Mario's Keytastrophe/Solutions

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Here are the solutions to every level in the most recent version of SNN's ROM hack, Mario's Keytastrophe.

Level Name Normal Exit Secret Exit Secrets
World 1: Decision of the Clef and Legato Plateau 8 Normal exits 2 Secret exits 2 Secrets

2 Jeopardy games

1 - 1: Clef's Decision I Jump on the bridge and head to the right. Grab the key and carry it to the keyhole at the start. None. None.
1 - 2: Clef's Decision II Head to the right and hit the middle turn block, and a vine will come out. Climb up and throw the blue shell at the turn block next to the key. Grab the key and carry it back to the keyhole at the beginning. None. None.
1 - 3: Clef's Decision III Head right and then up when you reach a wall with a springboard. Head to the left and hit the middle turn block to get a mushroom. Drop down and spin jump on the turn blocks and get the key. Carry it back to the keyhole at the beginning. None. None.
1 - Shrine: Legato Shrine Jump over the spikes and the Thwomp. Then use one of the thwomps or the springboard to get up to the key and an unnecessary mushroom. Take the key back to the keyhole at the beginning. None. None.
1 - 4!: Legato Highlands Jump to the right and up the wall springboards. Grab the Fire Flower at the top, fall back down, and travel to the left. Use your fireballs to break the purple blocks (note: the mushroom is not required to complete the level). Then spin jump on the turn blocks. Grab the key and use more fireballs to break the purple blocks to your left and climb up to the keyhole. Jump to the right and up the wall springboards. Grab the Fire Flower at the top, fall back down (don't fall in the hole!), and travel to the left. Use your fireballs to break the purple blocks (note: the mushroom is not required to complete the level). Then spin jump on the turn blocks and break the purple blocks to your left. Jump up, and then jump into the small hole to the left of the keyhole. You can either duck jump in, or use the muncher near the mushroom to shrink. Return here with the Double Jump ability to reach a yellow pipe with a Jeopardy game inside.

When you obtain the ability to place ropes, return here to get a free life by placing a rope at the marked point near the keyhole.

1 - 5: Legato Caverns Head to the right and up. Grab the mushroom from the the question block and break the turn blocks below. Grab the trampoline and go to the right and up. Enter the blue pipe.

Place the trampoline against the right wall of this room and jump up. Grab the key, fall back down, and reenter the blue pipe. Carry the key to the keyhole.

None. None.
1 - Castle!: Chopin's Stronghold Head to the right to where there is a springboard. Grab it and place it on the piece of ground that sticks out (there is a rope above it). Then continue to the left until you reach another springboard. Carry this one back to the first, and bounce up. Head to the left and place the springboard down when you reach a wall that Mario can't jump up. Place the springboard here and grab the mushroom ont the other side. Head back and break the turn blocks above the door, and enter it.


-Boss Fight: Chopin-

The castle's boss just shoots fireballs at you. Grab the throw blocks above Mario and toss them at it. After three hits, a mushroom and a yellow koopa will fall down, and the boss will start firing more fireballs. Two more hits will defeat the boss.

None. Ride the Thwomp at the beginning to find a P-Switch. Carry the P-Switch and the two springboards to the wall all the way to the right and bounce up. Use the P-Switch and enter the door. Inside is a Jeopardy mini game.
1 - ?: The Colbalt Pond Swim up through the passegeway on the left, then head to the right, avoiding the urchins and fish. Fall down the hole when you reach the right side, and then head left. Grab one of the throw blocks and throw one at the turn blocks where the key is. Grab the key and carry it to the keyhole. This will unlock Musae Mercatus, a store where you can find many secrets in the game if you have enough key sprits. None. None.
World 2: Andante Region 10 Normal exits 3 Secret exits 4 Secrets

1 Jeopardy game

2 - Fort: Andante Fortress Grab the two fireflowers and head to the right and then up into a yellow pipe. Head to the right, breaking ice blocks along the way, grab the shell (careful not to burn it!). Throw it into the passage with the turnblocks, and a vine will come out of one. Head up the vine and through the door at the top.


-Boss Fight: Boothoven-

Boothoven is just a faster version of the Big Boo Boss sprite. He also has 5 HP instead of 3, and bullet bills flying across the screen. Just grab turn blocks and throw them at him when is is completely visible.

In order to get the secret exit, you need 30 coins. I will leave that up to you as to how to do it, as saying how takes a lot of space and its also not really a puzzle. Once you get 30 coins, take the key (you should have found it by now) and bring it to the keyhole. None.
2 - 1: Andante Causeway This level also requires 30 coins. I will once again leave the finding of them to you. Just know that you do have to enter the yellow pipe that doesn't have the 30-coin blocks. Once you get 30 coins, go to the second room (the one you DIDN'T start in) and get the key. Go back to the first pipe and enter the now enterable pipe. None. None.
2 - 2!: Andante Freezecave Go right, but don't go down to where the Chuck is. Jumping in the other part will reveal invisible music blocks. Now go down to the Chuck, and take the bottom path. Work your way around to where the springboard is, and carry that back and use it to get on top of the music blocks. Then enter the blue pipe on the left.

