Detailed walkthrough for Part 18 of Super Mario Land, including Star Coin locations, enemy strategies, and secrets to help you beat the level.
Walkthrough
- 1Shoot yourself onto the yellow platform moving up and down on the right wall. Wait for it to descend, then aim high to compensate for gravity and fire. You may need a few tries. Grab the Star Coin and jump back down.
- 2Use the cannon on the platform. On the side without water, hit the ? Block for a coin and proceed down. Defeat the two Sandmaarghs if desired. Continue along the edge to find two more ? Blocks, one with coins.
- 3Return to the cannon platform and go around the main building the other way. Enter the shallow pool and collect the circling coins. Hit the P-Switch to trigger a trail of rainbow notes.
- 4Follow the rainbow notes, collecting them. Wait for Pokey to move if necessary, but don't delay too long or Sandmaarghs will catch you. Collect the Tanooki Leaf (or 1-Up if already Tanooki Mario) that appears after collecting all notes.
- 5Star Coin Alert! #2: From your current position, you can see a brick block at the base of the main structure's wall. Use a tail spin or roll (press A while crawling) to break it. Crouch and crawl into the gap to find the Star Coin. Grab it and crawl back out.
- 6Go right from there to the edge of the map and grab the Green Clock. Move down to find a ? Block. Hit it and enter the Propeller Box. Use it to grab coins on either side of the ? Block.
- 7Move around this area, hitting ? Blocks for coins. Stomp Sandmaarghs for more coins if they appear. Return to the cannon platform.
- 8Use the Note Blocks to jump onto the platform and into the cannon. Aim for the fake 1-Up in a small room on a lower level of the main structure. Aim slightly above the room to compensate for gravity and fire. Alternatively, wall jump off the wall below and hover inside (requires Tanooki Mario).
- 9Move to the back of the room and hit the ? Blocks for coins. Jump underneath the gap between the ? Blocks for an invisible ? Block containing a 1-Up.
- 10Jump out and use the Propeller Box to reach the level above. Hop up the Note Block (you can defeat the Fake Block). If you don't have the Propeller Box or want a yellow ring (for five coins), jump down to the ground and back up to the cannon platform.
- 11Jump back into the cannon and aim for the yellow ring (look up and right) to reach the level above.
- 12To get past the Thwomp, move beside it, let it slam down, then quickly run underneath as it rises.
- 13To get past the Wallop, move up to it and jump. When it jumps, quickly move around its side.
- 14The Blokkablok is a flying snake. Hit the brick and ? Blocks from underneath to defeat it. Be careful of its spikes.
- 15Go through the door on the wall. Inside are two Thwomps, three Pokies, and a Blokkablok. Use the shadows of the Thwomps to find the gaps and move past them. Defeat the Blokkablok by hitting its blocks.
- 16Hit the Warp Box to warp up two floors. Run through the Checkpoint Flag. Jump down to the floor between your current and previous floor on the far left. Enter the door.
- 17Outside, defeat the fake Goomba and Fake Block if desired. Hit the three ? Blocks; the far right one contains a Tanooki Leaf. Enter back through the door.
- 18Jump down to the lower floor. Go past the Thwomps (and Blokkablok if not defeated) and hit the Warp Box again. Warp up and enter the door on your current floor.
- 19Move left outside. Jump through the red ring and run up the moving steps, collecting the five red coins. A 1-Up will appear if you collect all five. Enter the door at the top.
- 20Inside, you face a line of three Wallops, followed by a line of seven Wallops. Move up to them.
Tips
- Aiming for the yellow platform requires compensating for gravity; aim higher than the platform.
- The rainbow note trail can be tricky with enemies; be mindful of Sandmaarghs.
- Use the Propeller Box or wall jump/hover (with Tanooki Mario) to reach higher areas.
- Timing is crucial for passing Thwomps and Wallops.
- The Blokkablok can be defeated by breaking its blocks.
- Use the shadows of Thwomps to identify safe passage.
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