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FAQ/Walkthrough by DBM11085

Version: 1.0 | Updated: 12/06/10

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

           Mario vs. Donkey Kong: Mini-Land Mayhem FAQ/Walkthrough
                            For the Nintendo DS
                   Version 1.0 (Last Updated 12/6/2010)
                              By Devin Morgan

      This file is Copyright (c)2010 Devin Morgan. All rights reserved.

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

Table of Contents

1. What's New
2. Introduction
3. Controls
4. Overview
5. Normal Mode Guide
6. Plus Mode Guide
7. Construction Zone
8. Secrets/Tips and Tricks
9. Copyright Notice

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

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

Version 1.0 (12/6/10): Every stage in Plus Mode is now complete, thus making 
this guide complete!

Version 0.95 (12/3/10): All of the Special stages in Plus Mode are added to 
the guide, as well as the first three Expert stages. The rest will come in 
the next update.

Version 0.9 (12/1/10): The regular areas of Plus Mode are now complete! The 
Special stages are done through S-13, so the rest of those and the Expert 
stages will be added very soon!

Version 0.8 (11/30/10): All of Normal Mode is complete, including its Special 
and Expert stages. As for Plus Mode, the walkthrough is complete through Area 
7-1, as well as the first 11 Special stages. I also started a section for 
the Construction Zone. More to come soon!

Version 0.6 (11/23/10): The main Normal Mode walkthrough is complete, plus 
the first 12 Special stages. The rest of the Special and Expert modes, as 
well as Plus Mode are works in progress. I will add those solutions as I 
complete them.

Version 0.5 (11/22/10): The walkthrough now covers through Area 7-4.

Version 0.3 (11/19/10): The first version, which covers up to Area 3-6.

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

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

The next installment of the Mario vs. Donkey Kong series is back on the DS, 
for more Lemmings-style gameplay. There are a LOT of stages to get through 
here, despite many of them being rather simple in nature. You must once again 
lead the Minis to their exit Doors, while making use of devices and other 
items found in the areas to lead them safely to the exit. If you played the 
other games, you know exactly what you're getting into here. It is a lot of 
fun, and I would absolutely recommend it if you are looking for a platformer 
turned puzzler.

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

-=-=-=-=-=-=-=-=-=
-=  3. Controls -=
-=-=-=-=-=-=-=-=-=

Touch Screen: Control character movements, navigate menu screens

Start: Pause/resume game

L: Toggle Help mode during game

R: Toggle Map display during game

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

-=-=-=-=-=-=-=-=-=
-=  4. Overview -=
-=-=-=-=-=-=-=-=-=

============
Starting Off
============

When you start the game, you can select from three files to save your data 
to. The next screen will be the stage select screen. The screen is laid out 
in tabs, where you can switch attractions (what they call worlds) by tapping 
the numbered tabs along the top. You cannot visit areas/worlds you have not 
yet unlocked, though. In each world, there are eight stages plus a showdown 
against Donkey Kong, and an additional Minigame to unlock. More information 
on these can be found below.


========
Gameplay
========

Like the previous games in the series, you have control of a number of Minis 
(wind-up toy versions of the usual characters), and must manipulate the 
environment to lead them to the exit Door. In each area, the Minis are not 
initially activated, which gives you time to survey the landscape (the timer 
does not start until you activate a Mini by tapping it). Once you begin, the 
Minis simply move along the path, turning around if they hit a wall or reach 
the edge of the playing area. They are not smart, so they will fall into gaps 
and use pipes/ladders as soon as they approach them. That's why you need to 
use the various building blocks available to navigate them through!

If a Mini touches an enemy or falling projectile (such as barrels), or falls 
into a spike pit, it will die and you must restart the level. If it is a DK 
stage, you simply lose that Mini and continue onward, losing some points as a 
result. The objective of the main stages are to reach the Door at the end, 
corresponding to the available Minis (for instance, the door for Mario is red 
while Toad's is blue). Usually you only have Mini Marios to deal with, but 
the fourth stage of each attraction/world features other types as well.

If a Mini reaches their door, they will automatically enter it, but there is 
a catch. From that point, you have 6 seconds to get the rest of the Minis 
through that door before it closes permanently and you lose the stage. This 
is why it's important to keep your Minis close together when approaching it. 
Some Doors are locked, and can only be opened by the Mini carrying a Key 
(this happens during the eighth area of a given attraction/world).

In each stage, you can press L to go into a Help mode. There, you can tap any 
item or device in the stage to gain information about how it's used. 
Likewise, you can press R to view a grid Map of the entire stage layout at a 
distance. Using either of these options pauses gameplay temporarily.

The final stage of each attraction is a showdown against Donkey Kong. DK is 
situated at the top of the stage, and you need to direct the Minis through 
the stage and upward so they can climb up and trigger switches to damage DK. 
Once DK is defeated, you go on to the next attraction.

As you will see, each area has a Goal Score associated with it. Your score 
depends on the time remaining at the end (20 points per second), your general 
score, and a bonus for collecting everything (or not losing Minis in the DK 
stage). If you exceed that score, you will receive a Trophy. Get a Trophy in 
all eight areas of an attraction to unlock a Minigame where you can earn 
additional M-Tokens.

Speaking of M-Tokens, the purpose behind collecting them is to unlock Special 
stages (designated by "S" on the stage select tabs). Each M-Token collected 
in an area is worth 2000 points. You unlock a new stage for every five M-
Tokens you accumulate. There are 20 stages, so you need a total of 100 to 
access them all.


=====
Items
=====

Card: In each area, there is a card with a letter displayed on it. In each
      attraction, there are nine cards which spell out "MINI MARIO", one per
      stage. Each is worth 1000 points. Collect them all to unlock that
      attraction's Minigame.

Coin: The standard gold coins found throughout the stages. Each coin gives
      you 100 points, though there are big coins that count for five coins.
      Collect 100 of them and you will be given another M-Token.

Door: The large, colored door where you need to lead the Minis to. Each Mini
      must go to its appropriate Door (Mario is red, Toad is blue, etc.).
      However, once the first Mini enters the door, you have six seconds to
      send the rest through or it will be locked forever, preventing you from
      completing the stage. Some Doors are locked, and can be opened with the
      key carried by a Mini.

Hammer: The quintessential DK item is back! When collected, the Mini will
        swing a hammer up and down for several moments. This is the only way
        to kill any enemies on the board. Once the hammer is used up, it will
        return to its initial position to be collected again.

M-Token: These tokens with "M" on them are found throughout the game, one per
         area (and three to be won in the minigames). Each one is worth 2000
         points. They are used to unlock the Special areas.


=========================
Building Blocks/Obstacles
=========================

Blocker: This brown block can be oriented horizontally or vertically, per the
         brown outlines, for use as walls or bridges/ceilings. Magnet Sparky
         enemies cannot move across them.

Breakable Block: These small yellowish blocks are found in some levels. They
                 will disintegrate if a Mini walks across them, but they can
                 also be destroyed by sliding into them from a nearby hill or
                 blasting through with the Cannon.

Cannon: This black cannon rotates in several directions automatically. If a
        Mini walks into it, you can tap the cannon's red button to launch a
        Mini in the given direction, breaking weak blocks in the process.

Conveyor Belt: The standard conveyor that makes the Minis move in the
               direction of its movement. For the stationary belts, you will
               find a green switch in a nearby wall, which can be tapped to
               reverse direction instantly. There are also purple conveyors
               which can be drawn between purple rivets as needed, similar to
               the red girders. The way you draw the conveyor determines its
               direction of movement.

Horizontal Spring: This yellow spring launches the Mini ahead several spaces,
                   good for clearing most regular-sized gaps. You do not gain
                   enough vertical range, however. They can be placed in the
                   yellow box outlines and removed by tapping them.

Ladder: Like the Pipe, Minis will climb up/down these ladders as they
        approach them. If a Mini is walking to the left when it reaches a
        ladder, it will continue walking left when it gets to the other end,
        so keep that in mind when herding them along.


Magnet Rod: Minis can stick to this long, magnetic rod when walking on it. At
            the end is a red striped piece, which you can slide the stylus
            across to rotate the rod, flipping the Minis to the other side of
            it. Magnet Sparky enemies can stick to this rod as well.

Pipe: These classic tubes are back, and are used to transport Minis across
      the areas. When a Mini approaches a pipe, it will automatically enter
      and continue walking along when it exits at the other side. You can
      track a Mini's progress in the pipe by viewing the small moving icons.
      In some stages, the pipes can even be moved around by tapping them.

Red Girders: The standard red pieces can be used to place red metal segments
             between the red rivets. They can be used as barriers, ramps, and
             bridges as needed. To create a segment, tap the starting rivet
             and drag the stylus across the screen to the other rivet, which
             will automatically create a segment. Simply tap the rivet to
             clear the piece. Remember that the Minis cannot climb very steep
             inclines!

Vertical Spring: This purple spring launches the Mini upward for several
                 spaces and forward one space. This is best used for reaching
                 high areas without a need to move horizontal. They can be
                 placed in the purple box outlines and removed by tapping.


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

Capture Kong: This is a mechanical Donkey Kong with a cannon-type device on
              its back. It will immediately capture and hold on to any Mini
              in its path. Use a Hammer to stun it, freeing any Minis it is
              holding.

Circus Kong: This is a mechanical version of Donkey Kong, who sits in a
             single position. If a Mini approaches, it will be thrown in the
             air. This will happen in an endless loop unless you draw a
             bridge for the Minis to land on. Circus Kong can be stunned
             temporarily by using a Hammer.

Fireball: This walking flame appears in some of the earlier levels. It can
          climb up and down ladders, but you can kill it with the Hammer.

Ghost: This is a variation of the Shy Guy, but it floats in the air. If it
       falls down enough, it will turn into a blue flame which remains for a
       couple of seconds. It can be annoying to avoid when this happens.

Magnet Sparky: This spark enemy is generated from a special panel with a
               lightning bolt on it. It travels around on magnetic surfaces
               only, and retreats when it reaches a generator panel.

Piranha Plant: These plants often appear in groups next to each other, both
               on the ground and on walls/ceilings. They spit fireballs,
               which bounce off a surface in front of them and then back into
               the plant's mouth. Use structures to block the fireballs so
               the Minis can pass safely.

Pokey: This segmented cactus simply moves back and forth on a ledge. If it
       falls into yellow Pokey Block spaces, its segments will become blocks
       for you to walk on.

Shy Guy: This basic enemy simply walks back and forth on a platform. It can
         be defeated by sliding into it from a hill or using the Hammer. Late
         in the game, Shy Guy Block outlines will appear, which turn Shy Guys
         into blocks if they enter those spaces.

Thwomp: This stone with a face usually sits high above a ledge. When a Mini
        approaches, it will shake before falling straight down in an attempt
        to crush you. It will retreat upward after a couple of seconds.

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

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  5. Normal Mode Guide  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

===========================
Attraction 1: Coaster Hills
===========================

Area 1-1
--------

Goal Score: 15100

Start by activating both Minis, then clear the red girder wall directly ahead 
of you. Grab the seven coins, then draw a bridge between the red blocks above 
the spike pit below. Clear the first bridge directly above it, and the Minis 
will fall to the ledge below. Grab the "M" card, as well as two coins and the 
first M-Token. The Minis will reach the edge and turn around, sliding down 
the hill and into the Door to exit.


Area 1-2
--------

Goal Score: 14800

Disassemble the red girder ramp, then form a bridge between the rivets above 
the spike pit. Activate the Minis and collect three more girders to the 
right, as well as the "I" Card. As the Minis turn around, clear the bridge 
and form a ramp to the upper-left ledge. Once the Minis are up there to 
collect the coins, clear the ramp and form a bridge directly across to the 
Door. Grab the M-Token and the Minis will reach the Door to exit.


Area 1-3
--------

Goal Score: 14600

For this stage, the Minis start off apart from each other. Luckily they don't 
need to be activated all at once. So, clear the bridge over the left spike 
pit and form one over the pit to the right. Activate the bottom Mini so it 
hits the wall and turns around to reach the M-Token. As it turns back to the 
left, clear the wall and use the girders to form a bridge over the other 
spike pit.

Up ahead, the first Mini will go into the pipe (Mini's automatically enter 
pipes when they approach them and continue walking in the same direction they 
were initially moving when they emerge). As it travels, reclaim the girders 
from the bridges below. When the Mini emerges, activate the second Mini and 
form a bridge directly across to the seven coins on the ledge. Once both 
Minis are across, clear the bridge and form a ramp to the lower-left ledge. 
Collect the "N" Card, then clear the ramp and form one more bridge across to 
lead the Minis to the exit Door.


Area 1-4
--------

Goal Score: 14800

In this stage, you will not only have a Mini Mario, but a Mini Toad as well. 
Each must enter its own door, signified by color, so keep that in mind. Begin 
by clearing the two red girder walls below, then activate the Mini Mario. It 
will activate the Mini Toad next to it. Form a horizontal bridge between the 
rivets below and both Minis will fall onto it. Grab the big coin and go down 
the pipe, then form a bridge over the spike pit.

Grab the "I" Card and head back up the pipe again, this time with Mini Toad 
in front. Cross the bridge to the right (or remake it if needed) to reach two 
coins and the M-Token. Remove the bridge so both Minis fall down again. As 
they head to the left, wait for Mini Mario to cross the rivet, then draw a 
wall to separate Mario and Toad. This will send Mini Toad to his Door to the 
right, while Mini Mario will proceed up the pipe and into his Door.


Area 1-5
--------

Goal Score: 14100

This is the first stage you will see an enemy Shy Guy, as well as the Hammer 
item, which can be used to clear enemies in the way. First, clear the red 
wall to the right to reclaim its girders. Activate both Minis and grab the 
two extra girders, using them to quickly draw a ramp to the ledge above. When 
the first Mini reaches the top, disassemble the bridge and ramp so the other 
Mini falls to the level below. That way, the upper Mini can grab the coins 
and "M" Card while the lower one can get the M-Token.

Once both Minis fall below, grab two more coins and an extra girder. Form a 
bridge over the spikes ahead and the first Mini will grab the Hammer item. 
When you drop to the lower area, the Shy Guy will be killed and everyone will 
reach the Door safely.


Area 1-6
--------

Goal Score: 14400

The new obstacle here will be a ladder, which works the same way a pipe does, 
only it involves climbing directly up/down. Begin by activating the three 
Minis, and they will climb the ladder ahead. Collect the three extra girders 
and continue down the next ladder. Draw a bridge in the air above the first 
one, so the Minis can reach the "A" Card. Once they all fall down, 
disassemble the bridges and form a new one connecting to the upper-left 
platform.

After the Minis grab the coins and M-Token, they will turn around and climb 
back down the ladder. Once they go down, reclaim your girders from the bridge 
and form another one over the spike pit ahead. The Minis will collect the big 
coin and enter the Door safe and sound.


Area 1-7
--------

Goal Score: 15300

Here, you will see Circus Kong, a Mini DK which will throw your Minis in the 
air as they approach. Begin by activating the Minis, and the first one will 
slide down the hill above, collecting the coins. When they both meet, collect 
the two extra girders and approach Circus Kong. Draw a bridge between the 
rivets above Circus Kong, that way when the Mini Marios are thrown up there, 
they will be able to land.

Grab the coins in the air and the Minis will go through the pipe to loop back 
downstairs. Collect the "R" Card and Circus Kong will throw them back upward, 
this time moving in a rightward orientation. As they approach the hill, form 
a bridge leading from the bottom of the hill across to the Door. The Minis 
will grab the M-Token and exit the stage.


Area 1-8
--------

Goal Score: 14600

This stage introduces the locked doors, which only the Mini carrying a Key 
can open. Begin by clearing the girders to the right, leaving only a bridge 
across the spike pit. Activate the Minis and they will turn around at the 
door, allowing you to collect the "I" Card at the right side. With both Minis 
in that right alcove, clear the girder bridge and draw a ramp leading to the 
upper-left ledge. Then, draw a second ramp continuing straight ahead to the 
top-left ledge.

Once both Minis make it up there, grab the M-Token and coins and clear the 
ramps. Draw a bridge across to the right side so the Minis can reach the 
remaining coins. Once across, clear the bridge and draw a diagonal ramp to 
the lower-left area, covering the spike pit below. The Minis will fall from 
the top area and go down the ramp, then the key-holding one will be in front 
to lead everyone through the exit Door.


Area 1-DK
---------

Goal Score: 12000

This is your first battle stage with Donkey Kong. You will need to maneuver 
the Minis through the area in order to trip switches, causing damage to DK 
above. Some rivets are inactive, as designated by the empty hole instead of a 
screw in the middle. DK will attack every so often by pounding the ground, 
sending two barrels (one on each side) downward. Draw bridges/ramps above the 
Minis so the barrels crash without hitting them.

Every now and then, DK will hit a switch which will move around the inactive 
rivets to new locations. There will only be two inactives at a given time. On 
the left and right ledges, you will find the "O" Card and M-Token for the 
stage, so try and lead the Minis to them as you progress. At the top of the 
stage are three switches; two are reached via the upper-right ladder and the 
third from the upper-left ladder. Once a Mini climbs a ladder and hits a 
switch, a new one will enter the stage below. As you hit the switches, the 
next Mini will appear more quickly and DK's attacks will become more frequent 
as well.

Hit all three switches to defeat DK and go on to the second attraction!


Area 1 Minigame
---------------

Goal Score: 2500

For this minigame, you will see five boxes below, each with a certain 
multiplier value associated with them. Above are five pipes as well (watch 
the top screen), and Minis will fall into the area below. You need to use the 
girders to draw bridges and ramps, leading the falling Minis into the boxes 
and earning yourself some points. Periodically, a clock which will add 10 
extra seconds to the timer will appear; have a Mini touch it to add on that 
time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (500, 1500, and 2500 points). Mario is worth 25 points, Toad is 
worth 50 (you can press Start to see all of this information).


==========================
Attraction 2: Jumpy Jungle
==========================

Area 2-1
--------

Goal Score: 15000

The new feature introduced in this attraction is the yellow spring. It can 
only be used in one yellow space at a time, but you can tap it to hide it, 
then tap the yellow block outline to place it again. The Minis will bounce 
upward when they approach it, then continue moving onward when they land.

Anyway, begin by activating the Minis and bounce to the second ledge above. 
Grab the coins and have them drop to the ground level again, then move the 
spring to the lower-left space. That way, the Minis will bounce to the left 
alcove and reach the "M" Card. Leave the spring there so they can reach the 
second level when they turn around. Move the spring to the left end of the 
platform when both Minis are up there, then they will bounce up to the third 
level.

Up there, collect the coins and M-Token, then move the spring into the 
outline at the edge so the Minis bounce across to the exit Door safely.


Area 2-2
--------

Goal Score: 15100

Starting off, activate the Minis and reclaim the red girders from the bridge 
overhead. Let the Minis fall and bounce across the spike pit, collecting the 
coins along the way. Once both are across, draw a red bridge above the spring 
to the right so the Minis can bounce onto it. Remove the springs and the 
Minis will hop up the steps. Place a spring ahead, then remove the bridge you 
formed and reform the one directly above between those red rivets.

Have the Minis grab the M-Token to the left, then head right and down to 
reach the "I" Card and more coins. When they loop around and bounce up to the 
red bridge again, place the other spring at the right edge so they reach the 
exit Door.


Area 2-3
--------

Goal Score: 14600

In this stage, the purple springs are vertical springs, which means you can 
reach higher ledges with them. Activate the Minis and bounce up to the right 
ledge, then collect three red girders and enter the pipe. Below, hide the 
bottom spring and draw a red bridge across the spike pit so the Minis can 
reach the M-Token and coins.

After the Minis turn around, place the purple spring at the bottom of the 
small hill before the pipe. The Minis will bounce up to the coins and collect 
the "N" Card as well. When they go through the pipe, hide the spring in the 
right corner of where you started, and place one in the opposite corner. That 
way you can grab the big coin. Then, the Minis can bounce up to reach the 
Door on the left ledge.


Area 2-4
--------

Goal Score: 14600

Mini Mario begins surrounded by two walls; remove the left one and activate 
him. Then, draw a bridge over the spike pit to reach the M-Token. Once Mini 
Mario comes back to the starting area, clear the right wall and bridge the 
gap above the other spike pit. Collect the coins and have Mini Mario bounce 
on the first yellow spring. As soon as he is airborne, take it away and place 
it on the right ledge so Mini Mario can grab the big coin.

Leave that spring there so Mini Mario can turn around and reuse it, then when 
he reaches the upper-left ledge, form a red bridge across the gap to collect 
the "I" Card. Hop on the spring to activate Mini Toad in the upper-left 
corner, then both Minis will turn around. After they drop, Mini Mario will 
use the spring to reach his door above. Continue onward with Mini Toad, and 
place the yellow spring in the outline ahead so he can reach his door, too.


Area 2-5
--------

Goal Score: 14900

Starting off, activate the three Minis and they will move to the left across 
the red bridge. Take away the purple spring on the ledge immediately below, 
then have the Minis grab the big coin and fall down to the bottom area. Place 
the purple spring below the pipe so the Minis go up it, then clear the red 
bridge for its girders and build another one to the left. Collect the "M" 
Card and wait for two of the Minis to turn around and walk off the bridge. 
Take away the bridge so that one falls, grabbing the big coin directly below.

Remove the purple spring below the pipe, and all three Minis will reunite 
there. To the right, form a red bridge across the spikes and collect the M-
Token. Now, wait for the Minis to turn around and go all the way left again. 
When they reach the far left wall, place the purple spring below the pipe, 
remove the bridge, and form another horizontal bridge using the rivets 
directly above it. The Minis will go up the pipe, fall to the second level to 
the right, and collect the coins as they cross the bridge. Finally, they will 
slide down the hill, killing the Shy Guy, and reach the Door safely.


Area 2-6
--------

Goal Score: 15100

Activate the two Minis and have them bounce on the first spring. Take it away 
and place it to the right, so the Minis can use it after they fall and grab 
the coins. Back on the upper ledge, they will go left and bounce up to reach 
the "A" Card. Remove the lower-right spring and place it in front of the pipe 
above. That way, the Minis will emerge and bounce across to the right.

When they both get across and into the green pipe, remove a lower spring and 
place it at the left edge of the platform the Minis are landing on. Grab the 
big coin, then they will hop across to another spring, then upward to more 
coins and the M-Token. On the left ledge, you will see two spaces for the 
yellow springs. As soon as the second Mini bounces across, remove the left 
spring and place it in the right outline. That way, the Minis will bounce to 
the highest ledge above and into the Door.


Area 2-7
--------

Goal Score: 15500

Here, first remove the bridge covering the spikes below, and form a bridge 
above Circus Kong. Also, remove the yellow spring on the ledge above. Now, 
activate the three Minis and get thrown onto the red bridge you just formed 
above. Go all the way right for now and fall down, grabbing the coins. Once 
everyone lands, remove the upper bridge and reform the one covering the spike 
pit below. The Minis will go across, grabbing four coins and the M-Token. 
Place the yellow spring at the far end.

When the Minis bounce back up to the starting area, remove the bridge and 
spring and draw the bridge above Circus Kong, then place the spring in its 
initial position on the upper-right ledge. Get thrown up there again, then 
bounce onto that spring to reach the top area. Once all three bounce upward, 
take away that spring and quickly move it onto the upper ledge. That way, the 
Minis will hop across the left gap, collecting the coins and "R" Card.

At the other side, collect the Hammer, then remove the red girder bridge 
below. Collect the coins, then drop down and defeat Circus Kong with the 
Hammer so the Minis can reach the Door.


Area 2-8
--------

Goal Score: 14900

In this key stage, remove the yellow spring to the right and activate both 
Minis. Have them fall to the right and land on the girders below. Place the 
spring in the lower-left corner so the Minis can bounce back upward after 
grabbing the coins. Back on the second level, remove the bridge above the 
spikes and draw another one directly above it. When the Minis go to the 
right, collect the "I" Card and move the spring into the outline nearby.

Have the Minis bounce up when they turn around, and collect three extra 
girders. Form a bridge directly in front of them to the left, where they can 
reach the M-Token. Leave the spring where it is, and the key-toting Mini will 
open the Door so they can both complete the stage.


Area 2-DK
---------

Goal Score: 12000

This meeting with Donkey Kong is just like the first time. He sits at the top 
of the area, occasionally switching the inactive rivets and dropping blocks 
on your Minis. The new addition this time are the purple vertical springs 
which you can move around, as well as creating the bridges/ramps with the red 
girders. The "O" Card and M-Token are on the left and right upper ledges, 
with the right one requiring creative usage of the springs and girders to 
reach it.

At the top of the area are three vines; you need to lead the Minis to each of 
them so they can climb up and trigger a switch to attack DK. Hit all three 
switches to win.


Area 2 Minigame
---------------

Goal Score: 800

For this minigame, you will see five boxes below, each with a certain 
character's colors associated with them. Above are five pipes as well (watch 
the top screen), and Minis will fall into the area below. You need to use the 
girders to draw bridges and ramps, leading the falling Minis into the boxes 
and earning yourself some points. Periodically, a clock which will add 10 
extra seconds to the timer will appear; have a Mini touch it to add on that 
time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (200, 400, and 800 points). Mario is worth 25 points, Toad is 
worth 50 (you can press Start to see all of this information).


===========================
Attraction 3: Teatime Twirl
===========================

Area 3-1
--------

Goal Score: 15200

In this third world, the new things to deal with are the conveyor belts. 
There are green switches which can be tapped to switch the conveyor's 
direction instantly, so you can use them to your advantage. Begin by hitting 
the conveyor switch to reverse directions, then activate the two Minis. Ride 
the first belt to the right, grabbing the five extra red girders. Drop to the 
belt below, then switch direction to send the Minis to the right. Make a ramp 
to the upper-right ledge and have the Minis go up there. Grab the "M" Card 
and drop down to the belt below.

Remove the ramp and draw a bridge to the left, then reverse the conveyor's 
direction and collect three extra girders and some coins as you head to the 
left. After crossing the bridge, remove it and form another one up ahead. 
Form a second bridge segment beyond it so the Minis can grab the M-Token at 
the end. With both Minis on the leftmost section, remove the right segment of 
the bridge and form another one directly below, covering the spikes. Remove 
the bridge your Minis are on to make them fall, grabbing the big coin. 
Reverse the belt direction and continue right, making one last bridge to 
reach the Door.


Area 3-2
--------

Goal Score: 14500

Here, you get to deal with purple conveyors, which you can draw/remove using 
the purple girders/ and rivets. The direction you draw the conveyor will 
determine the direction in which it moves. Begin by removing the conveyor in 
front of you, then activate the two Minis. Have them drop down and collect 
four conveyor pieces to the right. When they move to the left, grab the coins 
and M-Token, then draw a conveyor ramp leading to the upper-right ledge.

Once the Minis enter the pipe, remove that conveyor and draw another one 
across the spike pit. To the left, you will see blocks that disintegrate 
after a couple of seconds. Walk across to grab coins, then fall through to 
get the big coin. Remove the conveyor and draw one leading to the right 
below, so your Minis can grab the remaining pieces. Remove it after they 
enter the pipe, then draw a conveyor ramp to the upper-left alcove.

In this empty alcove, remove the previous conveyor so you can draw a long 
ramp to the upper-right. Go up that belt and collect the coins and "I" Card, 
then drop through the blocks to reach the Door.


Area 3-3
--------

Goal Score: 15600

Here, you have two Minis below and one on the right ledge to start. Begin by 
activating the one on the ledge so it falls onto the conveyor and moves 
right. Activate the other two as well so they all meet in the right alcove. 
Collect the big coin and reverse that conveyor's direction quickly, then 
reverse the conveyor ahead to make it move to the left.

With everyone together, collect the M-Token and quickly remove not only the 
belt you just crossed, but the one above it as well. Quickly draw a ramp to 
the middle level, leading onto the stationary conveyor. As you collect the 
coins and "N" Card, quickly remove the ramp you just created behind you. Use 
those pieces to build another ramp below and to the right, leading from the 
left side of the spike pit to the upper-right ledge (where the lone Mini 
started).

Once everyone is on that ledge, remove the conveyors and draw another 
conveyor ramp leading to the upper-left area. Up there, collect the coins and 
reverse the conveyor ahead to move to the left. Remove the conveyor ramp from 
before and use it to place another left-moving conveyor below this one. Then, 
after collecting the big coin, remove the top conveyor and everyone will fall 
to the one below, which will lead them to the Door.


Area 3-4
--------

Goal Score: 14900

This stage introduces you to the Mini Peach character, who has her own door 
as well. You need to move Mini Mario, Toad, and Peach to their respective 
doors to clear the stage. To start, remove all of the conveyors below to gain 
their pieces, then draw one leading to the right along the top row by Mini 
Mario. Activate Mini Mario and he will hit Mini Toad's bubble. Reverse the 
conveyor's direction, then draw a conveyor heading right directly below it, 
bridging the middle level.

When Mario gets across safely, remove the upper conveyor, sending Mini Toad 
downward and right into his Door, grabbing three coins in the process. Follow 
Mini Mario to the top-left area, drawing another conveyor to the left as Mini 
Mario grabs the big coin. When the Mini reaches the wall, remove that 
conveyor so he falls, grabbing the "I" Card atop the hill below. Remove the 
middle conveyor as well (the one Mini Toad fell onto).

Slide down the hill and activate Mini Peach, then quickly draw a ramp over 
the spike pit and onto the upper-right ledge, so you pass Mini Toad's door. 
Ahead, draw another conveyor to collect the coins. With both Minis up there, 
remove the conveyor so they fall down below, grabbing the M-Token in the 
process. When they turn around, Mini Mario will go into his Door. Remove the 
previous ramp and draw one more leading to the upper-left ledge, so Mini 
Peach can reach her Door and exit as well.


Area 3-5
--------

Goal Score: 15800

Before you start, you will see a Shy Guy on the adjacent red girder bridge. 
You want to get the Shy Guy down to the bottom area, so first reverse the 
conveyor belt's direction, then remove the red girders until it falls to the 
bottom area. With that done, activate the Minis and send them right so they 
fall to the conveyor below.

Once both land down there, reverse the belt direction so they can collect the 
"M" Card to the right. Reverse direction again and draw a red girder bridge 
to the left, and draw two more red bridges below to span the third level. To 
the left on this floor though, wait for one Mini to jump into the alcove with 
the big coin, then quickly remove that bridge so the other Mini falls down 
and continues left to grab the next big coin below.

When the first Mini falls down to reunite with the other one, they will go 
right along the red bridge. The front Mini will grab the Hammer. Now, as soon 
as that first one steps onto the right portion of the red girder bridge, 
quickly remove it so that Mini falls, and redraw it so the second Mini 
continues to the right. Have the non-Hammer Mini get the last big coin, while 
the one with the Hammer below kills the Shy Guy and grabs the M-Token. Remove 
the red girder bridge one last time so the Minis are reunited, then reverse 
the conveyor direction to reach the exit Door.


Area 3-6
--------

Goal Score: 14600

Start by activating the two Minis, then reverse the conveyor's direction and 
ride it to the right. Drop down and collect three purple conveyor pieces, 
then wait for the Minis to turn around at the wall. Below, draw a conveyor 
above the spikes moving to the right. Once the Minis fall onto it, use the 
green switch to reverse direction so you can grab the "A" Card. Reverse 
direction once more and head right, grabbing two more conveyor pieces. Then, 
remove the conveyor belt above the spikes to the left.

When the Minis go through the pipe ahead, draw a conveyor ramp leading to the 
upper-right area. The Minis will go up the ramp and onto another conveyor. As 
soon as the coins and M-Token are claimed, reverse the direction and send 
them back down the ramp. Remove that ramp and draw another one leading from 
the right side of the spike pit to the upper-left ledge. The Minis will slide 
down through the blocks and reach the Door.


Area 3-7
--------

Goal Score: 14600

Activate the Minis and Circus Kong will throw them onto the conveyor above. 
Grab the big coin and go through the yellow pipe. Once all the Minis are 
through, quickly remove the conveyor and switch it around so it moves to the 
left. Get thrown up there again and collect five purple conveyor pieces as 
you proceed. Ahead, you will see four purple rivets above the spikes. Draw a 
conveyor between the bottom two rivets moving to the right. The Minis will 
fall onto it and head up the slight hill, collecting the coins and "R" Card.

Remove the conveyor above the spikes as you loop around, and draw a new one 
leading to the left along the upper set of rivets. That way, the Minis can 
grab the coins and M-Token before falling below safely. Once all three fall, 
remove the conveyor directly above Circus Kong and form a ramp from the rivet 
above the pipe, leading to the high ledge with the Hammer. After the Minis 
fall from the stationary conveyor, they will go up the hill and grab the 
Hammer. Then, they will fall and defeat Circus Kong before proceeding to the 
exit Door.


