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Guide and Walkthrough by Shotgunnova

Version: Peach | Updated: 11/27/2006

    S U P E R   M A R I O   L A N D   2 :   S I X   G O L D E N   C O I N S

                          (c) Shotgunnova (P. Summers)


01) Controls...............................................................CNTR
02) Enemy List.............................................................ENLT
03) Helpful Items..........................................................HLPF
04) Walkthrough............................................................WLKT

    a. Introductory Level . . . . . . . . . . . . . . . . . . . . . . . .  INLV
    b. Tree Zone  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  TRZN
    c. Space Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . .  SPCZ
    d. Macro Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . .  MCRZ
    e. Pumpkin Zone . . . . . . . . . . . . . . . . . . . . . . . . . . .  PMKZ
    f. Mario Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . .  MROZ
    g. Turtle Zone  . . . . . . . . . . . . . . . . . . . . . . . . . . .  TRTZ
    h. Wario's Castle . . . . . . . . . . . . . . . . . . . . . . . . . .  WRCS

05) Secrets 'N' Junk.......................................................SCRT
06) FAQ....................................................................FAQZ
07) Updates................................................................UPDT
08) Thanks.................................................................THNK

01)                             C O N T R O L S                            CNTR
            OFF/ON SWITCH --> .-________________
                              |  _____________  |
                              | |             | |
                              | |             | |
                              | |             | |
           SCREEN DISPLAY --> | |             | |
                              | |             | |
                              | |_____________| |
                              |    _            |
                              |  _| |_       (A)| <---- A BUTTON
     DIRECTIONAL PAD -------> | |_   _|   (B)   | <---- B BUTTON
                              |   |_|           |
                              |                 |
                              |       //  //    | <---SELECT and START BUTTONS

| Controls |

A Button ---------> Jump
B Button ---------> Press down to walk around with koopa shell
Start Button -----> Un/pause game
Select Button ----> Leave cleared level (after pausing game)
Off/On Switch ----> ...obvious >__>
Screen Display ---> Where you watch stuff
Directional Pad --> Move Mario up, down, all around

02)                           E N E M Y   L I S T                          ENLT

This is a list of all the enemy names I've found or can remember. If anyone can
add in their names, I'd be grateful. Note that all enemies can be killed while
Mario is under the influence of a "Starman" (makes him invincible), so I'm not
listing that as any enemy's weakness.


  This angry stag beetle lives in the Tree Zone. It calmly walks towards you
  and then in a fit of rage, takes to the sky, at which time it (slowly) goes
  towards Mario. Stomp on its noggin to defeat it.


  This ant can be found in some Macro Zone rooms and has a cannon device on
  its head. When Mario is close, it will fire at him. Jump over the projectile
  and stomp on its head.


  A ghost that frequents the scarier haunts in the game, Mario will find it a
  bit annoying. When Mario turns to look at it, it shields its face with its
  eyes and blushes, unmoving; when Mario turns to leave, it bares its fangs
  and follows. A thrown Koopa shell can make them give up the ghost. =)


  A leaping frog that attacks Mario with its tongue. It's found only in Tree
  Zone, and its name clues you in to its demise -- bop it on its head. 


  One of the more predictable enemies, Bullet Bills are shot out of cannons in
  some levels. Since the cannons only point one or two ways, Mario can simply
  duck or jump over their slow-moving trail. Smoke this enemy by stomping on
  its head.


  A little fishy that's a common enemy in underwater levels, it often moves
  back and forth and nothing else -- the "goomba" of the deep. Destroy it by
  throwing a Koopa Shell or shooting a fireball.


  A waddling mushroom-type enemy with fangs. It cannot move in any direction
  except left/right, and can't go up when it's fallen off a ledge. The basic
  way to kill it is jumping on its head to smush it. This is the most common
  enemy in the game, so make friends with it. =)


  This slimy dude is found in the bee hive portion of Tree Zone. It has a
  bed of spikes on its back, so you can't jump on it, but feel free to spit
  a fireball in its face.


  A turtle-like enemy that, like a Goomba, can only go left/right and cannot go
  up ledges. In normal form, when Mario jumps on it, he will kick the foe into
  its shell and can then run around with it, unleashing it on any foes further
  down the line. When picked up, the Koopa Troopa is helpless and cannot fight
  back. To kill it, hit it with a fireball or, when a little Mario, jump under
  a block (since he carries it on his head).


  This li'l turtle is a bit different from Koopa Troopas. When stomped on, its
  shell turns into a bomb and can explode on Mario if he's not too careful. Of
  course, this also eradicates the enemy in the process, so simply jump in,
  jump it, and jump out again. Fireballs can't kill this enemy.


  A Goomba with a license to fly, this creature alternates between a short walk
  and a large leap into the air. Stomp it once to reduce it to a normal Goomba,
  and then stomp it once more. Spin-jumping on its head kills it instantly.


  A carnivorous piece of foliage, the Pirahna plant comes in two types: demure,
  in which it simply comes out of a pipe and then goes back in, and hostile, in
  which it will attack Mario with fireballs if he's in its proximity (this kind
  also retracts into its pipe). To kill it, give it a taste of its own medicine
  by attacking it with a fireball, or throw a Koopa shell at it.


