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FAQ/Walkthrough by Planet GameCube
Version: 3.9 | Updated: 09/08/02
Super Mario Sunshine FAQ/Walkthrough (JPN Version) Version 3.9 (Last updated 9/8/2002) By Planet GameCube Staff (or just "PGC") Send feedback to firstname.lastname@example.org This entire document is copyright 2002 by Planet GameCube (http://www.planetgamecube.com) It is authorized to be posted ONLY at PlanetGameCube.com and at GameFAQs.com. It may not be reproduced in whole or in part without the express written consent of Planet GameCube. Super Mario Sunshine and all related characters and elements are copyrighted to Nintendo. TABLE OF CONTENTS: Version History Introduction Controls and Moves Story Title Translations Dolphic Town (Hub) Walkthrough Level-by-Level Walkthrough Blue Coin Guide Secrets Contact Info Credits VERSION HISTORY: 3.9 (9/8/2002) Added the long-awaited Blue Coin Guide for Monte Village (and Corona Mountain too). So you can stop emailing me about it already! ;-) Let’s all thank Daniel Bloodworth for his amazing work on the Blue Coin Guide. Also fixed the spelling of Noki Bay, added a note about the US name of Dolphic Town (Delfino Plaza, yuck), and further clarified the nozzle unlocking stuff, which we basically still don’t understand. I’m hoping that the next update will be the final one. 3.8 (8/31/2002) Tons of small additions and revisions this time. Fixed the method for unlocking Yoshi and the other nozzles, added US names of Mare Bay and Monte Village, added a new Pachinko strategy, added info about saving after the final boss, reworded some Secrets info, added new info about Sliding, and fixed various formatting issues. 3.7 (8/29/2002) Added Blue Coin Guide for Mare Bay, along with some correcting some formatting stuff that had been causing problems for our GameFAQs readers. Due to an overwhelming number of emails about it, I also added an explanation of how to unlock Yoshi and the other two nozzles in three separate, easy-to-find locations. So please stop asking me about it. :-) Also added a note about Mamma Beach’s new US name (Gelato Beach) in a few appropriate locations. By the way, this guide is NOT authorized to be posted on CheatCC.com, so if you’re a fan of that site, you might want to tell them what a great idea it would be to quit stealing our content. 3.5 (8/22/2002) Added Blue Coin Guide for Sirena Beach, plus translated Story Titles! Also made another (final?) clarification to one of the Secrets. Currently investigating a third secret to possibly include in that section. 3.3 (8/15/2002) Added Blue Coin Guide for Pinna Park. 3.2 (8/14/2002) Clarified the sunglasses requirements, fixed some formatting problems, and added two more levels to the Blue Coin Guide. 3.0 (8/5/2002) Added first two sections of Daniel's Blue Coin Guide, deleted the pointless Conclusion, tweaked one of the Secrets, and made a few other minor edits. 2.6 (8/1/2002) Added strategy for the 100 Coins Shine in Monte Village. 2.5 (7/31/2002) Made numerous corrections to Controls and Moves, added three Shines to Dolphic Town Guide, and added several alternate methods to the Level-by-Level Walkthrough. 2.0 (7/30/2002) Added Dolphic Town (Hub) Walkthrough 1.2 (7/30/2002) Added info on Yoshi's juice colors and a tip for getting 100 coins in Bianco Hills. 1.1 (7/30/2002) Corrected a few typos and added the Back Flip to Controls and Moves. 1.0 (7/29/2002) First posting; basic walkthrough and controls and moves complete. INTRODUCTION: This FAQ/Walkthrough is for the Japanese version of Nintendo's latest masterpiece, Super Mario Sunshine. Our basic goal here is to provide a comprehensive guide to the game for when you get stuck. We don't recommend you print this guide out and use it constantly while you play...a very large part of enjoying this game is discovering things and figuring out puzzles on your own. Also keep in mind that Super Mario Sunshine (SMS) is very much a skill-based game, and although we can tell you how to accomplish something in general, it's up to you to actually be able to execute the task. Your best bet is to spend some time mastering the controls and all of Mario's new (and old) moves; otherwise you'll get nowhere in this game. CONTROLS AND MOVES: *Note: Things like Yoshi and the two extra pump nozzles will open up automatically as you progress through the game. We are actually not sure exactly what triggers the nozzles in Dolphic Town...it seems to be multiple factors. Just keep getting Shines, especially in the earlier levels, and they will eventually open up. Yoshi will become available after you beat Story Four of Pinna Park. Once you have the required Shine(s), a cut-scene will automatically take place when you return to town. Water Mario will take off with whatever item you’re about to unlock, and you just have to chase and spray him as usual. Then you can save and the item he was carrying will be permanently enabled. This note will be repeated elsewhere in the guide to make sure everyone sees it. This section will cover all of Mario's moves, from the most basic jump to the crazy hidden techniques we've picked up from experimentation. Some of these moves are probably undocumented, but we can't tell which ones since the manual and in-game instructions are in Japanese. Walk/Run - Just move the control stick. The harder you press, the faster Mario goes. Note that some parts of the game are easier if you learn to tip-toe by pressing the stick very softly. Jump - Press A. The longer you hold the button, the higher Mario jumps. Double Jump - Press A just as Mario touches the ground from another jump. The Double Jump goes even higher and farther. Triple Jump - Press A just as Mario touches the ground after a Double Jump. Mario will do flips in the air this time and go even higher and farther than before. If you try to do a fourth jump after a Triple Jump, it will just reset back to the normal jump. In other words, there is no Quadruple Jump. Spin Jump - Quickly spin the control stick in a full circle (either direction) and press A. The Spin Jump is approximately as high as a Triple Jump, but it comes down much more slowly and doesn't require a running start. The downside is that Mario is fairly hard to control during a Spin Jump, so you may not always lift off in the direction you wanted to. A couple of Spin Jumps can clean sludge off Mario if he's gotten messy. U-Turn Jump - Press the control stick in one direction, then quickly press it to the opposite direction and press A. The U-Turn Jump has about the same height as the Spin Jump, although Mario will descend normally. Because it can be done in a small space and is highly controlled, much moreso than the Spin Jump, the U-Turn Jump is one of the most useful moves in the game. You should master it early on if you plan to ever reach the more advanced areas of Mario's new world. Wall Jump - Jump towards a wall until Mario starts sliding down it, then press A. The Wall Jump is usually required several times in a row, so practice getting your rhythm and you can get to all kinds of places very quickly with it. Note that Mario will always Wall Jump in the opposite direction of the wall he jumped from...unless you add some hover, it's practically impossible to wall jump between two perpendicular walls. Butt Stomp - Press L until it clicks while in the air. The Butt Stomp can be used as an attack or to break crates, activate switches, etc. If you Butt Stomp for several seconds (usually after a Super Jump), the effect color will change to orange/pink and you can break even harder materials. The Butt Stomp also activates gates within horizontal fences; after the Butt Stomp is complete, Mario will be hanging on the fence's underside. Grab - Press B while next to an object Mario can grab. If it's a large object, like a monster's tail, keep holding B and use the control stick to pull on the object; when you let off B, Mario will release. If it's a small object, like fruit or a bomb, Mario will keep holding it after only a tap. Throw - Press B while holding a small object. Throw distance depends on your momentum; throwing from a running jump will get the best distance. If you press B while standing still, Mario will set the item down gently. Map - Press Z. The map contains some info about the island You can move the cursor with the control stick and press A to click on different parts of the map for more info. Clicking on the Shine on the right side will show you a chart of how many Shines you have collected in each section of the game. Press Z again to exit the map. Hang/Sidle - Grab onto a ledge, then press A to climb up, B to let go, or left or right to sidle. If you're standing on a platform and want to grab onto its edge, walk over very slowly and Mario will automatically grab on when you fall. Sidling is useful for reaching areas with a gap too small for Mario to fit through normally. Dive - Run and then press B, or jump and press B. The dive is a very fast move that can be very useful for crossing a large distance if you're in a hurry. It can also be applied to the top of a big jump to cover a big lateral distance. Some enemies are susceptible to the Dive and some are not, so experiment a little before you try using it as an attack. Slide - Dive onto a slippery surface. The slide is a fast way to get around, but it's fairly hard to control and requires some slippery surface, such as non-hazardous sludge or shallow water. If you spray water in front of Mario, you can dive onto it and slide anywhere, anytime you want. Just keep holding up while you steer. If you have room to build up speed, this move can actually be faster than the Belly Hop, and it is arguably easier to turn with. Thanks to ml580fl for the extra info on this move. Belly Hop - Tap B rapidly while Sliding. This is one of the fastest ways for Mario to get around, and it doesn't require any special surface. Just do a Dive so that Mario is on his belly, and then keep tapping B. Now you can slide all over the place at a great speed! Best used on straight courses, since the turning radius is pretty bad. Swim - Tap A or B while in deep water. Pressing B will make Mario dive further down with each stroke; pressing A will make him swim forward and upward. Both buttons seem to offer the same forward momentum. If Mario is at the water's surface, pressing A will just make him go forward. To jump out of water, let off the control stick completely and then press A. The jump will bring Mario out of the water and also forward just a little. Note that Mario has an air meter (looks just like the life meter but is blue) that will slowly decrease while he is underwater; grabbing coins will refill the meter by one segment each. Turbo Swim - Hold R in the hover mode and tap A while on the water's surface. Combining hover with swimming will let you travel over water about twice as fast as normal swimming. You may have to let off R and then re-press it occasionally to keep it going, but the pump will automatically fill up as you go. Change Pump Mode - Tap X. You can only have two pump nozzles at a time. Mario starts with the spray nozzle and the hover nozzle. When he gets either the rocket nozzle or the propeller nozzle, it will replace hover until he picks up the hover nozzle again from a blue box or until he exits the level. Whenever you ride Yoshi or enter one of the main levels, the nozzles will be reset to spray and hover. Sub-levels, such as the obstacle courses within main levels, will allow you to retain whatever nozzles you had upon entering. Refill Water Pump - Press R while in deep water. Mario must be standing in at least waist-high water in order to refill. You can also refill by walking under a stream of water, although they are pretty rare. Water bottle powerups are even rarer, sometimes found during long boss fights in which there is no standing pool of water to replenish your supply. Spray Water - Hold R while in spray mode. The harder you press, the farther the spray will go. If you press R without the click, you can run and jump while spraying. If you press R down to the click, you can stand in one place and aim the spray in any direction via the control stick. Spin Spray - Spin the control stick in a full circle, then press R in spray mode. This is a nifty little move that can clear out large areas of sludge quickly and with little water. The timing is a bit tricky, but once the spin starts you'll have about two seconds during which you can move around and cover even more area with the spray. This move can also be done in the air, after you’ve already jumped. Spin Jump Spray - Spin the control stick in a full circle, press A, then press R in spray mode. Covers more area than the Spin Spray, but is more difficult to pull off and provides a more sporadic spray. You can also do this move while using the propeller nozzle for a very long, high jump and lots of water coverage. Back Flip - Press R until it clicks while in spray mode, then press A. The back flip sends Mario almost straight up in the air and a little backwards, with approximately the same height as a U-turn or spin jump. You cannot use it while running or switch to hover in mid-air, but you can jump and then use Back Flip in mid-air for extra height. It also creates a brief, wide spray of water that looks cool and takes out a nice chunk of sludge, especially if you Back Flip from a jump. Hover - Press R in hover mode. Even with no control stick input, the hover will carry Mario forward slowly while also increasing his altitude. Best used in conjuction with any of the jumps listed above. Regardless of your water supplies, Mario can only hover for about five seconds; the hover will become available again as soon as he touches the ground. Hover is best used to cover very large gaps, but it can add a small amount of height to a jump if used properly. Note that hover use will use up water about twice as fast as the spray mode. Hover has no effect underwater, and it cannot be used if Mario is on his back or stomach. If hover is replaced by another nozzle, you can get it back from a blue box. Super Jump - Hold R until the meter fills up in rocket mode. The harder you press the trigger, the faster the meter will fill up. This move will send Mario extremely high into the air. Learning to make slight adjustments on the way down is one of the game's most demanding and important skills. You can go even higher by timing the Super Jump so that the meter fills up at the top of a regular jump, or if you're an overachiever, a special jump like Triple or U-Turn. The rocket nozzle is found in red boxes and consumes a large amount of water for each use. Mario cannot Super Jump underwater or from the water's surface, but he can charge up the meter and jump just before it fills to effectively Super Jump out of the water. Jet - Hold R until the meter fills up in propeller mode. The harder you press the trigger, the faster the meter will fill up. This move will propel Mario forward at high speed. It can be used over either land or water, but your water supply will be used up very quickly while on land. (It refills constantly and automatically while over water.) Can be used to break open certain barriers. The propeller nozzle is found in gray boxes, and it is the only pump mode that can be used underwater; using it as such looks very cool but doesn't seem to serve any practical purpose. Keep an eye on your air meter if you're going to try it. Cable Techniques - Jump onto a cable. From there you can press up or down to move along the cable, left or right to turn to the side (you can't move until you turn back in either cable direction). Press A to jump, then repeat as Mario lands to gain even more height on the second jump. Press B to hang down on the cable, and then press in either cable direction to sidle. From the hanging position, press