WP|---PP---     PG = Picture Game
+--+  +--+  +--+          +--+             PL = Padlock
                                           PP = Piranha Plant Level
   +--+  +--+         +--+   +--+          (Numbers represent levels)
   |WP|--|WP|     O---| 4|---|PG|----O
   +--+  +--+     |   +--+   +--+    |
     |            |                  |
   +--+  +--+   +--+               +--+
   | 2|--|WP|   |WP|               | 3|
   +--+  +--+   +--+               +--+

NOTE: The Padlock disappears when you beat the Fortress level on the second
part of the map.

MAP - Part 2/3
===

+--+         +--+  +--+  +--+  +--+    +--+   KEY
|WP|         |WP|  |FT|--|PG|--| 6|    | 7|   ===
+--+         +--+  +--+  +--+  +--+    +--+   TH = Toad\'s House
  |           PL     |           |       |    WP = Warp Pipe
  |    +--+    |     |   +--+  +--+    +--+   PG = Picture Game
TH    |WP|---PP-----O---|WP|  |WP|    |PG|   PL = Padlock
       +--+              +--+  +--+    +--+   PP = Piranha Plant Level
                                              FT = Fortress
   +--+   +--+        +--+  +--+       +--+   (Numbers represent levels)
---| 4|---|PG|----O---| 5|--|WP|       |WP|
   +--+   +--+    |   +--+  +--+       +--+
                  |           |
                +--+  +--+    |
                | 3|--|WP|   TH
                +--+  +--+

NOTE: The padlock disappears when you beat the Fortress level.

MAP - Part 3/3
===

+--+  +--+    +--+         +--+              KEY
|PG|--| 6|    | 7|-----O---|WP|              ===
+--+  +--+    +--+         +--+       +--+   TH = Toad\'s House
        |       |            |        |WP|   WP = Warp Pipe
+--+  +--+    +--+         +--+       +--+   PG = Picture Game
|WP|  |WP|    |PG|-----O---| 8|----TH        PL = Padlock
+--+  +--+    +--+     |   +--+              BG = Bridge
                       |                     FT = Fortress
   +--+       +--+   +--+         +--+       PP = Piranha Plant Level
---|WP|       |WP|PL-| 9|----O----|FT|       CS = Castle
   +--+       +--+   +--+         +--+       (Numbers represent levels)
     |                              |
     |               +--+           |
    TH               |CS|----O-BG--PP
                     +--+

NOTE: The Padlock disappears when you beat the Fortress level.
_______________________________________________________________________________

                                   WORLD 7-1
                                   =========
Jump onto the set of three pipes, go right and enter the doorway.  In this 
next
room you\'ll see a small pipe on the ground and to the left in the air is
another small pipe with three \'?\' Blocks above it and a Red Koopa Troopa.  
From
the first platform jump onto this and kick the Red Koopa Troopa away.  Bash
each block for a coin.  Then, to the right you\'ll see another small pipe 
with
two upside-down pipes above it.  Jump onto this small pipe and enter either 
of
the upside-down pipes.  Next, you\'ll be in a secluded area of pipes.  To the
left are some horizontal pipes that have Piranha Plants peeping out of them.
There\'s an upside-down pipe touching the pipe on the left; enter this when 
the
Piranha Plant in the horizontal pipe is not looking out.

When you emerge at the other end of the pipe there are three \'?\' Blocks 
above
you.  They all hold coins.  Drop onto the lower end of the pipe to your left
and kick away the Red Koopa Troopa.  Above you are two pipes side by side.
Enter the one on the left.  Next, you\'ll emerge at the side of a bending 
pipe
with a Red Koopa Troopa and two \'?\' Blocks on it.  If you have a Raccoon 
Tail I
suggest swinging it against the blocks.  The one on the left holds a Super
Leaf, the one on the right a coin.  Above this are some bricks and a \'?\' 
Block,
which also has a coin.  Only kick the Koopa\'s shell against these blocks if 
you
plan on not getting the coin in the bricks, so you can safely get the shell.

Now, to the left you\'ll see a Music Note Block.  If you bounce on this and 
hold
the jump button so you go high, move right while in the air so you land on a
floating horizontal pipe.  Above you are two bricks, which are actually 
blocks
that hold coins.  Jump on top of these bricks and jump left onto the small 
pipe
with the wooden block on it.  Then jump through the gap in the pipes above 
you
to get to the next level.  Kill or just ignore the Koopa here.

On the right hand side of the screen are some more pipes, start climbing 
these.
Watch out for Piranha Plants occasionally peeking out of them, though.  Then
make a jump onto the pipes to the left in the centre of the screen (look out
for Piranha Plant in one of them).  To the right in the air are two Music 
Note
Blocks.  Bounce on these to land on top of the pipe to the right (make sure 
the
Piranha Plant isn\'t peeking out of it).  There\'s another Music Note Block to
the left and just above it here, too.  Bounce on this so you can reach the 
two
wooden blocks sticking out of the pipe arrangement.

Jump over onto the next couple of wooden blocks above and to your right and
enter the pipe above them.  Now this next part is a little tricky.  To the 
left
you\'ll see two Green Koopa Troopas approaching.  Stand underneath the gap on
the very right and when one Koopa approaches, stomp it and hold down the 
jump
button so you actually fly up through the gap and onto the next part.  Above
these pillars of wood are some coins arranged like this: ^^ .  Collect them 
and
look out for the Red Koopa Paratroopa that hovers through one of the gaps.
Once that\'s all done and dusted, enter the upside-down pipe on the very 
right
end of the room.

When you emerge back into the overworld there are two pipes to your right.
Jump over them and run right into the dark area, so you can get the card and
finish off the level.
_______________________________________________________________________________

                                   WORLD 7-2
                                   =========
Start by running right and jumping over the Nipper.  Jump over the first 
pipe
you come to that has white coins in it.  Next you\'ll come to two \'?\' Blocks 
on
top of two white blocks.  You can kick away the blocks and do a running 
slide
under the blocks and bash them while you slide through, swing them with a
Raccoon Tail, or kick the blocks against them to be rewarded a Super
Mushroom/Fire Flower and a coin.

Enter the next pipe you come to and swim to the very left into a room of 
coins
and hit the P-Switch.  You can them swim back out into the previous area and
get the coins, then continue to swim right.  Keep swimming past the pipe 
that
spits the force bubbles out and enter the very next pipe you come to.  To 
the
right are four pipes in ascending height, and one of them has a Venus Fire 
Trap
in it.  Dodge its fireballs and kill it off if you have a Fire Flower, then
climb over the pipes.  Enter the second pipe that you see that goes through 
the
ground, but before doing so, jump around in this pit to expose some 
invisible
Music Note Blocks.

Once you\'ve entered the pipe you emerge next to a \'?\' Block that has a Super
Leaf Power-up in it.  Grab this and go back to the previous area, go back to
the four pipes going in height order and enter the pipe that goes into the
ground.  Swim left and enter the next pipe you come to so you re-emerge to 
the
left of the four pipes going in height order.  You can now cross the gap 
using
the Music Note Blocks without worry of falling through and having to do it
again.

Enter the next pipe after the row of Music Note Blocks.  In this next area, 
go
right and jump over the Nippers, then onto the platform you\'ll see after.  
Run
right past the two pipes in the ceiling and bash the \'?\' Block for a Fire
Flower if you need it.  Now go back through the pipe you used to enter this
area.  Now start crossing the pipes and watching out for the occasional 
Piranha
Plant, Venus Fire Trap and a Nipper.  Near the end of all these pipes is a 
pipe
that you should see going into the ground (fourth pipe from the end).  Go 
down
this one.  You\'ll be spat out next to another pipe, enter this and you 
emerge
at the dark area so you can proceed to run to the right and grab the card.
_______________________________________________________________________________

                                   WORLD 7-3
                                   =========
NOTE: This is a really infuriating level in which you have to put up with
Lakitu and the annoyance of his green eggs that follow you everywhere.  I
suggest skipping this level if you have a Jugem\'s Cloud, but if you have to,
want to, or need to complete this level anyway, here\'s the walkthrough.

There is a \'?\' Block next to you when you start.  Bash it to retrieve a 
Starman
and run as fast as you possibly can to the right down the slope and killing 
all
the Koopa Troopas and then you\'ll come to four \'?\' Blocks.  Quickly bash the
lower left one and if you are still invincible, another Starman will appear.
Grab this, then use the top couple of blocks to jump over the gap and repeat
the running process as you plough down some more Green Koopa Troopas and
Paratroopas, then bash the same block as before for another Starman, and run
down the slope, kill the Spiny, jump over the narrow gap and when the slope
goes into a ramp at the end, jump onto the pipe to kill the Venus Fire Trap
then jump the next gap.

Lakitu will appear here.  In the \'?\' Block above the brick is a Fire Flower.
If you get this you can take out Lakitu with a fireball or stomp him from 
the
block that holds the Fire Flower.  Run right, jump across a pit and bash the
brick you come to for a P-Switch.  Hit the P-Switch and some white coins 
will
appear, so grab them quickly and be sure to evade Lakitu and the green eggs.
If you have the Fire Flower, use fireballs to take out the green eggs.

Keep running to the right and you\'ll see a pipe lying on the ground with two
bricks on each side, but don\'t dawdle trying to bash them; they only have
coins.  Keep moving right and now start to cross the ascending hill and be
careful not to fall down the gaps.  After that, there are two Green Koopa
Paratroopas to get by and then the end of the level, where you can get the 
card
and safely away from Lakitu!
_______________________________________________________________________________

                                   WORLD 7-4
                                   =========
Ah...the ol\' Spiny Cheep-Cheep level.  Start by entering one of the two 
crossed
pipes to your right (they both lead to the same place, so it doesn\'t matter
which one you enter).