  This tough "gangster" shark floats around the underwater portions, moving in
  a horizontal manner. Not really much of a threat, but since you can only kill
  it with a Koopa Shell or Starman, it's better to stay away.


  These are a passive trap on some levels, either on the ceiling or in pits.
  When Mario encounters one of these, he loses his power-up and reverts to "Big
  Mario"; or, if he was Big Mario, reverts to "Mini Mario". Avoid these and you
  won't have to worry much.


  This frail drone frequents the Tree Zone. When Mario is near, it hovers after
  him and when close, attacks. Mario can kill it for a short time by stomping
  its head, but it will come back to life if given enough time. Strike it with
  a Koopa Shell to give it a burial, or spin-jump on its head to kill it.


  This is the boss of the Space Zone, a throwback to the previous Super Mario
  Land Game, in which he was also a boss. To defeat him, 


PS - I'm making up names for them since no one in the world seems to have
     thought of some. =/



  These obstacles appear in the Space Zone, and are either fixed in one spot
  or moving horizontally/vertically. If Mario touches them, they'll damage
  him. These cannot be killed.


  This worker ant lives in the Tree Zone and walks back and forth across the
  platforms -- the "goomba" of the Tree Zone, no doubt. Stomp on its face to
  kill it, but wouldn't it be nice to smush it? Yeah...


  This spiked ball elevates/descends based on where the chain is located. It
  does this in a pattern so it's easy to figure the routine. Also, this 
  "creature" doesn't attack Mario actively; it's more like a passive object.


  Uh...these things try to sweep at Mario and appear in the Pumpkin Zone.
  Clean house by stompin' on their broomsticks.


  These strange enemies live in the Space Zone, and have cannons for their
  snouts. They fire cannonballs (which can also be killed), and can aim both
  horizontally and diagonally. Jump on their faces to slaughter 'em.


  This armadillo-type creature has a spiked shell so you can't stomp it like
  the others. When it sees Mario, it will roll up into a ball and slowly move
  towards him as a means of attack. Shoot a fireball at it to put it down.


  This ant can appear in the Macro Zone. Armed with a shovel, it will dig up
  balls of earth and roll them at you. Dodge its attack and jump on its li'l
  face to kill it.


  Small bug-type enemy that flies around in the Tree Zone's first level. You
  can simply jump on its head to do away with it.


  Enemy that appears in the first Tree Zone level, on the lowest tiers of the
  platforms. It has a drill at its nose, but is weak to being stomped on. Yay!


  This sharp enemy appears in the hive portion of the Tree Zone. It attacks
  Mario horizontally most of the time, but in close confines, it can succeed
  in damaging him. Crush his cranium to cancel his coming. :p


  This egg lives in the bee hive portion of the Tree Zone, and only appears
  in one room -- the fourth. Simply jump on its head to kill it, although
  since it appears by a Starman, that'll probably be the best method of


  These tubbos live in the Bee Hive at Tree Zone, and fall from the ceiling
  when Mario passes, much like Thwomps. You can't kill them without a the
  use of a Starman, so just run under them while they raise back up.


  This tail flops around at Mario in the Pumpkin Zone. Kill it with f'balls
  and jumping on it. Whatever it is, it needs to be put out of its misery,


  In the Tree Zone, sometimes you can find a fly sitting there, not moving.
  When you try to jump on it, it flees to another location. Use a fireball
  to kill the thing, or ignore it since it doesn't attack you.


  This invincible enemy floats throughout the schoolhouse level in the
  Pumpkin Zone. Kill it with a Starman, but it's something you should avoid
  if you're not close to one. =)


  This strange enemy appears in the Mario Zone. Sometimes when you jump
  beneath a block, this enemy will come out. Stomp on its head, natch.


  This dim-witted creature moves across platforms in the Bee Hive section of
  Tree Zone. Simply jump on its head and squish it...well, you don't really
  squish it, but you can imagine. :p


  Whatever these are supposed to be, they're found in the Pumpkin Zone and
  simply act as an obstacle for Mario. They don't move but the opening and
  closing of the tongue can damage. You can walk on top of their heads, if
  that's any consolation.


  These Pumpkin Zone freaks charge at Mario when he's in their proximity.
  Jump on their deformed heads to kill 'em.


  Whatever this thing, it looks like a strawberry fitted with a mask and a
  sword shoved into its face. It's found in the Pumpkin Zone and can be
  killed just like a Goomba. Silly...


  This ant appears in the Macro Zone but isn't much different from regular 
  ant enemies you find. Well, except for it having retractable spikes on its
  back. Kill it with fireballs or stomp it while it doesn't have its spikes


  These saws go horizontally but move up and down in doing so. Find 'em in
  the Mario Zone or, rather, avoid them in the Mario Zone, 'cause you can't
  kill them.


  Whatever this "thing" is, it appears in the second (last) stage of Space
  Zone. In the latter part of the level, when there are "walls" made out of
  the angry stars, these things appear and inflate/deflate themselves over
  and over. When deflated, you can pass by them safely, but watch out when
  they're all spiky.


  This spiky sphere can be found in the last level of Mario Zone. It has a
  ball on the ground and revolves around it. Kinda boring, easy to avoid.


