FAQ/Walkthrough - Guide for Super Mario Sunshine
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Mario Sunshine Game FAQ version 1.2 Copyright 2002 by Samson Wick Please do not redistribute this FAQ/Walkthrough in whole or in part without my consent. Submitted by Samson Wick on 8-6-02. _____ _ _ _____ ____ _____ / _ \ | | | | | _ \ | __| | _ \ | | | | | | | | | | | | | | | | | | | | |_| | | | | | | | | | | | | | | \ \ | | | | | |_| | | |_ | |_| | \ \ | | | | | __/ | _| | _ / \ \ | | | | | | | | | | | \ _ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_| | | |_| | | | | |__ | | | | \_____/ \_____/ |_| |____| |_| |_| _ _ ___ _____ _ __ | \ / | / \ | _ \ | | / \ | \/ | / /\ \ | | | | | | / /\ \ | | | | || | | | | | | | || | | |\/| | | |__|| | |_| | | | | || | | | | | | __ | | _ / | | | || | | | | | | | || | | | \ | | | || | | | | | | | || | | | | | | | || | | | | | | | || | | | | | | \ \/ / |_| |_| |_| || |_| |_| |_| \__/ _____ _ _ _ _ _____ _ _ _ _ _ ____ / _ \ | | | | | \ | | / _ \ | | | | | | | \ | | | __| | | | | | | | | | \ | | | | | | | | | | | | | \ | | | | | | |_| | | | | | \| | | | |_| | | | | | | | \| | | | \ \ | | | | | |\ | \ \ | |_| | | | | |\ | | |_ \ \ | | | | | | \ | \ \ | _ | | | | | \ | | _| \ \ | | | | | | \ | \ \ | | | | | | | | \ | | | _ \ \ | | | | | | | | _ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_| | | |_| | | | | | | |_| | | | | | | | | | | | | |__ \_____/ \_____/ |_| |_| \_____/ |_| |_| |_| |_| |_| |____| SUPER MARIO SUNSHINE 2002 Nintendo. Platform: Gamecube Country: Japan Genre: Platform Number of Players: 1 The Super Mario series is the granddaddy of all platform games. Playing this one for a few minutes should reaffirm that. This is an improvement in almost every way over Super Mario 64. PURPOSE OF THIS DOCUMENT This walkthrough is not intended to be comprehensive. Think of it as more of a quick and dirty "The least you need to know" kind of thing. This will give you enough information to gather the 8 shines in each world, and most of them in Dolphic Town. The idea is to help you if you get stuck. When the game comes out in America, I'm sure that there will be plenty of people writing full-blown strategy guides for it, this is for people who imported it and don't understand Japanese. Boss strategies are spread throughout the FAQ, not in a section by themselves. I won't go into the story of the game because the dialogue is in English anyway. The game is organized into 7 main worlds. In order, they are Bianco Hills, Ricco Harbor, Mamma Beach, Pinna Park, Sirena Beach, Mare Bay, and Monte Village. Hopefully everything is organized well enough that you can find what you're looking for. CONTENTS: Section 1-Basics 1.1 Controls 1.2 Graffiti 1.3 Flood Attachments 1.4 Preludes and Signs 1.5 Yoshi 1.6 Blue Coins 1.7 Saving Section 2-Scenario (Walkthrough) 2.1 Airport 2.2 Dolphic Town 2.3 Bianco Hills 2.4 Ricco Harbor 2.5 Mamma Beach 2.6 Pinna Park 2.7 Sirena Beach 2.8 Mare Bay 2.9 Monte Village 2.10 Corona Mountain Section 3-Anticipated And Frequently Asked Questions Section 4-FAQ History/Credits SECTION 1: BASICS This section will address some of the basic concepts of this game that are not necessarily apparent to those who don't read Japanese. 1.1-Controls If you've played Super Mario 64, you should already know how the controls work. I'm not going to go into a lot of detail here. The important controls that might not be so obvious are: Turnaround Jump: Even though this one is a rollover from Mario 64, I'm mentioning it here because it is a good deal more useful and I refer to it extensively throughout this guide. To do this, quickly reverse directions with Mario, and while his body is still twisting around hit the A button. This will give Mario's jump almost double height. When swimming: Pressing the A button will make Mario kick, and thus swim faster. While under water it also causes him to go upward. You can also use A to jump out of water. For this to work you must be at the surface and still (or at least not pressing the control stick in any direction.) Pressing the B button will make Mario dive down, and travel in a forward and downward motion when submerged. When climbing (on grates): While vertical, the B button will make Mario punch-this will knock enemies off the opposite side, and flip gates around. A will make him jump off. (He will always kick off in a direction away from the wall) While on top the ground-pound (press L while in the air) will knock off enemies hanging to the grate below, and flip gates over. While hanging below, the A button will punch enemies walking on the grate above, and flip gates. The B button will make Mario let go of the grate. Spraying a grate that has a circle-arrow pattern will make it flip in the direction indicated by the arrows. When on tightropes: While hanging, press A to hop up onto the rope. The game will compensate if you're not pushing in exactly the right direction so you can get away with going pretty fast. The tightropes work like springboards, so if you're out in the middle of them, you can jump really high. Repeating this will make your jump even higher. 1.2-Grafitti Pretty much everywhere but the Airport, spraying an "M" graffiti off will result in a Blue coin popping out. In pretty much every level you will see graffiti painted in various shapes-X, Circle, Triangle, etc. There are always two with the same shape. Spraying one off will cause a Blue Coin to pop out where the other one is. You have to race to the other location to get your coin because if you don't make it in a certain amount of time, the coin disappears and you have to start over. 1.3-Flood Attachments Throughout the game, you'll encounter boxes that are colored either Blue, Red, or White. These are for switching the attachment on Flood. You start the game with, and use mostly the hover attachment; this is what's in the blue box. The Red box gives flood a Rocket attachment, and the White/Gray box gives flood a Propeller attachment. When you first encounter the Red and White boxes in each level, they'll probably be see-through and not much help. In each of the levels you see these, there's one box somewhere that isn't transparent. Most often you will have to unlock it during another Story. Unlocking that one will unlock all the others of the same color, and the game will be saved to make sure you have them each additional time you enter that particular world. Hint: you can get more height on the Rocket blast if you jump right before it goes off. 1.4-Preludes and Signs Each time you start a section of the game, you'll see a little prelude of the level. Pay attention to this as it often gives you insight into your objective. Also, on most levels where it isn't painfully obvious what you're supposed to do, there will be signs with arrows painted on them. Follow these, and you'll invariably end up where you're supposed to be. Keep in mind, however, that the signs show you one particular way to go, not necessarily the best. 1.5 Yoshi When you complete Pinna Park Story 4, Yoshi will become part of the story. The egg will have a dream cloud showing a certain kind of fruit. Bring that fruit to the egg and the Yoshi will hatch. Yoshi comes in pink, purple and orange. His color depends on what kind of fruit he eats. Press B to use Yoshi's tongue to eat just about anything (including birds). Eating a pineapple without leaves or a chili pepper will make him purple. Eating a bunch of bananas or a green melon will make him pink. Eating a pineapple with leaves or yellow melon will make him orange. You can mount Yoshi by jumping onto him; you can dismount him by pressing the X button. Yoshi sprays fruit juice by pressing the R button. Holding A after jumping will cause him to paw the air and gain a little altitude (just like in Yoshi's Island). Most importantly, Yoshi's vitality is linked to his stomach. When you're on him, you'll see a little lemon-shaped gauge called Juice. This will gradually run out over time. If you don't revitalize Yoshi by eating another fruit, the meter will empty out, say Hungry, and Yoshi will vanish. Yoshi also can't live in water. If he falls in, he'll vanish. Juice from a Yoshi is the only thing that can dissolve that wavy yellow orange lava-like stuff on some of the buildings. 