Created By:    PB8J@hotmail.com
Version:       1.00, "Super Mario All-Stars - Super Mario Bros. 2"
Created On:    Monday, April 1, 2002
Last Updated:  4/11/02


                                                                ...,,
                                                              .'     ``~
                                                             .          `.
                                                          .      .      `.
                                                 _.``.   |     ~` `~     `.
                                        _.----     -. `. |____'       '     .
                              ..--.       .--`  | | .` `              .     .
                    _   -       -. `.  | |        - .~`               .    .
         .-~.      | | | |   | |  .` `  __--.  | _ -                 .    .
        . .~. .                 -..~` | __--        `               `    .
             ~     | | | |  |  --             | |  | |             `    .
       | |                    '      | |                          `    .
        ~.`-~.    | | | |  | |         -````||_|  |_|            `    .
          `-~..    . .              |_.-----                    `    .
       .~.  .  | |  ~  |  |_|                                  `    .
        -.~  |   ~..~'                                        `    .
       '~..~-`                                    ~``~.      `    .
                                            .-.  |  ~  |    `    .
                                  _.``.                    `    .    ____
                       _.-          -. `.  | |  | | | |   `    :.~~~~    |
   ._          -`                | | .` `                |              .
     \        /       / ~ \        - .~`  | |  | | | |  .           ...|
   |             |     ..       | _ -                  |____----````
    - .    .  -                      `   | |  |  ~  |
  | |         | |   / /  \ \   | |  | |        ~..~'
     \ \  / /         ===               |_|
 | |     .   | |           . .|_|  |_|
       \  /   _   /_/       -
|_|     --
                  S
            O
      R
B


                        A l l - S t a r s  O n l y  !

 e x c l u s i v e  f. a. q.  f o r  t h e  A l l - S t a r s  v e r s i o n


Questions, comments, corrections?  E-mail me! :  PB8J@hotmail.com


Version History
---------------
Version 1.00 April 11, 2002:  First release of FAQ (derived from my original 
Super Mario All-Stars FAQ made in October of 2000).


Contents
--------
   I Story
  II Cast of Characters
      - Mario
      - Luigi
      - Toad
      - Princess
      - Subcons
 III Cast of Enemies
      - Albatoss thru Wart
  IV Items
      - Coin thru Star
   V Techniques
      - Explanation
      - Basic Techniques
      - Mario's Abilities
      - Luigi's Abilities
      - Toad's Abilities
      - Princess's Abilities
  VI Walkthrough
      - Format
      - Key
      - Worlds 1 thru 7
      - Ending
 VII Bonus Chance
VIII Secrets
      - 1-Up Mushrooms
      - Warps
      - Shortcuts
  IX Miscellaneous
      - Invincibility Without Star
      - Suicide
      - Fun With Birdos
      - Racking Up 99 Lives
      - The Mysterious Ninja
   X Outro
      - Credits
      - Copyrights



 _____
|_   _|
  | |   ---------
 _| |_ |S t o r y|
|_____| ---------

(From the Instruction Booklet of Super Mario All-Stars.)

One evening, Mario had a strange dream.  He dreamt of a long, long stairway 
leading up to a door.  As soon as the door opened, he was confronted with a 
world he had never seen before spreading out as far as his eyes could see.  
Suddenly, he heard a faint voice saying, "Welcome to 'Subcon,' the land of 
dreams.  We have been cursed by Wart.  Please defeat Wart and save us.  
Remember, Wart hates vegetables.  Please help us!"

The next day, on the way to a picnic, Mario talked to Luigi, Toad, and the 
Princess about the strange dream he had.  After arriving at the picnic area, 
they found a small cave.  When they opened the door in this cave, to their 
great surprise, the world that Mario saw in his dream spread out before them!


 _______
|_  _  _|
  || ||   ---------------------------------
 _||_||_ |C a s t  o f  C h a r a c t e r s|
|_______| ---------------------------------

Mario
-----
The one and only red-and-blue-wearing-plumber, Mario has found himself caught 
up in yet another adventure.

Luigi
-----
Mario's younger, but taller, brother; Luigi is always at his brother's side 
in times like these.

Toad
----
Mario, Luigi, and Princess's best friend, Toad is the friendliest mushroom 
you'll ever meet.  His cute demeanor catches many enemies off guard.

Princess
--------
Instead of being the one rescued, this time Princess wants to be part of the 
rescuing.  Princess may be of royalty, but she has a unique ability that 
makes her special.

Subcons
-------
They have been cursed by Wart, the evil mastermind behind all of the mischief 
in Subcon.  These creatures resemble bees, but it is unknown what they really 
are.  It is said that Wart trapped them all in a jar.  Hurry and rescue them.


 __________
|_  _  _  _|
  || || ||   ---------------------------
 _||_||_||_ |C a s t  o f  E n e m i e s|
|__________| ---------------------------

Albatoss
--------
They used to be the only residents in the World of Dreams.  Now, by order of 
Wart, they work as carriers for Bob-ombs.

Autobomb
--------
Shyguys' favorite ride; they are also referred to as the "bad dream machine."

Birdo
-----
He thinks he is a girl and spits eggs and fireballs from his mouth.  They 
come in various colors, which hint how tough they are.

Blue Shyguy
-----------
They move back and forth on the hills.  Carefully avoid them.

Blue Snifit
-----------
They move back and forth on the hills.  Avoid their bullets with timely 
jumps.

Bob-omb
-------
They have a terrible temper.  When they get angry, they explode.

Clawgrip
--------
He grew suddenly one day, and is now surprisingly skilled at throwing rocks.

Cobrat
------
Usually asleep in a jar, they move on Wart's command, often appearing in 
Toad's dreams.

Flurry
------
They'll chase you on ice skates.

Fryguy
------
Wart gave life to this entity, which is created from fire.  He spits 
fireballs when he is mad.

Gold Beezo
----------
They attack by flying straight at you.  Stay calm, and study their movements 
carefully.

Grey Snifit
-----------
They jump before spitting a bullet.  Learn the timing of their bullets.

Hoopster
--------
They are creatures about the size of a basketball.  They resemble a ladybug, 
and live on vines, crawling up and down.

Mouser
------
Mouser is a bomber of bad dreams that destroys good dreams.  He is proud and 
he doesn't believe that he is just a mouse.

Ninja
-----
They are little devils that appear in the dreams of SNES players.

Ostro
-----
They serve as a means of transportation in the World of Dreams.  Shyguys 
often ride them.

Panser
------
The only plant life Wart created for the World of Dreams.  They spout fire.

Phanto
------
They normally are at rest and wait by Keys.  If you take a Key, they will 
pursue you.

Pidget
------
They bring evil dreams.  They can't fly on their own, so Wart gave them 
flying carpets.

Pokey
-----
They are walking cactuses.  Their entire body, except for their head, is 
covered with thorns.  Thorns will hurt you if you touch them.

Porcupo
-------
Their bodies are entirely covered with spines, so you can't climb on their 
backs.

Red Beezo
---------
They attack by diving at you.  They look like a Shyguy with wings.

Red Shyguy
----------
Members of the "16-bits" (a club from evil dreams), they wear a mask because 
they're shy.

Red Snifit
----------
Members of the "16-bits," they wear masks and spit the bullets of evil dreams 
from their mouths.

Spark
-----
They shine and move in a circular motion around the walls and floors of 
fortresses.  They can move fast or slow.

Triclyde
--------
Triclyde was once an outsider, but now he is one of Wart's helpers since he 
impressed Wart with his cunning brain and offensive capabilities, which are 
three times normal strength.

Trouter
-------
They're fish that live in the World of Dreams.  You'll find them in 
waterfalls and rivers.

Tweeter
-------
They're birds with masks on and hop.  Try to get on top of their heads.

Wart
----
Wart is the most mischievous of all in the World of Dreams.  He created 
monsters by playing with the Dream Machine.


 _ __    __
| |\ \  / / ---------
| | \ \/ / |I t e m s|
|_|  \__/   ---------

Coin
----
For every Coin you find, you get a chance to play the Slot Machine at the end 
of the level.  You can only find Coins in Sub-Space.

Vegetables
----------
These freaky vegetables have grown huge!  Collect five of them and a Stop 
Watch will appear.

Tiny Vegetables
---------------
These vegetables are still growing, but you can still use them to defeat your 
enemies.

Bomb
----
After you pick up a Bomb, it will flash just before it explodes.  Use the 
Bombs to blow up rocks or other things that get in your way.

Shell
-----
When you throw a Shell, it skids along the ground, hitting anything in its 
path.

Mushroom Block
--------------
Mushroom Blocks can be used as stepping stools if you need to jump up to a 
higher area.

POW
---
POW blocks are POWerful!  When one hits the ground, it damages all of the 
enemies on the screen.

Mushroom
--------
Mushrooms are only found in Sub-Space.  They refill and add to your life 
hearts.

1-Up Mushroom
-------------
An extra life is yours after you pick up a 1-Up Mushroom.

Small Hearts
------------
After you defeat a lot of enemies (eight to be exact), a Small Heart may come 
floating up from the ground.  Grab it to refill one of your life hearts.

Key
---
Keys are required when you want to cruise through a locked door.

Magical Potion
--------------
When you throw a Magical Potion down, a red door leading to the alternate 
dimension of Sub-Space will appear.  If you throw it in the correct place, 
you'll find Mushrooms, and Coins inside clumps of grass.

Cherry
------
If you pick up five Cherries, a Star will appear from below.

Stop Watch
----------
If you pick up five large vegetables in one stage, the Stop Watch will 
appear.  Get the watch to make all enemies stand still for a while.  Be 
careful though, even stopped enemies can hurt you.