A to climb back onto the cable or B to let go and fall. Cable Swing - Hang onto a cable, then press R while in spray mode. Use this move briefly and repeatedly to rock back and forth on a cable until Mario starts to go completely around; then hold R to start spinning around the cable in a blur, and press B to let go and fly off over a great distance. Very fun but not particularly useful. Punch - Press B while climbing on a vertical fence. Activates gates within the fencing and also serves as an attack against enemies on the other side of the fence. Also activates the moving fence walls in Monte Village (jump off quickly after the wall stops moving, as it will fall!). Kick - Press A while hanging from a horizontal fence. Activates gates within the fencing and also serves as an attack against enemies on top of the fence. Dismount Fence - Press A to jump off or B to just drop. Both can be useful depending on the situation and fence structure. First-Person View: Press Y. Mario cannot move while in this view, but he will continue moving if he already had momentum before you pressed Y. While in First-Person View, the control stick will move the view around in 360 degrees and to a limited vertical range. The only moves Mario can use while in this view are the water pack functions with R. First-Person View is mainly useful for surveying an area and also for precision aiming with the spray nozzle. Press Y or B to return to normal third-person view. Pause - Press Start. From this menu you can Resume, Save, or Exit (if you're inside one of the main levels). You can return to the game by selecting Resume with A, by canceling with B, or by simply pressing Start again. Camera Controls - Move the C-stick while in normal third-person view. Pressing left or right will swivel the camera around Mario in 360 degrees unless there is some obstruction. Pressing down will zoom out and also raise the camera above Mario. Pressing up will zoom in on Mario and bring the camera down to his level. If you are hanging from a horizontal fence, pressing down will zoom out and down, while pressing up will zoom in and up. The camera requires almost constant manipulation in Super Mario Sunshine, so you'd better master its controls early on. Often you'll need to swivel, zoom, or both, right in the midst of a jump or a battle. If you let off the C-stick, the camera will slowly swivel around until it is behind Mario. Re-Center Camera - Click the L trigger while Mario is on the ground. Very useful if the camera ever gets stuck, or if you want to re-center quickly without moving your right thumb to the C-stick. YOSHI CONTROLS: Moving and manipulating the camera are the same while riding Yoshi, except that Yoshi has better traction than Mario and can turn more quickly. Remember that your pump nozzles will be reset to spray and hover whenever you ride Yoshi. Tongue - Press B. Yoshi's tongue can be used to eat enemies or fruit. It homes in somewhat as long as you're facing in more or less the right direction. To eat fruit right off a tree, jump up before using the tongue. Eating enemies doesn't serve any special purpose, although Yoshi can eat some enemies that are otherwise invincible, and eating is an especially quick way to get items from birds. Using the tongue is also the only way to get items from butterflies. Eating enemies will not refill Yoshi's juice meter, but fruit will. You can use the tongue and spray juice at the same time. Jumping - Same as with Mario, except Yoshi cannot perform the U-Turn jump (you'll have to use the Spin Jump in tight spaces) and the Triple Jump does not flip. Holding A during any jump with Yoshi will make him struggle through the air for a little extra height and distance. Yoshi can also perform the Butt Stomp just like normal. Spray Juice - Press R. This move works exactly like Mario's spray nozzle, except that it will consume Yoshi's juice meter very slowly. Yoshi's juice spray will dissolve the squiggly yellow stuff that blocks certain pipes and other entrances, and it will turn enemies into hovering platforms for several seconds. The platforms behave differently depending on what color Yoshi is; see below for more details on that. Yoshi can also use the Spin Spray, Spin Jump Spray, and Back Flip Spray just like Mario, although he won’t actually flip during the Back Flip. You can use the tongue and spray juice at the same time. Dismount - Press X. This move will shoot Mario off Yoshi, so it can be used at the top of jumps for a little extra boost. Yoshi will stick around until his juice meter runs out, so you can hop right back on after dismounting. Be careful around any body of water, because Yoshi will dissolve in any non-shallow water. He also dissolves when his juice meter runs out. You can always refill the juice meter by eating fruit. Note that the juice meter depletes constantly, not just when you are spraying juice. The fruit Yoshi eats determines his color. Yellow and Orange Yoshi juice turns enemies into stationary platforms. Pink juice makes platforms that slowly rise straight up...WAY UP. Purple juice makes platforms that move horizontally in the direction the enemy was last facing. No, you can't have a green Yoshi, although he does turn green for a few seconds right before dissolving of hunger. STORY TITLE TRANSLATIONS: A reader named Toby Normoyle managed to translate all the story names, so if you think this info might help you get a Shine without cheating with the walkthrough, or if you’re just interested, here they are! Bianco Hills 1. Open the way to the Giant Windmill! 2. Defeat the Boss Pakkun! (The big piranha plant.) 3. The Secret in the Cave Atop the Cliff 4. The Red Coins in Bianco Village 5. Boss Pakkun's Counterattack (Big piranha plant again.) 6. The Secret of the Polluted Lake 7. Chase Fake Mario! 8. The Red Coins of the Lake Ricco Harbor 1. The Boss Gessouh in the Containers (The big squid.) 2. GO! GO! Squid Surfing 3. The Shine in the Giant Cage 4. The Secret of Ricco Tower 5. The Resurrection of Boss Gessouh (Big squid again.) 6. The Aquatic Red Coins 7. Fake Mario Again 8. Yoshi's Great Fruit Operation (“Operation” is used in the military sense.) Mamma Beach (Oddly enough, the Japanese is “Ma-n-ma Beach”.) *Note: This level is called Gelato Beach in the US version of Super Mario Sunshine. 1. The Mysterious Leaf Bud and the Castle of Sand 2. Stomp on the Wobbly Mirrors!! 3. Running Out of Control!! Boss Hana-tyan 4. The Birth of the Great Sand Bird 5. Monteman Race! To the Top of the Hill! 6. The Red Coins in the Sea of Coral 7. I've Found You! Fake Mario! 8. Watermelon Festival: Monster Watermelon Contest! Pinna Park 1. The Entrance of Mecca Koopa 2. The Secret in the Cannon 3. The Red Coins on the Pirate Ships 4. Save the Withered Sunflowers! 5. Stop the Runaway Ferris Wheel! 6. The Secret of the Yoshi-Go-Round 7. The Park's Fake Mario 8. Popping Balloons on the Roller Coaster Sirena Beach 1. The Attack of the Mysterious Creature, Manta! 2. The Secret of the Hotel Lobby 3. The Labyrinth Hotel Delfino 4. The Secret of Casino Delfino 5. The Boss Teresa in the Basement of the Casino (Boos and Big Boos are “teresas” in Japan.) 6. Clean Up Sirena Beach! 7. The Exquisite Imitation! Fake Mario! 8. The Red Coins in the Hotel Mare Bay *Note: This level is called Noki Bay in the US version of Super Mario Sunshine. 1. Aim for the Cork Plugging the Waterfall! 2. The Boss of the Mechanical Ruins 3. The Red Coins in the Bottle 4. Brushing the Teeth of the Enormous Eel 5. Monteman Race! Swim! 6. The Secret in the Shell 7. Hold it!! Fake Mario! 8. The Coinfish and the Red Coins Monte Village *Note: This level is called Pianta Village in the US version of Super Mario Sunshine. 1. Do something! The Three Kyankyans (This word is the Japanese sound for yip or yelp. Onomatopoeia is often used for enemy names in Japanese games.) 2. Monteman Race! Climb! 3. Among the Flames, Where is the Mayor? 4. Take my Dog to the Bath! 5. The Secret Beneath the Village 6. Rescue the 10 Montes! 7. There's No Escape For You! Fake Mario! 8. Red Coins and the Floating Dandelion Fluff DOLPHIC TOWN (HUB) WALKTHROUGH: *Note: Dolphic Town is called Delfino Plaza in the US version of Super Mario Sunshine. *Note: Things like Yoshi and the two extra pump nozzles will open up automatically as you progress through the game. We are actually not sure exactly what triggers the nozzles in Dolphic Town...it seems to be multiple factors. Just keep getting Shines, especially in the earlier levels, and they will eventually open up. Yoshi will become available after you beat Story Four of Pinna Park. Once you have the required Shine(s), a cut-scene will automatically take place when you return to town. Water Mario will take off with whatever item you’re about to unlock, and you just have to chase and spray him as usual. Then you can save and the item he was carrying will be permanently enabled. This note will be repeated elsewhere in the guide to make sure everyone sees it. The main town is easily the largest, most complex area in Super Mario Sunshine. Counting the ones you get for redeeming Blue Coins, there are a total of forty Shines in Dolphic Town. Many of them won’t become available until you unlock certain items in the city, so I’ll classify each Shine according to what you need to get it. With Nothing (Available from the very beginning.) Spray the sand on the far side of the beach until you start hitting something. Keep spraying there until you wash off a Shine symbol. This one may not be available until after you’ve made the Lighthouse appear, but you still won’t need any special nozzles unlocked. Offshore from the beach is a set of pillars rising out of the water. Use high jumps and your hover to climb each one, until you get the last pillar, which has a green warp pipe. Enter to find a pretty easy obstacle course; it’s just a giant slide and you have to get to the end. Jump as little as possible, and if you do jump, be prepared to steer quite a bit so you can land back on the track. There’s a Shine at the end. Go into the open door of a building to the left of the Shine Gate. The man there will ask if you want to compete in his contest to break all the crates in a certain time limit. When you do, he’ll give you a Shine. Go back into the crate building and talk to him again. This time you’ll have to be faster, but once you win you’ll get a second Shine from the guy. Jump on the boat that goes in and out of the center of the city. Get up on the boat’s roof/awning, and when it passes beneath the arch on the edge of town, do a high jump into the opening above. (There’s a coin in the opening to help you time the jump.) You’ll be warped to a giant Pachinko machine, which is a very popular gambling game in Japan. It’s a red coin hunt: three are in the launch chute, the over five are in the slots. If you fall down even once, you’re dead. Getting all the coins is one of the most frustrating Shine objectives in the game, but there are a few tips that might help. First, try both launching up the chute with the springboard and also using Wall Jumps to get up to the top. Both are good for getting certain coins. Second, notice that if you bounce up and don’t touch the controls at all, Mario will land on a nail right above the center slot. From here it’s fairly easy (although nerve-racking) to jump down to either the bottom-left or bottom-right slots. Use your hover skills and a lot of patience to get the other coins. Reader Chris Lucas suggests this alternate strategy: “I discovered that, if you're standing in the center area where the Shine will appear, it is possible to wall jump [between the back of the machine and the transparent front] up and out of it. Once you're out of it, you can direct where you wall jump to little by little and eventually get to one of the slots you haven't gotten yet. However, if you touch, basically, anything while doing this, you will immediately stop wall jumping and fall to your doom. ‘Anything’ includes the sides of the Pachinko machine, a nail, the side/bottom/top/inside of any slot, etc. Also, I had an odd thing happen to me while doing this. When going for the upper left slot, it would keep pushing me back. I think Nintendo originally placed some kind of failsafe to stop people from doing this, but I only encountered it in that one spot. I then found it was possible to go down and around to the other side in order to get that particular red coin. I hope this helps others and saves them the frustration of attempting to complete this difficult task.” When the Shine appears in the center slot, do a hands-free spring onto one of the nails, then jump over the slot opening and Butt Stomp to get down there. The stomp ensures that you won’t hit one of the slopes and somehow get thrown out...yes, this happened to me once and I almost punched my TV. Despite it being available from the start, you probably don’t want to attempt the Pachinko game until you’ve become very proficient with hover and Wall Jumps. Swim out to the island with a clogged-up pipe and shoot down the yellow bird for a Shine. It will appear over on those big pillars in the water; rocket jump is the easiest way up there, but if you’re really good with Spin Jumps and the like, you may be able to grab the Shine without any special nozzle. Look on the left side of town for a man on top of a building. Get up there and talk to him...he’ll throw you in whatever direction you were facing. Now position yourself so that he throws you through the window of the tall nearby building, the one that the boat passes underneath. There’s a Shine waiting inside. With Rocket Nozzle Shoot up to the top of the Lighthouse. See that weird looking pad under your feet? You need to break it. Do another rocket jump straight up, and start a huge Butt Stomp at the top of your jump. You’ll come crashing down extra-hard and the pad will break to release a Shine. Rocket up one more time to collect it. Find a good flat place to aim from near the cave at the back of Dolphic Town. Now look up and spray water at the big Shine statue until it is totally clean. Then move to the side of the Shine Gate next to that lady and her basket, jump and rocket up to the top of the gate, then rocket again in the middle to claim your Shine. Rocket up to one of the bell towers and spray the giant bell off until it’s totally clean (it takes a while) to make a Shine appear. There are two such towers, with a Shine at each one. For the tower on your left as you come into town, jump down into the sewer and pop up under the tower to collect the Shine. For the right bell tower, just rocket up on top and then again into the air to get the second Shine. Swim past the big red cannon on the left side of town, keeping along the wall until you see palm trees growing out of the cliff above. Charge up the rocket nozzle, then jump out of the water right before it discharges to land on one of the trees. Make it over to the pipe warp and enter. This red coin hunt is actually fairly easy as long as you don’t run out of water. Just zoom the camera all the way out and you can see through the tall grass easily. Kill every enemy, shoot down the red bird, and find the one underground cave to get all eight red coins. The Shine will appear on top of one of the brown structures. With Propeller Nozzle Break through the shutter door of a building on the way to the Ricco Harbor entrance (and the Blue Coin shop). A Shine is just waiting in there for you to claim. Break through the shutter door to the right of the Shine Gate. Two townspeople are “guarding” the door, so you have to line up really well in order to break through. The resulting obstacle course is pretty easy, just learn to jump right at the end of each platform and you’ll be fine. A Shine waits at the end. Late in the game, when a new boat appears to take you back to the Airport, talk to the man next to it for a ride. Hit the red switch at the Airport and use the propeller to collect eight red coins within the time limit. If you’ve been practicing with the propeller, it shouldn’t be too hard. You’ll get a Shine for your efforts, of course. 