1.6 Blue Coins Every section of the game except for the Secret stages will contain blue coins. Every time you get one, you will be asked to save the game. Ten coins can be traded at the shack on the southwest pier of Dolphic Town, for a Shine. These are important so pick them up wherever you see them. There are so many Blue Coins that to describe the location of every one is beyond the scope of this document. 1.7 Saving Most people probably don't need to know this, but I'll include it just in case. When you first start the game you'll get a blue dialog box asking if you would like to create a Mario Sunshine save. If you're using a memory card formatted for the US, beware, this is asking you if you'd like to format the card and delete all the existing data. The answer in the left is yes, the answer on the right is no. Each time you begin the game, Mario will be in front of 3 blocks. This is how you select which save you want to use. The black box that pops up has the options from top to bottom: Start, Copy, Delete, Score. Usually when a straight blue dialog box pops up it means the game is asking you to save. This will happen automatically when: 1) You acquire a Shine 2) You acquire a Blue Coin 3) You unlock a Flood attachment. The blue dialog box has 3 lines. The choices from top to bottom are: Save and Continue, Save and Quit, or Continue Without Saving. Also, any time you pause the game, you will be given two options. The top one is simply Continue, the bottom is Save. If you choose to save, the game will ask you if you want to overwrite your old save-Yes is on the left, No is on the right. If you choose Yes, you will be asked another question-Do you want to continue playing. Again, Yes is left, No is right. SECTION 2: SCENARIO 2.1-AIRPORT This is the smallest area in the game. This is a good place to get accustomed to the controls if you want. You start by the plane on the end of the runway. There's a bunch of goop on the runway that you can easily walk around. Continue further in toward the buildings and walk up to the blue and yellow thing. This is where you get Flood. The tutorial he gives you is in English so I'll spare you. You'll notice "M"'s with two dots above them. If you spray them off here, you can get coins. Now proceed back to the goopy stuff in the runway. The objective here is to use flood to spray the pulsing mass in the center. Eventually this will cause a goop-covered Piranha Plant to emerge. Spray it in the mouth when the mouth opens. Do this 3 times and you will defeat it. The rest of the paint will clear, and there should emerge your first shine. When you grab it (As when you grab any shine) the game will pop up your first save dialogue box. See 1.7. 2.2-DOLPHIC TOWN Dolphic Town will change slightly as time goes by and you acquire more shines. I don't remember the exact numbers (perhaps I'll include them in a future revision). This order should be about right. Just keep collecting Shines and the events should unfold. 2.2.1 Miscellaneous Shines throughout Dolphic Town. You will probably do these in a different order; they have been numbered merely to make my job easier. Some of them will require Flood attachments or Yoshi. So, of course you won't be able to do them until you have unlocked these things. This list does not include the Shines you get for defeating enemies throughout Dolphic Town. That list will be added to 2.2.2 if I get the time to make it. Shine 1 Find a villager standing on top of a building to the west of the waterfall. Agree to pay him a gold coin, and he'll chuck you through a window and to your Shine. Shine 2 Secret Red Coin Stage. Jump on top of the boat as it is leaving the harbor to the west. You will pass under a trellis on your way out. Jump straight up where the coin is, and you'll be taken to a stage where Mario becomes a pinball. This one explains itself. Get the coins; the star will appear in the middle slot. Shines 3 & 4 Enter the building just to the west of the harbor through the black door. Talk to the guy standing in front of the crates. The object here is to pound all of the crates in the allotted time. You get a Shine the first two times you succeed. Shine 5 Clean the bell in the southwestern corner of Dolphic Town. The shine will appear inside the tower. Go to the building directly north of the bell tower and look for a manhole cover on the roof. Ground-pound the manhole cover to get to the sewer below. Go south to get underneath the bell tower jump up out of the manhole. This is easiest to do with the Rocket attachment, but can be done without it if you're any good at wall kicks. Shine 6 Go to the bell tower in the southeastern corner of Dolphic Town. You have to have the rocket attachment for this one. Blast up to the bell, clean it, and then blast up to the rooftop, and blast up to your Shine.(It's possible to get to the bell and clean it without the Rocket attachment, but the Shine appears Way above the bell tower, and that' impossible to reach without the Rocket attachment.) Shine 7 With the Rocket attachment, jet up to the giant Shine Monolith that sits over the waterfall in the middle of Dolphic Town. Spray the Giant Shine clean, and then boost up to the top of the monolith to claim your Shine. Shine 8 With the Propeller attachment, blast through the door on the north side of the bell tower in the southeast corner of town. Shine 9 Hidden Red Coin stage. With the Propeller attachment, blast through the door with the two guys standing on either side. The door is in the north building one row to the east of the harbor. Shine 10 Using the Rocket attachment, blast up to the top of the lighthouse on the northeast beach. Once on top, Rocket blast again, and while still high in the air ground-pound, and drop down on the black disc with the red fireball symbol. Shine 11 Hidden Red Coin stage. Get Yoshi and head out to the northwest end of Dolphic Town. On the outcropping just south of the cannon that sends you to Pinna Park, ground-pound the manhole cover and go into the sewer. Head straight west until you come up to the little island with the woman and her basket. One of the boats that come by will sail around the shore in a counter-clockwise direction. Grab Yoshi a fruit and hop onto the roof of that boat. Ride the boat all the way out to the platform with the bananas. Jump to the platform, grab the bananas and wait for the next boat (it will pass the platform to the south). Try to grab a banana just before you jump off so you don't lose Yoshi to starvation. The boat should take you to the island to the southeast of Dolphic Town where the green pipe is. Once you spray the orange wavy lava stuff with Yoshi's juice, you can jump down the pipe. This one is HARD. The object is to propel yourself on a lilly pad down the canal and steer into 6 red coins. You cannot reverse directions if you miss one. Falling in the water will kill you instantly. The seventh coin is the hardest to get because you have to jump while riding the lilly pad to get it. If you don't get all the coins on the first pass, DO NOT EXIT THROUGH THE PIPE ON THE OTHER SIDE. Doing that will set you back in Dolphic Town, and you'll have to do the whole thing with Yoshi all over again. If you miss them, it is possible to drop down to the wall of the canal, and walk all the way back to the beginning and try again. I could not manage to get the 7th coin while on the lilly pad. I had to walk out on the edge, jump to it, and boost back to the edge. 2.2.2 Dolphic Town Events Okay, so I probably put this in the wrong order, but the Shine locations seemed a little harder to figure out so I thought you'd need them first. The events in Dolphic Town will unfold pretty much automatically as you acquire Shines. I'm doing this from memory as I have yet to play all the way through the game a second time to confirm. These events should be more or less in the same