Star
----
Collect five Cherries, and a Star will float up from the ground.  Grab it to 
turn invincible for a short time.


__    __
\ \  / / -------------------
 \ \/ / |T e c h n i q u e s|
  \__/   -------------------

Explanation
-----------
Basic Techniques are techniques that all characters can perform.  Abilities 
are separated by characters, and can only be done by the specified character.  
For example, Princess is the only character who can float, so that technique 
wouldn't be under the basic type.

Basic Techniques
----------------
Walk             - Hold left or right
Run              - While holding left or right, press the dash button
Squat            - Push down
Jump             - Press the jump button
Moving Jump      - Jump while holding left or right
Run Jump         - Jump while holding left or right and the dash button
Power Squat      - Hold down while squatting until character flashes brightly
Power Squat Jump - After power squatting, press the jump button
Entering jars    - Squat on top of a jar
Entering doors   - Push up while standing in front of a (unlocked) door
Unlocking doors  - While carrying a Key, push up standing in front of a door
Pulling/Throwing - Press the dash button

Mario's Abilities
-----------------
No special abilities

Pull power                 - second quickest
Jump power                 - second highest
Speed when holding an item - second quickest

Luigi's Abilities
-----------------
1.  Has a high jump peak
2.  Has a small wait time in air when falling down after jump

Pull power                 - third quickest
Jump power                 - highest
Speed when holding an item - third quickest

Toad's Abilities
----------------
1.  While carrying an item, Toad doesn't lose any of his jump power
2.  While carrying an item, Toad's running speed dramatically increases

Pull power                 - quickest
Jump power                 - lowest
Speed when holding an item - quickest

Princess's Abilities
--------------------
1.  When jumping, hold down the jump button again to float left or right

Pull power                 - slowest
Jump power                 - third highest
Speed when holding an item - slowest


__    __ _
\ \  / /| | ---------------------
 \ \/ / | ||W a l k t h r o u g h|
  \__/  |_| ---------------------

Format
------
There are twenty levels separated into seven worlds of the land of Subcon in 
Super Mario Bros. 2.  The walkthrough is directions on getting through every 
level.  To add to that, I have also put in directions to getting all the 
Mushrooms in the game, and I have also included boss strategies when needed.  
There are hidden things in some levels as well, and they're included in the 
walkthrough.

Every level has two Mushrooms hidden in Sub-Space except for 2-1 and 6-2.

Key
---
L   = Level.          Shows you how to get through the level the best way
1UP = 1-Up Mushroom.  Shows you where the 1-Up Mushroom is in the level
W   = Warp.           Shows you how to find the Warp in the level
B   = Birdo.          Shows you how to defeat the Birdo in the level
WB  = World Boss.     Shows you how to defeat the boss found at the world end

Setting         = The setting the level is set in (Plains, Underground, etc.)
Difficulty      = The difficulty of the level (Easy, Moderate, or Hard)
Best Character  = Which character is best suitable for the level


World 1-1
---------
Setting:         Plains
Difficulty:      Easy
Best Character:  Mario
---------
L - You begin the game falling from the door Mario and company found in a 
small cave near their picnic area.  Fall down, past the tall grass hills, to 
the ground and enter the door on the right side.  You'll spot two Red Shyguys 
and a Tweeter approaching you.  Defeat them by pulling the clumps of grass 
for Vegetables you can use to throw at them, or jump on top of a Red Shyguy 
or Tweeter, pick him up, and then throw him at another enemy.  Continue on, 
and climb the vine up onto the grass hill.  Pick up and throw the Blue Shyguy 
on the ground.  Next, pull the first grass left of the vine to discover a 
Magical Potion.  Throw it down anywhere on top of the grass hill to make a 
door appear, and enter it to get to the alternate dimension, Sub-Space.  You 
can pull the clumps of grass for Coins, but make sure you pick up the 
Mushroom for your third red heart before you get sent back to Subcon.

Back in Subcon, continue right and pick up and throw the POW to defeat the 
enemies on the screen.  Jump on top of the next grass hills and move across 
the log above a waterfall.  Jump onto the descending logs across the next 
waterfall, and you'll spot a POW on top of a grass hill.  Pull the grass next 
to the POW for a 1-Up Mushroom, and pick up the POW and throw it down to 
defeat the enemies on the screen.  Continue right, past a small waterfall 
behind a log, and enter the door in front of a grass hill.  You'll enter a 
cave and spot a Ninja.  Pick him up and throw him down into the bottom of the 
waterfall next to a vine.  Climb the vine all the way up, and go right and 
enter the door at the dead-end.  You'll be back outside--only on the higher 
level.  Pull the first clump of grass to the right of the door you came from 
to discover a Magical Potion.  Move right and throw it down when you can see 
a lot of clumps of grass on the screen.  Enter Sub-Space, collect some Coins 
and pick up the Mushroom for your fourth red heart, and then exit back to 
Subcon.  Pick up, then throw away, the Hoopster occupying the vine nearby, 
and then climb it up.

Continue jumping up onto each grass hill, avoiding the Ninjas along the way, 
and then climb up the vines to reach the next area.  The boss music will be 
playing which means you have to fight a Birdo.  Continue right to face him.

B - This Birdo is extremely easy to defeat.  Wait for him to spit out an egg, 
jump on top of it, pick it up, and then throw it back at him.  Do this three 
times to defeat him and have him spit out a Crystal Ball.  Pick up the 
Crystal Ball and enter the Gate nearby to complete level 1-1.

1UP - See Level Description.


1-2
---
Setting:         Plains
Difficulty:      Easy
Best Character:  Luigi
---
L - In the beginning you'll notice a Pidget riding a flying carpet.  Wait 
beneath him, and when he flies down to try to hurt you, jump on top of him, 
pick him up, and then throw him away.  Ride the flying carpet onward, over 
the vast gap.  While riding, a couple of Gold Beezos will fly straight at 
you.  Avoid them by staying low.  When you spot two jars, get off the carpet, 
and pull the clump of grass left of the first jar to discover a Magical 
Potion.  Throw it down near the jar and enter Sub-Space.  Pick up the 
Mushroom for your third red heart and then exit back to Subcon.

Next, enter the first jar (jump on top of it and then squat down) and pull 
the clump of grass inside to find a 1-Up Mushroom.  Jump out of the jar, and 
then enter the next jar.  Pick up and carry the Key out of the jar, and bring 
it to the locked door in front of the grass hill.  Unlock the door and enter 
it to find yourself inside a cave.  You'll notice three Cherries on the 
screen; collect them, and if you didn't see a Star appear, exit and then 
reenter the cave and collect three more Cherries.  Once you see a Star, grab 
it to turn invincible and defeat the Red Shyguy and Blue Snifit nearby.  
You'll notice some rocks blocking your path.  Pull the clumps of grass near 
the wall of rocks to discover Bombs.  Place the Bombs directly next to the 
rocks to blow them up, and climb the ladder up (watch out for the Gray 
Snifit's bullets).  Pull the clump of grass left of the ladder to find a 
Bomb.  Place it on top of the three rocks stacked on top of each other, on 
the right side.  Don't pull the clump of grass next to the ladder, but pull 
the other two clumps for more Bombs you can place on top of the rocks you're 
trying to blow up.  Now, pull the last grass left to discover a Magical 
Potion, then drop down (now that the rocks are gone), and throw it onto the 
ground.  Enter Sub-Space, pick up the Mushroom for your fourth red heart, and 
then exit back to Subcon.

Continue right, and avoid the two Ninjas.  Enter the door to go back outside.  
Move right, past the many clumps of grass and enter the door at the dead-end.  
Continue right to face a Birdo.

B - There's really no difference from this Birdo than the one you faced in 
level 1-1.  Jump on top of, then pick up, the eggs he spits out and throw 
them back at him.  Do this three times to defeat him.  Pick up the Crystal 
Ball he spits out and enter the Gate to complete level 1-2.

1UP - See Level Description.


1-3
---
Setting:         Plains and Fortress
Difficulty:      Easy
Best Character:  Mario
---
L - Jump on top of the Gate and power squat jump onto the grass hill, 
collecting the Cherries.  Continue jumping on the next couple of grass hills, 
collecting more Cherries, until reaching a long log over a waterfall.  You'll 
spot two clumps of grass left of the log; pull one of them to discover a 
Magical Potion and throw it down in the middle of the log.  Enter Sub-Space, 
pick up the Mushroom for your third red heart, and exit back to Subcon.

Jump over the next few gaps when the Trouters aren't in your way.  Next, jump 
onto each of the small descending logs over the waterfall.  You'll notice a 
group of five clumps of grass on top of a grass hill, but for now, ignore 
them and continue right until spotting a Blue Shyguy walking underneath a log 
with clumps of grass.  Pull the first grass beneath this log to discover a 
Magical Potion, and carry it with you back to the grass hill with five clumps 
of grass.  Get on top of this grass hill (you may need to power squat jump 
onto the descending log nearby depending on which character you're using) and 
throw down the Magical Potion anywhere on it.  Enter Sub-Space, pick up the 
Mushroom for your fourth red heart, and get back to Subcon.  Pull all five 
clumps of grass and you should pull a Stop Watch.  Now that the enemies are 
still, continue right and enter the door in front of the fortress.

Once inside, climb the chain to the next screen up.  You'll notice four 
Mushroom Blocks near a Blue Shyguy.  Pick up and place one on top of the 
platform of blue boxes right above you.  Stand on the Mushroom Block and 
power squat jump onto the next platform (watch out for the Spark).  Go up 
either left or right (it doesn't matter), and jump up onto the next platforms 
occupied by Sparks to find a door that you need to enter.  Inside, jump onto 
the platform, pick up the Key, and exit back out.

