From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
m (The most castle of castle levels)
m (terminate link text at the correct spot)
Line 30: Line 30:
;Door 4
;Door 4
* This room is risky, because you need to jump on numerous floating islands without falling off the edge. (This is similar to Part 2 of Castle 6: Wendy's Castle.)  
* This room is risky, because you need to jump on numerous floating islands without falling off the edge. (This is similar to Part 2 of Castle 6: Wendy's Castle.)  
* You also need to beware of the [[Super Mario World/Enemies#Lil' Sparky|Lil' Sparkys]] and [[Super Mario World/Enemies#Hothead|Hotheads in this room!]]
* You also need to beware of the [[Super Mario World/Enemies#Lil' Sparky|Lil' Sparkys]] and [[Super Mario World/Enemies#Hothead|Hotheads]] in this room!


==Part 2==
==Part 2==

Revision as of 22:49, 22 November 2022

Front Door
Level type Castle
Entrance
Exit
none
Secret Exit none
Time at Start 800

Here's what you've been waiting for: Bowser's castle. This final level gives you some choices in which path you take. At the beginning you will get to choose, then survive a room, then choose again, survive a room, then make your way to the final door to face Bowser once and for all.

There are 8 areas (number 1 through 4 in the first hallway and 5 through 8 in the second hallway). Some of these paths have obstacles and/or enemies reused from the Koopaling boss levels.

Part 1

Inside the Front Door, there is a bright hallway. And there are four doors (numbered 1 to 4). You must choose one of the following paths to enter. You only need to clear one before advancing to Part 2.

Door 1
  • This room scrolls automatically and contains both "mallets" and fireballs. (This is similar to Part 2 of Castle 1: Iggy's Castle.)
  • Do not get forced into the lava by the "mallets".
Door 2
  • This room has a fence infested with climbing Koopas. (This is similar to Part 1 of Castle 1: Iggy's Castle.)
  • Knock down eight for a 1-Up, but try to avoid the diagonal fireball.
Door 3
  • There are numerous floors to this room. The gaps in the floors/ceilings are obscured by rugs. Continue through the level by working your way up the floors and then back down to the right. Avoid the wind-up koopas.
  • There is a 1-up mushroom hidden behind a rug in the upper left corner of the level. (This contains a 1-Up Mushroom and a Cape Feather.)
  • If you can find all the corrects exits, you can easily clear this room.
Door 4
  • This room is risky, because you need to jump on numerous floating islands without falling off the edge. (This is similar to Part 2 of Castle 6: Wendy's Castle.)
  • You also need to beware of the Lil' Sparkys and Hotheads in this room!

Part 2

All four areas (Doors 1 to 4) lead to a second bright hallway with another four doors. These 4 paths are this time numbered 5 to 8. You must choose one of the following paths to enter. You only need to choose one, then you will advance to Part 3.

Door 5
  • This room is filled with the spike pillars (like Part 1 of Castle 6: Wendy's Castle), and also numerous Thwomps (like Part 1 of Castle 2: Morton's Castle).
  • The best thing to do would be to dash incredibly quickly when the spikes return upwards, so that you will not get crushed.
Door 6
  • This room is filled with water.
  • Beware of all the chain maces, Fish Bones and Dry Bones that you may find in this level!
  • The walls will move horizontally back and forth in this area, and beware of those with spikes attached to them!
Door 7
  • This room is infested with Bowser Statues that breathe fire at you. (This is similar to Part 2 of Castle 5: Roy's Castle.) Some of the statues jump around, and they are harmful to jump on. Avoid them at all costs.
Door 8
  • This room is filled with Pouncing Chucks. And they jump at the player. So take caution.

Part 3

All four areas (Doors 5 to 8) lead to a dark room. This room is where you start if you enter the Back Door.