Area 3-8
--------

Goal Score: 15300

In this key-toting stage, activate the Minis and have them head towards the 
Door to start. Grab the two conveyor pieces, then remove the belt above the 
spikes and form a ramp leading to the upper-right ledge the Minis can use 
when they come back around. Once they all make it up the ramp, remove it and 
form another one leading to the upper-left platform. Hit the green switch to 
reverse direction after the Minis grab the coins, then go up to the top-left 
area. The Minis will grab the M-Token and coins before falling off the left 
edge.

Once they all fall, reverse the conveyor direction again and remove the ramp 
you just built. Make another one going to the upper-right ledge and collect 
the "I" Card and coins there. Before they fall off the edge, reverse the 
conveyor direction so they are moving to the left. Once the Minis fall, 
remove the ramp and make one more leading to the lower-left area across the 
spike pit. Go down the final ramp and the key-toting Mini should be in the 
lead and able to open the Door to clear the stage.


Area 3-DK
---------

Goal Score: 12000

The playing area when you face DK this time is more hazardous than before. 
Two Shy Guys roam around, and there is a spike pit at the bottom-center of 
the stage. In the lower-left corner where your Minis come in, a Hammer can be 
retrieved. You will want to lure the Shy Guy on the middle ledge downward by 
drawing conveyor belts to kill it safely as well, that way you can get the 
"O" Card easily. The M-Token is on the left side.

There are three ladders to climb at the top area, and you only have purple 
conveyor pieces to make use of here in order to succeed. Be careful of the 
falling barrels, as they may contain additional Shy Guy enemies. When DK hits 
the red switch, the direction of any currently active conveyors will switch, 
so be prepared for that. Otherwise, get to the top and zap him three times to 
win the round.


Area 3 Minigame
---------------

Goal Score: 2000

For this minigame, you will see five boxes below, each with a certain 
character's colors associated with them. Above are three horizontal pipes 
(watch the top screen), and Minis will come out of them. There are three 
conveyor belts; one large one in the middle and two smaller ones below it to 
the sides. You can reverse their directions by using the green switches below 
the boxes at the bottom. Use the conveyors and draw girder ramps/bridges to 
lead the Minis into the boxes with the 4x multipliers to score the most 
points. Periodically, a clock which will add 10 extra seconds to the timer 
will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (500, 1000, and 2000 points). Mario is worth 25 points, Toad is 
worth 50, and Peach is worth 75 (you can press Start to see all of this 
information).


============================
Attraction 4: Warped Mansion
============================

Area 4-1
--------

Goal Score: 14800

The new thing in this world are the movable pipes, which you can tap and 
place in the green pipe outlines. They only work in pairs, as you can 
imagine. Anyway, activate the Minis and leave the pipes alone to start so 
they can collect the "M" Card when they emerge. After the card is taken, take 
away the pipe you just emerged from and place it above the far right ledge. 
The Minis will go through the bottom pipe and fall onto the middle ledge.

As they head to the left, take away the pipes. Place one in the alcove above 
by the Door, and place the other one vertically in the lower-left outline. 
Grab the M-Token and the Minis will fall into the pipe and reach the Door.


Area 4-2
--------

Goal Score: 15100

Before you start, remove the two red girder bridge/wall structures to the 
left, and form a bridge directly over the spikes below. Then, activate the 
three Minis and they will go through the pipe ahead. Once all three Minis 
emerge and drop down to grab the M-Token, move the leftmost pipe into the 
outline on the upper-right ledge. Form a bridge with the red girders in front 
of that newly placed pipe so the Minis can walk across it to grab the coins.

Before the Minis go back into the pipe, first remove the red bridge above the 
spikes below. Also, move the bottom pipe into the upper-left corner, and form 
a red bridge below it to cover the spikes. Once all the Minis get up there, 
remove the lower bridge and form a new one to close the gap leading to the 
Door. Collect the "I" Card and coins, and complete the stage.


Area 4-3
--------

Goal Score: 15200

Here, you have a lone Mini on the high ledge and two more below. Before you 
start, take away the vertical pipe to the right of the lone Mini, and move 
the purple spring onto the far right ledge. Also, move the horizontal pipe on 
the left side into the bottom-right alcove. Then, activate ONLY the lone Mini 
on the ledge. It will collect the coins and bounce onto the high ledge to 
obtain the M-Token. When it gets onto the high ledge, readd the vertical pipe 
nearby so the Mini goes through it and into the small room below.

At this point, move the purple spring to the other location by the two Minis, 
and move the vertical pipe above to the lower-left horizontal position. Grab 
the "N" Card in the small room, then when the Mini emerges, grab the coins 
and activate the other two Minis in front. With all three together, quickly 
move both pipes so that one is in the upper-left ceiling, and the other is on 
the upper-right ledge (both pipes should be vertical now). Bounce onto the 
high ledge and go down the pipe to emerge elsewhere.

When the Minis go right and drop down to collect the coins, remove the spring 
and move the right pipe into the lower-left horizontal position. When the 
Minis hit the wall and turn around, they will go through the pipe and end up 
above. This time, they will go left and enter the Door.


Area 4-4
--------

Goal Score: 14200

In this multi-character stage, begin by removing the red girder bridges on 
the left half of the area so you can have those pieces. Then, draw a bridge 
directly across from Mini Mario, as well as a wall directly below him, 
forming a C shape. Now, activate Mini Mario. When he walks across to grab the 
M-Token and coins, remove the top girder bridge so he falls and hits the 
girder wall to the left. When he turns around to activate Mini Toad, remove 
the wall.

With the extra girders, go to the lower-left area and form a bridge across 
the spike pit. When the two Minis go through the pipe and activate Mini 
Peach, form a red girder ramp to the upper-right ledge (you need to remove 
the bridge covering the spikes on the right side of the level). The Minis 
will go up the ramp and Mini Mario will enter his Door. Remove the bridge 
over the spikes and make another one leading across to the left. At the other 
side, Mini Toad will enter his Door.

With only Mini Peach left, form a ramp to the upper-right ledge above, but do 
NOT add the pipe yet. Let her hit the right wall and turn around, then form a 
girder bridge to the left side and collect the "I" Card and coins. Next, move 
both pipes below into the upper positions so Mini Peach can go through them 
and fall out of the one on the right side. When she emerges, remove the 
previous girders and form a ramp up to Mini Peach's Door.


Area 4-5
--------

Goal Score: 15800

Here, you will see a new enemy: Piranha Plants. They shoot fireballs which 
bounce back and forth from their mouths; if there are plants opposite each 
other, they will play catch with the fireballs. You can use the pipes to 
block the fireballs. Anyway, start by moving one of the pipes in front of the 
first set of Piranha Plants, then activate the two Minis. They will walk down 
and left, collecting the coins along the way. When they reach the left side, 
move the pipes so one is on the left side and the other is blocking the first 
Piranha Plant pair's fireballs.

When the Minis emerge from the pipe above the plants, they will grab the M-
Token there before falling down and to the right. When the fall to grab the 
"M" Card, scroll down to the opposite pairs of Piranha Plants. Wait for the 
bottom pair to have the fireballs, then quickly move a pipe into the outline 
to block the flames. That way the Minis can walk across safely. Leave that 
pipe there, and move the other one so it is in the vertical position directly 
ahead of the Minis. Collect the coins and go up that pipe, then emerge and 
slide down the hill into the Door.


Area 4-6
--------

Goal Score: 15400

Before you start, first remove the two pipes and place them in the upper-
right and lower-left outlines. Then, activate the three Minis and watch them 
go down the ladder, collecting coins along the way. At the bottom, they will 
get the big coin before going up the pipe. When they emerge above, the Minis 
will walk across the girder bridge to avoid the spikes. Once the Minis all 
cross it, quickly remove it and use the girders to build another bridge on 
the level below so the Minis can walk across the gap and collect more coins.

Next, move the two pipes back to their original outlines in the middle area. 
When the first Mini slides down the hill, killing the Shy Guy, let him go up 
and into the pipe (make sure the red girder bridge is built across). When he 
emerges from the upper-right pipe, he will get the "A" Card. Quickly remove 
the vertical pipe so the others don't enter it; instead let the Minis 
continue walking to the left. They will collect the M-Token and fall into the 
lower-left alcove.

Once the three Minis are down there, remove the girder bridge and remove the 
pipes. Place the one pipe in the outline above the final hill, and the other 
in the lower-left area by the Minis. They will drop down to the bottom area, 
killing the Shy Guy and reaching the exit Door.


Area 4-7
--------

Goal Score: 14800

Starting off, remove the girder bridge directly above the Minis for now. 
Activate them and collect the three extra girders as you approach Circus 
Kong. Form a bridge above it so the Minis can land and walk to the right some 
more. As soon as both are off the bridge, remove it and form another one over 
the spike pit. At the end, drop down to get coins and the M-Token, and pass 
through the pipes to reach the area above.

With both Minis on the high ledge, quickly remove both pipes and place them 
in the two vertical outlines on the other side of the area. Directly below 
the far left pipe, draw a red girder bridge. The Minis will get thrown upward 
by Circus Kong again, high enough to enter the pipe above. When they emerge 
to the left, the Hammer will be collected, as well as the "R" Card. Make sure 
the spike pit below is covered, then continue down and right to defeat Circus 
Kong and reach the Door.


Area 4-8
--------

Goal Score: 14000

Here in the key-carrying stage, activate the three Minis. They will turn 
around at the door and drop down to reach the M-Token. Remove the pipe below 
it, as well as the one above the Door, and place them in the outlines on the 
left side of the room. Meanwhile, the Minis will walk to the left across a 
girder bridge and into the lower pipe. When they arrive above, remove the 
girders above the spikes and form another bridge using the rivets above it.

When the Minis climb down the ladder, they will continue right to the "I" 
Card. Once they climb back up the ladder, remove the lower-left pipe and 
place it in the vertical outline above the Door again. The key-toting Mini 
should be in front of the pack, and will open the Door to exit the stage.


Area 4-DK
---------

Goal Score: 12000

This DK stage can actually be very tricky to complete in one piece. There are 
different colored pipes in the bottom area, two on each side, and three of 
them lead to bombs used to damage DK above. To move around the area, you need 
to use the red girders to form bridges, walls, and ramps again. The "O" Card 
is in the center area, and the M-Token is in the left alcove; it may be tough 
to reach them both right away depending on which rivets are inactive.

Donkey Kong will throw ghostly enemies downward to attack; draw bridges along 
the top level to block them from hitting your Minis. If they land safely, 
they will turn into flames and remain for several seconds, which can end up 
becoming a trap for you. The gray pipe can be helpful since you can enter it 
and hide inside by blocking its exit with a red girder wall. This is useful 
if an extra Mini appears too quickly.

The key to winning is remembering the principle that when you emerge from a 
pipe, you will continue walking in the same direction you were prior to 
entering the pipe. That said, you need two of the pipe colors to appear on 
the left side and one on the right side. Luckily, this changes along with the 
inactive rivet locations every now and then. As usual, kick all three bombs 
down onto DK to win.


Area 4 Minigame
---------------

Goal Score: 1200

For this minigame, you will see five boxes below, each with a certain 
character's colors associated with them. Above are five vertical pipes (watch 
the top screen), and Minis will come out of them. There are red rivets 
scattered around, and you need to draw bridges and ramps in order to send 
each Mini to the correct box. Periodically, a clock which will add 10 extra 
seconds to the timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (400, 800, and 1200 points). Mario is worth 25 points, Toad is 
worth 50, and Peach is worth 75 (you can press Start to see all of this 
information).


=============================
Attraction 5: Sandstorm Steps
=============================

Area 5-1
--------

Goal Score: 14300

In this world, there are now blue movable ladders. Ladders can only go up and 
down, and you draw them between blue rivets. Activate the Minis and have them 
collect the three ladder pieces before climbing up the first ladder. As they 
move to the right, draw another ladder leading down to the lower-right area. 
Remove the red girder bridge in the top-left area and place it above the 
spike pit below. When the Minis climb down the ladder and grab the coins in 
the lower-right section, remove both ladders so the Minis can walk all the 
way across, grabbing the M-Token along the way.

Once the Minis reach the left edge and turn around again, draw the first 
ladder leading to the second level, and another one leading to the top level. 
Then, remove the girder bridges from below and use them to connect the top 
ledges. As soon as the Minis reach the top ledge, remove the ladder so they 
can't get back down. That way, the Minis will go right and get the "M" Card, 
then turn around and grab the coins before falling into the Door safely.


Area 5-2
--------

Goal Score: 15200

This stage introduces a new enemy, the Fireball. It simply moves along the 
path, climbing up/down ladders and only turning around at the edge of a 
platform. You can still kill them, though! Wait for the nearby Fireball to 
move onto the red girder bridge below, then remove the girders to send it 
falling into the bottom area by the other Fireball. Now, activate the Minis 
and remove the ladder to the right. The Minis will grab the coins before 
falling to the ledges below.

If done correctly, the Minis will land on the small right ledge and then fall 
down again to where the Hammer is. Grab the Hammer and fall to the bottom 
level, where you can kill the Fireballs with ease. Remove the red wall to the 
right so you can collect the "I" Card and coins, then grab the coins at the 
opposite side. Place a ladder at the right edge to reach the second level, 
then draw a red girder bridge across the gap. The Minis will collect the M-
Token before climbing up to the Door ahead.


Area 5-3
--------

Goal Score: 14800

Activate the Minis and they will climb down the first stationary ladder. When 
the Minis grab the coins above the red bridge, quickly remove it and draw a 
wall to the right, forming a backwards-L pattern with the red girders. When 
the Minis fall and grab the coins, they will climb up the first stationary 
ladder to the left and grab the big coin to the left. Let the Minis turn 
around and climb back down, then remove the red wall to the right. As the 
Minis pass, let them climb the very tall blue ladder.

As the Minis climb, remove the red girders from before so you can use the 
pieces. When they reach the top of the ladder, form a girder bridge to the 
right, then as soon as the first Mini walks onto it, remove it. This will 
allow them to fall, grabbing the M-Token in midair. Remove the tall ladder 
and the Minis will grab the "N" Card below. As they approach the spikes, 
place a ladder there, then add another one at the right edge ahead. Finally, 
draw a new red girder bridge across the top area. The Minis will climb to the 
top, grab the coins, and eventually climb down the stationary ladders to 
reach the Door at the end.


Area 5-4
--------

Goal Score: 13600

Here, you get to meet the Mini DK character in addition to the other Minis. 
Activate Mini Mario to start, and grab the five extra girders to the left. 
Climb to the second level and form another girder bridge leading to the right 
side. Grab the big coin and remove the first ladder, placing it at the far 
right edge of the level. Grab the M-Token and climb to the third floor, where 
the other Minis are.

Head left and activate the other three Minis in a row, then once you have 
Mini DK active, remove the ladder you used to climb up here. Make a new 
ladder to reach the top ledge, where Mini Mario will enter his Door. Everyone 
else will fall off the right edge and turn around before climbing back up. 
Mini Toad will exit here. Draw a red girder bridge to reach the left ledge, 
and collect the coins and "I" Card there. Fall off the left side and remove 
the ladder, instead placing it all the way to the right, leading downward. 
Make another girder bridge across the gap, and Mini Peach will enter her 
Door.

Finally, remove the red girder bridge and wait for Mini DK to turn around at 
the left edge after Mini Peach's exit. Mini DK will fall to the bottom level 
and go right into the final Door.


Area 5-5
--------

Goal Score: 14100

Start by activating the Minis and they will collect seven red girders below. 
Grab the Hammer as you approach the pipe, then enter it to emerge above. 
Defeat the Fireball with the Hammer and climb down the blue ladder to enter 
the alcove. Grab the "M" Card and some coins, then climb back up and continue 
right. Draw a red girder bridge connecting to the ledge slightly below and to 
the right.

Once the Minis get across, remove the other blue ladder and place it to the 
right. Climb up to the top-right area and remove the red bridge. Quickly draw 
another ramp leading to the lower-right area. Collect the M-Token and coins, 
and fall onto the ramp. Defeat the Shy Guy in the process and hop into the 
Door to exit.


Area 5-6
--------

Goal Score: 14100

Starting off, activate the three Minis and have them fall into the room 
below. Remove the pipe so they turn around and collect the big coin, then put 
the pipe back there. Remove the pipe above and place it in the lower-left 
outline. When the Minis go through and arrive below, collect the three blue 
ladder pieces as the Minis reach a dead end and turn around. Before the Minis 
reach that pipe again, remove the one in the alcove above and place it in the 
lower-right outline. That way the Minis will reach that area and collect the 
"A" Card.

When the Minis drop to the lower area again and head left, move the right 
pipe into the upper-right outline. Then, draw a blue ladder in front of that 
newly placed pipe. The Minis will emerge here and climb up, then head left to 
get the coins and M-Token. Move the lower-left pipe and place it into the 
vertical-oriented outline nearby. Meanwhile, when the last Mini starts 
climbing back down the ladder above, remove the ladder and draw a new one in 
the lower-right area connecting to the ledge with the Door. The Minis will go 
through the pipe, climb the ladder, and enter the Door to exit.

In case you were wondering, getting structural pieces does not count toward 
item collection in the stage, so don't worry about those pieces in the upper 
area you skipped!


Area 5-7
--------

Goal Score: 15300

In this stage, you will meet the Capture Kong below, who grabs Minis and 
holds onto them until being hit with a Hammer. The first one will be captured 
right away, but you have three more above. Remove the blue ladder and 
activate the lone Mini to the right. Once it passes the blue block, redraw 
the ladder there and activate the other two Minis. They will grab three more 
ladder pieces, then climb up to the top ledge as well. As for the lone Mini 
ahead, draw a ladder along the right edge leading to the bottom ledge. That 
Mini will collect some coins before falling and climbing down that ladder.

Once the other two Minis climb up the first ladder to the top area, remove 
the red girder bridge and draw another one spanning the spikes below. When 
the lone Mini reaches the bottom section, remove that ladder behind it. That 
Mini will collect the "R" Card and coins, as well as the Hammer. As for the 
other two Minis, they will fall from above onto the lower level and turn 
around at the wall before collecting the M-Token. They will fall to the 
bottom area behind the other Mini, who uses the Hammer to stun Capture Kong 
and free the fourth Mini. Everyone should be able to get by to the Door 
safely.


Area 5-8
--------

Goal Score: 14800

For this tricky key stage, you have to split up the Minis in order to 
succeed. First, remove the red girder wall ahead, as well as the bridge 
between the top ledges. Use the girders to form a bridge below the M-Token. 
Then, activate the lower two Minis and they will climb up the ladder to hit 
the third one. Once the M-Token is collected, remove that bridge so the three 
Minis fall down. Form a red wall to the right of the big coin so the Minis 
get turned around.

The Minis will go up the ladder to the left, and up the second one at the 
left edge. Remove the red wall and bridge above the spikes and use them to 
bridge the top-left ledges. Once the Minis reach the top area and collect the 
coins, watch them walk to the right half. When the first one with the key 
falls off the right edge, quickly form a bridge between those two ledges so 
the other Minis walk across it. The key-toting Mini will fall down and unlock 
the Door.

As for the other two Minis, remove the ladders from the left side and quickly 
place one at the right edge connecting the two levels. Let the second Mini 
cross the red bridge, but remove it quickly so the third one falls down and 
lands on the ledge below, continuing down to the Door. As for the last Mini, 
it will climb down the ladder to grab the "I" Card. When it drops to the 
bottom area, place a red wall to turn the Mini around to the Door before time 
runs out.


Area 5-DK
---------

Goal Score: 12000

This round against Donkey Kong requires usage of blue movable ladders and the 
usual red girders. The enemies are Fireballs, which can be defeated with the 
Hammer. DK will send more down into the playing area every now and then, as 
well as switching the inactive rivets, so be prepared. The best approach in 
dealing with them is forming red bridges and removing them so the Fireballs 
fall within range of your Hammer. The "O" Card is in the bottom corner and 
the M-Token can be found in the upper-left region in the air.

As for attacking DK, there are three switches as usual. You reach them by 
climbing the stationary ladders at the top of the area. However, because of 
how the Minis move, you need to approach the left and middle ladders from the 
left, and the right ladder from the right side. Otherwise, you will not be 
moving toward the switch and will end up going back down the same ladder. 
Once you hit all three, you will win the match.


Area 5 Minigame
---------------

Goal Score: 4000

For this minigame, you will see five boxes below, each with a certain 
multiplier value associated with them. Above are five vertical pipes (watch 
the top screen), and Minis will come out of them. There are red rivets 
scattered around, and you need to draw bridges and ramps in order to send 
each Mini to the 4x boxes to gain the most points. Periodically, a clock 
which will add 10 extra seconds to the timer will appear; have a Mini touch 
it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (1000, 2000, and 4000 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, and DK is worth 100 (you can press Start to see 
all of this information).


==============================
Attraction 6: Cosmic Adventure
==============================

Area 6-1
--------

Goal Score: 15600

The new feature in this world are the flashing blue surfaces which allow you 
to walk on walls and ceilings. Begin by activating the three Minis and have 
them collect the three extra red girders ahead. Drop down and walk along the 
wall and ceiling to loop around, grabbing coins along the way. When the Minis 
walk back to the right, they will loop around underneath the platform. Make a 
red girder bridge over the spikes and collect the M-Token to the left.

Once the Minis walk onto the left wall again, remove the middle red bridge. 
That way, when the Minis come back to the right, they will fall to the bottom 
area and walk onto the right wall. Grab the "M" Card and remove the bridge 
covering the spikes. Finally, form a ramp leading to the top-left ledge so 
that when the Minis fall, they can continue up it to reach the Door.


Area 6-2
--------

Goal Score: 15400

This area has two new features for you to see. First, there are Blockers 
(thin brown slabs that can be moved around like most other structures thus 
far). There are also Magnet Sparky enemies which sprout from special tiles 
and rotate around the flashing blue surface it's on.

Anyway, first remove the top Blocker and place it in the horizontal outline 
under the left alcove. Activate the Minis and have them go around and collect 
the eight coins around the room. Meanwhile, keep an eye on the Magnet Sparky 
as it moves around the central area. When it reaches the bottom center area, 
move the vertically-oriented Blocker and move it to the next vertical spot to 
the right, trapping the Magnet Sparky underneath the center area for now.

The Minis will continue around the center area, collecting the M-Token and 
some more coins. Remove the horizontal Blocker to the left, then place it in 
the other horizontal outline on the right side. That way the Minis can walk 
up the wall and grab the rest of the coins, and the Magnet Sparky returns to 
its generator. Remove the horizontal Blocker below so the Minis can fall to 
the bottom area, and walk to the left. Collect the "I" Card and place one of 
the Blockers in the left vertical outline so the Minis turn around. After 
that, the Minis will get to the Door and complete the stage.


Area 6-3
--------

Goal Score: 14900

The new obstacle present in this stage is the classic Thwomp; it comes 
crashing down when Minis are near before rising back up. Begin by waiting for 
the left Thwomp to reset, then move the vertical Blocker above to seal the 
Thwomp in its alcove. Also, take the lower-right pipe and move it to the 
upper-left outline. Activate the two Minis and they will go across and into 
the pipe. When the Minis emerge up there, move the horizontal Blocker on the 
middle level up to fill the gap so your Minis can proceed up here. You will 
want to move the other Blocker covering the spikes below to seal the right 
Thwomp in its hole as well.

Grab the big coin and move the left pipe into the right outline ahead. Then, 
move the other pipe into the vertical position next to the Door. Grab the M-
Token and the Minis will enter the pipe. Move the horizontal Blocker you just 
walked across to cover the spikes at the bottom area again. When the Minis 
emerge from the bottom pipe, collect the "N" Card and activate the lone Mini 
here.

Now, move the vertical pipe you just exited into the lower-right corner. Move 
the other pipe into the upper-right outline below the Thwomps. Move the 
Blocker above the spikes to bridge the gap between the top ledges, then when 
the Minis emerge up there, move the pipes again. Put one pipe in the top-left 
outline, and the other in the vertical position at the bottom. The Minis will 
then go through the pipes and into the Door.


Area 6-4
--------

Goal Score: 14500

Starting off, remove the red girders and make sure both spike pits are 
covered with bridges across them. Then, activate Mini Mario. Collect the M-
Token and three coins, then activate Mini Peach ahead. Remove the red girders 
over the left spike pit, and form a ramp leading to the central platform. As 
you go up the ramp, you should be able to grab the "I" Card. Activate Mini 
Toad and form a red girder bridge leading to the right.

Once the Minis turn around at the Blocker, remove the red girder ramp and 
make it a bridge leading to the left side of this level. Activate Mini DK and 
walk around the ceiling to Mini DK's Door. Once everyone is on the top level, 
move the Blocker below into the outline so the others can walk across to the 
right. Mini Peach will enter her Door shortly.

Place the other Blocker in the horizontal outline ahead, forming a bridge. 
Now, wait for Mini Toad to walk across it, then remove it. Mini Toad will 
enter the Door in the top-right area, while Mini Mario falls down a level and 
continues into his own Door.


Area 6-5
--------

Goal Score: 14700

Here, the new feature is the Magnet Rod, which can be rotated by sliding the 
stylus along the striped piece at the end. If a Mini is above it, they will 
be flipped to the underside while still sticking to it, like the blue 
flashing surfaces.

Anyway, activate the Mini in the top-left area above the long Magnet Rod. He 
will bump into and activate the other Mini at the far end. When they turn 
around, wait for the second Mini to walk onto the Magnet Rod, then quickly 
rotate it so the five coins can be collected. When they catch up to the third 
Mini below, activate it and everyone will walk along the wall below. In the 
area below, remove the vertical Blocker below and place it of them in the top 
horizontal outline. That way the Minis can walk onto the vertical Magnet Rod 
ahead.

When the Minis grab the big coin, rotate the Magnet Rod to get the M-Token on 
the other side as well. Then, quickly rotate it back so all Minis stay on the 
left side. Remove the horizontal Blocker below and place it in the one at the 
top of this enclosure. The Minis will walk onto the ceiling and fall into an 
area further below. After all three fall down, remove the Blocker in the area 
above and place it directly above the other horizontal Blocker currently 
visible below.

Once the big coin to the left is collected, remove the bottom Blocker and 
move it to cover the spike pit below. When the Minis fall to the very bottom 
area, the "M" Card will be collected. Once all three Minis are down there, 
move the other Blocker to form a ceiling to this small room; that way the 
Minis fall down and loop to the left side for the coins. After getting the 
coins and all three Minis fall again, remove the ceiling Blocker.

There will be a Magnet Rod to the right. Flip it so the Minis can walk down 
the walls and into the Door. You may need to flip the Magnet Rod back and 
forth a few times to make sure each Mini is under it at the end so it reaches 
the wall and does not loop around above.


Area 6-6
--------

Goal Score: 15800

For this one, the Minis are separated from the start. First, activate the 
bottom Mini as it walks onto the Magnet Rod. As soon as the three coins are 
collected, rotate the rod around. Remove the horizontal Blocker above, then 
quickly replace it once the first Mini is above it. With both Minis active, 
wait for the Magnet Sparky enemy to return to its generator, then move the 
horizontal Blocker into the vertical outline, trapping the enemy in its 
space.

With that done, the Minis will go right and grab three coins before falling 
onto the ledge below. As they walk down the Magnet Rod below, rotate it to 
send the Minis into the left room. Grab the coins and "A" Card below, then 
rotate that horizontal Magnet Rod to send the Minis to the bottom area. They 
will turn and grab the coins as they head right. Once they reach the far 
right Magnet Rod, rotate it to send the Minis into that area. Remove a 
Blocker and place it above the spike pit in there.

The Minis will grab the M-Token and more coins as they loop around in this 
area. Once they get them all and are heading upward again, rotate the Magnet 
Rod. They will walk up to the ceiling and around to the Door.


Area 6-7
--------

Goal Score: 15100

The timer for this stage starts off right away, since the Capture Kong will 
take two of your Minis on the left side. That leaves you with three Minis to 
the right. Begin by waiting for the Capture Kong to move to either edge of 
the upper platform, then remove the red girder bridge to trap it in place Use 
the girders to make a ramp leading from where the three Minis begin to the 
lower-left area. Also, make a red girder wall at the bottom of that ramp.

Now, activate the three Minis and they will turn around. Once the minis are 
off the ramp, remove those girders and replace the bridge on the left side. 
When Capture Kong walks onto it, remove the bridge to make it fall, then 
redraw the bridge immediately. When the Minis go through the green pipe, 
collect the "R" Card and walk across the bridge to the right.

After the Minis cross that bridge, remove it and place another one ahead and 
to the right. Grab the M-Token and coins before entering the yellow pipe. 
When they emerge, get the Hammer and defeat Capture Kong, freeing the other 
two Minis. Everyone will then go down the steps ahead and collect the last 
few coins before the Door.


Area 6-8
--------

Goal Score: 14200

In this rather simple key stage, start by activating the three Minis. When 
they turn around and walk down the vertical Magnet Rod, wait until the coins 
and "I" Card are collected before rotating them around to the left side. 
Remove the Blocker covering the spike pit below, as it is unnecessary. In the 
left area, there are Piranha Plants shooting fireballs. When the fireballs 
retreat, quickly place a Blocker above them to prevent this attack. Also, 
remove the vertical Blocker for now.

When the Minis walk up the left wall, remove the bottom Blocker and place it 
in the upper horizontal outline, still above the enemies. Place the other 
Blocker in the vertical space below. When the Minis reach the ceiling and 
fall, they will go right and fall again, collecting the M-Token. Grab the 
coins on the left side of the Magnet Rod, then rotate it to send the Minis 
around to unlock the Door and complete the stage!


Area 6-DK
---------

Goal Score: 12000

This Donkey Kong stage is a maze of Magnet Rods, with spaces for Blockers 
above. There are Magnet Sparky generators in two locations (those locations 
change periodically when DK hits the red switch). On the top screen, there 
are three rockets you need to reach in order to damage DK's platform. The 
"O" Card and M-Token are both easy to reach, and the left and right rockets 
can be reached with minimal effort.

The key to your success here is using the Magnet Rods effectively in order to 
keep the Magnet Sparky enemies away from the Minis. If any extra Minis arrive 
on the screen, luckily you can just keep them in the bottom corner with no 
worries. The middle rocket will be the trickiest to get to, but even then it 
is easy. Simply go along the right side of the room and use the Blockers 
wisely to flip around the Magnet Rod so the Mini can move upward to that 
rocket. Once all three are shot out, the battle is over.


Area 6 Minigame
---------------

Goal Score: 1500

For this minigame, you will see six boxes below, each with a certain 
character's colors associated with them. Five boxes are on the ground as 
usual, but a sixth one is on a ledge in the middle of the area. Above are 
five vertical pipes (watch the top screen), and Minis will come out of them. 
There are red rivets scattered around, and you need to draw bridges and ramps 
in order to send each Mini to the correct box. Periodically, a clock which 
will add 10 extra seconds to the timer will appear; have a Mini touch it to 
add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (500, 1000, and 1500 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, and DK is worth 100 (you can press Start to see 
all of this information).


=========================
Attraction 7: Cannon Cove
=========================

Area 7-1
--------

Goal Score: 17200

In this new world, you are introduced to Cannons, which you can use to shoot 
Minis across the areas. If a Mini is blasted out of one, it will stop when it 
hits a wall or other surface. Anyway, activate the Minis and drop into the 
first Cannon. Shoot straight up and collect the big coin, then enter the left 
Cannon. Shoot directly to the right, grabbing the "M" Card and coins along 
the way. Remove the red girder bridge to the right and fall into the Cannon 
below. Shoot left and then upward to the higher ledge again.

Walk into the left Cannon and shoot directly upward onto the thin ledge. 
Remove the girder bridge from below, and use the pieces to form a small ramp 
leading to the middle ledge below. Collect two more girder pieces and coins, 
then drop to the right area. Use the Cannon there and blast to the left. Go 
through the breakable blocks, collect the M-Token, and kill the Shy Guy. Fall 
into the Cannon below and shoot back upward, then remove the girders and make 
a bridge leading across to the Door.


Area 7-2
--------

Goal Score: 15600

Here, there are two Minis below and one on the high ledge. Activate the two 
Minis below and they will bounce across the spikes with the yellow spring. 
Remove the spring and the Minis will enter the yellow pipe, falling into the 
Cannon above. Shoot directly to the left, grabbing the "I" Card and 
activating the third Mini along the way. When all three are in the left 
Cannon, place the spring in the left corner and shoot downward into the green 
pipe.

When the Minis emerge above, they will grab the M-Token and coins before 
bouncing to the right ledge. After they all bounce over, move the spring to 
the left ledge next to the spikes. The Minis will bounce across and enter the 
yellow pipe again. Move the spring to the right side of the spikes, then 
shoot diagonally down and right, following the line of coins. The Minis will 
hit the spring and bounce up to the Door.