order. Event 1 This happens right after the Airport. The prelude to the level will show you another puddle of paint at the southern part of the island. Head there to find a familiar pulsing blob. This is pretty similar to the last Piranha Plant except that these little galaxy-ghost looking things will spawn from the goop and come after you. You can actually stand safely in the dolphin fountain and nail him from there if you like. Event 2 Vanquishing the Piranha Plant will cause a large statue to emerge, and on top of it, you'll be introduced to one of the game's new villains. He's an evil blue Nise or "Fake" Mario. He runs and grabs the princess. Chase him, spraying as you go (Just don't push the R button down all the way because Mario will stop running.) Keep following him until you run him down. He'll drop the Princess. When you chase him again, he'll run to the front of the statue and paint a large psychedelic "M" that he'll disappear into. Spray the "M" off and jump in front of it. It will suck you in to Bianco Hills. Event 3 After you get 3 Shines: The prelude will show you a pile of goop on the pier to southwest of town. Defeat the goop covered Piranha plant to reveal a hut with a large "M" on it. This is how you access Ricco Harbor. Go into the door on the south side of the hut to meet a couple of Chinese Pandas that will trade Shines for Blue Coins at the rate of one Shine for ten Blue Coins. Event 4 After you get 5 Shines: The prelude will show you a pile of black goop on the northeastern beach. This is yet another goop covered Piranha plant. The strategy is basically the same. Defeating it will uncover the lighthouse. Jumping through the "M" on the lighthouse will transport you to Mamma Beach. Event 5 After you get 10 Shines, the prelude will show a Koopa-ish boat coming in on the northwest end of town. Hurry there, and watch the cinema scene. This is pretty much the only mystery in the game so I won't spoil it by telling what happens. Suffice it to say that when you're done, you'll have access to the cannon that will shoot you to Pinna Park. Event 6 After you get 20 Shines the prelude will show the Shine symbol in front of the dolphin fountain on the east side of the harbor. You should see a cascade of shimmering light coming down. Stand on the symbol, and look up into the sun to be transported to Mare Bay. Event 7 After completing Pinna Park Story 4 Yoshi appears in Dolphic Town, chase Fake Mario down to free him. Unlocking Yoshi here should unlock him throughout the rest of the game. Event 8 This should happen the first time you enter Dolphic Town after getting Yoshi. Chase Fake Mario to unlock the Propeller attachment in Dolphic Town. Event 9 This should happen the first time you enter Dolphic Town after getting the Propeller attachment. Chase Fake Mario to unlock the Rocket attachment in Dolphic Town. Event 10 Dolphic town is flooded. (This happened when I grabbed my 79th Shine) Chase Fake Mario into the cave behind the Shine Monolith. 2.3 BIANCO HILLS Bianco Hills is accessible by warping through the "M" on at the base of the statue at the southern end of Dolphic Town. 2.3.1 Bianco Hills Story 1: Follow the path in front of you. To your right you'll notice a white wall. After the first cylindrical structure, you need to get on the other side of this wall. There are a number of ways to accomplish this, probably the easiest is to jump up on the wall while it's still pretty short and just follow it around. (If that's too difficult for you at first, just follow the wall until you come across a large wooden mill wheel, and jump on one of the spokes to ride it to the other side) Once on the other side you'll see a path leading through a bunch of palm trees. (This will be to your right if you went over the wall at the wheel) At the end of it, you should see muddy balls being rolled down a hill one at a time. Follow the balls to their source-it is another Piranha Plant. You know the drill. 2.3.2 Bianco Hills Story 2: Again, get on the other side of the wall to the right of the path. Follow the path that emerged when you killed the Piranha Plant from the previous level. It should lead you all the way up to the Windmill. Catch a lift on one of the platforms at the tips of the windmill blades. On top of the Windmill you'll see a giant Piranha Plant. Jump toward him. This will take you to the boss fight. Spray water in his mouth when he opens it up to vomit more mud. When he falls over, ground-pound his belly. Do this three times and you're done. 2.3.3 Bianco Hills Story 3: You have to get to the little cave on in the bank on the right of this level. Again, you're going to have to go past the white wall on your right. Get to the bank directly across from the palm trees. There are other ways, but the simplest is to swim across the water and wall-kick off of the post the boost toward the white wall to get to the next level. Then do a turnaround jump (where you quickly switch directions and jump) to grab the tightrope. Bounce up and go through the cave entrance. The game calls these levels Himitsu or "Secret" stages. My wife prefers to call them Panic levels because I can't seem to play one without getting sweaty palms. Nothing special here. Just make your way to the shine and try not to fall:-) 2.3.4 Bianco Hills Story 4: This is the first of many Red Coin levels. The objective is to find 8 Red coins. Most of these are in pretty obvious locations, so I won't bore you with those. ALL of the red coins in this Story are on the left side of the wall, so don't waste your time on the right. The one I had the hardest time finding was the one in the doorway on the white wall. Follow the wall on the right until you come to the archway with the bells. Just a little past that, there's another archway, and that's where the coin is. The left of the first two buildings you encounter (with the double-tightrope) has a coin all the way at the top. There is a coin close to both windmills. The rest are in plain sight. Get the coins and the shine will appear. You can get it by climbing the building with the two gazebo-looking things and following the tightrope all the way up. Just jump in place when the little electrical thing comes at you, and it'll go right past. 2.3.5 Bianco Hills Story 5: Again, head to the section on the right of the wall. Go to the same spot you were in Story 3. You should see some new platforms now, and there's a red Rocket box. Jump on it, and grab the rocket. Your game will ask you to save. Now, head back to the other side of the white wall. If you head straight to the back of this level, you should see a wide ledge on the green hill that you can use the rocket to get up (Yes, there are other ways to get up there). The ledge is covered in mud, so be careful. Go up several tiers until you come to the place that the level prelude showed you with that overgrown Piranha Plant. He's on a platform out over a ravine. You should see some pink Kirby-looking things congregating. When you start to use Flood, one of these things will attach to the nozzle. When you spray it will fill up with water, and when you let up the R button, it will shoot off. Use one of these to hit the Piranha Plant and disturb its nap. (If you're having difficulty because your Kirby-things are hitting the fence, try lining up the shot in first person mode, then switching back to third person mode, and jumping just before you shoot.) Once you wake up the plant, it'll fly all over the place. Spray it to knock it out of the air, and just like in Story 2, fill its mouth up with water, and pound it's belly when it rolls over. It has a new whirlwind attack, so watch out. Defeating this boss will earn you the shine, of course. 