100 Coins - Run around town and pick up some of the easier coins if you feel like it (you won't really need them, but it'll keep you from having to find all the hard ones later). Now go back to the Airport once again and use the propeller to cruise all over the place, collecting coins. There are about 150 out there, so you shouldn't have any problem finding enough. Your coin total from Dolphic Town carries over to the Airport, and consequently, the 100 Coins Shine you get at the Airport will count for Dolphic Town. With Yoshi Are you ready for a challenge? Go down into the isolated sewer opening between the Ricco Harbor and Pinna Park entrances. Follow the passage out to the island with a lady and a basket. Eat some fruit off the tree if Yoshi is getting low on juice. When the boat comes around (NOT the one that goes into town...the one that goes to the tower out in the water), carefully jump on the roof and ride it out to the tower. Then carefully jump up onto the tower and wait for the other boat. Eat the banana if Yoshi’s hungry; it’ll regenerate after a few seconds. Now carefully jump onto the second boat and ride it out towards the far island. Here you can spray the yellow crap from the boat if you’re nervous about the final jump to the island. Now suck up your gut and make sure you have plenty of lives for one of the toughest sub-levels in the game. Go down the pipe to find a wavy river filled with red coins. Hop on the lily pad and prepare to steer it with your water spray. If you touch the water, you die. Do your best to get as many red coins as possible, and when you see one floating high above the water, switch to hover, do a high jump into the coin, then hover over to the side of the river. The wall is narrow but safe to walk on. Carefully walk back to the starting point for a fresh lily pad, and try to get the coins you missed. An alternate method is to hover low from one side to the other, picking up coins along the way, but you’ll need to be an expert at hovering to pull this off. When you finally get all the coins (one is above the platform at the end), grab the Shine and be thankful it’s over. Note: if you enter the pipe at the end at any time, you’ll be dumped back in Dolphic Town and will have to start the whole process over again. Not recommended. Other Things to Do: Walk around the middle section of the town’s beach. See that red circle flickering in the sand? Do a butt stomp there to find a hidden sewer room with eight gold coins and a 1-up mushroom. Swim deep in the little harbor towards the back-left corner of town to find a 1-up hidden in the wall at the bottom of the sea. See our Blue Coin Guide section on how to get all twenty coins in Dolphic Town. LEVEL-BY-LEVEL WALKTHROUGH: *Note: Stories are called “Episodes” in the US version of Super Mario Sunshine. *Note: Things like Yoshi and the two extra pump nozzles will open up automatically as you progress through the game. We are actually not sure exactly what triggers the nozzles in Dolphic Town...it seems to be multiple factors. Just keep getting Shines, especially in the earlier levels, and they will eventually open up. Yoshi will become available after you beat Story Four of Pinna Park. Once you have the required Shine(s), a cut-scene will automatically take place when you return to town. Water Mario will take off with whatever item you’re about to unlock, and you just have to chase and spray him as usual. Then you can save and the item he was carrying will be permanently enabled. This note will be repeated elsewhere in the guide to make sure everyone sees it. Level 1, Bianco Hills When you first arrive at the island, you'll have to pick up your water pack and take out your first piranha plant. After this, you'll see an interesting cinema where Mario is tried and sentenced for defacing the island. At this point the game actually begins. The first thing you must do is take out a plant in the front center of town which will raise a statue. After this, a being of water that looks a lot like Mario grabs the princess. Don't worry, this isn't another "rescue the princess game". You're going to get her back in just a second. Look around to the left and right until you locate the Water Mario with the princess. Chase him down and spray him with your water cannon. Continue this until he drops the princess (takes a few laps). At this point the Water Mario will make a portal in the newly raised statue in the front center of town. Go spray it down and use the A button to follow him into the first world of Super Mario Sunshine. Story #1 - Notice that the cut scene shows you an area covered in paint. You'll have to find your way over the wall that bisects the area. There are a number of ways to do this, but the easiest is to climb the water wheel at the end of town. Once on the other side, do battle with the plant as you've done previously for a shine. Story #2 - Your second quest will require you to take the newly formed ramp to get to a giant windmill with a piranha plant on top. Use your jet pack to hover your way around and around the tower until you reach the top. Ride the windmill blades to the top and get ready to do battle. This plant won't die quite as easy as the previous ones. To beat the boss, you must run around following the plants mouth. When he opens it, fill him up with water and watch him topple over. Now it's time to smash his stomach by jumping and hitting the L button. Rinse and repeat three times for the kill. If you let him cough up a lot of baby plants and paint, you're going to have a really hard time beating him. Story #3 - Make your way to the cave shown in the opening cut-scene to find your first obstacle course. This isn't really very difficult. Just make sure you rotate the camera to the side for the giant cubes at the end (this will make it much easier to stand in between them). Story #4 - Time to find some red coins. The area shown in the cut-scene has eight red coins. Find them all to unlock a Shine. Note that all eight coins are in the general area shown in the cut-scene. You won't have to go scouring the entire level. To help find the coins, keep an eye out for circular shadows on the ground. Red Coins are (apparently) special and always cast a shadow directly below them regardless of where the Sun is. Also use the first person look to help spot some of the more obscure coins. Story #5 - This one can be a little tricky to get started. First of all, you need to get over to the sleeping Piranha Plant shown in the cut-scene. To do this, either grab a rocket pack and blast your way up (you'll need this to get the blue coin), or you can find the building with two towers that has a power line attached to the cliffs. You can only scale one side of this building (using your water pack and spin jump), but it can be done. Follow the wire to the plant. Once you're there, notice that those little annoying blow fish keep getting stuck on your nozzle. Use these guys as a weapon and attack the plant. He'll start flying around on bat wings!. Just beautiful. You can either use the blow fish or water to take him to the ground. Once you do that, you fight him like the other plants, but he'll take off again between rounds. You'll have to chase him all over the level. Story#6 - Make your way to the back of the giant windmill building and then make a flying leap to reach the logs in front of a second cave. Once inside, you'll have to navigate another obstacle course. Just take your time and when the block you're on tries to flip jump to a different colored block. For the rotating cube, you can actually stay on by simply walking from one side to another as it turns. You'll need to wall jump to get on and off of the first cube. The end is just like the beginning. Just make sure you switch between red and blue blocks as they flip. Story #7 - Chase the Water Mario around and spray him with ... water. You can spray and run at the same time if you don't click the R button. Use this to your advantage. This shouldn't take very long to beat. Once the imposter is on the ground, approach him for a Shine. Story #8 - Another red coin hunt. Just traverse the series of wires to get most of the coins. The tricky part is getting the last few coins. You can either to a spinning jump from one wire to the next (hang on with your hands and spray water to start spinning around), or you can jump and hover from the top of the windmill (that's what I did). There are also a few coins right above the water, so don't miss those. Most are on the high wires though and you can reach them by simply walking the wires and jumping up in the air. 100 Coins - Collect 100 coins. This can be rather difficult, but also a lot of fun because you'll have to explore every inch of the level to come up with 100 coins. The story number you choose can help a lot though. I found the 100 coins using the eight and final story. It may not be the best one, but it worked for me. You'll definitely have to kill enemies to find a lot of the coins. Check the tree tops. Check all the high wires. Check underwater for blue coins as you make your way around the lake getting the gold coins on top. There are coins everywhere, but you usually have to hunt for them. Spray water at the small gear to shake some coins from the bells for example. Spray water at EVERYTHING. Lots of little things spit out a coin or two when you spray them with water. One useful trick to pick up some extra coins involves the little yellow guys that pop out of red flower circles(not Pokey, the short dudes). Spray them all the way into a wall and they'll spit out three coins instead of the one you get for just jumping on them. When you get the 100 coins, look for the Shine on top of a windmill pole in the very center of town (use first person look to spot the Shine if you can't find it). Secret 1 - After clearing 1-3, go back to the cave and jump on the red button. This will initiate a red coin challenge. You'll have one minute to make your way through the course finding all the red coins. One coin is on the first series of blocks. Four of them are at the corners of the rising/moving squares. Three of them are on the rotating stars next to the cube area. Use your water pack to hover. Once you get all eight, move to the end to get that extra Shine. Secret 2 - After clearing 1-6, select the 1-6 story again and make your way to the cave again. Do NOT pick up the propeller attachment. You'll want your jet pack attachment. When you get inside, you'll have to pound the red button to start the red coin challenge. This time you have a minute and a half. You should find three coins before you get onto the giant block that goes upwards to the second half of the level. You'll get two coins and an extra life while riding up to the second half (stay under the shadows to make things easier). The last three coins are in the flipping red/blue block section. One is at the right corner (towards the front of the level), one's at the back left corner and one is in the very middle. If you get both extra lives before you get here (not too difficult) you'll be gaining lives, which will make this much easier. Level 2, Ricco Harbor Once the piranha plant takes over the dock (you'll see a cut-scene), then you can attack it to open the portal to level 2. You should also note that this little hut you uncovered will also trade one Shine for every ten blue coins you bring in. One of the prime places to find blue coins is by spraying down the little "M"s that are all over each level. The coins are hidden in many other places as well. Story #1 - Work your way to the top of the town using the cranes. When you get to the boxes (nice looking eh?) hold the B button to grab the tentacle and pull like crazy. Now you get to fight a big squid. To beat the squid, spray water at it and step on its tentacles after they try to attack you. Once you've flattened one, grab it as you did before and pull. Repeat until it has no more. Then go pull the cork out of its mouth. Repeat the tentacle/cork thing again and you'll beat it. Story #2 - Find the wooden platform shown in the opening cinema and ride one of the three creatures into the oil tunnel (just follow the coins). When you get inside you'll have to complete a race for a Shine. Remember that you can jump by pressing A while racing. Story #3 - You need to get to the very top of that yellow structure and jump in for you Shine. The easiest way to get up there is by find a certain boat that is far away from the island directly under the blue catwalks and near a fence. You can jump off the boat’s smokestack (do a U-turn or spin jump) and then hover over to the fence. Punch through to the other side of the fence and jump and hover onto the blue catwalk. Take a left and jump/hover around the obstruction that is in your way. Jump/hover to the next level. From here just follow the catwalks and use the trampolines to climb higher and higher until you can jump into the giant yellow thing. Story #4 - Work your way towards the tower that the cut-scene showed you. Find a manhole cover and ground pound it. Walk down the underground passageway and take the first junction to the side to get on top of a large building (if by some chance there are boxes on top of the exit cover, you'll have to go up using the cranes as you did for the first Shine). Once here, do a spin jump or back flip and hover to get on the platform with the blue coin. Now you're just one more jump away from the top of the tower. Before you go inside, get the blue coin hovering on top of the tower (but you'll need a rocket jump to get it). Inside you'll find yet another one of those rather difficult platforming levels. At least the background is really cool in this one. Also, look at the grain on the wooden blocks; it all four sides properly match the grain on the end of the block. Now... make your way across the first platforms carefully. There are a few ways to stay on the rotating blocks. Personally, I like to just walk from one face to the next as it turns. If you try to jump in a certain direction you often miscalculate and end up in the bottomless pit. When you reach the middle, wall jump to the one up (or spin jump). The rotating gear pieces are fairly easy if you jump from the teeth (high parts). After you navigate them, you'll have to deal with the hard part. The best advice I can give for this is to adjust the camera to find an angle that you like best (I like to pull it back all the way until I have a top down view). Two more bits of advice. If you're still jumping from one turning face of a single block to another to stay on... you may want to stop now. It's much easier to do this by walking. And when you get halfway through these last blocks, don't be tempted by the second extra life since you've already gotten one here. Story #5 - Another squid fight. Handle this one just like the first. To get on top of the helicopter platform, use the sewers or crane to reach the second level. Then use the awnings to get on top of the roofs so you can reach the walkway to the heli-pad. You may want to try and get the squid to attack you closer in than before so you have some room to pull on its tentacles. If you to fall off the platform, be sure to use the B button to dive under the oil or you'll die very quickly (and after you get under the water you need to swim to fresh water ASAP or you'll drown. Fun stuff. Story #6 - Yet another red coin collection spree. This time you'll have to do it from the back of one of those frog-like creatures. If you hit a wall you die, so try not to. This may