While carrying the Key, immediately fall to the right side and continue to 
drop, past the door that led you into the fortress, staying on the right to 
find a locked door with spikes below.  Unlock the door with the Key you 
found, and enter it.  Jump from platform to platform and you'll spot a POW 
near three Blue Shyguys.  Throw it down to defeat the enemies and continue 
right.  Watch out for the two approaching Ninjas after the Sparks.  Pick up 
the Crystal Ball, and then enter the Gate to face Mouser.

WB - Before you can actually face Mouser, you'll have to pull the clumps of 
grass for Bombs you can use to blow up the rocks blocking you.  (Mouser will 
blow the rocks himself if you wait long enough.)

Now that you've found Mouser, you'll need to hurt him.  He will always move 
back and forth on the platform of blue boxes, throwing Bombs at you to try to 
hurt you.  Pick up the Bombs Mouser throws and jump up and place them onto 
the platform he's on.  If you can time it right, and place the Bombs on the 
right spots of the platform, the Bombs will explode and hurt him.  Do this 
three times to defeat Mouser, and a doorway will appear.  Enter it to begin 
World 2.

W - Bring a Magical Potion to the jar all the way to the right end of the 
plains area, just past the door leading you into the fortress, and throw it 
down.  Enter Sub-Space, and enter the jar to find a Warp that whisks you all 
the way to World 4.


World 2-1
---------
Setting:         Nighttime Desert
Difficulty:      Moderate
Best Character:  Toad
---------
L - You start World 2 in the middle of a desert.  Move right and you'll 
notice something peculiar in the sand--a Cobrat!  When he jumps out of the 
sand, defeat him by jumping on top of him and throwing him away.  You'll find 
another Cobrat in the jar nearby, so make sure you defeat him before he hurts 
you with his bullets.  Continue right until spotting a jar near some clumps 
of grass.  Pull the first grass to discover a Magical Potion and then throw 
it down near the other three clumps of grass.  Enter Sub-Space, pick up the 
Mushroom for your third red heart, and get back to Subcon.

Continue right, and you'll be in some quicksand.  Don't stay in one spot, and 
jump on the cactuses and bone platforms for safety.  If you're getting sucked 
down, continually press the jump button on the control pad to get back up.  
After the quicksand part, you'll meet a Panser for the first time in the 
game.  Run underneath him, and watch out for the fireballs he lets out.  
There's a Cobrat hiding in the next quicksand pit.  Continue on to find a 
door in front of a pyramid.  Enter it, and work your way down by digging 
through the soft sand.  If a Red Shyguy is about to touch you, just move to 
the other side and dig from there.  You'll eventually see a ladder; climb it 
down and enter the nearby door.  Continue right to face a Birdo.

B - When trying to jump on the eggs the Birdo spits out, it's a good idea you 
get on the right side of him so that you have some room to jump.  Throw three 
eggs at this Birdo to defeat him, and then pick up the Crystal Ball he spits 
out.  Enter the Gate--all the way to the right--to complete level 2-1.


2-2
---
Setting:         Desert
Difficulty:      Hard
Best Character:  Princess
---
L - You start 2-2 inside a cave.  Jump up and move right to find a doorway 
leading you outside.  In the desert, move right and watch for the Cobrat 
hidden in the quicksand.  Look out for a Gold Beezo right after the Cobrat.  
You'll reach a jar with three separated clumps of grass near it.  Pull the 
first grass to discover a Magical Potion and throw it down near the other two 
clumps of grass.  Enter Sub-Space, pick up the Mushroom for your third red 
heart, and get back to Subcon.

Pass by the next two jars and jump on the cactuses to avoid getting sucked 
into the quicksand.  The quicksand after the jar is extremely dangerous; to 
get across it, just wait for a bone platform to rise up and then use it as a 
platform to get over.  You'll spot a door nearby; enter it to reach a cave.  
Inside, drop down and pull the lone clump of grass for a 1-Up Mushroom.  
Next, pull one of the other nearby clumps of grass for a Bomb.  Jump back up 
to the doorway from which you entered and place the Bomb next to the bricks 
blocking your path to blow them up.  Continue left and you'll spot three Blue 
Shyguys with five clumps of grass near them.  Pull the middle clump of grass 
to discover a Magical Potion and throw it down where you found it.  Enter 
Sub-Space, pick up the Mushroom for your fourth red heart, and exit back to 
Subcon.  Exit the cave and get back outside.

Back at the desert, get past the next group of jars and you'll spot a Pokey 
for the first time in the game.  Jump on his head, pick it up, and throw it 
at the rest of his body to defeat him.  Continue on, run underneath the two 
Pansers, and climb the vine down underground.  Dig your way down through the 
soft sand, and when you can either continue digging left or right, dig on the 
right side.  You'll find a door all the way at the bottom, so enter it.  
Continue right and you'll face a Red Birdo.

B - This is the first time you'll fight a Red Birdo, so be careful.  He 
sometimes spits out fireballs instead of eggs, so you have to wait and look 
before you jump on top of them.  You'll notice that there are three Mushroom 
Blocks below the Red Birdo.  You could pick one up and throw it at him, but 
it's not necessary.  Attack this Red Birdo three times to defeat him, and 
then pick up the Crystal Ball he spits out.  Enter the Gate to complete level 
2-2.

1UP - See Level Description.


2-3
---
Setting:         Nighttime Desert
Difficulty:      Moderate
Best Character:  Luigi
---
L - You start 2-3 in a room with a ladder nearby.  Climb the ladder up and 
you'll be outside in the desert.  Just right of where the ladder is, you'll 
spot a group of three clumps of grass.  Pull the first grass to discover a 
Magical Potion and carry it left of the ladder where there should be two 
hills and a Blue Shyguy.  Throw the Magical Potion on top of the higher hill, 
between the two trees in the background, and enter Sub-Space.  Pick up the 
Mushroom for your third red heart and exit back to Subcon.

Now, go back right and continue until spotting a bunch of hills with a door 
on top of one of them.  You'll notice a lot of Gold Beezos flying at you, as 
well.  If you're Luigi, you can power squat jump onto the hills from the 
ground.  However, if you're any of the other three characters you'll have to 
keep jumping straight up until you can find a Gold Beezo you can jump on to 
get to the top of a hill.  Once on top, enter the door and you'll be in a 
small cave.  Inside, pull the first clump of grass right of the doorway to 
discover a Magical Potion.  Throw it down where you found it and enter Sub-
Space.  Pick up the Mushroom for your fourth red heart and then exit back to 
Subcon.

Continue right, avoiding the Gold Beezos and jumping over the quicksand pits, 
until spotting a door in front of a pyramid; enter it.

Inside the pyramid, fall on the right side and drop down to find a locked 
door and some soft sand.  Dig through the sand and you'll be forced to either 
dig on the left or right sides.  Unlike the previous level, it doesn't matter 
which side you choose.  You'll find a door; enter it.  Jump onto the 
platform, and pick up the Key, then exit.  Carry the Key with you all the way 
up, back to the locked door.  If Phanto is giving you a hard time, put the 
Key down and wait for him to leave.  Unlock the locked door and enter it.  
Don't bother getting the Cherries in the soft sand, and continue right, 
running underneath the Panser until reaching two jars with a Crystal Ball 
between them.  Pick up the Crystal Ball and enter the Gate to the right to 
face Triclyde.

WB - Triclyde is three snakes in one, and one heck of a boss.  The strategy 
to defeat him is simple:  pick up a Mushroom Block, jump onto the green block 
to the left, then jump onto the higher platform on the right, and then throw 
the Mushroom Block at Triclyde.  Do this three times, while avoiding his 
fireballs, to defeat him.  A doorway will appear afterwards.  Enter it to 
begin World 3.


World 3-1
---------
Setting:         Clouds
Difficulty:      Moderate
Best Character:  Luigi
---------
L - Enter the door all the way to the right, past the waterfall.  In the next 
area, jump up onto each cloud platform.  When you reach the top, you'll find 
a Pidget riding a flying carpet above you.  Wait until he swoops down, and 
then get rid of him.  Now, ride the carpet up and avoid the Gold Beezos.  
You'll eventually find a vine that you need to climb up into the next area.

After climbing the vine up, move right and jump onto the cloud platform near 
the Green Panser.  Pick up a Mushroom Block, and throw it at him to defeat 
him.  You'll notice a skinny grass hill nearby that has two clumps of grass 
on top of it.  Pull the left grass to discover a Magical Potion, and throw it 
down on top of the hill.  Enter Sub-Space, pick up the Mushroom for your 
third red heart, and then exit back to Subcon.

Back at Subcon, continue right and pick up the Mushroom Block near the Red 
Panser.  Jump onto the cloud platform under the Red Panser and then jump up 
and place the Mushroom Block on him to defeat him.  Continue on, and you'll 
reach some earth.  Pull the clumps of grass next to the ladder for a 
Vegetable and throw it at the approaching Blue Panser to defeat him.  Climb 
the ladder down and pull the first grass to find a Magical Potion.  Throw it 
left of the ladder and enter Sub-Space.  To get to this Mushroom you have to 
climb the ladder up and drop to the lower ground.  You'll now have four red 
hearts, so exit Sub-Space.

Back at Subcon, pull the five other clumps of grass right of the ladder in 
the lower level.  You'll find a Stop Watch, which will make the enemies 
still.  Climb back up the ladder and continue right to enter the door and 
face a Red Birdo.

B - Remember that Red Birdos can spit out fireballs.  Don't bother using the 
Mushroom Blocks, as they're hard enough to get to.  Stand on the platform Red 
Birdo is on and jump on an egg he spits out.  You want to pick it up so that 
you don't end up falling into the gap.  Throw three eggs at this Red Birdo to 
defeat him, and pick up the Crystal Ball he spits out.  Jump up to the Gate 
and enter it to complete level 3-1.

