Wario Land 4/Crescent Moon Village


 * Stage: Crescent Moon Village
 * Location: Sapphire Passage, Stage 1
 * Time: (Normal/Hard/Super Hard) 3:30/??/2:00

Crescent Moon Village, first stage of Sapphire Passage, is set in a haunted town-type of terrain.

Stage Specific Gimmicks

 * Captain Coin: This greedy ghost will be flying in the background of most alleys.  While you cannot touch him in any method, he will aim for any dropped coins and try to steal them.  There is no method to reclaim stolen coins, so beware.  Strangely, he shows no interest in Gems or Big Diamonds.  On your way back to exit, he will also try to capture your Key Ghost, and if he manages to, the doors of the alley will be shut and you must return to reclaim the Key Ghost and continue.

Normal Version

 * Room 1: You will see the Flying Skeleton.  His green orbs can turn you into Zombie Wario.  Get hit by one, then jump on the platform on the ground to fall off into Room A below.  After taking the treasure, return and move upward to find Door B.  If you do not like to be a Zombie Wario, just touch the lamp at the warphole.
 * Room A: You will collect a row of 180 Gems and land in the water, returning to normal.  There are 4 Hearts, a Piranha and some bubbles in the water, so dodge the hazard and collect the goods, and return to above with the red pipe on the bottom left.
 * Room B: The pink-masked Axe Killer is the main enemy in the whole passage.  Stomp to take it out.  Head up the ladder, dodge the Flying Skeleton and proceed to Door C.
 * Alley C: Here comes Captain Coin.  While you can collect the Gems with ease, watch out for every loose coin.  Some of the blocks contain coins, and the two Pink Spinies also drop one each.  In order to collect the Big Diamond above, run to the right end and hit the green switch to make the platforms below appear.  Before proceeding to Door D on the right, remember to disable the green blocks.
 * Room D: The circling Bat will not hurt you, but a slight touch can turn you into Bat Wario.  Dodge the first one and move to second floor, then move to the left and take out an Axe Killer, and use the slope to roll over the ramp on the right end.  Climb up the ladder to third floor to find another Bat.  This time, turn into Bat Wario and fly to the left.  You can reach the candle beside Door F to return to normal and leave, but before doing so, fly into the left shaft and reach the first Stone Chest.  From here, break the floor right below the candle and continue stomping, until revealing a hole on the wall, which leads to Room E.  Once it is done, slam the right wall to return to second floor, and leave from Door F.
 * Room E: Break the blocks on the left, and the upper part of wall, to find a rock inside.  Bring it out and use to break the block above.  Now climb up the ladder, crouch jump inside and keep crouching, to enter the right portion with a Big Diamond.
 * Alley F: Captain Coin again, with more Pink Spinies.  Keep going right, grab the Big Diamond and fall to below.  From here, clear the blocks and run to the left and super-slam the hard block, then take out the blocks carefully to reach the second Stone Chest, and find another Pink Spiny above.  Break the lower left corner to find a ramp, but in order to get inside, run to the right with one more Pink Spiny, clear the blocks and find the slope for rolling.  Roll inside the ramp and you will stop at the CD Chest, then use the slope here to roll outside, and discover another ramp below the stairs, revealing a pipe to Bonus Room 2 at the end.  Enter Door G after clearing the field.
 * Bonus Room 2: Let the Flying Skeleton turn you into Zombie Wario, stay on the ground and eliminate them, then walk to the left and jump to fall off the platform and into the water.  Now catch a glass ball and bring to the right portion, and use it to clear the tunnel to Big Diamond.
 * Room G: Move to the right and dispatch the Axe Killer, then go upstairs, move to the left while dodging the Flying Skeleton, and reach the red switch on the left end.  This switch will turn the trigger blocks into slopes.  Use the newly-made slope to roll to the right, jump over the obstacles and roll into a small room, crushing three Axe Killers.  Now get back to lower floor and roll again, to find Door H and the third Stone Chest.
 * Alley H: Captain Coin again, but with only two Pink Spinies.  Run to the passage with lots of boxes, and break through to find a pipe to Bonus Room 3 in the middle.  After that, proceed to find another Pink Spiny and a hole to fall into Sewer I.
 * Bonus Room 3: Simply pick the Old Man and throw upward to break the block on the other side, and walk to the ledge.  The bunch of Spear Masks will try to charge at you but get drowned.  Collect their coins and leave.
 * Sewer I: Watch the water flow and collect the Gems.  There is exactly one place to reach the lower left tunnel.  Get inside and break the box to find a room with a Big Diamond, then head outside for fourth Stone Chest.  Use the red pipe to return to Alley H before the box passage, run to the right end and enter Door J.
 * Room J: Before activating the Frog Switch, take out the Pink Spinies and grab the Big Diamond at upper left corner.  Now it is time to leave.  Hurry up!  But before leaving this room, get turned into Bat Wario, and fly to the top of room to claim the Key Ghost.
 * Way back: While it is the same way you come, do not leave the Key Ghost behind.  If you lose it, just turn around and take it back.

High Score: 18430 (you must collect every coin before Captain Coin steals it)

Super Hard Version
You will encounter twice the enemies everywhere, and some of the Pink Spinies have been replaced with black ones.