2.3.6 Bianco Hills Story 6: The objective is another Secret stage. This time the entrance is to the right of the white wall, and across the pond behind the Windmill. The water is toxic, so don't land in it. The way you're supposed to do this is to ride the lilly pads around the pond. A word on lilly pads--to move them, spray in the opposite direction you want to go (you'll get the idea) and they only last a certain amount of time, so get fresh ones as you go. Ride the pads around behind the Windmill to the far wall, and jump off onto the logs. If you're careful, you can turnaround jump and boost your way up to the ledge. Activate the Propeller attachment for Flood, and enter the Secret stage. The goal is always the same here. Get past the obstacles and to the Shine without falling off. 2.3.7 Bianco Hills Story 7: This is the first of several Stories where the objective is to chase down Fake Mario. The strategy is to stay behind him and keep spraying. He likes to try to fake you out by quickly reversing directions etc. If you lose him, just wander around until you hear the underworld music again--the louder the music, the closer he is. This is pretty basic, so it's the last time I'll explain it. 2.3.8 Bianco Hills Story 8: This is another Red Coin level. They're all in plain sight on the tightropes on the right side of the wall. I'll let you figure the rest out. A word of caution: Little gusts of wind will form and attack you. Listen to the sound they make. They make a higher-pitched noise when they're about to attack. If you jump right when you hear the sound, they should miss you. Once you get all of the Red Coins, the shine should appear in the little recess in the front of the Windmill. There's no real trick to getting this. Just like in Story 2, you can hitch a lift on the windmill platforms and jump to the ledge. 2.4 RICCO HARBOR Ricco Harbor can be entered by jumping through the "M" on the hut on the pier to the southwest of Dolphic Town. 2.4.1 Ricco Harbor Story 1 Follow the signs, and they'll lead you to the upper left section of the harbor. (If you're having difficulty navigating the grates, you might want to read 1.1 the section about climbing, or you can go to the lower section of the harbor to the left of the first boat, stand on top of the crates closest to the wall, turnaround jump, and boost to the next level) Don't try to swim in the black inky water, it'll take life points. (Hint: if you do fall in the middle of the inky water, dive down; it will only hurt you on the surface) Keep in mind there is almost always more than one way to get where you're going. Once you've negotiated the obstacle course and arrived on the upper left section, you'll find a pile of crates with a tentacle sticking out of it. Approach the tentacle and press B to grab hold of it. Holding the B button, pull back until the tentacle pops off. This will cause the Giant Squid to erupt out of the pile of crates. To fight the squid, first spray it in the face until you wash all the ink off and then run right up to it. Its tentacles will whip outward and then come crashing down on where you're standing. Just jump as you see them approaching and they should miss you. Then grab the little cork in its nose, and pull back as far as you can. Eventually the nose will snap and flatten him. He will come back to life, and spew ink all over. Just repeat the first step again, and you'll send him sailing. 2.4.2 Ricco Harbor Story 2 Head to the right of the entrance, and you should come upon a bunch of logs leading to a little platform with squids on it. The different colored squids are different speeds. The green ones seem to be slowest, the purple seem to be the fastes, and the yellow are in between. To ride one, just walk up to it and it'll launch off the platform with you on it. (Important to know-you can jump the squid to clear obstacles, and you can slow the squid by pulling back on the control stick, you can likewise speed it up by pushing forward) Once on the squid, follow the trail of coins into the drain at the back of the harbor. Once there, you have to race a squid around an obstacle course. You have to finish it in less than 45 seconds to get the Shine. 2.4.3 Ricco Harbor Story 3 There's a big yellow cage in the center of the scaffolding. If you follow the signs, you can unlock the Rocket attachment. Hint: the cursive "M" pads are trampolines. You can grab on to the candy-cane looking crane hooks, and kick off of them just like a grate. Just follow arrows around the catwalks up into the mouth of the bottle-shaped cage. Drop through to get your Shine. 2.4.4 Ricco Harbor Story 4 This is another Secret stage. Just to the left of the entrance to this level is a lighthouse-like tower. The entrance to the Secret stage is at the top. There are a number of ways to get up there. The easiest is if you unlocked the Rocket attachment in the previous level. There's also wall kicks, and boosting from the adjacent scaffolding. Watch out for the gusts. 2.4.5 Ricco Harbor Story 5 Defeat the Giant squid on top of the Helipad. Either grab the Rocket attachment directly below the helipad, and launch up to the grate beneath, or, use a combination of boosting and wall kicks to get on top of the curved brick structure just after the "Fruits" canisters, and boost across the gap. Defeat the squid the same way you did the first time in 2.4.1. 2.4.6 Ricco Harbor Story 6 This is a Red Coin level. Go to the right of the entrance to the same squid platform from 2.4.2. This time, ground-pound the red switch block before you grab a ride. You have a time limit, so watch your clock. Even with the time limit, I recommend that you use the green squid for better handling. If you follow the coin trail, it should lead you to almost all of the Red Coins. Three of them are a little out of the way. Look for one under a red platform, one between two boats with two supports in between them (This is off to the left of the coin trail when you first head out), and look for one you have to jump to get. Believe it or not, the tricky part is getting back to the Shine once you've unlocked it without getting killed. You have to jump at the absolute last second to get back onto the platform you launched the squid from and grab your Shine. 2.4.7 Ricco Harbor Story 7 Get Fake Mario. This is the stage where you unlock the propeller attachment. It's in the first ship inside the grate cage. Hint: If you lose Fake Mario in the chase, he's probably on the scaffolding above you. You can get there by jumping from the first ship's smokestack. 2.4.8 Ricco Harbor Story 8 Make your way to the upper left part of the harbor (where you fought the Giant Squid in 2.4.1). There's a fruit-dispensing machine there. (If you don't recognize it from the prelude, there are two canisters with the word "Fruits" painted on them. On the tops of these are switches operated by ground-pounding. They work like a toggle switch-pounding one resets the other. There will be a Yoshi egg a little further on. Keep pounding those fruit out until you get the pineapple without leaves. Kick it over to hatch the Yoshi. It's important that this Yoshi remains purple for now, so if you've got other fruit lying around, don't eat it. Now all the way at the end of the harbor, you'll see some fish jumping just beyond the ledge. Spraying them with purple juice from Yoshi will turn them into platforms. The reason that it is important that he remain purple is that different juice will make the platforms do different things. Purple juice will make the platforms move forward, backward or side to side on the same level. Pink juice will make the platforms go up, and orange will make the platform stationary. Where you hit the fish with the juice will determine where the platform starts, so be careful to hit them low enough that you can still reach them by jumping. Once you make it out to the first metal platform, there is a ledge to the left with a tree. Jump to that platform to get a green melon (knock it off the tree by spraying it). Eat this to turn Yoshi Pink. You should then be able to jump back to the first metal platform and make your way to the top one by turning the fish into raising platforms. Spray off the little wavy yellow orange lava blob, dismount Yoshi, and get your Shine. 