W - After entering the first door in the level, you'll notice a huge 
waterfall in the background.  If you were going through the level the normal 
way, you would jump onto the cloud platforms going up.  Instead, drop down 
into the gap and stay in the middle.  You won't die, and you'll find a door 
at the bottom of the waterfall that you need to enter.

You'll now be in a cave that features a bunch of clumps of grass.  Pull the 
tenth grass to discover a Magical Potion, and throw it down near the jar to 
the right.  Enter Sub-Space, and then enter the jar to find a Warp that 
whisks you away to World 5.


3-2
---
Setting:         Plains and Underground
Difficulty:      Moderate
Best Character:  Princess
---
L - A Shyguy riding an Ostro will come after you for the first time in the 
game.  Jump on top of the Shyguy, pick him up, and throw him at the Ostro to 
defeat them.  Continue on, and pull one of the two clumps of grass you find 
for a Tiny Vegetable, and then throw it at the Green Panser in your way to 
defeat him.  Continue right, and watch for two more Ostros (ignore the POWs) 
until reaching a grass hill with a Gray Snifit nearby.  Pull the first grass 
on the hill to discover a Magical Potion, and throw it down where you found 
it.  Enter Sub-Space, pick up the Mushroom for your third red heart, and exit 
back to Subcon.

Back at Subcon, notice some rocks blocking your way down into the lower level 
near the grass hill?  Pull the clumps of grass nearby for Bombs you can place 
on top of the rocks to blow them.  Go down to the lower level and climb down 
the ladder to enter an underground area.

In the underground area, you have to pull the clumps of grass for Bombs you 
have to place next to the many rocks blocking your path.  After blowing the 
rocks, you might want to carry the POW with you so you can defeat the three 
Tweeters that approach you.  Climb the ladder back up to get back outside, 
run underneath the Green Panser's fireballs, and climb the next ladder down.

Back underground, jump over the small gaps, and climb the ladder up.  
Outside, climb the ladder down back underground.  You'll spot three clumps of 
grass near some rocks that are blocking your path.  Pull the clumps of grass 
for Bombs, and timely drop them so that they explode near the rocks.  Ignore 
the next ladder, and you'll spot two pairs of Porcupos trapped below rocks on 
the left and right sides of each other.  Pull the last of the four clumps of 
grass between the Porcupos for a Bomb, and place it on top of the rocks on 
the right side to blow them up.  Next, pull the first clump of grass to 
discover a Magical Potion and throw it down where you found it.  Enter Sub-
Space, pick up the Mushroom for your fourth red heart, and ext back to 
Subcon.

Back at Subcon, climb the ladder you previously passed by up outside, and 
enter the door.  Continue right to face a Red Birdo.

B - For this Red Birdo, you want to stay on the right side (not where the 
Mushroom Blocks are).  Jump on, and pick up and throw, the eggs back at Red 
Birdo.  Do this three times to defeat him.  Pick up the Crystal Ball he spits 
out, then get to the lower level by picking up a Mushroom Block, and finally 
enter the Gate to complete level 3-2.


3-3
---
Setting:         Fortress
Difficulty:      Hard
Best Character:  Luigi
---
L - You start 3-3 inside a cave.  Enter the doorway on your right to get 
outside.  Move right, and you'll notice four clumps of grass near a POW.  
Pull the last grass to discover a Magical Potion and throw it down near the 
POW.  Enter Sub-Space, pick up the Mushroom for your third red heart, and 
exit back to Subcon.

Back at Subcon, carry the POW with you and throw it when you spot an Ostro.  
Continue, and you'll find a door which leads you inside a fortress.

Inside the fortress, pull the middle grass left of the doorway to discover a 
Magical Potion.  While carrying the potion, jump on a Ninja and let it guide 
you until you see a door above you.  Power squat jump onto the platform the 
door is on, and you'll be on the higher level of the room.  Move left until 
you spot a POW near a Spark.  Throw the Magical Potion near the POW (don't 
throw it down to the lower level) and enter Sub-Space.  Pick up the Mushroom 
for your fourth red heart and exit back to Subcon.

Back at Subcon, stay on the higher level of the room, and enter the door you 
bypassed to the right.  In this room, jump up onto the platforms while 
avoiding the Red Shyguys that come out of the small jars.  Enter the door at 
the top and pick up the Key.  Exit this small room, and carry it with you all 
the way down to the other door, and exit out of this room.

Back in the main room with two levels, go down to the lower level and you'll 
find a locked door to your left.  Unlock the door with the Key you found to 
enter the next part of the fortress.

Make your way up, avoiding the Sparks, and enter the door below the two 
ladders leading up.  In the next area, continue heading up, but navigate 
carefully when traveling below and above the Red Pansers.  Enter the door 
above the chains to reach the latest area of the fortress.

In this area, your goal is to head up like before.  Be patient with the 
Sparks, and power squat jump to get to the next platform.  Enter the door 
near the ladder to finally exit the fortress.

Back outside, pull the grass for a Shell, and let her rip to defeat the swarm 
of Ninjas.  Pick up the Crystal Ball and enter the Gate to face, guess who...

WB - Mouser is back and more dangerous than ever.  At least that's what he 
hopes you'll think when you se him now.  In reality, the only thing different 
than before is that the platform Mouser challenges you on is a tad higher.  
This makes placing the Bombs on the platform harder with characters like 
Toad.  To remedy this, power squat jump, or better yet, use Luigi for this 
battle.

Catch the Bombs Mouser throws at you and place them on the platform.  
Luckily, the timing will make it so that when the Bombs explode, Mouser will 
be nearby and take damage.  Do this five times to defeat him.  A doorway will 
appear afterwards.  Enter it to begin World 4.


World 4-1
---------
Setting:         Iced Land
Difficulty:      Moderate
Best Character:  Mario
---------
L - Head right until spotting a grass all by its lonesome.  Pull it to 
discover a Magical Potion, and throw it down where you got it.  Enter Sub-
Space, and pick up the Mushroom on the higher platform for your third red 
heart, then head back to Subcon.

Continue right, making sure not to lose control of your character while on 
the platforms of ice, until reaching a dead end with clumps of grass above 
and below.  Pull the first of the two closely grown clumps of grass for a 
Magical Potion and throw it down where you got it.  Enter Sub-Space, and pick 
up the Mushroom on the platform of ice for your fourth red heart.  Back at 
Subcon, fall carefully to the lone grass and pull it to discover a Rocket, 
which will take you to the next area.

Though the boss music will play, there is no boss at the end of this level.  
Beware the Autobombs that the Shyguys control, as they can unload fireballs 
at you.  Keep dodging, and move right to find the Crystal Ball.  Pick it up 
and enter the Gate to complete level 4-1.


4-2
---
Setting:         Iced Land and Ocean of the Whales
Difficulty:      Moderate
Best Character:  Princess
---
L - Move right, and climb the vine up to pass through the first section of 
the level.  In the next section, you'll notice a great amount of Red Beezos 
flying towards you.  The best way to avoid them is to duck and jump your way 
across the ice platforms.  Enter the door on top of the cloud platform to 
begin the next area.

Though they may not look like it, the whales here can hurt you with the 
strong blasts of water they spout out.  Move left and you'll notice a small 
whale with three clumps of grass on top of him.  Pull the leftmost grass to 
discover a Magical Potion and throw it down where you found it.  Enter Sub-
Space and pick up the Mushroom, which will be on top of the whale's tail, for 
your third red heart and then exit back to Subcon.

Continue right, and you'll come across six clumps of grass near each other.  
Move a tad more to the right and you'll notice a lone grass.  Pull it to 
discover a Magical Potion.  Throw it down so that the six clumps of grass are 
all visible on the screen.  Enter Sub-Space, collect the Coins from the 
clumps of grass, and then exit back to Subcon.  Continue right, jumping onto 
each stream of water the whales spout out, and pull the clump of grass at the 
end to discover a Rocket that will take you up into the next area.

In this area, move right and you'll notice a Red Shyguy riding an Autobomb.  
Throw the Red Shyguy, so that he's separated from the Autobomb.  Next, pull 
the grass nearby for a Magical Potion and jump on top of the Red Shyguy.  
Allow him to guide you across the floor of spikes, and safely jump over the 
two Porcupos.  Throw down the Magical Potion you've been carrying near the 
door at the end, and enter Sub-Space.  Pick up the Mushroom for your fourth 
red heart and exit back to Subcon, then enter the door to reach a Red Birdo.

B - Before you can face the Red Birdo, you'll have to power squat jump over 
the wall obstructing your path.  You'll find the Red Birdo on top of a 
platform of ice.  This makes defeating him rather difficult.  Remember that 
Birdos pause after spitting out three eggs and fireballs, so use that small 
window of opportunity to your advantage.  Throw three eggs at him to defeat 
him.  Pick up the Crystal Ball he spits out and enter the Gate to complete 
level 4-2.

W - In the Ocean of Whales area, move right until spotting six clumps of 
grass.  Move a tad more right and pull the lone grass to discover a Magical 
Potion.  Carry the Magical Potion to the right, past the next five whales, 
until spotting a jar.  To reach the jar, you can use the left whale's tail 
and jump to it, or walk across the platform of ice above, and use the whale 
to the right as a stepping-stone.  Throw down the Magical Potion near the 
jar, enter Sub-Space, and enter the jar to be whisked away to World 6.