There is a man in this room and a chest. There are also 5 purple crystals scattered around. You need to collect all five. For one of the crystals, there is an invisible note block you have to find. After you get all five, take them back to the man.

In the next room, grab the key and carry it up to the keyhole.

The secret exit for this stage requires the Blue Switch to be activated.

In the first room, instead of entering the blue pipe at the end, go right and enter the green pipe. In the next room, grab the goal point.

In the last room of the normal exit, use the key or a blue shell to flip the turn blocks at the top. Enter the pipe to find a Jeopardy minigame.
2 - 3: The Pianist's Rest Jump up and grab the springboard. Carry it to the right and place it next to the wall. Jump up.

Head right. When you reach a red tree, press X four times in front of it (there is a message block in the hole covered by on/off activated blocks that tells you this).

In the next room, grab the key and carry it through the pipe at the end.

Requires the rope ability. In the third room (the one with the key), place a rope at the symbol and get the fireflower. Break the blocks in front of the blue pipe and enter it. Grab the musical note. None.
2 - 4: Snowpath of Andante Head right. Bounce on the Chuck and lure him right. Bounce off his head and head upwards. Continue right and enter the pipe.

Head right, and use the turn block bridge to reach the ledge above the man. Continue rightward, then go down and to the left. Use a shell from the Buzzy Beetle to hit the turnblock and create a vine you can use to reach the ledge that was to the left of the entrance. Climb up and head left and through the pipe.

Go left and jump on a line of five brown blocks. There are three invisible musical note blocks above the center three brown blocks, and then another invisible note block in the middle of those. Use these to bounce up to the platforms above. Go right and grab the fuel tank, then drop back down and return through the pipe. Go over to the old man and enter the door below him. In the next room, grab the key and enter the yellow pipe to the right.

Head right until you reach a blue and silver P-Switch. Press both and carry the key to the keyhole.

None. At the point where you create the vine, grab the red shell or the shell from the green koopa and use it to hit the second turn block above. A 1-Up mushroom will come out.
2 - Castle: Chateu Mozart Head right all the way right (enter the pipe or find the hidden vine if you want to actually do the level). Enter the door at the end. In the next room, there are five numbered blocks. Enter 5243 on them and go through the green door. In the next room, ride the elevator upwards while avoiding the bullet bills. Also try not to get crushed.


-Boss Fight: Mozart-

Mozart will start out throwing hammers at you. After a short while, throw blocks (as well as a few Munchers) will come out of the ground. Grab one and throw it at Mozart. After one more hit, fireballs will start coming out of the walls. Two more hits later, the red blocks under Mozart will become solid while the blue blocks above him become transparent, and a springboard will fall from the ceiling. Just grab a throw block when they come up, bounce off the springboard, and throw the block at Mozart's head. After that, just jump on Mozart's head.

None. None.
2 - ?: The Lamentable Sea Head right and upwards through the hole in the ceiling. Grab the key and exit the hole. Continue rightwards. When you reach the right edge of the level, go upwards to the keyhole. None. None.
2 - Palace: B. Melody Palace Hit the switch to the right. Grab a shell from one of the Koopas and jump on the ledge to the right. Throw the shell and it will hit the switch. Jump up and get the Chuck to move out of the way so you can reach a springboard that he is covering. Fall through the hole on the left and place the springboard directly below the hole. Hit the switch again and bounce back up using the springboard. Go to the right and hit the switch when you see it. Continue right, taking the bottem path of the next room. When you reach a "room" with a switch and a shell in it, hit the switch, grab the shell, hit the switch again, and go back to the previous switch. Instead of hitting that switch with Mario's head, throw the shell at it. Go right, taking the top path this time. Fall down the pip when you reach one. Grab the springboard and hit the switch, then climb back out of the pit. Use the springboard to enter the pipe.


-Boss Fight: The Blue Guard-

The Blue Guard will be smashing the ground, trying to crush Mario. The Guard is actually so powerful that he stops Mario from moving if Mario is on the ground when he hits. All you have to do is jump on the Guard's head when he is standing up straight (hitting him while he's whacking the ground will just make Mario bounce off his shell). Five hits will kill him and a springboard will appear. Use this to bounce into the hole in the ceiling. In the next room, press the switch.

None. None.
2 - ?: Trumpeteer Cliffs This level requires the Rope ability, which you will get from level 3-3. Ride the moving platform up to the first rope symbol. Press SELECT on it and climb the rope that comes out. Ride the brown platform. When you reach the end, climb down the ledges on your right to another rope symbol. Place a rope and climb up it. Ride the brown platform and hit the switch at the end. Fall back down and continue rightward. Ride the next moving platform you see upwards and use it to jump over the wall on the right and enter the blue pipe.

In the next room, fall all the way down and head right, then up when you reach the right wall. Place a rope at the symbol and climb up it. Press the P-Switch and head left. Climb up the ? blocks that appear and grab the springboard at the top. Wait for the P-Switch to wear off and fall all the way down. Place the springboard directly beneith where you fell and use it to create a coin block bridge. Work your way back around and enter the pipe.