require patience since it's rather difficult. Make sure you hit the red button to get started. This isn't easy, but try and follow the trail of coins. If you don't, chances are you'll never find all the red coins in two minutes or you'll smash into a wall first. Once you jump and get the sixth coin, get ready to deviate from the coin path for the last ones. Follow the coins until you see a slender walkway held up by four posts. The seventh is under there. If you follow the coins to the eighth red coin, you'll run right into a small boat. Of course, you could jump over it and get the coin, but it's much easier to go around. After you have all eight, ride back to the dock and jump onto the dock with your creature and pick up the Shine (not as easy as it sounds). Story #7 - Chase Water Mario until he climbs onto the boat and gets up on top of the blue catwalks. Now chase him around here spraying him water until he gives up a Shine. Story #8 - To get this Shine, you need Yoshi. You don't have Yoshi yet do you? Come back later... you have Yoshi now? Good. Use the fruit machines (pound the top) to get the right fruit for Yoshi. Once you've freed him from his egg, go over to the very edge of town where the fish are jumping out of the water. Spray them with Yoshi Juice to make platforms. I think you can figure out the rest. Oh, and when you get to the last platform, spray that weird orange stuff with Yoshi Juice. If you’re having trouble getting Yoshi all the way to the last platform, try spraying the yellow junk from afar. Then you can ditch Yoshi and get up to the Shine with the rocket jump. 100 Coins - Generally speaking, the best story to gain the 100 coins on is the eighth one. Each level changes a lot between stories and the eighth one usually has the most modifications (and thus the most coins). Don't forget to get the coins in the underground and on top the tower. The catwalks have some (there is a place where you can drop off the catwalks and pick up four coins and a blue). Check on top of the new boat near the start. Also watch the cranes and get the packs of coins underwater. There are a few that rest just above the water out near ropes or border of the stage as well. Use your rocket jump to get them. When you get all the coins, the Shine will be located where you fought the first squid. Secret 1 - Go back to the racing mini-game (2-2) and beat it in less than forty seconds to get a second Shine. Secret 2 - Get back to the obstacle course from 2-4. Yet another red button and more red coins are here to collect. You'll have a minute thirty this time. The first three rotating blocks have three coins. Rather than hover up to the coins, try and do spin jumps to get them quickly. Two more coins are above the 1-UP mushroom. Wall jump to the top and use your hover jets to get these quickly. One more is above the middle gear. The last three are on the crazy spinning blocks at the end. Watch the shadows and use spin jumps to get the necessary height. Shine get. Level 3, Mamma Beach *Note: This level is called Gelato Beach in the US version of Super Mario Sunshine. This is similar to unlocking the second level. Just find the area of town where the piranha plant has appeared and take it out to open the way to level 3. Story #1 - See that plant? Yeah you see it. Go hose it down to open up the entrance to another obstacle course. This one isn't very hard at all though. Just move quickly over the sand blocks to stay alive. Story #2 - Pretty mirrors eh? Well, maybe not with those creatures walking all over them. So do something about it. Work your way onto the mirrors by wall jumping and using your hover pack, or you can climb up the trails to get to them. Either way, once you're up there you'll have to spray the creatures until they are losing their balance. Then you jump up high and ground pound the other end of the mirror to send them flying. Repeat for each mirror then go get your Shine. Story #3 - If you hadn't noticed, in the previous quest you freed a giant caterpillar. To destroy it, water the tiny saplings scattered around to make giant sand mounds that can flip the beast over. Then pound the segment of its body marked by an arrow. Simple. Story #4 - Get on the hillside by watering the staircase plant. Now find the trail of coins that leads down the hill right onto the bouncy cloth roof next to the central building featured in the cut-scene. Bounce your way inside the hole to enter the golden bird stage. You can try to get a bunch of blue coins in this stage once you're comfortable, but you may want to start out with the reds only. To get them, travel around the bird and get seven coins. Now you simply have to ride the bird to the top of the pillar for the eighth coin and the subsequent Shine. Make sure you're ready to switch sides when the bird flips. You've done this before so this shouldn't be too difficult. Story #5 - If you haven't figured out the fastest way to travel on land (and it isn't running) you'll be first to learn for this race. It actually is possible to win (just barely) by running and timing your jumps perfectly, but there is a much easier way. Whenever you encounter a straightaway, try hitting the B button repeatedly to dive. Since you can dive from the diving position, you can keep up that level of speed indefinitely. Just be sure to jump with the A button when you're ready to stop. Try and triple jump up the very first cliff. You'll need to wall jump up the area where there used to be a plant staircase. When you reach the top area, you should be ahead of your opponent. If not, you'll probably lose because when you try the diving trick I just mentioned, you'll run into him and be slowed down quite a bit. Once you reach the winner pole ahead of him, wait for him to come and give you your Shine. Story #6 - Go to the reef pictured in the cut-scene and search for red coins. Six are hidden among the rocks and fixed sea life. The other two are swimming around with schools of fish. Sometimes the fish swim through rocks, so when you find a school, watch it carefully to make sure it doesn't have a red coin before moving on. Story #7 - Another Water Mario chase. These are getting harder every time, but they were never very hard to begin with. Just follow the same pattern as Water Mario and spray him down until he ups his Shine. Story #8 - You have to the giant melon/balloon over to the fruit stand (there is a Shine in a jar there). It's at the top of the hill (where the race ended). You'll have to avoid enemies and such, which can be difficult. Try to knock out the round enemies as you approach them with a melon. If they attack the melon there is a very slim chance that it will survive. You could also run around the beach killing the enemies by making the sand sculptures explode up beneath them. The timing is tricky, of course, but it will save you a lot of headaches when you try to roll down the melon. When you get the melon to the bridge from the beach, go VERY slowly and don't make any sudden pushes. The Shine will pop out of the roof once you get the melon all the way to the end of the bridge. 100 Coins - Choose Story 8. First thing to do is find a melon and run it into a wall repeatedly. You get one coin each time you do this (it'll stop giving up coins after ten) Now take this melon over to the fruit stand as you did in 3-8 to get ten more coins. Repeat until the stand won't take any more melons. Now run across the beach and kill each of the round monsters once (they give you one coin each but only the first time you kill them). By doing this and getting the coins off the tree tops (use the rocket pack) you'll have almost enough. One of the huts among the mirrors has a ton of coins above it (of course, you'll have to avoid bees). Now head for the high wires and launch/hover to get the remaining coins (if you need any more). The Shine will be on the beach when you're done. Secret 1 - Choose Story number 1 and head back to the obstacle course. Just as before, advance until you find the red button (grab the extra by pounding a nail in before you start the challenge). Once you're ready, get going. This really isn't very difficult. Once you learn the layout of the coins, you'll have plenty of time. Secret 2 - Find the plant that creates a staircase into the ground when you spray it. Watch the wall at the end of the staircase... looks kinda like a Shine doesn't it? Spray that as well and go get your Shine (oh, and while we're here, you might want to know that the Yoshi Egg for this quest is available in Story 6). Level 4, Pinna Park Just walk over to the location shown in the cut-scene and watch another cut-scene play out. Afterwards, use the red cannon to reach the new level. Story #1 - Once the real fight gets started... use your water to take out the Bullet Bills that are coming at you, and use your water to douse the flame thrower whenever you're approaching it. When you get the chance, launch a missile at the boss until it's dead (it takes three hits to any part of his body). Piece o’ cake. Story #2 - Run over to the Monty Mole and destroy his Bullet Bill machine. To do this, get in close and when he starts throwing bombs, douse them with water. Now you can pick them up and throw them back. Once you take him out, you can jump in his cannon which hides...nope, not a Shine. An obstacle course! Who'd have thought? Just watch the blocks so you can tell when they're about to vanish. When you get to the long straight orange blocks, you'll need to use the dive trick to get enough speed to live. Just hit the B button repeatedly to dive over and over again. Jump when you need to stop your forward movement. Shine gotten. Story #3 - Another red coin hunt. Three can be gotten on the pirate ship ride (one by the entrance, two on the ships). The rest are on the catwalks for the roller coaster (which can be accessed from the pirate ship rides). Make sure you check the tops and bottoms of the catwalk system. Story #4 - Spray the giant eggs with water. When they attack, try and get them to land in the sand--belly up. When you accomplish this, pound them with the L button from the air. Repeat for each flower. Story #5 - Work your way behind the Ferris Wheel and climb it. It's a very difficult fence climb. To make things easier take your time, and take out those enemies (punch from the opposite side of the fence). Once you dispose of the giant electric turtle, you'll have to ride the Ferris Wheel up to the top to get your Shine. Before you pick up the Shine, you might want to get a good look at the rest of the park. It'll help keep the level in perspective for the remaining Shines... and it looks really cool. Story #6 Notice anything wrong with the Carousel? If you understand Japanese, you'll probably realize the problem much more quickly. Yeah... an orange Yoshi is missing. Look around the park for a Yoshi Egg. It should be by a giant tree (under the Ferris Wheel). Take note of the fruit that Yoshi wants and start looking. The yellow pear-shaped fruit is on that big tree I just mentioned, the rest are just lying on the ground under smaller trees. Once you crack Yoshi's Egg, make sure he's orange (eat the right fruit if he isn't already), and take him to the Carousel to get... nope. Not a Shine. You get to enter another obstacle course (getting tired of these yet? I'm not!). Cross the first part by simply jumping quickly. Try not to land on the side with the messed up boards. When you make it over, pound the second nail for a 1-UP. Notice that each Yoshi Block goes through the wall of its own color and that some of the walls don't have enough room for you to fit. Choose your blocks appropriately. For the last part, ignore the stack of three weird blocks and just stick to the orange blocks. You'll see what those are for later. Story #7 - Chase Water Mario. Nothing special here, just do what you did before. Story #8 - Find the roller coaster platform and talk to the townsfolk standing there. One of them will let you ride the coaster. You'll have 3 laps and because of this a limited amount of time/missiles to use. You have to take out all twenty balloons. Good luck. 100 Coins - Select story number 2 and simply spray the incoming Bullet Bills with water for coins. The gold ones drop about ten coins instead of two. Repeat this until you have your coins. Or you can go searching around the park like mad if you want. ALTERNATE METHOD: Choose Story 6, and spray all over the beach. Spraying the sand uncovers coins, as well as some shine symbols for blue coins. Getting Yoshi here will let you eat the butterflies for more coins and an additional blue coin. Lastly, stomping on the flying bugs here give you five coins apiece...but move quickly, as they will fade fast. The middle coin lasts the longest, so run in a circle to get the outer ones first. The beach itself seems to have almost infinite coins, certainly enough to get you up to 100. Secret 1 - Choose story 2 again and get back to the obstacle course. The first six red coins are among the disappearing blocks. Once you've got them, get to the upper level for the final two coins. Secret 2 - Choose story 6 again and get back to the obstacle course. Fortunately, the red button is right next to the 1-UP so you can get it every time, no problem. Getting the red coins won't be quite as simple. First get on the moving Yoshi Blocks. Get to a blue block as quickly as possible. Ride it through to pick up a red coin. Immediately jump to the dark green/gray block to go backwards and get the other red coin. The other six are at the end of the level so hurry up get over there. Now you got to see what those weird blocks are for. They are there to...distract you! That's right, melting the ice and all will only slow you down. Instead follow the path around normally and wall jump upwards to get two more coins. Just for to go. Jump towards the brick/ice blocks to get one more coin on the top. Now if you look across you'll see three more coins. One is in the corner way up high, the other two are beneath it. I recommend going for the high one first then hovering down for the other two. Level 5, Sirena Beach Is that a Yoshi Egg? You bet your sweet ass it is! Chase down Water Mario and get that egg! If you don't know what I'm talking about, you need more Shines. When you have enough, you'll see the cut-scene I'm talking about. Once you've gotten Yoshi (and played around with him for a bit), use the awnings to bounce up to the roof tops. From here, you need to find a pipe with a big pineapple stuck in it. Have Yoshi eat the pineapple then dismount and enter the pipe to reach level 6. Story #1 - Clear out the paint in the center square. Don't worry about the rest. Now find the islander that is standing at the front of the square and talk to him. A giant ghostly stingray will approach the island now. To fight it, spray it with water. Each time you spray it, it will split into two smaller stingrays. As you continue fighting you're going to end up with hundreds of tiny stingrays. They will eventually come to you if they scatter, so don't worry about hunting them down. Instead, hold your ground and run in circles spraying water (there's actually a spinning water move you can do on the ground by spinning the stick quickly and hitting the R button (just like Link's spin attack in Zelda games). When you beat the boss, get the Shine. Get. Story #2 - Now that the Mansion is open, go inside. Mario + Mansion = ??? Yeah, that's right, Boos. Spray the orange Boos with water to turn them into platforms. Once you work your way to the third floor, jump in the glowing blue mouth of the giant Boo statue. This will take you to another obstacle course! Use the floating creatures to jump over the long gaps. When you get to the sand area, go forward. Don't take the lower path unless you need coins for some reason. When