4-3
---
Setting:         Ice Fortress
Difficulty:      Moderate
Best Character:  Mario
---
L - You begin 4-3 underground, so climb the ladder up, and enter the doorway 
to get outside.  Once outside, immediately jump up to get on top of the ice 
hill.  Ignore the Birdo, and pull the leftmost grass to discover a Magical 
Potion.  Carry it left, all the way to a dead-end, and throw it down to enter 
Sub-Space.  Pick up the Mushroom on top of the tall plant sticking out of the 
ground for your third red heart, and exit back to Subcon.  Go back to the 
Birdo, and make sure you're on the right side of the screen.  Let the Birdo 
spit an egg at you, and then jump on top of it.  Don't pick it up!  Instead, 
let it guide you over the ocean.  Pass the clumps of grass and jump onto the 
bridge.  Enter the door in front of the fortress afterwards.

Inside the fortress, make your way up by jumping on the ice platforms while 
avoiding the Flurrys and spikes.  Enter the door you'll eventually reach at 
the top.

You'll be back outside.  Pull the grass to your immediate right to discover a 
Magical Potion, and carry it with you left.  Jump onto the cloud platforms 
and then jump onto the top blocks above the fortress.  Throw the Magical 
Potion on the top block directly above the rightmost door, and enter Sub-
Space.  The Mushroom will be on top of the last top block, so pick it up for 
your fourth red heart, and then exit back to Subcon.  Fall back down to the 
bridge and enter the door below.

Back inside the fortress, you'll notice two Shyguys moving on an ice platform 
below you.  Jump on the Red Shyguy and allow him to guide you across the 
spikes below.  Collect as many Cherries as you can while falling further 
below, and enter door at the end of your fall.  In this room, be careful of 
the two Flurrys when power squat jumping your way up to the Key.  Pick the 
Key up and exit out of the room.  Carry the Key further below, and throw it 
at the incoming Flurrys to defeat them and keep the Phanto at bay.  You'll 
eventually reach a locked door, so use the Key to unlock it and exit the 
fortress.

Outside once more, move right and enter the door.  Trick the Flurry into 
falling into the gap to your right by moving in that direction.  Pick up the 
Crystal Ball and enter the Gate to face Fryguy.

WB - Fryguy's first form can easily be taken care of following this next 
strategy.  You'll notice two Mushroom Blocks suspended between two green 
platforms.  Pick up a Mushroom Block, but hold right on the control pad so 
that your character doesn't fall down.  While carrying the Mushroom Block, 
jump and place it down whenever Fryguy approaches you.  Do this three times 
and Fryguy will transform into four bite sized jumping flames.  This is where 
things get tricky.  While still on top, wait until at least three flames 
occupy one space and throw down a Mushroom Block to defeat them.  The last 
flame should be relatively easy to take care of, with the amount of Mushroom 
Blocks at your disposal.  A doorway appears afterwards.  Enter it to begin 
World 5.


World 5-1
---------
Setting:         Waterfall Cave
Difficulty:      Hard
Best Character:  Princess
---------
L - Jump over the Ostro and continue right to meet up with a Red Panser.  
Jump over him when he pauses from spitting fireballs, and fall to the lower 
ground level.  Jump carefully over the next couple of gaps, and enter the 
door in front of the grass hill to reach the next area.

Inside a cave, you'll notice some clumps of grass nearby.  Pull the second of 
the two higher-level clumps of grass to discover a Magical Potion.  Throw it 
down where you found it, and enter Sub-Space.  Collect the Coins from the 
clumps of grass and exit back to Subcon.

Continue moving right, jumping from log to log.  You'll also need to do the 
same with the Trouters.  Eventually, you'll spot a land platform suspended in 
midair with two clumps of grass.  Get to it by power squat jumping onto the 
Trouter to the left and then by jumping to the right.  Pull the first grass 
for a 1-Up Mushroom, and then pull the second grass to discover a Magical 
Potion, and throw it down where you found it.  Enter Sub-Space, and pick up 
the Mushroom on the lower ground level for your third red heart.

Continue right, and when you spot two logs followed by two Mushroom Blocks 
suspended in midair, run jump over the ceiling from the last log so you can't 
see your character.  Drop down to the second Mushroom Block and pick it up so 
that you fall down to the lower level.  Pull the leftmost grass to discover a 
Magical Potion and throw it down where you found it.  Enter Sub-Space and a 
Mushroom should drop from above, allowing you to acquire your fourth red 
heart.

Back at Subcon, enter the door to the right to face a Green Birdo.

B - Green Birdos will never spit out eggs, meaning the only way you're going 
to defeat this Green Birdo is by picking up the Mushroom Block in the middle 
of the room and throwing it at him three times.  After defeating the Green 
Birdo, pick up the Crystal Ball he spits out and enter the Gate to complete 
level 5-1.

1UP - See Level Description.


5-2
---
Setting:         Nighttime Plains
Difficulty:      Moderate
Best Character:  Mario
---
L - You begin 5-2 underground, so move right and climb the ladder up to get 
outside.  Once out, move right, defeating the Hoopsters along the way.  When 
you come across a jar surrounded by a couple clumps of grass, enter it.  In 
the jar, pull the grass below for a Bomb and place it above a rock to proceed 
further below.  Pull the rightmost grass to discover a Magical Potion and get 
back outside while carrying it.  Throw the Magical Potion down on the higher 
level, but so that some of the lower level to the right is being displayed on 
the screen.  Enter Sub-Space and a Mushroom will drop to the lower level, so 
drop down, and pick it up for your third red heart.

Back at Subcon, reenter the jar once more and get another Magical Potion down 
below.  Exit back out, and continue right, jumping on the Hoopsters to 
proceed over the gaps.  When you come across a Green Panser, power squat jump 
over him.  You'll come across a short grass hill with three clumps of grass 
on top of it.  Throw the Magical Potion you've been carrying here, and enter 
Sub-Space.  Pick up the Mushroom on top of the grass hill for your fourth red 
heart, and exit back to Subcon.  Past the pair of Ninjas, pull a nearby grass 
for a POW and throw it at the nearby Ostro to defeat him.  Climb up the vine 
to reach the next area.

Climb the vine up, avoiding the Gray Snifits' bullets, while switching vines 
when Hoopsters approach you.  Enter the door at the top to continue onward.  
In the next area, pick up the POW and drop down carefully to avoid the 
spikes.  At first, you want to stay in the middle and then move left, then 
finally land right, near the door, which ends up taking you to a Red Birdo.

B - This Red Birdo shouldn't pose any more of a threat than any other Birdo 
you've faced.  If you're feeling up for an added challenge, try picking up 
and throwing the nearby Trouter at the Red Birdo.  After defeating him, pick 
up the Crystal Ball he spits out and enter the Gate to the right to complete 
level 5-2.


5-3
---
Setting:         Plains and Underground
Difficulty:      Hard
Best Character:  Toad
---
L - Like in level 5-2, you begin 5-3 underground, so move right and climb the 
ladder up to get outside.  Outside, move right and pull the first grass in 
your path to discover a Magical Potion.  Carry it further right, avoiding the 
Bob-ombs the Albatosses drop at you, until spotting a set of five clumps of 
grass.  Throw it down there and enter Sub-Space.  Pick up the Mushroom near 
the nearby stack of rocks for your third red heart, and exit back to Subcon.

Continue onward until spotting a group of closely knitted Bob-ombs followed 
by two stacks of rocks with a couple of clumps of grass above.  Blow the 
first stack of rocks by throwing a Bob-omb towards it.  After blowing it up, 
head back up to the higher level, and pull the second grass to discover a 
Magical Potion.  Throw it down near where you just blown up the rocks and 
enter Sub-Space.  The Mushroom will be between the two stacks of rocks, so 
pick it up for your fourth red heart, and exit back to Subcon.  Pull the 
clump of grass between the two stacks of rocks for a Bomb to blow the second 
stack, and then climb the ladder down into the next area.

Move left, until spotting a Red Panser.  Pull a nearby grass for a Vegetable 
and throw it at him from afar.  Continue left and enter the door in front of 
the tree to reach the next area.

Here, drop down by picking up the Mushroom Block and immediately place it on 
top of the small jar to block off incoming enemies.  Continue heading down, 
and do the same with the next small jar.  After dropping all the way down, 
head left, and then up.  It might be a good idea to bring a Mushroom Block 
with you to defeat the next couple of Sparks.  Continue further up and use a 
Mushroom Block to defeat the Blue Pansers.  Exit the doorway up top to reach 
the next area of 5-3.

Back outside, move right, and take out the Pidget by jumping on top of him 
and throwing him away.  Ride the flying carpet across the long gap to the 
right and you'll meet up with another Pidget riding a flying carpet.  You 
don't need the carpet, so ignore him and continue right.  Eventually, you'll 
meet up with a Rid Birdo.  Defeating him shouldn't be a problem; just throw 
back his eggs three times.  Pick up the Crystal Ball he spits out and enter 
the Gate to the right to face Clawgrip.

WB - To defeat Clawgrip, you'll have to jump on top of, pick up, and then 
throw back the rocks he throws at you.  The best spot to keep your character 
is on the platform left of the tiny gap.  The reason why Clawgrip is so tough 
to defeat is because the rocks he throws are so out of control when they come 
at you.  Be patient, and make sure you have a lot of lives to spare or it 
will be a long day.  Hurt Clawgrip five times to defeat him.  A doorway 
appears afterwards.  Enter it to begin World 6.

W - After climbing the ladder up at the beginning of the level, you'll notice 
a jar on the higher level above you.  To get to it, first move right until 
spotting a log suspended in midair, and then power squat jump onto it.  Wait 
until an Albatoss is within reach, and jump onto it.  Try getting onto an 
Albatoss heading left, and let it guide you to the jar.

Once there, pull the grass right of the jar to discover a Magical Potion.  
Throw it down next to the jar and enter Sub-Space.  While in Sub-Space, enter 
the jar to be whisked away to World 7.