Place a rope at the symbol next to the pipe you come out of. Climb up the rope into a blue pipe at the top. Place another rope at the rope symbol in the next room. Climb up it and grab the key, then return back through the pipe. Bring the key to the keyhole.

None. Ride the circling grey platform at the end of the first moving platform's rope to get to a 1-Up mushroom.
2 - Seal: Clarinet Snowwood Head right and use the diagnoal Bullet Bills to get over the wall, and continue right. In the next room, go all the way right and through the door at the end. In the next room, go all the way to the right and hit the blocks in this order: 3-3-3-4-3-2-1. Then hit the green block. In the very next room, hit the grey note block. None. Enter the yellow pipe in the second room. On the right, there is a 1-Up. Hit the turn block, don't try and collect it normally.
World 3: Staccato Jungle 8 Normal exits 4 Secret exits 4 Secrets

2 Jeopardy games

1 Secret level

3 - 1: Staccato Westwood Go right and use the vine the Koopa is on to reach the purple springboard. Ignore the springboard and continue all the way up. Once you reach the top, go all the way right (ignore the P-Switch and the second springboard). Enter the door below the green spring.

Hit the turnblock under Mario and a vine will come out. Climb this vine and grab the key at the top. Mario can't climb on the horizontal vines and carry an item at the same time, so you'll have to bring the key around the long way. Go right and throw the key onto a rope when you see one. Continue rightwards and climb up the line of vines. Go left and grab the key again. Throw the key onto the rope to the left, and fall down the pit. Return to the area where you first got the key and climb across the vine to the right. Grab the key and bring it to the keyhole.

Requires the Rock-Block Breaker ability (get it from Musae Mercatus if you have 27 Key sprits). In the first room, grab the purple trampoline to the right and place it under the hole in the ceiling to the left (it has a mushroom in it). Climb over to where this P-Switch is. Grab it, and carry it to the right. Place it as close as you can to the edge, and invisible ? blocks will appear (you'll see why you want to be as close as you can). Grab the green springboard and carry it back to the entrance of the level. Use the purple springboard to bounce up, then place the green springboard against the wall with the mushroom. Enter the door above.

Go right, then up the vine when you reach one. Go left, and grab the key. Head back to the door at the entrance of the room, and throw the key at the turnblock above, and a vine will come out (you don't need the key anymore, by the way). Go back around to where you got the key, but this time continue left. Climb up the vine that came out of the turn block, the go right, break the rock, and enter the door. In the next room, move right.

None.
3 - 2: Muddy Staccato Cave Head right, taking the bottem path. When you reach a bouncing football, either get a running start and jump or bounce off the football to reach a ledge to your left. Continue left and enter the door.

Go right, up, and then left in the next room. Either take the Buzzy Beetle's shell or use the red shell to hit the turnblock to your left (careful! If the shell goes too far offscreen, it may disapear. The turnblock must also be onscreen for it to be hit). A P-Switch will come out of the turnblock. Grab it and enter the blue pipe.

Go right and grab the silver P-Switch on the ledge to the left of the old man. Carry both P-Switches all the way to the right. Press both and climb upwards. Enter the blue door at the top. The next room is another 30-coin challenge. Find all thirty and carry the key that was at the top of the level to the keyhole.

None. In the first room, you can use the football to get to a ledge directly above that has a 1-Up mushroom.
3 - 3!: Staccato Swamps Head right. Be careful on the horizontal vines- Moving too fast in any direction will cause Mario to fall through it. Enter a yellow pipe when you reach it. You will be taken to an underwater area. Head right and downwards. Grab one of the throw blocks from the bottem-right corner and use it to kill the sea urchin guarding the P-Switch all the way to the left. Grab the P-Switch and carry it through the pipe at the top. Bring the P-Switch to the area below the first horizontal vine where there are three coins. Press the P-Switch and enter the door that appears. In the next room, head all the way right to the springboard. Use it to bounce upwards (keep it where it is). In the next room, talk to the man and he will give you to the key to the green door in Staccato Westwood. Return to Staccato Westwood and go right to the green door. Enter it. Go upwards and a little to the right is a blue P-Switch. Carry it to the the left where there is a lotus plant and press it. Climb upwards and grab the newly accessible springboard. Quickly move right before the P-Switch ends and use the first springboard to get a second one. Continue right and use the two springs to get over the high pieces of land sticking out. Fall down the pit next to the yellow pipe (careful not to accidentally die). Press the silver P-Switch on your right and run left, grabbing the springboard on your way. Return to the pipe and use the springboard to enter it. You will gains the rope powerup.

Now return to Staccato Swamps and the man at the end. He will tell you that you are too late and his son has died. A key will then fall from the ceiling. Carry it to the keyhole.

In the area filled with water (the second room), take the blue P-Switch to the center piece of land. Press it, and enter the door between the coral to find a Jeopardy game,

In the first room, ignore the yellow pipe and continue all the way to the right to find a 1-Up mushroom.