Swim right and get the five coins, then under the formation of coral hoops 
on
the wooden blocks, but beware of Spiny Cheep-Cheeps and a Lava Lotus.  If 
you
are Fiery Mario, you can toast the Spiny Cheep-Cheeps, although it bugs me 
on
however Mario manages to use fireballs in water.  But anyway, the next \'?\'
Block you come to holds a Fire Flower Power-up if you did not have one 
already,
and you can use this to kill off the Spiny Cheep-Cheeps.  As you go right
you\'ll encounter Big Bertha, so use Fire Powers against her if you can.  And
just be sure to move along with the screen as it goes.

After Big Bertha the screen starts to move upwards, then eventually to the
right again.  Now here\'s a tricky part; you have to swim through an immense
school of Jelectros, while dealing with Big Bertha, and a couple of Blooper
Nannies after that.  The screen starts to move back down and when you see 
the
ground you can move safe now.

Deal with some more Spiny Cheep-Cheeps, and after a column of coral hoops is 
a
\'?\' Block that holds a Fire Flower.  Now start swimming right again, under 
the
coral hoops but avoid the Lava Lotus.  Then you\'ll encounter another Big
Bertha, so use fire or avoid her otherwise.  Swim through the coral, collect
the coins above the Lava Lotus and enter the pipe.  You can now run right 
and
get the card to end this level.
_______________________________________________________________________________

                                   WORLD 7-5
                                   =========
Enter one of the pipes at the start, they all lead to the same place.  In 
the
next room, kill or avoid the Green Koopa Paratroopa.  Run right and deal 
with
another Green Koopa Paratroopa, and enter the pipe hanging from the ceiling.

In this next room are some brick platforms with Koopas on them.  Just ignore
them, and enter the pipe on the right.  Bomb-ombs will approach you in the 
next
area, so kick them away and stay free from the explosions that they create.
Doing a running slide under the bricks.  Run right, kick away the white 
blocks,
and carry on advancing right.  Deal with the Green Koopa Troopas.  Above are
five \'?\' Blocks.  Bash these for some coins and enter the pipe at the very 
end
of this room.

Next, hit the \'?\' Block to the left for a Super Mushroom or Super Leaf 
Power-
up.  When you try to jump through the gap, you uncover an invisible coin 
block.
Guess you can\'t get out this way.  Go back down the pipe.  Now hop onto the
steel platform under the five blocks you bashed earlier, move left and enter
the very first pipe you come to.  Try to jump through the gap to uncover
another invisible block with a 1-Up Mushroom inside it.  When you see the
mushroom emerge, very quickly go back down the pipe and enter the next pipe 
to
the left and get the mushroom.

Now jump through the gap and move left until you get to the wall and go down
the pipe.  You emerge at where you started, but next to a \'?\' Block that
contains a Fire Flower Power-up.  Now jump back down to the area where you
started and start running to the right again.  And remember to keep an eye 
out
for Bob-ombs! Now, go back up the pipe you used to grab the mushroom while 
it
was moving towards you.  This time, start moving to the right.  Drop down 
the
gap and enter the pipe at the end.

Grab the three coins and kill or avoid the Green Koopa Paratroopas here.  
There
is a pipe in the ceiling here, half-surrounded by a \'L\'-shaped formation of
bricks and two \'?\' Blocks that both hold coins.  Use these as 
stepping-stones
to get inside the pipe.

Next part.  Drop off the right end of the pipe and jump up to reveal hidden
blocks, so you can\'t get back to the pipe from here.  Run right and look out
for the Bob-omb.  To the right of the pipe are some white blocks with a 
Koopa
Troopa trapped inside.  Ignore this though, hop onto the platform and above 
are
two more platforms.  Try to jump through the gaps to reveal hidden blocks.
Move left and use the next platform to climb up and run right across the 
higher
platform.  Drop off at the end and before you enter the pipe, jump up 
against
the right wall to reveal a hidden 1-Up Mushroom! Get this, then go down the
pipe.

You drop onto a formation of steel shaped like an \'L\'.  Drop off it and jump 
up
around the gap between here and the steel pillar to your right to reveal a 
row
of hidden blocks.  Then go to the left and enter the pipe just left of the 
one
you used to enter this room.  You re-emerge in the area you were in just
before, at the white blocks.  Get through them and go around to the pipe you
entered before.  You can now run over the uncovered blocks and enter the 
pipe
at the end of the room.  Then it\'s all a matter of getting the card to 
finish
the level off.
_______________________________________________________________________________

                        WORLD 7 PIRANHA PLANT LEVEL (1)
                        ===============================
Immediately when you start there is a pipe that you have to jump over, 
although
it can\'t be done with a standing jump.  You have to make a running jump and
time it right so the Venus Fire Trap doesn\'t hit you.  Then, do the same 
again
for the next pipe.  Across the gap you\'ll see some small pipes with Munchers
that look out then go back in every alternating two seconds.  So you need to
make an accurately timed jump across so they\'re not looking out the pipes 
when
you land.  Now go across these sets of pipes and be careful when the 
Munchers
switch, and look out for Piranha Plants when they stick out.

After that, make a jump over the gap and keep an eye out for the Venus Fire
Trap above the gap in the pipe at the top of the screen.  Jump over the next
two pipes and enter the third.  In the next room, touch the treasure chest 
to
reveal a P-Wing, and automatically finish the level off.
_______________________________________________________________________________

                             WORLD 7 FORTRESS (1)
                             ====================
You need to be Super Mario or better to get to the end of this level.  So if
you start this level as Regular Mario, go to the end of the room made of 
bricks
that you start in, and enter the doorway.  Head to the right end of this 
next
room and enter the doorway and in the next room you\'ll see a platform 
sticking
out of the wall with a \'?\' Block above it.  Reach it by jumping over the 
lava
pit and onto the steel platform to the right.  The three \'?\' Blocks here 
hold
coins.  After bashing them, stand on top of them and make a running jump 
over
to the left so you can bash the block for a Super Mushroom to get 
Super-sized
or a Fire Flower.  Then go back to the room composed of bricks.

In the middle of this room is a brick formation hanging from the ceiling.
There is a hidden P-Switch in one of them that turns all the bricks into 
coins.
See diagram for details.

                              |  |  |
                              :--:--:
                     P-Switch |  |  |
                          |   :--:--:
   Hidden ##              V   |  |  |
Doorway  ##   .--.--.--.--.--:--:--:--.
     ---> ##   |  |  |  |  |  |  |  |  |
         .--.--:--:--:--:--:--:--:--:--:
         |><|><|  |  |  |  |  |  |  |  |
         \'--\'--:--:--:--:--:--:--:--:--:
          ^  ^ |  |  |  |  |  |  |  |  |
          |  | \'--\'--\'--\'--\'--\'--\'--\'--\'
      Steel Blocks

So, once you hit the P-Switch, fall to the bottom of the room and collect as
many of the coins as you can.  When they return to bricks, enter the 
doorway.
Go back through the door you just came in.  This time, hit the P-Switch 
again
and enter the hidden doorway that appears on the steel blocks (shown in
diagram).

In this next room you appear in, run right and you come to two pipes.  Enter
the vertically standing one and you fall into a room with a giant \'?\' Block 
in
it.  Bash this block for a Tanooki Suit.  Keep hold of this, you\'ll need it.
Exit via the pipe in the ceiling on the right-hand end of this room.  You
emerge just where you were before.  Now enter the pipe in the wall.

When you re-emerge out of the pipe, drop onto the three \'?\' Blocks, then 
glide
down to the left and enter the doorway at the bottom left end of the screen.
In this next room, start running around and filling your P-Meter and start
flying up.  Look around for a silver pipe in the ceiling (its located just 
to
the left of the Stretch bar to the left of the entrance door).  Then run 
right
for a Boom-Boom encounter.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Nothing to be of an obstacle in this room surprisingly, although Boom-Boom
grows wings after the first stomp, although he loses them again after a 
second
stomp.  Just the usual three stomp routine to take him out and get the 
Crystal.
_______________________________________________________________________________

                                   WORLD 7-6
                                   =========
Run right, jump over the pipe and enter the doorway.  In this next room, 
move
left so you travel across to the other side of the screen.  Start travelling 
up
the stairs and get coins while you\'re at it.  Look out for Green Koopa 
Troopas
moving down the stairs, too.  When you get to the top of the stairs, you\'ll 
see
a pipe resting on top of two \'?\' Blocks, that both hold coins.  Travel 
through
the left side of the screen so you emerge on the right again.

To the left you will see a Music Note Block between two of the falling 
rings.
Use this as a platform so you can jump onto the \'!\' platform to your right.  
It
travels up, so jump on it to make it move to the left.  When there is some 
open
space jump on it again to make it move up.  Then jump on it once more so it
moves right, and you can jump onto the floating pipe.  Above it is a \'?\' 
Block
that holds a coin.  Step on this so you can reach the platform that moves
upwards.  As it moves, stay on the left hand side so you go past the \'?\' 
Block
with spikes on top.  Then move onto the right hand side of the platform to 
go
past another \'?\' Block with spikes on top.

Then you\'ll see a platform that moves left.  Above it are two \'?\' Blocks 
that
hold coins.  Jump onto this platform and when it moves, jump onto the pipe 
just
to its left, when the Piranha Plant isn\'t sticking out.  Then, after the
platform goes through the pipe, drop back onto it.  It\'ll carry you through 
the
screen, then enter the pipe on the right hand side when you come to it.

There is a platform moving to the left above you when you emerge in the next
area.  Jump on this and as it carries you to the left, bash the \'?\' Blocks 
just
in the air above you.  You get some coins and a Super Leaf as the reward.  
Then
jump onto the \'!\' platform just below, this is more significant for travel
through the level.  Use it to get above the blocks you bashed and then 
through
the gap in the spiked ceiling, then jump onto the platform moving left.  
Bash
the two \'?\' Blocks underneath the right-moving platform for a couple of 
coins,
then jump onto the platform moving up before jumping onto this one.  Duck 
and
bash the three blocks for coins if you want them.