Area 7-3
--------

Goal Score: 15500

Starting off, remove the purple conveyor above and place it across the spike 
pit to the right, moving to the left. Activate the three Minis and shoot 
upward to the moving Cannon. When it is in the middle of its movement, shoot 
to the right along the line of coins, grabbing the conveyor piece and coins 
before falling down at the end. Ride the conveyor to the left below, collect 
the M-Token, and fall into the Cannon again. Remove the conveyor and place it 
over the spikes on the upper ledge, moving to the left.

This time, wait for the Cannon to move all the way up before shooting at the 
big coin. They will land on the conveyor and fall into the next Cannon. 
Remove the conveyor and form another one directly above, moving to the right. 
Shoot onto it and the Minis will walk into the right Cannon. Remove the 
conveyor you just landed on and use it to form a ramp next to the Door 
leading up and left.

Shoot upward into the moving Cannon, and shoot at the line of coins. When you 
land, go up the conveyor ramp and fall down the left side to collect the "N" 
Card and coins. Once the Minis land below, remove the ramp conveyor and form 
a bridge leading to the right side here. Get to the moving Cannon again, then 
draw a ramp leading down and right. At the top of the track, shoot to the 
left again and the Minis will go down the ramp and into the Door.


Area 7-4
--------

Goal Score: 14900

This multi-door stage introduces Mini Pauline to the mix, so you now have 
five different Minis to move around. Start by removing the pipes and the 
upper red girder bridge in the level, so you have most of the pieces at your 
disposal. Then, activate Mini Mario and collect the coins before falling 
below. Place one pipe in the lower-right area, and the other directly above 
it. Emerge from the pipe and activate Mini Peach before falling to the lower 
area again.

Go left and activate Mini DK, and draw a red girder bridge across the spikes. 
Move one pipe into the lower-left corner, and the other pipe in the top-left 
area next to the Card. Once the Minis cross the spike pit below, remove those 
girders and place them under the Card. Mini Mario will enter his Door and the 
other two will go through the pipe. When they emerge above, collect the "I" 
Card and go left to get Mini Pauline.

Move the pipe you just came out of to the vertical outline in the top-right 
area. When the other Minis fall into the Cannon, shoot directly downward into 
the same pipe as before. This time, they will emerge in the top-right and 
fall into yet another Cannon. Shoot diagonally at the M-Token and Mini 
Pauline will enter her Door here. Go into the Cannon with the others and 
shoot directly to the left, activating Mini Toad.

Make sure there is a red girder bridge so Mini Toad can walk directly across 
to his Door, while the other two Minis continue left to the next Cannon. 
Place a red girder bridge below it, directly above the lower-left pipe. Then, 
shoot the other two Minis directly downward onto that bridge. Once they walk 
to the right, make another bridge so Mini Peach can walk into her Door. Mini 
DK will continue down and right into his Door, finishing the stage.


Area 7-5
--------

Goal Score: 15400

Begin by activating the two Minis in the bottom-left area. Climb the ladder 
and enter the Cannon, then remove the ladder. Shoot directly upward with the 
Cannon to get onto the thin ledge, collecting the Hammer as well. The Minis 
will go down the hill to the right, killing the Fireballs. Place the blue 
ladder at the end of the hill, leading to the upper-right ledge. Climb up and 
enter the Cannon, then shoot directly to the left.

When you reach the next Cannon, shoot to the right, grabbing the Hammer a 
second time. As you fall, the "M" Card will be collected. Upon landing, kill 
the Fireball with the Hammer and continue right. Activate the third Mini 
ahead and drop into the Cannon below. Remove the ladder from above and place 
it in the space to the right of the Door, and shoot downward at the big coin 
from the Cannon. The Minis will climb up the ladder after they fall. Once 
they turn around and come back down, they will enter the lower-right alcove. 
Remove the ladder and collect the M-Token, then the Minis will turn and enter 
the Door.


Area 7-6
--------

Goal Score: 14400

You will see a new enemy here, the Snifit. It shoots bullets straight ahead, 
bouncing backward as it shoots. First, activate the two Minis on the left 
side of the level. Remove the vertical Blocker in the lower-left area, and 
place it to the right of the two Minis, blocking the wall spikes. Use the 
Cannon and shoot right to get the "A" Card, then go back into it. Shoot 
diagonally up and left along the coin line, killing the Snifit and grabbing 
the M-Token upon landing.

Fall into the Cannon below and to the left, then remove the Blocker covering 
the wall spikes in the middle area. Wait for the Snifit in the lower-left 
area to move to the left, then place the Blocker there. Using the left 
Cannon, shoot straight down to kill the Snifit and grab the coins. Enter the 
pipe and you will emerge above, back in the same Cannon. Remove that Blocker 
and place it in the horizontal space to form a bridge, then shoot downward 
again and walk to the right.

Go over the step and into the next Cannon, and shoot directly past the Door, 
killing another Snifit. The Minis will climb the ladder at the far end, 
activating the other two Minis above. Remove the Blocker covering the spikes 
in the bottom area and place it in the horizontal outline ahead. Make sure 
the other vertical Blocker is in place there, forming a wall. The Minis will 
walk across and turn around, then head back down the ladder and into the Door 
to exit.


Area 7-7
--------

Goal Score: 14700

At first glance, this can appear to be very tricky due to the Minis being 
spread out. The left Capture Kong will grab one of them right away, too. 
Before you begin, remove the red girder wall on the right side so that 
Capture Kong can cross the spikes and take the Mini over there. Then, 
activate the lone Mini in the lower-left area. It will turn around and grab a 
big coin before entering the pipe. Emerge above and activate the second Mini, 
then drop down and collect five extra red girders. Use them to make a bridge 
to the left, then when the Capture Kong walks onto it, remove the bridge to 
make it fall.

When the two Minis fall into the Cannon below, wait for the Piranha Plant's 
attack to subside before shooting to the right Cannon. Get the "I" Card, then 
shoot back left to the first Cannon. Next, form a red girder bridge to 
connect the two top ledges, and shoot directly upward. Land on that bridge 
and wait for the first Mini to walk off it to the left, then remove the 
girders. The second Mini will fall onto the ledge below. Form a bridge 
leading to the left so that the Mini can collect the M-Token and some coins. 
Meanwhile, the other Mini above will go through the pipe and become captured 
below.

Wait for the Mini to walk back around and fall into the Cannon, then shoot 
directly to the left, stunning Capture Kong and freeing two of the Minis. Go 
through the pipe to the top level again, then form a girder bridge leading 
across. Watch the Capture Kong on the right side of the area; when it moves 
to the right of the spikes, form a red girder wall to trap it on that end. 
The Minis will grab the Hammer and drop down to stun the Capture Kong, 
freeing the last Mini. Then, everyone will go down and into the Door below.


Area 7-8
--------

Goal Score: 14700

For this key-toting area, you have three Minis and two Snifits to deal with. 
Starting off, activate the key-holding Mini and he will activate the other 
two ahead. Remove the long girder bridge once everyone crosses, then drop 
into the Cannon and shoot directly upward in between the Snifit's attacks. Up 
above, land on the girder bridge and head right, grabbing coins and the 
Hammer. Continue along, dropping down to kill the first Snifit ahead. Grab 
the "I" Card and continue downward to get the other Snifit as well.

Draw a girder bridge across the spikes, then go across to get the M-Token and 
coins. Draw a ramp leading from the right end of the spike pit to the right 
ledge, so the Minis turn around and go up it. Once everyone is up there, 
remove all the girders and make the long bridge leading across to the left. 
Fall into the Cannon and remove the girder bridge, and form a ramp above so 
the Minis can slide down and right, collecting the big coin and unlocking the 
Door to exit.


Area 7-DK
---------

Goal Score: 12000

This encounter with Donkey Kong is interesting, and actually rather simple, 
because you use Cannons to get around. The M-Token and "O" Card can be 
obtained rather easily by blasting your way around the room. The spike pits 
in the bottom can be covered with red girders. You will notice that not all 
Cannons are active at once; this changes at random when Donkey Kong hits the 
red switch. DK will also attack by throwing the usual barrels at you from 
above; draw girder bridges along the top of the area to block them.

As always, there are three points you must reach in order to attack DK. The 
middle switch can be reached simply by blasting diagonally with the Cannons 
to reach the top area, then walking across girder bridges. The left and right 
switches can be reached simply by blasting upward from the side Cannons. Once 
you hit all three switches, DK will run off and the area will be complete.


Area 7 Minigame
---------------

Goal Score: 10000

For this minigame, you will see five boxes below, each with a certain 
multiplier value associated with them. Three of the boxes are on elevated 
ledges, while the other two are at the very bottom of the area. Above are six 
pipes, four vertical and two horizontal (watch the top screen), and Minis 
will come out of them. There are red rivets scattered around, and you need to 
draw bridges and ramps in order to send each Mini to the 4x multiplier boxes 
for the most points. Periodically, a clock which will add 10 extra seconds to 
the timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (2000, 6000, and 10000 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, DK is worth 100, and Pauline is worth 200 (you 
can press Start to see all of this information).


============================
Attraction 8: Super Skywheel
============================

Area 8-1
--------

Goal Score: 14600

The new feature in this area are the Shy Guy Blocks, which are basically 
spaces where if a Shy Guy touches it, it will turn into a block you can walk 
across safely. That said, wait for the two Shy Guys to walk into the spaces 
in the middle, then activate the three Minis and walk across. Collect the 
coins and five extra red girders, then quickly draw a red girder bridge in 
the lower-left area. When the Shy Guy walks onto it, remove the bridge so it 
falls to the bottom and becomes a block in the opposite corner.

As for the Minis, drop down and slide down the hill to kill the Shy Guy. 
Allow the first two Minis to fall into the middle gap, then place a girder 
bridge so the third one reaches the pipe ahead. Below, add a girder bridge to 
the left so the other Minis can walk over and collect the M-Token. Once they 
do, remove the girder bridge and drop down to get the "M" Card as well. Then, 
everyone will reunite and walk over to the right, using the block to reach 
the Door.


Area 8-2
--------

Goal Score: 15200

Now, this is going to be difficult since you need to split up your Minis to 
accomplish this quickly. Before you start though, watch the Shy Guys on the 
lower platform. After they turn towards the middle, switch the conveyor's 
direction so it moves to the right. When the one Shy Guy reaches the right 
area, remove the conveyor and it will become a block. Now, activate the four 
Minis.

As they head to the right, collect seven more conveyor pieces. Form a ramp 
leading from the ground level to the upper-right ledge. Meanwhile, make a 
conveyor bridge leading left at the top level so those two Shy Guys can reach 
the far left area and become blocks. As for the ramp, as soon as the first 
Mini reaches the ledge, remove that conveyor so the others fall and head to 
the pipe. Quickly make a ramp leading from the middle Shy Guy's platform down 
and left, and as soon as the Shy Guy steps aboard, remove it. It will move 
left and become a block in the corner as well.

When the other Minis reach the upper area via the pipe, draw a conveyor 
bridge leading across to the next ledge. As for the lone Mini on the middle-
right ledge, form another conveyor bridge leading onto the next platform so 
it can collect the M-Token. Once the Minis cross the first gaps via the 
conveyors, remove them and draw another round of belts to reach the next set 
of ledges. Watch the Minis in the top area; once one of them reaches the left 
side, remove the conveyor so the others fall down. Let the remaining Mini 
continue across the blocks to get the "I" Card and coins.

As for the other Minis below, they will collect the big coin on the middle 
ledge before heading to the Door. When the lone Mini above heads back to the 
left, make a conveyor ramp leading down and left which it can fall onto. If 
everything was timed right, the last Mini will reach the Door just in time.


Area 8-3
--------

Goal Score: 15000

There is another new enemy here, the segmented cactus Pokey. It also has 
yellow block outlines it can form blocks with, just like the Shy Guys. Remove 
both of the the red girder walls above, and the first Pokey will form blocks. 
Also, take the vertical spring from the far side of the level and place it 
under the other one in the middle area. Draw a girder bridge over the spikes, 
then activate the three Minis.

As the Minis cross the bridge, you need to pay a bit of attention. Once the 
first two Minis bounce on the bottom vertical spring, remove it. Then, once 
the lead Mini jumps to the top level, remove the second spring. That way you 
have a Mini on each of the three levels. The top one will get three red 
girders, the middle one will have the "N" Card, and the bottom one will get 
coins.

Remove the girder bridge from the left area, and use them to make a bridge 
across the top ledges to the right. Once the bottom two Minis get to the 
right corner, place a vertical spring there and draw a ramp so the Pokey can 
go down and left to create steps. The top Mini will drop down to the right 
after collecting the M-Token in midair. The Minis will jump up the Pokey 
Blocks, so place a vertical spring on the middle platform. They will jump up 
to get the final three coins above before falling to the left and reaching 
the Door.


Area 8-4
--------

Goal Score: 15000

Before you begin, remove the two red girder structures above. There are two 
pipes you can move around as well. Leave the bottom one alone for now, but 
move the other one to the vertical position at the top of the level. Activate 
Mini Mario and go through the pipe to the top area. Activate Mini Pauline and 
go ahead; Mini Mario will enter his Door and Mini Pauline will fall down to 
grab coins. Two levels down, make a girder bridge across to the left side. 
Place a pipe there, and leave the other vertical pipe at the top. Collect the 
"I" Card and go through the pipe.

After Mini Pauline crosses it, remove the girder bridge and form a ramp 
leading from the top area to the top-left ledge. When Mini Pauline emerges, 
slide down to the left, activating Mini DK and collecting the M-Token along 
the way. Remove the ramp and draw a bridge to the right side. Place one pipe 
there and the other directly on the opposite side. Go through to the other 
side and activate Mini Peach. Remove the girder bridge from before and place 
it between the ledges below again. Also, move both pipes down to the next 
level.

Once the three Minis drop down, wait for Pauline and Peach to go across the 
girder bridge, then remove it so Mini DK drops into the bottom-right area and 
enters the Door. As for the others, emerge from the pipe and form another 
girder bridge to get across to Mini Toad. Wait for Mini Peach to get across 
to the left, then remove the bridge so Mini Pauline falls down and enters her 
Door.

With Mini Peach and Toad left, replace the girder bridge and keep the pipe at 
the other side. However, move the other pipe into the bottom-right area. When 
the Minis emerge, Mini Toad will enter his Door. Once Mini Peach turns 
around, keep the bottom pipe there and move the other one up a level to be 
directly across from the final Door. When she emerges, make a girder bridge 
so Mini Peach can reach the Door and exit.


Area 8-5
--------

Goal Score: 15300

Starting off, activate the three Minis and fall into the Cannon. When the 
Cannon is slightly away from the top, shoot through the clear opening to the 
right. Break the blocks and collect the big coin before falling down. Land in 
the bottom-right Cannon and blast directly left, defeating a Pokey and 
grabbing the "M" Card in the process. At the next Cannon, shoot directly 
upward and onto the thin ledge near the starting point.

Collect the coins and fall into the first Cannon again. This time, take the 
lower path and shoot through the blocks, collecting the M-Token at the right 
end. Fall down and shoot to the left, then shoot left again into a new 
Cannon. Shoot directly upward when it moves to the middle so you can get the 
three red girder pieces. With them, quickly form a bridge in the upper-right 
area so the Pokey can walk onto it. As soon as it does, remove the bridge so 
Pokey fills in the block outlines.

With that done, shoot directly to the right from the Cannon you are in. If 
the adjacent Cannon does not block you, you will hit the Pokey Blocks ahead. 
Form a red girder wall below and the Minis will turn around after falling 
below to reach the Door.


Area 8-6
--------

Goal Score: 15200

Before you begin, move to the top of the level and wait for the top Pokey to 
turn left. Quickly move the vertical Blocker into the horizontal space, then 
remove it when the Pokey is on top of it to make it fall. As for the other 
Pokey to the right, when it walks onto the Blocker, remove it, then activate 
the lone Mini on the ledge. He will fall and activate the other two Minis 
ahead.

This next part is important to keep the timing between the three Minis. Place 
a Blocker in the horizontal outline ahead to block the gap, then wait for 
them to turn around and head right. When only the last one is still on the 
Blocker, remove it to send it below while the others continue to the right. 
When the two Minis go through the yellow pipe, place the vertical Blocker in 
that space behind it. The lone Mini will loop around through the green pipe, 
but do not fill the space above with a Blocker just yet; let him fall again.

Meanwhile, the two Minis will emerge at the top area. Use the remaining 
Blocker to fill the horizontal space ahead. Collect the "A" Card, then when 
they turn around, remove the Blocker so they can drop down to the lower 
ledge. As for the lone Mini, when he heads through the green pipe a second 
time, this time fill the upper horizontal space with a Blocker. That way he 
can now collect the coins and M-Token.

If all of this was done right, the three Minis will reunite with minimal 
distance between each other. Go through the green pipe, then place a Blocker 
over the spike pit so they can reach the Door.


Area 8-7
--------

Goal Score: 16500

This stage once again splits up the Minis, but it is very possible to get a 
Trophy. With the two Minis on the left ledge, first switch the conveyor's 
direction to move right. Then, activate only one of those Minis. Once it 
crosses the conveyor, remove the conveyor and place another one directly 
below and facing left. Activate the other Mini and it will fall onto that 
belt, collecting the coins in the left area. Switch its direction to move 
right as soon as the Mini goes for the coins.

Also, switch the direction of the conveyor next to the Capture Kong, then 
when it steps onto the conveyor, remove it so it captures the inactive Minis 
below. As for the other Minis, the one in the left area will collect the 
coins and the "R" Card before falling down to the bottom where Capture Kong 
is. The other Mini is on the top platform heading right. Move a conveyor to 
the space ahead so the Mini can reach the big coin in the corner.

After that, remove the conveyor and the lone Mini will drop onto the ledge 
below heading left. Place a left-moving conveyor in the space here so you can 
reach the M-Token, then remove it and place another one below moving to the 
right. Once the Mini walks off the belt, remove it and place another one 
ahead to the right. Collect the coins and grab the Hammer, but it is useless 
for now. Climb the ladder and go left, removing the conveyor from the space 
if there is one occupying it.

The Mini will fall onto the ledge and grab a new Hammer now. Continue left 
and drop down, using it to stun the Capture Kong and free the Minis. You will 
also be able to stun the Circus Kong farther ahead to reach the Door.


Area 8-8
--------

Goal Score: 14300

In this key-toting level, begin by activating the two Minis by the Door. They 
will turn around, so let them enter the green pipe. As soon as they cross the 
red girder bridge, remove it to regain the pieces. Move to the top area and 
you will see a Mini standing on a ledge above a Shy Guy. Activate it and 
collect three red girder pieces below. Use them to make a steep slope leading 
all the way down and right by the breakable blocks. Slide down into that area 
to get the "I" Card.

Remove the steep hill and place a red wall at the top of the natural hill, so 
the Mini is trapped there for now. Head to the top area again, where the 
first two Minis will be progressing. Place a red girder below the Piranha 
Plant to block its fireball attack. They will break through the blocks and 
defeat two Shy Guys with the first Hammer, collecting three more red girder 
pieces in the process. When the Minis start to fall, create a girder bridge 
leading to the yellow pipe below and to the right. The two Minis will go 
across and collect the second Hammer before going through the pipe.

Collect the coins above and defeat the other Shy Guy, then scroll downward 
and activate the final Mini. Remove the red wall to the right as well. The 
Minis with the Hammer above will fall and head left. Remove the girders below 
the Piranha Plant and form another steep hill going down and left to the 
bottom. Grab the M-Token and coins on the way down and the key-toting Mini 
will open the door first. Remove the steep hill and cover the spikes with 
girders so the other two Minis can get to the Door safely as well.


Area 8-DK
---------

Goal Score: 12000

This round against Donkey Kong is annoying because of the Fireball enemies 
dropped on you from above. Luckily, if they touch the wide spike pit below, 
they instantly die. Plus, there are Hammers available for you to use. The 
area is littered with red rivets, so you need to draw ramps and bridges with 
girders to proceed. The M-Token and "O" Card are easy to get to, but can be a 
bit out of the way depending on which rivets are inactive.

As always, there are three ladders at the top of the area; climb them to find 
a spiked ball to kick onto DK as an attack. Every now and then, DK will hit 
the red switch to move around the inactive rivets. This may cause platforms 
you made to crumble, so be prepared (the ones about to change will often 
shoot out smoke so you can see it). Anyhow, once you hit DK three times, the 
battle is over.


Area 8 Minigame
---------------

Goal Score: 1800

For this minigame, you will see seven boxes below, each with a certain 
character's colors associated with them. Five boxes are on the ground as 
usual, but the other two are on high ledges to the sides. Above are five 
vertical pipes (watch the top screen), but there are ledges below the side 
ones as well, and Minis will come out of them. There are red rivets scattered 
around, and you need to draw bridges and ramps in order to send each Mini to 
the correct box. Periodically, a clock which will add 10 extra seconds to the 
timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (600, 1200, and 1800 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, DK is worth 100, and Pauline is worth 200 (you 
can press Start to see all of this information).


================================
Final Battle: Final Ferris Wheel
================================

Donkey Kong Final Battle
------------------------

Goal Score: 12000

Here in the final battle, Donkey Kong is hanging on the side of a ferris 
wheel with Pauline in tow. Your Minis are in a cannon at the bottom of the 
screen, which you can move back and forth and tap to shoot. You need to hit 
DK with Mini cannonballs to cause damage, shown by a health meter in the top-
left area. DK will move back and forth, shooting clusters of missiles at you 
to attack (go figure). They can hit the side of the cannon without causing 
damage, but if a Mini gets hit, it will be destroyed. Whenever you damage DK, 
missiles will be shot at you, so be prepared.

Throughout the battle, DK will also set a couple of floating spiked balls in 
the air, which you can avoid. The Card and M-Token are both in the air, which 
you can collect early on with ease. After you land a few hits, DK's attack 
pattern will change. He will beat at his chest before spinning entirely 
around the ferris wheel in an attempt to steal a Mini right out of the 
cannon! If this happens, you need to quickly shoot DK when he returns to the 
top screen to free the Mini. Otherwise, he will throw the Mini away, killing 
it. With very low health, this will happen repeatedly.

The best advice I can really give is to consider that Minis bounce off the 
sides of the area. You can use this to your advantage when hitting DK while 
he sits all the way to either side, or to get around spiked balls while 
anticipating a movement. When DK has one bar of health remaining, land a shot 
and he will remain stunned above. You need to quickly hit him one more time 
to fully defeat him.


==============================
Special Levels: Rainbow Summit
==============================

Area S-1
--------

Goal Score: 15500

Starting off, wait for the two Minis below to walk onto the red girder ramps. 
Then, remove those ramps so everyone falls to the bottom area. Remove the 
rest of the girders above and place a small girder wall blocking two of the 
Minis in the lower-left area. Make a girder bridge across the spike pit so 
the right Mini can go across and grab the Card and coins. When the lone Mini 
approaches the wall, quickly remove it so the Minis reunite, and draw a ramp 
in the middle area leading up and right to the second level.

Remove the girders above the spikes and form a ledge leading right at the top 
of the ramp. Once all three Minis are up there, remove the ramp and use the 
girders to make three bridges spanning the entire second level. When the 
Minis turn and head all the way left, remove the rightmost girder bridge and 
use the pieces to form a ramp in the middle area leading up and right to the 
top area. Remove the middle girder bridge below the ramp, then form a girder 
bridge in the top-right area. Once the Minis get up there, remove the ramp 
and use the remaining girders to make bridges along the top area. Grab the M-
Token and turn around to reach the Door.


Area S-2
--------

Goal Score: 15000

For this one, remove the red girder wall below, as well as the girder bridge 
at the top level. Use the pieces to cover the small spike pit in the lower-
left area. All the Minis will fall and collect the bottom level coins. Above 
the Circus Kong is a thin ledge; place a red girder wall at the left edge of 
it, trapping the Minis on that ledge for now.

Once all four Minis are there, remove the girders above the spikes and form a 
ramp in the middle area leading up and left, making the ramp go right across 
the Card. Form a bridge at the top of the ramp leading to the upper-left 
corner, then remove the girder wall. The Minis will grab the Card as they go 
up the ramp. Once everyone is at the top level, remove the ramp and form 
bridges across the top level so they can get the M-Token and coins.

As the Minis move to the right, remove the bridges behind them and make new 
ones along the middle level below. Once the M-Token is collected, remove all 
of the upper bridges and make them across the middle area. The Minis will 
fall and turn around before reaching the Door together.


Area S-3
--------

Goal Score: 14900

As soon as the action starts, remove the horizontal spring on the middle-
right ledge so that Mini falls down. Wait for the Mini on the upper-right 
ledge to bounce on the spring there, then remove it as well. Place a spring 
in the outline below the M-Token on the middle-right ledge so the next Mini 
can bounce back onto the high ledge, grabbing the token along the way. Remove 
that spring once it is used, that way the other two Minis will catch up and 
everyone will reunite on the right side.

Once the three Minis are back on the left side, place springs on the middle-
left ledge, and a second one in the middle area above. The Minis will bounce 
from one to the other, grabbing the Card in the process. Remove the spring in 
the lower-right corner above the spikes, and place it in the middle of the 
middle-right ledge, so the Minis will fall onto it and bounce across to the 
Door.


Area S-4
--------

Goal Score: 15700

Starting off, remove the red girder wall and the left girder bridge directly 
below it. Draw a girder bridge on the right side to keep the two Minis up 
there. As for the lone one below, let it bounce to the left and collect the 
Card. Once that Mini reaches the left edge, place a spring on the ground 
nearby, and a second one in the air above and slightly to the right, acting 
as steps. Place a girder bridge in the upper-left section, completing the 
next level, and all three Minis will be up there. Remove the springs and 
girders from the lower section now.

On the second level, wait for the three Minis to move to the left side and 
turn around. At that point, go to the right side and place springs in the 
rightmost spaces. Let a Mini bounce up them to get the M-Token near the Door. 
Remove those springs and wait for the trio to turn around at the right edge. 
In the middle area, place a spring on the middle bridge, and another one 
above and to the left. Remove the lower-left girder bridge and place it in 
the upper-left outline above.

When the Minis bounce up to the top level, remove the girders from the lower 
area and form a solid path across the top section. Then, place springs in 
both spaces so the Minis can jump up to grab the last couple of coins. They 
will then all walk across to the Door.


Area S-5
--------

Goal Score: 14800

As soon as you start, remove the left ramp leading up and right so both Minis 
fall. Draw another conveyor going right across the lower-left spike pit. Once 
the lone Mini gets to the lower-right big coin, hit the green switch to 
change direction. The two Minis will get the M-Token in the opposite corner, 
while the one Mini will go up the ramp and fall into the left area as well. 
Remove that ramp, then switch direction and draw a ramp leading up and right 
so the Minis can exit that alcove.

Extend the conveyor to the upper-right ledge ahead so the Minis get to the 
Card on the ledge. Once they start falling off the right side of that ledge, 
remove the long conveyor ramp and place another one leading from the lower-
right corner to the middle rivet, and then a second ramp continuing up and 
left. Remove the conveyor covering the spike pit at this point, if you have 
not done so already.

Once the Minis get to the upper-left ledge, remove the unused belt pieces 
below and use them to make a bridge going to the right, then make a ramp 
leading to the upper-right ledge. Once the Minis get into the top area and 
grab the coins, reverse the conveyor's direction and keep the ramp. However, 
remove the horizontal piece and make one final ramp leading up and left from 
the bottom of the existing ramp. The Minis will go down and up to the Door.


Area S-6
--------

Goal Score: 15200

As soon as you start, remove the two conveyors covering the wide spike pit 
below. Along the top path, remove the right-moving conveyor, and fill all 
three outlines with left-moving ones. The two Minis on top will go left, 
grabbing coins and the Card, while the two below end up stuck in the corner 
with coins as well. Once the top two Minis grab the last coin up there, 
remove the conveyor so they fall into the bottom corner as well.

With everyone down there, remove all of the conveyors above and hit the green 
switch to flip the bottom one around. As the Minis cross the conveyor over 
the spikes, place two conveyors leading to the right, covering the entire 
spike pit. From the middle, make a ramp leading up and right to the M-Token. 
As soon as the token is collected, remove the hill (tap the top rivet) and 
the Minis will end up stuck in the corner below. Make a conveyor ramp leading 
from the upper-left ledge to the middle of the conveyor bridge the Minis are 
on (you want it to move downward for now).

After that, hit the green switch to reverse direction, and the Minis will go 
up the new ramp. Now that all of the coins are collected, make one more 
conveyor ramp from the left side of the ledge to the upper-left rivet. They 
will go up and fall into the Door at the end.


Area S-7
--------

Goal Score: 14900

Once it begins, remove the red girder bridge next to the yellow pipe on the 
right side, as well as the red girder wall. Then, quickly cover the spike pit 
below. The second Mini will fall into the lower-right corner, collecting the 
Card and coins in the process. The other two Minis will go into the pipes 
before emerging on the right side. With everyone reunited below, go left 
towards the green pipe. Move the other green pipe directly above it on the 
left side, and place girder bridges across the second level as the Minis walk 
past.

Up there, go across and collect more coins before reaching the yellow pipe. 
When the Minis get to the yellow pipe, remove the previous girder bridges and 
use them to form a path on the level above. Once they emerge up there, move 
the two green pipes from the lower-left area and place them in the horizontal 
spaces in the upper-right corner. As the Minis approach the bottom green 
pipe, remove all previous girders (you need 10 of them) and form a long 
bridge across the top level. The Minis will emerge and walk across, 
collecting the M-Token before reaching the Door ahead.


Area S-8
--------

Goal Score: 15600

Starting off, immediately hit the green switch to reverse the conveyors. The 
middle Mini will get five more conveyor pieces, then everyone will end up 
moving to the right on the bottom conveyors. Once the big coin is collected, 
reverse direction again. Remove the pipe above and place it in the lower-
right vertical space. When the Minis go through the left pipe and emerge 
there, they will get the Card.

Once all three exit the vertical pipe, remove it and place it in the upside-
down vertical position to the left. Remove the conveyors covering the spikes 
as the Minis pass, then form a conveyor ramp leading up and right from the 
ledge under the vertical pipe. Once the Minis emerge on the left side and get 
the big coin, they will go up the conveyor ramp. To the right, remove the 
conveyor and create another one moving to the right. Once the Minis get the 
three coins above it, hit the green switch to flip the belts around. Remove 
the vertical pipe to the left as well.

When the Minis are trapped on the left ledge, reverse the conveyor direction 
once again. As they go up the first ramp again, make another ramp continuing 
up and right. At the top, make a conveyor bridge leading to the right. 
Finally, place a pipe in the horizontal space ahead. The Minis will grab the 
M-Token and coin as they walk ahead to the Door.


Area S-9
--------

Goal Score: 14000

From the start, remove the lower-right ladder. Then, place a ladder leading 
up to the upper-left ledge. Watch the two Minis climb down the right ladder 
on the lower-left ledge, and once they both head left, remove that ladder. 
That way, the third Mini will walk across and go onto the upper-left ledge by 
the M-Token while the other two climb up the same ladder and continue going 
right.

Next, remove the ladder directly to the right of the spike pit. Place a new 
ladder connecting the left edge of the middle-right platform to the bottom 
area, then another one leading to the Door. The three Minis will fall from 
the middle area, then climb the ladders to reach the Door.


Area S-10
---------

Goal Score: 13100

As soon as the level starts, remove the two ladders connecting the second and 
third levels. Two of the Minis will use the ladders leading to the bottom 
level; allow them to climb down all the way before removing both of them. 
Also, remove the vertical green pipe down there for now. As for the lone Mini 
above, watch him climb the middle ladder and grab the Hammer while heading to 
the right. Remove that ladder, then just before the Mini goes into the right 
pipe, place a vertical pipe in the right outline in the bottom area.

With all three Minis together, remove the pipe again until they are all on 
the right side. Then, place the right pipe again. Remove the horizontal pipe 
and place it in the vertical position at the top of the level. Just before 
the first Mini goes down the pipe below, place a ladder leading to the upper-
left ledge (the one with the Fireball enemy). That way, the first Mini will 
emerge from the pipe and grab the Hammer as the Fireball comes down the 
ladder, so you can kill it easily. The Card will be collected at this point 
too.

On the left ledge, draw a long ladder leading downward on the left side. The 
Minis will grab the M-Token before climbing down to the area below. Move the 
pipe from the bottom of the level to the vertical position here, so the Minis 
can enter it and emerge above. Place a small ladder leading to the upper-
right ledge with the breakable blocks. The Minis will collect the new Hammer 
and break through the blocks before falling into the Door below.


Area S-11
---------

Goal Score: 15400

Start by removing the vertical Blocker, then wait for the Minis to fall from 
the walls above. Place the Blocker in the horizontal space below the middle 
platform, then as soon as the first Mini falls off the ceiling after crossing 
it, flip the two Minis below around the Magnet Rod. That way, they are stuck 
in the enclosure below. When the third Mini falls from the same Blocker, 
remove it and place it in the far left horizontal space and the Mini will 
walk onto the wall.