you get to the pile of blocks with Water Melon Blocks, move to the last column and pound all three blocks for a 1-UP. Now get on the gear. Use spin jumps to make sure you get up the pyramid safely, just don't fall in the hole in the middle. The Shine is just on the other side. Story #3 - Back to the mansion. Your first goal is to find Yoshi a pineapple. To accomplish this, you need to get to the left bathroom on the first floor. See the water on the ceiling? Get up there. Once you're on the second floor, work your way from room to room by spraying things with water (first the painting, then those boards on the wall). Scan the ceiling for holes or the floor for odd colored tiles to pound. When you find the pineapples, just pick one up and open a door to bring it to Yoshi. With Yoshi, go to the third floor and through the open door. Bounce into the attic and use Yoshi to eat the big Boos. The areas with coins in them usually have a weak floor tile you can pound through. Find the right one to pound into the Shine room (I'm still trying to figure out why the villagers are keeping Shine's from you when you're trying to get them back for the village. They must be evil villagers.) Story #4 - This Shine is a pain. First get inside the Mansion again (I thought this level was a bit small, but with everything taking place inside the Mansion, I can see why). Get inside and talk to the guy by the door on the left. Once inside the Casino, play the slots on the left by spraying water at them until the hit all 7's. Repeat for the other side and hope that you don't get too many Boos (it's bad with one, you might want to keep redoing this until you get no Boos... either way, it will try your patience). Once that's done, the curtains will open allowing you to flip the panels with water. It's like trying to perform neuro-surgery with a butter knife. If you run out of health, try ground pounding the seats in front of the normal sized slots for coins. Also, try spraying the water stronger rather than weaker to focus the spray in one location. Once you complete the Shine picture, you'll get ... nope. Sorry, no Shine for you. Now, after you just journeyed through hell itself, you get to complete the next level in the obstacle course series. Unless you want to complete that stupid picture again, it's imperative that you get the 1-UP every time in case you die. Once you cross the first pit, the 1-UP is on the right side guarded by giant blocks of doom. It's not too difficult to get. If you're insane, you can really cheat death by getting the second 1-UP as well. The last rotating cube before the Shine will make crazy spins, but it will never get that close to the last platform. Once you've navigated two crazy spins (each crazy spin consists of simultaneous rotation along two axes), you're going to have to jump for the Shine because that's as far as it goes. Story #5 - Go to the Casino again and stomp on the purple square of the roulette wheel for a boss fight. Stomp on all three purple squares, then spray the King Boo to make him spin the roulette wheel. When he rolls fruits, pick up a red pepper and throw it at him, then follow up with a conventional fruit. It should take only three red pepper + fruit shots to kill him. If he spits out bubbles, pop them to get water bottle refills. If enemies come out, you’re probably best off just running from them, as they will quickly gang up on you. Story #6 - See all that goop? You have three minutes to clean it up. Fortunately, it doesn't have to be perfect, you only need to get most of it. The best strategy I've come up with is to do the spin attack (rotate the stick 180º and hit R). You can actually move while doing this trick which will cover a huge amount of ground. You'll miss a few spots as you move forward, but the backwards part of the circle will clean up what you miss (and it doesn't have to be perfect either remember). Switch to your rockets and jump and fire them to clear areas directly around you. Story #7 - Go into the Mansion and chase Water Mario around as usual. Easy Shine. Story #8 - Get in the Mansion and hit the red button. Grab the coin in front of you. Now run for the right bathroom to get a coin from it. Now head to the left bathroom and climb the wall as you did in 5-3. In this room, spray the painting and jump through it. Walk out a door and pick up the coin in the second floor foyer. Now move to the third floor and get the red coin from the foyer and the Shine room. That's six. Now head for the attic. As soon as you bounce up, head left (away from the floor sweeping guy) and pound through the cracked floor in the coin room. If you didn't go down two floors, then spray the posters on the wall and jump through for number seven. Now pound down again (on the odd colored floor tile) to find a room with another red coin. The Shine is on the first floor. 100 Coins - Choose 5-4 and start working the outside of the Mansion. There are only ten coins out here, but the time spent getting them will be worth it. The coins are mostly in the torches in front of the house (spray them). Now get all the coins from the foyer (spray the torches again). You should be up around thirty now. Climb to the second floor through the bathroom now. Go through the ghost painting as you've done before and get the two coins in the next room. Exit through a door and pick up the three coins lying in the open and the coin hidden above one of the doors (spray the seals with water). Now go to the third floor and get all the coins in the foyer and Shine room. See that open door? Good. Spray the seal above the door to the left of that one, then go into the attic and head to the left. Get the coins and pound through the floor. Move around this level and get the coins (spray the poster on the wall) then go through the hole in the floor for more coins (skip the room behind the flipping dresser). Now head back to the attic and get the rest of the coins. Pound through the ground in the front left portion of the Mansion to get to the lower sealed rooms. Your coin count should now be in the 90's. Head to the Casino and ground pound the slot machines by getting right in front of them. Each one should give at least one coin (even the ones with people playing on them). If you're still in need of more coins, you should be able to play the slot machine indefinitely to get the rest, but watch out for those Boos. They can become fairly lethal in large numbers. ALTERNATE METHOD: Story 1 has EXACTLY 100 coins around the outside of the hotel. Do not talk to the mayor in front of where the hotel would be, or you will start the Manta Ray boss fight. Spray all over the ground to uncover coins, but be sure to pay attention, as if even one disappears, you'll miss your chance (luckily, they wait a while to start flickering). Remember to get the coins on top of the trees, under the huts, and the one in the box on the far left. The rest are found in the ground by just spraying everywhere. With some patience, you'll find all 100! Secret 1 - Repeat Story 2 to take the red coin challenge for that obstacle course. The first 3 coins are on the first group of sand blocks. You won't have to take the lower path this time either. The next two are in the next pile of blocks. One is in the first column of blocks right under the first ice block (you don't need to melt it). The last is on top of the pile above the Water Melon blocks at the end. The final three are scattered in obvious places around the pyramid. Flip jump from the second or third level and hover to get the first coin. The last two are easy... just be prepared to engage your water jets after the Shine cut-scene or you'll fall in the hole. Secret 2 - Remember that stupid picture you had to complete in the Casino? Time to do it again. Do everything you did in 5-4 until you get to the obstacle course. Again, unless you want to do the picture multiple times, you should try very hard to get the 1-UP even if it causes you to fail the red coin challenge. At the very least you can get the 1-UP until you're confident enough to do the red coins. Another possibility is to skip the red button, get the first 1-UP then come back to try the red coins for free. Either way, when you're ready to get the coins pound the button. I use the overhead camera perspective for this course since it makes things much easier. The first coin is on the first platform with you. The second is in the air between the first two platforms. Number three is in the middle of this platform. Number four, five, six and seven are in the air above the rotating cube and the horizontally moving sticks. The last coin is right after the second 1-UP. Try saving up some 1-UP by getting both at the same time because if you try go get one of them while doing the red coins, you'll waste precious seconds that you very likely will need. Level 6, Mare Bay *Note: This level is called Noki Bay in the US version of Super Mario Sunshine. See that column of light they keep showing you in the cut-scene? Walk over to it and look up into the sun. Story #1 - Climb to the top of the mountain and take out the Monty Mole just like you did in level 4. This time you get the Shine immediately rather than having to go through an obstacle course. Story #2 - Talk to the fisherman in the cut-scene. He'll show you some things you should see. Saw that brown button? Spray it. Work your way up through the newly created tunnels (quickly) to the next area. Now do it again. At the top is a squid, which you've fought before. After you take it out, jump in the hole for a shine. Story #3 - Get the red coins. Get the Shine. Oh, you might note that you can use your jet pack from first person view in this mini game and it helps a lot. Story #4 - Boss time. Get up on the mountain and dive into the waterfall. To beat this boss, you basically have to clean his teeth off with your water jets. Use coins to replenish your air and if you need to make a quick 180, try going into first person mode, spinning then exiting. Story #5 - Another race. You really have a lot of time if you just take the most direct path through the water to the end. I beat this in less than thirty seconds on my first try and you have forty seconds. Story #6 - Work your way up to a high point, then make a running hovering jump for the seashell. It's (you guessed it) time for another obstacle course. By now you shouldn't need much help on this, but you might note that there is a 1-UP in the 2nd nail on the first red block. The first multi-colored block that juts in and out of the wall can be difficult to get on. The trick is to do a flip jump or spin jump towards the wall then jump off the wall onto the block. A triple jump will also do the trick. Of course, you need to time it right or you end up in the hole. Good thing you just got that 1-UP. As you progress, remember that doing a spin jump gets you a little more height than a flip jump. Just before you get to the towering mass of rotating gears, pound the nail on your right for another 1-UP. If you've survived this long without learning how to walk around those rotating wooden beams... now would be a really good time to learn since they move very quickly this time. That Shine is almost in your grasp... Story #7 - Water Mario. You know the drill. Story #8 - Dive into the waterfall again (you don't have to do it from the top). As with previous water exercises such as this, remember to use first person view for easy turning (in this case you'll turn so frequently you may want to stay in first person view). All eight coins are in the fish formation. When it splits, just wait for it to come back together. You may want to avoid getting gold coins from the fish if possible. It makes it easier to find it as you claim the red coins. 100 Coins - Choose Story 8. First, search the cliffs on the left side of the level (from the starting point) to find a series of caverns with tons of coins (and blue coins). Spray the little stone blocks with water, and whenever you find a wall with ribs (looks kind of like siding for a house except its made of stone) spray these walls. By the time you're done milking this area, you should have over 50 coins. Now repeat the procedure for reaching the 6-2 Shine and collect the coins there. Jump out into the water and get the string of coins going down into the depths. Just don't drown, and skip the 1-UP at the bottom. Finally, enter the waterfall cave where the fish made of coins is. Get whatever number of coins you still need from this area and pick up the Shine at the top on a pillar. Secret 1 - Repeat 6-6 but this time get all those pesky red coins in the obstacle course. Remember your 1-UP locations are remember to get the first 1-UP before starting the timer. The coins are mostly in straightforward easy to find positions. Just keep an eye out for the coins' shadows. Coin number 4 is located off the beaten path a little. Once you bounce up off of the tight rope, look around for coin four (those big white arrows are pointing right at it). The rest are easy to find, just not so easy to obtain. However, judicious use of your water pack should mitigate things a bit. Before you pick up that Shine, you might as well get the 1-UP in the nail to the right of it. Secret 2 - Get to the top of the left portion of the map and shoot down a gold bird. Simple but easily missed! Level 7, Monte Village *Note: This level is called Pianta Village in the US version of Super Mario Sunshine. Secure the rocket pack from Water Mario and use it to get on top of the giant Shine emblem tower. There's a pipe up there that leads to level 7. Story #1 - Cool off the Chomps with water then grab their tails. Pull and then let go to send them flying. You need to get all three into the lake in the center of town. Story #2 Another race. Standard racing procedure works here, but at the end try and shave a split second off your time by jumping across a little blue sky if it's neck-and-neck. Another good idea is to stay left...there are generally less obstacles that way, and plus you won’t be competing with the opponent for space. Nothing sucks more than running into him and losing all your momentum. This time you'll almost have to use the Belly Flop, since that's what the other guy uses and almost any other technique is slower. Story #3 - Go left and hang on the edge to get past the first swath of lava. Now jump into the first square hole and ground pound the grate. Move along this catwalk Tarzan-style until you reach a vertical grate. Punch it and you will go riding off towards the middle of the level. As soon as it stops, jump to catch onto the ceiling. See that? Good thing you got off... now you should only have one place to go. Press A to punch up through the grate. Wall jump out of the hole and look for the Golden Mushroom. You have to reach that shroom. If you fall in the lava, you're basically dead since you lose all control over Mario. Now, notice a bridge next to you with no lava. Get on that and walk slowly off of the edge to grab on with your hands. Now you can work your way along the side until you reach a barren ledge. From here you can jump towards the Golden Mushroom and land in a safe spot. Scale the platforms to get your pack back! Now you can flip jump and hover up to the Golden Mushroom for the Shine. If you’re having trouble, keep in mind that hazardous substance can only hurt Mario if he’s standing in them with both feet. You can stick very close to the edge of a sludge-filled platform and be perfectly safe, as long as you keep one foot on dry ground. Also note that there are many different ways to complete this story, so feel free to experiment. One interesting method, which you may find easier, is to make it to the pool of water at the back of the city. You can jump in, then jump back out and drip water onto the sludge to create a small