  These things orb objects in the Space Zone. Simply jump on them or spit a
  fireball at 'em to do away with them.


  These blades don't have a lot of "Skil," but they can sure rip Mario a new
  one. Well, rip off an arm, maybe. They're fixed in an up/down or left/right
  manner, so you can avoid them pretty easily.


  Uh, these screws come out of the ground and spin at Mario. Screw 'em over by
  jumping on their tiny Phillips-sized heads.


  These helmeted goombas appear in the last level of the Turtle Zone. Dispose
  of them like all the other goombas, yo.


  In a few of the Tree Zone levels, you'll be inside a trunk and there will be
  enemies that live in the water bubbles. One of them is a seacow enemy that
  moves horizontally through the water, and has horns that can gore Mario. To
  kill it, use a fireball or stomp on its head -- just don't take a frontal


  These undead fishies float around in zig-zag patterns and don't actively go
  after Mario. They can only be killed with Starmen or Koopa Shells, sorry to
  say, so just avoid 'em.


  These birds fly horizontally in the top of the Tree Zone. Jump on their heads
  to send 'em plumetting. Pretty easy-peasy stuff, really.


  This bear rides a ball through spikes in the Mario Zone. Shoot it off and
  you can jack its ball, using it to ride through spikes, too.


  This tin soldier stomps around and can be killed like a goomba. That's kind
  of how you kill everything in this game, ain't it?


  These only appear in the Space Zone, and float in an arcing pattern. They
  throw stars -- not STARMEN -- which explode on you. Jump on them or shoot a
  fireball at their ugly face to beat them.


  This thing rises into the air straight and then descends in a feather-like
  zig-zag pattern. Jump on it to kill it or avoid it altogether.

03.                       H E L P F U L   I T E M S                        HLPF

These are the friendly or non-violent things that Mario can harness through his


  These items are sometimes found in breakable blocks, and look like hearts.
  Simply walk into one to get it!


  Eating this question block item makes Mario grow bunny ears. Although quite a
  foolish concept, those ears act as gliding wings and if you mash A, you can
  slowly glide farther than you could normally jump. In fact, if you mash A at
  a high enough rate, you can float horizontally! Try keeping it up, though.


  These items are found in all levels, and Mario can collect them by breaking
  question blocks, brick blocks, and simply running into them. They can be used
  to gamble in the house at the foot of Wario's Castle.


  These bells are found high above levels, and should always be gotten! Once
  you do, you win the level and can play a bonus game where you can win prizes
  which include:

  *Fire Flower

  When you stop the crane, it usually picks up the third item from where you
  stopped it at, so make sure to play your hand carefully!


  An item that can come from question blocks, a Fire Flower lets Mario spit out
  fireballs on enemies. Since most enemies can be killed with fireballs, this
  is a great help if you want to blaze through the levels. When hit by an enemy
  Mario simply reverts to "Big Mario."


  These bells mark the midpoints of the level and, should Mario be KO'd after
  encountering it, he can restart here instead of the level's beginning. These
  should be gotten whenever possible.


  These owls can be found in the Tree Zone, and are allies of Marios...in some
  sense. They sleep, but when Mario jumps on their hats, he can bum a ride to
  another platform.


  These bags come up in blocks and are worth 50 coins a piece. Since you can
  fifty coins for free, what's not to like?


  These scrumptious morsels come out of question blocks and power-up Mario when
  he is in a small, vulnerable state. Be careful, though: if Mario gets one of
  them while he has bunny ears/fireball power, he will revert to the lesser
  form. When in "Big Mario" mode, if Mario is struck by an enemy, he reverts to
  "Mini Mario" mode.


  These items are strewn throughout the world, and often contain power-ups for
  Mario, or coins. Although they themselves aren't very good weapons, if there
  is an enemy above it and you jump under them, it can kill them; or, if that
  enemy is a Koopa Troopa, it will knock them into a shell and you can simply
  reclaim it. 


  An often rare item from a question block, this makes Mario invincible for a
  set of time. Simply touching enemies in this form kills them, and if you kill
  five in a row in its duration, you get a 1-Up for the fifth and each enemy
  you kill afterwards. Also, for every 100 enemies you murder in cold blood,
  you'll get a free Starman. =)


  After ringing the end-bell on some levels, you'll play a game where you have
  some mice cut wires and your prize falls above. There's no real secret to
  this random game, so it's not exactly the best. Direct Mario under one of the
  four switches to cut the wires. You can win:

  *Fire Flower

04)                        W A L K T H R O U G H                           WLKT

When you start a new game, Mario will arrive at the Introductory Level with
five lives and no coins. It'll be a tough adventure, but he can do it, right?

| a. Introductory Level |------------------------------------------------[INLV]

Start moving (right), kill the Goomba. By the Koopa Troopa will be two "?" 
blocks, one of which contains a Mushroom. At the first pipe you see, you can
exit down it and get some coins. Jump up at the other end to get back to the
upper portion of the level.

There are some coins you can break to your left, but there's nothing else of
interest. Continue and kill the Paragoomba, then head to some more pipes. None
of them can be entered. After, break the two lone blocks for a 1-Up and a Star.