3 - Shrine: Staccato Shrine Go right, then left when you reach a Chuck. Hit the blue block, the swim right and throught the hole in the ceiling. Continue right, then hit the grey block at the end. Fall down the newly opened hole. Jump over and grab the springboard to the left, and then continue falling. Hit the blue block at the bottom and swim left. There is a key. The key is only needed for the secret exit, which you most likely can not get at this point, so just ignore it and continue left, across the pit. Hit the grey block on the other side. Go right then left at the area where the Chuck is , and place the spring on top of the blue block. Use it jump up and get a P-Switch. Bring it over to the brown blocks. Take the springboard and place it under the blocks, and then hit the P-Switch. Use the springboard to bounce up, and enter the pipe at the top.

Go right, and hit the blue block. Continue right, then swim up and over into the top right corner of the room, where there are three red curtains. Behind the third one is a P-Switch. Carry it to the right, hit the grey block, and press the P-Switch. Fall down the now-enterable hole, and grab the trampoline. Hit the blue block again and carry the spring up and hit the grey block again. Place the spingboard under the pipe and use it to enter the pipe.

Boss Fight: Boothoven Boothoven's not that different from the first time you fought him. You climb upwards and grab a turnblock, then carry it downwards and throw it at Boothoven. He still takes 5 hits to defeat. After 3 hits, he will fill the room with water and ghosts will appear. Two more hits will defeat him (hint: if the small ghosts go too far offscreen, they will dissapear and won't come back).

Complete the secret exit of 3 - 5: Staccato Exodome first. Go through the first room as normal, only this time bring the key through the pipe. In the second room, cement blocks will have appeared. Climb up them to the keyhole. None.
3 - 4!: Staccato Eastwood Spin jump on the electric surge moving vertically to reach the vine above it. Go upwards. Go right, and jump next to the turn block to hit and invisible ? block. Hit the turn block and climb on top of the now visible block. Jump again to reveal another block. Jump on top of this one to get a shell. Use this shell to hit the wall in front of the springboard, breaking it. Carry it to the right and place it on the rope. Use it to spring upwards. Grab a throw block and throw it at the turnblock in the hole's side. A P-Switch will come out. Grab it and carry it through the pipe.

Throw the P-Switch on top of the rope next to the pipe you came out of, and head left. Use the vertically moving electric surge to reach the vine, then head right. Grab the P-Switch and go left again. When you reach the left wall, hit the P-Switch and use the horizontally moving electric surge to reach the pipe (or you can get the trampoline again). In the next room, head left and through the pipe (note: in this room, there is NOTHING to the right).

Head right (careful on the vines- to not fall through, tap right, don't hold it). When you see a lava flower on three turn blocks, hit the left turnblock to get a blue P-Switch. Continue right, and hit the switch when you reach a line of coins above a vine. Run across the brown blocks that appear, and jump up to get the silver P-Switch. Carry it through the pipe to the left, and in the next room, press it. Run right and hit the goal point (you can also reach the goal if you have a mushroom, but this is difficult and most likely to end in death).

None. In the first room, hit the P-Switch below the spot where the shell was to make a door appear to a Jeopardy minigame.
3 - 5: Staccato Exodome Head right to enter the exodome. Inside, go all the way right and grab the yellow springboard at the end. Carry this back to the right, then go upwards. Go right again, and place the springboard to the right of a turnblock. then use it to jump up to the ledge above. Continue right, dodge the sideways flying Thwomp-block, and down the hole. Grab the green springboard, go left again, and then up. Go the left of the thwomp near the start and up on top of the ledge. Place the green spring at the right edge of the ledge, then use it to jump to the right and get a shell. Place the yellow spring, green spring, and the blue shell on their appropriatly colored marks (they're below where the shell was) and Mario will teleport out of the room. Enter the door in the next room.

In the next room, Mario will be in a scrolling cage. Ride this all the way to the right (careful- passing a red bar will cause the screen to start flashing for a short time) and enter the door at the end. In the next room, head all the way upwards and take the top path right. Grab the key and head back left, then take the bottom path right. Fall down the pit, then go left and bring the key to the keyhole.

Come in to the last room of the normal exit with a mushroom, and get a fireflower from the ? block in the top-left corner of the level. Return to where you came in to the room and use fireballs to break the blocks in front of the spring. Carry this all the way to the right wall of the level, and use it to springboard upwards and enter the door (note: In the middle of the space beneath the door, there are two invisible coin blocks you must use to get up).

In the next room, grab the springboard to the right and carry it to all the way to the left and use it to hit a turn block, which a P-Switch will come out of. Grab the spring again and use it to jump up into the hole where the Thwomp-block is, and then spin jump on the Thowmp to reach the ledge above it. Hit the P-Switch and go left, then up. Hit the red block.

In the room where Mario is in the scrolling box, quickly jump into the top-left corner of the box to experiance the best song in the history of mankind.
3 - Castle: Lair of Leopold Head right, using the Thwomp to get on top of the ledge above the door. Continue right and push the box you find as far to the right as it will go (that means off the edge). Place a rope at the rope symbol, climb up it, and head right then up. Grab a throw block and quickly but carefully carry it around and throw it at the turnblock directly below the P-Switch (don't let it hit the box- it will break). Carry the P-Switch back to where you entered the level, hit it, and push the box above the entrance off the edge to the right. Keep pushing, then use it to reach the door.