indentation. Then get wet again and try a spin jump to clear out even more. Eventually you can clear a path all the way to the Golden Mushroom, although this method is certainly not the quickest. Story #4 - Cool off the Chomp with water and let him move towards the end of the level. When he's close to the end of the level, pound the nail of his chain into the ground. Now he's stuck for a few seconds. Cool him off again. Now that he's close to the back, use the B button to grab his chain and drag it towards the round pool shown in the intro cut-scene. You can't go to far or he'll pull away. You'll have to stop periodically to pound the nail into the ground so you can cool him off again. When you drag him to the pool, you get a Shine. Story #5 - Acquire a fruit for Yoshi from the small mushroom-like tree that is forward and left of the start. Jump Yoshi along the mushrooms beneath the city until you reach the orange squiggly thing. Spray it down and get Mario in the opening. Another obstacle course. This time, use the people to throw you they will throw you according to where you're standing when you talk to them. This isn't too hard once you get the hang of the way they throw you. Little guys throw shorter distances. Story #6 - Just found the puddles of lava and wash them off. When each person is revealed, wash them off until they sparkle They're all on the ground level so this is very easy to do in the three minutes allotted. Story #7 - Same basic Water Mario fight except now he trails fire. This makes him easier to find but harder to follow. He's still easy to beat though. Story #8 - Red coin hunt. You should probably get the hardest coin first. Run across the bridge and as you approach the land, jump off to the side and forward. When you get under the land, hover until you reach the grate with the red coin on it. Now get back topside. The rest of the coins aren't too bad. Number two is on the leftmost branch of the huge tree to the right of the bridge's end. Three is in the grass on the left side of the board. Continue past the grass and look for the fruit tree, which has the fourth coin. Towards the back (next to the statue of an islander) is a large tree. Number five is behind the tree trunk, guarded by a beehive. Approach from the statue and go through quickly for maximum safety. The pool in front of the statue contains number six. Number seven is in a large stack of crates. Finally, the last coin is in the giant center tree. Climb the tree using the rocket pack (which is half way up the tree). Do a spin jump and rocket boost from that position to get to the top. Now you simply have to get the Shine. Watch the white puffy things. Follow their direction by travelling down one of the large leaves of the center tree. Catch hold of the one that is in the center of the leaf near the tip. When it brings you over the clouds, let go and get your Shine. 100 Coins - Choose Story 5, the one with Yoshi. Start off by going all the way back to the underground entrance next to the water temple. Go down there and follow the fencing until you come to a moving punch-wall. Get exactly in the middle of the moving wall and the punch it to pick up ten coins. Now you want to get over to those big mushrooms and all their coins. You can try to finagle your way there underground, or just go back topside and cross the starting bridge. Either way, you need to collect all of the coins down there. By now you should have 50 coins. Then get topside again and feed Yoshi his fruit. Jump up and start eating bees from the beehive...there should be three initially. Each one drops a gold coin. Then shoot down the hive, run away from the edge of the level (you’ll see why when a bee hurts you), and start eating them en masse with Yoshi. You can get a total of 25 coins from the hive, and the last bee will drop a Blue Coin. Repeat this process with the hive at the very back of the level, behind the giant palm tree trunk. If you still don't have enough, have Yoshi eat the wind creatures at the beginning of the level. Look in the tall grass for orange cactus-like creatures, but don't eat these guys--they'll only give you one coin each. Instead, have Mario stomp them while they're standing upright for three coins. If you missed one or two coins along the way, pound the temple statue’s nose to make seven more pop out. The Shine will appear above the statue’s raised hand. Secret 1 - Get back to the obstacle course in 7-5. The main difference this time is that you can get use your water pack to cross all the gaps (except the one guy who throws you upwards). Get the red coins and get that Shine (not to hard once you start using the water pack). Secret 2 - Play 7-8 and use the rocket (on the center tree) to get to the very top of the center tree. You may have to do a spin jump or U-turn jump just before blasting to get to the top. Stand on the platform at the top and spray water at the Sun. Final Level, Corona Mountain In order to access the final level, you must beat the seventh story in all seven main levels. In other words, beat Water Mario in each world. This means you can theoretically beat the game with 50 Shines (seven from each world and one from the airport at the beginning), but most people will probably be at 70 or 80 before activating the final sequence. Anyway, just use the rocket nozzle to get to the cave at the back of the hub city, after you’ve chased Water Mario up there the first time. Corona Mountain is structured differently than other levels, in that it’s much shorter and doesn’t contain any Shines or stories. It’s mainly just a road to the final boss. To start off, put your pack in hover mode and land on the next platform right after the spikes retract. Obviously, you’ll want to jump off again as soon as possible. Repeat for the next spike platforms, until you get to an area with fire platforms as well. You could do this the hard way and use the spray nozzle to put out one fire at a time, then get on a spike platform and quickly put out another fire, then repeat until you’re through. But you want the easy way, right? Just keep jumping high (use U-turn or spin jump if you’re worried, although neither is necessary) and linger over each fire platform with the hover jets to put out the fire. It’ll stay out for about ten seconds, plenty of time for you to move on. Repeat this procedure, combined with your spike platform timing, until you get to safe ground. Break the crate here for a one-up, refill your water in the stream, and jump onto the boat. Here’s where the fun begins. The boat works on the same principles as a lily pad, except that it’s much harder to control. Feather your sprays backwards so it doesn’t move too quickly, because you’ll want plenty of time to make steering adjustments. To steer around objects, move Mario to the front of the boat and spray hard to either side. Don’t be afraid of using too much spray...the boat is heavy and turns slowly. When you’re satisfied with your direction, carefully spray backwards again to keep moving forward. There isn’t much strategy to making it through this part; success is mainly a factor of your boating skills. If you want some free practice, there’s a boat in Mare Bay that you don’t have to worry about sinking. If the boat hits any obstruction at all, it will quickly start to sink. Switch to hover and get out fast, if there’s any safe land nearby. After steering through a few pillars and cave structures, you’ll come to a large island. Disembark here unless you want to try for some of the blue coins in the surrounding moat of lava. Fill up your water in the streams and grab the rocket nozzle from the red box. Move under the big shadow and let her rip. It’s a cloud! Ugh, it’s lots of clouds. Zoom your camera out and way up so you can see the next clouds above. Watch their movements and use the rocket nozzle to keep climbing up to each new level. Try for the 1-up if you like; since it’s in the middle, you don’t have much danger of falling down into lava. When you finally get to the top cloud, rocket jump one more time to reach the final boss. Final Boss: Bowser and Baby Bowser For a final boss encounter, this isn’t really too difficult. Keep moving at all times so as to dodge Baby Bowser’s missiles, but otherwise ignore him. He can’t be hurt. Run the opposite direction of Bowser’s fire breath until you reach one of the platform’s outcroppings. Follow it down to an unusual icon on the floor. Curious players may have already seen it on top of the hub city’s lighthouse; it’s a super butt stomp pad. To break it, do a rocket jump straight up (you may want to jump before discharging the nozzle, if only to avoid any oncoming missiles) and then press and hold L at the top of your trajectory. Mario will come down harder than normal, hard enough to break those special pads. The outcropping will crumble from the impact, so get back to the main ring fast! Getting back by regular methods may be tough, since the floor is fragmenting and falling quickly. One method you may find easier is to charge up another rocket jump as soon as you land, and use that to land back on the ring. Just be careful; land short and you’re down the pit, land far and you’re in the pool of green stuff, which will take away life and can be hard to escape from. I’m sure you can guess the method from here: just keep super-stomping the rest of the pads. As you get closer to destroying them all, Baby Bowser will start shooting off even more missiles, and Bowser will sometimes cause the green stuff to overflow out onto the ring you’re running on. Do your best to avoid these attacks, but if you do get hit, try not to panic and you’ll probably be okay. You’re much more likely to die from falling than from the life meter running out. When you smash the final pad, the whole structure will flip and send Bowser and son flying away. That’s it. No second form or anything like that. Enjoy the ending. After the credits roll, the game will ask you to save. For some reason, the default choice here is to NOT save, so make sure you move over the choice on the left and press A. Your Shine total will go up by one for that big Shine that Bowser was hoarding the whole time. Saving here also enables the Hawaiian shirt, which you can read more about in the Secrets section. BLUE COIN GUIDE We’re scouring night and day to hunt down all 240 Blue Coins. We’ll be updating level-by-level as we clear each one out. You can get most of the coins in any order, but we’ve numbered them in the order that we found them. Here are some general tips: - Spray everything: If it looks like it could use water, spray it. Spraying water on buckets of fish, flowers, or even knocking down birds can get you a blue coin. - Talk to people: Even if you got the import and don’t have a clue what anyone’s saying, talking to the right people will get you blue coins upon occasion. - Leave no stone unturned: Blue coins can be far off the beaten path, high in the sky, or deep in a sewer. Look at everything and explore every nook and cranny. Dolphic Town Blue Coins: 1. The first one is in what looks like a jail cell under the eastern bell tower. Swim around to the back side and you’ll find an entrance. 2-3. There is an X on the statue at the south end of town and another X on the side of the western bell tower by the boardwalk. Spray each one and run to the other to get the blue coins. 4. In the center of town, at the bottom of the Shine Gate, there is a crate on the boardwalk. Stomp it and you’ll see an M painted on the wall. Spray the M for a blue coin. 5. On the rooftops just west of the Shine Gate, there is a group of birds. Keep spraying the blue bird until it drops the coin. 6. You’ll find another blue bird to spray over by the pineapple-stuffed pipe that leads to Sirena Beach later in the game. 7. On the building that arches over the canal, there is another M hidden behind a crate. Bust the crate and spray the M for the blue coin. 8. Go to the island that’s out west of town. Drop into the sewer entrance there and you’ll find a blue coin hidden in the sewers just south of the island. 9-12. Each townsperson with a basket wants fruit. Talk to one (this step is required), then put three of the correct fruit into their basket. Talk to them once more to collect a blue coin. The lady by the Shine Gate with an elevated basket wants pineapples. The lady near Mare Bay’s entrance wants bananas. The lady out on the island wants limes. (You can get them from the island’s tree, just spray and they’ll fall.) Now the last one is a doozie. The lady with a turned-over basket wants the fruit that can’t be picked up...looks like a pineapple with no leafage. Problem is, she’s surrounded by the city’s internal river. You have to use all your soccer skills to get the ball-like fruit to her. If you move Mario right up next to the fruit and press A, he’ll kick the fruit up into the air. This is how you’ll get the fruit up to the platform across the river from your destination, right near the base of the Shine Gate. Then kick the fruit over so that it’s lined up well; you want it directly across from those umbrellas. Get it near the edge, kick it up into the air, then jump and press B to dive. If you time it correctly, Mario will punch the fruit over the gap. Then follow it over with your hover and kick it into the basket. If you don’t hear a “success” sound, you forgot to talk to the lady first! D’oh! (Yes, this happened to me.) When you finally get three soccer-fruit in her basket, talk to her again for your blue coin, one of the hardest to get in the whole game. 13. In the sewer system, you’ll find another blue coin just under the canal near the Shine Gate. 14. Again in the sewers, there is another blue coin north of the Shine Gate, under the hills. 15. Get on the rooftops and head to the west side of town near the Pinna Park cannon. On the side of one of the towers is another M you can spray for a blue coin. 16. After you’ve gotten six shines, one of the villagers will have somehow caught fire and be running around near the fruit stands. Put out the fire, and he’ll give you a blue coin. 17. After you have Yoshi, go back to the tower by Pinna Park and spray the paint on top of the building with Juice. It will dissolve, revealing a blue coin. 18. You’ll need Yoshi again to vomit all over the paint, but there is another blue coin similarly hidden on the rooftops near the lighthouse. 19. After you’ve acquired the propeller nozzle, head over to the pillars east of the lighthouse. Just at the water line, there is a gate that you can bust through. A blue coin is inside. 20. At the airport, there is a blue coin stuck in a block of ice. Spray away the ice, and the coin will be yours. Bianco Hills Blue Coins: Story 1 1. Go to the river just before the town and follow to the end. There’s a blue coin just under the water. 2. There is an M painted on the town-side of the wall between the bells and the waterwheel. Wash it off for a blue coin. 3. There is another M painted on the house with two towers on the north end of town. Spray it down for the blue coin. 4. Back on the southern end of town, there is a tall building with a balcony. Get onto the balcony and you’ll see two holes. Spray the hole on the left for a blue coin. 5. Head north across the rooftops, and look for the building with the two towers. There is a blue coin in the eastern tower. 6. Between both of those buildings are two medium-sized windmills with rotating platforms. There is a blue coin floating between the western windmill and the hills. 7. Climb the waterwheel and get on top of the wall. You should be able to spot another M painted on the wall. Clean it off for a blue coin. 8-9. Go south just a bit and rotate your camera around a little. You should be able to see two X’s painted on the sides of the wall. One is on the town side, hidden in a closed-in section of the wall. The other is on the eastern “forest” side. Spray them both for blue coins. 