Continue along to the bell, which marks the halfway point of the level. Jump
into it to mark your place and continue down the line. Some Koopa Troops will
be above a row of question blocks, the second from the right which has a Fire
Flower. Keep going to the breakable blocks (w/ Fire Flower) and the Pirahna
Plant in the pipe. You can exit down the pipe for some coins if you choose.

Keep going down the screen and don't break the blocks here; jump atop them and
you can ring the bell. Play the bonus game and you'll be on the world map. You
cannot replay the level you just finished, by the way.

Mario can select any level he wants to play right now, but I'll just go in a
clockwise motion. Next up...

| b. Tree Zone |----------------------------------------------------------[TRZN]

The Tree Zone is to the left of the gambling house at the base of Wario's
castle. Let's-a begin.

First Level (Tree Base)

Start moving right and you'll come to a large root series of platforms. Some
drill-moles will come out on the bottom, so stick to the top. You'll see some
Bopping Toadys around, too, which you can kill with simple jumping/fireballs.

After awhile, you'll come across a spiked creature that you'll have
to kill with fireballs since you can't jump it. Keep continue east and you'll
come to a Fire Flower block, and another spikey right after it. The halfway
point is near there.

From the halfway point, take the higher route if you've already got a Fire
Flower and start jumping onto the small root platforms. If you fall, there is
a Fire Flower below. Watch out for the Dragonfly creatures, since they'll 
actively try to attack you and can move semi-fast.

At the other end, you'll find another Grubby -- use the spent block above it
(the brown/black one) to get past it. After that, it's some Bopping Toadys and
some platforms all the way to the end of the level. There are some blocks you
can use to get to the bell above the door, but you might have to do a running

Second Level (Tree Trunk)

There are some water bubbles here, and while they're not enemies, Mario can
sink into them. There are also enemies that 'live' in the water again, so be

Start the level and go east, making note of the water bubbles. You'll come upon
an enemy (I call it a Seacow) that in the sub-surface of the water. By the 2nd
one, there are some question blocks -- the middle has a Fire Flower. Keep goin'
east and you'll come to a decline with bubbles on each side. The upper-right
part has a 1-UP, and at the very bottom, you can find another Fire Flower. Kill
the Seacows and keep going, paying attention to the ceiling spikes. You'll go
into a pipe further on.

Here, you'll find Noko Bombettes who walk across the screen. Jump 'em if you
want and avoid their self-destruction blasts. You'll have to use the ceiling
water to get over the floor spikes down the line, and then you'll come to a
small platform above the spikes. Jump to it and quickly jump off, since it's a
falling one.

You now have to ways to go: down through the water bubbles and left. Going down
takes you past some Seacows and to a room with a Carrot and floor spikes; the
left way takes you over some vertical bubbles and floor spikes, but you can get
a Fire Flower and a 1-Up. If you want to get the secret exit, head down and get
a Carrot, coming up the other side.

| TO THE SECRET LEVEL:                                    |
|                                                         |
| Once you come up the pipe, go left to the long vert     |
| shaft of water. Kill the Noko Bombette and get up to the|
| longer platform up and right from it. On the other side |
| of the room is a pipe you can only get to with a Carrot.|
| Do a running jump and float your way to it.             |

If you want to finish without going to the secret level, the doorway is just
to the right -- use the three bubble clusters to jump to the bell. Once you
are done, you can take either the left or right path to the top of the tree

Secret Level (Under Branches)

This is a rather fun multi-platform level with Koopa Troopas. Take the higher
road at first and you'll come to a Fire Flower. There's really nothing to say
about this place, except that there are a few 1-Ups you can get in blocks. Fun!
At the end is a simple door. Exit and you'll see a new background animation for
the Tree Zone -- blossoming flowers!

Level Three (Ant Nest)

This will be your first encounter with a bottomless drop, but since you're in
the branches, better get used to it. Jump across the leafy platforms and kill
the ants (stomp 'em) and Battle Bettles (stomp 'em, too). There is a Fire
Flower plant nearby, and above it, a secret 1-Up! Make sure to jump to a lower
platform to catch it.

Kill the Pirahna Plant nearby and you'll find your first hostile on. Kill that
one by timing your jump so you rise above its fireball but can throw your own.
Past the second hostile pirahna flower is a platform that goes up. Take it.

Now you'll be heading back left. The question-mark block has a 1-Up in it, but
to get it you'll have to time your jumps well over the two falling platforms;
or, simply jump up through the wooden beam and get it, landing on top of the
beam. Keep heading left and kill the two flies you see there -- they don't
attack you, but oh well... Ride up the platform lift, do away with the ant,
and take the next lift to the top tier of the level.

The two blocks by you have a secret Carrot block in between them, which you
can take (optional) to get the coins underneath the leaf platforms. At the
right part you'll find two falling platforms. Above the first one is a 1-Up,
but it's hard to get without falling back through the level. Still, it is
possible to hit the block, jump and catch the 1-Up, and land on the next ledge
without falling out. Make sure to take the highest part of the leaves if you
want to ring the end-level bell.

Head east to exit the level, in one way or another. You'll have to do a run-
-and-jump to get the bell.

Level Three (Bee Hive)

Head into the level, kill the wormy creature, and head to the right to get a
Fire Flower. Head up into the pipe from there. Drone Bees will come from the
open parts of the honeycomb (?), so kill them if you want to just waste time.
Head right to find a Skeleton Bee that reappears, and then leave through the
right-hand pipe.