In the next room, jump off the Dry Bones to your right to reach the throw blocks above. Grab one and go left, then throw it at the turnblock that is not in the pit with the koopa, and a P-Switch will come out. Head right and use the Dry Bones again to get a throw block. Bring this one to the right and throw it at a turn block when you see it, and a vine will come out. Continue right, then up, then left, then up again, and finally left again. The P-Switch from the turn block will be over there. Grab it and drop down, and place it somewhere. Then use the Dry Bones to get a third turn block. Throw it at the shellless blue koopa to the left in the pit (don't kill him, get him to kick it). He will kick it at a turn block, which a shell will come out of. Hit the blue switch, and throw the shell into the hole again (this time, don't let the Koopa kick it). It will hit a second turn block, which a vine will come out of. Climb up the vine and enter the door at the top. In the next room, hit the star block. In the very next room, fall down and enter the hole in the right wall.

None. None.
 ? - ?: Fin's Corruption Travel upwards, and through the top of the level. In the next room, go right and push the second box (its the block wih a frowning face on it) out of the way. There is a door underneath, so enter it. In the next room, get on the right side of the box and push it under the turn block. Hit the turn block, and a vine will come out. Push the block into the hole to the right. Then get a running start, and jump over the lava to the right. Then climb upwards and go left. press the P-Switch on the left, then move to the right side of the box and push it off the edge. Fall down, and use the box to jump up to the door on the left. Note: A trick is that instead of using the last box to reach the door, you can just walk off the edge next to it's starting position while holding A or B. Mario will land on the ledge with the door. In the next room, jump over to the note on the right. After reading it, grab the goal point. None. None.
3 - ?: Grove of Lost Clefs This level doesn't have an exit. If you complete all seven hidden Jeopardy rooms (get all 75 of the coins in each before the song ends!) and return here, you can listen to all the music in the game. None. This IS a secret.
World 4: Moderato Mountains  ?  ? 3 Jeopardy games
4 - 1: Great Moderato Fork Jump upwards, then go to the right. Fall down once you can, then go left and you'll find three turnblocks. Hit the middle block and grab the silver P-Switch that comes out. Carry it to the upper right corner of the pit to where there are munchers. Press the P-Switch here, and run into the path where the munchers were. Grab the springboard inside, then return to the pit and go to the lower right corner. Go right, and enter the pipe closest to the wall.

Place the springboard against the wall to the left, and jump over it. Go left and hit a turn block when you reach one. A P-Switch will come out. Grab it and continue left. When you reach the left wall, grab the springboard in the water and use it to bounce Mario and the P-Switch up to the pipe.

Press the P-Switch and grab the key to the left, then go right. When you reach the pit, take the bottom-right path. Go all the way right, then up to a pipe dwelling Lakitu throwing bombs. Grab one of his bombs and throw it up to where the keyhole is. It will destroy a block near it. Carry the key back through the path to the pit, and this time take the mid-right path to the keyhole.

Note to SNN: While the silver P-Switch is pressed, Mario can "collect" spikes. The same goes for the secret exit.

Return here with the Double Jump ability. Use the ability to jump over and into the green pipe to the right. In the next room, jump upwards and IGNORE EVERYTHING. Simply jump on top of the clouds at the top of the screen, and through the hole in the ceiling. Go right, and then double jump to hit a turn block that a silver P-Switch will come out of. Hit the switch, then run right and jump onto the ledge. Hop right and grab the Goal Point. None.
4 - 2!: Synthsine Badlands Go right and then down and enter the pipe. In the next room, drop down to the bottom. On the left side of the room, wait for the cannon to fire. Bring the bullet bill to the right, then use it to jump over a wall. Continue right until you reach a shell. Grab it and throw it at the switch to the left of it. Grab the P-Switch again, and go back to the left. You'll notice that the turnblock briges that weren't moving earlier now are. Use the brige below the Hammer Bro. to get into a path to the right. Go right and enter the pipe.

Go right and take the bottom path. Climb up the ladders on the right wall and hit the ? block. A key will come out. Go back to the left, and take the top path to the right. When you reach a switch, press it once the turnblock bridge to the right of it is fully extended. Then jump over the wall and grab the key. Return left, and rehit the switch on your way, and then enter the pipe you came through. Back in the cave, return to the pipe you first entered through as well. Back in the first room, use the moving turnblock bridge to reach the keyhole.

None. In the first room, climb the ladder in the first room and jump over to the right to find a P-Switch. In the second room, use the Hammer Bro.'s platform to get to the ledge on the right. Press the P-Switch here and a door will appear between the two stones with stars on them. Inside is a Jeopordy minigame.

In the first room, after hitting the switch, return to the ladder at the entrance. Climb up it and you can get a 1-Up mushroom.