2.5 MAMMA BEACH Mamma Beach can be reached by jumping into the "M" at the base of the Light House on the northeast beach in Dolphic Town. 2.5.1 Mamma Beach Story 1 This is a Secret stage. To open the entrance, make your way across the beach to the sprout shown to you in the prelude. (It's the one closest to the peninsula to the left.) Water it by spraying it with flood, and it will cause a sand castle to appear at the end of the peninsula. The entrance is the door to the castle (Indicated by the large flashing arrow). You have a limited amount of time to reach it before the sand castle crumbles. The light brown blocks in this level will dissolve if you stand on them, but they'll come back after a bit. 2.5.2 Mamma Beach Story 2 There's a giant centipede sunning itself on top of the pavilion straight ahead of you. There are a bunch of giant annoying round walking duckbilled thingies stomping around the three swivel-mirrors. The object here is to spray the little goobers (one at a time) to the edge until they teeter on one foot. While it's teetering, go somewhere on the opposite hemisphere of the mirror and ground pound. This will launch the bugger off of the mirror. When you've done this to all three mirrors, they'll shatter the thing the centipede is on, blowing it to pieces and producing your Shine. 2.5.3 Mamma Beach Story 3 Remember that centipede from last story? Well, he's back and he's kinda mad. He stampedes around the beach in a set pattern. Watch for him to pass by the first sprout out in front of you. Water it so that it erupts just as he's passing by. This will knock him on his back. Hover up or turnaround jumps onto his belly and ground-pound. This makes him madder. He'll start to run faster. You may have to pick another sprout to get him again. Smash him 3 times for your Shine. It should appear where the castle from Story 1 was. 2.5.4 Mamma Beach Story 4 A Secret and Red Coin stage. The entrance is the hole at the top of the pavilion. Go straight ahead, and up the two levels. Follow the ridge on your right until you come to what looks like a cave entrance. Water the sprout to produce a set of stairs. Follow the path to the thing that looks like a set of amphitheater seats (A half-circle of steps). It should drop off in a green slope. Follow the coin trail and jump just as it ends to make it to the trampoline and jump through the hole. This level can be very intimidating. There are two pieces of advice I have for it. One, the clouds are solid enough for you to stand on. Two, when the bird starts to tilt sharply, stand by its neck-that's the most stable part--you can just walk over to the side of its neck, and then back when it levels out to stay on it all the way to the top. If you get stranded on a cloud, don't worry, the bird will come back down. 2.5.5 Mamma Beach Story 5 This is the first of many race levels. Approach the little purple guy on the beach and he'll challenge you to a race. Remember the amphitheater seats from the last Story? The flag you're racing to is right in the middle of that place. Follow the same path as in 2.5.4 except the sprout is gone so you'll have to use wall-kicks to get up to the path that leads to the amphitheater. Or, if you've unlocked the Rocket attachment that can make your trip up very fast. Beat him, and you'll get a Shine. 2.5.6 Mamma Beach Story 6 This is a Red Coin level. They're located in the reef all the way to the left of the start of the level. The coins can be tricky to get. Sometimes they'll disappear into walls, or even swim away from you! 2.5.7 Mamma Beach Story 7 Get Fake Mario. 2.5.8 Mamma Beach Story 8 This is all about the biggest watermelon. The proprietor of the little bar on the pier all the way to the left of the entrance wants the biggest watermelon for his juicer, because only the biggest one will taste good. The biggest watermelon is also the most annoying to get. There are actually 3 watermelons. The biggest one is in the amphitheater. A word on Watermelon safety: kicking them, smacking them into walls or sharp objects or pushing them into the annoying round duck-billed things will result in explosion. Pushing gently or spraying are the preferred methods of transport. Push the melon all the way to the bar and up the pier to the proprietor. Viola, the melon is blended, and the Shine appears. (Strange that you have to do tricks for these people to get the Shines that you're giving back to them. Kind of like the government that way:-) 2.6 PINNA PARK Pinna Park is accessed by jumping into the red cannon to the northwest of Dolphic Town. 2.6.1 Pinna Park Story 1 Follow Fake Mario into the park and into the pool to the left. He'll part the pool and produce a Gigantic Robot Mecha-Koopa. You'll have to ride the Jet Coaster, and pick up missiles. Aim the missiles at the Mecha and launch them with R. Watch out, because Mecha-Koopa will launch missile bills at you. They'll follow along the track before and behind you. You can take them out by spraying them with water. After taking several hits (I haven't actually counted) Mecha-Koopa will be toast. 2.6.2 Pinna Park Story 2 Secret stage. To the right of the entrance there's a mole firing Missile Bills at you. Get up close to him and he'll start lobbing bob-ombs at you. Spray these to turn them blue, then pick them up with B and lob them back at him. Three hits will take him out. Jumping into the cannon is the entrance to the Secret stage. 2.6.3 Pinna Park Story 3 Find the Red Coins. All of the coins are inside the amusement park. Easy to see, not so easy to get. I'm not going to into detail here for the time being. 2.6.4 Pinna Park Story 4 Go along the beach to the right of the entrance. You'll see several things that look like big white eggs with green spots. Spray them until they pop out. They're actually really weird turtles. Walk away from them, and they'll launch into the air. 2 out of 3 times they land, they land on their backs. Ground-pound their bellies and they're history. This will revive the flowers. Repeat until you run out of turtle shells, and you'll revive the big flower and get your Shine. Completing this level seems to be what unlocks Yoshi. 2.6.5 Pinna Park Story 5 The ferris wheel in the park is out of control because of the big electric turtle on the motor. There are several ways to get up to the top. Since the ferris wheels won't hit you (you can jump through them like they're not there) my preferred method is to go to the grate platform where the Jet Coaster track peaks, and do a jump and boost across to the front of the ferris wheel tower. I believe the prescribed method is to make your way up the grates on the back of the ferris wheel tower. There's a tightrope right underneath the big electric turtle. Stand in the middle of it and jump to send the turtle sailing. You'll have to grab a ride on the ferris wheel after you slow it down to get your shine. 2.6.6 Pinna Park Story 6 This is another Secret level. There's an orange Yoshi missing from the carousel. Find Yoshi, make sure he's orange (read 1.5 if you need help), and hop onto the ferris wheel to enter the Secret level. 2.6.7 Pinna Park Story 7 Get Fake Mario. (No Giant Robot Koopa this time:-) 2.6.8 Pinna Park Story 8 This one is ANNOYING. Maybe other people won't have trouble with this but it took me FOREVER. Go into the park. The first thing you should notice is all of the pink Koopa-Kid balloons. Follow the path on the right to the gazebo. Cross the plank bridge to the platform where a bunch of the homely little shell dwellers are. Talk to the guy closest from the edge and he'll let you ride the Jet Coaster. Just like before, pick up missiles to shoot at your targets. You have to destroy all 20 Koopa-Kid balloons within 3 circuits of the Coaster track. When you've accomplished this, talk to the little guy that let you ride the Jet Coaster, and he'll give you the Shine. 