Here, you'll find fat bees that fall from the ceiling, much in the same league
as the Thwomps of Mario fame. Pass under them while they ascend. Kill the slug
and you'll come to a fat bee with blocks underneath it. You can get damaged if
passing with jumps, so simply run across the platforms and you won't fall in!
Enter the pipe nearby.

This room has Sluggys and more drone bees, so bypass them to three pipes. If
you like, you can enter the middle and find more Sluggys and question blocks,
but if you're already powered-up, there's no need. Enter the pipe.

Here, you'll find some spikes and an egg enemy. One of the breakable blocks
contains a Starman, and if you run across the egg platforms and then go back
up and kill the Sluggys, you can get a 1-Up. Hit the halfway point bell, too!

Go down the pipe to find some more bee types and question blocks. At the end
you'll find the bell that is without means to get to. Well, there is a secret
block nearby, but you can also spin-jump the skeleton bee for more air and
land on it. Ring the bell, boom, last level.

Level Five (Treetop)

This level also has a bottomless pit, so be careful. Continue right towards a
platform circling a Fire Flower plant. There are some Paragoombas you can jump
on and send to their doom (XD!), which leads to some owls that you can use as
platforms (Heavy Zeds).

You'll come to the halfway point after that. Kill the birds you see if you
want, and use the floating platforms to continue right. One of the question
blocks has a Carrot, which may help you on the upcoming boss. Use the clouds
to continue even further east on the screen and you'll come to a pipe. This
leads to the boss.

| BOSS: Bird |

Don't know if this thing has a name, but a bird is what it is. If you have a
Fire Flower, simply shoot at it to kill it or, if you're without, bop it on the
head thrice to do away with it. It only moves from side to side, so the way to
kill it is waiting for it to descend, stomp it, then jump away. Once it's dead,
the egg it was hording breaks open and you'll get the Tree Coin, which goes to
Wario's Castle. That darn tree also has a big "X" flag atop it. Time to head to
the next place!

| c. Space Zone |--------------------------------------------------------[SPCZ]

You can't reach the Star Zone without going to the Hippo in the upper-left of
your map, sadly, so you'll have to hit up that place first to do anything.

Hippo Zone "Level"

This is very easy to do. Simply head right and the hippo will blow a bubble for
Mario to ride in (snot bubble?). Mash the A button all the way through and he
will float to the top of the screen while still moving right. Eventually he'll
get to a bell, which finishes the level. If you happen to fall down at any
point, or hit some Spikys/birds, there are more hippo statues you can use to
get back up.

Remember, you can only get to the Star Zone by hitting that upper bell; finish
at the lower door and you have to restart.

Level One (Moon)

Mario has moon physics here, which is a technical name for exaggerated jumping
capabilities. Hold down A to rise up more than normal. Continue past the pigs
and you'll come to some spikes -- just use your huge jumps or bunny ears. Then,
you'll find a large UFO that throws stars at you. Simply jump on it or leave it
alone. The platform by it has shaped like a finger pointing up, if you noticed.
Continue on towards the moon-shaped squares and the fat, smiling planet in the

| SECRET LEVEL EXIT:                               |
|                                                  |
| By the fat planet, you can find a secret block   |
| above a hidden block. Above that, there is yet   |
| another, and so on. Keep hitting these secret    |
| blocks and jumping on them until you find some   |
| platforms leading right across the screen. Hop   |
| across them and you'll eventually come to the    |
| bonus level door.                                |

Continue heading right, across the elevated spikes and the growing number of
cannon pigs. The exit doesn't have a bell...'cause there's a secret exit right
above it. =)

Secret Level (Star in Moon's Face)

This level is very direct, and if you fall to the underpart of the level, you
can simply bypass everything and get to the exit. There's nothing of much 
interest here, to be honest -- you can find two 1-UP hearts in a small space
in the above portion, and should you continue through the tops of the thin
pillars, if you jump over the angry star at the end, you can find a hidden 1-Up
block above one of the spent question mark ones.

Level Two (Star)


This level is moving, meaning if you're caught between the left screen boundary
and an obstacle, you'll get smushed like a goomba. Keep active, and you can
float by pressing A. There are stars here that begin moving as the level 
progresses, so this can be quite an annoying try. Stick to the top of the
screen and you'll eventually see a mushroom sitting out for you.

The latter part of the level calls for you to navigate through collections of
the stars, either in horizontal/vertical fashion. Past that, you'll find a few
rows of question blocks and a halfway-point bell. RING THIS SUCKER! After you
navigate the last part, you'll come to a mushroom/fire flower block and the
pipe that leads to...

| BOSS: Tatanga |

Tatanga shoots two rockets: one horizontal and one down, the latter which can
home in on you. If you duck in place, you can wait for him to start moving and
simply bop him on the head, then repeat in the other direction. Jump on his
ugly mug three times to get the Star Coin in Wario's Castle and a big "X" flag
in the Space Zone. If you had gotten the Fire Flower, simply unload on this
ET. Next is...

| d. Macro Zone |--------------------------------------------------------[MCRZ]

You can find this zone at the top of your map, by the two tunnels that make
Mario smaller. Head on into the house.