4 - 3: Synthsine Plateau Climb up the ladder to the left, then go right. Drop down when you reach a ladder to land on a blue platform. Mario can control these platforms for a limited time. First, jump on the platform and go down and to the left. Jump in to the large floating block on the left, and grab the key. Go back to the platform, ride it to the bottom of the screen, and then go right and through a pipe. In the next room, go upwards and defeat the Monty Mole. Then, go back down and get on the blue platform. Ride it all the way upwards, then switch to the blue platform to the left. Ride it as far right as it will go, then grab the green springboard you will find. Continue right, bringing both the key and the spring with you. Drop down into the hole on the right wall, then place the springboard directly under the hole a slight ways to the left. Grab the key, and bounce up using the spring. Once you reach the highest you can with the jump, throw the key up and hit a turnblock, which a silver P-Switch will come out of. Then bounce up again and throw the key on top of the rope next to the switch. Go left, taking the spring with you. Once you reach the area with the pipe you came in through, place the springboard on the ground (where that Monty Mole you killed earlier was). Bounce up, then get on the blue platform to the left. Ride this right again, and get to the silver P-Switch and the key. Drop both down the hole to the right, then bring both to the left, back to the pipe you entered the area through. Press the switch, then grab the key and get on the blue platform. Ride it to the block with the keyhole inside. Climb up the ladder on the left, then head right. Drop down onto a blue platform when you reach a second ladder, then ride this right and down through a pipe. In the next room, jump upwards and defeat a Monty Mole. Then drop down and get on the blue platform, which you should ride all the way up. At the top of the level, switch platforms to the blue one on the left, then ride this platform right. When you reach a springboard, grab it and continue right. Drop down the hole on the right wall, then go left, back to the pipe you entered the area from. Enter the blue pipe above it.

Back in the room you started in, place the springboard against the right wall and use it to hit the turn block above, which a P-Switch will come out of. Place the springboard a little to the left, and jump up and grab the switch. Jump on to the blue platform to the left, which you should ride down and to the left. Jump off it once you get past the brown blocks and on to the other blue platform. Ride this all the way to the left, and jump on top of the turnblocks you will reach. Then bounce off the flying red Koopa on the left and up to the ledge above. Press the P-Switch, grab 1-3 coins above you, and wait for the P-Switch to expire. Once it does, jump farther upwards and to the right. Ride the blue platform you reach towards the door on the right. Enter the door. NOTES TO SNN: You can get up to the door by using the blue platform on the right of the key, and you can also reach the door by using the springboard to bounce up.

In the next room, you will find a yellow platform. This platform drops bombs whenever you press X or Y. The goal of the are is to destroy all 5 of the eyeballs scattered around. You should be able to find them or figure out how to reach them (careful not to get pushed off your platform by a wall!). If you run out of bombs, ride the platform towards the upper right corner of the room, where you'll find another yellow platform. After all are destroyed, you will be transported to a room with two ladders, two koopas, and the goal point.

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4 - Shrine!: Con Dolore Church Go right, and through a yellow pipe. In the next room, jump on the Koopa the pops out of a block and grab his shell. Then jump underneith the coin on the right to reveal an invisible coin block. Jump on top of the block, then jump upwards again to reveal another block. Jump on top of this one, then go right. Throw the shell into the hole with the turnblock, which a silver P-Switch will come out of. Grab this, then carry it through the yellow pipe at the top of the level. In the next room, simply go right (talk to the man on the way) and through the yellow pipe.

In the next room, go right and push the box (it looks like four lightly colored blocks) to the right. Once it falls off the edge, push it all the way off the edge on the left. Once it falls, stop pushing it, for you have to create an invisible coin block bridge over the gap to the right. Once this is done, begin pushing the box to the right. Once it falls off the right edge, you'll have to go back to the left, down, then right to continue pushing. Once you push it against the right wall, jump on it and over the wall. Next, go right, up, and through the green pipe.

In the next room, drop down the hole in the floor and press the silver P-Switch to change a Fishing Boo into a coin. Grab the coin, and Mario will be teleported to the other side of the room. Grab the blue P-Switch from the turn block to the left, then continue left and throgh the yellow pipe. Back in the first room, go all the way left and up (use the Dry Bones to bounce higher). Then, press the P-Switch and jump right. You should see a Dry Bones. Wait for it to get under the hole near the key, then use it to bounce upwards. Grab the key and carry it through the yellow pipe at the bottom of the area.

Back in the second area, uncover the invisible coin blocks like you did the first time, then go all the way right. Get below the green pipe on the right wall, then jump upwards to reveal yet another invisible coin block. Jump back around and enter the pipe. In the very next room, take the key to the keyhole.