When you are taken across to the other side of the screen, jump on top of 
the
blocks.  Bash the two \'?\' Blocks above you for a couple of coins, then jump 
on
top of these blocks and make a jump onto the \'!\' platform to the right.  Use 
it
to travel through the gaps, and enter the upside-down pipe above the pipe 
with
spikes on it.  You can then run right in the next part, into the dark area, 
and
get the card to finish off the level!
_______________________________________________________________________________

                                   WORLD 7-7
                                   =========
NOTE: This level is rather unorthodox.  You must use continual Starman power 
to
stay alive as you advance to the right.

Start the level off by entering the pipe to your right.  Jump over the next 
two
pipes when the Piranha Plants aren\'t sticking out.  In the \'?\' Block is a
Starman, grab this and run to the right as quickly as possible, over the
plants.  In the next \'?\' Block is a Starman; if you are Super Mario grab it 
by
ducking while you are running to slide under and then jump to hit the block.
Keep running right before having to jump through two sets of pipes and then
bash a block next to a stack of wooden blocks for another Starman.  Continue 
to
run right, duck-slide under a very low hanging pipe.  After jumping over a
large pipe at the end, enter the pipe on the wooden blocks and run right 
into
the dark area so you can get the card.
_______________________________________________________________________________

                                   WORLD 7-8
                                   =========
Run right and jump over the pipe (beware of the Piranha Plant inside it).  
In
the air are two pipes with Venus Fire Traps in them, on top of four \'?\' 
Blocks,
which you can bash for coins.  Do a running jump to get over the next pipe, 
and
then make jumps over the gaps and use the pipes to cross.  Be very careful 
not
to hit the Piranha Plants or get flamed by the Venus Fire Traps.  Once you 
get
to safe ground again, you\'ll see three \'?\' Blocks above the blue and pink
platforms.  The very left block has a Starman in it (get this!), and the 
other
two hold coins.  Go right, up three ascending pipes in height, and get past 
the
Nipper on the brick platform.

Drop down and walk right.  Get past the upside-down pipe when the Piranha 
Plant
isn\'t sticking its head out, and watch out for the Ptooie (get past it by 
going
through the gap made when it blows the spiked ball up high, or lure it out 
of
the way).  After that you\'ll come to a set of three pipes with a Ptooie
patrolling them.  Next to the set of pipes are two bricks; the one on the 
right
is a multi-coin block.  The next part is a bit tricky; you have to get past 
the
Ptooie and Venus Fire Trap at once.  Having Fire Flower power would help.

Now make a running jump to get onto the next pipe, but watch out for the
Piranha Plant and Venus Fire Trap.  Try to make sure neither are sticking 
out
of their respective pipes.  Cross the broken segments of bridge and don\'t 
fall
or you\'ll suffer a fate of teeth marks.  On the last segment of bridge you 
need
to make a long jump onto the pipe to the right; it helps if you have a 
Raccoon
Tail.  Then make another jump to the right over a gap onto another pipe.

Next you need to get past two Ptooies; one in a pipe, and one walking.  And
then jump over the pipe (watch out for the Venus Fire Trap inside it).  Then
are some rows of bricks and \'?\' Blocks and a couple of Nippers.  Avoid! One
shoots a stream of fire! After getting past them you can run right and get 
the
card to finish off this really frickin\' annoying level.
_______________________________________________________________________________

                                   WORLD 7-9
                                   =========
Ah...another maze level.  I love mazes.  Start off by heading to the right 
and
you\'ll come to three Music Note Blocks.  Bounce on these to get through the
crack in the pipe (hitting the middle Music Note Block reveals a Fire 
Flower).
Anyway, jump through another crack in a pipe and kill the Red Para-Goomba, 
and
jump through a third crack in a pipe.  Then turn left and kick away the 
white
blocks so you can get through.  Go left and kick some more white blocks away
again.  Jump through the crack in the pipe and start moving right.  Kill any
Goombas you encounter.

At the end once you drop off you\'ll see two wooden platforms and a wooden 
block
in the air.  Use these to cross and stay on the top of the next part of the
steel structure.  Next time you drop off you\'ll see some Music Note Blocks, 
but
this time, don\'t go to the top of the next part of the structure.  Rather, 
kick
away some white blocks on the left of the Music Note Blocks.  Jump through 
the
crack in the pipe, go left and kick away some more white blocks.

Drop down past the wooden blocks and move to the right.  Kill or avoid the
Green Koopa Paratroopa and at the next part you\'ll see three \'?\' Blocks.  
The
left and right ones have coins in them, while if you are Regular Mario, you 
can
bash the middle one for a Super Mushroom that will slide off for you to
collect.  Go right, jump up through the crack in the pipe and kick away some
white blocks.  If you\'re Super Mario, you can bash some bricks to get money,
then head right and kick away more white blocks to get out into an open area 
of
the structure, where you\'ll see some wooden block platforms in the air.

Use these to climb up and onto the ledge to the right.  Kick away the white
blocks and enter the next area.  Get the coins and kick away the white 
blocks
below the ones you just kicked away.  You can bash the \'?\' Block here for a
Fire Flower Power-up, then drop through the crack in the pipe.  Collect the
line of coins then move right and kick away the white blocks.  Jump up 
through
the crack in the pipe and drop down.  Before you enter the pipe, go to the
right to get some coins.  Now enter it.

You\'ll emerge out of another pipe next to the dark area, so just travel on 
to
the right and get the card to finish off the level!
_______________________________________________________________________________

                             WORLD 7 FORTRESS (2)
                             ====================
This level already starts off with a risk of losing a life.  You need to 
make a
long jump onto the pipe when the Piranha Plant isn\'t sticking out.  If you 
have
the Raccoon Tail it\'ll be a lot easier.  You then have to make another jump
onto a lower pipe to your right while making sure the Piranha Plant in that
pipe isn\'t peeping out and keeping an eye on the nearby Boo Buddy.  Then 
make a
jump onto the pillar with the Roto-Disc circling around it, but keep your 
eye
on the Boo Buddy.  Then jump over onto the next pipe, and cross the lava pit
using the bricks and jumping onto the next pipe, and from there, making a 
jump
onto a taller pipe to the right when the Piranha Plant is inside.

>From there, make another jump to your right onto a lower pipe and look out 
for
the Piranha Plant inside it.  You then need to cross to the next pipe while
simultaneously avoiding the Thwomp above it.  Do this by jumping as close to
the pipe as you can so you trigger the Thwomp off, then jump onto it as it
slowly moves back up, then make another jump onto the pipe to the right.  
Stand
on top of the next pipe after this and make a long jump over the lava pit 
and
Boo Buddy onto a set of pipes (look out for Piranha Plants in them).

Walk across them and them jump onto the next pipe and them get through the 
set
of two pipes opposite each other when the plants aren\'t sticking out.  
Continue
jumping across the pipes, and when you get to once with a \'?\' Block above 
it,
bash it for a Power-up.  Jump across to the next pipe and repeat the pipe-
crossing/Thwomp avoiding routine like you did earlier.  From the high pipe
after the Thwomp, face left just so the Boo Buddy comes a little closer so 
you
can safely make the next jump onto the next pipe.  Then make another jump 
onto
the steel pillar coming out the lava, then jump down and swerve left so you
land on the pipe (easier if you have a tail), and then enter it.

Next, move to the right and you\'ll see a steel wall hanging from the ceiling
with a small gap in the bottom, and a Roto-Disc going around.  Wait for the 
Dry
Bones to come through the gap, though.  Make accurate timing, then run and
slide under the gap but be careful for the Roto-Disc.  Do this again but
avoiding a Thwomp whilst doing so.  Climb the staircase and drop off at the
end.  Move right a little and you\'ll encounter Boom-Boom.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
There are three steel blocks in the room but these aren\'t much to worry 
about.
Remember to be quick in your attacks on Boom-Boom.  After one stomp he\'ll 
start
slowly moving about but then make insane jumps, so make your stomps quickly.
Three stomps as usual will destroy him so you can get the crystal.
_______________________________________________________________________________

                        WORLD 7 PIRANHA PLANT LEVEL (2)
                        ===============================
Use the horizontally lying pipe to reach the next pipe when the Piranha 
Plant
isn\'t sticking out of it.  You then need to cross the small pipes with 
Munchers
coming out every few seconds, with a Venus Fire Trap at the end.  After 
that,
go past some pipes in the ceiling, then jump over the next pipe and you can 
use
the Music Note Blocks and Red Koopa Paratroopa to get over the pit of 
Munchers.
There is a set of three pipes at the end; go down the middle one.  In this 
next
room, touch the chest for a Super Mushroom and finish the level off.
_______________________________________________________________________________

                                WORLD 7 CASTLE
                                ==============
This time the king has been transformed into a Piranha Plant! So you start 
the
airship as usual by climbing it.  After you cross the deck you see another 
bolt
on a long screw.  Use this to progress across but watch out for the
flamethrowers, but I usually jump across the platforms with the 
flamethrowers
on, then you get to the next part of the ship.  If you drop down and bash 
the
\'?\' Block you get a Fire Flower Power-up.  Next, use the bolt to get across 
the
next part, avoiding the flamethrower.  After the next part, jump onto the
platform with the flamethrower in the middle then make the long jump back 
onto
the ship.

Rocky Wrenches start attacking on the next part of the deck.  If you hit the
bolt on the screw underneath the platform it\'ll move out to the left so you 
can
jump onto it and reach the \'?\' Block for a Fire Flower.  Grab it if 
necessary,
and carry on moving right.  There\'s another little screw with moving bolt 
but
really, you could just jump this part.  Then make another long jump onto the
next part of the ship and stomp Rocky Wrench.  Carry on jumping across the
various parts of the ship.

You\'ll then eventually come to a part with three screws.  Use each different
screw to advance across them then jump over the wooden pillar.  You can then
enter the pipe for your final Koopaling fight.

BOSS FIGHT: Ludwig Von Koopa
----------------------------
Ludwig Von Koopa is really just about identical to Roy.  He has poor jumping
and can make rumble jumps when he hits the ground.  He is bigger and easier 
to
hit, therefore.  Just do the usual three stomp and look at Roy\'s strategy on
how to beat him, then you get the wand and return to the castle.

You receive another letter...but it\'s not from the princess!