2.7 SIRENA BEACH This is accessed via the red warp pipe above the building just north of the statue. (There's a pineapple lodged in it at the start of the game. You'll need Yoshi to eat it to clear it out.) 2.7.1 Sirena Beach Story 1 The paint here is electric, so watch out. Follow the signs to the guy at the top of the stairs in the middle of the stage. He'll tell you how the whole place got buried in the goop. There's a GIANT Shadow Manta Ray that will sweep in from the ocean. Spray this sucker the minute he rears his ugly head. Eventually he'll split into smaller manta rays. Each ray leaves a trail of electric slime in its wake. Since these things are shadows, they will fall pretty much anywhere light can-tree tops, water, etc. The only safe spots here are under the roofs of the huts in the lower parts of the level, and where leaves cover under the palm trees. As far as strategy goes, I'd recommend concentrating on breaking one big one at a time all the way down--get too many small ones out there at once and they'll overwhelm you. Once you vanquish the Manta Ray in its entirety, not only do you get a Shine, but you also unbury the Hotel Delfino, where all but one of the remainder of Sirena Beach's Stories play out. 2.7.2 Sirena Beach Story 2 Another Secret stage. Talk to the hotel manager (the guy in front of the hotel door) and he'll let you into the hotel. White and transparent boos (ghosts) can be killed by stomping on them. Transparent boos can be made white by spraying them, and spraying pink boos turns them into platforms. Beware of coins that don't spin--they're ghosts. Sometimes ghosts will hide around real coins so they spin anyway. It's a good idea to always jump on top of your coins in this stage:-) The entrance to the Secret stage is the mouth of the giant Boo at the top of the pillar in the center of the Hotel. 2.7.3 Sirena Beach Story 3 Head over inside the Hotel. This time the Shine is in the Spa on the 3rd floor. If you look at the Spa you'll notice an attic entrance. And as you may guess, that's how you'll get in. Not so fast though. You'll notice a Yoshi egg next to the front desk. Yoshi craves a pineapple, but guess what, the guy at the desk only has every other kind of fruit. I recommend you spray the guy at the desk as punishment for making you traipse all over the freakin' hotel for a pineapple. (This step is not required, but it satisfies none the less.) Go to the bathroom to the left of the stairs. Look for water leaking through the ceiling of the last stall. Jumping up through this will put you in the bath tub of the room above. Spray the ocean painting in the next room off until it turns into a ghost and laughs. Now you can jump straight through the painting into the next room. In that room you should see two frightened children. Go to the end of the room to some wooden doors. Spray the doors until the big outline of a boo is showing on the side facing you. The doors will part and allow you to go through. This will lead you to a bath room with two pink ghosts. Spray them and jump up through the square in the ceiling to get to the room above. In this room, spray the book case to reveal a hidden door. In the next room you can spray the poster with Dolphic written on it to get to the next room (not required). Also in that same room (the one you entered via the bookcase) you should see a floor tile that's lighter than the rest, ground-pound it. This will drop you into the room below. Destroy the boxes for a pineapple. (You can open the doors with B and Mario shouldn't drop the pineapple) Drop back to the ground floor. Hatch Yoshi with the pineapple. Riding Yoshi, head back up to the third floor through the only open door in the hotel (to the left of the Spa). Go through the door and bounce on the bed to get into the ventilation system. Try to remember your orientation to the spa. There, use Yoshi to eat the boos that are barring your way. Make your way to where the Spa should be, and ground pound on the cracked tile. (Hint: it's the most annoying path through the maze.) You've got plenty of chances to do this over if you get the wrong one at first:-) Just remember, that you can't open doors while riding Yoshi. If you get stuck in one of the rooms, the only thing you can do is dismount Yoshi, and wait for him to vanish when he runs out of juice. This will make the egg appear in the lobby, and you can start over. 2.7.4 Sirena Beach Story 4 This is a Secret stage. Head over to the Hotel. Go to the guy standing by the double doors before the bathroom on the left. He'll let you into the Casino. The first thing to do is to stand on the platforms in front of the slot machines and spray them until you've got 777. Once you do this for both slot machines, the red curtain in the middle will open up with a giant Shine puzzle. Spray the tiles until the Shine picture faces you. This will reveal a pipe that is the entrance to your Secret level. 2.7.5 Sirena Beach Story 5 Head over to the Hotel, and back to the Casino from 2.7.4. Once inside the guy at the entrance tells you to look for a strange color on the roulette wheel. That would be purple. Ground-pound on the purple tile and the roulette wheel will lower into your boss fight. The boss is a giant boo sitting on slot wheels. Spray him as soon as you see him, or he'll send little boos at you. Depending on how the slots end up, he'll either spit out coins, water bubbles, fruit or enemies. When he spits out the fruit, pick up the chili peppers and lob them at him. If you hit him in the face, his tongue will catch fire. Quickly grab another fruit and chuck it at him. Do this three times and he's toast, and you get your Shine. 2.7.6 Sirena Beach Story 6 You've got 3 minutes to spray the beachfront off. Hint: You just have to get the majority of the beach cleaned off, the little specks won't count against you. Of course, you should try to get it all:-) Barrels of water are great for clearing large sections at once. When you're done talk to the guy on the beach for your Shine. 2.7.7 Sirena Beach Story 7 Get Fake Mario. Watch out for fake Fake Marios:-) The boos will pose as Fake Marios to distract you. 2.7.8 Sirena Beach Story 8 Red Coin Level. You've got 5 minutes to get all the coins. Refer to 2.7.3 for step-by-step instructions on getting to some of these rooms. You don't have to get the coins in any particular order; I just numbered them for the sake of organization. First one is right in front of you. Second one is in the bathroom to the right. Third is in the foyer area of the second floor. Fourth one is on the foyer of the third floor. Fifth one is in the Spa where you got your Shine. Sixth one is in the room after the you spray the Ghost painting and before the ghost outline on the wooden doors. The seventh is in the room through the Dolphic poster. The eighth one is in the room with the crates of pineapple go through the doorway where the boo was blocking you in 2.7.3. 2.8 MARE BAY Mare Bay can be accessed by standing in the cascading light in front of the dolphin fountain, going into first-person mode and looking up into the Sun. 2.8.1 Mare Bay Story 1 When you first get to Mare Bay, the water is purple and poisoned. If you fall in, it'll damage you. The diving trick will work here like it did in Ricco Harbor. Follow the stepping stones to the right, and make your way up the side of the green cliff. Spraying the graffiti off of the walls will reveal more platforms making your climb much easier. The scales work by jumping on the end opposite of the pot, and spraying the pot full of water. This will raise the platform you're on. Follow the rolling slime-covered Piranha Plant Heads up to the source. It's another mole. You beat him the same way as you did in 2.6.2, although you're in a much more precarious position. Defeating him will get you your Shine. 2.8.2 Mare Bay Story 2 Make your way across the stepping stones to the left to the little fisherman guy shown in the preview. There's a brown tile on the cliff wall above him. Spray it, and a vertical maze will emerge from the cliff face. You'll need to wall kick your way up and to the next platform before the time runs out and the maze goes back into the wall. Hint: the wall curves around to the right once you reach the top. Once there, there'll be another maze. This one's trickier, though. I recommend that you examine it from the ground to see where you're supposed to go before you get up there. Once you get all the way to the top, you'll face another Giant Squid. Follow the strategy in 2.4.1 to beat him. Drop down through the hole that opens up to the cave below to claim your Shine. 