Complete the normal exit first, and then return here with the double jump ability. Go right and through the hole in the right wall. Use the double jump ability to reach the purple/orange orb above. Go back through the hole, then go left and down the yellow pipe. In the second room, jump below the spot where the coin is to reveal an invisible coin block. Jump on top of this, then double jump to the ledge above (or reveal the other block). Now jump to the top of the level and enter the yellow pipe to the right. In the next room, go right and talk to the old man. Outside, go right and up to find a blue P-Switch. Drop back down and go right, taking the bottom path this time. Go all the way right, then press the P-Switch when you reach some brown blocks. Grab the Goal Point. At the start of the level, go immediatly upwards (use the Dry Bones to bounce higher) and through a hole in the ceiling. In the next room, there is a Fishing Ghost and two boos. Climb to the top of the area and hit the turnblock, then press the silver P-Switch that comes out. Collect the coins that the three ghosts turned into, and Mario will be transported to a Jeopardy game.
4 - Palace: Y. Melody Palace Jump on top of the floating platform to the right. When the Fuzzy comes around, spin jump on him and hit the switch above (note: you'll need some horizontal speed to hit it). Go right, and drop down through the cracked floor. Continue right and up a ladder (ignore the switch on the left!). Once you reach the top, jump right and down to the bottom. Kill the blue Koopa, then press the switch. Use the springboard to the left to jump up to the ladder on the left. Climb up, then jump to the switch on the right. What you need to do now is bring the Fuzzy down below the turnblock to the left. When the fuzzy is on the right side of the block he is encircling, press the switch. Once he gets across the four switch blocks, quickly press the switch again to let him pass through a block. Once he gets through it, press the switch again. Now, wait until you think he has gotten over all the switch blocks, then hit the switch again and spin jump off him into the turnblock above, which a blue P-Switch will come out off. Climb up the ladder to the left, then jump over and grab the P-Switch. Go back to the left, all the way back to where you started the level from. Press the P-Switch, and a spring will fall down. Climb up the ladder on the right, then use the spring to reach the ledge up to the right. Enter the door.


-Boss Fight: The Yellow Guard-

Much like the Blue Guard, the Yellow Guard will smash the ground, which will stun Mario if he is also on the ground at the time. The only difference is that the Guard is below Mario on top of a bunch of munchers. Like before, simply bounce off his head to damage him. Each time, the boss will speed up. 5 hits will kill him. Once he's dead, a spring will appear. Use this to bounce through the hole in the ceiling. In the next room, jump on the switch. But something goes wrong...

Mario will begin the next area falling through the ground. A message box tells him the switch is broken because of a "strange evil aura". Go right, then push the (very) broken Yellow Switch to the left. It may get stuck against the wall. To continue pushing, head left and down. Grab the spring on the left, then place it under the cracked blocks to the right. Bounce up, and make your way to the other side of the switch. Then continue pushing it left, and off the edge. Now, start pushing it right (grab the spring on your way). Once it falls off the edge, drop down and begin pushing it left again. It may again get stuck beside the wall. Fall down the cracked blocks on the right, then go left and continue pushing it. Don't push it into the hole with the pink outlines, though. The switch will get stuck. Bring the springboard to the left and place it under a turnblock. Bounce up to start turning the block, then bounce up a second time to hit a switchblock. Now, the hole in front of the Yellow switch is filled. Before you continue pushing the switch, clear away the breakable blocks to the left. Now continue pushing the switch right. After it gets across the hole, go back to the spring and hit the switchblock a second time (make sure theres enough pushing room to the right of the Yellow Switch first!). Now, push the Yellow switch all the way left and through the hole in the wall. The switch will then fix itself, and you can press it. Note to SNN: The music messes up a little after completing this. Might want to fix that.

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4 - 4 Synthsine Gorge Use the brown platform to the right to get upwards, then use a second platform to get over the wall on the right. Jump on another brown platform to start it moving, then jump down and press the switch block below. Wait for the platform to get over the rope you just made appear, then press the switch again. Jump onto the platform, then ride it underneith the turn block on the right. Hit the turn block and grab the blue P-Switch that comes out, then jump on the platform to the right. Ride this back to the left. Press the P-Switch when you reach a blue pipe covered with brown blocks, and then enter it.

In the next room, ride the brown platform downwards, then switch to another platform when you reach the end of the first's rope. Eventually, you'll come to a switch. You'll want to hit it. After that, you'll come across another platform. Again, jump to it, and soon you'll reach another switch. Hit this one as well. Ride the platform the rest of the way down and through a hole in the wall. In the next room, go right and use a green springboard to reach a P-Switch at the top of the screen. Grap the switch, then drop to the bottom of the room. At the bottom, go right until you see a shell. Throw this up into the rope to the right, then press the P-Switch to drop a yellow Koopa. The Koopa will get into the shell, creating a Disco Shell. Lure the Disco Shell left and off the edge, then bring it into the switch block (careful! The shell will drop once the switch is pressed). Now, go right and upwards, then all the way left and into the red pipe.


-Boss Battle: Vulcan-

Vulcan is a (very MS Painted) floating fireball. He will spit large fireballs around, and there is lave below and above Mario. Meanwhile, the ground is scattered with throw blocks and is scrolling up and down. In case it wasn't obvious, you must throw turn blocks at Vulcan. Each time you hit him, he will start throwing fireballs faster, but standing directly underneith him will keep you safe. After three hits, he will start flying directly over you (making it even easier to avoid his attackes). After another hit, he'll start flinging out tons of tiny fireballs. One last hit will defeat him. In the next room, simply walk over to the tan shoes on the left to get the Double Jump ability (called the "Aria Boots"). This makes many earlier levels half a million times easier, but is needed to progress through the game. Simply press A a second time in the air to do a second jump (or you can press B > A to do a double-Spin jump). Now practice your ability by climbing the area above (a mushroom is invaluable here- Do not forget it!). At the top, enter the hole in the ceiling. It will take you back to the first room. Get the key by double jumping from the ledge at the bottom-left corner, then carry it to the keyhole to the right.