When the lone Mini walks up the left wall, remove the Blocker and place it in 
the space at the top of the wall. As soon as the Mini reaches the top area 
and falls to the middle area below, place that Blocker in the vertical space 
above the middle platform. The Mini will turn around at the vertical Blocker; 
remove the Blocker and place it in the horizontal space below the platform at 
this time. When the lone Mini walks around to get the Card, it will fall from 
underneath the platform. Remove that Blocker.

As for the two Minis below, when they come back around again and walk onto 
the ceiling, rotate the Magnet Rod so all three Minis are above it. When they 
all turn around and walk down the left side to collect the remaining coins, 
place the Blocker above the spike pit between the bottom ledges. When the 
Minis fall from the ceiling once they hit the other Blocker, they will go 
right to the Door.


Area S-12
---------

Goal Score: 15700

Starting off, the top area consists of four quadrants separated by Magnet 
Rods. Two Minis will be in the upper-right to start and one will be in the 
upper-left. When the first Mini on the right side walks onto the middle 
vertical rod, rotate the horizontal one below, sending the second Mini into 
the lower-right quadrant. Wait for the upper-left Mini to go around and walk 
onto the rod below, then rotate that one to send the Mini into the lower-left 
quadrant.

Likewise, when you see the upper-right Mini walk around and back down onto 
the rod below, rotate that so two Minis will end up in the lower-right area 
again. Once the third Mini on the left gets to the vertical rod, rotate it so 
everyone is in the lower-right quadrant. Once everyone gets onto the bottom 
rod, rotate it to exit this enclosure. If you can't get all three through at 
once, remove the vertical Blocker on the ceiling to the left and spin the 
Magnet Rod back and forth until all three get across.

Anyway, the Minis will go left and down the wall before falling thanks to the 
Blocker in the lower-left wall. As they head right, place a Blocker in front 
of the spikes so the Minis can grab the M-Token and turn back safely. Once 
they are all on the Magnet Rod below, rotate it to send everyone to the next 
part. Wait for everyone to turn around at the left side, then move a Blocker 
to the wall spikes on the other side. They will grab the Card before turning 
around.

Place the other Blocker in the left wall this time, causing the Minis to fall 
to the ground below. Move another Blocker into the horizontal space 
connecting to the Door ahead. As the Minis go down the final stretch, rotate 
the Magnet Rod so they can get the coins below. Make sure each Mini walks 
across the horizontal Blocker to reach the Door safely.


Area S-13
---------

Goal Score: 14700

From the start, the three Minis will begin in different Cannons. Shoot the 
upper-left Mini down and left onto the ledge with the Card to collect it. 
When it falls into the Cannon below, there will be two Minis in it. As for 
the upper-right Mini, shoot it directly downward to grab the three red 
girders. Then, send that same Mini back into the Cannon directly above, and 
then diagonally up and left along the line of coins. Leave that Mini in the 
Cannon by the Door.

As for the other two Minis below, shoot them right between the two spike pits 
to reach the next Cannon. Then, shoot diagonally up and right along the coin 
line. Continue shooting directly upward (watch out for the Piranha Plants), 
and place a girder bridge above the upper-right Cannon. Shoot the Minis into 
that alcove to get the M-Token, then remove the bridge and shoot them to the 
left. Go left once more and that will place all three Minis in the same 
Cannon. Above, place a girder wall on the right ledge and a bridge next to 
the Door, and shoot the Minis up there. They will all land and enter the Door 
safely.


Area S-14
---------

Goal Score: 13900

After the level starts, remove the longer ladder on the right side of the 
ledge above. Move it to the left side and have the Minis climb up it. After 
both have climbed out of the bottom area, remove that small ladder and scroll 
up to the two coins and one big coin. Place the ladder directly to the right 
of those coins leading to the top ledge. Have the first Mini climb up (the 
second Mini will be a bit behind). Wait for the first Mini up there to turn 
left, and remove the ladder briefly so he doesn't climb back down it. Then, 
quickly readd it so the second Mini can climb up.

After that, the first Mini will enter the Cannon. Shoot directly to the 
right, killing the Shy Guy and collecting the M-Token. The second Mini will 
head right as well. Remove the ladder leading to that top ledge. The first 
Mini will grab coins, then drop down and go left into another Cannon. As soon 
as it enters the Cannon, shoot directly to the left to break some blocks. 
Shoot upward from the far left Cannon to get more coins. On the upper-left 
ledge, walk into the next Cannon and wait for the second Mini to catch up.

Once both are together, shoot directly to the right in the upper Cannon 
again. This time when they fall into the next Cannon, shoot directly at the 
Hammer to the right. Collect the Card after landing below and kill the Shy 
Guy before breaking through some more blocks. Place a ladder leading to the 
ledge above and have the first Mini climb up, tossing the Hammer in the air.

The timing here must be perfect in order to succeed here. As soon as the 
first Mini gets onto the upper ledge, it will walk to the left. Allow the 
second Mini to start climbing, then remove the ladder so he falls back down. 
The Hammer should be falling back down from above, and that second Mini 
should grab it. Once he turns around at the left wall, add the ladder again 
so he tosses the Hammer upward when he starts to climb. When the other Mini 
grabs the Hammer, remove the ladder so he continues walking to the right.

That way, the first Mini will break the blocks to the right and free the 
third Mini. Replace that ladder connecting the bottom level again, then add a 
longer ladder along the left side by the breakable block tower. Once everyone 
climbs up, they will head to the right. Place a ladder at the right edge of 
the platform going up; they will climb up and go right, then drop and turn 
left into the Cannon. Shoot left, then up and walk into the upper-left 
Cannon. This time, shoot straight down through the blocks, freeing the final 
Mini and reaching the Door.


Area S-15
---------

Goal Score: 13000

Start the action and the one Mini will grab five red girder pieces after 
falling, as well as some coins. Use those girders to draw a red bridge/ramp 
connecting the middle Shy Guy platform with the lone red rivet to the right. 
Allow the right Shy Guy to walk along it to reach the block outline; as soon 
as that first Shy Guy steps onto the rivet block, remove the bridge to keep 
the first Shy Guy on the middle ledge.

Now, draw another ramp leading to the Door platform in the upper-left corner. 
Have the other Shy Guy walk up there and fill the block space. Remove the 
ramp and create a girder bridge below where the ramp was. Then, take away the 
left wall containing the Mini above, and he will fall onto the bridge. Remove 
that bridge once he lands and the three Minis will reunite below.

On the right side of the level, form a ramp leading from the original Shy Guy 
platform to the lower-right area. Have the last Shy Guy go up the ramp, then 
form a girder bridge to the left of it. Form a smaller ramp leading up and 
right in the bottom area so the Minis can move out of that enclosure. 
Meanwhile, when the Shy Guy above is on the bridge you created before, remove 
it and it will fall to the bottom area, filling in the leftmost block space.

When the Minis turn around, they will go up the long ramp on the right side 
to reach the middle Shy Guy platform. Collect the Card and have the Minis 
fall to the bottom area again. This time, they will jump onto the block and 
climb the ladder ahead. Add a ramp leading up and right to where the third 
Mini was trapped earlier. When the Minis get there, remove the longer ramp 
below for now and use the girders to make a bridge leading along the coin 
path to the right. The Minis will grab the coins and M-Token before falling.

Remove the other girder ramp, as well as the bridge, and make another ramp 
leading up and left from the bottom area. Then, create one more ramp 
continuing from that platform to the Door. That way, the Minis can turn 
around and head straight up to the exit.


Area S-16
---------

Goal Score: 15100

Starting off, focus on the two Minis at the top of the level for now (the 
third Mini will loop through the yellow pipe). Let the Minis fall to get 
seven conveyor pieces. Once you get them and both Minis have fallen, draw a 
conveyor from left to right above so the Pokey can go across. As soon as it 
boards the belt, remove it to make the Pokey fall. Once the second Mini gets 
onto the right conveyor safely, place a conveyor wall at the right edge of 
the thin platform. This will turn the Pokey around; remove both conveyor 
walls and the Pokey will fill in the blocks to the left.

Next, place a conveyor ramp going up and left from the right alcove with the 
coins in it, to the upper-left ledge. Also, form a conveyor bridge going from 
left to right immediately below the ramp. The Minis will loop through the 
pipe and fall onto the ramp. Go up to get the M-Token, then remove the ramp 
so the Minis fall onto the conveyor bridge. Collect all of the coins, then 
remove the bridge so they can fall to the area below.

Once those two Minis fall onto the thin ledge, place a conveyor wall on the 
right side to force them to turn around. Now, in the area below, wait for the 
lone Mini to go up the conveyor ramp there, then draw another one leading 
down and right to intersect it. The Pokey will go down that ramp. Remove the 
other one going up and right. The Minis above will make their way downward, 
grabbing the last couple of coins and the Card. Finally, everyone will go 
down the final conveyor and across the blocks to the Door.


Area S-17
---------

Goal Score: 15100

For this level, you will have eight Minis to deal with. There are two pairs 
of Minis trapped on red girder bridges surrounded by red walls. As soon as 
the action begins, remove the left wall blocking the topmost pair of Minis. 
Allow only one Mini to fall into the area with the other two Minis below. 
Then, quickly remove the left wall and floor of the area containing those 
three Minis. Use the girder pieces to build a bridge along the top area so 
the lone Mini above can continue walking across. Place a red wall at the left 
end, then add a girder ramp leading up and right in the top-middle area.

After drawing the ramp, add a bridge at the top end of it going right (the 
bridge should be below the M-Token and coins). Remove the girder wall to the 
left of the Card, and form a bridge under the Card. The seven Minis below 
will loop through the yellow pipe, then fall from above and walk across to 
get the Card and coins. Meanwhile, the lone Mini high above will go right and 
get the M-Token and coins before entering the yellow pipe in the opposite 
direction.

Create a red girder wall dividing the two bridge pieces below where the upper 
yellow pipe drops the Minis. That way, a Mini will have retrieved the Card, 
and the others will turn to the right upon falling. To the right, fall to 
collect the big coin, then draw girder bridges across the spike pit.

Once everyone falls to the lower area, remove all girder structures except 
for the ones covering the bottom spike pit. Make sure everyone is walking to 
the left along the bottom area (use temporary girder walls to turn Minis 
around that are going in the opposite direction, so that everyone else does 
not have to turn around as well). Then, make a ramp leading up and left below 
the upper yellow pipe. Create a second ramp continuing up and left to the top 
level, followed by a bridge leading along the final three coins to the left.

As the Minis go through the yellow pipe below, they will land on the ramp and 
go upward. They will grab the last few coins and fall into the Door in short 
order.


Area S-18
---------

Goal Score: 14900

This stage will require a lot of moving around Blockers in order to succeed. 
As soon as the action starts, remove the two girder bridges between the 
Thwomps in the left area. In the lower-right area, wait for the two free 
Minis to walk to the left end before building a red girder wall at the 
rightmost edge, trapping them. Remove the Blocker above to drop the third 
Mini into the mix. Also, remove the right Blocker in the upper-right alcove.

As the Minis head left, remove the leftmost Blocker and create a girder 
bridge so they continue onward. Place Blockers in the horizontal outlines in 
the ground and above (so the Thwomp hits the top Blocker and not your Minis 
as they pass). When all three Minis pass the area with the right Thwomp, 
remove the Blockers so the Thwomp falls all the way down. Then, place a 
Blocker in the second horizontal space from the bottom above the right Thwomp 
to trap it below.

Collect the big coin to the left, then quickly remove unused girder bridges 
and form a ramp leading up and right. That way the Minis go up the ramp and 
onto the Blocker ledge at the top, where the Thwomp is trapped below. Draw a 
girder bridge leading to the left across the middle area, then as they head 
left, place a Blocker below the left Thwomp while it sits idle above so it 
doesn't crash down on you.

Grab the Card to the left, then remove unused pieces from earlier and make 
another girder ramp leading up and right to the top area. As for the Blocker 
holding down the right Thwomp, move it to the horizontal space above the one 
it currently occupies. That way the Minis go up the ramp and continue right, 
while the Thwomp is still trapped below. Once the Minis go up the hill, 
remove the Blocker holding the left Thwomp up, then as it falls, replace the 
top Blocker to hold it down.

After that, get the M-Token in the right alcove. Place a Blocker in the 
horizontal space at the right end so the Minis don't fall. Once they turn 
around, make a girder bridge leading across to the Door. Add a Blocker below 
the Door to allow the Minis safe access to it, completing the stage.


Area S-19
---------

Goal Score: 14700

Here, the three Minis will be on separate ledges to boot. There are three 
Circus Kongs as well. As soon as the action starts, remove the far right 
girder bridge on the top level. Also, remove the leftmost part of the bridge 
that the top Mini starts on once he moves to the right. With the extra 
girders, watch the other two Minis get thrown upward with the Circus Kongs. 
Place a girder ramp leading up and left to the top-left ledge, so the middle 
Mini will go up it. Once he's on the ledge grabbing the M-Token, remove the 
ramp and form a girder bridge below the three coins you passed on the way.

Once those three coins are collected, remove that girder bridge and place one 
directly above the bottom Circus Kong. The two Minis will loop in the middle 
Circus Kong's arms for now. As for the top Mini, watch it go right and fall 
down, grabbing a big coin once it lands. Form a girder bridge to the left, 
then two more bridges over the spike pit below. That way, the Mini will go 
left and fall, grabbing the coins and Card safely before reaching the bottom 
Circus Kong.

Once the lone Mini is thrown upward to the girder bridge above the middle 
Circus Kong, place a girder wall to the left to cause him to turn around 
sooner. When all three are caught with the middle Circus Kong, remove the 
unused girders elsewhere in the level and form a bridge above the middle 
Circus Kong. Make another bridge above the top Circus Kong, then follow the 
Minis as they all head to the far right.

Before the Minis reach the gray thin ledge, form a girder ramp leading down 
and left, followed by a horizontal bridge at the bottom. That way, the Minis 
will fall off the gray ledge, go down the ramp, and continue left. Remove all 
other girders and collect the Hammer, then the three Circus Kongs will be 
knocked out as you drop your way to the Door together.


Area S-20
---------

Goal Score: 16600

Starting off, focus on the middle area by the Door. Remove the girder wall to 
the left of the eight coins. Also, remove the horizontal girder to the right 
of the Door. With those pieces, make two horizontal girder bridges so that 
the Mini on the top-right ledge can fall down and walk across it to the coins 
to the right. Also, place a small slanted wall in the space to the right of 
the vertical orange pipe at the top.

Since it will take a moment, the right Mini on the middle platform will have 
slid down the ramp already. Once you place the girder bridges above it, 
remove that ramp to claim its pieces. That way, the three Minis on the right 
side will loop around to the top-right pipe again. Once the coins in the 
right area are collected, place a horizontal girder bridge in the space to 
the left of the M-Token, as well as a girder wall at the left edge of it. 
Then, remove the ramp above it, causing the Minis to fall down and turn right 
to get the M-Token.

Remove the unused girders above, and form a bridge across the spike pit 
below. The Minis will fall onto the pipe, then turn left and continue in that 
direction. Collect the coins, but before they enter the orange pipe, scroll 
to the top area and place a bridge below the upside-down orange pipe. As all 
three emerge up there, they will join the other Minis on the left side.

In the upper-left area, draw a ramp leading down and left from the empty 
right ledge. Then, remove the opposite ramp leading from the yellow pipe. 
That way the Minis will fall from above and turn to get the Card and coins. 
As they fall to the left, draw a girder ramp leading down and right, followed 
by two bridges below the coins ahead. Place a girder wall to the right of the 
eight coins, as well as a bridge covering the spike pit below and to the left 
of the orange pipe.

As the Minis approach the eight coins, draw a girder ramp below that bridge 
leading down and left. Then, remove the bridges above so the Minis can fall 
down and grab the last few coins before going into the bottom-left yellow 
pipe. As they emerge above, draw a couple of girder ramps leading down and 
right to the Door, as well as a platform below the Door. The Minis will slide 
down and enter one at a time, completing the stage.


=============================
Expert Levels: Secret Storage
=============================

Area X-1
--------

Goal Score: 14500

Start by activating both Minis and watching them climb down the first ladder. 
Go left and grab two more ladder pieces, then climb down the blue ladder and 
enter the pipe. When the Minis go through, remove the left ladder and place 
it connecting the bottom two ledges to the right. Then, move the pipe from 
the lower-left area into the vertical position at the end of the second ledge 
to the right. That way the Minis will get the Card and then go down the pipe, 
looping back around to the left side.

This time, create a second ladder leading to the top ledge so the Minis can 
grab the M-Token as well. Before they fall into the pipe below again, move 
the left vertical pipe into the upper-right corner. When the Minis emerge 
from there, they will turn around and fall into the other vertical pipe at 
the right end. Once the second Mini emerges from the upper-right pipe, remove 
it and place it on the left ledge near the stationary ladder. The Minis will 
emerge and climb up to the Door.


Area X-2
--------

Goal Score: 15900

Starting off, activate only the middle lone Mini so it falls into the Cannon. 
Shoot directly upward to get coins and five red girder pieces. When it lands 
in the Cannon again, shoot left, down (ignore the Card for now), and right. 
When the first Mini blasts by the other two Minis, they will activate as 
well. Draw a girder bridge below the corner Cannon so they can walk into it 
safely. With all three together, remove the girder bridge and shoot upward.

Create a red girder wall to the left of the top-right Cannon, and shoot left 
into it. The Minis will fall, collecting coins before landing in another 
Cannon. Shoot right to get the M-Token, then fall down and shoot back upward 
again. This time, remove the wall and blast to the left, grabbing more coins 
and five more girder pieces along the way.

Draw a red girder ramp going down and right in the bottom-left corner, then 
when the Minis reach the top-left Cannon, shoot directly downward and slide 
into the Cannon below. There, shoot upward and then left to get the Card. 
After the Minis loop back around again, shoot up and right. Remove the girder 
ramp and form bridges above the final Cannon, that way the Minis will land 
and turn to walk into the Door along these bridges.


Area X-3
--------

Goal Score: 14900

Before you begin, remove the girder wall in front of the Minis. Also, remove 
the pipe on the ledge above, and place it in the upside-down vertical space 
in the lower-right area. Activate the three Minis and they will grab coins 
before entering the pipe. When they all go through, remove the lower-left 
pipe and place it in the lower-right horizontal space. That way the Minis 
will get the Card when they fall, then turn around to approach the pipe. 
Remove the vertical pipe above and place it in the upper-left corner.

When the three Minis emerge in the upper-left area, make sure a girder bridge 
blocks the Circus Kong below. When the Minis go right, they will hop up the 
steps and grab the M-Token as well as three coins. Allow them to fall into 
the right Circus Kong so the big coin is collected, then draw a girder bridge 
above so the Minis can land above and continue right. Place a pipe in the 
upper-right corner, and leave the other pipe in the upper-left space.

Once the Minis loop back to the left side, remove the girder bridge covering 
the left Circus Kong. Place a girder wall to the right of it, so the Minis 
use the hammer to stun the Circus Kong, then turn around at the wall. Place a 
pipe in the space to the left of that Kong, and place the other pipe in the 
vertical space by the right Circus Kong. When the Minis emerge there, they 
will use the Hammer to stun that one before entering the Door ahead.


Area X-4
--------

Goal Score: 15000

Before activating the Minis, you need to move all three Shy Guys to the 
bottom areas to fill the block spaces by the Door. Achieve this by changing 
the stationary conveyors with the green switch, then drawing your own 
conveyors and removing them as the Shy Guys walk across to make them fall. 
Once you get all three of them into their spaces at the bottom, remove all of 
the conveyor pieces you used.

Back at the top, make sure the top stationary conveyor moves to the right, 
then draw another conveyor going right and activate the topmost Mini. Remove 
that conveyor once he gets across, then once the big coin to the right is 
collected, hit the green switch. Make sure the next conveyor below is moving 
to the right, then draw a conveyor bridge next to it and activate the second 
Mini (the first one will fall from above and join it). They will both go 
right and grab the coins on the thin ledge. Switch the conveyor directions to 
lead the Minis back to the left.

Have the Minis fall off the left edge, then switch the conveyor direction to 
move right so the Minis can grab the five coins. At the right end, scroll 
down a slight bit and make a conveyor ramp leading down and right to the 
vertical spring. Bounce up to the thin ledge above, activating the third 
Mini. Remove the conveyor ramp and draw a bridge moving to the left for the 
Minis to get across. They will go down the steps; draw another belt moving to 
the left at the bottom so they can collect the M-Token as well.

Switch the conveyor direction so the stationary ones below move to the right. 
Then, draw a belt in the left space moving to the right, and remove the one 
your Minis are standing on. They will fall and head right to grab coins and 
the Card before falling. When they fall, switch the conveyor direction so 
they go left and fall to the bottom level. They will grab the last three 
coins before turning and walking across the Shy Guy Blocks to reach the Door.


Area X-5
--------

Goal Score: 16300

Before you begin, you will see two groups of Piranha Plants, one on each end 
of the stage. Scroll to the right and remove the girder wall in front of the 
right group of plants, then follow the fireballs to the left side of the 
area. When the fireballs approach the other group of plants, remove the wall 
so all three plants on the left side have fireballs. Replace the wall to 
block them all in the left area.

With that done, activate the two Minis on the left side. Collect seven more 
red girder pieces as the Minis go up the ramp ahead. Create another ramp 
continuing up and right, followed by a bridge under the upper three coins. 
Remove the earlier girders and form a girder bridge above the Shy Guy 
platform below, so the Minis fall onto it and continue right to grab the 
coins above it. Add a girder ramp leading up and right to the big coin, and 
then two bridges leaidng to the upper-right ledge.

When the Minis get to the upper-right ledge, grab the Card and remove any 
previous girders. Make a ramp leading from the right ledge down and left, 
followed by a bridge going left to the Hammer. As soon as the Minis start 
going down that new ramp, activate the lower-right Mini. From the lower-right 
area, create a girder ramp leading up and left to the Hammer so that lone 
Mini can reunite with the others. From the Hammer, make a ramp leading to the 
Shy Guy platform ahead.

As the Minis go down, the Hammer will kill the Shy Guys so you can collect 
the M-Token and two additional girder pieces. Create a long bridge leading to 
the left across the spike pit (remove the unused girder structures) and 
collect the coins. At the end of the bridge, place a red girder wall. Also, 
place a girder wall at the right end of the solid platform where the M-Token 
was. That way, the Minis will go back to the right before turning around 
again at that wall.

Create a ramp leading from the left end of that platform to the upper-left 
rivet. When the Minis turn and go up that ramp, remove the long bridge below 
it. Atop the ramp, create a bridge, followed by another ramp and then one 
more bridge. The Minis will get to the Door at the top safely.


Area X-6
--------

Goal Score: 14600

Begin by activating only the top-left Mini. It will go back and forth, 
triggering the two Thwomps below to fall, crushing the blocks below them. Hit 
the green switch to change the conveyor direction; that way when the lower 
Thwomp falls onto it, it will start sliding to the right. The first Mini will 
activate the second one before both fall onto the conveyor. Switch it via the 
green switch so the Minis jump into the left alcove, then switch the conveyor 
back again.

Collect five red girders and 10 conveyor pieces in the alcove, then quickly 
add a girder wall to block those Minis, and a small bridge next to the third 
Mini above. Activate it and that Mini will go back to get the big coin. You 
need to keep moving that Thwomp to the right end of the conveyor; to achieve 
this, activate the last Mini isolated in the middle area. Once the Thwomp 
reaches the right end and rises upward into the middle area, draw a conveyor 
below it moving to the left. This will cause the Thwomp to move to the left.

Anyway, remove the girder bridge and wall so the three Minis can cross the 
conveyor safely. At the right side, grab the three coins and they will go up 
the blue pipe, triggering the Thwomp to break through the blocks above. As 
soon as the Thwomp falls, remove the top Blocker that it lands on, and place 
it in the topmost horizontal outline. That way the Minis emerging from the 
pipe can land on it and collect the Card.

That Thwomp will be triggered again; remove the bottom Blocker and replace it 
when the Thwomp falls all the way down, trapping it in the very bottom area. 
Meanwhile, the middle Thwomp should be all the way left by now, so remove the 
conveyor and it will fall, freeing the lone Mini. Draw a small girder wall to 
block in that Mini until the Thwomp rises. At that point, add another wall in 
the lower-left vertical space and remove the other one once the Thwomp starts 
to rise. The Mini will go down and turn to the right. Draw a bridge to the 
right so that Mini can collect the M-Token and coins before entering the blue 
pipe ahead.

With all four Minis together, quickly remove the Blocker holding the Thwomp 
down, and place it next to the Door. Then, remove the topmost Blocker and the 
Minis will fall down to enter the Door.


Area X-7
--------

Goal Score: 15500

From the lower-right starting point, remove the vertical Blocker and place it 
over the spike pit below. Activate that first Mini and it will activate the 
next one before bouncing on the horizontal springs to the level above. Once 
both Minis go up, remove all of the Blockers and springs below and place the 
Blockers along the horizontal path so the Minis can walk right across them. 
Remove the leftmost one and place it in the rightmost space as the Minis 
pass. Place a yellow spring in the space at the end, and the Minis will enter 
the Cannon.

Shoot diagonally up and left along the coin line. When they land on the thin 
ledge, they will go left. Place a spring in the space ahead only, and they 
will bounce into the Cannon below. Remove all previous Blockers/springs, then 
shoot to the right via the Cannon. In the next one, shoot diagonally up and 
right to break through the blocks and collect the M-Token. As the Minis turn 
around, place both springs in the spaces to the left so they bounce to the 
upper ledge. Place Blockers as steps farther to the left so the Minis reach 
the next Cannon.

Shoot directly to the right, grabbing some coins along the way. At the next 
Cannon, first place a vertical Blocker next to the wall spikes ahead, then 
place both springs above the spikes below. After that, shoot to the right 
with the Cannon. The Minis will fall after hitting the wall, then bounce to 
the right ledge via the springs. Collect the coins and Card, and the Minis 
will bounce across the spikes to the left. When they fall, place a Blocker 
next to the Door so they can walk across to the exit.


Area X-8
--------

Goal Score: 15200

Before you begin, remove the spring above and place it in front of the Minis. 
Also, remove both vertical Blockers by the first Thwomp, and place them in 
the horizontal positions, blocking the Thwomp in its space above. Activate 
the three Minis and bounce up to the next ledge. Once all three are up, move 
the spring up there as well to continue onward. The Minis will cross between 
the Blockers to get past the Thwomp safely before going through the pipe.

Remove the Blockers below and place one in front of the right Piranha Plant, 
blocking its shot. When the Thwomp below is triggered, place the bottom 
horizontal Blocker to trap it below. Go right and fall to get the big coin, 
then walk back around and through the pipe. This time around, place a spring 
above and take away the Blockers below to trap the next Thwomp in its hole. 
When the Minis bounce to the upper-right ledge, place a spring at the left 
edge, and a horizontal Blocker in the upper-left area. Bounce on the spring 
to go through the pipe, then simply fall to the left and grab the Card and 
coins.

Move the spring below from the right ledge to the left one, so when the Minis 
fall from the Blocker ledge, they can bounce into the pipe again. On the next 
level, place a Blocker over the spike pit, and remove the Blocker underneath 
the Snifit above. Move the spring to the right corner and bounce upward. 
Replace the horizontal Blocker to the left and collect the big coin, then 
remove the previous Blockers and place a vertical one above to block the 
Piranha Plant. Place a horizontal one next to it, then place another spring 
in the corner.

Still on the ledge below, place a spring so the Minis bounce up and continue 
past the plant to the following platform. On the next ledge, you will see 
another Piranha Plant and the M-Token above. The Minis will bounce to the 
right from below before turning around. Remove previously used pieces and 
place a Blocker under the pipe to the left. Also, place a vertical Blocker in 
front of the plant above. Once all three Minis go through the pipe, add both 
springs into their spaces and remove the horizontal Blockers along the top 
area. The Minis will drop down and bounce upward, grabbing the big coin and 
M-Token in the process.

The Minis will then bounce over to the right side of the level. As the Minis 
fall through the narrow area, place springs and Blockers as they progress. At 
the bottom, the Minis will reach the Door safely.


Area X-9
--------

Goal Score: 17800

First, activate the Mini by the horizontal springs. As he bounces to the 
right, remove the previous spring and place it in the following space. Once 
the Mini goes all the way right and left into the Cannon, shoot directly to 
the left Cannon. Remove both pipes from the lower-left area for now, and 
place one in the vertical space next to the right Cannon. Place the other one 
above the lower-right spike pit. From the left Cannon, shoot to the right and 
the Mini will hit the pipe and fall to collect coins. Once it falls, remove 
the vertical pipe and place it in the lower-left alcove. That way the first 
Mini will awaken the second Mini after going through the pipe.

With both Minis now, place the other pipe under the big coin nearby. Once 
they go through and collect it, place the pipe above the spikes below, and 
put the other pipe on the right end of the thin ledge above. The Minis will 
go through and walk left into the Cannon. Shoot to the right, then remove all 
pipes and springs before shooting to the right again. They will go through 
the blocks and end up in a new section.

In the next Cannon, wait for the Piranha Plants and Snifit to stop shooting 
before sending both Minis downward. They will activate the third Mini. Ahead, 
place two springs in the spaces so you can bounce into the next Cannon. 
Remove the springs and place one above the spike pit below. With the Cannon, 
shoot diagonally down and right. The Minis will turn around and bounce across 
to get the big coin and M-Token.

After the Minis turn around and come back to the right, place the two springs 
in the two left positions so they bounce into the Cannon again. This time, 
remove the springs and shoot down and right diagonally. Place a spring in the 
lower-right corner, then place a pipe on the right side beyond the Card. 
Place the other pipe in the upper space by the three vertical coins. Move the 
springs back to the left positions and bounce into the Cannon once more. 
Remove the pipes and place a spring in the lower-right corner. This time, 
place the other spring above the spike pit to the right.

As the Minis bounce across to the lower-right Cannon, place a pipe to the 
left of the breakable blocks above (you will see why shortly). Wait for a 
break between the Snifit and Piranha Plant attacks, then shoot upward to the 
next Cannon. Then, shoot left and you will break the blocks before hitting 
the pipe. Turn around to reach the Door.


Area X-10
---------

Goal Score: 13700

There are three separate pairs of Minis in this level to start. Begin by 
activating the lower-right pair and grabbing the three girder pieces below. 
Quickly place a girder wall to the left so they Minis turn and collect the 
coins to the right. Remove the wall and they will go into the yellow pipe 
below. Move to the horizontal yellow pipe on the right side and place two 
bridges going across to the left. The Minis will emerge and grab three girder 
pieces as they proceed onward.

Remove the previous girders and form a bridge at the bottom of the hill 
ahead. Grab the three girder pieces in the left alcove, then remove all 
previous girder structures and draw a ramp leading down and left. The Minis 
will fall onto it and collect the Card. Now, place a bridge over the spike 
pit below. As the two Minis above turn to the right, activate the lower-left 
two Minis. They will all reunite and head towards the yellow pipe below. 
Remove the girders used before entering that pipe.

This time, form a single bridge in front of the horizontal yellow pipe when 
they emerge. Also, form two bridges between the ledges immediately below. 
That way, the Minis will go left and fall, then turn to grab the girder 
pieces and enter the orange pipe. Remove the previous girders, and quickly 
form bridges in front of the upper-right orange pipe.

When the Minis emerge, they will go left and grab the big coin and two girder 
pieces. Form a ramp leading down and right, then remove the left bridge so 
the Minis go down it. Place a bridge below and to the right so the Minis go 
down the ramp and walk right, collecting the coins. As soon as they are all 
in that area, remove the ramp and the four Minis will be trapped in that 
section for the time being.

With that, go to the left side and activate the other two Minis. Draw a 
girder bridge below, and a girder wall to the right. The Minis will fall and 
get the coins before entering the bottom green pipe. When they emerge above, 
remove the girders below and place a bridge above leading to the right. The 
Minis will go across and slide down the hill. They will grab the M-Token and 
reunite with the other four Minis.

Now, place a girder wall in front of the yellow pipe to the right, then 
remove the small girder bridge above it. The Minis will fall into the alcove 
and turn into that yellow pipe. Below, place girder bridges across the spikes 
leading to the right. As the Minis emerge below, you can remove the girders 
above to help with this. Once the bridge below is complete, the Minis will be 
able to reach the Door safely.