+----------------------+
| Yo!                  |
|                      |
| I kidnapped the      |
| princess while you   |
| were running around. |
| She\'s here in my     |
| castle,if you dare   |
| to try and rescue    |
|     her.             |
|                      |
|                      |
|      Ha ha ha...     |
|                      |
|        Koopa Troopa  |
+----------------------+

No prize jewel today, unfortunately.

+-----------------------------------------------------------------------------+
                    W O R L D   8   -   D A R K   L A N D
+-----------------------------------------------------------------------------+

MAP - Part 1/4
===

                     +--+       KEY
                     |WP|       ===
                     +--+       ST = Start
                      PL        WP = Warp Pipe
   +--+        +--+    |        TL = Tank Level
   |ST|        |WP|    O        LS = Lava Ship
   +--+        +--+    |        PL = Padlock
     |           |     |
     O----TL-----O----LS

NOTE: The padlock disappears when you beat the Lava Ship Level.

MAP - Part 2/4
===

                          +--+           KEY
                          |WP|           ===
                          +--+           WP = Warp Pipe
                            |            DG = Dungeon Level
   +--+             +--+    |            AL = Airship Level
   |WP|---AL        |WP|PL--O            PL = Padlock
   +--+    |        +--+
           |
           |  +--+--+--+--+--+  +--+
           O--|DG|  |DG|  |DG|--|WP|
              +--+--+--+--+--+  +--+

NOTE: While moving across the dungeon squares, a hand can grab you at random
and pull you into a level.  You can also enter these dungeons optionally,
although it is not necessary.

NOTE: The padlock disappears when you beat the Airship Level.

MAP - Part 3/4
===

+--+          +--+                      KEY
|WP|-----O    |WP|-----O-----O-----O    ===
+--+     |    +--+           |     |    WP = Warp Pipe
          |                   |    PL    FT = Fortress
        +--+          +--+    |   +--+   PL = Padlock
   O----| 1|          |FT|----O   |WP|   (Numbers represent levels)
   |    +--+          +--+        +--+
   |                    |
+--+   +--+            |         +--+
| 2|---|WP|-----O------O-----O---|WP|
+--+   +--+                      +--+

NOTE: The padlock disappears when you beat the Fortress Level.

MAP - Part 4/4
===

                                 +----+    KEY
   +--+                          |+--+|    ===
   |WP|---TL-PL--O-----O-----O---||CS||    WP = Warp Pipe
   +--+                          |+--+|    TL = Tank Level
                                 +----+    PL = Padlock
                                           CS = Castle

NOTE: The padlock disappears when you beat the Tank Level.
_______________________________________________________________________________

                            WORLD 8 TANK LEVEL (1)
                            ======================
Jump onto the first tank and jump over to the second, and look out for the 
two
cannons on it that fire horizontally and diagonally.  The next cannon on 
this
tank fires Bob-ombs, so jump over them or kick them away with caution and be
careful not to get caught in their explosion blasts.  Go past another cannon
and Bob-omb cannon and some more cannons that fire diagonally.  There is a
flamethrower on the front of the third cannon as well as a Rocky Wrench 
inside,
with a cannon on the end that\'ll fire Bob-ombs to the right.

Jump onto the next tank and stomp or avoid Rocky Wrench, who is inside the 
top.
There is a short gap before the next tank, with a cannon firing horizontally 
on
the front and another Rocky Wrench on top.  There are two cannons on the 
front
of the next tank, and one is on the ground, so time your jumping carefully.  
On
the rear end of the tank is a cannon that fire Bob-ombs onto the ground.  Be
careful of these when you drop off the tank.

There is a Power-up available on the next cannon after Rocky Wrench; it\'s in
the \'?\' Block (a Super Mushroom or Super Leaf).  Grab it or not, and make a
jump onto the next tank.  There\'s a Rocky Wrench here and two cannons on the
end that shoot cannonballs diagonally and Bob-ombs.  If you have a Raccoon
Tail, it is easy to get across to the next tank if you glide onto the top of
the cannonball and float over.

The end of this cannon and the front of the next cannon both shoot Bob-ombs 
to
the ground, beware of these, as well as a Rocky Wrench on the next cannon, 
and
two cannons on the end.  The bottom cannon shoots Bob-ombs to the ground.
You\'ll have to go on the ground as it\'s a big gap to the next tank.  Just 
stay
away from the Bob-ombs (kick them away if they get too close).  There is a
cannon on the bottom of the next tank that fires in a trajectory on the 
ground,
so be sure to jump in time!

Be careful in this next part, there is a giant cannon on the next tank that
shoots giant cannonballs! So duck when you see it coming! On top of this 
tank
is another Rocky Wrench and cannons that fire in opposite directions.  Go 
past
these and make a jump onto the final tank and enter the silver pipe on the 
top.
Then, the level finishes off easy.  Just defeat the Boomerang Brother in 
this
room with one simple stomp or fireball, then pick up the chest it 
relinquishes
for a Starman and to complete the level.
_______________________________________________________________________________

                              WORLD 8 LAVA SHIP
                              =================
You start the level jumping on top of a cannon.  A few steps to your right
you\'ll see Rocky Wrench peeking, so stomp him to take him out.  Jump on top 
of
the next part of the ship, and look below to see a \'?\' Block being guarded 
by
two cannons.  This block contains a Super Leaf Power-up, so only get it if 
you
really need it (it\'s risky though).  Next, jump onto the cannon and stomp 
Rocky
Wrench.  Stand on top of the cannon here and make a jump to the next part of
the ship.

Take out Rocky Wrench, and to your right you\'ll see a giant cannon.  To the
right is a big gap to cross to the next part of the ship.  Make sure you are
not in the cannonball\'s path when you do that.  You can actually leap into 
the
lava and jump back out again onto the ship.

Jump onto the cannon next to avoid being blasted, then jump onto the next
cannon.  Stomp Rocky Wrench and jump onto the two wooden pillars to the 
right
then move across to the right, while avoiding wrenches being thrown by Rocky
Wrench.  Then, is another giant cannon.  Make sure it has fired before 
stepping
down and making the jump onto the next part of the ship, which also has 
another
giant cannon on it, so jump on top of it when you see it appear on the 
screen!

To the right you\'ll see a Bob-omb cannon, and to the right of that are three
cannons lined like steps.  These fire cannonballs in order from lowest to
highest.  Jump over when it\'s safe.  Then, make a jump over the little gap 
and
after one last giant cannon, enter the silver pipe.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
You know what to do.  Three stomps to get the victory.
_______________________________________________________________________________

                             WORLD 8 DUNGEON (1)
                             ===================
You start on one end of a bridge with a Fire Brother on the other end.  
Stomp
him or flame him or jump over him and drop down onto the next bridge.  Go 
right
and you\'ll see the Hammer Brothers on two brick ledges.  Take them out by
bopping them from below to avoid being hit by their annoying hammers.  On 
the
bottom row of bricks, hit the third from the right to reveal a Power-up and 
hit
the two on its right for coins.  Bash through the higher row or jump up onto 
it
to advance right onto the next bridge.  Take out the Boomerang Brother if 
you
can, and go right to meet a Sledge Brother.  Take him out if you can, then
enter the pipe to the right.  Touch the chest to the right in this next room 
to
get a Super Leaf and automatically end the level.
_______________________________________________________________________________

                             WORLD 8 DUNGEON (2)
                             ===================
Climb the steps, hop onto the broken bridge and start jumping across the big
lava pit, using the broken bridge segments as stepping-stones, and watch out
for the Podoboos jumping up from below.  Grab coins in the air while you 
jump,
then finally jump onto the steel ground and enter the upside-down pipe.  
Touch
the chest for another Super Leaf and to end the level.
_______________________________________________________________________________

                             WORLD 8 DUNGEON (3)
                             ===================
Head right and step onto the bridge.  Cheep-Cheeps will start flying up at 
you,
just like in SMB1.  In the two \'?\' Blocks on the first segment of bridge are
coins, before you have to start making more jumps across the lava using the
bridge segments as stepping-stones while avoiding the Cheep-Cheeps.  After 
the
bridge with two wooden blocks floating just above it is a bridge segment 
with a
\'?\' Block above it.  Bash this for either a Super Mushroom or a Super Leaf.
Then run right and go through the wooden obstacles.  Jump across a few more
bridge segments then you\'ll see a row of coins shaped like \'^^\'.  Get these
then enter the pipe at the end of the room to get the chest and a third 
Super
Leaf.
_______________________________________________________________________________

                            WORLD 8 AIRSHIP LEVEL
                            =====================
No wonder Bowser is hated so much...he has to have the toughest levels in 
his
land.  This one is one of the toughest by far.  The screen scrolls at a very
fast pace, so a Super Leaf, or even better, a P-Wing is very strongly
recommended.  It\'ll make this level literally like, five times as easy.

The first segment of the ship you start on has a Rocky Wrench and 
flamethrower
on.  You won\'t have time to make any stomps, so just make quick jumps over 
to
the second, then third part of the ship, which has a little stump on it.  
Make
a long jump onto the next part of the ship (look out for Rocky Wrench), jump
onto the wooden pillar and make another jump to the right onto the next part 
of
the ship.

>From this next part, make a jump to the right to a higher area of ship and
carry on jumping to the right while looking out for Rocky Wrenches and
flamethrowers.  After some more little segments of ship you come to one with 
a
big crate on it.  Use this to jump onto the next part, which is rather high,
then jump to the next ship segment near the bottom of the screen and make a
long jump to your right onto the next ship segment.  Make another high jump,
then down low again and keep jumping right and just avoid these wrenches 
being
thrown.  Then on the last part of the ship, enter the silver pipe.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Yet again, three stomps is all it takes to beat the guy.  Just bear in mind
that he\'ll grow wings after one stomp, so be quick to stomp him again to 
make
him lose them, then when you have finished him off, grab the crystal to take
the padlock off the map.
_______________________________________________________________________________

                                   WORLD 8-1
                                   =========
Go right and jump over the gap.  The first \'?\' Block you come to has a coin 
in
it.  Step on top of this to jump onto the pipe here when the Venus Fire Trap
isn\'t sticking out.  Then make a jump to the right onto the next pipe when 
the
Piranha Plant isn\'t sticking out of it.  Repeat again onto the next pipe 
(avoid
Venus Fire Trap in this), again to the right onto a pipe floating on top of
some wooden blocks, then jump down to the ground.