10. Keep heading south along the wall until you get almost where the two walls intersect. One of the smaller windmills is there on the eastern side of the wall. Spray the windmill and it will spin faster and faster until the blue coin appears. 11. Jump into the water east of the monster spewing out all that sludge. You should be able to find a blue coin just sitting under there. 12. Head up the hill that leads to the large windmill. There is an M painted on the side of the windmill just before you ride the blades to the top. Wash it off for the blue coin. Story 2 13. Just west of the large windmill is a tall pillar with a bit of grass at the top. Spray the top of the pillar and a blue coin will pop out. Story 3 14. Make your way back to the large windmill. On the path, you’ll find a villager covered in sludge. Wash him off, and he’ll give you a blue coin. 15. Get back on top of the windmill where you encountered the second boss. Now there is a cactus-like enemy waiting for you. Defeat it for the blue coin. Note: You may not get the blue coin if you wait until it falls over to attack. Try to bounce on its head while it’s vertical. 16. From the top of the windmill, look out over the level. You should now see a series of tightropes and small windmills just in front of you. On top of one of the platforms is a blue coin. Story 4 17. Underneath the bridge that leads from the forest area to the large windmill, you’ll spot a blue coin and a few other coins. Use the tightropes below to bounce up and grab the fence. 18. Get on top of the wall just south of the forest and on the other side of the river. Follow it east and you’ll see three brick platforms jutting out from the side of the hill. On the third platform is another cactus enemy. Defeat it for a blue coin. 19. Grab the rocket nozzle and head all the way to the western edge of the town. There is a small ledge in the side of the hills. Rocket up there and you’ll find a blue coin. Story 5 20. There is a large concrete pillar that connects the two main walls in the level. If you’re heading on the path from where the level starts, you should see it on your right. Get on top of it and you’ll see another villager covered in sludge. Hose him down, and he’ll give you a blue coin in return. 21. Before you go and wake up that boss, rocket up to the group of platforms on top of the hills north of town. There is a blue coin on the center platform. Story 6 22. Head back up those hills and look towards the platform where the last boss was sleeping. You should notice two clouds floating there now. Spray one cloud to make it expand and jump on it. Do the same with next cloud. Then jump to the platform. Use your hover nozzle to spray the platform and a blue coin will pop out. 23. Get on top of the building with the two towers and look back toward the hills you were just on. You should be able to see another blue coin floating near the top of one of the smaller windmills. Jump and hover from the building or make your way to the top of that windmill and jump down for it. 24. Head over to the ramp that leads from the forest to the large windmill. Just to the west of it, you’ll notice an out-of-place coin on the shore. You’ll need to brave the pollution and follow that coin into the water. Dive under the sludge and you’ll see a whole line of coins, leading to a blue coin. Story 7 25-26. On the northern sides of the tall building with the balcony and the building with the two towers, you’ll find O’s painted. These work on the same principles as the X’s, but you’ll need to be a bit faster to make in time. I suggest using a trick WindyMan taught me. Spray the ground to make it wet and dive into it before dries off. You’ll slide right across the level. I also suggest spraying the O’s from a distance so that you’ll have less ground to cover while the timer’s running. 27. On top of the building with the balcony is one of the small windmills. Find your way to the top of it, and watch for a blue bird flying around. Shoot down the bird, and it will drop a blue coin. 28. Bounce around on the treetops and make your way to the tree that’s farthest north - close to the waterwheel. Use your hover nozzle to spray the center of the tree and a blue coin will pop out. Story 8 (with Yoshi) 29. Floating around the town is a blue butterfly. It’s constantly flying around, so there’s no precise location. It tends to be near the hills though. Find it with Yoshi and have him eat it. It will leave behind a blue coin. 30. Head over to the forest and look for the honeycombs. Knock down the eastern honeycomb and have Yoshi eat all the bees. Once you’ve gotten them all, the last one will leave behind the blue coin. Ricco Harbor Blue Coins: Story 1 1. Go to the side of the warehouses near the beginning. Next to the guy wearing sunglasses, an M is painted on the wall. Wash it off for the coin. 2. Now, get on top of the warehouses and you should see another M painted on the side of the cliff. Hose it down for a blue coin. 3. Head east to where the lighthouse is and examine the ship. You should see another M painted on its side. 4. Just north of the lighthouse, a crate is sitting by the water. Bust it open, and a blue coin will pop out. 5. Clean the black sludge off the ground around the lighthouse to find another M painted on the ground. 6. Now you should also see a guy standing on top of some bricks and near some cement mixers. Face him. Then, turn to your left and start spraying down the wall. If you hit the right spot, you should see a blue outline of a shine begin to appear. Coins will pop out if you continue to spray it, and finally you’ll get a blue coin for your effort. 7. Get onto the black ship inside the fences. There is another M hidden underneath the sludge on deck. 8. Get on top of the ship’s smokestack and look south. You should see a crane moving back and forth, and on top of it, there is a blue coin. 9. Get back to the smokestack and you should see another blue coin on the scaffolding just above the crane. Flip and hover up there to get it. 10. If you look northwest from their, you’ll see some red fences. Jump over and climb to the top of the nearest one. Jump over to the next set of scaffolding, and you’ll see another coin directly east. 11. Well, if you’re like me, you probably got knocked off by one of the enemies, so head back to the smokestack. Look north to the lighthouse, and you should see another blue coin on the scaffolding surrounding it. 12. Swim south of that same ship and you’ll see a blue coin underwater beneath the orange platform with an arrow pointing east. 13. Find your back up to the eastern part of the blue scaffolding and look for the beam that juts farthest to the south. At the end of that beam is a line of coins leading down to a blue coin. Hang off the end of the beam and slide down to get it. 14. Make your way over to the platform next to the yellow submarine. There is a propeller that you can spray to raise it out of the water. Raise the submarine all the way to the top, and a blue coin will pop out of the propeller. 15. Head up to the town now and find the fountain on the western side of town. There is a blue coin floating just above it. 16. Just east of the fountain, there is another M painted on the wall. One of the villagers is staring right at it. 17. Get on the rooftops, and head east. Near where the boss is hiding you’ll find an M on the wall above one of the buildings. 18. Follow the stone path that leads from the rooftops and stretches out toward the helipad. Jump over to the helipad and look southeast. You should see a series of tall platforms out there. Believe it or not, you can actually make it over there by doing a triple jump or spin jump and hovering. However, you might find it easier to wait until you unlock the rocket nozzle. Either way, go to the lowest platform and head east to the ledges in the cliff side. On the eastern cliff there is another M painted on the wall. Note: If you wait until Story 8, there is a brown villager near the submarine who will toss you straight out to the cliff. 19. Head back to the tall platforms and make your way up to the one farthest west. There is an M painted on it that you can spray for a blue coin. Story 2 20. In story 2, you’ll find a series of sailboats in the harbor. Find the one that’s furthest to the east and look southwest. You should see a blue coin floating in the air that you can jump to from the boat. 21. Jump on one of the squid and head follow the coins to the sewer entrance shown in the cut-scene. On the way, you’ll see a blue coin that you’ll need to jump for. Story 3 22. Climb the fences on the black ship by the lighthouse. You should see several yellow spiders climbing the fences now. It doesn’t seem that you can defeat them at first, but you can if you attack them from the opposite of the fence. There is one on the side of one of the fences that you can punch for a blue coin. 23. Another one of the spiders is hanging from the top of the fences. If you spray it with a bit of water, it will curl up. Then you can jump and stomp the fence above it to knock it down and score a blue coin. 24. On the scaffolding high above the harbor, you’ll find the rocket nozzle. Once you’ve acquired it, get on top of the lighthouse. Charge up the rocket and jump to get a blue coin. Story 4 25. You’re going to hate someone for this one. You know the last shine you got where you had to climb all the way up and get into that yellow fence? Well, do it again. Inside you’ll find a squid that has a blue coin. Hint: There are a couple easier ways. If you look at the bottom of that yellow fence, you just might find one. Story 6 26. On the eastern end of town where the giant squid used to be, the villagers have set up a fish market. Spray the baskets in the middle for a blue coin. Story 7 27. There are two green X’s. One is painted on the side of the lighthouse. The other is on one of the buildings on the eastern side of town. Starting at the lighthouse, spray the X and jump into the sewer. Then spray a bit of water and slide to the eastern end of the pipe. Jump out just in time to get the blue coin before it disappears. 28. For the other coin, you’ll need the propeller nozzle. Spray the X from a distance and use the propeller nozzle to cut west through the town. Jump off the ledge to get to the coin in time. Story 8 29. The last two are easy. First make sure you go grab Yoshi. Then look for a group of blue butterflies. Eat them all for a blue coin. 30. Now take Yoshi over by the lighthouse. There is a yellow spider climbing on one of the walls. Eat it for the last blue coin. Another way, although much more difficult, is to rocket jump directly above the spider and then stomp down onto it. Mamma Beach Blue Coins: *Note: this level is called Gelato Beach in the US version of Super Mario Sunshine. Story 1 1. From the start, look right behind you and head for the island with the three palm trees. Hanging from one of them is a swing. Get on the swing and push it by spraying your pump. After a few swings, you’ll be high enough to get the blue coin. 2. Now, walk carefully up the trunk of that tree. There is a blue coin at the top. 3. Southeast of the island, on the ocean floor is a blue coin. 4. Another coin is on the sea floor southwest of the island. 5. There is a blue coin swimming with a school of blue fish. 6. Another blue coin is swimming with a school of red fish. 7. On the eastern side of the beach is a small hut. Get inside and bounce off one of the seats to hang from the ceiling. There is a blue coin in the center of the ceiling. 8. In Story 1, only one of the round enemies on the beach is red. Knock him out and bounce on his belly or defeat him for a blue coin. 9. Get on the roof of the hut and look east. There is a small ledge with a red M painted on one of the walls. Wash it off for a blue coin. 10-11. On the sides of the cliffs on the eastern and western sides of the beach, there are two triangles painted. Wash them off for blue coins. It’s best to clear out all the enemies first and then slide across the beach by spraying a bit of water and then diving into it. 12. Head to the juice bar on the western side of the beach. Go off the backside of it and swim under the area with the tables and umbrellas. There are several coins and a blue coin hidden there. 13-14. Make your way into the hills. At the top there is an area that looks like a small circular stage. There is a high wire with several birds on it. Some are hiding in the holes in the poles. There are two blue birds in the flock, and each will give you a blue coin. 15. Just east of the stage, there is a blue coin floating above one of the poles. 16. If you follow the brick path west of the stage to the end there will be a small trench cut between it and one of the last poles. In that trench is a blue coin. 17. Continue up and west to the last tightrope. There is a line of coins and a blue coin floating above the center of it. Story 2 18. Go out to the area where the sand castle appeared in the last story. Spray the sand, and an outline of a shine will begin to appear. Keep spraying for a blue coin. 19. There’s a similar marking hidden on the west side of the beach beneath one of the vertical lines of coins. 20. Another hidden marking lies just north of the boat near the center of the beach. Story 4 21. Yet another marking and blue coin is hidden near the surfboards. 22-25. When you’re riding on the sand bird for the 8 red coins, there are also four blue coins that will float by on clouds. Story 5 26. Get the rocket nozzle and head for the wooden platform just west of the tower in the center of the stage. Rocket straight up from the center of the platform for a blue coin. 27.Next to the platform, there is a blue enemy sleeping in the tree. Spray him with a bit of water and jump on his belly for a blue coin. Story 6 28. Get Yoshi and head over by the hut on the east side of the beach. There is some yellow gunk you’ll need Yoshi’s juice for. Get rid of it and then spray the plant to make it form a footprint in the sand. There will be a blue coin inside the footprint. 29. Take Yoshi under the wooden platform next to the tower. Have him knock down the honeycomb and eat the bees for a blue coin. 30. Find any fruit and take it over to the juice bar on the western side of the beach. Toss the fruit in the blender on the roof for a blue coin. Pinna Park Blue Coins: Story 1 1. On the beach near the cannon, there is a blue shine symbol hidden underneath the sand. Spray around until you uncover it. You’ll get a blue coin in return. 2. Another symbol is hidden under the sand just west of the first, between the tree and the basket. 3.-4. Once you’ve gotten Yoshi, there are two blue butterflies flying around the beach. Both of them will give you blue coins if Yoshi eats them. 5. Head into the park. Between the carrousels there is a blue bird on an awning. Shoot it down for a blue coin. 6. Spray the shells on the seashell carrousel. One of them holds a blue coin. 7. Follow the staircase that leads to the ship rides and drop off the end into the water. Turn around and you’ll see a blue coin under the staircase. Spin jump and hover to get it. 8. East of the staircase, there is an M painted on an orange wall. Wash it off for a blue coin. 9.-10. There on X’s painted to the east and west of the ships. The western one is on the side of a white wall, and the eastern one is painted on a fat tree. Spray them both for blue coins. It’s quicker, if you go around the north side of the ship ride. 11. Continue on the path up the hill. You should run across a gazebo about half-way up. Get on top and look for a blue bird flying around. Spray it for a blue coin. 12. From the gazebo look southwest toward where the rollercoaster starts. You should see a blue coin on the ledge. (Later there is a bridge between the rollercoaster and the gazebo.) 