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

-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  6. Plus Mode Guide  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=

===========================
Attraction 1: Coaster Hills
===========================

Area 1-1+
---------

Goal Score: 14700
Exit Order: Mario, Toad

Activate the Minis and remove the red girder wall to the right. When they 
collect the coins and turn back to the left, add a girder bridge above the 
spike pit below, and remove the bridge above. As soon as Mario drops down to 
grab the "M" Card, replace the above bridge so Toad stays on top. Once Mario 
collects the M-Token and turns back to the right, remove the upper bridge so 
Toad falls behind him on the approach to the Door.


Area 1-2+
---------

Goal Score: 14200
Exit Order: Mario, Toad

Begin by removing the girder ramp ahead, and placing a bridge across the pit. 
Activate only Mini Toad and collect the "I" Card and girder pieces to the 
right. When he turns around, add a ramp going up and left to that ledge. Grab 
the coins up there, then remove both girders and draw a long bridge across to 
the right.

When Mini Toad grabs the M-Token, remove the bridge so he continues to the 
right below. When he turns around, add the ramp going up and left again. Once 
Mini Toad goes back to the upper-left ledge, remove the ramp and add the 
bridge over the spike it, as well as a ramp leading up and right to the 
opposite ledge. Activate Mini Mario and he will take the lead with Toad 
following to the Door.


Area 1-3+
---------

Goal Score: 14100
Exit Order: Mario, Toad

Before you start, remove the girder wall below and create a bridge across the 
top ledges. Activate Mini Toad and have him collect the coins to the right. 
Remove that bridge and add the wall next to the left spike pit below. When 
Mini Toad falls to activate Mini Mario, as soon as they turn around, remove 
the wall and place a bridge over the other spike pit. They will collect the 
M-Token before turning around.

When the Minis go up the pipe, remove the girders covering the spikes. Add a 
girder bridge connecting the middle platforms, and a wall on the right side 
to block access to the Door. Mini Mario will be in the lead through the pipe. 
When they fall and turn to grab the "N" Card, remove the right wall to reach 
the Door at the end.


Area 1-4+
---------

Goal Score: 14100
Exit Order: Mario, Toad

First, remove the girder walls below and create a bridge across the middle 
area. Activate the Minis and they will fall, then walk across to the pipe. 
When they go down it, remove the girder bridge and place another bridge over 
the spikes to the left. Grab the coins and "I" Card, and the Minis will go 
back into the pipe.

As soon as Mini Toad crosses the bridge to the right of the pipe, remove it 
so Mini Mario falls and enters his Door. Mini Toad will continue along to the 
ledge and grab the M-Token and coins before falling down and heading to the 
pipe. He will go up the pipe and enter his Door to the left.


Area 1-5+
---------

Goal Score: 13400
Exit Order: Mario, Toad

Here, remove the girder wall to the right, then activate the Minis. Collect 
the two girder pieces, then wait for Mario to walk past the right end of the 
girder bridge you are both on. As soon as he passes, draw a ramp leading up 
and right for Mini Toad to walk onto. Mario will take the low route to grab 
the M-Token and the lead while Toad will go up to get coins and the "M" Card. 
When they fall to the area below, collect one more girder piece and the 
Hammer, then draw a bridge over the spike pit. Defeat the Shy Guy and enter 
the Door.


Area 1-6+
---------

Goal Score: 13800
Exit Order: Mario, Toad, Toad

Remove the girder bridge over the spikes, and create a bridge directly above 
it. Activate the three Minis and climb the ladder, then collect the three 
girder pieces ahead. Climb down the next ladder and go left across the bridge 
to get the "A" Card. When they climb up the first ladder again, wait for 
Mario to fall to the left before creating a bridge. The Toads will go across 
the bridge and collect the M-Token and coins while Mario turns and climbs 
back up the ladder ahead of them.

Once the M-Token and coins are collected, remove the bridge so the Toads fall 
down, ensuring Mario is in front. As they head up and right, add a girder 
bridge above the spikes, and a small wall on the left side. The Minis will 
fall and turn to reach the Door in order.


Area 1-7+
---------

Goal Score: 14800
Exit Order: Mario, Toad

Activate Mini Mario to start, and he will turn around at the steep hill. 
Collect six girder pieces and create a long bridge above Circus Kong with 
them. Activate Mini Toad at this point, who will slide down to the right 
before turning back to the left below. Meanwhile, Mario will be thrown upward 
by Circus Kong before landing on the bridge and heading left into the pipe. 
Mario will collect the "R" Card before getting thrown upward again. Toad 
should be getting there shortly afterward.

Once both are above, remove the girders above the spikes and add a bridge 
leading to the Door. That way the Minis can grab the M-Token before exiting 
the Door in order.


Area 1-8+
---------

Goal Score: 13900
Exit Order: Mario, Toad

Activate the Minis and they will turn around at the locked door. Remove the 
upper girder bridge and the wall, and the Minis will collect the "I" Card. 
Draw a ramp leading up and left, then as the Minis turn and climb up it (Toad 
will still be in front), remove the bridge below and add another ramp to the 
upper-left ledge. Remove the ramps once the Minis are at the top, and draw a 
long bridge across the top area.

Collect the M-Token and coins and the Minis will turn around, putting Mario 
in front. They will fall at the right edge before turning around again. Add a 
girder bridge across the spikes below so the Minis can fall and unlock the 
Door ahead to exit.


Area 1-DK+
----------

Goal Score: 12000

The first Donkey Kong confrontation in Plus Mode is not really tough, just a 
bit tedious. The M-Token and "O" Card are on two ledges on opposite sides of 
the level. At the top are three ladders, but the left and middle ones must be 
approached from a certain direction so the Minis don't fall off the platform 
after climbing up. That said, you need to approach the middle ladder from the 
left, while the left ladder should be approached from the right (after the 
middle ladder is cleared, presumably).

That said, you have red girders at your disposal to create ramps, bridges, 
and walls to make your way upward. Every now and then, DK will hit a red 
switch to cause two random rivets to become inactive, preventing you from 
connecting to them. Also, barrels will be dropped from above, but you can 
block them by drawing girder bridges above. Once all three ladders are 
climbed and the switches are hit to damage DK, the battle is over.


Area 1 Minigame+
----------------

Goal Score: 3500

For this minigame, you will see four boxes below, each with a certain 
multiplier value associated with them. There is also an exposed spike pit; 
fall into it and you instantly lose. Above are five pipes (watch the top 
screen), and Minis will fall into the area below. You need to use the girders 
to draw bridges and ramps, leading the falling Minis into the boxes and 
earning yourself some points (4x boxes are a must to get the most points). 
Periodically, a clock which will add 10 extra seconds to the timer will 
appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (1500, 2500, and 3500 points). Mario is worth 25 points, Toad is 
worth 50 (you can press Start to see all of this information).


==========================
Attraction 2: Jumpy Jungle
==========================

Area 2-1+
---------

Goal Score: 14400
Exit Order: Mario, Peach

Activate both Minis and they will bounce to the upper ledge ahead. Move the 
spring to the lower-left position and wait for the Minis to turn and fall 
down again. As soon as Mini Peach bounces on the spring to reach the left 
alcove and "M" Card, remove it so Mario continues walking to the wall ahead. 
Place the spring there again and both Minis will bounce onto the middle ledge 
again, putting Mario farther ahead of Peach.

With both Minis up there, move the spring onto the middle ledge so they 
bounce on it upon turning around. Once they bounce onto the upper-left ledge, 
move the spring up there as well. Collect the M-Token and coins, then bounce 
across to grab more coins and reach the Door in order.


Area 2-2+
---------

Goal Score: 14500
Exit Order: Toad, Peach

Before you start, remove the girder bridge above and place it in the lower-
right area. Then, activate the Minis and watch them bounce over the spikes 
and onto the upper bridge. Remove both springs and place one at the left end 
of the middle ledge. As the Minis go left, remove the lower girder bridge and 
replace it in the upper-left area. Once they bounce to the top area, collect 
the M-Token and allow them to fall to the right, grabbing the "I" Card as 
well.

The trick here is to allow Toad and Peach to loop around via the spring on 
the middle ledge twice. You need Toad to be in the lead going right along the 
top ledge. Once this is achieved, add a spring to the right edge so they can 
bounce over to the Door in order.


Area 2-3+
---------

Goal Score: 13900
Exit Order: Mario, Peach

Here, activate both Minis and bounce on the purple spring to reach the upper-
right ledge. Collect three girder pieces before going through the pipe below. 
Remove the vertical spring in the bottom-middle space, and add a girder 
bridge over the spikes to the left. Grab the M-Token and coins there before 
turning around. Heading back to the right, remove the girder bridge covering 
the spikes and add a vertical spring in the lower-right outline. Only allow 
Peach to bounce on it; remove it immediately so Mario reaches the pipe first, 
leaving Peach to grab the "N" Card and coins.

With both Minis above again, remove the spring from the right corner and move 
it to the left corner. That way the Minis will drop down and grab the big 
coin in the middle area. Then, they will bounce up to the Door.


Area 2-4+
---------

Goal Score: 14000
Exit Order: Mario, Peach

First, remove the left girder wall surrounding Mini Mario. Form a bridge over 
the spikes, then activate Mini Mario. He will turn around and grab the M-
Token before heading back to the right. Remove the right girder wall and form 
another bridge over the spikes. Bounce on the spring, then quickly move it 
onto the right ledge. Mario will turn and bounce onto the left ledge next. 
Remove the girder bridges below and form another one ahead so Mario can 
collect the "I" Card.

Continue ahead and bounce to the upper-left ledge in order to activate Mini 
Peach from the bubble. When both turn around and fall back down, remove the 
spring you just used. Place a spring in the space between the two Doors. When 
Mario bounces onto it, remove it so Peach continues onward. Place the other 
spring on the lower-right ledge. That way, Mario goes up to his Door first 
and Peach goes down and bounces right to the big coin. Add the second spring 
to the space between both Doors again. Peach will turn around and bounce up 
both springs in a row to reach her Door.


Area 2-5+
---------

Goal Score: 14000
Exit Order: Mario, Mario, Peach

Before you start, remove the girder bridge and place it across the spike pit 
below. Also, remove the vertical spring from the lower-left corner and place 
it directly below the blue pipe. Now, activate the three Minis. They will 
fall to the bottom level and grab the M-Token before bouncing into the pipe 
ahead. Remove the bridge over the spikes, and place it in the upper-left 
area.

As soon as Peach grabs the "M" Card, remove the bridge so everyone falls to 
the thin ledge below. The Marios will be in the lead as everyone turns right. 
When everyone bounces back into the pipe, place a girder bridge from the 
middle rivet to the right ledge. When the Minis start to emerge, wait for the 
first one to bounce on the vertical spring on the right ledge, then remove 
it. All of the coins will be collected before sliding down the hill. The Shy 
Guy below will be defeated, and the Minis will reach the Door in order.


Area 2-6+
---------

Goal Score: 14500
Exit Order: Toad, Peach

Activate the Minis and have them bounce on the first spring. Once they do, 
remove it and place it on the right side of the spikes. They will grab the 
coins to the right before falling and turning around to bounce again. Back on 
the ledge above, go left and bounce onto the pipe to collect the "A" Card. 
Remove the lower-right spring, and place it in front of the horizontal yellow 
pipe above.

The Minis will emerge and bounce across to the green pipe. Remove the unused 
springs below and place one next to the upper green pipe, causing the Minis 
to bounce across the gap to the left. Allow Toad to bounce on the second 
spring to reach the left ledge and collect the M-Token. As soon as Peach 
catches up and bounces on that spring as well, remove it and place the spring 
at the right edge of the platform. That way, the Minis will both turn in 
order and bounce across to reach the Door.


Area 2-7+
---------

Goal Score: 14900
Exit Order: Toad, Toad, Peach

Before starting, remove the spring from the upper-right ledge, and remove the 
girder bridge over the spikes below. Activate the three Minis and place a 
girder bridge above Circus Kong. When they get thrown upward, let them walk 
right and fall to the bottom level. Remove the bridge above and place it 
across the spikes. Place the spring in the lower-left space, and the Minis 
will walk across, collecting coins and the M-Token along the way.

When they all bounce back to the second ledge, remove the bridge and spring 
below. Replace the spring above Circus Kong and place the spring on the 
upper-right ledge. When the Minis bounce to the top area, they will turn 
around in order. Quickly move the spring in front of them so they can bounce 
across and collect the "R" Card and coins. At the far end, grab the Hammer 
and drop down, then remove the girder bridge so the Hammer can be used to 
stun Circus Kong. After that, simply continue onward to the Door.


Area 2-8+
---------

Goal Score: 14300
Exit Order: Mario, Toad

In this key-toting stage, activate the Minis and they will bounce up to the 
locked door before turning around. Let them fall and bounce to the upper-left 
ledge now, and collect three girder pieces. Draw a bridge ahead to reach the 
M-Token, then remove it to make the Minis fall. When both Minis turn around, 
remove the spring below and create another girder bridge at the right end.

As soon as the Minis grab the coins and "I" Card, remove the upper girder 
bridge so they fall to the bottom level. As they head left, place the spring 
in the lower-left corner and collect the last few coins. Once the Minis 
bounce upward, move the spring to the middle platform. They will bounce up to 
the Door and unlock it to clear the stage.


Area 2-DK+
----------

Goal Score: 12000

In this confrontation with Donkey Kong, you have vertical springs and red 
girders at your disposal. The "O" Card is in the lower-right corner, and the 
M-Token is on the upper-left ledge. There are three ledges along the top area 
leading to ladders, each one leading to a coconut you can kick to damage DK 
with.

However, since you need to bounce onto these ledges below the ladders, you 
need to approach from a certain direction to avoid going the wrong way and 
falling off. That said, approach the left ladder from the right side, and 
approach the other two from the left side. As for DK, he will periodically 
throw wooden crates down to attack; block them by drawing girder bridges 
above. Also, a red switch will be hit every so often, causing random red 
rivets to become inactive, so be prepared. Once all three coconuts are 
kicked, the battle will be over.


Area 2 Minigame+
----------------

Goal Score: 1200

For this minigame, you will see four boxes below, each with a certain 
character's colors associated with them. There is also an exposed spike pit; 
fall into it and you instantly lose. Above are five pipes (watch the top 
screen), and Minis will fall into the area below. You need to use the girders 
to draw bridges and ramps, leading the falling Minis into the boxes and 
earning yourself some points. Periodically, a clock which will add 10 extra 
seconds to the timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (400, 800, and 1200 points). Mario is worth 25 points, Toad is 
worth 50 (you can press Start to see all of this information).


===========================
Attraction 3: Teatime Twirl
===========================

Area 3-1+
---------

Goal Score: 14500
Exit Order: Mario, DK

First, hit the green switch to reverse the conveyor direction. Then, activate 
the Minis. Collect the five girder pieces, then fall onto the belt below. As 
soon as the four coins and collected, reverse direction and draw a girder 
ramp leading to the upper-right ledge. Grab the "M" Card and reverse the 
conveyor direction, then fall to collect three more girder pieces below. 
Remove the girder ramp and make a bridge leading to the left.

Once the Minis get across, remove that bridge and form two more bridges to 
the left. Grab the M-Token, then remove the right half of the bridge and 
place it below, covering the spike pit. The Minis will turn around and fall 
down, and then move left on the conveyor to grab the big coin. Once both 
Minis fall, reverse the conveyor direction so they move to the right. Grab 
the last several coins and make a girder bridge across the final gap before 
reaching the Door.


Area 3-2+
---------

Goal Score: 13600
Exit Order: Peach, DK

First, remove the conveyor in front of the Minis, then activate them. They 
will fall down (don't worry about the conveyor pieces above for now). Grab 
four conveyor pieces in the right side before turning left to get the M-Token 
and coins. Once both Minis are on the left side, draw a conveyor ramp leading 
up and right to the yellow pipe. Go through the pipe and draw a conveyor 
leading right to left across the spike pit.

Go across the spikes and fall through the breakable blocks, grabbing the 
coins along the way. Below again, remove the conveyor ramp and make a bridge 
going left to right ahead. Grab those conveyor pieces and head through the 
yellow pipe again. This time, remove the bridge over the spikes and make a 
conveyor ramp leading to the left ledge above.

With both Minis in the left alcove, remove the previous ramp and draw a 
conveyor bridge leding to the right. As soon as Peach steps onto it, quickly 
draw a conveyor ramp leading up and right for DK to use. Peach will enter the 
Door while DK collects the "I" Card and coins before falling through to exit 
as well.


Area 3-3+
---------

Goal Score: 14900
Exit Order: Mario, Peach, DK

Before you begin, remove the conveyors on the left side of the stage. Then, 
place a conveyor moving right to left over the left spike pit. Activate Mario 
first, then activate DK and Peach. When they are together in the right alcove 
after grabbing the big coin, remove that belt and switch it to move left. 
Once the Minis get to the left side and collect the M-Token, remove the belts 
and create a ramp leading from the left alcove to the upper-right conveyor.

The Minis will grab the coins and "N" Card on the middle conveyor. Before 
they fall at the other end, create a conveyor moving to the left over the 
spike pit below. When they fall and move left, add a conveyor moving right 
over the other spike pit, reversing the Minis again. Remove those belts and 
add a conveyor ramp leading up and right to the right ledge, followed by 
another ramp leading up and left to the top area.

When the Minis get to the top, remove the ramps and place two conveyor 
bridges on the left side, both moving right to left. Collect the coins and 
the big coin, then remove the top conveyor so everyone falls in order and 
enters the Door.


Area 3-4+
---------

Goal Score: 14300
Exit Order: Mario, Peach, DK

Remove all of the active conveyors, then draw one leading to the right in 
front of Mini Mario. Activate Mario and then activate Mini DK in the bubble. 
When they turn around, remove the conveyor and create a new one heading left. 
Farther to the left, make another conveyor heading to the left so the "I" 
Card can be collected. Once you get it, remove the conveyors and slide down 
the hill below to activate Mini Peach.

At this point, Peach and DK should be in front with Mario in the back. Add a 
conveyor bridge leading to the right over the spike pit. Once DK and Peach 
are on it, add a conveyor ramp leading up and right for Mario to use. With 
Mario on the upper ledge, remove the ramp and draw a conveyor bridge to the 
right. The Minis below will get the coins while Mario will get the M-Token.

Remove the conveyors so Mario falls into his Door. In the middle area, make a 
ramp leading up and left so Peach can enter her Door next. Remove that ramp 
and place another one leading up and right. That way, DK will fall down and 
turn around to reach his Door, completing the stage.


Area 3-5+
---------

Goal Score: 15200
Exit Order: Toad, DK

Before you begin, you need to get the Shy Guy to the very bottom area. To 
achieve this, hit the green switch to flip the conveyors, then remove the 
girder bridge that the Shy Guy is on. When it moves to the left girders, 
remove both bridges below, dropping the enemy to the bottom. With that 
settled, activate the Minis above. As soon as DK moves off the top conveyor, 
switch the direction so Toad is in the lead and both Minis head right below 
to reach the "M" Card.

Switch the conveyors again and add a girder bridge to the left so you can 
reach the big coin. Also, add a second girder bridge directly below the first 
one. Only allow DK to cross the upper one; remove it so Toad falls down and 
grabs the other big coin in the lower-left alcove. DK will fall and take the 
lead again before grabbing the Hammer ahead. Let DK fall to the lower area, 
then add a girder bridge for Toad to reach the big coin ahead.

DK will kill the Shy Guy and grab the M-Token before Toad falls back down. If 
Toad is not in the lead, add a girder wall to block DK in the lower-right 
area for extra time. Once Toad is in the lead, have both Minis go left and 
hit the green switch to cross the final conveyor and reach the Door.


Area 3-6+
---------

Goal Score: 14100
Exit Order: Peach, DK

Hit the green switch to flip the conveyors at the start, then activate the 
Minis. Have them fall to grab three conveyor pieces, then as they turn 
around, add a conveyor leading to the left over the spikes below. When the 
Minis fall onto it, collect the coins and "A" Card before flipping the switch 
again. Grab two more conveyor pieces and hit the green switch again so the 
next conveyor heads right, then go into the yellow pipe.

Remove the conveyors below and add a ramp leading up and right to the upper-
right ledge. Go up the ramp and collect the M-Token and coins before 
switching direction. Remove the long ramp and place a smaller one going up 
and left above the spike pit. That way, DK will fall onto it first. Once 
Peach falls, switch the conveyor direction, putting Peach in the lead as they 
head right.

Once Peach goes through the yellow pipe, add a ramp heading down and left 
below where she will emerge above. That way, she gains a slight bit of leeway 
to stay ahead of DK. Once she lands, remove the ramp and place another one 
above the spikes heading up and left. Peach will go up the conveyor ramp, 
then slide down the hill to break the blocks and enter the Door, with DK 
right behind her.


Area 3-7+
---------

Goal Score: 13600
Exit Order: Toad, Peach, DK

Remove the conveyor above Circus Kong, and add a new one moving to the left. 
Activate the Minis and get thrown to the upper area, then head left to grab 
five conveyor pieces. Remove the belt over Circus Kong and add a conveyor 
moving to the right directly above the spike pit below, and a second conveyor 
heading left above the first one. As soon as the Minis are all on that belt 
and grab the four coins, remove it so they fall and head right on the other 
belt with Toad in front. They will continue right, grabbing coins and the 
"R" Card along the way.

Remove the previous conveyors and add one heading left above Circus Kong. Get 
thrown up there again and continue to the left. This time, place a conveyor 
bridge going left so the Minis can grab the M-Token ahead. When they fall and 
enter the blue pipe, remove the previous conveyors. Once they all emerge 
above, add a conveyor ramp leading up and right to the Hammer ledge. Toad 
will grab it and fall down.

As soon as Toad falls to the bottom area, add a conveyor bridge heading to 
the right above it. Allow DK to get across, removing it so Peach falls 
through. DK will get the big coin before going through the yellow pipe, 
behind the other two as they reach the Door in order.


Area 3-8+
---------

Goal Score: 14500
Exit Order: Mario, Toad, Peach

Activate the Minis and collect two conveyor pieces before getting turned 
around at the door. Remove the conveyor over the spikes and add a ramp 
leading up and right. With all three Minis on the middle conveyor, remove the 
ramp and hit the green switch to change direction. Place a conveyor ramp 
leading up and left, and allow everyone to go up it.

Grab the M-Token and coins, then allow Toad to fall first. As soon as he 
falls, quickly hit the green switch to move Toad to the right. Once Peach 
falls, quickly switch the conveyor back to moving left again. This will allow 
the proper order to be established. With everyone on the bottom and Mario in 
the lead, reverse the conveyors again and place a conveyor ramp leading up 
and right ahead. Collect the coins and go up the ramp to get the coins and 
"I" Card.

Once all three Minis are on the top ledge, reverse the conveyor direction and 
remove the ramp. Finally, create a conveyor ramp leading down and left so 
that when the Minis fall from above, they will go down to unlock the Door and 
exit the level.


Area 3-DK+
----------

Goal Score: 12000

This time against Donkey Kong, you have to place conveyors between the rivets 
to maneuver through the area. There are Fireball enemies wandering around, 
but you can use the Hammers to defeat them. Be careful though, as DK will 
drop more Fireballs on you as the battle progresses. The "O" Card and M-Token 
are not out of the way, so they will be easy to collect. Above, there are 
three ladders leading to switches that will damage DK when pressed. The 
middle one needs to be approached from the left side in order for you to 
avoid falling off at the top; create conveyors accordingly to make this 
happen.

Every now and then, DK will hit a red switch which will reverse any active 
conveyor's direction, so be prepared. Once all three switches above are hit, 
DK will flee and the battle ends.


Area 3 Minigame+
----------------

Goal Score: 2500

For this minigame, you will see four boxes below, each with a certain 
character's colors associated with them. There is also an exposed spike pit; 
fall into it and you instantly lose. Above are four horizontal pipes 
(watch the top screen), and Minis will come out of them. There are three 
conveyor belts; one large one in the middle and two smaller ones below it to 
the sides. You can reverse their directions by using the green switches below 
the boxes at the bottom. Use the conveyors and draw girder ramps/bridges to 
lead the Minis into the boxes with the 4x multipliers to score the most 
points. Periodically, a clock which will add 10 extra seconds to the timer 
will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (1000, 2000, and 2500 points). Mario is worth 25 points, Toad is 
worth 50, and Peach is worth 75 (you can press Start to see all of this 
information).


============================
Attraction 4: Warped Mansion
============================

Area 4-1+
---------

Goal Score: 14400
Exit Order: Peach, Pauline

Before you start, remove the vertical pipe to the left. Then, activate the 
Minis. They will enter the horizontal pipe ahead, but since there is no other 
pipe to emerge at, they will come back out of the same one. Once they both 
come back out, add the vertical pipe to the left again and remove the 
horizontal one, placing it in the upper-right vertical position.

Collect the "M" Card and go through the pipe below to reach the upper-right 
ledge. Keep the lower-left vertical pipe, but move the other one to the 
horizontal position by the Door above. Grab the M-Token before falling to the 
left and going through the pipe. The Minis will emerge in the area above and 
continue to the Door.


Area 4-2+
---------

Goal Score: 14600
Exit Order: Peach, DK, Pauline

Before you start, remove the girders to the left and place a girder bridge 
above, next to the three coins. Also, move the left pipe into the upper-right 
outline. Then, activate Pauline only. She will go through the pipe and emerge 
above to get the seven coins on the ledge. Remove the lower-right pipe and 
place it in the left space, and Pauline will go through the pipes upon 
turning around. When she emerges, place a bridge over the spike pit so she 
can fall to grab the M-Token and coins safely.

Remove both pipes and place one in the lower-right corner in front of the 
other two Minis. Place the other one in the upper-left vertical outline. When 
Pauline activates the other two Minis, they will all go into the pipe ahead. 
Place a girder bridge over the upper spike pit so that when the Minis fall 
out of the pipe, they won't die. Create another bridge to the right, then 
walk across to grab the "I" Card before entering the DOor in order.


Area 4-3+
---------

Goal Score: 14500
Exit Order: Mario, Peach, Pauline

Before you start, remove the pipes and the spring from the lower area. Place 
a pipe to the right of Pauline, then activate her. Place the other pipe in 
the lower-left corner, and have her go through the pipe ahead. When she 
emerges, she will activate the other two Minis. As they turn around at the 
wall, leave the left pipe there, but move the other pipe into the lower-right 
room.

When the Minis emerge in there, they will collect the "N" Card. Move the 
other pipe to the upper-left vertical position so they will emerge and fall 
down, collecting the coins along the way. With the Minis back in the starting 
point, place the spring in the left space so they can bounce to the upper 
ledge. Move the spring to the far right so they can bounce on the thin ledge 
before turning around, keeping them in the correct order.

Once they start falling from the thin ledge, grabbing the M-Token in the 
process, add the vertical pipe here and place the other one in the upper-left 
vertical spot. That way, the Minis will go through and land on the ledge by 
the Door. Collect the last couple of coins before exiting in order.


Area 4-4+
---------

Goal Score: 13200
Exit Order: Mario, DK, Pauline

Start by removing the girder bridges from the left side of the stage. Form a 
bridge in front of Mini Mario, then activate him. He will go across to get 
the M-Token and two coins. Once he turns back to the left, remove the bridge 
and add a girder wall to the left, forcing him to turn and activate Mini DK 
in the bubble. Then, turn around and go through the green pipes. At the other 
side, add a girder bridge over the spike pit, followed by a ramp leading up 
and right above it.

Activate Mini Pauline, then go up the ramp to reach Mario's Door. Remove the 
girders below and add a bridge going across the middle ledges. When DK goes 
into his Door, make another ramp going up and right to the top level. With 
Pauline up there, remove the girders below and make a bridge going to the 
left. Grab the "I" Card and coins, then move one of the pipes to the right 
side of this area. Place the other one in the vertical space on the other 
side.

When Pauline goes through the pipes to the right side, draw a girder ramp 
leading up and right to the Door. Pauline will go up and enter her Door to 
finish the stage.


Area 4-5+
---------

Goal Score: 15200
Exit Order: DK, Pauline

Before you start, remove the lower-right pipe. Wait for the Piranha Plants to 
take back their fireballs, then place the vertical pipe at the top to block 
the attack. Activate both Minis, who will collect coins as they head down and 
left to the other pipe. When they emerge above, grab the M-Token before 
heading down and right. As they fall to the right, you will get coins and the 
"M" Card.

Meanwhile, remove the pipes and watch the bottom group of Piranha Plants. 
When the bottom group holds the fireballs, place a horizontal pipe to block 
them from attacking. As the Minis fall, they will walk to the left across 
that pipe. Place the other pipe in the left vertical space. Once they emerge 
below, they will slide down to the Door.


Area 4-6+
---------

Goal Score: 14500
Exit Order: Toad, DK, Pauline

Before you start, remove the girder bridge above and place it to the left of 
the Minis. Also, move the pipes so that one is in the lower-left corner and 
the other is in the upper-right area. Then, activate the Minis. They will 
collect the coins before turning right and sliding down the hill. Add a 
girder bridge below, then walk across after defeating the Shy Guy by sliding. 
Collect the M-Token and drop down to enter the lower-left pipe.

Before the Minis emerge above, remove the girder bridges being used and add 
one covering the spike pit at the top. Once the Minis come out, they will go 
left and drop down before turning around. Allow Toad to fall into the lower 
area by the coins, then quickly draw a girder bridge so DK and Pauline 
continue to the right. Leave the vertical pipe in the lower-left corner, but 
place the other one in the right side by the Card. Also, make sure to place a 
girder bridge covering the bottom gap.

That way, Toad will collect the coins on the left side while climbing down 
and dropping to the pipe, while DK and Pauline take a longer route to the 
same pipe. Toad will emerge from the right pipe first to grab the "A" Card. 
Once the other two Minis go into the lower-left pipe, remove the bottom 
girder bridge. This will allow the Minis to slide down the final hill and 
defeat the Shy Guy before entering the Door.


Area 4-7+
---------

Goal Score: 14200
Exit Order: Mario, Pauline

First, remove the girder bridge above the Minis, then activate them. Collect 
three girder pieces and use them to make a bridge above Circus Kong, then get 
thrown onto it. Remove the bridge over the lower-left spike pit, and form a 
second girder bridge over the spikes ahead of the Minis. Go across and drop 
down to get the M-Token and coins before entering the pipe. When they emerge 
above, grab the coins before falling again.

As the Minis head to the left, remove the girders so they fall into Circus 
Kong's hands below. Replace the bridge once both Minis fall, then they will 
land above and head back to the right, Pauline going first. Remove the upper-
right pipe and place it in the upper-left area. When the Minis fall to the 
lower area ahead before turning around, remove the girder bridges and use 
them to form two bridges on the left side, as well as a smaller one to cover 
the spikes below.

When the Minis emerge at the left side, collect the Hammer and "R" Card 
before removing the bridges. They will fall and stun Circus Kong before 
continuing into the Door, with Mario in front.


Area 4-8+
---------

Goal Score: 13100
Exit Order: Mario, Toad, Pauline

Starting off, activate only Toad and Pauline for now. They will go through 
the pipe, only to be turned around at the locked door. As they drop down to 
the lower area, remove the vertical pipe above. Collect the M-Token and 
remove the horizontal pipe as well, which will cause them to switch direction 
and head left, activating Mario. That way, all three Minis are kept close 
together.

Up ahead, place one pipe in the lower-left corner, and the other in the 
upper-left area. The Minis will go left and collect the coins before going 
through the pipes. Once they appear on the above ledge, remove the bottom 
girder bridge and create one above it. That way, the Minis will climb down 
the ladder and go right to the "I" Card. Once they do that, remove the lower-
left pipe and place it in the lower-right corner. The Minis will reverse 
order and go back through the pipe, emerging on the right side.

Remove the upper girder bridge and place it over the spikes below, then take 
away the lower-right pipe and place it in the opposite corner again. The 
Minis will walk across and go through the pipes, emerging on the upper ledge 
once more. Move the girder bridge to the upper area so the Minis climb down 
and head right before reversing order again. Before they reach the upper pipe 
one last time, move the lower pipe into the vertical outline by the Door. The 
Minis will drop down and enter the Door in order.


Area 4-DK+
----------

Goal Score: 12000

This battle against Donkey Kong only involves using red girders once again. 
The "O" Card and M-Token are not hard to reach, but the overall layout will 
prove tedious. There are four colored horizontal pipes along the sides, each 
leading to a certain ledge on the top screen. Three pipes lead to ledges 
containing bombs that can be kicked at DK to cause damage, and a fourth pipe 
simply drops the Mini back into the playing field.

DK will attack by sending ghostly Shy Guys down, which can be blocked by 
drawing high girder bridges. If they fall far enough, they can fly around and 
leave a ghostly flame in place for several seconds, making it hard to avoid. 
As for the pipes, they will be changed at random when DK hits the switch, but 
you need to enter each color from a certain side to reach the bomb on the 
ledge above. Enter the orange and green pipes on the left side, and the 
yellow pipe on the right side. The red pipe leads to nothing. Once all three 
bombs are kicked, the battle is over.