Level One (Lawn Hole)

There are a bunch of ants here, the newest of which is a digger ant that will
unload balls of earth at you. Dodge the earthen spheres and jump on its head!
Enter the pipe when you're done.

You'll land on a surface by some water. The water will kill Mario, as you
might've guessed, so don't touch it. Head east, either over or on the water
platforms, and stomp the pincer-ants you find. Watch out for the bazooka ants,
since they can fire projectiles at you. The halfway point bell is right around

Use the water platform to get up by a question block with bunny ears, and take
the falling platform for a ride, jumping off at the last second. You'll come
to another platform by where you can ride under or walk above.

| SECRET LEVEL EXIT                            |
|                                              |
| On the above part, there is a pipe that is   |
| blocked by fireball-weak blocks. You can get |
| a Fire Flower by riding the water platforms  |
| to a similar pipe, then doubling back. Break |
| the pipes and jump up and in, towards the    |
| exit.                                        |

Since the level exit leads to the last room in the house, it's not such a bad
idea to get it; the actual level exit is just to the right, though. Use the
rising platform to get the bell.

Secret Level (By Window)

This is another moving level. There's not much difference except there's not
as much obstacles as Space Zone Lv. 2, but it's got falling platforms to deal
with. If you have bunny ears, this place is a cinch. When you're done, you can
go to the last level, but I'll describe the rest for posterity.

Level Two (Doorstep)

The first part is straightforward -- a few ants and some pirahna plants, but
nothing spectacular. You also can't enter any of the pots or pipes, so don't
bother with that. There is a working pipe at the end, though, that places you
underwater. Just a few Cheep Cheeps and ants here, but nothing too exciting.
Stick to the bottom water path and you'll find a pipe leading up.

This comes up to a higher water part, and the rest is just a few flies on some
blocks. Don't break them, though, as they're your stairway to the end bell.

Level Three (Interior)

This one shows the return of Goombas and Koopa Troopas, but it's still mostly
the same. You'll find that there are now arrows on the floor, used as rollers
towards a left/right direction. At the end, you can find a pipe that leads

If you have a fire flower, break the two blocks to the left to find a "M" Bag
worth 50 coins. Keep heading right and by the pipe at the end, you'll find a
Starman. Keep heading right and jump over the fire. You'll eventually come to
a chimney portion, where you have to do running jumps back and forth to get up.
Watch out, 'cause one of them has a Koopa Troopa that can dissolve your "Fire"
power and such. Make sure to jump for the bell at the very top of the place!

Level Four (Attic)

Man, there's a bunch of goombas here. Get the power-up in the first question
block and keep heading the course, avoiding the floor-pushers since they lead
to a bunch of spikes. The halfway bell is past a few more pirahna plant tubes.
Keep heading down the floor-rollers and you'll eventually come to a pipe that
leads to...

| BOSS: Rat |

Yeah, it's a sneaky rat that guards the third coin. He will come out of one of
the tubes and run down the bottom side into another tube. Since he has a large
pointy nose, avoid it and bop it on the head when it runs. Be careful because
he can crawl on the ceiling and drop down into the middle of the room! Like
usual, three times does the guy in. The House Coin goes into Wario's Castle
and you can set out for the Pumpkin Zone.

| e. Pumpkin Zone |------------------------------------------------------[PMKZ]

The ghoulish pumpkin zone is in the upper-right corner of the map, by the...
pumpkin, of course.

Level One (Coffins)

This odd place will feature some new creatures. The first is the thing with a
sword stuck in its head -- kill it like a Goomba. Head down the pipe and keep
going right, dealing with the balls-and-chain and more of those sword baddies.
When you get to a pipe going up, ignore it as there's nothing up there 'cept

The halfway point is right of that, past some falling spikes. Continue right
up the stairs and deal with the sword baddies. When you get to a place where
you can descend to down-facing tubes and go right, go right as you can jump to
the ending bell from there.

Level Two (Graveyard)

Continue under the faces and you'll find some umbrella enemies, that can be
killed like goombas but can may damage you. Keep going to the part with raised
platforms and pirahna plant tubes. Past there you can find another new creature
to fight: a li'l cyclops. Stomp on its head when it charges at you. You'll find
the halfway bell by a pipe that leads to a small underwater section.

Go up the pipe at the opposite end and you'll find some Boos that follow you
around. You can find a mushroom to your left and a 1-UP on the platform two
above. Make sure they don't corner you! Use the pipes to get to the top tier
and exit to the right.

Spin-jump through the blocks underfoot if you can and continue right. The "?"
block there has a Starman, and to get it, run-jump up to the platform above

| SECRET LEVEL EXIT #1                    |
|                                         |
| Rather than taking the high road to the |
| end of the level, get in the water by   |
| the starman and go all the way down.    |
| At the end you'll find a pipe you can   |
| break by spin-jumping, and this leads to|
| the first bonus area                    |

Keep going right until you get to the goal door with a lone umbrella
monster. Use the monster to launch Mario up to the shingles of the building
by him and you can jump to the bell from there.