(It's possible to power squat jump onto the higher level from the ground with 
Luigi, instead of relying on an Albatoss to get you there.)


World 6-1
---------
Setting:         Desert
Difficulty:      Hard
Best Character:  Toad
---------
L - Move right into the quicksand, and then jump on top of, and pick up, the 
Cobrat that approaches you.  Throw him at the next Cobrat hiding in the 
quicksand and continue onward, pressing the jump button on the control pad 
whenever in the quicksand.

Soon after, you'll come across a jar inhabited by a Cobrat.  Carefully wait 
until the Cobrat jumps up, and then jump on top of him when he falls back in 
the jar.  Pick him up and throw him away, then enter the jar.  Inside the 
jar, pull the grass near the Red Shyguy to discover a Magical Potion and 
carry it back outside.  Outside the jar, you'll notice a small platform of 
bones to your right.  Jump on top of it and throw the Magical Potion down 
there, and then enter Sub-Space.  The Mushroom will immediately fall into the 
quicksand, so be responsive enough to jump onto it and pick it up before it 
disappears for your third red heart, and then exit back to Subcon.

Back in Subcon, move a tad more right and a Pokey will approach you.  Power 
squat jump onto his head, and let him guide you right by staying on his right 
side.  When you reach a couple of jars inhabited by Cobrats, pick up and 
throw the Pokey's head to defeat the Cobrats and then get off the Pokey.  
There's nothing special inside either jar so continue right and you'll come 
across some cactuses with two clumps of grass in-between them.  Pull the 
first grass for a Green Pumpkin and throw it at the upcoming Pokey's lower 
area to defeat him entirely.  Pull the second grass to discover a Magical 
Potion and you'll meet up with a Blue Panser.  Since you're carrying 
something you can't use to defeat him with, it's best you try getting past 
him taking minimal damage.  You'll eventually reach a door with four clumps 
of grass above.  Throw down the Magical Potion here, and pick up the Mushroom 
between the clumps of grass for your fourth red heart.  Enter the door to 
reach the next area.

In this room, you'll notice quite a bit of jars all over.  Only two jars are 
of importance; the third jar (going from left to right), in which you need to 
pick up a Mushroom Block so you can enter, has a 1-Up Mushroom hidden in one 
of the clumps of grass below the soft sand.  The other jar is the 17th jar 
going from left to right, or the fifth jar going from the rightmost jar to 
the left.  Inside this jar, dig your way through the soft sand and pick up 
the Key inside.  Carry the Key outside, and continue right to unlock the door 
and face a Green Birdo.

B - The strategy here should be simple:  throw three Mushroom Blocks to 
defeat the Green Birdo.  After throwing a Mushroom Block at him, jump over 
him and repeat the strategy with the same block used to hurt him.  After 
defeating the Green Birdo, pick up the Crystal Ball he spits out and enter 
the Gate to complete level 6-1.

1UP - See Level Description.


6-2
---
Setting:         Vast Nighttime Sky
Difficulty:      Easy
Best Character:  Princess
---
L - Move right and power squat jump to get to the doorway and exit outside.  
Immediately pull the nearby grass for a Green Pumpkin, and then jump on top 
of the Albatoss, below you, heading right.  Let the Albatoss guide you across 
the vast gap until reaching a Green Panser.  Throw the Green Pumpkin, which 
you've been carrying so far, at the Green Panser to defeat him, and then jump 
back on the Albatoss to continue right.  Squat down for a couple of seconds 
to prepare yourself for a power squat jump, and jump onto the high level 
piece of land.  Pull the first grass to discover a Magical Potion and throw 
it down where you found it.  Enter Sub-Space; pick up the Mushroom on the 
other piece of land for your third red heart, and exit back to Subcon.

Back in Subcon, you'll notice that the Albatoss you've been riding has left 
you behind, so you'll have to ride one of the approaching Albatosses and head 
back to the beginning of the level.  Near the first door, you should find an 
Albatoss heading right, so jump on top of him, and let him guide you all the 
way to the right end of the level.  Enter the door to face a Green Birdo.

B - Since you only have three red hearts to work with, this Green Birdo might 
prove challenging.  Jump on top of the yellow platform above and throw the 
Mushroom Block down.  Pick it up and throw it at the Green Birdo without 
overthrowing it so you don't waste any time.  After defeating the Green 
Birdo, pick up the Crystal Ball he spits out and enter the Gate to complete 
level 6-2.


6-3
---
Setting:         Nighttime Desert
Difficulty:      Hard
Best Character:  Toad
---
L - Climb the ladder up to get outside into the open desert.  Pull the grass 
near the ladder to discover a Magical Potion, and carry it with you across 
the quicksand by jumping onto the bone platforms.  While on the second bone 
platform--the one with a Blue Shyguy on top of it--throw down the Magical 
Potion, and then pick up and throw the Blue Shyguy away.  Make sure that both 
of the short cactuses sticking out of the quicksand are shown on the screen 
before entering Sub-Space.  In Sub-Space, the Mushroom will be on top of the 
second cactus, so pick it up for your third red heart, and exit back to 
Subcon.

Back in Subcon, continue right and jump onto the approaching Pokey, and let 
him guide you across the rest of the quicksand pit.  You'll reach a caged 
doorway, with a Bob-omb insignia above it, so just enter it by pressing up on 
the control pad.

In this next area, run and jump your way across the small jars that produce 
Bob-ombs, and you'll reach two clumps of grass near a stack of rocks impeding 
your progress.  Pull the first grass for a Bomb and place it near the stack 
of rocks to blow them up.  Run all the way right, past the Ninjas, to reach 
the next stack of rocks.  You'll notice two clumps of grass left of this 
particular stack.  Pull one of the clumps of grass for a Bomb, and place it 
near the rocks to blow them up.  Don't pull the first grass right of the 
rocks you just blown up, but pull two more clumps of grass further right, and 
place the Bombs you find on top of the stack of two rocks leading down into 
the lower level (near the upcoming ladder).  Now go back to the grass you 
passed by and pull it for a Magical Potion.  Throw it down onto the lower 
level, where there were rocks before you just blown them up, and enter Sub-
Space.  Pick up the Mushroom for your fourth red heart and exit back to 
Subcon.

Back in Subcon, continue right, past the ladder, and climb the vine to reach 
the next area.

Once outside, continue climbing vines, working your way up.  You'll need to 
jump from vine to vine, so keep that in mind as you travel up.  In the next 
part of the level, head right and enter the door in front the pyramid to face 
a Red Birdo.

This next Red Birdo is rather tough just to get to.  Either power squat jump 
from the Mushroom Block below, or jump onto the Gate and jump onto the 
platform above, but don't touch any of the eggs that bounce off from the wall 
in the process.  Once up top, things should be relatively easy.  Wait until 
the Red Birdo spits an egg out so you can pick it up.  Then wait for that 
brief pause that he shows after spiting out three eggs and fireballs to throw 
it at him.  After three eggs are thrown to this Red Birdo, he'll be defeated.  
Pick up the Crystal Ball he spits out and enter the Gate to face the return 
of an old foe, Triclyde.

WB - You'll most likely first need to power squat jump to get to Triclyde.  
There will be seven Mushroom Blocks at your disposal, meaning that you only 
have seven chances to successfully damage Triclyde.  First, pick up a 
Mushroom Block, jump onto the green platform above, then immediately jump 
over Triclyde's string of fireballs, and then finally throw the Mushroom 
Block at him to hurt him.  Repeat this process just two more times to defeat 
Triclyde for the last time.  As your journey is drawing to an end, a doorway 
appears.  Enter it to begin World 7.


World 7-1
---------
Setting:         Clouds
Difficulty:      Hard
Best Character:  Toad
---------
L - In the beginning of the level, jump up to the ladder and climb it up.  In 
the next part, head right, defeating the Bob-ombs and Ninjas along the way, 
until spotting a grass on top of a column.  Pull it to discover a Magical 
Potion, and then head back left and throw the potion down on top of the grass 
platform with three clumps of grass on it.  Enter Sub-Space, and the Mushroom 
will be on the grass platform next to you, so pick it up for your third red 
heart, and exit back to Subcon.

Back in Subcon, continue right until spotting a door in front of a tree-like 
house; enter it.  Inside, jump up to the platform with seven clumps of grass.  
Pull the third grass, going from right to left, to discover a Magical Potion, 
and then throw it where you found it.  Enter Sub-Space, and pick up the 
Mushroom, which will be on the same platform you're on, for your fourth red 
heart.  Exit back to Subcon, and leave the small tree house.

Back outside, immediately jump onto an Albatoss after jumping on top of the 
tree house.  Allow the Albatoss to guide you left and jump over the columns 
when they get in your way, landing back onto the Albatoss.  Jump off when you 
spot a ladder near two tall columns with a grass between them.  Pull the 
grass to discover a Rocket and be taken to the next part of the level.

Head right in this next part, being cautious near the Gray Snifits due to 
their bullets.  Maneuver your way left and right across the series of cloud 
platforms.  You'll come up to a Blue Shyguy, so let him pass under you, and 
then immediately run right across the bottom cloud platform to avoid him 
entirely.  Jump over the last Gray Snifit when he pauses from spitting 
bullets, and climb the ladder up into the next installment of the level.

In this final part, climb the various ladders up, power squat jumping when 
needed, and while avoiding the Sparks and Gray Snifits' Bullets, to reach a 
door in front of a tree house.  Enter the door to face a Green Birdo.

B - You only have one Mushroom Block to work with, so carry it to the Green 
Birdo and throw it at him.  Jump over him when he's stunned, pick up the 
Mushroom Block, and repeat the process two more times.  Pick up the Crystal 
Ball that the Green Birdo spits out and enter the Gate to complete level 7-1.


