text:
Final Fantasy/Locations/Melmond

Melmond is a city on the western part of the southern continent. Coneria is to the east, and Pravoka is further east. Refugees from Melmond claim that the earth itself is rotting.

title: Final Fantasy/Locations/Melmond


text:
Final Fantasy/Locations/North Bridge

The North Bridge connects Coneria to the continental mainland. It fell into disrepair after the return of the Fiends, but after the Light Warriors rescued Princess Sara of Coneria from Garland her father, the King of Coneria, rewarded the Light Warriors by ordering the bridge repaired.

Return to Locations Return to Final Fantasy

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Final Fantasy/Locations/North Bridge


text:
Final Fantasy/Locations/Northwest Castle

The Northwest Castle is a creepy fortress somewhere to the north and west of Elfland. It is an extremely scary place, and is rumored to be the hideout of the dark elf Astos.


text:
Final Fantasy/Locations/Temple of Fiends

The Temple of the Fiends is an ancient fortress situated to the northwest of the city of Coneria. It is said to be the site of a cataclysmic battle 2,000 years ago. The Fiends reappeared about 1600 years later at the Temple before dispersing into their new strongholds throughout the world.

Garland used the Temple to hold Princess Sara prisoner until the Light Warriors freed her. The Temple is now inhabited by various monsters, most noticeably an army of undead warriors known as Bones. Two of the doors in the Temple are locked and can only be opened by the Mystic Key.

Monsters

 * Bone
 * Ghoul
 * Gray Imp
 * Gray Wolf
 * Imp
 * Wolf
 * Zombie

Boss

 * Garland

Treasure

 * Cap
 * Heal Potion
 * Cabin

Final Fantasy Origins: Temple of Chaos


text:
Final Fantasy/Locations/Pravoka

Pravoka is a port city on the southern continent. It is located to the east of Coneria and Melmond. Elfland is to the southwest, and Crescent Lake lies directly south. Matoya lives in her Matoya's Cave to the northwest. The city of Pravoka itself is situated on an isthmus that separates the northern and Conerian peninsulas from the large landmass that contains the mountains and rivers of the Gurgu range. To the west is a protected harbor that serves as Pravoka's port. There are no ports further north than Pravoka.

Pravoka is a busy city. Internally, the city is split in two by its main road, which runs north to south. The road leads directly to an Inn with a small garden in front. On the east side, there is a Healer, Weapon Shop, and both Black and White Mystics. The west side of the city holds the Armor Shops and Item Shops. Residential buildings crowd the entire city, except the northwest corner dominated by one large mansion.

Bikke used this mansion as his base when he and his gang of pirates invaded Pravoka. This was a difficult time in the city's normally peaceful history, as Bikke levied high "taxes" in the form of robbery whenever a citizen ventured outside his home. The Light Warriors liberated Pravoka and took Bikke's ship, restoring peace and prosperity to the town.

A refugee from Melmond claims that he escaped from his home because of the rotting of the earth there. There are also people in Pravoka who have heard of a curse afflicting the Prince of Elfland.

Final Fantasy Origins: Pravoca

title: Final Fantasy/Locations/Pravoka


text:
Final Fantasy/Armor/Chain Mail

Chain mail is the hallmark of the young warrior just setting out to make a name for himself. It is a functional, if awkward, suit of armor that is worn over a tunic. It consists of many small metal rings chained together to make a shirt. Chain mail covers the torso and arms as well as often hanging for a distance below the waist. The nature of the rings leads to an ability to deflect many blows that would have landed, but the rings provide very little protection from bludgeoning attacks or thrusting attacks that slip into the holes in the rings.

Chain Mail is the best starting armor for Fighters and Red Mages, as the weak monsters in the early parts of the game do almost no damage to a Chain Mail-clad warrior.