Head right and you\'ll see two rows of bricks, a Green Koopa Paratroopa, and
some Bullet Bill cannons.  Use the brick rows to jump over onto the top of 
the
cannons.  Then to the right is another stack of Bullet Bill cannons to jump
onto (I wouldn\'t go for the \'?\' Block, it\'s too risky), then jump onto the
ground underneath the steel.

Head right and jump onto the cannon.  Above you are lots of \'?\' Blocks and a
brick.  The brick actually holds a 1-Up Mushroom, and the \'?\' Blocks hold
coins.  Keep an eye out for the nearby Boo Buddy.  Go right and pass the 
cannon
being held up by the metal (run under if you are Regular Mario, run and 
slide
under it if you are Super Mario).  Bash the brick you see here for a Super 
Leaf
Power-up, then jump over the pit and you\'ll come to a couple of green
platforms.

Kick away the Red Koopa Troopa on one of these platforms.  Above the higher
platform are two \'?\' Blocks, these contain coins.  Jump right, over the next
gap and bash the \'?\' Block next to the pipe for a coin.  Then, jump over the
pipe here (avoid the Venus Fire Trap inside it).  Now go right, past the 
Green
Koopa Troopa and you\'ll come to a Bullet Bill cannon.  Stand on top of this.
To your right is a big gap that can only be completed if you get over the 
high
stack of Bullet Bill cannons.  Bounce on the Red Koopa Paratroopa\'s head and
hold the jump button down so you bounce high and you should be able to make 
it.

When you land, drop down and collect the coins and jump over the next stack 
of
cannons to your right (be careful for the Bullet Bills that they fire).
There\'s an invisible block that should help make the jump.  Next part is 
really
tricky.  You\'ll see, on the end of the ledge, a Music Note Block, to the 
right:
a large gap and a giant pipe that can\'t be made by an ordinary jump.  So, 
get a
good run up, make a jump onto the Music Note Block and bounce while holding
right so you can get onto the top of the pipe!

Now, make another jump over the pit onto another pipe whilst making sure the
Piranha Plant inside it is not sticking out, drop off and run right into the
dark area to collect the card and finish this god forsaken level!
_______________________________________________________________________________

                                   WORLD 8-2
                                   =========
Run right, go up the slope and jump over the quicksand.  Go right, down the
sand steps and look out for the Red Para-Goomba.  Go right, up the next 
slope
and jump over the three quicksand pits with Venus Fire Traps in them.  Go 
down
the slope but watch out for the Venus Fire Traps halfway down.  In the brick
next to one of the Venus Fire Traps is a P-Switch.  Quickly hit this and 
start
running right as quickly as possible.

The Angry Sun then appears! Cross the vast pit using the bricks that have
appeared from the coins when you hit the P-Switch.  Remember that they\'ll 
soon
become coins again though! Use the Music Note Blocks if that happens.  Once
you\'ve cleared the gap, start going uphill and watch out for the Venus Fire
Traps.

At the top of the hill are three coins to grab, then go down the slope.  
Cross
the next pit by bouncing on the Koopa Paratroopa\'s head and the Music Note
Block.  Then run right and while avoiding the Angry Sun, head into the dark
area and get the card.
_______________________________________________________________________________

                               WORLD 8 FORTRESS
                               ================
By far the most mazey and difficult of all fortresses.  Ah well, here we go
anyways.  Move to the right, jump onto the high ledge and drop down to the
right and go past a Roto-Disc.  After the next pillar, you can bash the 
brick
for a coin and you\'ll come to two alternating Roto-Discs.  Get past these 
and
jump on top of the steel enclosing the door in the ground.  Bash the brick
above you for a Power-up.  Go right, past two more Roto-Discs.  Jump over 
the
steel pillar and stomp the Dry Bones located here.  Now that you are Super
Mario, bash the bricks around the orb that the Roto-Disc is orbiting and 
enter
the door encased in the bricks.

Think fast! You appear on a conveyor belt touching a boiling pool of lava.
Make a jump to the right onto the steel in the lava.  Jump onto the next 
steel
island (don\'t enter the door though).  Jump across the conveyor belts to 
your
right until you get to the steel and see a Thwomp.  To the right of him 
should
be a \'?\' Block.  Bash this for a Super Mushroom/Super Leaf Power-up.  
Continue
moving right, jumping across the conveyor belts until you get to a steel
platform above the right end of the lava pit with a door; enter this.

In this next room, walk right and you\'ll spot a P-Switch.  Hit this, and now
start running to the right as quickly as possible.  After all the obstacles
that you should just get past at top speed while jumping the Dry Bones, 
you\'ll
spot a white doorway at the end of the room; quickly enter this.

Go right, past the Boo Buddy and go to the end of the conveyor belt.  Below
you\'ll see a Thwomp moving horizontally.  When he moves back into position,
jump down, head left and jump over the steel stump and run left.  See the 
two
bricks holding the conveyor belt? Hit the one on the right, and a P-Switch 
will
be revealed.  Get back up and hit this P-Switch and a white doorway will 
appear
on the conveyor belt.  You can quickly go into the room it reveals to 
achieve a
Fire Flower Power-up, then head to the end of the conveyor belt and jump 
right
onto the steel block sticking out the wall and enter the doorway that 
appears
here.

In this next room you\'ll fall onto a conveyor belt.  Duck and it\'ll carry 
you
right, under a set of spikes and then, another encounter with Boom-Boom!

MINI-BOSS FIGHT: Boom-Boom
--------------------------
It\'s just fighting on the conveyor belt that you\'ve got to be really worried
about, although this guy ain\'t not so much of a tough cookie.  Use the 
simple
three stomps/five fireballs routine to knock him out and get the crystal to
finish off the level.
_______________________________________________________________________________

                            WORLD 8 TANK LEVEL (2)
                            ======================
You\'re now at the castle walls, so get yourself prepared.  The first tank
immediately approaches you, with a cannon on front.  Jump on top of it.  
Above
and to the right is another segment of tank with a cannon on its roof that
fires cannonballs down at you, so avoid them.  On the tank you are standing 
on
are three cannons firing cannonballs upwards.  Get past these, and then 
you\'ll
see another cannon in the ceiling above you, a Bob-omb launcher, and two
horizontally firing cannons to the right.  Interpret and avoid the 
cannonballs
and Bob-ombs before moving onto the next tank.

There are Rocky Wrenches all over this next tank; they\'re all easy to get 
away
from as long as you keep an eye out for the nearby cannon up at the higher 
end
of this tank.  Then, jump onto the ground and above you\'ll see three 
cannons.
Two of them shoot in your path, watch out for these.  Onto the next tank -
after the first three cannons on it you\'ll come to a Bob-omb launcher, 
another
cannon and two cannons firing horizontally.  Climb onto the end with the two
horizontally laid cannons and stomp the Rocky Wrench.  Apres ca, make a jump
onto the next tank and go down the silver pipe.

MINI-BOSS FIGHT: Boom-Boom
--------------------------
Not him again! Don\'t worry, this\'ll be your last Boom-Boom fight and they 
made
it easy for you! Yay! Just use the simple three stomps to take him out, but
just remember that he\'ll grow wings after one stomp, so be sure to do this
quickly, and after you beat him and get the crystal, the path is laid out 
for
you to enter into Bowser\'s castle...
_______________________________________________________________________________

                                WORLD 8 CASTLE
                                ==============
Start the level by making a big run to the right at full speed, filling up 
the
P-Meter and going past the Gray Bowser Statues that fire lasers directly 
down
at you.  If you have a Raccoon Tail, it would be a better choice to fly over
them as you still may get caught if you run under them.  Now, climb the
staircase and you\'ll see a gap in the ceiling.  Stand directly under this 
and a
lift will out of nowhere appear and take you up.  Once it\'s at the top, jump
into the tunnel to your right.

Move right and you\'ll see a falling ring blocking a drop down.  Stand on it 
and
as it drops hold Right on the D-Pad so you go into an alcove.  Move right 
and
go past the Hot Foot.  Start climbing the steep staircase and avoid the 
Roto-
Discs on it.  At the top of the staircase, drop down the gap to the right 
and
go down the staircase while avoiding the Roto-Discs from the other side.

Run right through the tunnel and you\'ll come to a big lava pit with some
falling rings above it.  At the right end of this lava hallway are four
alcoves.  Take either the top one or the third one down.  The second one 
down
has a Power-up and a falling ring that\'ll take you down to the third alcove 
so
you can continue moving on.  If you take the top alcove, follow the Route 1
walkthrough.  If you take the third alcove, take Route 2.

<<<Route 1>>>

Run right and look out for the Gray Bowser Statue.  Jump on top of it and 
jump
across the Gray Bowser statue.  Some won\'t fire lasers though, so that\'s not
too bad.  After advancing past the statues, you\'ll see fireballs moving from
one side of the screen to the other, and if you remember which game this was
from, you can tell that Bowser\'s not far away! Cross the lava pit using the
falling rings as stepping-stones, but be quick while you do so! After the 
pit
you\'ll see that Bowser\'s not there, but a doorway is...go through this 
doorway.
Scroll down to the end of Route 2 to carry on with the walkthrough.

<<<Route 2>>>

Go right and avoid the laser that the Gray Bowser statue will fire at you.  
Hop
on top of it, jump over the second Gray Bowser statue and bash the \'?\' Block
for a Power-up.  Advance past some more Gray Bowser statues before 
eventually
arriving at a lava pool.  Flames will come across the side of the screen
towards you.  Interpret these as you cross the lava pool using the floating
bricks.  After getting across the pool you\'ll come to a doorway; enter this.