2.8.3 Mare Bay Story 3 This is a Red Coin level. Basically the only controls you have are your booster (L)-it's unlimited now that you're underwater, the control stick and the camera angle (C). Coins replenish your health, so grab a few if you're getting low. The Red Coins are almost all in plain sight. Make sure to check the crevices of the little blue structure at the bottom. 2.8.4 Mare Bay Story 4 Go to the broken pipe-thing underneath the cascade as shown in the prelude. When you approach it, you'll be taken inside a dark underwater chamber. At the very bottom, you'll notice four glowing yellow orbs. Those are the eyes of the boss you're about to fight. Once you drop far enough, he'll emerge from his perch, and open his mouth. The object here is to spray the gunk off of all of his teeth. Make sure to keep your health up by grabbing coins off the walls and by busting the blue bubbles and grabbing the air bubbles that come out. This is important because when you finish cleaning his teeth, your Shine will appear at the very bottom of the chamber, and you'll lose about 4 life points just dropping down. 2.8.5 Mare Bay Story 5 This is a race level. The guy you're gonna race is across the tightrope to your right. The goal flag that you're racing to is to the far left of the entrance a bit to the left of where you activated the wall tile in 2.8.2. Beat him there for the Shine. I found it easier to go as the crow flies rather than try to follow him. It doesn't matter how you get there, just so you get there before him. 2.8.6 Mare Bay Story 6 This is another Secret stage. The entrance is, as shown in the prelude, at the top of one of the pillars. To get to this one, you're going to need to do some serious tightrope walking. Watch out for gusts and little electric guys that actually follow you instead of just sitting in one place or going in one direction. You can get a start on your climbing by going up to the spiral staircase on your right. Hint: the entrance to the secret is not on the highest tower. Now, this secret level is a little tough, so I'll give you some hints. First, you have to wall-kick your way out of the box you start in. One of the walls is glass, so don't be worried about falling down. Second, when you get to the part with the steep incline and the arrows pointing up, the trick is to never pause or turn around. Just head upward and to the right at a 45 degree angle, and you should be okay. Third, I hope you've been practicing your turnaround jump, because you're gonna need it. To get to the higher parts of this stage, you'll need to stand on the nail heads (the ones sticking up from the boards) face the opposite direction you want to go, then quickly turn around and jump. The rest is obvious, good luck:-) 2.8.7 Mare Bay Story 7 Get Fake Mario. 2.8.8 Mare Bay Story 8 Red Coin level. Go to the same chamber as in 2.8.4 where you fought the boss. This time the red coins are part of a coin fish that swims around and disperses, and then comes back together. This one's mostly about aim and persistence. One piece of advice, though, if you can help it, try not to grab too many gold coins out of the fish, it'll be a lot easier to spot when you get down to the last couple of red coins. And try to keep your health up so you can make it to the Shine when it appears. 2.9 MONTE VILLAGE Monte Village can be accessed via the red pipe atop the giant Shine monolith at the center of Dolphic Town. Hint: you pretty much have to unlock the Rocket attachment in Dolphic Town to get up there. For the sake of my sanity in describing where things are, I'm going to declare the direction you're facing when you start this level North. South, East, and West should be obvious from there. 2.9.1 Monte Village Story 1 There are 3 little Chain Chomp dog-like things wandering around the village shedding burning paint all over the place. In the center of the village is the mammoth palm tree and at the base of it is a fountain spraying water into a little pool. The object here is to get the chain chomps into that little pool of water. Spray the Chain Chomps off until they cool down and turn black. Then you can grab them by the tail. Pull the tail by grabbing it with the B button and yanking back on the control stick. Just like shooting a rubber band, when you let go they shoot forward in the opposite direction you were pulling. It is relatively easy to shoot them into the water provided you wait until they are close to it before spraying them down. Get all three in there, and then claim your Shine. 2.9.2 Monte Village Story 2 This is the third and final race level, and consequently the toughest. Learn from your opponent. The trick here is to dive forward with B as you're running, and then quickly tap A to pop back up to your feet. Repeat as necessary. Once you get the hang of it, you should be able to beat him easily. Don't run into him, or Mario will be stunned and lose ground. The goal flag is on the first branch of the tilted tree in the northwest corner of the village. Beat him to it for your Shine. 2.9.3 Monte Village Story 3 The goal is simple-get to the top of the golden mushroom just to the southwest of the center of the village, and spray off the guy up there. The tough part is getting there. The whole village is covered in lava goop, and you don't have Flood when you start out. I think you're supposed to go underneath the village by dropping through one of the grates in those square holes all over the place, however I never could figure out which one. I found what I think is a much simpler way, though. Go around the village to the right. You should eventually come across a stream. Jump in and swim upstream to the pool at the base of the huge palm tree. From there, you should be able to look southwest and see a clear spot with a coin in it. It's too far to jump at the moment, but when Mario first steps out of the water, it takes a while to drain from his clothes. As he sloshes around for a second or so, the water will clear the lava stuff. Slosh up and down the bank until you've dripped enough water to clear a path to jump to the clearing. (You have to be fast because the little scrubbing bubbles things will eventually cover your nice path up.) With a little perseverance, you can make it to the clearing, climb the bamboo structure, get flood, turnaround jump and boost up to the top of the golden mushroom and spray the guy off for your Shine. (Try saying that three times fast:-) 2.9.4 Monte Village Story 4 This one is similar to 2.9.1. There's a full-sized chain chomp in the southeastern corner of the village. Get to where his chain is staked into the ground, and use B to pull it free. He'll rampage all over he village. The object is to get him into the hot spring in the northwestern corner of the village. I've found it is easiest to let him rampage all the way up to the vicinity of the spring, and then spray him to cool him off and slow him down, once you do that, you can use B to grab the end of his chain and drag it into the hot spring. Once you pull him far enough in to the spring, he'll jump up and land in the bowl, cooling off and giving up the Shine. 2.9.5 Monte Village Story 5 This is another Secret stage. As is obvious in the prelude, you're gonna need Yoshi for this one. Grab the fruit he wants from the short mushroom-like tree in the northwestern region of the village. Head back to the bridge, hatch Yoshi, and ride him back across the bridge to the ledge to the south where you started the level. Now, just to the west of the bridge you'll notice are some mushroom platforms. Riding Yoshi, jump down there, and make your way north across the platforms. When the path forks, go to the right (east), and you should eventually come across a platform with that orange wavy lava crud. Dissolve it with Yoshi's juice, and it will reveal the entrance to the Secret level. The trick to this one is that all the guys you meet will throw you in the same direction you're facing when you talk to them. Make sure you aim carefully before pressing B. The rest should be obvious. 