13. On the ground between the ledges there is a large enemy with a stack of smaller enemies on its head. Knock off the smaller enemies and kill the large one for a blue coin. 14.-15. There are triangles on the ledge below the gazebo and on the wall at the top of the path. Spray both for blue coins. 16.-17. Jump from the brick ledge onto one of the Ferris wheel cars and ride it half way to the top. There are two O’s painted on the structure. One is on a western wall, and the other is painted on the ground on the eastern side. Spray both for blue coins. 18. Head back down to the two ships. Jump from the second ship to a box of fencing. Inside the box is a blue coin. 19. Climb on top of the box and look back toward the ships. You should see another blue coin on the support beams above the first ship. 20. Get back on top of the fence box and wait for the second ship to flip upside down. When it does, quickly jump on top of it and U-turn jump up to the ledge above you. There is a blue coin there. 21. Follow the fencing around until you are in front of the Ferris wheel. Just to the south of the final platform there is a blue coin floating in the air. 22. Head to the northern side of the park and get on the small beach north of the pool where the boss battle takes place. Look back towards the wall and you should see an M painted on it. Spray it off for a blue coin. 23. Get back up on the wall and continue to follow the brick path to where the waterfalls and fences are. Look up at the walls from the path and you should spot another M that you can spray. Story 2 24.-29. There are six baskets on the beach with blue coins under them. Lure the Bullet Bills into the baskets to remove them. Story 6 30. Get Yoshi and head for the beaches on the western side of the large pool where you fought the boss. There is a blue butterfly over there that Yoshi can eat for the last blue coin. Sirena Beach Blue Coins: Story 1 1. Swim off the eastern end of the beach. There is a blue coin underwater near the wall. 2-3. Near the four fountains on the eastern side of the resort, there are two villagers buried in paint. Wash them off and they’ll give you blue coins. Story 2 4. In the southern part of the resort, there is a small stone sign overlooking the beach. Spray it for a blue coin. 5. In the northeast corner of the resort, there is a circular patch of yellow flowers. Spray them for a blue coin. 6. In front of the hotel, there is a line of torches. Spray the second torch from the left for a blue coin. 7. Get on the 2nd story balcony on the outside of the hotel and follow it around to the back. There is a blue coin sitting on the ledge. 8. There are two huts in front of the hotel. Go to the eastern one and look up at the ceiling to find a blue coin. 9. Get inside the hotel. On the third floor, near the large glass room, there is a lamp in a corner. Spray the lamp for a blue coin. Story 3 10. Go back inside the hotel. On the third floor there is a large light fixture in the ceiling. Spray it for a blue coin. 11. In the attic, there is a blue coin at the end of a corridor on the western side. Zoom the camera out to get a better view of the maze. 12. One of the rooms on the third floor has a couple posters on the wall and some furniture shoved into a corner. Spray the furniture for a blue coin. 13. Now, spray the posters. One of them will rip, allowing you to pass into the next room. There’s a blue coin sitting by the bed. 14. After you’ve gotten Yoshi, head back to the room where the pineapple crates were. Have Yoshi eat the sleeping ghost to go the next room. There is a blue coin in there. 15. Get Yoshi into the attic to clear out the ghosts and find your way to a room in the northeastern part of the maze. Drop through the floor and you should be in a lady’s room with a glass table, a mirror, and a pineapple. Spray the mirror for a blue coin. 16. Now, butt-stomp through the glass table, and you’ll find another blue coin in the room below. Story 4 17. Head back up to the attic. There should be one ghost left, wandering around. Defeat it for a blue coin. 18. Go back to the room where you found the pineapple crates in Story 3. One of the crates now holds a blue coin. 19. Enter the casino on the first floor. From the casino entrance, head to the slot machines on the left. Go two machines past the gray villager. Butt-stomp above the stool, and you’ll win a blue coin. 20. Spray the fountain on the right side of the casino for a blue coin. Story 5 21. Head back to the casino. After you enter, turn around to find a big M painted on the wall. Clean it off for a blue coin. Story 6 22-23. In the midst of all the paint there are several villagers buried. Two of them will give you one-ups and the other two will give you blue coins. Story 7 24. Outside the resort near the eastern hut, there is an M painted on one of the walls. Wash it off for a blue coin. 25-26. Inside the hotel, there are two triangles. One is on the first floor by the fruit bar. The other is almost directly above it on the second floor. To get to the coin on the second floor before it disappears, spray the triangle from the middle of the room, then wall jump off the pole and hover up to the second floor. 27-28. There are X’s painted on the second and third floors. Spray both for blue coins. 29. There is an M painted on the wall on the third floor near the staircase. Wash it off for a blue coin. 30. One last M is painted on a wall in the center of the attic. Clean it off for the blue coin. Mare Bay Blue Coins: *Note: This level is called Noki Bay in the US version of Super Mario Sunshine. *For reference, you begin the stage facing south. Story 1 1-2. East of the start point there’s a boat in the water. You can get in the boat and use FLUDD to propel it through the water. There is a blue coin near the boat and a second south of it. 3. Go west of the hut with the crates and the tanuki lifeguard and look into the water. You should be able to find a line of coins leading to a blue coin near the bottom. 4. Get to the top of the eastern cliff where the yellow bird is flying around and drop off the northern side. You should land on a small ledge with a wall cut into the cliff. Spray the wall to open two holes and a blue coin. 5-6. Get back to the top of the cliff and jump to the ledge with seven stones in the wall. Spray the stones and you should find two blue coins in the holes. 7. Look back toward the eastern cliff for a wall with one hole and another hole in the cliff next to it. Spray the empty sections in the cliff to reveal two more holes and a blue coin. 8. Just below, there is another ledge, spray the wall there for another hidden blue coin. 9. Right next to it is another ledge with two stones in the wall. Spray the stones to find a blue coin. 10. Above and west of that ledge is a hole with a blue coin in plain sight. 11. In the center of the main cliff is a block that will reveal a long vertical passage when you spray it. Wall jump to one of the holes that leads east to a ledge with a couple stones. Behind one of the stones is a blue coin. 12. Get back over to the vertical passage and head to a corridor that leads west, there is a blue coin at the end of the corridor. 13. Head west along the cliffs and you will find an M painted on the wall. Wash it off for a blue coin. 14-15. Head to the northern section of cliffs where the paint is dripping down. Past the second pulley, go north and look for a series of stone ledges going up the northern side of the cliff. At the top is a rocket nozzle. Get the rocket nozzle and blast up for a blue coin first. Then get the coin in the hole above the rocket nozzle. If you get the one in the hole first, you’ll get knocked back to the ground and will have to make the climb again for the other one. 16. Right where you defeat Monty Mole, there is a narrow ledge jutting out over the bay. Go out on the ledge and turn around. You should see a blue coin in a hole just below you. Drop down and hover to get it. Story 2 17. Go back up the cliffs that had the paint on them and look for a small groove in the wall next to the second pulley. Hang off the edge of the cliff and you can actually sidle and follow the groove. Follow it all the way to where it seems to end and spray the wall to reveal a hidden section of the cliff. There is a blue coin there. 18. From there, there is another groove you can follow south. It will lead to a long vertical passage inside the cliff. Wall jump to the top for a blue coin. 19. Above where you found the first groove, near the wheel for the pulley, you’ll find another groove. Again, follow it to the end and spray the wall to find a hidden area with a blue coin. 20. Go back to the southern cliffs where the purple fisherman is waiting and spray the stone in the wall to reveal a maze. Go up the passage above the stone. Then hang and sidle to the east to get to the space with the blue coin. 21. Continue up the cliffs and open the second maze. Go up the vertical passage and you’ll see a blue coin in a hole above you. Jump out from the ledge and hover back to get the coin. 22-23. After you’ve defeated the squid and dropped into the cave with the shine, look for two large urns. Spray each of them for blue coins. Story 6 24-25. There are two O’s painted on the cliffs across from each other on the northern and southern ends of the bay. To get the blue coins in time, you’ll need to make good use of the boat nearby. It’s not easy, but point the boat towards the opposite shore, jump out to spray the O and then propel the boat over to grab the coin. 26. Get on top of the large shell where you enter the challenge stage and look south toward the cliffs. You should see a blue coin in a hole in the wall. (You can actually get this in Story 1, but it takes a lot of skill to get up there.) Story 8 27-30. Use the waterfall to get to the undersea village. Once you’re underwater. Search the tops of the pillars to find four blue coins. Monte Village Blue Coins *Note: This level is called Pianta Village in the US version of Super Mario Sunshine. Story 1 1. Turn around. There’s an M painted on the wall just behind the starting point. Clean it off for a blue coin. 2. Climb to the top of the large tree in the southwest corner of the stage. Then follow the eastern-most branch out to a platform with a blue coin on it. 3. Head north along the western edge of the village. There is a blue coin in the tall grass. 4. Go to the top of the tree in the northwest corner of town. There is a blue coin in the crown of the tree. 5-6. There are two triangles that you spray for blue coins. One is on the western side of the wall surrounding the hot springs. The other is on a wall on the eastern side of the stage. 7. At the end of the river on the eastern side of the stage there is a blue coin. 8. Swim up the river to find another blue coin under a bridge. 9. There is an M painted on the southern wall of the platform that the fruit tree is on top of. Wash it off for a blue coin. 10. Between the bridge and the central tree, there is an M painted on the southern wall of one of the wooden buildings. Hose it off for a blue coin. 11. Just south of that wall, look for a hole next to a pink villager and a green villager. Drop in and hang from the grating. Now adjust your camera so that you can see the ceiling above you. Just west of the hole, there is an M painted on the ceiling. To get to it, get on the vertical panel that’s nearby, punch it, and quickly jump on top of the grating you were just hanging from. Spray the M for a blue coin. Whew! 12. Get on top of the golden mushroom and shoot the moon for a blue coin. Story 3 13. Right under the golden mushroom, there is an M painted on the deck. Grab FLUDD and wash it off for a blue coin. 14. Head south of the golden mushroom, washing the fire paint away. Under the paint, there is a large M painted on the ground. Clean it off for a blue coin. 15. On the eastern side of the village, there’s a guy on fire. Put the fire out, and he’ll give you a blue coin in return. Story 5 16. Stomp on the nose of the hot springs statue to get a blue coin. 17. Get Yoshi and have him knock down the beehive by the bridge. Have him eat all the bees for a blue coin. 18. There’s another beehive on the back side of the large tree by the hot springs. 19. Get on the mushroom that’s just south of the fruit tree. There is a flock of blue butterflies floating around. Have Yoshi eat all of them for a blue coin. 20. Spray the hole in the central tree for a blue coin. Story 6 21. Coming from the bridge, you’ll see a wooden sign. Spray it, and you’ll get a blue coin. 22-29. There are ten villagers that you have to rescue from the paint. Eight of them will give you blue coins in return. Story 8 30. Head up the platforms around the central tree. Stand next to the box with the rocket nozzle and look for a blue bird. Shoot it down for a blue coin. Corona Mountain Blue Coins 1. There is a blue coin on the third safe platform. 2-10. The other nine coins are floating above the lava just before you head up the vertical passage. You can use some expert boating maneuvers to get around to each one, but considering how hard it is to steer the boat, you may want to just jump for them from the central platform and spend a lot of lives in the process. SECRETS Most of the game’s secrets involve getting Shines or undocumented moves, so they’ve already been covered above (or will be when this guide is complete). However, there are a few neat little tricks that are meant just for fun. Sunglasses - Once you have 30 Shines, one of the islanders can give Mario a pair of sunglasses. In Dolphic Town, he’s underneath an umbrella on the beach by the fruit market. He’s in some other levels as well, but we’re not yet sure if he can be found in every single level. Anyway, just talk to the guy and he’ll give Mario sunglasses. They look pretty cool and make the screen slightly darker, but otherwise they seem to be useless. To take off the sunglasses, simply talk to the guy again. Shine Shirt: The same guy who gives you the sunglasses will also fit you with a new shirt after you beat the final boss and save. It's actually Shine-patterned, rather than Hawaiian. Obviously, the shirt is just for looks. More secrets will be added if we find any! CONTACT INFO Please send all correspondence regarding this guide to Jonathan Metts at email@example.com. Gameplay questions already answered in the guide will be ignored, so please check the guide thoroughly before asking! All feedback and suggestions are very welcome. For more info on Super Mario Sunshine, including impressions, reviews, screenshots, movies, and MP3s, be sure to check our game profile at: http://www.planetgamecube.com/games.cfm?action=profile&id=283. CREDITS David Trammell wrote the Level-by-Level Walkthroughs for all seven main levels. Whew! Daniel Bloodworth wrote the Blue Coin Guide, bless his soul. Jonathan Metts wrote the walkthrough for Corona Mountain and the Final Boss, along with additions and edits to the Level-by-Level Walkthrough and all miscellaneous sections of this guide. Reader Toby Normoyle translated the story titles from Japanese. Reader Jason Holmes supplied the US names of Mare Bay and Monte Village. Reader ml580fl contributed info about the Slide move. Reader Chris Lucas gave us another strategy for the Pachinko mini-game. Moves, tricks, and strategies have been collected from various Planet GameCube staffers, including Billy Berghammer, Daniel Bloodworth, Rick Powers, Michael Cole, and Mike Sklens. Many thanks to Nintendo for creating this wonderful game, and to Lan-Kwei (http://www.lan-kwei.com) for hooking us up with tons of copies! This entire document is copyright 2002 by Planet GameCube.