7-2
---
Setting:         Wart's Fortress
Difficulty:      Hard
Best Character:  Toad
---
L - You don't start the final level of the game inside Wart's Fortress, so 
you'll have to make your way there first.  Head right, using the first Gray 
Snifit to defeat the next one nearby, and enter the slim doorway below the 
jumping Ninja.

Inside the fortress, you're immediately placed on a conveyer belt.  Head 
right, jumping straight up over the Red Shyguys when they approach you.  
Throw the Ninjas at each other to defeat them, and continue past the trail of 
Bob-ombs.  Right after the Bob-ombs, you'll notice some spikes below followed 
by a chain leading down in the lower section.  Get to this chain by doing a 
low jump over the floor of spikes, so that you don't end up on the conveyer 
belt above.  Climb the chain down into the next part of the level.

In this next part, stand over the rightmost Mushroom Block and pick it up so 
that you fall down.  Continue to rapidly press the dash button on the control 
pad so that you pick up the Mushroom Blocks and fall quickly enough so that 
the Sparks don't catch you.  Stay on the right side and you'll be fine.  At 
the bottom lies a door, so enter it to advance into the next area.

In this area, simply be patient and allow the Sparks to move out of your way 
as you head right.  Enter the door along the way.  In this room, head left 
and you'll notice two clumps of grass surrounded by columns.  Pull the 
leftmost grass to discover a Magical Potion and throw it down on top of the 
center column.  Enter Sub-Space and pick up the Mushroom on the rightmost 
column for your third red heart.  Exit back to Subcon, and leave this room, 
heading back into the area with the Sparks.  Head right and enter the door at 
the end to reach the next segment of Wart's Fortress.

In this part, climb up the chains when the Sparks aren't in your path.  Don't 
attempt to collect the Cherries; a Star would be useless to you here.  Enter 
the door up top into the next area.

Head left, avoiding the two Sparks circling around the wall, and stand in 
front of the small chain, just next to the Spark traveling up and down.  Wait 
until the Spark is at his highest before attempting to run underneath him.  
Climb the next chain up into the next area.

Here, continue jumping onto the conveyer belts.  When you reach a platform of 
spikes suspended in midair, power squat jump by squatting on the conveyer 
belt below to get further up.  Continue up and climb the chains.

You'll face off with a Red Birdo on a conveyer belt here.  Just stay on the 
right side and wait until he spits an egg out for you to throw back at him.  
After defeating the Red Birdo, there won't be any Crystal Balls for you to 
pick up, so just climb the next chain up.

You are drawing ever so close to Wart as you can tell by the boss music 
playing right now, but you still have a couple of things left to do.  Power 
squat jump onto the block above the chain you just climbed, and then power 
squat jump onto the conveyer belt above.  Head left and enter the door.

Fall down carefully, systematically avoiding the Sparks until spotting a door 
on the left edge of the room.  To get to it, continue falling down, then head 
left, and up.  Enter the door to reach an area outside the fortress.

Don't mind the ladder, and fall down, staying on the left side of the screen.  
Carefully run underneath the Red Panaser while avoiding the pair of Tweeters, 
and climb the next ladder down to enter the door below.

You'll notice two clumps of grass inside this room.  Pull the rightmost grass 
to discover a Magical Potion, and throw it down on the left side of the room.  
Enter Sub-Space and pick up the Mushroom on top of one of the columns for 
your fourth red heart, and then exit back to Subcon.  Leave this room and 
climb the ladders back all the way up to the door you entered previously.

Back in the previous area, continue heading back up top to the second 
previous door you entered.

Back in the room where the boss music is playing, head right onto the 
conveyer belt, and squat underneath the three Sparks going around the ceiling 
above you.  Climb the chain down to face yet another Red Birdo.

Defeat this Red Birdo like you did with the previous one in the level by 
throwing back his eggs at him, and staying on the right side of the screen.  
After defeating the Red Birdo, he'll spit out a Key.  Pick it up and carry it 
with you into the door.

Immediately throw the Key to your left to defeat the two nearby Sparks and 
keep Phanto at bay.  Pick up the Key again and carry it left to a locked door 
between two columns.  Unlock the door and enter it.

In this next room, head right and pick up the Crystal Ball.  It appears 
you're going to have to face one more enemy before finally getting to Wart, 
Hawkmouth.

Hawkmouth - Hawkmouth is a wild Gate out to destroy you.  The only way you 
can defeat him is by throwing one of the Mushroom Blocks, located in the 
center of the room, at him.  Hawkmouth will constantly come by you to try to 
touch you, so it's futile to try to move from left to right.  What you need 
to do is pick up a Mushroom Block and stay on the lowest ground level.  Squat 
down whenever Hawkmouth approaches you, and then throw a Mushroom Block at 
him.  Do this three times, and Hawkmouth will allow you to enter him to reach 
Wart.  Don't wait too long or he'll revert to his normal self and attack once 
more!

Wart - Wart is the hardest boss in Super Mario Bros. 2.  He can spit out five 
deadly bubbles at one time, leaving you with little room to dodge them.  What 
you have to do is to wait for the machine to produce a Vegetable so you can 
catch it, and then jump on the first platform and wait for Wart to unleash 
his deadly bubbles.  If you're doing it right, you may only need to jump over 
one of them and then this gives you a lot of time to jump on the second 
platform and throw the Vegetable carefully inside Wart's mouth, in essence, 
feeding it to him.  You need to feed the Vegetable to him every time he opens 
his mouth, but before he lets out those deadly bubbles.  You only have half a 
second, at best, to do this, since timing is as crucial as ever.

If the above strategy isn't working for you, don't fret.  This next strategy 
works with all characters, but is most easy to do with Luigi or Princess.  
After catching a Vegetable from the machine, try jumping or floating over 
Wart, and land on the platform he's moving on, but behind him.  If you're as 
far back as possible, Wart won't ever touch you.  Feed the Vegetable from 
behind whenever he opens his mouth for a guaranteed hit.  Power squat jump 
over him to get back near the machine, and repeat the process.

Feed Wart seven Vegetables to finally finish him off and complete Super Mario 
Bros. 2.


Ending
------
The character you defeated Wart with pulls the corkscrew from a jar, thus 
freeing the trapped Subcons.  The Subcons acknowledge Mario and company as 
heroes as they carry off the defeated Wart, and the game shows you which 
character has completed the most levels.  Afterwards, the game shifts gears 
and shows you Mario sleeping.  It was a dream after all.


__    __ _  _
\ \  / /| || | ----------------------
 \ \/ / | || ||B o n u s  C h a n c e|
  \__/  |_||_| ----------------------

Bonus Chance is a fun slot machine bonus round at the end of each level.  The 
amount of tries you get reflects on how many Coins you collected during the 
level.  Learn to time the first slot so that it will always stop at a Cherry, 
since you'll be guaranteed a 1-Up or Coins every time.  Don't ever stop the 
slots one right after the other, or you'll usually end up with a bad 
combination.

Here's all the possible winning combinations and a key for each item.

Key
---
C  = Cherry
SG = Shyguy
S  = Star
T  = Turnip
7  = 7

1st Slot   2nd Slot   3rd Slot   Prize
--------   --------   --------   -----
C          7          7          3 Coin Bonus
C          SG/T/S     SG/T/S     1-Up
C          C          SG/T/S     2-Up
SG         SG         SG         2-Up
T          T          T          2-Up
S          S          S          2-Up
C          C          C          3-Up
7          7          7          10-Up


__    __ _  _  _
\ \  / /| || || | --------------
 \ \/ / | || || || S e c r e t s|
  \__/  |_||_||_| --------------

1-Up Mushrooms
--------------
1-Ups are special red mushrooms that grant you an extra life.  They're so 
rare that there are only five throughout the land of Subcon.  Here is where 
each is located:

1.  In level 1-1, pull the grass next to the second POW you come across.
2.  In level 1-2, pull the grass inside the first jar you come across.
3.  In level 2-2, enter the door and pull the lone clump of grass you find.
4.  In level 5-1, pull the grass next to the second Magical Potion.
5.  In level 6-1's jar-filled room, enter the third jar and pull one grass.

Warps
-----
Warps allow you to skip worlds you normally would have to play through.  Here 
is a list of all four warps and how to enter them:

1.  In level 1-3, bring a Magical Potion to the jar all the way to the right 
end of the plains area, just past the door leading you into the fortress, and 
throw it down.  Enter Sub-Space, and enter the jar to find a Warp that whisks 
you all the way to World 4.

2.  In level 3-1, after entering the first door in the level, you'll notice a 
huge waterfall in the background.  If you were going through the level the 
normal way, you would jump onto the cloud platforms going up.  Instead, drop 
down into the gap and stay in the middle.  You won't die, and you'll find a 
door at the bottom of the waterfall that you need to enter.  You'll now be in 
a cave that features a bunch of clumps of grass.  Pull the tenth grass to 
discover a Magical Potion, and throw it down near the jar to the right.  
Enter Sub-Space and then enter the jar to find a Warp that whisks you away to 
World 5.

3.  In level 4-2, and in the Ocean of Whales area, move right until spotting 
six clumps of grass.  Move a tad more right and pull the lone grass to 
discover a Magical Potion.  Carry the Magical Potion to the right, past the 
next five whales, until spotting a jar.  To reach the jar, you can use the 
left whale's tail and jump to it, or walk across the platform of ice above, 
and use the whale to the right as a stepping-stone.  Throw down the Magical 
Potion near the jar, enter Sub-Space, and enter the jar to be whisked away to 
World 6.