Secret Level (Haunted Forest)

There's nothing to this level. Get the Bunny Ears and fly all the way through
the coins to the right side. Get the Starman and work your way back, building
up on Goomba kills to get a few 1-Ups. The level exit is in the middle of the

Level Three (Schoolhouse)

This level's rather straightforward as well, with no downward/upward pipes to
be seen. Keep going right, ignoring the ghost goombas and Boos. The halfway
mark is by some pirahna plants. Continue past the disappearing blocks and you
will find a large decline.

| SECRET LEVEL EXIT #2                   |
|                                        |
| Using Bunny Ears, use the long platform|
| preceeding the large decline to get a  |
| good jump. Float right until you find a|
| corridor haunted by some goombas, which|
| leads to the secret exit.              |

Follow the decline to the exit. Easy-peasy.

Secret Level 2 (Seaside)

This level is suspended above another bottomless pit, and you'll need Fire
Flowers to get through (unless you jump over the blocks) for the most part.
There are 1-Ups hidden in the blocks, so break 'em and jump carefully. There's
a free 1-Up at the end, though. The background for the Pumpkin Zone should now
show some Boos "dancing" in their odd fashion.

Level Four (Skullface)

This level's rather short. Head right past the flopping tail until you get to
a league of cauldrons. Some have fire under them, some don't. Halfway-mark 
yourself and you'll find some dancing brooms straight out of Fantasia. Continue
right and you'll find a bunch of pipes in the ground -- you can enter some, but
it's not THAT worth it. The pipe to the boss is to the right of those.

| BOSS: Witch |

The ceiling has spikes on it, so be careful here. The witch will appear on the
left or right side of the room and fire a projectile, then disappear; then, a
pot lid will fly up. Jump on her as she appears and do it three times to bury
this hag. The Pumpkin Zone is then conquered with a nice "X" flag and you can
see the fourth coin slide into place at Wario's Castle.

| f. Mario Zone |--------------------------------------------------------[MROZ]

The Mario Zone is on the right side of the map. Y'see that thing that looks
like Mario? Yup. There's also no secret place here, so have fun just blazin'

Level One (Shoes)

Get the power-up question block and start jumpin' up the gears. There's a new
enemy here, a sliding sawblade, and an exit to the room behind it. Here, you
can find spinning gears and another type of sawblade that moves horizontally
and rattles up and down. At the other end of the room is the exit. Use the
bunny ears here to traverse the spikes (getting the halfway point). Head thru
this next room, until you can find some gears that let you go up to a bunny-ear
question block. The goal is below you, on the right-hand side.

Level Two (Torso)

Some cannon pigs make another appearance, here in the spherical torso room of
the Mario level. There are some Paragoombas around, but nothing too surprising.
After some pipes, you can find a teddy bear riding a ball. Murder the li'l bear
and jack its ball, which you can ride across spikes on.

Continue to the halfway point and you'll find some barber-striped poles at an
end. Go up one of the shafts to get an item (or a Goomba!) and continue to a
second teddy. Jack its bouncy ball and ride it to the exit. You can reach the
bonus bell by using bunny ears or a well-timed jump.

Level Three (Tongue)

Kind of straighforward again, Bullet Bills make their appearance here. Ride
the black sprockets along the chains, avoiding the bullets as they're shot.
You'll get to a floor-roller system soon enough, and there will be a soldier
on it. Stomp it the first chance you can get -- it can corner you and damage
Mario. The halfway point's above the bullet bill near there.

Continue on to the crane that can pick up Mario and use it to get across, or
simply walk on the candy-striped portion. Keep going to the bullet bill cannons
stacked on one another, and use the crane above them to get to the end bell.

Level Four (Hat)

The final level, all you have to do is continue right, avoiding the revolving
balls and Bullet Bills. Past there, you'll find a large incline and a path that
goes underneath -- take the former if you're going boss's way immediately. At
the top is a power-up block and a halfway point. Keep taking the lower paths
under the sawblades to get a 50-coin bag. At the very end will be a pipe to...

| BOSS: The Three Little Pigs |

This is actually like three bosses. The first pig simply rolls across the floor
and gets faster as it's damaged. The second bounces, with increasing speed as
it's damaged. The third bounces and grows from fat to thin, which only makes
it harder to hit. All have the same way of being killed, though, and that's
through jumping on their heads. If you have a Fire Flower, though, this is too
easy. The Mario Coin is won after they're dead, and there's only one more place
to go now...

| g. Turtle Zone |-------------------------------------------------------[TRTZ]

The Turtle Zone is in the bottom-right corner of the map. Head right and into
the dead end, where the turtle will eat you. Since you end up underwater, I
would guess it processes you, too...

Level One (Land's Bottom)

There's nothing to this level. Though most takes place underwater, it's mostly
just avoiding sharks and fish. No detours, no pipe outlets. The bell's even
easy to ring.

Level Two (Sub Exterior)

Enter the water and head right and down, where you should end up by some of
the Spikeys and a shaft upwards.

| SECRET LEVEL EXIT:                         |
|                                            |
| Take the shaft up and head left, to where  |
| there is a small passageway. Make Mario to |
| be really small and enter the pipe beyond. |
| Avoid the spikes from the ceiling and all  |
| of the sharks and fish and you'll find the |
| exit door.                                 |

Go up the shaft and head right and go down the zig-zag shaft, avoiding all the
Spikeys. Head right by the bullet bill and surface, going up the "stairwell"
to the right. Ring the halfway point bell and enter the pipe. Enter the next
pipe and at the split, head right to the downward pipe. One of the blocks there
has a 50-coin bag for you! There's only one way for you to go now, and that's
following the small maze of pipes. At the goal, you'll have to do a run-jump
off the elevator platforms to get the bell.