BOSS FIGHT: Bowser
------------------
It\'s time to give this brute the punishment he deserves.  In the middle of 
the
room is a big cluster of bricks, and Bowser will appear on the right hand 
side
of the room, next to a locked door.  Stand in the middle of the brick 
cluster,
and as he fires flames at you, jump, duck or avoid them, then he\'ll launch
himself into the air.  Quickly jump out of the way and he\'ll come down with 
a
massive ground pound and sabotage some of the bricks.  He\'ll fire some more
flames at you, so avoid them, and wait for him to go back to the platform 
above
the door.  Repeat the process again.  Once he\'s cleared a whole gap in the
bricks he\'ll fall through and make a rather nasty fall to only the Mushroom 
God
knows where he\'ll land! After the big thud that follows, the locked door 
will
open.  Enter it.

Well done on beating the major part of SMA4! Sit back and watch the ending,
you deserved it!


===============================================================================
                                IX. Enemy List
===============================================================================

Angry Sun
---------
The sun in the sky that swoops at you.  He can only be taken out with a 
shell
or by grabbing the card at the end of the level.

Baby Cheep
----------
Small fish that are spat out and sucked in again by Big Bertha.

Big Bertha
----------
Similar to Boss Bass, but they can spit out Baby Cheeps, which can also harm
Mario.

Blooper
-------
>From SMB1 with a totally new design.  They\'re shorter and swim around 
faster,
but still as cheesily difficult to get by.

Blooper Nanny
-------------
Same as Blooper, but carries babies with it.  Don\'t touch the babies either.

Bob-omb
-------
Back again from SMB2, these walking bombs will move around for a short while
before lighting their own fuses.  They\'ll rapidly grow and shrink before
exploding.  You can stomp them and kick them to take out other enemies in a
similar fashion to what you did in SMB2.

Boo Buddy
---------
These ghostly enemies that can\'t be harmed will freeze when your character 
is
facing them but chase you when your back is turned.  Keep a close eye out at
all times...

Boomerang Bros.
---------------
A new enemy in the Mario games that made its debut here, this guy throws
boomerangs at you, but they are not difficult to avoid.  Taken out usually 
by
the same method as taking out Hammer Bros.

Boss Bass
---------
Those really big fish that appear in water levels and stalk you about,
they\'re looking for a bite! No matter whether you are Regular, Super, Fiery,
Raccoon, or any other type of Mario, you will be killed instantly in one
swallow from this fish.  So stay away! A fireball takes it out though.

Bullet Bill
-----------
They appear in SMB1, either as enemies flying from the side of the screen in
a particular level, or shot from cannons.  Here, they are shot from cannons.

Buster Beetle
-------------
These blue beetles have the ability to pick up white blocks and throw them 
at
Mario.

Buzzy Beetle
------------
Another SMB enemy, who usually appear in dark or cave areas.  They behave
like regular Red Koopa Troopas, but cannot be hurt by fireballs.

Chain Chomp
-----------
Those gnashy dudes that are held back by chains so they don\'t have a broad
reach.  But don\'t get too close; these guys have a rather vicious tendency 
to
bite anything that comes in sight.

Cheep Cheep
-----------
An old enemy from SMB, who appears in water.  They can be found in green and
red.

Colossal Koopa Paratroopa
-------------------------
These huge Koopa Paratroopas may look intimidating but really are just taken
out the same way as a normal Koopa Paratroopa would.  They come in two 
colours:
Red and Green.

Dry Bones
---------
These are the skeleton form of a Koopa Troopa and are a new addition to the
Mario series.  When you stomp them, they will collapse but soon be restored
to life.

Fire Bros.
----------
These guys shoot fire from their mouths, which is rather difficult to
overcome, but they can be easily taken out with a simple stomp.

Fire Chomp
----------
Black balls with mouths and a fire tail.  You can stomp them but if you take
too long in doing so they explode.  Be somewhere else when they do so!

Fire Snake
----------
Snakes of fire that chase you around in the desert levels and can climb
and go through obstacles.  They can be taken out with the power of
invincibility, or the swing of a Raccoon Tail.

Goomba
------
Remember this guy from SMB? Well, although he didn\'t make an appearance in
SMB2, he\'s back now, and has an ever-so-slightly new appearance.  He\'s still
killed the same way as before: a simple stomp or fireball, but can also be
taken out with tail whips, shell kicks, and most other attacks.

Grand Goomba
------------
It\'s only being tall that\'s different about them.  Despite the size, they\'re
just about the same as regular Goombas.

Gray Bowser Statue
------------------
These are the statues found in Bowser\'s castle.  If they spot Mario in their
eyesight they\'ll fire lasers at him, so run past as quickly as you possibly
can.

Green Gargantua Koopa Troopa
----------------------------
These are the especially humongous Green Koopa Troopas you see in World 4.
However, they are exactly the same as a normal Green Koopa Troopa, only 
bigger.
They are killed in the same method as a normal Green Koopa Troopa, too.

Green Koopa Troopa
------------------
Like the Goomba, these guys appeared in Super Mario Brothers, and did not
appear in Super Mario Brothers 2.  Here, they are taken out the same way as
they were in SMB, a simple stomp and a kick of the shell.

Green Koopa Paratroopa
----------------------
These ones aren\'t so good at flying, so they tend to bounce in arcs or
sometimes horizontally.  Stomp them once to make them lose their wings, and
they become normal Green Koopa Paratroopas.

Hammer Bros.
------------
Often seen in pairs in SMB, these now usually appear alone in this game.  
You
can find them hanging around on the map screen or in levels.  They throw
hammers at Mario, but are a little easier to evade than in Super Mario
Brothers.

Hot Foot
--------
The candles in some fortresses release their flames, which come to life, 
these
are Hot Foots.  You cannot kill them unless you have invincibility, a Hammer
Brother suit, or swinging them with a Raccoon Tail

Jelectro
--------
An electric Blooper that doesn\'t move, but can be a pain to get by in some
areas.  Learn how to swim around them.

Kuribo\'s Goomba
---------------
All in the name.  A Goomba in a Kuribo Shoe.  Take him out to get the shoe
for yourself.

Lakitu
------
>From the original SMB he stays true to his attack methods.  He\'ll drop red 
or
green Spiny eggs from above and try to hit Mario.  You can stomp him or hit 
him
with fireballs to temporarily take him out, but he will return sooner or 
later
so progress as fast as you can while he is out of action.

Lava Lotus
----------
Plants that appear in water levels, and like to release little lava balls at
you, which are a must-avoid.  However, they\'re rather easy to escape from.

Missile Bill
------------
Similar to Bullet Bills, these flash and home in on Mario.  You can stomp 
them
to take them out like regular Bullet Bills, and stand next to their cannons 
to
prevent them from being fired, too.

Mugger Micro-Goomba
-------------------
These REALLY small Goombas aren\'t so strong enough to attack, but they will
attach themselves to Mario or Luigi\'s body, and reducing their running and
jumping.  To shake them off, just repeatedly and quickly tap Left and Right
on the D-Pad.

Muncher
-------
These small black plants with jaws cannot be hurt, however you can turn them
into coins if you hit a nearby P-Switch.

Nipper Plant
------------
These white plants stay in one place at a time, and when you jump over them
they\'ll jump up and try to bite you.  You can take them out with the use of 
a
Raccoon Tail, though.  Don\'t try stomping!

Piranha Plant
-------------
They appear inside pipes and pop out to attack Mario.  Some just flap their
jaws around, some spit fireballs, and some can attack from pipes hanging 
from
the ceiling.

Piranhacus Giganticus
---------------------
Giant Piranha plants that are specifically found in World 4.  There is no
difference between them and normal Piranha Plants, just the size.

Podoboo
-------
Remember these from SMB1? They were the balls of fire that jumped out of 
lava
pits to try to scorch Mario.  And here...they do the same.  They cannot be
killed, like in SMB.

Ptooie
------
These plants, found in pipes or moving around, blow up a spiked ball and
balance it in the air.  You should jump between them when it blows the ball 
up
really high to create a big enough gap.

Red Giant Koopa Troopa
----------------------
Giant Red Koopa Troopas.  Only the size that\'s different.  They are killed 
in
the exact same way as a regular Red Koopa Troopa.

Red Koopa Paratroopa
--------------------
These tend to fly vertically over pits.  They are taken care of the same way
as Green Koopa Paratroopas.

Red Koopa Troopa
----------------
Another of SMB\'s antic foes who\'s back in SMB3.  They are the same as their
Green counterparts, but they don\'t walk senselessly off ledges.

Rocky Wrench
------------
They appear on the airships, often hiding inside the flooring.  They pop up
and hurl spanners at you, but aren\'t too difficult to dispose of.

Roto-Disc
---------
The energy balls that move in circles in Fort levels.  They cannot be 
killed.

Sledge Bros.
------------
These extremely huge Hammer Brothers can toss hammers but also have a rumble
jump.  So when they land on the ground, make sure you\'re not on it, as 
you\'ll
be temporarily stunned, leaving you wide open for attack.

Spiny
-----
Back again from SMB.  These red hedgehogs hatch from red Spiny Eggs that are
dropped by Lakitu and move around in any direction like a Goomba.  He cannot 
be
stomped, but you can use invincibility, fireballs, or a tail swing to knock 
him
out.

Spiny Egg
---------
These come in two colours: Red and Green, and are dropped by Lakitu.  Red 
ones
drop straight down and hatch into Spinys when they hit the ground.  Green 
eggs
fly in any direction and do not break when they hit the ground, but will 
roll
at Mario, so you had better be on your toes to get away from these.  
Fireballs
will do the trick, though.

Spiny Cheep-Cheep
-----------------
These spiny fish are quick and try to harm Mario in the water.  Use 
fireballs
to safely take it out.  They are only in World 7-4 though, so feel relieved
once you\'ve finished this level!

Stretch
-------
This is a long white bar, which grows Boo Buddies out of it that move around 
on
the surface.

Thwomp
------
Another new addition to the Mario series that made their debut in this game.
Thwomps drop directly down at a fast speed, intending to crush Mario or
Luigi.  However if you stand a little distance away from directly below the
Thwomp\'s dropping path, it should come down but you will not be hit.  You
cannot kill these enemies.