2.9.6 Monte Village Story 6 You have 3 minutes to find all 10 people buried in the goop. Just make sure you look everywhere, and don't stop spraying them off until they sparkle and start jumping up and down. This one should be easy. When you're done, go back to the guy at the south end of the bridge to get your Shine. 2.9.7 Monte Village Story 7 Get Fake Mario. Watch out for the trail of burning goop he leaves in his wake. 2.9.8 Monte Village Story 8 Red Coin stage. The coins are actually pretty well hidden. As before you can go in any order you wish, however, I strongly recommend that you at least follow the order for the first and the last ones. The first one is in the grating below the village. Look on top of the southern most grate. There are a number of ways to get there. I recommend finding a vertical grate, climbing half way down it, jumping off, and boosting for dear life to get on top of one of the grates. Then make your way to the desired grate by boosting across the gaps (Don't jump too high, or Mario will stop moving forward when he hits the ceiling.) Do this in reverse order to get back topside once you get the Red Coin. I recommend you do this one first because you lose less if you die:-) The second Red Coin is on the west-pointing branch of the giant palm tree growing in the southeastern part of the village (Right over the northern end of the bridge as you enter the village). The third Red Coin is in the stack of boxes to the northeast of the village. The fourth is at the bottom of the hot spring in the northwest. The fifth is behind the big slanted tree to the northwest corner of the village right under the bee hive. The sixth one is in the grassy field to the west of the village. The seventh one is under the mushroom-like fruit tree in the northwest part of the village. The eighth is on a platform at the very top of the giant palm in the center of the village. I think you're supposed to use the rocket to get up there, but I never could get that to work. Just use your boost to get to the platform after you see the Rocket box. The steps reverse direction (clockwise now instead of counter-clockwise)so when you run out of ledges look left as you're facing the tree you should see a ledge that appears out of reach. When you boost and press into the side of the tree at the same time, you'll slide along the surface of the tree really fast upward, so you'll get higher than normal with your boost. Experiment a little and you should be able to reach the next ledge. Once on the top-most ledge, do the same trick-boost and push into the side of the tree. Be careful not to overshoot the tip top of the tree when you get there. Once there, walk up one of the leaves, and turn around. You should see the eighth red coin on top of the platform there. From a high point on one of the leaves, turnaround jump and boost your way to the top of the platform. Your shine will appear on the clouds way to the northwest. To get there, follow the vein of the palm leaf pointing toward the clouds until you reach the end. You should see one of the fuzzy seeds floating right near. Jump into the fuzzy part and it'll support you. Now just wait until the wind carries you out to the cloud. Jump to the cloud when you're close enough because the fuzzy will disappear after a bit. Claim your Shine, you earned it! 2.10 CORONA MOUNTAIN This area is accessed through the mouth of the waterfall behind the Shine Monolith. Follow Fake Mario inside. This stage is fairly straight forward. The flames on the platform can be doused by spraying them. I recommend that you just hover over top of them to do this. There's a fountain where you can fill Flood up if you've exhausted too much water trying to navigate that unruly boat. Once you reach the end, you'll have to grab a Rocket attachment and boost up to the clouds. You should come across a dark cloud. Boost through it and you'll be warped to the last battle. To defeat Bowser go to the five platforms stand on the black and red discs (you may recognize this from the top of the light house). While standing on the symbols, boost into the air, and then while you're still very high up, ground-pound so that you crash down on them. Hurry up to the rim of the tub as the platform crumbles beneath you. Repeat five times for the win. A note on strategy: Bowser will try to anticipate what direction you're headed for and he'll spit fire in your path. It's really easy to fake him out. Just run in the opposite direction you want to go and reverse direction when you see him turn toward you. It's actually better to get hit by Bowser's breath than his son's missile bills. The breath won't send you jumping, it'll just knock you down, plus you'll be invincible for a second after getting hit so the missiles won't affect you. Good luck! SECTION 4: ANTICIPATED QUESTIONS I would call this Frequently Asked Questions, but no one has asked me any questions yet, let alone frequent ones. This is just what I think people will be asking. Q: How many Shines/Blue Coins are there altogether? A: I have no idea at this point. As of the writing of this, I have acquired 84 Shines. There are a lot of secrets I haven't uncovered, though. Q: Do you get anything special for beating the game? A: All of the Secret levels seem to have a Red Coin challenge. There may be more if you acquire all of the Shines, but I wouldn't hope for anything significant. Q: I found something you didn't, do you want to include the information in your FAQ? A: I would love to. Please keep in mind, though, that my FAQ is not meant to have absolutely everything in it, just the basics. Q: I'm stuck and I've already emailed you for help, and you haven't responded. A: Although email requests are flattering, I work long days, and don't always check my Email every day. I will none-the-less try to respond to each email I receive, unless I get a lot of questions that are already answered here. Q: Can I post your FAQ on such-and-such site? A: I will grant permission if you ask first, and I approve of the site. (I'm not going to approve of anything that would charge users to view game guides, for example) Q: Will the strategies in this guide work for the US version of Super Mario Sunshine? A: I assume they will, but if you use Super Mario 64 as an example, it is possible that revisions will be made to the game that will make some of the tactics here impossible in the domestic version. This is particularly likely where I mention that I accomplished the goal in a way other than what I think is the way I was supposed to. Q: When are you going to revise your FAQ? A: When I have the time, energy, and motivation all at once. Q: Are you going to write any other guides? A: If you like the format, and what I've done here, let me know. That might motivate me to create walkthroughs for other games as well. If everyone thinks it's crap, then I probably won't do it again. FREQUENTLY ASKED QUESTIONS: Q: How do I unlock Yoshi the first time. A: Complete Pinna Park Story 4. SECTION 3 FAQ HISTORY/CREDITS 4.1 HISTORY 08-05-2002 FAQ Started 08-06-2002 Version 1.0 finished 08-07-2002 Version 1.1 finished Corrected some minor spelling, grammar, typing and spacing errors. Reworded and re-ordered some sections to make them clearer. Added some minor hints and alternate methods to some sections. Confirmed/corrected some information I wasn't sure of when I finished 1.0. 08-10-2002 Version 1.2 finished Corrected some missed spacing errors. Added a Frequently Asked Questions section, and some much desired information about how to get Yoshi, and the other Dolphic Town events. Properly named the last stage. 4.2 CREDITS This FAQ was written entirely by Samson Wick. With extensive help from Jennifer Wick. I welcome your feedback. Please send any comments, suggestions or questions to email@example.com If you're sending a question, please read the Anticipated Questions section before emailing me. Thanks:-)