Secret Level (Small Island)

Straightforward once again, take the power-up and spin-jump through the first
obstacle of blocks. You'll notice that Mario's name is being spelled out here?
By the "I", if you spin-jump the question mark block, you can get a 50-coin bag
of cash. At the end are three question blocks, each with different power-up for
you to leave with. When you return to the Turtle Zone, the whale's eye will now
be blinking. Whee?

Level Three (Whale)

This level introduces the "scuba goombas," which are just like regular goombas
but have helmets. Doesn't help 'em much, though. Head right through the level
and you'll find goo that has the same properties of water -- use it in the same
way. Avoid the teeth-like things that come down from the ceiling, and keep
heading right. There will be large fangs on the ceiling and floor soon enough,
but it's not that big of a deal -- you can take breaks in between them. At the
end of the level is a pipe that leads to...

| BOSS: Octopus |

This is probably the easiest boss out of them all, due to you not having to
move very much. The octopus rises out of the middle of the water, sinks a li'l
before rising again. It shoots its young at you, but you can avoid thems easily
to be sure. Simply position Mario above the Octopus, bop it on the head, and
keep floating there to repeat it reflexively. After three stomps the thing is
dead and you've got your last of the Six Golden Coins. Now you can undertake
Wario's Castle!

| h. Wario's Castle |----------------------------------------------------[WRCS]

This is actually a one-level, multi-room place, so I'll divide it up by rooms.

Room #1

Avoid the large swinging wrecking balls and then avoid the pirahna statue blast
projectiles they shoot. The second huge wrecking ball you'll have to jump over
as it practically drags the ground. Enter the pipe beyond.

Room #2

Avoid the only statue's blast and get the power-up at the top of the stairway.

Room #3

Ride one of the lava platforms and duck under the overhang. Continue and you'll
have to do a combination of ducking and jumping to avoid being shoved into the

Room #4

The first floor tile in front of the statue triggers a pounding glove. Jump
completely over it to avoid the trap. The middle tile of the three following
tiles also triggers a glove-pounding trap, so avoid that, too. Once you're 
past the glove traps, use the skeleton heads to make it across the lava. Beware
since they shatter a moment after you step on them.

Room #5

Go up the stairway and take the power-up, exiting right.

Room #6

The skeleton platforms here fall into the lava, so avoid them like you have
been doing. Since there are ceiling spikes, be sure to do low-flying jumps.

Room #7

There are some rotating mashers that fall from the ceiling, but they're awful
slow and you can avoid them easy. Onward!

Room #8

A sphere with a mustache and evil eyes (Wario Head?) is here. Jump on it twice
to be able to exit.

Room #9

There are two Wario Heads ramming around this room, so approach carefully and
dispose of them in the same way.

Room #10

Two more Wario Heads. Easy.

Room #11

A power-up for Mario here.

Room #12

Wario will fight you here. He can shake the ground and make the chandeliers
fall on you. Jump to avoid being paralyzed for the moment and jump on his head
three times. He will flee and you can get the Carrot that's in an upper nook

Room #13

Wario will have bunny ears here and will float around the room before dropping
in the middle, which can knock more chandeliers down. If you jump on top of the
Mario statue, you can machine-gun off three quick jumps and end this section
pretty quick. When he flees, get the Mushroom power-up if you need it and get
a move on to the next room.

Room #14

He'll have fire power here, but it's as simple as him shooting a fireball and
then running around for awhile. Jump him three times to reduce him to a sobbing
wuss, who then flees. Mario's castle is restored to its former glory and the
credits play. Sorry, Mario, but your Princess is in another castle. =p

05.                    S E C R E T S   ' N '   J U N K                     SCRT


When on the pipe select screen after loading the game, press the Select button
and you can play through the levels on a horribly lesser difficulty.


On the title screen, press Up and Select to play through a demo of the first
level in the game.

06.           F R E Q U E N T L Y   A S K E D   Q U E S T I O N S          FAQZ

[Q] - Can I ever play that first level in a normal game?
[A] - Nope.

[Q] - Does it matter which order I play through in?
[A] - Negative.

07.                              U P D A T E S                             UPDT

10-09-06                   +Added to GameFAQs
                           +Walkthrough complete
                           +Monster lists sorta...complete...

11-27-06                   +Clarified iffy wording. Thanks to Jakubowski for
                            correcting me.

08.                               T H A N K S                              THKS

Nintendo - This was one of my favorite Mario Games years back, and it's still
           pretty fun compared to today's games. Pure, unadulterated Marioness:

Jakubowski - Pointing our my error in Turtle Zone's Sub Exterior level

LIGHTS OUT!                      Guide (c) Shotgunnova, 1997-2006 and countin'!
                                          Mario namesake and games (c) Nintendo
                                                  E N D   O F   D O C U M E N T

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Shotgunnova is a long-time GameFAQer, author, and ASCII mapper.