Venus Fire Trap
---------------
A Piranha Plant-like creature that spits fireballs at Mario at a slow speed.
You can take them out with fireballs and tail attacks.


===============================================================================
                                   X. Boss List
===============================================================================

Boom-Boom
---------
These are the mini-bosses that you face in the Fort levels.  They usually
take 3 stomps to defeat and are relatively easy to get by.  Some of them
can grow wings, but they aren\'t very tough to beat.

Larry Koopa
-----------
The boss of the Airship in World 1.  Larry fires waves from his magic wand
and jumps around in his shell whenever hit.  He\'s not too difficult to beat
at all.

Morton Koopa
------------
The boss of World 2\'s airship.  He attacks in the same way as Larry, but
because of his massive bulk, doesn\'t jump around as much.

Wendy O. Koopa
--------------
The boss of the World 3 airship.  She fires white and red rings around her
room, which you must avoid.  Stomp her as quickly as possible, as she fires
more rings.  She doesn\'t jump around very much though.

Iggy Koopa
----------
The World 4 airship boss.  Iggy has low, broad jumping at first, and fires 
the
rings quickly but not as often as Larry and Morton.  After two stomps, he\'ll
jump higher than usual.  He\'s still quite easy if you keep your distance and
are careful.

Roy Koopa
---------
Head Honcho of the World 5 airship.  Roy has poor jumping, but can cause
tremors when he lands, like a Sledge Brother, and stun Mario.  When you 
stomp
him and he retreats into his shell to bounce around, the room will quake 
when
he lands too.  Be in the air when he lands.

Lemmy Koopa
-----------
Lemmy Koopa is World 6 airship\'s boss.  He is a bit of an oddball compared 
to
the other Koopalings in that he has a different attack method than usual.
He\'ll balance on a ball and roll around his room and fire more balls at you
from his wand.  You can stomp these balls and not get hurt as long as you 
don\'t
let them hit you on the head.

Ludwig Von Koopa
----------------
The boss of World 7\'s airship.  Ludwig Von Koopa is identical to Roy, but is 
a
bigger target, so is easier to stomp.  Just look at Roy\'s strategy on how to
beat him.

Bowser
------
The boss of the World 8 castle.  He\'s definitely the toughest of all bosses.
He\'ll shoot flames at you and use a ground pound attack by jumping in the 
air
and coming down with a huge landing.  Use the bricks in the ground to your
advantage by letting him ground pound them to bash some away before he
eventually wears them out and falls through! Once you\'ve beaten him, you get 
a
game conclusion you truly deserve upon beating this brute.


===============================================================================
                                 XI. Item List
===============================================================================

1-Up Mushroom
-------------
Similar in looks to the Super Mushroom, only these have green dots on top,
rather than the Super Mushroom\'s red.  Picking one of these up will give
Mario/Luigi an extra life.

\'?\' Crystal
-----------
Boom-Booms hold these.  Hen you defeat Boom-Boom, he\'ll relinquish it.  Pick 
it
up to finish the fortress level and unlock a padlock on the map.

Anchor
------
Use this to pin down the airships on the map.  Quite handy, but rare.

Coin
----
These things are scattered about the entire Mushroom World, and can either 
be
found just lying about in the overworld or hidden in blocks.  They were also
seen in SMB and SMB2.  Like in SMB, collect 100 of these and you will gain 
an
extra life.

Fire Flower
-----------
Another of SMB\'s antics.  Grabbing one of these will make Super Mario become
Fiery Mario, and gives you the ability to flick fireballs.

Frog Suit
---------
When Mario is wearing one of these, he will be able to swim much more
smoothly by using the D-pad directional buttons.  Not much use on land,
though.

Hammer
------
Another item used on the map screen, this allows Mario/Luigi to smash rocks 
to
visit extra, or hidden parts on the map screen.

Hammer Brother Suit
-------------------
With this on, Mario can throw powerful hammers.  What more?

Jugem\'s Cloud
-------------
These items are used on the map screen.  They allow you to bypass a level.
They are quite tough to find though, so saving them until a dire difficult
level to get by is probably the best idea.

Kuribo\'s Shoe
-------------
The rarest of all items, and only in World 5-3.  Pity.  Allow you to stomp
tough enemies, cross rough surfaces and looks pretty cool to travel in.

Magic Wand
----------
Each of the Koopalings has stolen a Kingdom\'s king\'s magic wand and used it
to transform the king into an animal.  Your goal is to get these back.  When
you defeat a Koopaling, it\'ll relinquish this item.

Music Box
---------
Used on the map screen only, this sends all Hammer Brothers, Boomerang
Brothers, Fire Brothers and Sledge Brothers to sleep so you can easily sneak
past without any difficulty.

Music Note Block
----------------
These bouncy blocks can give Mario a spring, and sometimes contain hidden
items.

P-Switch
--------
When you get one of these magical switches they\'ll turn all bricks into 
coins
and all coins into bricks.  They can also make invisible white coins appear!

P-Wing
------
Activate it on a map screen, and Mario/Luigi start flashing.  Pick a level, 
and
you\'ll see that Mario/Luigi have a Raccoon Tail on, and the P-Meter is full.
Get the idea? In other words, you can fly about for the whole level.

Red Music Note Block
--------------------
When Mario bounces on these, hit A and you\'ll go soaring into coin heaven!

Starman
-------
Also from SMB and SMB2, grabbing one of these will grant you the power of
invincibility for a short time.  But what\'s new, if you jump while in the
possession of a Starman, Mario and Luigi do somersaults!

Super Leaf
----------
Snagging one of these will make Mario grow a raccoon tail.  This thing has
some good powers, if you press the B button, Mario will swing around, and
the tail will knock out most enemies that come in contact with it.  While
falling, repeatedly tapping the A button will make Mario glide with the tail
to fall at a slower rate.  If you get a good run up and fill the P-Meter, 
you
can fly with it if you hit the A button quickly and repeatedly.

Super Mushroom
--------------
Also from SMB.  Touching one while Regular Mario will turn him into Super
Mario.  If hit while Super Mario, you will become Regular Mario again.  They
are white mushrooms with red spots on top.

Tanooki Suit
------------
This is the same as a Super Leaf, only if you hold the Down button on the
D-Pad and the B button, Mario will temporarily become a statue and cannot be
hurt.

Warp Whistle
------------
There are very few of these coveted items in the whole game, and they\'re
usually well hidden (but not hidden well enough so that this FAQ couldn\'t
expose them.  Heh heh).  These whistles allow you to warp to a screen that
allows to you to pick a world from 2 to 8.  There are three rows.  If you 
are
warped to the higher row, you can warp to World 2, 3, or 4.  The middle row
lets you access World 5, 6, or 7.  The bottom one lets you get to World 8.


===============================================================================
                                 XII. Secrets
===============================================================================

Secret Warp Whistle in World 1-3
--------------------------------
Before the end of the level, you\'ll see a white platform in the air.  Kick 
the
Koopa off and duck on top of the block.  Keep crouched for a few seconds and
you\'ll fall through and land behind the scenery.  Quickly run right and 
behind
the dark area.  You\'ll enter Toad\'s house.  Open the chest to get the Warp
Whistle.

Secret Warp Whistle in World 1 Fortress
---------------------------------------
At the end of the first room in the Fortress is a \'?\' Block just after a 
lava
pit, and before a Dry Bones.  If you are Super Mario you can bash the block 
for
a Super Leaf.  Fill up the P-Meter by running around and fly up the wall 
above
the block.  Hold right until the screen moves, and run right until the 
screen
stops moving.  Now press Up and you will enter a door that you can\'t see.
You\'ll automatically arrive in another room.  Touch the chest to reveal a 
Warp
Whistle.

Quick Route to World 8
----------------------
Get two Warp Whistles (one in World 1-3 and the other in the World 1 
Fortress).
Ok, when you are on the map screen, press B to view your inventory, and 
select
the Warp Whistle to visit Warp Zone.  In Warp Zone, don\'t visit any Worlds.
Instead, press B to go to your inventory again.  Choose the other Warp 
Whistle
and you will be brought to Warp Zone again but you are on the bottom row.  
You
can now enter World 8.

Lots of P-Wings
---------------
Finish the game and restart again to play all over, but with a full 
inventory
of 28 P-Wings.

Different Thanks from the King
------------------------------
Complete an airship stage while wearing a Tanooki Suit, Frog Suit or Hammer
Brother suit.  The King will give you a different thanking when you change 
him
back to his normal state.

White Platform Trick
--------------------
On white platforms, stand on top and duck.  Stay ducking for a few seconds 
and
Mario will fall through and land behind the scenery.  You can use this trick 
to
get the Warp Whistle in World 1-3.  It also works in a few other levels.

White Mushroom Houses
---------------------
These very rare houses are found only once in a world (apart from World 8).  
In
a certain level you must collect a certain amount of coins to get to a White
Mushroom house.  You\'ll be rewarded a P-Wing or Anchor here.  Here is a list 
of
levels and the amount of coins needed to get to each World\'s White Mushroom
House.

WORLD 1
Get 44 coins in World 1-4.

WORLD 2
Get 30 coins in World 2-2.

WORLD 3
Get 44 coins in World 3-8.

WORLD 4
Get 22 coins in World 4-2.

WORLD 5
Get 28 coins in World 5-5.

WORLD 6
Get 78 coins in World 6-7.

WORLD 7
Get 46 coins in World 7-2.

There is no White Mushroom House in World 8.

Coin Ship
---------
A very rare secret, and I\'ve only managed to get this three times.  You need 
to
be in World 1, World 3, World 5 or World 6.  There must be at least one 
Hammer
Brother on the map.  You have to get your coin total in a certain level to a
multiple of 11 (11, 22, 33, 44, 55, 66, 77, 88 or 99).  You need to 10\'s 
digit
in your score to be the same number as the 10\'s digit in your coin total (if
you have 33 coins, your score would need to be 0015630).  Then you need to
finish the level with the timer on an even number.  The Hammer Brother on 
the
map will then transform into the coin ship.  The ship has coins everywhere 
for
1-Ups.  Just before the pipe on the very right end, there is an invisible 
block
with a 1-Up Mushroom in the air a couple of steps to the left of the pipe.