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4 - 5! Border of Synthsine Go right, then up a ladder when you see one. Above the ladder is a Mega Mole surrounded by turnblocks. Use your double jump ability to hit the block on the right, then jump on top of the mole when it falls. Use it to jump onto the ledge next to it. Scroll the screen left, then hit the P-Switch on the right. Jump back on the mole and continue riding it. Once it gets to the end of the Muncher line, double jump up and grab the springboard. Carry this right, and place it against the wall. Bounce on it, then double jump to the ledge on the left. From here, you can jump over the wall on the right. Fall down (ignore the platform), then go right and up. Continue right, and jump on the next blue platform to get into the box (enter the upside down edge). Hit the turn block next to the Mega Mole above, then jump on the mole before it falls off the edge to the right. Then use it to enter the peach pipe in the lower-right corner.

In the next room, double jump over the wall to the right. The goal here is to defeat each of the red Rexes. The first is in the upper left corner of the area. Just be careful: After it dies, it will become a flame that will hurt you! After you kill the first one, drop down and go right. Ride the Mega Mole to the other side, then continue right and defeat the next Red Rex. Grab the key once he's defeated, then go left and jump onto the newly accesible ledge. Next, go right to find another Rex, this time walking on Munchers. Carefully bounce off his head twice, then continue right. Jump on the Mega Mole, then fall down the hole to the right. Walk down the slopes, then go left to find the keyhole.

NOTE: This level only unlocks a pipe back to the first world. To continue on with the game, return to 4 - 1.

None. Use the first blue platform to reach a P-Switch to the right. Carry this down and to the right, then press it. Enter the door that appears between the two skulls to find a Jeopardy game.
4 - Fort Go to the upper right and grab the shell. Continue right, killing the blue koopa on the way, and throw the shell at the switch with a P-Switch on top. Go around and press the P-Switch, then run left. Fall down the hole with the Chuck beneith, then wait for the P-Switch to expire. Now double-jump to the upper left corner of the room, and press a second P-Switch. Fall down and grab the coin below the On/Off switch to the right (don't hit the switch!), then drop down to the left. Throw the shell and the turn block. Grab the coin it turns into, then jump back up and hit the switch (don't stop the shell). If you time it right, the shell will go over to a switch and start repeatedly pressing it. Now go to the right, taking the bottom path (where the Chuck is/was), and through a green pipe.

In the next room, jump upwards and press the second switch (it's near the Dry Bones). Now go right, and you'll hear a shell be kicked. Go back to the left, and hit the turnblock to create a vine. Climb up the vine to find a P-Switch. Grab it, then drop back down and head right again. At the right wall, you'll see a blue Koopa. Hit the On/Off switch nearby, then hit it again when the Koopa is on the On/Off blocks. Hit it once more when he's on the next couple of On/Off blocks. Now press the P-Switch, and hit the On/Off switch again when the Koopa gets over the pink blocks to the left. Once he gets on top of the blue blocks all the way on the left, press the switch once again to drop him down. Press the switch again to drop him off the pink blocks to the left, then again to drop him off the blue blocks all the way to the left. Now, hit the switch repeatedly to get him across the blocks below. At the end, he'll kick a shell into a turnblock, which will fling a Mushroom out. Grab the mushroom, then spin jump on the turnblocks all the way to the right. Enter the door below.


-Boss Fight: Boothoven-

Boothoven is back once again (hey, you can't kill a ghost, you know). This time, the floor has several holes in it, and Bullet Bills are flying across the screen. As all the boss fights before, simply grab a throw block and toss it at him while he is visible. On the third hit, the floor will suddenly change (careful not to fall!). Now, the floor will change every three seconds, so pay attention! Three more hits will bring him down.

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4 - 6: Moderato Summit Go to the right, and you'll meet with King Lamentando and Lowkey, a Key Spirit (they're the ones who've been talking in all those mini-cutscenes). Lamentando tells you that it is, in fact, Mario's fault that Fin has been unleashed on the world. He then tells you that it is up to you to fix the problem, and claims he can teleport Mario to Fin. After this message, he tells you that you must bring the bridge from Fin back to the normal world. After telling Mario this, he teleports you to Fin...


In the next room, simply fall down and enter the hole in the right wall.

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 ? - ?: Dischord Wasteland In the first room, simply jump over to the right wall. In the next room, there is a Message Box above that tells Mario the answer to a riddle later in the level. After reading this, go right. Fall down the ledge below, and you'll notice odd markings in the dirt below. Memorize these. Now jump back up and enter the green pipe. In the next room, remember those markings you saw? Enter the spaces in between the blocks in that order.
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