Area 4 Minigame+
----------------

Goal Score: 1500

For this minigame, you will see four boxes below, each with a certain 
character's colors associated with them. There is also an exposed spike pit; 
fall into it and you will instantly lose. Above are five vertical pipes 
(watch the top screen), and Minis will come out of them. There are red rivets 
scattered around, and you need to draw bridges and ramps in order to send 
each Mini to the correct box. Periodically, a clock which will add 10 extra 
seconds to the timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (500, 1000, and 1500 points). Mario is worth 25 points, Toad is 
worth 50, and Peach is worth 75 (you can press Start to see all of this 
information).


=============================
Attraction 5: Sandstorm Steps
=============================

Area 5-1+
---------

Goal Score: 13500
Exit Order: Mario, Toad

Before you start, remove the girder bridge on the upper level. Then, place a 
bridge across the spike pit ahead. Activate the Minis and grab the three 
ladder pieces, but as soon as Mario climbs the first ladder ahead, remove it. 
Toad will continue along the lower level while Mario goes up. Add another 
ladder leading to the top level for Mario to climb, followed by a girder 
bridge to the right. When Toad reaches the far right corner after grabbing 
the M-Token and coins, remove the left ladder and place it in the space to 
the right of the spike pit. Also, remove the bridge covering the spikes.

At this point, Mario will have collected the "M" Card in the right corner, 
and Toad will be climbing up the lower-right ladder. Remove the ladder 
connecting to the top level, then as soon as Mario walks to the left of where 
it was, readd the ladder so Toad can climb it. Add a girder bridge to the 
left, and the Minis will grab the last couple of coins before the Door.


Area 5-2+
---------

Goal Score: 14500
Exit Order: Peach, DK, Pauline

Before you activate the Minis, watch the Fireball climb down the ladder. As 
it crosses the girder bridge to the left, remove it so the Fireball falls to 
the bottom area. Now, remove the blue ladder and activate the Minis. They 
will go right and grab some coins before falling. As they fall to the left, 
Peach will grab the Hammer. As soon as she falls, add a girder bridge so DK 
and Pauline continue along the upper ledge to grab the M-Token. Remove the 
left ladder, keeping them down here as well. Meanwhile, Peach will stomp out 
the Fireballs and collect the "I" Card.

Once Peach turns back to the right, remove the girder wall and add a ladder 
to the right side. Remove the girder bridge above as well, so DK and Pauline 
fall into the proper order behind Peach. Climb the right ladder and add a 
girder bridge to the left, as well as a ladder at the far left edge. They 
will then climb up and go right into the Door.


Area 5-3+
---------

Goal Score: 13700
Exit Order: Mario, Pauline

Activate the Minis and they will climb down the first stationary ladder. When 
they grab the coins and turn back around, remove the long blue ladder and 
place a smaller ladder in the far left area. That way the Minis will go left 
and down that ladder before turning right and heading down the second 
stationary ladder to the bottom area. Once at the bottom, remove the smaller 
ladder and create a long ladder leading straight to the top level.

As they climb the long ladder, add two girder bridges to the upper-right and 
middle-right ledges. Remove the long ladder once both Minis are at the top, 
and place a smaller one at the right edge between the top two levels. When 
the Minis climb down the far right ladder, wait for Mario to move to the 
left. Once he passes the next blue rivet, make a second ladder leading down 
to the bottom level. That way, Pauline will take that ladder down while Mario 
continues to the left.

As soon as Pauline starts climbing down the lower ladder, remove both of them 
so she falls. She will collect the "N" Card, then remove the girder bridge 
once Mario grabs the M-Token. Quickly add the long ladder to reach the top 
level again and the Minis will go up it. Once they reach the top, they will 
go left and down the stationary ladders to reach the Door.


Area 5-4+
---------

Goal Score: 12400
Exit Order: Mario, Peach, DK, Pauline

Activate Mini Mario and have him climb up the left ladder, grabbing five 
girder pieces and two coins along the way. Remove the girder bridge covering 
the spikes, then remove the ladder once Mario climbs up it. Place a new 
ladder to the right of Peach's Door, and climb to the upper level. Remove 
that ladder once you get to the top, and place it to the right between the 
bubbles. Activate Mini Pauline and climb the ladder to enter Mario's Door.

Pauline will drop off the right edge before turning to activate Mini Peach. 
Allow only Peach to climb the ladder to the top ledge again; remove it so 
Pauline stays on the lower level. Form a girder bridge leading to the left 
and grab the coins and "I" Card there before falling off again. Activate Mini 
DK, reuniting the three Minis, and head back to the right. Once they turn 
around again, place a ladder next to Peach's Door so the Minis climb down and 
she exits.

Once the remaining Minis turn around again, remove that ladder and place it 
at the far right edge of the floor. Add a girder bridge to the right as well, 
then remove it as soon as Pauline gets across. That way, DK will fall and 
reach his Door next. As for Pauline, she will get the M-Token before climbing 
up the ladder to the right. Once she reaches the top, remove the ladder and 
add another one leading to the top ledge. She will climb up to her Door, 
completing the stage.


Area 5-5+
---------

Goal Score: 13400
Exit Order: Peach, DK

Activate the Minis and drop down to collect seven girder pieces. Grab the 
Hammer before entering the pipe ahead. When the Fireball in the upper-left 
area is above the ladder, remove the ladder so Peach can defeat it. Then, 
readd the ladder and climb into the lower alcove. Grab the coins and "M" Card 
before climbing back out of that area. At the top, add a girder bridge 
leading slightly down and right for the Minis to go across.

At the other side, remove the previous ladder and place it at the right end. 
Allow only DK to climb the ladder; as soon as he gets to the top, remove it 
so Peach turns back to the left. Mini DK will get the M-Token and coins 
above. Remove the girder bridge, then add a steep hill leading down and 
right. Peach will fall onto it first, defeating the Shy Guy below. DK will be 
right behind, and they will both enter the Door in order.


Area 5-6+
---------

Goal Score: 13200
Exit Order: Mario, Toad, DK

From the start, activate only Mini DK, who will activate Toad as well. They 
will fall into the lower area; remove the upper pipe and place it behind 
Mario, so the other Minis go through the lower pipe and emerge to activate 
Mario. With everyone together, go left and fall again. Remove the lower pipe 
so the Minis turn around to get the big coin. Add the pipe again and remove 
the other one, placing it in the lower-right horizontal space.

When the Minis emerge below, they will grab the "A" Card and three ladder 
pieces. Remove both pipes and place one in the lower-left corner, and the 
other in the upper-left corner. Place a ladder in front of the upper pipe so 
the Minis climb it upon arriving up there. As the Minis go right to grab the 
coins and three more ladder pieces, remove the ladder for now. Have the Minis 
go back left to claim the M-Token, then add a ladder at the right side.

Place a pipe in the upper-right corner, and move the other one into the 
vertical space at the bottom. Place a ladder to the right of the vertical 
pipe, and the Minis will climb up to the Door.


Area 5-7+
---------

Goal Score: 14800
Exit Order: DK, DK, Pauline, Pauline

The timer will start right away since the Capture Kong below will take one of 
the Mini Paulines away. Above, first activate the lower DK to grab the three 
ladder pieces, followed by Pauline, and then the upper DK last. Remove the 
ladder so the upper DK can go right, then replace it so the other two can 
climb up. Place another ladder between the two groups of coins ahead, and 
only allow the front DK to climb down it.

Remove that ladder so the other two Minis stay on the top level to grab the 
coins. Add another ladder in the lower-right area and have both DKs climb 
down it, removing it so Pauline does not climb down. Add a girder bridge 
below so the DKs can cross and collect the "R" Card, while Pauline gets the 
M-Token above. She should fall behind both DKs. The front DK will then grab 
the Hammer and stun the Capture Kong, but the Minis should be close enough 
together that the freed Pauline joins the other one in the back. That way, 
everyone reaches the Door in order.


Area 5-8+
---------

Goal Score: 14100
Exit Order: Mario, Toad, Peach

Start by activating Mario and Peach, who will climb up to activate Toad. 
Remove the top girder bridge and the girder wall, and form a bridge to the 
right. Collect the M-Token and remove the bridge so everyone falls, then head 
right to reach the locked door. Upon turning around, go left and up the two 
ladders, grabbing coins along the way. At the top, add a girder bridge so the 
Minis can pass and collect three coins.

Further to the right, allow Mario to fall, then add a girder bridge along the 
upper-right area. Remove the previous ladders and place one in the far right 
area, then wait for Peach to cross the right bridge. As soon as she does, 
remove it so Toad falls down next. Peach will go right and climb down the 
ladder ahead, collecting the "I" Card on the ledge. Place a girder wall to 
the left of the Door so she turns quickly to enter it upon falling.


Area 5-DK+
----------

Goal Score: 12000

This particular confrontation is actually quite annoying, especially due to 
the Fireballs roaming around. The "O" Card and M-Token are on side ledges, 
and you will be able to reach both with ease. However, you need to use red 
girders and blue ladders to navigate this area while avoiding the Fireballs 
before DK drops more into the arena. The trick to killing Fireballs is to 
place a girder bridge in front of them, then remove it when they pass over, 
causing them to fall (hopefully) onto the spike pit below.

Anyway, there are three ladders at the top of the level, all leading to 
switches the Minis can press to damage DK. You must approach the middle 
ladder from the left side or you will fall off the ledge at the top. This 
seems simple at first, but it becomes very tedious when DK summons a Fireball 
while you are on the top level, far away from the Hammer and with no escape. 
Every now and then, he hits a red switch to disable two of the rivets, so be 
prepared for that as usual.

Once all three switches are hit, the battle is over.


Area 5 Minigame+
----------------

Goal Score: 5000

For this minigame, you will see four boxes below, each with a certain 
multiplier value associated with them. There is also an exposed spike pit; 
fall into it and you will instantly lose. Above are five vertical pipes 
(watch the top screen), and Minis will come out of them. There are red rivets 
scattered around, and you need to draw bridges and ramps in order to send 
each Mini to the 4x boxes to gain the most points. Periodically, a clock 
which will add 10 extra seconds to the timer will appear; have a Mini touch 
it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (3000, 4000, and 5000 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, and DK is worth 100 (you can press Start to see 
all of this information).


==============================
Attraction 6: Cosmic Adventure
==============================

Area 6-1+
---------

Goal Score: 14900
Exit Order: Mario, Peach, DK

Before you begin, remove the girder bridge and place it at the bottom to 
cover the spike pit. Activate the three Minis and they will fall to the 
bottom level before heading left. Grab the M-Token and coins as they walk up 
the left wall. Remove the lower girder bridge and place another one above it, 
so the Minis can grab the three girder pieces and continue walking onward.

As they loop around the right end of the platform, remove the previous bridge 
and cover the spikes below with a new bridge. Also, add a girder wall to the 
left of the pit. The Minis will fall from the ceiling and head left before 
turning around, putting Mario in the lead. When they walk up the right wall, 
remove the girders below. Grab the "M" Card and coins, then place a girder 
ramp leading up and left by the Door. That way, when the Minis fall from the 
ceiling, they can go left and fall onto the ramp leading to the exit.


Area 6-2+
---------

Goal Score: 14600
Exit Order: Toad, DK

Here, activate the Minis and they will start to loop into the room below 
along the walls. Remove both Blockers and place one in the horizontal 
position at the bottom of the left alcove. Then, watch the Magnet Sparky 
enemy; when it moves to the middle-bottom area, place the other Blocker in 
the right vertical space, trapping the enemy in the lower area. That way, the 
Minis can continue going right and along the top-middle area safely.

As the Minis collect the M-Token, remove the horizontal Blocker from the left 
side. Place it in the lower-right horizontal position next. When the Minis 
get onto the right wall, remove both Blockers and place one in the vertical 
space directly next to the Door below. Meanwhile, the Minis will grab the 
coins before heading back down the wall. When they go back down and fall to 
the ground, they will head left.

Remove the vertical Blocker and place one horizontally above the left spike 
pit, and the other in the ceiling above it. When the Minis loop around and 
fall from the upper Blocker, they will go right to the Door and exit.


Area 6-3+
---------

Goal Score: 14400
Exit Order: Toad, Peach, Pauline

Before you start, move two of the Blockers to the upper area so they block 
both of the Thwomps at the top. Place the third Blocker below to cover the 
spike pit, then move the upper pipe into the lower-left vertical space, 
leaving the other pipe in the lower-right corner. Then, activate only Peach 
and Pauline to start. As soon as they fall to the lower ledge, activate Toad 
so they continue in reverse order.

Have them go through the pipe ahead and emerge in the left pipe, collecting 
the "N" Card in the process. When they all move right, remove the vertical 
pipe and place it in the upper-right outline on the top level. With the Minis 
on the top level, remove the Blocker below the spikes and place it in the gap 
to the left. Head left and collect the M-Token and coins, then once they are 
all on the left side, remove the lower Blocker so they fall to the ledge 
below.

Place the Blocker in the horizontal gap to the right, and place a pipe in the 
right outline, making sure the other pipe is directly above it. When the 
Minis go through and emerge from the upper pipe heading left, replace the 
Blocker to the left and place a pipe at the left end. Before they reach the 
left pipe, place the other one in the bottom vertical space. The Minis will 
go through and head straight to the Door below.


Area 6-4+
---------

Goal Score: 13900
Exit Order: Mario, Toad, Peach, DK

Starting off, remove the upper girder bridge and wall in front of Mario. 
Then, activate Mini Mario and place a girder bridge further ahead to the 
left. Grab the M-Token and coins, and go across to activate Mini Peach. 
Remove the previous girders and draw a ramp leading up and right to the 
middle ledge. When they turn around, go up there and activate Mini Toad, then 
add a girder bridge to the right and remove the vertical Blocker. Place a 
horizontal Blocker in the space below the three coins overhead. That way, 
Mario will enter his Door and the others will loop onto the ceiling and fall 
back down.

Heading back to the left, remove the ramp and add a girder bridge so the 
Minis can collect the "I" Card. Place the other horizontal Blocker in the 
middle-left space if it is not already there, and activate Mini DK. Place 
another Blocker in the upper-left ceiling above, causing the Minis to fall. 
Go right and up onto the ceiling, removing the right Blocker so they wrap 
around to Toad's Door.

Once Mini Toad exits, add both Blockers across the top path so Peach and DK 
reach their Doors respectively.


Area 6-5+
---------

Goal Score: 13400
Exit Order: Mario, Toad, DK

Starting off, activate Mini DK only. As soon as he walks onto the Magnet Rod, 
flip it around so he moves to the bottom side, collecting the coins below. 
When he reaches the right side, activate Mini Toad and flip the Magnet Rod so 
Toad is in front of DK. When they come around to activate Mario, remove the 
Blockers below and allow them to walk down the left wall, grabbing coins 
along the way.

At the bottom, place a horizontal Blocker so they head right to reach the 
"M" Card. As they loop back around and up the right side, wait for Mario to 
get onto the vertical Magnet Rod, then quickly flip it back and forth to 
collect the big coin and M-Token. Up ahead, place a horizontal Blocker at the 
top of the left alcove, and another one directly below. That way, the Minis 
will go to the ceiling and fall onto the other Blocker below before 
continuing to the left.

As the Minis head up the left wall again, keep the Blocker above, but scroll 
down to where you see four Blocker outlines in a square. Place a horizontal 
one in the bottom of the formation so the Minis fall onto it and continue 
right. Flip the Magnet Rod to send the Minis into the bottom area and towards 
the Door to exit.


Area 6-6+
---------

Goal Score: 14800
Exit Order: Mario, Toad

Starting off, activate Mini Toad and have him walk up the wall, collecting 
coins along the way. Spin the Magnet Rod once he grabs the big coin, and 
remove the horizontal Blocker above so he can go left and activate Mini 
Mario. With the Minis together, replace the horizontal Blocker and they will 
go right to grab three coins. As soon as the Minis cross over, remove the 
Blocker and place it in the other vertical space below, trapping the Magnet 
Sparky enemy in its generator (make sure it is there first!).

As the Minis head right and down, when they walk onto the vertical Magnet 
Rod, rotate it to send the Minis into the left area. Grab the "A" Card and 
coins before heading left and up the opposite Magnet Rod. Once the Minis get 
back to the upper-left ledge again, remove the left vertical Blocker and 
place it in the horizontal space. That way, the Minis can walk to the right 
and drop down again.

This time, allow them to walk all the way around to the bottom area, 
collecting the coins below. As they head left, they will go down the wall and 
loop onto the ground to head right. Remove the Blockers above and place one 
in the lower-right area to cover the spike pit. When the Minis walk onto the 
vertical Magnet Rod on the right side, rotate it so they turn and head 
downward to grab the M-Token and coins. When the Minis turn back upward, spin 
the rod again so they go back to the left side, then continue up to the Door.


Area 6-7+
---------

Goal Score: 14800
Exit Order: Mario, Toad, Peach, DK, Pauline

Right from the start, Capture Kong will grab DK and Pauline, causing the 
timer to begin. Activate Mini Peach only, and wait for Capture Kong to walk 
onto the girder bridge before removing it. When it falls and captures Peach, 
add a girder wall in front of the other two Minis and activate them. When 
they turn right, remove the wall. When they emerge from the green pipe on the 
left side, grab the "R" Card and allow Toad to fall into Capture Kong below. 
Once he does, add a bridge for Mario to cross.

Continue to the right and remove the first bridge, adding another one at the 
right end. Collect the M-Token and coins before going through the yellow pipe 
ahead. When Mario arrives in the lower-left area, grab the Hammer and stun 
Capture Kong, freeing each Mini in order. Everyone will then continue right 
and down to the Door.


Area 6-8+
---------

Goal Score: 13100
Exit Order: Mario, Toad, DK

In this key-toting stage, activate the Minis to make them turn around. As 
they head down the right side of the Magnet Rod, they will collect some coins 
and the "I" Card". Once the Card is collected, rotate the rod to send 
everyone to the left side. Remove both Blockers, and place one directly over 
the Piranha Plants to block their fireballs from being shot. As the Minis go 
left and up the wall, wait for Mario to fall from the solid middle ceiling, 
then place a horizontal Blocker in the air.

Allow DK and Toad to fall onto the middle platform and collect the M-Token 
while Mario walks onto the right Magnet Rod again. That way, the movements 
are timed so Mario walks around and falls from the ceiling a second time, 
landing in front of Toad and DK, now in the proper order. Once everyone falls 
down together, let them go left and up the wall once more.

Remove the Blocker in the air, leaving only the one covering the enemies. 
When the Minis fall, they will go right and onto the right Magnet Rod. With 
all three Minis on it, rotate it to send everyone to the right side. When the 
Door is reached, Mario will unlock it and the others will follow, clearing 
the stage.


Area 6-DK+
----------

Goal Score: 12000

For this battle with DK, you need to navigate through a maze of Magnet Rods 
while avoiding the Magnet Sparky enemies that appear. At the top area, there 
are three ledges with rockets on them that can be used to damage DK. To reach 
them, you need to walk along the Magnet Rods and magnetic surfaces, using the 
Blockers effectively. Every now and then, DK will hit a red switch, which 
will change where the Magnet Sparky generators are located. This can either 
help or hurt you, depending on which ledge you need to reach.

The M-Token is in the middle area, but it is slightly out of the way if you 
are aiming for the ledges quickly. The "O" Card can be tricky to reach, as it 
is located below a spike pit. Grab it on the way to the left ledge, and spin 
the Magnet Rod quickly to avoid the spikes.

You also have one Blocker to use, so use it wisely! To reach the middle 
ledge, you need to go all around the right side of the room and pass the 
Magnet Rod leading to the right ledge, then across the ceiling and around the 
left ledge. Use the Blocker to aid you along the way in blocking Magnet 
Sparky enemies. Once all three rockets are shot at DK, you will win the fight 
and move on.


Area 6 Minigame+
----------------

Goal Score: 2000

For this minigame, you will see five boxes below, each with a certain 
character's colors associated with them. Four boxes are on the ground as 
usual, but a fifth one is on a ledge in the middle of the area. There is also 
an exposed spike pit; fall into it and you will instantly lose. Above are 
five vertical pipes (watch the top screen), and Minis will come out of them. 
There are red rivets scattered around, and you need to draw bridges and ramps 
in order to send each Mini to the correct box. Periodically, a clock which 
will add 10 extra seconds to the timer will appear; have a Mini touch it to 
add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (1000, 1500, and 2000 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, and DK is worth 100 (you can press Start to see 
all of this information).


=========================
Attraction 7: Cannon Cove
=========================

Area 7-1+
---------

Goal Score: 16600
Exit Order: Toad, Peach

Start by activating the Minis and they will fall into the first Cannon. Shoot 
directly upward onto the girder bridge, then grab the big coin and shoot to 
the right. Collect the "M" Card, then remove the right girder bridge and fall 
down. Shoot left, up, then up again to a new area. Remove the girders below, 
then when you land on the thin ledge above, make a small ramp leading down 
and right to the middle area.

Slide down and grab two girder pieces, as well as a big coin, then fall into 
the Cannon below. Remove the ramp and shoot directly to the left, breaking 
the blocks and grabbing the M-Token and coins, as well as defeating the Shy 
Guy. Fall into the Cannon below and shoot upward again. This time, form the 
ramp leading to the middle platform again, and only allow Peach to slide down 
it. As soon as she does, remove it and form a bridge across to the right for 
Toad to walk across. When Peach reaches the right Cannon, wait for Toad to 
enter the Door first, then shoot upward and exit as well.


Area 7-2+
---------

Goal Score: 15000
Exit Order: Toad, Toad, Peach

Activate both Toads and have them bounce across the spikes with the 
horizontal spring. Enter the yellow pipe, then remove the spring below. In 
the Cannon, shoot directly to the left, grabbing the "I" Card and activating 
Peach in the process. When everyone is in the next Cannon, place the spring 
in the lower-left corner, then shoot downward at the green pipe. Go through 
it and emerge above, picking up the M-Token and coins below.

The Minis will land on the spring in the corner, then bounce to the right. As 
soon as they all bounce across, remove the spring and place it to the left of 
the spike pit ahead. When they bounce across and go through the yellow pipe 
again, remove the spring and place it in the far right space. Shoot 
diagonally down and right from the Cannon to collect the coins, then bounce 
up to the Door.


Area 7-3+
---------

Goal Score: 14500
Exit Order: Toad, DK, DK

Starting off here, activate all of the Minis and have them go into the 
Cannon. Shoot upward, then remove the conveyor covering the upper spike pit. 
Place the conveyor heading to the left across the bottom spike pit instead. 
Wait for the moving Cannon to line up with the coins and conveyor piece to 
the right, then shoot to the right to collect everything, including another 
M-Token. Mini Toad will fall in between the DKs for now, but that is okay. 
Head left and fall into the Cannon again.

This time, shoot upward into the moving Cannon. Remove the lower conveyor and 
place another one moving to the left over the upper spikes. Wait for the 
Cannon to move to the top of its track, then shoot to the right and grab the 
big coin. Fall onto the conveyor and move left into a new Cannon. Before you 
shoot, remove the conveyor and place it above, moving to the right. Then, 
shoot upward and land on the belt, and continue right.

In the next Cannon, shoot upward to the next one on a track. Remove the 
conveyor bridge below and add a conveyor ramp moving up and left by the Door. 
Wait for the Cannon to move all the way upward, then shoot along the line of 
coins. Everyone will land on the conveyor and move upward before falling to 
the left, collecting the "N" Card and more coins. Once they fall, Toad will 
land in the front again.

Remove the ramp and make a bridge leading to the right, and head into the 
Cannon. Get rid of the bridge and place a ramp above, this time heading down 
and right to the Door. Shoot upward in the first Cannon, then at the top of 
the second one's track, shoot to the left. Everyone will fall onto the 
conveyor and enter the Door in order.


Area 7-4+
---------

Goal Score: 14100
Exit Order: Mario, Toad, Peach, DK, Pauline

Before you start, move the upper-right vertical pipe into the lower-right 
corner, so both pipes are stacked. Activate Mario, and once he crosses the 
girder bridge, remove both bridges. Go through the pipe and activate Peach, 
then drop down and activate DK as well. Form a girder bridge over the spikes, 
and place a pipe in the lower-left corner. Place the other one in the upper-
right area above the Cannon.

Once Mario enters his Door, the others will go through the pipe and fall into 
the Cannon. Form a girder bridge to the left, then shoot to the left and 
activate Toad. Peach and DK will land in the next Cannon while Toad will walk 
into his Door. Move the upper-right pipe into the upper-left area by Pauline, 
then remove the previous girder bridges and form one in the upper area as 
well. Then, shoot downward and grab some coins before going through the pipe.

Upon emerging above, activate Pauline and take the "I" Card, then fall into 
the Cannon to the left. Remove the girder bridge, then place one directly 
below the Cannon, and another one next to Peach's Door. Shoot downward, then 
move the pipes so one is in the lower-right corner and the other is in the 
upper-right vertical space.

After DK goes through his Door next, Pauline will go into the pipe all alone. 
When she arrives above, shoot diagonally up and right to reach the M-Token. 
She will land and fall into the final Door.


Area 7-5+
---------

Goal Score: 14800
Exit Order: Toad, Peach, Peach

Activate Toad and Peach, then watch them go up the ladder and into the Cannon 
above. Remove the ladder and wait for the Cannon to point upward without the 
Piranha Plant's fireball in the way. Shoot upward and grab the Hammer to 
break through the blocks to the right. Defeat the two Fireballs ahead and 
place a ladder leading to the upper-right ledge. Climb up and shoot directly 
to the left via that Cannon.

Remove that ladder again as the Minis fly to the left. When they land in the 
Cannon over there, shoot to the left and grab the Hammer again. They will 
fall and collect the "M" Card, as well as some coins, before killing the last 
Fireball. Form a ladder leading to the bottom level, then as soon as Toad 
starts climbing down, remove it. That will leave both Peaches above, and they 
will head into the Cannon. Have them shoot downward while Toad collects the 
M-Token, then turns around to reach the Door first. Both Peaches should be 
close behind.


Area 7-6+
---------

Goal Score: 13800
Exit Order: Mario, Mario, Mario, Toad

Start by activating Mario and Toad, then remove the Blocker below. Place it 
to the right, blocking the wall spikes. When they get to the Cannon, shoot to 
the right and take the "A" Card, then diagonally up and left the second time, 
defeating the Snifit above. Grab the M-Token and fall into the left Cannon, 
and shoot downward to kill the second Snifit. Upon landing, go through the 
yellow pipe to reach the Cannon a second time. Shoot downward again and add a 
horizontal Blocker to the right so they can cross the spikes safely.

In the next Cannon, shoot to the right and kill the last Snifit. The Minis 
will climb the ladder and activate the other two Marios waiting there. Add a 
horizontal Blocker ahead so the Minis can grab the coins and continue left to 
the Cannon. Fall into it and shoot downward to loop through the yellow pipe. 
Shoot downward the second time and head right to the bottom Cannon. Before 
you shoot to the right, remove the previous Blockers and place a vertical one 
by the Door. Then, shoot to the right and you will hit the Blocker, turning 
everyone around to enter the Door.


Area 7-7+
---------

Goal Score: 14100
Exit Order: Peach, Peach, Pauline, Pauline

Before you start, remove the girder wall on the right side of the level; that 
way Peach will get caught by the Capture Kong, as well as the Pauline on the 
left side. Then, activate the Pauline on the upper ledge. Go right and fall 
down, grab five girder pieces, and use them to make a girder bridge to the 
left. When the left Capture Kong walks on it, remove the bridge and the 
bottom Peach will be captured as well.

In the Cannon, wait for a pause in the Piranha Plant's attack before shooting 
to the right to grab the "R" Card. Shoot back to the left, then shoot left 
through the blocks. This will stun Capture Kong, freeing the Minis and 
sending everyone through the pipe. Up above, add a girder bridge to connect 
the middle ledges below, and place a steep hill to the right. That way the 
Minis can fall and be forced to turn left. Wait for the first Pauline to fall 
and go left, then remove the steep hill so Peach falls into the Cannon 
instead. Quickly replace the hill, keeping both Paulines on the upper ledge.

Once the Paulines grab the M-Token and coins, remove the girder bridge and 
hill. They will be caught by Capture Kong below. As Peach, shoot to the left 
with the Cannon, freeing the Paulines again. When everyone emerges from the 
pipe above, form a girder bridge leading to the right. Cross it, then wait 
for the other Capture Kong to move to the right before placing a wall on the 
right side of the spike pit. That way, Peach will grab the Hammer and stun 
the Capture Kong, freeing the other Peach. They will reach the Door first 
with the Paulines behind in order.


Area 7-8+
---------

Goal Score: 14100
Exit Order: Mario, Peach, Pauline

Activate the key-carrying Mario, and cross the bridge to reach the other two 
Minis. When they fall into the Cannon, remove the long bridge below and place 
a girder bridge in the upper-left corner. Also, place a wall below it to 
block the upper Snifit's attacks. Shoot upward and land on the bridge, then 
head right. Collect the coins and Mario will take the Hammer to defeat the 
first Snifit below. As soon as Mario passes the rivets, place a wall to 
separate him from Pauline. This will cause Peach and Pauline to turn to the 
locked door and reverse their order.

Grab the "I" Card and remove the wall, and Mario will still be going down to 
kill the second Snifit below. Once the enemy is gone, form a girder bridge 
across the spikes so Mario can collect the coins and M-Token. At the other 
side, wait for Peach and Pauline to rejoin Mario. When they do, watch them 
head to the left, then make a girder ramp leading up and right at the right 
side.

Once the Minis go up the ramp, remove the girders below and form a bridge 
leading to the left. When they land in the Cannon, form a ramp leading down 
and right above. Shoot upward and the Minis will slide down that ramp and 
unlock the Door in order to exit.


Area 7-DK+
----------

Goal Score: 12000

This round versus Donkey Kong is more tedious than anything. There are 
Cannons and breakable blocks, as well as the usual red rivets to connect 
girders to. At the top are three ladders, but reaching them will be the 
challenge. You can shoot to the right ladder easily from the lower-left 
Cannon, but the other two will be tough. You will need to use the Cannon on 
the track along the right side to help clear all of the breakable blocks, 
then add a girder ramp in the upper-left area to reach the left ladder. Then, 
the middle ladder needs to be approached from the left side, which is not so 
bad by comparison.

As for the stage itself, the "O" Card and M-Token are relatively easy to 
reach. DK will drop barrels from above, as usual. Periodically, he will hit 
the red switch, which will move around the active Cannons to different 
outlines, as well as disabling one of the rivets. The toughest part is 
shooting around with the Cannons to clear the blocks since you need to have 
access to certain Cannons to break certain blocks. Either way, once you climb 
the three ladders and zap DK three times, the battle is won.


Area 7 Minigame+
----------------

Goal Score: 12000

For this minigame, you will see four boxes below, each with a certain 
multiplier value associated with them. Two of the boxes are on elevated 
ledges, while the other two are at the very bottom of the area. There is an 
exposed spike pit; fall into it and you will instantly lose. Above are six 
pipes, four vertical and two horizontal (watch the top screen), and Minis 
will come out of them. There are red rivets scattered around, and you need to 
draw bridges and ramps in order to send each Mini to the 4x multiplier boxes 
for the most points. Periodically, a clock which will add 10 extra seconds to 
the timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (4000, 8000, and 12000 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, DK is worth 100, and Pauline is worth 200 (you 
can press Start to see all of this information).


============================
Attraction 8: Super Skywheel
============================

Area 8-1+
---------

Goal Score: 13900
Exit Order: Mario, Toad, Peach

Starting off, wait for the two Shy Guys to fall into the Shy Guy Block spaces 
above the spikes before activating the Minis. Go right and grab the five 
girder pieces, then drop down and defeat the Shy Guy below. Meanwhile, go to 
the bottom area and add a girder bridge for the lower-left Shy Guy. When it 
walks onto the bridge, remove it so the Shy Guy falls and goes into the 
corner block space.

As for the Minis, after they slide down the hill, form a bridge leading 
across the gap and into the yellow pipe ahead. When they emerge below, remove 
the girder bridge and place a wall to the right of the Card. Collect the "M" 
Card and turn around to enter the pipe again. Add the girder bridge above so 
the Minis can walk across it when they emerge from the pipe.

When they start sliding on the right hill, remove the bridge and add another 
one below and to the left. The Minis will turn and fall, then head left to 
grab the M-Token and coins. They will then turn around once more, putting 
Mario back in front. Go right and hop up the Shy Guy Block to reach the Door.