Chain Mail may be worn by:

 * Fighter / Knight
 * Ninja
 * Red Mage / Red Wizard

title: Final Fantasy/Armor/Chain Mail


text:
Final Fantasy/Helmets/Wooden Helmet

The Wooden Helmet is a simple piece of protective headgear made of wood. It protects a hero's head from enemy attacks. However, wood is not the optimal material for such protection and the Wooden Helmet does not provide much protection. They are also heavy and have a tendency to impede vision. As such, they are an unpopular piece of armor, especially for spellcasting adventurers.

Wooden Helmets may be worn by:

 * Fighter / Knight
 * Ninja

Final Fantasy Origins: Helmet

title: Final Fantasy/Helmets/Wooden Helmet


text:
Final Fantasy/White Magic/Cure

The Cure spell is a White Magic spell that restores a small amount of health to a wounded hero. The caster calls upon white angels to repair damage done by foes, mending minor injuries and lessening greater ones. There are a number of variants of the Cure spell, including Cure2, Cure3, Cure4 and the Heal series of spells. When reversed, the Cure spell can also be cast as Harm to injure or destroy undead.

Cure may be cast by:
 * White Mage
 * White Wizard
 * Red Mage
 * Red Wizard
 * Knight

title: Final Fantasy/White Magic/Cure


text:
Final Fantasy/Black Magic/Fire

Fire is a destructive spell that is often regarded as the epitome of black magic. Its casting conjures magical flames that burn a foe of the caster. Weak creatures are often consumed entirely by the flames, while stronger enemies take only slight damage. Fire belongs to the elemental sphere of black magic, along with the Lightning and Ice spells. There are two stronger versions of the Fire spell, Fire2 and Fire3. The Fire spell can be protected against through the use of AntiFire.

Under normal conditions, Fire does 10-40 points of damage to a single enemy. It works better against ice-based and undead monsters and worse against fire-based and reptilian monsters.

Fire may be cast by:
 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Fire


text:
Final Fantasy/Shields/Iron Shield

Iron Shields are medium-sized shields that adventurers wear on their non-weapon hands to protect themselves from attack. They are similar to Wooden Shields, but larger and stronger due to their being made of hard iron rather than wood. The Iron Shield still leaves much of the hero vulnerable to attack, and does little to protect him from magical assault.

Iron Shields may be worn by:

 * Fighter / Knight
 * Ninja

Return to Shield Return to Final Fantasy

title: Final Fantasy/Shields/Iron Shield


text:
Final Fantasy/Enemies/Imp

Imps are primitive bipedal creatures that have only recently begun using tools. Their favorite "tool" is a dagger, with which the Imp preys on unarmed and unsuspecting travelers. Imps tend to attack in large groups, sometimes led by one of their Gray Imp cousins, as individual Imps are weak and a single armed warrior is often capable of destroying entire Imp ambush parties. Imps are most common in the forested areas around the city of Coneria and many have taken shelter inside the nearby Temple of the Fiends. Some Imps have even been forced to move to the forests near Pravoka by their ambitious leaders.

Final Fantasy Origins: Goblin

title: Final Fantasy/Enemies/Imp


text: Category:Book:Final Fantasy

title: Category:Book:Final Fantasy


text:
Final Fantasy/Black Magic/Lightning

Lightning, like Fire and Ice, is one of the three basic elemental spells used by sorcerers to attack their foes. The Lightning spell summons a thunderbolt from the heavens to strike a single enemy, blasting that creature with pure electrical energy and often slaying those who have no resistance to such magic. Lightning2 and Lightning3 are stronger versions of Lightning, though AntiLit negates most of the potential of any lightning-based spell.

Lightning may be cast by:
 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Bolt

title: Final Fantasy/Black Magic/Lightning


text:
Final Fantasy/Black Magic/Sleep

Sleep is a low power black enchantment that attempts to force enemies' consciousnesses to shut down, causing the status effect Sleep. Though it has a very useful effect, there are a number of drawbacks to the use of Sleep. It is exceedingly difficult to control, and though any or all foes might be affected, more often the spell is unable to shut down any minds (the advanced version, Sleep2, is an attempt to remedy this). The sleep is not a deep one; attacks or a good shaking after a battle often wake up afflicted foes. Finally, Sleep does not directly damage foes.