Card Game Solution
------------------
For every 80000 points you achieve an N-Spade card will appear on a map.  
When
you enter it you will play a game of \'pairs\' in which you flip over two 
cards
to see if they match.  They contain symbols from in-game items.  So, for
example, if you get a pair of Starman cards, you are rewarded a Starman, and 
an
extra life if you get a 1-Up Chest, etc.  If you miss twice, you\'re out and
return to the map.  There are eight different layouts of the cards, like so:

KEY
===
10 = 10 Coins
1U = 1-Up
20 = 20 Coins
FF = Fire Flower
SM = Super Mushroom
ST = Starman

PATTERN ONE

+--+ +--+ +--+ +--+ +--+ +--+
|1U| |SM| |10| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |10| |ST| |20| |20| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |1U| |FF| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN TWO

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |20| |SM| |10| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |1U| |SM| |10| |1U| |20|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN THREE

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |ST| |1U| |FF| |1U| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|10| |SM| |FF| |ST| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |20| |20| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN FOUR

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |1U| |FF| |ST| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |ST| |SM| |10| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |SM| |10| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN FIVE

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |ST| |1U| |FF| |20| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|10| |SM| |20| |1U| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN SIX

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |10| |1U| |FF| |1U| |SM|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |SM| |20| |ST| |SM| |10|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |FF| |20| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN SEVEN

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |FF| |20| |FF| |10| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|20| |1U| |SM| |10| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|ST| |SM| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

PATTERN EIGHT

+--+ +--+ +--+ +--+ +--+ +--+
|FF| |20| |SM| |ST| |1U| |FF|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|1U| |FF| |10| |SM| |20| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

+--+ +--+ +--+ +--+ +--+ +--+
|SM| |10| |ST| |SM| |FF| |ST|
+--+ +--+ +--+ +--+ +--+ +--+

Ok, to figure out which pattern you have, flip over the card fifth on the 
right
on the highest row.

You have Pattern: One, if it is a Fire Flower.
                  Four, if it is a Starman.
                  Five, if it is 20 coins.

If you got 10 coins, flip over the very left-end card on the middle row.

You have Pattern: Two, if it is a Fire Flower.
                  Seven: if it is 20 coins.

                               OR

If you got a 1-Up, flip over the very left-end card on the middle row.

You have Pattern: Three, if it is 10 coins.
                  Six, if it is a Starman.
                  Eight, if it is a 1-Up.

Thanks to Brian Sulpher for letting me use this trick from his guide.

Game Selection Screen Trick
---------------------------
When selecting Super Mario Bros. 3 or Mario Bros., keep shifting the cursor 
up
and down. On the SMB3 screen Mairo usually appears in a Raccoon Tail state. 
But
sometimes he\'ll appear with a Koopa Troopa shell. Also, Luigi sometimes 
appears
on the Mario Bros. screen instead of Mario.


===============================================================================
                           XIII. Mario Bros. Classic
===============================================================================

Mario Bros. Is the minor section of the game, which is a re-make of the 1983
Arcade game. This game is compatible with other players, and is a fun game 
to
try out!

This game takes place before Mario and Luigi made their awesome mark in the
world of video-gaming, in Super Mario Bros. At this time, Mario and Luigi 
are
living in Brooklyn, New York. They own a small plumbing shop.

One day, weird creatures suddenly come crawling out of the piping, and it\'s 
up
to Mario and Luigi to do their jobs and clean the sewers up before it all 
gets
out of hand.

========
Controls
========

Left/Right: Move Mario.

Up: Nothing.

Down: Charge Super Jump.

Select: Nothing.

Start: Pause game.

B: Accelerate when running, pick up POW Block.

A: Jump.

=======
Enemies
=======

Crab
----
These enemies are a little more complex. They start off moving slowly, and 
when
you hit them once, they begin to move faster. Hit them again to stun them.

Fighter Fly
-----------
These enemies hop around, so can\'t be hit when in the air, and are taken out
with one bop from below.

Fireball
--------
There are two types of Fireball: Red and Green. Red ones tend to bump around 
a
lot, while green ones are more controlled. They can still be taken out with 
a
bump from below, but are deadly if you touch them!

Freezy
------
They freeze platforms, making them slippery. They will also freeze Mario if 
he
touches them!

Spiny
-----
The red hedgehog enemies which also made appearances in later Mario games, 
such
as Super Mario Bros., and Super Mario World. They are the most basic of all 
the
enemies - they are slow, and require one hit to be tipped over.

=====
Items
=====

Coin
----
When you beat an enemy, they come out of the pipes, and are worth a decent
amount of points.

POW Block
---------
Hit it from below to stun all enemies on-screen with their feet on the 
ground.
You can hit it from below three times, or pick it up and throw it down, 
which
stuns all enemies for a longer time.

========
Overview
========

Here is the layout of the phases in Mario Bros.

          ++                                 ++
    ------++                                 ++-------
   / -----++                                 ++------ \\
--/ /     ++                                 ++      \\ \\--
-------------------                   --------------------
-------------------                   --------------------


              -----------------------------
              -----------------------------
--------                                          --------
--------                                          --------




-------------------       +---+       --------------------
-------------------       |POW|       --------------------
                          +---+

         ++                                   ++
---------++                                   ++----------
---------++                                   ++----------
         ++                                   ++
----------------------------------------------------------

The objective is to clear the phase from all the enemies. Hit one from below
(jump and hit your head on the platform to bump it up) and stun the enemy. 
Then
simply touch it to kick it away. Don\'t leave it lying there for long though; 
it
can get back up again! Use the POW Block to stun all enemies on screen, but
only if necessary.

Bonus Phases occur every so often; what you have to do is simply get all 
coins
on screen within the time limit, and if you can manage to do so; you earn a
1-Up!

And that about wraps it up!


===============================================================================
                                 XIV. Credits
===============================================================================

Nick Morgan for suggesting I make this FAQ.

Myria (myriachan(at)cox.net) for sending a whole lot of changes I missed.

Devin Morgan and Psycho Penguin for being great FAQ role-models.

CJayC for running GameFAQs and posting all my guides.

My huge list of GameFAQs friends: Crazyreyn, Brakker-Z, SinirothX,
Nick Morgan, Guitarfreak86, Super Nova, BSulpher, CeLIcA, Pegboy, Snow 
Dragon,
THAguyINgta3, Belfast IsJericho, Gobicamel, Carter12, Lanerobertlane, Myke,
Cyril (s3><0rz!), falsehead, AdrenalineSL, Colin Moriarty, Alaskafox, Bijan
Salari, BTB, ASchultz, Dingo Jellybean, Tom Hayes, Matt Hulbert, Jdude84, 
Atom
Edge, Hang Me 2002, Reptile, DGordon, Inferno, Starfighters76 and everybody
else, you know who you are.

My offline friends who I know personally, for giving me motivation - Stephen
Child (aka Ste C. on GameFAQs), Jared Scott (aka OnceInALifeTime), Robert 
Watt
(Robshi), Sean Day, Adam Robinson, Ernie, Simon Thorp, Ali MacDonald, Ryan
Iredale, Ross Mattinson, Michael Jeffery, Tom \"DDP\" Mason and everyone else.


===============================================================================
                                XV. Copyrights
===============================================================================

This FAQ is copyright (c)2004 and exclusive property of Ryan Harrison.
Everything contained in this file is my own info. This FAQ may ONLY appear 
on
the following sites:

GameFAQs (http://www.gamefaqs.com/)
IGN FAQs (http://faqs.ign.com/)
CGN FAQs (http://www.cgnfaqs.tk/)
Games Mad (http://groups.msn.com/gamesmad)
Neoseeker (http://www.neoseeker.com/)
Cheats.de (http://www.cheats.de/)
Intense gamer (http://www.intensegamer.com/)
Super Cheats (http://www.supercheats.com/)
My Site (http://www.angelfire.com/hero/ryo)

If you would like to post this guide on your site, feel free to do so, but
only as long as you contact me first and I grant you permission. If any of 
my
FAQs is marked as Version Final, I\'m not going to let you post them up, as I
don\'t have time to be registering with all the sites just to have my guides
posted up. If you\'re going to be stupid and decide to post ANY of my FAQs, 
let
alone this one, on your site without my permission, that is plagiarism, and
it\'s illegal. So just don\'t do it. This FAQ may also NOT be sold for profit,
published for profit or reproduced for profit. This document is protected by
copyright law, and I will find out if you rip me off. However, if you would
like to use some of my info for your own FAQ, then I have no problem with
that, JUST SO LONG AS YOU ASK ME AND CREDIT ME. That is all.

Super Mario Advance 4 is (c)1983-2003 Nintendo.


===============================================================================
                              XVI. Contacting Me
===============================================================================

Send all games and FAQ related topics to coldcutter_87(at)hotmail.com. 
Please
make sure your questions are answered within the contect of this FAQ,
otherwise I will not reply. Also please make the topic clear such as \"FAQ
Question\" or I may mistake it for spam and delete it.

Messengers
----------
Use the following names to add me.

MSN Messenger - coldcutter_87(at)hotmail.com
AIM Messenger - RyanHarrison2k4

You can talk about anything you want over a messenger. I use MSN and AIM a
lot, so you\'ll be most likely to find me there. Also, if you\'re going to 
think
about sending any junk or Spam or anything through the IM system, don\'t
bother. I use my dad\'s computer and he wouldn\'t think too nicely. I will 
also
block you.

The GameFAQs Message Boards
---------------------------
My Board username is KenShamrock.

Also, feel free to take a peek at my other work. Just visit this link:

http://www.gamefaqs.com/features/recognition/22792.html

-------------------------------------------------------------------------------
End of File . . . . . . . . . . . . . . . . . . Copyright (c)2004 Ryan 
Harrison