Area 8-2+
---------

Goal Score: 14400
Exit Order: Peach, Peach, DK, DK

Before you start, watch the lower pair of Shy Guys. When they bump into each 
other in the middle of the ledge, remove the lower-right conveyor and add a 
new one leading to the right. Allow the single Shy Guy to go across it and 
into the right Shy Guy Block, then remove the belt. Activate the four Minis 
and grab seven conveyor pieces ahead. Add a conveyor at the top level going 
to the left so the two Shy Guys there can go into their block spaces. Also, 
add a conveyor ramp so the lone Shy Guy can go down and left to its block.

Once the lower Shy Guy goes onto the ramp, remove it so you can get the 
pieces back quickly. After that, go through the yellow pipe ahead and emerge 
at the top level. Add a conveyor bridge leading to the left, and proceed all 
the way to the left side. Collect the coins and "I" Card, then with the Minis 
turning around, remove the conveyors. Add two conveyors leading to the right 
between the middle ledges below. That way the Minis will turn and fall onto 
the belts, and head to the right side, collecting the M-Token and big coin at 
the end, hopping up the Shy Guy Block to reach it.

Remove the conveyors again and readd one leading to the left from the 
rightmost ledge you are on. Then, add a conveyor ramp leading up and left to 
the upper-left ledge. Once the Minis make their way up there again, remove 
the ramp and add a conveyor bridge leading to the left below it. The Minis 
will turn and fall onto it, then collect the big coin and enter the Door.


Area 8-3+
---------

Goal Score: 14200
Exit Order: Peach, Pauline, Pauline

Before you start, remove the upper girder wall so the Pokey can fall into the 
yellow block outlines above. On the right side, make a girder ramp for the 
other Pokey to walk down and into the block spaces. Then, remove the vertical 
spring from the lower-right corner of the level. Finally, remove all girders 
and add a bridge covering the spikes in front of the Minis, then activate 
them.

When the Minis get across, add a girder wall behind them. They will grab the 
big coin to the right before turning around at the Pokey Blocks. When they 
hit the girder wall and turn again, add the vertical spring so they all 
bounce to the upper level. Remove the spring on the second level until both 
Paulines head right, then add it so Peach reaches the top ledge. The Paulines 
will continue down and right, grabbing the "N" Card and coins, while Peach 
will get three girder pieces above.

Add a girder bridge to the top area so Peach can cross to get the M-Token. 
When the other two reach the lower-right corner, add a girder wall to trap 
them there for now. Once Peach falls back down to the bottom level, remove 
the wall and the Minis will be in order. Go up the Pokey Block steps and 
bounce on the spring to reach the top level. Grab the last few coins, then 
fall onto the Pokey Blocks to the left in order to reach the Door.


Area 8-4+
---------

Goal Score: 13900
Exit Order: Mario, Toad, Peach, DK, Pauline

Starting off, remove the girders above, and place the upper pipe in the 
vertical space at the top of the level. Activate Mario and he will go through 
the pipe, emerging above. Activate Pauline and go right, entering Mario's 
Door. When Pauline falls, add a bridge across the third level below so she 
can get the "I" Card and coins. Move a pipe to the left of the Card, and 
place the other one directly across. Once she goes through the pipes, add a 
girder bridge so Pauline can go across and activate Toad.

Before they reenter the same pipe again, move the other pipe onto the ledge 
next to Peach's bubble. When both Minis go through, they will activate Peach 
and fall down. Remove the girder bridge so they fall to the bottom area. 
Place a pipe in the lower-right area, and place the other one at the top 
vertical position. Toad will enter his Door while Peach and Pauline continue 
to the top area again.

Remove any previous girders and draw a ramp leading down and left to Peach's 
Door. Activate DK and grab the M-Token, then when DK and Pauline turn around, 
remove the ramp and draw a bridge directly across. Place one pipe at the 
other end of the bridge, and place the other in the lower-right area if it is 
not already there. Peach will enter her Door while the others emerge below. 
When DK enters his Door, move the other pipe to the lower-left area so 
Pauline can go directly across via the pipes and enter her Door as well.


Area 8-5+
---------

Goal Score: 14400
Exit Order: Mario, DK, Pauline

Starting off, activate only DK and Pauline to start and they will fall into 
the Cannon on a track. Wait for the Cannon to move upward, then shoot to the 
right along the empty path. Activate Mario and have him fall into the same 
Cannon. As for the other two, they will break through some blocks to the 
right before falling to grab coins. When they land in the Cannon below, shoot 
to the left, defeating the Pokey and grabbing the "M" Card along the way. At 
the next Cannon, shoot directly upward to the top ledge. Grab the coins and 
fall into the Cannon where Mario is, putting everyone in order now.

This time, wait for the Cannon to line up with the blocks, then shoot through 
them to the right. Collect the M-Token and fall into the lower-right Cannon, 
then shoot to the left again. This time, shoot to the left a second time. 
When that Cannon lines up with the girder pieces above, shoot upward to grab 
them. Form a girder bridge in the upper-right area so the Pokey can walk on 
it, but remove it to make the Pokey fall into the block spaces below.

As for the Minis, wait for the next Cannon on the track to line up and shoot 
into it. When that Cannon is lined up with the lower path, shoot to the right 
and the Minis will hit the Pokey Blocks. Add a girder wall below so that when 
the Minis turn and fall, they will loop around and enter the Door.


Area 8-6+
---------

Goal Score: 14400
Exit Order: Mario, Toad, Toad

Start by activating the lone Toad on the ledge, and he will fall to activate 
the others. Remove the vertical Blocker below and place it in the horizontal 
space in front of the Minis. When the Pokey above walks onto the Blocker, 
remove it so it falls into the Pokey Block spaces below. As for the Minis, 
once they grab the big coin, remove the Blocker so they fall and enter the 
green pipe below.

When they emerge above, they will walk to the right and grab a couple of 
coins before falling to the ledge below. Meanwhile, scroll to the top area 
and add a Blocker for the top Pokey to walk across, then remove it so it 
falls and forms blocks in the corner. When the Minis emerge from the yellow 
pipe above, remove the vertical Blocker and add a horizontal one ahead. Once 
the first Toad walks across, remove it so Mario falls, then quickly readd it 
so the other Toad stays up there.

The Toads will collect the "A" Card while Mario hops up the steps, ending up 
behind them. When they turn around at the edge, Mario will be in the lead. 
Remove the Blocker and fall to the lower area, then head right. Allow Mario 
to fall at the right edge, then quickly add a Blocker above to keep the Toads 
up there. Once Mario turns back to the left, remove the Blocker so the Toads 
fall behind him.

Place another horizontal Blocker next to the Pokey Blocks, then collect the 
M-Token and coins as everyone heads to the green pipe. Once they go through 
and end up at the bottom level, place a Blocker over the spikes. That way the 
Minis can cross and enter the Door safely.


Area 8-7+
---------

Goal Score: 15600
Exit Order: Mario, Toad, Peach, DK, Pauline

Start by removing all of the conveyors, then add one moving to the right 
above Circus Kong. Activate Pauline and DK, and they will get thrown upward 
before moving right to grab the "R" Card and get caught by Capture Kong. 
Remove the conveyor and place another one moving to the right next to Capture 
Kong. When it moves onto it, remove the conveyor and it will go down to 
capture Peach as well.

Back in the upper-left area, add a conveyor moving to the left directly above 
Circus Kong and activate Toad only. He will fall and go left to grab coins. 
Remove the conveyor and make it go right this time, and he will fall into 
Capture Kong's grasp as well. With four Minis captured, activate Mario and 
make a conveyor moving to the right in front of him. He will go right and 
climb the ladder, grabbing coins along the way.

Add a conveyor at the right end so Mario can get the big coin on the ledge, 
then remove the conveyor. He will turn and fall to the area below, where more 
coins can be collected. Add a conveyor moving to the left so Mario can get to 
the M-Token. Place another conveyor below the ledge moving right so that when 
he falls, Mario will move to the right. Remove previous conveyors and make a 
ramp leading up and right across the Hammer platform. Go up the ramp and 
collect a couple of coins, then go right to the ladder.

Climb down the ladder and form a conveyor moving to the left. Grab the last 
couple of coins and the Hammer, and drop down to the bottom area. Stun 
Capture Kong to free the Minis in order, with enough juice left over to stun 
Circus Kong as well. With that done, continue ahead to the Door.


Area 8-8+
---------

Goal Score: 13400
Exit Order: Mario, Mario, DK, DK

Starting off, activate both Marios and they will turn around at the locked 
door. Cross the girder bridge and enter the green pipe, then remove the 
girders. Above, place a girder bridge below the Piranha Plant to block its 
attack. The Marios will climb the ladder and grab the Hammer before heading 
down and right, defeating Shy Guys and grabbing three girder pieces. When 
they fall to the lower ledge, grab three more girder pieces and form a steep 
hill leading down and right.

Once the Marios slide down the hill, activate the DK on the upper ledge and 
he will slide down the hill as well. They will break through the blocks and 
get the "I" Card in that little room. With the three Minis down there, remove 
the hill and they will walk up the incline to the left. Activate the other DK 
and form a girder ramp leading down and left across the spikes. When they 
turn around at the locked door again, allow them to go back up the ramp, then 
form another one going up and right to the yellow pipe.

Collect the Hammer before entering the yellow pipe, of course. When the Minis 
emerge above, Mario will defeat the Shy Guy and grab the coins, then they 
will start falling to the ledge below. Remove the girders and place a ramp 
leading down and left from this ledge. The Minis will slide down, grabbing 
the coins and M-Token, before unlocking the Door to exit the stage.


Area 8-DK+
----------

Goal Score: 12000

This particular battle against DK can be quite annoying, mostly due to the 
placement of the three ladders at the top. There are spiked balls on ledges 
above, which can be reached by climbing ladders at the top of the level. You 
need to use girders wisely to make your way upward while avoiding/dropping 
Fireballs onto the spikes. The "O" Card is along the way to the middle 
ladder, but the M-Token is somewhat out of the way. Of course, DK will drop 
more Fireballs on you at random, which makes things even more tricky.

As for the three ladders, you need to approach each of them from the proper 
direction. To reach the rightmost ladder, you need to have gone up the middle 
one first from either direction. Then, you need to approach the ledge leading 
to the right ladder from the left side. For the leftmost ladder, you need to 
also approach it from the left side, meaning you need to get onto the upper-
left rivet via girder ramps, then make a bridge across to reach it.

The Fireballs seem to appear at the most inopportune times. DK also hits the 
red switch periodically, causing one of the rivets to become inactive. This 
may or may not affect your approach in this stage. Luckily, there are Hammers 
in the bottom corners to aid in defeating low-lying Fireballs as needed. The 
key is to go for the ladders most convenient to your location, and with 
minimal enemy interference. Once you climb up all three to damage DK, the 
battle ends.


Area 8 Minigame+
----------------

Goal Score: 2400

For this minigame, you will see six boxes below, each with a certain 
character's colors associated with them. Four boxes are on the ground as 
usual, but the other two are on high ledges to the sides. There is also an 
exposed spike pit; fall into it and you will instantly lose. Above are five 
vertical pipes (watch the top screen), but there are ledges below the side 
ones as well, and Minis will come out of them. There are red rivets scattered 
around, and you need to draw bridges and ramps in order to send each Mini to 
the correct box. Periodically, a clock which will add 10 extra seconds to the 
timer will appear; have a Mini touch it to add on that time.

You can earn a total of three M-Tokens here, by reaching three scoring 
milestones (800, 1600, and 2400 points). Mario is worth 25 points, Toad is 
worth 50, Peach is worth 75, DK is worth 100, and Pauline is worth 200 (you 
can press Start to see all of this information).


================================
Final Battle: Final Ferris Wheel
================================

Donkey Kong Final Battle+
-------------------------

Goal Score: 12000

Here in the final battle, Donkey Kong is hanging on the side of a ferris 
wheel with Pauline in tow. Your Minis are in a cannon at the bottom of the 
screen, which you can move back and forth and tap to shoot. You need to hit 
DK with Mini cannonballs to cause damage, shown by a health meter in the top-
left area. DK will move back and forth, shooting clusters of missiles at you 
to attack (go figure). They can hit the side of the cannon without causing 
damage, but if a Mini gets hit, it will be destroyed. Whenever you damage DK, 
missiles will be shot at you, so be prepared.

Throughout the battle, DK will also set a couple of floating spiked balls in 
the air, which you can avoid. The Card and M-Token are both in the air, which 
you can collect early on with ease. After you land a few hits, DK's attack 
pattern will change. He will beat at his chest before spinning entirely 
around the ferris wheel in an attempt to steal a Mini right out of the 
cannon! If this happens, you need to quickly shoot DK when he returns to the 
top screen to free the Mini. Otherwise, he will throw the Mini away, killing 
it. With very low health, this will happen repeatedly.

The best advice I can really give is to consider that Minis bounce off the 
sides of the area. You can use this to your advantage when hitting DK while 
he sits all the way to either side, or to get around spiked balls while 
anticipating a movement. When DK has one bar of health remaining, land a shot 
and he will remain stunned above. You need to quickly hit him one more time 
to fully defeat him.


==============================
Special Levels: Rainbow Summit
==============================

Area S-1+
---------

Goal Score: 14800
Exit Order: Toad, Toad, Peach

Start by removing both girder ramps in the bottom area, as well as both 
girder bridges. Place a girder bridge over the spikes, then draw a ramp 
leading up and right immediately above that bridge. Place a small wall at the 
right edge of the bridge as well. One of the Toads and Peach will turn and go 
up the ramp; place a bridge at the upper-right end of the ramp. Once they 
both are up there, add a girder wall to the left side of the upper girder 
bridge, trapping both Minis over there for now.

As for the lone Toad below, remove the small wall so it can move left and 
collect the Card. When it reaches the left side, remove the bridge over the 
spikes and draw another one directly above. Once the lone Toad goes up the 
ramp, remove the ramp so the three Minis are reunited. As they walk to the 
left across the middle ledge, add another bridge at the left end, removing 
the ramp below.

As the trio reaches the left end, add a ramp leading up and right in the 
middle. When they turn around at the end, they will go up that ramp (Peach 
should be in the lead going up). At the top, form a bridge in the upper-right 
area to start. Once everyone goes up the ramp, remove unused girders below 
and form bridges across the entire top level. Collect the M-Token and coins, 
and the Minis will turn around before heading to the Door, Toads first.


Area S-2+
---------

Goal Score: 14300
Exit Order: Mario, Toad, Toad, Toad

Starting off, remove the girder bridges and wall below, and quickly add a 
bridge below the Card. Also, add a bridge below the three coins above, as 
well as the three coins above the spike pit below. As Mario and Toad fall 
from the middle ledge, remove those girders and add a small bridge at the 
bottom-left end, as well as the top-right portion of the path above. That 
way, the top two Minis can get the M-Token and coins while the other two can 
get the Card and coins.

Remove the upper level of bridges so the two Toads fall down to the ledge 
above the Circus Kong. Add a girder wall to the left end of that ledge, 
blocking them in. When the remaining Toad goes right to the Circus Kong, 
quickly draw a wall to separate Mario from it. With all three Toads on the 
upper ledge, remove the girder wall blocking them up there and add a ramp 
leading up and left from the bottom level to the Door ledge. Mario will be 
the first up the ramp, and the Toads will follow in order.


Area S-3+
---------

Goal Score: 14200
Exit Order: Peach, Peach, Pauline

As soon as the action starts, remove the spring at the right end of the 
middle-right ledge, causing that Peach to fall down. As soon as Pauline 
bounces on the upper-right spring, remove it and add a spring below the M-
Token. Wait for the one Peach to bounce onto the upper-right ledge, then 
remove that spring so the other Peach continues left without bouncing. Add 
two springs, one on the middle-left platform and the other in the air above 
both platforms.

This will allow Pauline to bounce up both springs and reach the Card. Remove 
both springs once Pauline uses them, and place a spring on the right ledge. 
Once Pauline falls from the ledge above and bounces on it, remove it. After 
both Peaches move to the right side, add that spring again, as well as the 
one above both platforms. The three Minis will be in the correct order to 
reach the Door safely.


Area S-4+
---------

Goal Score: 14900
Exit Order: DK, DK, Pauline

Start by removing the upper-left girder wall as it is useless. Remove the 
spring on the upper ledge, as well as the one in the air in the lower-right 
area. When Pauline bounces to the upper ledge via the two vertical springs, 
add a girder bridge to the right side, keeping her up there. As for the two 
Mini DKs, they will move to the left, so place two springs under and left of 
the Card. Once they collect it, they will bounce to the upper ledge. Remove 
the lower springs and girder bridge covering the spikes at this point.

Meanwhile, wait for Pauline to head towards the right side of the next level, 
and place two springs in the rightmost spaces. That way, she will bounce 
upward and collect the M-Token before falling back down. Remove those two 
springs, so the three Minis are left to walk back and forth across the 
girders. When they are all on the left side, remove the rightmost girder 
bridge and form a wall, shortening the path.

Wait for the Minis to go right to the wall, then place two springs in the 
leftmost spaces, and a girder bridge in the upper-left area. The Minis will 
turn around and bounce up to that new bridge before turning around again 
(both DKs should be in front of Pauline at this point). As the Minis bounce 
up to the top, remove the lower girders and add them across the top level. 
Also, place two springs to reach the two pairs of coins. Then, go right to 
the Door.


Area S-5+
---------

Goal Score: 
Exit Order: Toad, Pauline, Pauline

Starting off, remove the horizontal conveyor covering the spikes below and 
place it atop the upper hill leading to the right ledge by the Card. Toad 
will fall in front of Pauline and they will grab the coins and the Card at 
the top. Once the Minis fall to the right, remove the ramp and bridge, and 
add two conveyor bridges going right across the left spike pit. As soon as 
Toad falls onto the lower-right conveyor, hit the green switch to change its 
direction, keeping Toad in front for now.

The three Minis will fall to the lower-left area, grabbing coins and the M-
Token. When they reach the leftmost portion, remove the other ramp and the 
right half of the conveyor bridge, then form a ramp leading down and left 
from the middle column. With that done, switch the conveyor direction so 
everyone goes up the hill, both Paulines in front. At the top of the ramp, 
make another one going down and right.

With everyone in the lower-right corner again, reverse direction and remove 
previous conveyors, then make a ramp going up and left. Once the Minis reach 
the left ledge, remove the conveyor ramps and form a bridge heading to the 
right, followed by a ramp going up and right. The Minis will turn and go up 
those conveyors, grabbing the big coin in that alcove. Remove the horizontal 
conveyor piece and reverse direction once the Minis are in the upper-right 
area. Then, form a ramp going up and left from the bottom of the first ramp. 
That way, the Minis go down and up to the Door, Toad first.


Area S-6+
---------

Goal Score: 14300
Exit Order: Mario, Toad, Peach, DK

Once the action begins, remove the two horizontal conveyors in the lower-
right area. Add conveyor bridges along the top area heading to the left, 
making sure to remove and readd the piece that's going in the wrong 
direction. That way, Peach and DK can go left and grab the coins and Card 
while Mario and Toad get coins in the lower-left area. As soon as Peach grabs 
the last coin in the upper area, remove the conveyors so they fall to the 
bottom area as well.

With all four Minis together, hit the green switch to reverse direction. As 
they head to the right across the conveyor covering the spikes, draw a long 
ramp leading to the far right. When Mini DK gets the M-Token at the top, 
quickly reverse direction so everyone ends up in the lower-left corner again. 
This time, remove the long ramp to the right and add a new conveyor ramp 
going up and right from the lower-right area to the middle ledge. Add a long 
conveyor bridge leading across the right side as well.

Once the Minis grab the last big coin and get onto the long bridge, reverse 
the direction and place a ramp leading up and left above the Door. That way, 
Mario will be in front and the Minis will fall into the Door one at a time.


Area S-7+
---------

Goal Score: 14200
Exit Order: Mario, Mario, DK

As soon as you start, remove the girder wall and the upper girder bridge, 
then quickly add a bridge covering the final section of spikes below. The 
Mini Mario will fall down and collect the Card and coins while the other two 
go into their pipes before falling from above. Both Marios and DK will be in 
order heading left at the bottom level together.

As they move to the left, remove the upper-right green pipe and place it in 
the outline on the left side above the first one. Add girder bridges between 
the green and yellow pipes on the second row, then when the Minis get up 
there, remove the lower girders and form bridges on the third level above. Go 
through the yellow pipe, then remove both of the lower green pipes.

As the Minis emerge from the yellow pipe and collect the coins, place both 
green pipes in the upper-right horizontal positions. Remove any previous 
girders and create a long bridge leading across the top level. When the Minis 
emerge from the top-right pipe heading left, they will grab the M-Token 
before entering the Door in order.


Area S-8+
---------

Goal Score: 15000
Exit Order: Mario, Mario, DK

Once the stage begins, hit the green switch to flip the conveyors around. The 
Mini Mario atop the pipe will still head right, grabbing the five conveyor 
pieces in the process. The other Mario will go through the pipe and join the 
group in the bottom-right corner. Once all three Minis are in the corner, 
reverse the conveyor direction again. Move the upper-right green pipe and 
place it in the right corner vertically. The Minis will go through the left 
pipe and emerge to grab the Card.

Remove the conveyors below and form a long bridge leading to the left from 
the vertical green pipe to the corner of the pipe outline above. Make a 
second conveyor bridge to the left from there, followed by a small ramp 
leading down and left from the solid ledge. As the Minis cross these 
conveyors, remove both green pipes below and place one in the far left 
vertical position, and the other in the top horizontal space.

As the Minis go across, remove the conveyors behind them. Place a small 
conveyor ramp going up and right below where the topmost pipe drops the 
Minis. Follow that with a bridge along the top area, then when all three 
Minis make it through the pipe, move one of them to the horizontal outline on 
the right side. The Minis will collect the M-Token and coins before walking 
across the pipe to reach the Door.


Area S-9+
---------

Goal Score: 13100
Exit Order: Peach, DK, Pauline

Begin by removing the lower-right ladder, and placing it directly in front of 
Pauline. She will climb up the ladder and grab the Card, while the other 
Minis grab some coins. Once Peach climbs up the right ladder from the lower-
left ledge, remove the leftmost ladder. Place a ladder leading up to the 
upper-left ledge, then remove the other ladder leading to the lower-left 
area. That way, Pauline and Peach will collide and switch directions, sending 
Peach to the left.

After Peach grabs the M-Token on the left ledge, Pauline will go right and 
try to climb down to the lower-right ledge. Upon bumping into DK, they will 
switch direction again. Remove the right ladder so that when DK climbs back 
down, he doesn't climb up the ladder adjacent to the left one. After that, 
remove the ladder leading to the upper-left ledge and Peach will fall down in 
front of Pauline. Once she falls, place a new ladder leading up to the top-
middle ledge. Allow only Peach to climb to that ledge; remove the ladder so 
Pauline continues to the right.

Meanwhile, DK will be turning around and heading back up the leftmost ladder 
on the lower-right ledge. With Peach climbing to the top, Pauline will 
continue onward before running into DK, causing them to switch direction. At 
this point, add two ladders; one directly to the right of the leftmost ladder 
on the platform, and a second one leading to the Door. Peach will climb to 
the Door first, followed by DK. Pauline will have to walk to the left and 
turn around again to proceed. To save time, remove the ladder connecting the 
lower-right ledge to the middle platform. Pauline will then climb the two 
ladders heading right to the Door.


Area S-10+
----------

Goal Score: 11300
Exit Order: Toad, Peach, Pauline

As soon as it starts, remove the ladders directly in front of Mini Toad and 
Mini Peach. Once Toad goes left and turns back to the right, add a ladder 
leading downward for him to climb on. Meanwhile, the other two Minis are 
climbing down to the bottom area. As soon as Mini Toad climbs down the ladder 
behind Pauline, remove all of the ladders and pipes, trapping the three Minis 
below. Place only the vertical pipe in the right space at the bottom for now.

Next, add a ladder leading from the right end of the upper-left ledge so the 
Fireball climbs down. Below the Hammer are two blue rivets; place a ladder 
leading downward from the left one and the Fireball will go down there as 
well. Remove the ladders, then add a vertical pipe in the air above, and the 
other pipe in the right space below by the Minis. Allow one of them to go 
through the pipe, then add a ladder leading to the upper-left ledge again.

Have that Mini (it should be Peach) collect the Card and then the M-Token on 
the ledge before removing the ladder. Allow the Mini to turn around and go 
all the way right before falling and turning back to the left. Once they fall 
back to the level directly above the bottom area, wait for the other two 
Minis to move to the left side before adding a ladder connecting to the area 
above directly next to the left pipe's outline. The first Mini (should be 
Toad) will try to climb up as Peach climbs down. Remove the ladder and they 
will fall before heading right in order.

Remove the pipes at this time so the Minis can move to the bottom-right area. 
Place a ladder at the right edge so the Minis can climb up, then place 
another ladder at the left edge, followed by a pipe in the left space below. 
That way, the Minis walk all the way left and down the ladder to reach the 
pipe in the correct order. Make sure the other pipe is in the vertical space 
above the top area.

When the Minis emerge, Toad will grab the Hammer and go right. Place a ladder 
leading to the upper-right ledge. He will throw it upward as he climbs, only 
to collect it upon reaching the top. Break through the blocks and everyone 
will fall down to the Door in order.


Area S-11+
----------

Goal Score: 14100
Exit Order: Toad, Peach, DK

When it starts, remove the vertical Blocker below and place it in the 
horizontal space below the middle platform. When the Minis drop down, wait 
for Toad and DK to walk around the middle ledge and they will fall upon 
reaching the Blocker, landing in the proper order below. As soon as they both 
fall, remove that Blocker and place it in the left horizontal space so the 
Minis can walk up the left wall.

Collect the coins on the way up, then remove the lower Blocker and place it 
at the top of the level. When the three Minis fall again, remove the Blocker 
from the top area and allow the Minis to walk around the middle platform to 
collect the Card. When they go around a second time, place the Blocker under 
the platform so they fall upon reaching it. As they go left, allow them to 
walk downward along the outer wall, grabbing more coins below.

Remove the other horizontal Blocker to the right so the Minis can enter the 
enclosed area. Once they all enter the enclosure, replace the horizontal 
Blocker so they fall to get the coins and M-Token, then walk across it. When 
they walk onto the Magnet Rod above, flip it over until all three Minis are 
on the top side in order. When they turn around, they will go left and down 
the wall again. Fill both horizontal spaces below with Blockers so the Minis 
can fall and approach the Door in the proper order.


Area S-12+
----------

Goal Score: 15000
Exit Order: Mario, Peach, Peach

Starting off in the area divided by Magnet Rods, allow the Minis to go around 
their quadrants and collect coins. When Mario reaches the ground, flip the 
bottom Magnet Rod; likewise with the two Peaches on the other side. After 
they collect the coins in the bottom two quadrants, wait for Mario to reach 
the right side, and as soon as he does, rotate the vertical Magnet Rod to put 
him in front of the Peaches. At the bottom, flip the Magnet Rod so Mario and 
the first Peach flip under it, leaving the lone Peach in the area above.

As Mario and Peach go left, remove the first vertical Blocker so they can go 
left and fall upon touching the Blocker in the wall. Place a Blocker against 
the spikes to the right so the Minis can grab the M-Token safely. When they 
turn around, flip them on the Magnet Rod below to reach the next section. 
Once they are down there, remove the Blocker covering the spikes above and 
place it in the lower-left vertical space in the wall. Meanwhile, when the 
lone Peach above reaches the bottom Magnet Rod, flip it to send her into the 
area immediately above the others.

Now, two Minis are in the bottom area heading left. When they fall off the 
left wall, allow them to go right and around the Magnet Rod below to grab the 
coins underneath. As for the lone Peach, place a Blocker in the upper-left 
wall so she can fall from it, then flip the Magnet Rod to send her into the 
lower section. Place another Blocker in front of the lower set of spikes so 
Peach can collect the Card safely.

When she touches the Blocker and turns around, remove it and place the 
Blocker in the lower-left wall space if it's not already there. The other two 
Minis should have walked back to the top half of the Magnet Rod by now. When 
they are on top, place the other Blocker in the horizontal space to the 
right. That way all three Minis will reach the Door shortly.


Area S-13+
----------

Goal Score: 13500
Exit Order: Peach, DK, Pauline

In this Cannon-filled stage, each Mini starts in a different Cannon. Starting 
with Peach, shoot directly to the right, followed by diagonally up and right 
along the coin line. At the next Cannon, while you wait for it to turn 
upward, shoot Pauline diagonally down and left to get the Card. When she 
falls into the Cannon below, leave her there for now.

As for Peach, avoid the Piranha Plant's attack and shoot upward to grab 
girder pieces. Form a small bridge above and shoot upward again to land in 
the alcove where the M-Token is sitting. Grab it, then remove the bridge and 
fall into the Cannon again. Shoot Peach to the left when the path is clear, 
then shoot to the left again. Leave her here at this point.

With Pauline now, shoot upward, then right into the same Cannon that DK is 
sitting in. When the Piranha Plant is not in the way, shoot the Minis 
diagonally up and left along the coin line. With all three Minis in the same 
Cannon now, add a girder bridge above and shoot upward. Everyone will land in 
order and enter the Door.


Area S-14+
----------

Goal Score: 12300
Exit Order: Mario, Mario, DK, DK

Starting off, allow Mario and DK to climb the first ladder. Remove the right 
ladder and place it on the left side so DK can climb it first. Remove the 
lower ladder once the Minis climb it, and add a ladder above leading to the 
top level. As soon as DK climbs the left ladder, remove it and place it on 
the right side so Mario can climb it once he turns around. Meanwhile, DK will 
climb the next ladder to reach the top level. Remove it once he gets there, 
and he will turn around to enter the Cannon.

When DK gets into the Cannon and Mario climbs up the right ladder, remove 
both of the ladders below and shoot DK to the right via the Cannon. He will 
break the blocks and kill the Shy Guy, then grab the M-Token and coins before 
falling at the right end. All the while, Mario is going right and down, 
grabbing the Hammer in the process. He will break through some of the blocks 
and defeat another Shy Guy. Place a ladder connecting to the next level, and 
another ladder on the left side.

When DK walks into the Cannon above, shoot directly downward to break the 
rest of the blocks, freeing the other DK. They will both fall down and climb 
the ladders to the left. Once all three are on the upper ledge going to the 
right, remove the ladders below and place a new one at the far right edge 
connecting to the top platform. They will climb up and fall to the right, 
then turn left and fall into the Cannon. Mario will be far ahead of the DKs, 
so once Mario gets into the Cannon, shoot to the left alone.

At the left side, shoot Mario upward to the thin ledge above, and into the 
next Cannon. When the two DKs go into the right Cannon, shoot them to the 
left side as well. Shoot Mario downward from the upper Cannon first, breaking 
the blocks and freeing the other Mario before entering the Door. As soon as 
you shoot Mario downward, shoot the DKs upward so they can reach that same 
Cannon. Shoot them downward and they wil enter the Door after the Marios.


Area S-15+
----------

Goal Score: 11400
Exit Order: Toad, Toad, DK

Starting off, only the left Toad will be free to move around. He will fall 
down and collect five girder pieces before climbing down the ladder and 
grabbing some coins. As soon as the girders are collected, form a girder 
bridge leading from the middle Shy Guy ledge to the left platform. Allow one 
Shy Guy to walk onto it, then remove the bridge so it falls down (DK will 
have moved to the right by then). The Shy Guy will move into the lower-left 
block space.

Meanwhile, Toad and DK will reunite below. Add a girder ramp leading from the 
Shy Guy ledge to the upper-left platform so the other Shy Guy can go up and 
into its block space by the Door. Next, wait for the lone Toad above to move 
to the left, then remove the left girder wall holding it in. Place a girder 
bridge below so that Toad can fall onto it and head left, reuniting with the 
other Toad. Remove the bridge and place a girder wall to the left, causing 
the three Minis to go back down the ladder. Leave this wall in place for now.

At this point, the bottom-right Shy Guy should have moved to the right side 
of the area again. So, remove the girder bridge and place a ramp leading down 
and right from the middle ledge. When the Shy Guy goes up that ramp, remove 
it and place a girder wall at the left edge of the platform. Once the Shy Guy 
turns around again, remove the wall and make a bridge leading to the right. 
After the Shy Guy falls into place, remove all of the girders.

Once all three Shy Guys are in their blocks, the Minis should be together in 
the bottom area. As they head left and climb the ladder again, remove the 
girder wall you made to block them before, and place a ramp leading to the 
top-middle ledge. Also make a bridge underneath the ramp leading to the 
middle ledge. Farther ahead, make a bridge leading slightly downward and 
right from the top ledge. After both Toads go up the first ramp, remove it so 
that only DK continues onto the middle ledge to grab the card.

Add a bridge below the other one to the right so that DK ends up behind the 
Toads as they fall to the right. They will grab the coins and M-Token before 
falling down. As the Minis fall, remove unused girders and make a ramp 
leading up and left to the middle ledge again. 