Sleep may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Sleep


text:
Final Fantasy/Black Magic/Lock

The Lock spell is a rare dweomer that attempts to hold an enemy in one place long enough for it to be attacked with greater accuracy. However, its effect is often difficult to perceive and Lock has often been ridiculed as one of the spells most likely to fizzle. Even Lock2, the stronger version, is subject to these complaints. Lock does not affect the ability of the enemy to attack the caster or his allies.

According to many experienced Final Fantasy players, Lock has no actual effect on gameplay.

Lock may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Focus

title: Final Fantasy/Black Magic/Lock


text:
Final Fantasy/Black Magic/Ice

Ice is an elemental attack spell, similar to Lightning and Fire. Ice summons into being shards of ice that fling themselves at a single foe. These shards are able to cause damage through their intense coldness as well as their physical damage. There are upgraded forms of the Ice spell, known as Ice2 and Ice3.

Ice can be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Ice


text:
Final Fantasy/Black Magic/Hold

Hold is Black Magic spell that attempts to paralyze a single enemy and prevent that foe from attacking the caster or his allies. Like all other forms of paralysis, the Hold spell's effect is only temporary and wears off in a short time. Hold is a powerful spell when it takes effect, though it often fizzles.

Fire2 may be cast by:
 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Hold


text:
Final Fantasy/Black Magic/Temper

The Black Magic spell Temper magically hardens the weapon of one of the caster's allies, increasing the amount of damage that the ally can do. The strengthening effect is not as powerful as that of the spell Saber, but the benefit of Temper is that Temper can be cast upon any ally rather than only upon the caster.

Temper has no actual effect on gameplay.

Temper can be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Steel

title: Final Fantasy/Black Magic/Temper


text:
Final Fantasy/Black Magic/Slow

Slow is a Black Magic spell that attempts to manipulate time itself, slowing down the enemies of the caster. When successful, Slow reduces the number of attacks each enemy is able to make each turn, allowing the caster and his allies to pound upon the foe in relative safety. There is a stronger variant, Slow2. Slow can be countered by its opposite, Haste.

Slow can be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Slow


text:
Final Fantasy/Black Magic/Fire2

Fire2 is a destructive spell that is often regarded as the epitome of black magic. Its casting summons a small meteorite that hits enemies for moderate damage. Weak and mid-level creatures are often consumed entirely by the flames, while stronger enemies take some damage. Fire2 belongs to the elemental sphere of Black Magic, along with its equivalents Lightning2 and Ice2 spells. It is a stronger version of the Fire spell, but is still weaker than Fire3. The Fire2 spell can be protected against through the use of AntiFire.

Fire2 may be cast by:
 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Fire2


text:
Final Fantasy/Black Magic/Lightning2

Lightning2, like Fire2 and Ice2, is one of the three intermediate elemental spells used by sorcerers to attack their foes. The Lightning2 spell summons a wave of lightning strikes that dance around a large pillar of electrical energy, blasting all unfortunate creatures within close proximity with pure electrical energy and often slaying those who have no resistance to such magic. Lightning is the basic variant of this spell, and Lightning3 is a stronger variant. AntiLit negates most of the potential of any lightning-based spell.

Lightning2 may be cast by:
 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Bolt2

title: Final Fantasy/Black Magic/Lightning2


text:
Final Fantasy/Black Magic/Lock2

The Lock2 spell is a rare dweomer that attempts to hold all enemies motionless in their places long enough for them to be attacked with greater accuracy. However, like Lock2's weaker variant, Lock, this spell's effect is often difficult to perceive and Lock2 has often been ridiculed as one of the spells most likely to fizzle. Lock2 does not affect the abilities of enemies to attack the caster or his allies.