4.  In level 5-3, after climbing the ladder up at the beginning of the level, 
you'll notice a jar on the higher level above you.  To get to it, first move 
right until spotting a log suspended in midair, and then power squat jump 
onto it.  Wait until an Albatoss is within reach, and jump onto it.  Try 
getting onto an Albatoss heading left, and let it guide you to the jar.  Once 
there, pull the grass right of the jar to discover a Magical Potion.  Throw 
it down next to the jar and enter Sub-Space.  While in Sub-Space, enter the 
jar to be whisked away to World 7.  (It's possible to power squat jump onto 
the higher level from the ground with Luigi instead of relying on an Albatoss 
to get you there.)

Shortcuts
---------
Shortcuts are a great way to cut down on playing time and take a break from 
normal game-play.  Some levels have multiple shortcuts (there's that many in 
the game), so they're separated as well.  Following the shortcut listed, is a 
list of all the characters that can perform it.  You'll find that Luigi is 
the most adept at performing these.

1.  Level 1-1
- You can skip going inside the small cave by power squat jumping while on 
top of a Tweeter, whenever it hops, to get to the upper level.  (Mario, 
Luigi, Toad, and Princess can all perform this shortcut.)

- Head inside the cave, and climb the vine up.  You'll notice a waterfall to 
your left; jump across it.  Bomb the stack of bricks impeding your progress, 
and then enter the door.  Outside, you may need to power squat jump to get 
over the first wall.  Jump on top of the ceiling so that you can't see your 
character and continue left to face Birdo.  (Mario, Luigi, Toad, and Princess 
can all perform this shortcut.)

2.  Level 1-2
- While riding the flying carpet in the beginning of the level, continue to 
move jump forward so that whenever you land from your jump, the carpet 
catches you from falling.  (Don't jump too far.)  Stay on the top of the 
screen so you can reach the higher ground level above the locked door, and 
skip the cave entirely.  (Just Mario and Toad can perform this shortcut.)

- Throw a Ninja near the locked door in the level, and power squat jump while 
standing on top of it, when the Ninja reaches the peak of its jump.  You'll 
need the Ninja to be at the absolute highest peak when it jumps if you're 
using characters with low jump power.  (Mario, Luigi, Toad, and Princess can 
all perform this shortcut.)

3.  Level 3-1
- After riding the flying carpet up, and climbing the vine into the next area 
of the level, move left and jump or float across the gap.  There will be a 
door on top a cloud platform; enter it.  Bomb the stack of bricks impeding 
your progress, and then jump on top of the ceiling.  Continue left to face 
Birdo.  (Just Luigi and Princess can perform this shortcut.)

4.  Level 3-2
- Climb down the first ladder in the lower level to be taken underground.  
You should see a bunch of bricks nearby.  You can jump onto the ceiling by 
power squat jumping from the absolute edge of the ground.  Once you're on top 
of the ceiling, move left, and jump over all the ladders until you reach the 
last one.  Climb it up and enter the door to face Birdo.  (Only Luigi can 
perform this shortcut.)

- From the beginning of the level, move right, and then pick up a POW so you 
drop to the lower level.  There will be a long gap to your left, which you 
can float over, so do so.  Climb the next ladder down into the underground 
area.  Next, get to the platform where you should climb the next ladder up, 
but instead, float over the long gap to the left to skip a good portion of 
the level.  (Only Princess can perform this shortcut.)

5.  Level 3-3
- Enter the fortress and go inside the door that's next to the locked one.  
You'll notice a Ninja next to you; pick it up, and bring it up where there is 
a tall wall with a door above it.  Throw the Ninja near the wall, on the 
small platform, and power squat jump while on top of it, during the peak of 
its jump, to continue up and bypass a huge chunk of this level.  (Mario, 
Luigi, Toad, and Princess can all perform this shortcut.)

6.  Level 4-3
- Get to the very first door leading inside the Ice Fortress, but don't enter 
it.  Instead, jump or float across the long gap to the right and enter the 
last door.  Continue, and enter the Gate to face Fryguy.  This is, without a 
doubt, the biggest shortcut in the entire game.  (Just Luigi and Princess can 
perform this shortcut.)

7.  Level 6-3
- After climbing up the ladder in the beginning of the level, move left, and 
fall into the quicksand next to the tall wall.  Be careful not to let 
yourself go too deep so you die, but deep enough to be under the ground 
floor.  While hidden in the quicksand, continue left, jumping up to avoid 
dying, to find a door.  Enter it, and you'll be on top of a cloud platform.  
Jump on the next three cloud platforms and enter the door in front of the 
pyramid to face a Red Birdo.  (Mario, Luigi, Toad, and Princess can all 
perform this shortcut.)

8.  Level 7-1
- After climbing up the ladder in the beginning of the level, you'll notice a 
small-width, but rather tall, platform next to the cloud platform that's next 
to the ladder.  Jump on top of it, and then power squat jump whenever an 
Albatoss flies by.  You should be able to reach an Albatoss, which negates 
you having to go all the way right in order to get on top of one, and 
continue with the level.  Though this is a shortcut, it isn't recommended 
unless you're an expert, since you'll be skipping both Mushrooms.  (Mario, 
Luigi, Toad, and Princess can all perform this shortcut.)


 _ __  __
| |\ \/ /
| | \  /  -------------------------
| | /  \ |M i s c e l l a n e o u s|
|_|/_/\_\ -------------------------

Invincibility Without Star
--------------------------
Did you know that you are invincible for a short time whenever you pick up 
anything heavy?  Use this to your advantage, especially with characters that 
are slow at picking objects up like Luigi and Princess.  This trick also 
works with Mario, but unfortunately, not with Toad since he picks up objects 
much quicker.

This trick is best used when battling bosses such as Triclyde and Birdos.  
Pick up a Mushroom Block whenever a fireball is about to touch you, and it 
will go through you.

Suicide
-------
While in any level, press the start button on the control pad to pause the 
game.  The box that shows your extra lives count, and what world you're in 
will show up.  During this screen, hold down the L and R buttons on the 
control pad and then press the select button.  Your character will 
automatically die, and you'll be brought back to the player select screen.

There is no real reason to use this unless you're stuck in an area, such as 
the soft sand digging parts of World 2.  If you dug your way all the way down 
on the wrong side, you won't be able to get back up.

Note that you can't push pause while inside a Rocket.

Fun With Birdos
---------------
- You can fight as many Birdos as you want.  After a defeated Birdo spits out 
a Crystal Ball, go back a couple screens (or reenter the last door you came 
out of), and he'll be back.

- In level 4-2, try getting five Cherries in the last area before the area 
that the Red Birdo is in.  A Star will appear from below, and you should be 
relatively close to the door leading you to the Red Birdo.  Grab the Star to 
turn invincible and immediately enter the door.  Power squat jump over the 
wall blocking your path and continue to run right, as fast as possible.  
Touch Birdo, and you'll knock him out immediately!

You can defeat Birdo while invincible in other levels of the game as well:  
1-2, 2-1, and 4-2 (mentioned above).

Racking Up 99 Lives
-------------------
Select Toad, and begin the game at level 1-1.  Pass through the level, making 
sure you pick up the 1-Up Mushroom near the POW, until reaching the clump of 
grass that contains the second Magical Potion (on the higher level near the 
seven clumps of grass, and near the vine taking you up to the next area).  
Pull the grass for the potion, and then throw it down so that all the other 
clumps of grass are visible on the screen.  Enter Sub-Space, and collect 
seven Coins.  Exit Sub-Space, and climb the nearby vine up, then back down, 
and repeat the process by pulling the same grass for another Magical Potion.

Complete the level, and you will end up with 14 Coins at your disposal for 
the Bonus Chance Slot Machine.

Next, in level 1-2, pass through the level, making sure you get the 1-Up 
Mushroom inside the first jar, and get to the row of nine clumps of grass 
(after the cave area).  Discover a Magical Potion by pulling the grass on the 
grass hill to your left, and bring it to the nine clumps of grass.  Enter 
Sub-Space, collect the Coins, and reenter the last door you exited out of.  
Come back outside, and repeat the process.

Complete the level, and you will end up with a whopping 18 Coins for you to 
use in Bonus Chance.

Afterwards, save and quit your game, and then begin the game once more.  
You'll sharpen your skills at Bonus Chance, and end up with 99 lives in a 
relatively short time.

The Mysterious Ninja
--------------------
In level 7-2, a Ninja occupies a space above the doorway leading inside 
Wart's Fortress.  The reason why it is so suspicious is that there appears to 
be a small crack on the top of Wart's Fortress.  Nothing happens if you get 
up top, tough.


__  __
\ \/ /
 \  /  ---------
 /  \ |O u t r o|
/_/\_\ ---------

Credits
-------
Thanks goes out to Nintendo for making this great game, CjayC for putting 
this FAQ up in the first place, and everyone who wrote their own Super Mario 
Bros. 2 FAQs.  More thanks goes to the following websites:

The Mushroom Kingdom (www.classicgaming.com/tmk)
Vimm's Lair (www.vimm.net)
World of Nintendo (www.world-of-nintendo.com)

Copyrights
----------
Super Mario Bros. 2, and Super Mario All-Stars are (c)1988, 1993 Nintendo.  
This FAQ is not endorsed nor written by anyone affiliated with Nintendo.  
This is simply a walkthrough for a great game.  This FAQ took a lot of time, 
was made on notebook paper while playing through the game, and then later 
transferred to WordPad; please do not abuse this FAQ.

This FAQ is (c)2000-2002 PB8J@hotmail.com.  You can reach me at that e-mail 
address, or sometimes find me posting in various GameFAQs boards.  You may 
not distribute/post this FAQ to/on any website, copy any information or 
modify it, without my expressed permission.