Area S-16+
----------

Goal Score: 13400
Exit Order: Mario, Toad, Toad

When the action starts, concentrate on the upper area first, as Mario will 
safely loop around below. The bottom Toad will grab seven conveyor pieces 
before going up the pipe, while the Toad on top will fall from above. As soon 
as the upper Toad falls and the lower one goes through the pipe, add a 
conveyor ramp leading up and left from the middle coin ledge to the top-left 
area. Also, add a conveyor bridge below the ramp heading to the right, then 
once the Pokey walks onto it, remove the bridge. When it falls below, add a 
conveyor wall to the right so the Pokey turns around and falls into the block 
outlines to the left.

Meanwhile, both Toads will emerge above and go up the ramp to collect the M-
Token before falling onto the lower-left ledge. Add a conveyor bridge leading 
to the right, and remove the ramp so the Toads can collect all of the coins. 
Once they are both on the right side, remove the conveyor leading to the 
pipe. In the bottom area for now, wait for Mario to go upward on the 
conveyor, then add another one leading down and right, intersecting it. When 
the Pokey starts going down and Mario is in process of going through the 
pipes, remove the conveyors so Pokey falls and heads to the lower-right block 
spaces. Readd the conveyor going up and right so Mario continues to loop.

Next, watch the Toads above as they are on the right ledge. As soon as they 
turn back to the left, remove the conveyors in the area. The Minis will fall 
and head left, hopping over the Pokey Blocks and falling down. They will grab 
the coins and Card in that alcove. The Toads will then join Mario below (if 
the timing is right, they should both fall closely behind him). At that 
point, remove the conveyor ramp with Mario in front and everyone will head 
right to the Door.


Area S-17+
----------

Goal Score: 14100
Exit Order: Mario, Mario, Mario, Mario, Mario, Mario, DK, DK

At the start, remove the upper levels of girders so all of the Minis fall 
downward, grabbing the Card in the middle. Cover the lower-right portion of 
spikes so that none of the Minis fall in when they bump into each other 
below. Leave the lone girder bridge at the right end of the second level, and 
place a wall on the left side so one of the Marios can turn around and 
collect the big coin. As the Minis head left, they will go into the yellow 
pipe and emerge from the upper-right pipe, causing a loop of sorts to occur.

As the Minis emerge from the upper pipe, add girder bridges leading to the 
left along the same level as the upper pipe. At the far left end, place a 
girder bridge one level below, followed by a girder wall on both sides of 
that lower ledge. You need to watch for the Mini DKs. As the Minis pour out 
of the upper-right pipe, only allow the DKs to get across to the left side of 
this upper level (remove/readd girder bridges to send the Marios to the 
bottom). Once both DKs get to the left end and fall into the contained area 
below, remove the bridges on the level above, preventing any Marios from 
joining the DKs.

With that done, only the six Marios will be looping through the pipes. Start 
adding girder bridges along the same level as the upper-right pipe again, 
leading directly across to the Door (this will completely box in the two DKs 
at the lower-left end). Place a girder wall at the far left end, blocking 
access to the exit for now. Then, add a girder ramp leading up and right to 
the top level (place this in the middle section so the Minis can turn around 
at the left wall and go up it). Place a girder bridge at the right end atop 
the ramp so Minis can collect the M-Token and coins.

As the Minis reach this upper area from the bottom level, remove girders from 
the bottom area so they can be reused. You will also want to place a girder 
bridge in the lower-left area above the spikes, with a girder wall on the 
right side so the Minis don't fall onto the spikes unexpectedly. Once the M-
Token is collected above, remove the ramp and place a new one going up and 
left in the same location as the old ramp. The Minis will end up going back 
down through the pipes, arriving on the lower-left ledge.

Since the top section is set up, wait for the Marios to cycle through the 
pipe and head back up to the top again. When the last Mario is heading 
through the lower-left pipe, make sure they are not backtracking above, then 
remove the girders surrounding the DKs. They will fall behind the last Mario 
and go up to the top level as well. Use the extra girders to form a bridge at 
the top end of the ramp above, allowing the Minis to go left and grab the 
last few coins. They will fall onto the upper-left ledge and enter the Door 
in order.


Area S-18+
----------

Goal Score: 13900
Exit Order: Peach, Pauline, Pauline

As soon as you begin, remove the girder bridge that Peach is standing on to 
make her fall in front of Pauline. The other Pauline will fall as well, 
putting everyone in order below. Before you proceed further, remove the two 
girder bridges in the area between the Thwomps above. Place a girder bridge 
at the bottom-middle level, then remove the vertical Blocker in the far right 
area by where Peach started. Place a horizontal Blocker in the lower-left 
space.

Remove the first vertical Blocker to the left, and place it in the horizontal 
space above so that the right Thwomp cannot crush the Minis as they proceed. 
Place another horizontal Blocker in the second space from the bottom on the 
left side, preventing that Thwomp from hurting you as well. Peach should be a 
little bit ahead of the Paulines, so the right Thwomp will be retreating 
upward as she passes. When the Paulines get through, remove the right 
Blockers so that Thwomp falls all the way to the spikes, then place a 
horizontal Blocker in the second space from the bottom, keeping the Thwomp 
down.

When the Minis reach the left side, form a girder ramp leading up and right 
onto the Blocker that you just placed. Place a vertical Blocker in the lower-
left area so that the Minis bump into other and turn back to the left 
briefly. When they head to the right again, remove the Blocker so they go up 
the ramp. As the left Thwomp comes down, remove the horizontal Blocker and 
place it in the middle-left space, keeping that one down as well. Form a 
girder bridge across the middle area, then remove the lower girders as soon 
as everyone gets to the middle floor. That way everyone can go left to get 
the Card.

Now, form a girder ramp leading up and right to the top level. As the Minis 
shift from the right side, remove the Blocker holding the right Thwomp down, 
and place it in the top-right outline. That way the Minis have a platform to 
go across at the top of the hill. As the Minis go up the hill, place a 
Blocker in the top-left outline so the left Thwomp rises as well. In the 
upper-right area, place a Blocker at the far right end to avoid falling off 
the edge. Grab the M-Token and turn around to walk across the top area, 
courtesy of the Blockers holding the Thwomps down. Place one more Blocker 
under the Door so everyone can exit in order; Peach should be in front.


Area S-19+
----------

Goal Score: 13900
Exit Order: Mario, Peach, Peach

Starting off, follow Peach on the upper girders. First, remove the girder 
bridge in the far right corner. Since it will take her a few moments to walk 
over, look for Mario being thrown around by the middle Circus Kong. He will 
land on a girder bridge that should be immediately above. Make a ramp leading 
up and left. As Mario goes up, remove the bridge above Circus Kong. Once he 
grabs the M-Token, remove the ramp and place a bridge below the three coins. 
He will fall and grab them before meeting the middle Circus Kong again.

Back to Peach in the upper-right area. She will fall down a couple of ledges, 
grabbing coins along the way. Remove all previous girders, and form a bridge 
leading to the left so Peach can grab the next big coin. Create bridges 
covering the spikes below so that Peach can fall and continue left without 
getting hurt. After Peach gets the Card, she will meet the bottom Circus 
Kong.

Remove the girder bridges, and form a new bridge over the middle Circus Kong. 
Then, form another one over the middle Kong. Eventually everyone will get to 
the top Circus Kong. At that point, watch the order the Minis are being 
thrown. You want to form a bridge above when Peach will land first, followed 
by Mario, putting him in the middle. Just watch and it should be easy to time 
this.

Anyway, everyone will head to the right. Remove the girders if any are there, 
and Mario will regain the lead when falling down two ledges below. When they 
start turning around, add a ramp leading up and left to the Hammer ledge. Go 
up and Mario will take the Hammer, using it to stun each of the three Circus 
Kongs before reaching the Door with everyone in order.


Area S-20+
----------

Goal Score: 16000
Exit Order: Mario, Mario, Mario, Pauline, Pauline, Pauline

Starting off, focus on the middle area by the Door. Remove the girder wall to 
the left of the eight coins. Also, remove the horizontal girder to the right 
of the Door. With those pieces, make two horizontal girder bridges so that 
the Marios on the top-right ledge can fall down and walk across it to the 
coins to the right. Also, place a small slanted wall in the space to the 
right of the vertical orange pipe at the top.

Since it will take a moment, the Marios on the middle platform will have 
slid down the ramp already. Once you place the girder bridges above it, 
remove that ramp to claim its pieces. That way, the three Marios will loop 
around to the top-right pipe again. Once the coins in the right area are 
collected, place a horizontal girder bridge in the space to the left of the 
M-Token, as well as a girder wall at the left edge of it. Then, remove the 
ramp above it, causing the Marios to fall down and turn right to get the M-
Token.

Remove the unused girders above, and form a bridge across the spike pit 
below. The Marios will fall onto the pipe, then turn left and continue in 
that direction. Collect the coins, but place a wall at the left side before 
the orange pipe so the Marios turn and go towards the green pipe. When they 
arrive above, add a girder bridge below the ledge where they emerge, and add 
walls on both sides to keep the Marios here for now.

Anyway, in the upper-left area, draw a ramp leading down and left from the 
empty right ledge. Then, remove the opposite ramp leading from the yellow 
pipe. That way the Paulines will fall from above and turn to get the Card and 
coins. As they fall to the left, draw a girder ramp leading down and right, 
followed by two bridges below the coins ahead. Place a girder wall to the 
right of the eight coins, as well as a bridge covering the spike pit below 
and to the left of the orange pipe.

As the Paulines approach the eight coins, draw a girder ramp below that 
bridge leading down and left. Then, remove the bridges above so they can fall 
down and grab the last few coins before going into the bottom-left yellow 
pipe. As they emerge above, draw a couple of girder ramps leading down and 
right to the Door, as well as a platform below the Door. However, place a 
girder wall to the left of the Door, blocking the Paulines from exiting right 
away.

Instead, draw ramps leading from the upper-right area by the Marios to the 
Door. When they slide down and enter the Door, remove the wall blocking the 
Paulines and they will go in next, completing the stage.


=============================
Expert Levels: Secret Storage
=============================

Area X-1+
---------

Goal Score: 13900
Exit Order: Mario, Toad

Activate both Minis and have them climb down the stationary ladder. Grab the 
two ladder pieces and climb down the blue ladder ahead. Remove it as Mario is 
climbing down, making him fall quicker. Go through the pipe to the other side 
and collect coins, then add two ladders leading up to the top ledge ahead. 
Have both climb to the middle ledge, but remove the smaller top ladder once 
Toad gets up there. That way, Mario can grab the Card while Toad gets the M-
Token.

Place a vertical pipe at the right end of this platform, and place the other 
pipe in the horizontal space below. As the Minis emerge, allow them to climb 
the first ladder to the left before falling off the left edge above. Remove 
the ladder when Mario turns around below so he doesn't climb the ladder a 
second time. Before he enters the horizontal pipe, move the vertical one into 
the upper-right upside-down space.

As soon as Toad goes through the horizontal pipe below, remove it and place 
it in the vertical space directly above it. Then, as soon as Toad arrives on 
the upper-right ledge, quickly move the upside-down pipe onto the left ledge 
by the stationary ladder. If this was done quickly enough, Mario and Toad 
will fall into the vertical pipe, emerge on the left ledge, and climb up to 
the Door in order.


Area X-2+
---------

Goal Score: 14400
Exit Order: Toad, DK, Pauline

Begin by activating Toad only. When he falls into the first Cannon, shoot 
upward to grab five girder pieces. Fall back into the Cannon and leave Toad 
there for now. In the lower-right area, form a girder bridge under the corner 
Cannon and activate the two Minis. They will enter that Cannon. Remove the 
bridge below and shoot upward, then add a girder wall just to the left of the 
upper-right Cannon.

Shoot to the left and the Minis will hit the wall, causing them to grab the 
coins as they fall down. Below, shoot to the right to grab the M-Token, then 
fall into the bottom corner Cannon. This time, shoot to the left to grab some 
coins. Then, shoot back to the right, and then upward again. Remove the wall 
before shooting to the left once more. You will grab five more girder pieces 
as you travel across the room. In the next Cannon, first add a girder ramp 
leading down and right in the lower-left corner, then shoot downward.

Everyone will slide down the ramp and into the bottom Cannon. Shoot upward, 
then left to collect the Card. Slide down to the Cannon once again, then 
shoot to the right to reunite with Toad. Remove the ramp and add two girder 
bridges above. When they are in place, shoot upward and the Minis will turn 
to enter the Door (this works because Toad must walk to the left as soon as 
he lands, otherwise Pauline and DK will not stay in the correct order).


Area X-3+
---------

Goal Score: 14000
Exit Order: Peach, DK, DK

Before you start, remove the girder wall in front of the Minis. Also, move 
the left pipe into the upper-right corner. Then, activate the Minis and they 
will go across before entering the right pipe. When they emerge in the upper 
area, place a girder bridge over the Circus Kong below so the Minis can grab 
the coins to the left. They will then reverse direction, putting Peach in 
front.

As the Minis turn back to the right, move the pipe from the lower-left area 
into the vertical position in the lower-right corner. Go through the pipe and 
drop down to collect the Card and coins below. Move the pipe to the lower 
position, and allow the Minis to go through it, falling back into the same 
area a second time. This time, add a girder bridge above Circus Kong and the 
Minis will get thrown upward, collecting the big coin in the air, before 
reversing their order again.

Place a pipe in the upper-right area, and place the other one in the upper-
left corner. When the Minis emerge on the left side, add another girder 
bridge as Peach grabs the Hammer. Go right and up the steps to collect coins 
and the M-Token, then continue onward to the pipe. Move the left pipe to the 
lower area to the right of the spikes. Remove the previous girders and add a 
ramp leading up and left across the spikes.

When the Minis make their way through the pipes to the bottom area, have them 
go up the ramp. Place a girder bridge above the left Circus Kong, then move 
the pipes so one is in the upper-left corner and the other is in the vertical 
space next to the right Circus Kong. The left Kong will throw the Minis 
upward, allowing Peach to grab the Hammer before entering the pipe. When she 
emerges on the right side, she will stun the other Circus Kong before leading 
the others to the Door.


Area X-4+
---------

Goal Score: 13700
Exit Order: Mario, Mario, Peach

Before activating the Minis, you need to move all three Shy Guys to the 
bottom areas to fill the block spaces by the Door. Achieve this by changing 
the stationary conveyors with the green switch, then drawing your own 
conveyors and removing them as the Shy Guys walk across to make them fall. 
Once you get all three of them into their spaces at the bottom, remove all of 
the conveyor pieces you used.

Back at the top, hit the switch so the top conveyor moves right, then draw a 
conveyor bridge across and activate the top Mario. He will go across and grab 
the big coin on the right side. Remove the conveyor and hit the switch, then 
add a conveyor leading to the right below. When the first Mario falls, 
activate the next one and have them both head right to grab three more coins. 
Reverse the conveyors so the Marios fall off the far left edge. When they 
fall, hit the switch again so the next one moves right.

As the Marios grab the five coins ahead and before they reach the right edge, 
look to where Peach is. Add a conveyor moving to the right below, and 
activate her. She will fall down and go right onto the vertical spring. 
Meanwhile, add another conveyor bridge directly above, this one moving to the 
left. The Marios will fall and head left as Peach bounces back up from the 
short drop. As everyone heads down and left, add a conveyor moving left at 
the bottom of the steps.

Collect the M-Token, then wait for everyone to fall down before drawing a 
conveyor moving to the left below. Remove the bridge everyone is standing on 
so they fall, then hit the green switch to change direction, putting Peach in 
front. Go right across the belts and grab the Card before falling down. When 
the Minis fall down, remove the upper conveyors and hit the green switch to 
reverse direction. Peach should end up in the middle at this point.

Wait for the first Mario to fall to the left, then add a conveyor bridge so 
Peach continues along the upper area. Remove the bridge when she gets across 
so the second Mario falls. They will both grab the coins in the lower-left 
area before turning around, while Peach turns around at the left wall before 
falling behind them. Everyone will walk across the Shy Guy Blocks before 
exiting via the Door.


Area X-5+
---------

Goal Score: 15200
Exit Order: Toad, Toad, DK

Before you begin, you will see two groups of Piranha Plants, one on each end 
of the stage. Scroll to the right and remove the girder wall in front of the 
right group of plants, then follow the fireballs to the left side of the 
area. When the fireballs approach the other group of plants, remove the wall 
so all three plants on the left side have fireballs. Replace the wall to 
block them all in the left area.

With that done, activate the two Toads on the left side. They will grab seven 
girder pieces ahead, then go up the existing girder ramp. Remove the first 
bridge below and add another ramp leading up and right to the top level, 
followed by a new bridge at the top. Go up and collect the coins, removing 
previous girders as the Toads proceed. Below, add a bridge directly above the 
Shy Guy platform so the Minis fall onto the bridge and grab more coins.

Up ahead, add another ramp going up and right so they can get the big coin. 
Make two more girder bridges leading all the way to the top-right ledge. The 
Toads will collect coins and the Card before turning around. As they turn 
around at the right end, remove the girders and add a ramp leading up and 
left from the lower-right ledge. As the two Toads fall in front of the 
Piranha Plants on the right side, activate DK below. They will all reunite on 
the ramp ahead, with DK in the back.

Place another ramp leading down and left from the top of the one you just 
made. Collect the Hammer and go down the second ramp to reach the Shy Guy 
ledge, defeating both of the enemies. On the ledge, take two girder pieces 
and the M-Token, then form a bridge across the spikes ahead. Form a wall at 
the left end of the bridge so the Minis turn around to the right side. 
However, place another girder wall on the right edge of the solid platform, 
and add a ramp going up and left from the left edge. That way, the Minis will 
go back right, then turn around at the wall and go up the ramp.

As the Minis go up, remove unused girders below and form a bridge leading to 
the left. Add a ramp leading up and left, above the girder wall blocking the 
left group of Piranha Plants. Make one more bridge ahead and the Minis will 
be able to reach the Door in order.


Area X-6+
---------

Goal Score: 13300
Exit Order: Mario, Mario, DK, DK

Begin by activating only the top-left Mario. It will go back and forth, 
triggering the two Thwomps below to fall, crushing the blocks below them. Hit 
the green switch to change the conveyor direction; that way when the lower 
Thwomp falls onto it, it will start sliding to the right. The first Mario 
will activate the first DK before both fall onto the conveyor.

Allow the bottom conveyor to keep moving to the right so when the first two 
Minis drop down, DK will be on the right side and they will trigger the lower 
Thwomp. Quickly hit the green switch to reverse direction, moving the Minis 
away from the Thwomp, then switch it back so the Thwomp moves to the right 
across the conveyor. Repeat this until the Thwomp gets to the far right end 
and moves all the way upward into the middle area.

As for your first two Minis, switch the bottom conveyor so they move left, 
sending them into the lower-left alcove. Collect five red girders and 10 
conveyor pieces in the alcove, then add a small bridge next to the other 
Mario above. Activate it and he will go back to get the big coin. Meanwhile, 
place a conveyor moving to the left under the Thwomp that is now above the 
middle area. Activate the other DK in the enclosed area, which will trigger 
that Thwomp to fall onto the conveyor. The key here is to make that Thwomp 
move to the far left, then remove the conveyor so the Thwomp falls through 
the breakable blocks, freeing DK.

As for the Minis below, you will want to hit the green switch so the bottom 
conveyor moves right. Once they are far enough right, remove the bridge above 
so the Mario falls to the left of the other two, then reverse the conveyors, 
keeping the Marios left of the first DK. Add a girder wall when the three 
Minis are in the left alcove, trapping them there. Watch the middle Thwomp; 
as soon as the breakable blocks are broken, place a girder wall to block the 
other DK until the Thwomp rises. Place a second wall below and to the left. 
Then, quickly remove the first wall when the Thwomp rises and DK will fall 
before hitting the second wall and turning right to grab the M-Token and 
coins.

Once the second DK falls off to the right, it will move to the left and meet 
the other Minis in the left alcove. Now that everyone is finally together, 
reverse the conveyor so it moves right. At the right side, grab the three 
coins and they will go up the blue pipe, triggering the Thwomp to break 
through the blocks above. As soon as the Thwomp falls, remove the top Blocker 
that it lands on, and place it in the topmost horizontal outline. That way 
the Minis emerging from the pipe can land on it and collect the Card.

As soon as the first DK grabs the Card, remove the top Blocker and place it 
in the third horizontal space below. That way, the second DK will fall down 
and the first one will also turn around and fall before the Marios get there, 
keeping them in order. Grab the big coin and make sure the conveyor below is 
moving left. Once everyone falls, reverse direction and have the Minis go 
through the blue pipe again. Remove the upper Blocker and place it in the 
space next to the Door, which everyone will go through in order as they 
emerge above.


Area X-7+
---------

Goal Score: 13000
Exit Order: DK, DK, Pauline

From the lower-right starting point, remove the vertical Blocker and place it 
over the spike pit below. Activate Pauline and she will go across to activate 
the first DK before both bounce onto the spring ahead. Once both Minis go up 
and activate the second DK, remove all of the Blockers and springs below and 
place the Blockers along the horizontal path so the Minis can walk right 
across them. Remove the leftmost one and place it in the rightmost space as 
the Minis pass. Place a yellow spring in the space at the end, and the Minis 
will enter the Cannon.

Shoot diagonally up and left along the coin line. When they land on the thin 
ledge, they will go left. Place a spring in the space ahead only, and they 
will bounce into the Cannon below. Remove all previous Blockers/springs, then 
shoot to the right via the Cannon. In the next one, shoot diagonally up and 
right to break through the blocks and collect the M-Token. As the Minis turn 
around, place both springs in the spaces to the left so they bounce to the 
upper ledge. Place Blockers as steps farther to the left so the Minis reach 
the next Cannon.

Shoot directly to the right, grabbing some coins along the way. At the next 
Cannon, first place a vertical Blocker next to the wall spikes ahead, then 
place both springs above the spikes below. After that, shoot to the right 
with the Cannon. The Minis will fall after hitting the wall, then bounce to 
the right ledge via the springs. Collect the coins and Card, and the Minis 
will bounce across the spikes to the left. When they fall, place a Blocker 
next to the Door so they can walk across to the exit Door in order.


Area X-8+
---------

Goal Score: 13300
Exit Order: Toad, Peach, Peach

Before you begin, remove the spring above and place it in front of the Minis. 
Also, remove both vertical Blockers by the first Thwomp, and place them in 
the horizontal positions, blocking the Thwomp in its space above. Activate 
the three Minis and bounce up to the next ledge. Once all three are up, move 
the spring up there as well to continue onward. The Minis will cross between 
the Blockers to get past the Thwomp safely before going through the pipe.

Remove the Blockers below and place one in front of the right Piranha Plant, 
blocking its shot. When the Thwomp below is triggered, place the bottom 
horizontal Blocker to trap it below. Go right and fall to get the big coin, 
then walk back around and through the pipe. This time around, place a spring 
above and take away the Blockers below to trap the next Thwomp in its hole. 
When the Minis bounce to the upper-right ledge, place a spring at the left 
edge, and a horizontal Blocker in the upper-left area. Bounce on the spring 
to go through the pipe, then simply fall to the left and grab the Card and 
coins.

Move the spring below from the right ledge to the left one, so when the Minis 
fall from the Blocker ledge, they can bounce into the pipe again. On the next 
level, place a Blocker over the spike pit, and remove the Blocker underneath 
the Snifit above. Move the spring to the right corner and bounce upward. 
Replace the horizontal Blocker to the left and collect the big coin, then 
remove the previous Blockers and place a vertical one above to block the 
Piranha Plant. Place a horizontal one next to it, then place another spring 
in the corner.

Still on the ledge below, wait for one of the Peaches to be on the right 
side, with Toad and the other Peach on the left. Place the spring in the 
space, allowing Toad to bounce upward first, putting him in the lead. Once 
the Peaches get up there, remove the spring. Allow everyone to move left and 
turn around, then place the spring in the right corner. Only allow Toad to 
bounce up for now; remove the spring to keep both Peaches below for now.

On the next ledge, you will see another Piranha Plant and the M-Token above. 
Place a Blocker under the pipe to the left. By the time Toad goes up the 
pipe, the Peaches will have turned back around and will be heading right 
again. Add the spring so they bounce upward, then remove the Blockers and 
place a vertical one in front of the Piranha Plant above. Toad will fall from 
the top ledge, landing to the left of the Peaches.

After everyone turns around, go through the blue pipe again. Add both springs 
into their spaces across from the plant and remove the horizontal Blockers 
along the top area. The Minis will drop down and bounce upward, grabbing the 
big coin and M-Token in the process. They will then bounce over to the right 
side of the level. As the Minis fall through the narrow area, place springs 
and Blockers as they progress. At the bottom, the Minis will reach the Door 
safely.


Area X-9+
---------

Goal Score: 16000
Exit Order: Peach, DK, Pauline

First, activate DK by the horizontal springs in the middle area. As he 
bounces to the right, remove the previous spring and place it in the 
following space. Once DK goes all the way right and left into the Cannon, 
keep him there for now. Keep both pipes in the lower-left area and activate 
Pauline, who will go through them. As soon as she goes through the first one, 
remove it and place it in the horizontal space in front of where the other 
pipe sends her.

Place a vertical pipe quickly on the ledge above so she emerges up there, 
then move the other pipe to the lower-right corner. Pauline will fall and go 
left to enter that pipe, going back through the vertical pipe above. This 
time, she will walk to the left along the thin ledge before entering the left 
Cannon. Shoot her to the right into the Cannon with DK in it, then shoot them 
both farther to the right. They will break through some blocks and end up in 
another Cannon.

Leave Pauline and DK there, then remove the pipes and springs from the left 
half of the level. Now, activate Peach below and place two springs to the 
right. When she reaches the Cannon, place a horizontal pipe in the upper-left 
area, and the other pipe in the vertical space to the right. Remove the 
previous springs and place one in the lower-right corner, then shoot down and 
right to hit it. Peach will grab the card and go through the right pipe, 
emerging above to grab some coins on the way down.

Remove the right spring, and wait for Peach to walk to the left before 
placing the two springs under the high pipe above. When Peach turns around, 
she will bounce across and into the Cannon again. This time, shoot down and 
right without the spring in the corner. Place a spring above the spike pit 
below and she will turn to bounce on it, grabbing the M-Token in the process. 
Allow her to turn to the left again at the other side, then move the two 
springs so she can bounce on them to reach the Cannon once more.

When Peach reaches the Cannon, leave her there. As for DK and Pauline, wait 
for the Piranha Plants and Snifit to stop attacking before shooting the Minis 
downward. When they head right, they will bounce on the two springs and join 
Peach in the Cannon ahead. With everyone together, remove the pipes and place 
one spring in the lower-right corner, and place the other one to the right of 
the vertical pipe outline over the spikes ahead. Shoot diagonally down and 
right, and the Minis will bounce across to the far right Cannon.

Place a pipe to the left of the breakable blocks above (you will see why 
shortly). Wait for a break between the Snifit and Piranha Plant attacks, then 
shoot upward to the next Cannon. Then, shoot left and you will break the 
blocks before hitting the pipe. Turn around to reach the Door in order.


Area X-10+
----------

Goal Score: 11700
Exit Order: Mario, Mario, Toad, Peach, DK, Pauline

There are three separate pairs of Minis in this level to start. Begin by 
activating the lower-right pair (Toad and Peach) and grabbing the three 
girder pieces below, then they will fall and enter the yellow pipe below. 
Move to the horizontal yellow pipe on the right side and place two bridges 
going across to the left. The Minis will emerge and grab three girder pieces 
as they proceed onward.

Before they fall down after collecting the girders, place bridges in the gaps 
on the level below. When the Minis fall and turn around, putting Peach in 
front, they will grab two more girder pieces before entering the orange pipe. 
When they go through, remove the girder bridges and scroll to the top area. 
Place bridges leading across so the Minis can walk across, collecting two 
more girder pieces and the big coin.

Remove the right bridge and place one in the space below and to the right. 
That way the Minis turn around and drop to the level below, grabbing some 
more coins. As they head left, allow them to fall onto the solid ledge below, 
then add a bridge to the left, as well as at the bottom of the hill ahead. 
They will collect the big coin before sliding down to grab three more girder 
peices ahead. When they turn around, remove the bridge and place a ramp 
leading down and left, and a wall at the right end. They will drop down and 
turn to collect the Card in the alcove below.

Once both Minis are in the left alcove by the Card, remove the girders and 
place a bridge on the bottom level below. When they fall, activate Pauline 
and DK, who will follow Peach and Toad into the yellow pipe. Remove the 
girder bridge to the left of the pipe once everyone goes through. Now, leave 
those four Minis alone for now, as they will loop through the yellow pipes.

As for the two Marios in the upper-left area, add a girder bridge below them, 
as well as a wall on the right end. Then, activate them both. They will fall 
down and hit the wall before turning and entering the lower green pipe. When 
they emerge above, add another girder bridge and remove the girders below. 
They will go right and collect coins before sliding down the hill, breaking 
the blocks and collecting the M-Token there.

When the Marios slide down, add two girder bridges to the right, keeping them 
on this level. Once they make it to the rightmost end of the platform, place 
a girder wall so they are kept in the right corner. Now, watch the other four 
Minis as they emerge in order from the yellow pipe directly below. Wait for 
them to go left and fall down. Just before Toad enters the bottom yellow 
pipe, wait for the Marios to turn and walk to the left in their enclosed 
area, then remove the bridge so they fall in front of Toad before he emerges 
from the horizontal yellow pipe.

With everyone finally in order, form girder bridges leading all the way to 
the left and into the lower green pipe. Remove the unused girders below and 
place a girder at the top level so the Minis can continue walking to the 
right above. As they slide down the hill, allow them to fall down one level, 
then add a bridge to the right so they continue into the yellow pipe. As the 
Minis emerge at the bottom, add bridges leading to the right, removing unused 
girders above. They will all walk over to the Door in order.

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

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  7. Construction Zone  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

==================
Level Creation 101
==================

NOTE: Before you can access all of the features in the Construction Zone, you
      must complete four lessons in Level Creation 101. Below is a quick
      guide on how to complete each lesson (they are all easy, though the
      last one may be tricky for some).

Ground Tiles 1
--------------

Goal Score: 14680
Tiles: Ground Tile (x3)

In the corner by the Card, place two ground tiles on the bottom level at the 
corner, and a single ground tile on top of it, forming steps. Remove the 
girder wall and form a bridge, and activate the Minis to reach the Door.


Ground Tiles 2
--------------

Goal Score: 14240
Tiles: Ground Tile (x6)

You need to create two sets of steps this time (two tiles on the ground in 
the corner, followed by one more on top). Place three tiles in front of the 
Minis, and then the other three in the bottom-left area. Move the girder 
bridge from the spike pit below to the upper level pit, then activate the 
Minis. As they fall down, move the girder bridge to the lower-right spike pit 
so they can reach the Door.


Red Girder Rivets 1
-------------------

Goal Score: 14360
Tiles: Red Girder Rivet (x2), Red Girder (x3)

You need to place the two rivets, which can be used to connect red girders 
together. On the upper level, place the rivets on the two edges above the 
spike pit, leaving three spaces between them. Add the three girders to create 
a bridge between those new rivets, then play test the level. When the Minis 
go across, move the girder bridge to the rivets below so they can reach the 
Door safely.


Red Girder Rivets 2
-------------------

Goal Score: 14240
Tiles: Red Girder Rivet (x3), Red Girder (x6)

First, place two of the rivets on each side of the spike pit below. Place the 
third rivet in the upper-left ledge, immediately opposite the existing rivet. 
Then, draw girder bridges across both sets of rivets. Activate the Minis and 
they will go right across the first bridge. Once they both cross, remove both 
bridges and draw a ramp leading up and left, which the Minis will go up to 
reach the Door.

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

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  8. Secrets/Tips and Tricks  -=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=================
Access Sound Test
=================

To access the game's sound test mode, simply beat the final DK battle in 
normal mode. It will then be accessible in the game's settings.


==================================
Construction Zone Mini Unlockables
==================================

In the Construction Zone, initially you only have Mini Mario at your 
disposal. Here is how you can unlock the others:

Mini      How to Unlock
----      -------------
DK        Create and complete 99 levels in Construction Zone
Pauline   Collect all M-Tokens and Trophies in the game
Peach     Create and complete 49 levels in Construction Zone
Toad      Submit a created level to the Challenge Contest


====================
Unlock Expert Stages
====================

In order to unlock the Expert (X) stages, you must complete the final DK 
battle in normal mode. These stages can be accessed via the "X" tab on the 
stage select screen.


================
Unlock Plus Mode
================

To unlock Plus Mode, simply complete the final DK battle in normal mode. Plus 
Mode is a more difficult version of the original stages.

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

-=-=-=-=-=-=-=-=-=-=-=-=-=
-=  9. Copyright Notice -=
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This file is Copyright (c)2010 Devin Morgan. All rights reserved. Please view 
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