Lock2 may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Focus2

title: Final Fantasy/Black Magic/Lock2


text:
Final Fantasy/Black Magic/Sleep2

Sleep2 is a Black Magic enchantment that attempts to force a single enemy's consciousnesses to shut down, causing the status effect sleep. Though it has a very useful effect, there are a number of drawbacks to the use of Sleep2. Unlike the lower-powered version, Sleep, Sleep2 is targeted at a single foe rather than the entire group. It is more likely to succeed than the weaker spell, however, the induced sleep is still not a deep one; attacks or a good shaking after a battle often wake up afflicted foes. Sleep2 does not directly damage foes.

Sleep2 may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Sleep2


text:
Final Fantasy/Black Magic/Fast

Fast is an extremely useful Black Magic spell that causes an ally of the caster to defy the normal course of time. The affected warrior is able to make twice as many attacks each round as he would normally be able to make. This effect only assists each hero once in each battle, and the extra speed does not last after the fight is over.

Fast is one of the most powerful spells in the game, especially during the later battles.

Fast may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Haste

title: Final Fantasy/Black Magic/Fast


text:
Final Fantasy/Black Magic/Confuse

The Black Magic spell Confuse attempts to alter the mental status of the caster's foes. When the spell works, the enemies become unable to tell their own kind apart from the caster and his allies, and often turn on each other. Unfortunately, Confuse is a spell that is likely to fail and have no effect.

Confuse may be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Muddle

title: Final Fantasy/Black Magic/Confuse


text:
Final Fantasy/Black Magic/Ice2

Ice2 is an elemental attack spell, similar to Lightning2 and Fire2. Ice2 summons into being a solid sheet of ice that shatters into many shards, striking nearby enemies. These shards are able to cause damage through their intense coldness as well as their physical damage. Ice2 is an upgraded form of the Ice spell, with a further upgrade being available and known as Ice3.

Ice2 can be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Black Magic/Ice2


text:
Final Fantasy/Helmets/Cap

The Cap is a light helmet that most characters can use to protect their heads. Caps are usually made of leather or cloth and provide minimal protection. However, most heroes are capable of wearing them and so they are a common choice of headgear until magical ribbons can be found and equipped.

Caps may be found in:

 * Temple of the Fiends

Caps may be worn by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard
 * White Mage / White Wizard

Final Fantasy Origins: Leather Cap

Return to Helmet Return to Final Fantasy

title: Final Fantasy/Helmets/Cap


text:
Final Fantasy/Armor/Cloth

A cloth shirt is a basic tunic made of simple cloth. Most peasants and merchants wear cloth shirts, not needing much more protection. Almost no protection from assault is provided by a cloth shirt, but the shirt is cheap and does not interfere with the intricate movements that mages need to perform to cast their spells. Cloth shirts are not recommended for anyone who expects to engage in physical combat, especially hand-to-hand battles.

Cloth provides "better-than-nothing" protection for starting White and Black Mages.

Cloth shirts may be worn by:

 * Fighter / Knight
 * Thief / Ninja
 * Black Belt / Master
 * Red Mage / Red Wizard
 * White Mage / White Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Armor/Cloth


text:
Final Fantasy/Armor/Copper Bracelet

The Copper Bracelet is a simple magical item made of copper. It is worn around the wrist of a hero who does not wish to be burdened down with large, bulky armor. The Copper Bracelet is enchanted to provide minor protection, and does not work when other armor is worn. However, for many mages and wizards, who do not wear other armor because it interferes with spellcasting, the Copper Bracelet is an excellent way to improve chances of survival.

Copper Bracelets may be worn by:

 * Fighter / Knight
 * Thief / Ninja
 * Black Belt / Master
 * Red Mage / Red Wizard
 * White Mage / White Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Copper Armlet

title: Final Fantasy/Armor/Copper Bracelet


text:
Final Fantasy/Armor/Wooden Armor

Wooden armor is an extremely primitive form of protection widely used before the advent of metal-working. It is made of thin planks of wood and covers the torso but not the arms or other parts of the body. Some modern cultures retain it as ceremonial garb as all forms of metal armor are superior both in protection and flexibility to wooden armor. However, the armorers of Coneria still produce a number of sets of wooden armor, along with Chain Mail, intended for combat use.

Thieves and Black Belts find Wooden Armor the best starting armor.

Wooden armor may be worn by:

 * Fighter / Knight
 * Thief / Ninja
 * Black Belt / Master
 * Red Mage / Red Wizard

Final Fantasy Origins: Leather Armor

title: Final Fantasy/Armor/Wooden Armor


text:
Final Fantasy/Armor/Iron Armor

Iron Armor is a form of solid plate mail made entirely of iron. It is much stronger than Chain Mail, but is still somewhat malleable and vulnerable to damage. Iron Armor does deflect many blows but solid hits tend to dent the armor, which reduces the effectiveness of the armor's absorption of blows.

Iron Armor may be worn by:

 * Fighter / Knight
 * Ninja

Final Fantasy Origins: Steel Plate

title: Final Fantasy/Armor/Iron Armor


text:
Final Fantasy/Shields/Wooden Shield

The Wooden Shield is a simple defensive device. It is a small round piece of wood with a strap that attaches to a hero's left arm, allowing the right arm free to use a weapon. Wooden Shields are extremely hard to use properly, and even seasoned warriors often find them to be more trouble than they are worth.

Wooden Shields provide some extra defensive power for Fighters, and are cheap enough to make them worthwhile early in the game.

Wooden Shields may be worn by:

 * Fighter / Knight
 * Ninja

Final Fantasy Origins: Leather Shield

Return to Shield Return to Final Fantasy

title: Final Fantasy/Shields/Wooden Shield


text:
Final Fantasy/Key Items/Lute

The Lute is a 2,000 year old heirloom of the royal family of Coneria. It has been passed down to the eldest child in each generation since the Time of Chaos, and is currently in the possession of Princess Sara. It makes a beautiful sound when played.

Princess Sara gave the Lute to the Light Warriors after they rescued her from Garland.

The music of the Lute is rumored to be the key to a magical lock within the Temple of Fiends.

title: Final Fantasy/Key Items/Lute


text:
Final Fantasy/White Magic/Harm

Harm is a reversed Cure spell that targets enemy undead. The caster calls upon the forces of White Magic to smite evil abominations. These dark creatures are unable to withstand the power of white magical energy, and are often severely damaged or even destroyed when targeted by this spell. Harm has a number of variants, including Harm2, Harm3, and Harm4.

Harm can be cast by:

 * White Mage
 * White Wizard

Final Fantasy Origins: Dia

title: Final Fantasy/White Magic/Harm


text:
Final Fantasy/White Magic/Fog

Fog summons clouds of condensed White Magic aether to surround an ally of the caster. This fog serves a defensive purpose, slowing the blows of enemies that attempt to strike the protected hero. It is a temporary effect, however, and cannot be maintained for long after a battle is completed. There is a more powerful variant, Fog2.

Fog may be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

In Final Fantasy Origins, Fog is the name of the Black Magic spell Dark.

Final Fantasy Origins: Shield

title: Final Fantasy/White Magic/Fog


text:
Final Fantasy/White Magic/Ruse

A spell caster desperate to avoid enemy attacks often will use the Ruse spell. This spell creates a distraction that keeps enemies from being able to tell exactly where the mage is. Ruse does nothing to help the caster survive blows that do land, but many more blows may be dodged while under the protection of a Ruse. The Invisibility spell has a similar effect.

Ruse may be cast by:

 * White Mage
 * White Wizard
 * Red Wizard
 * Knight

Final Fantasy Origins: Blink

title: Final Fantasy/White Magic/Ruse


text:
Final Fantasy/White Magic/Lamp

Lamp is a simple curative White Magic spell that restores the power of sight to those who have been blinded. It works much like the spells Pure, AntiMute, and Soft.

Lamp can be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

title: Final Fantasy/White Magic/Lamp


text:
Final Fantasy/White Magic/Mute

Mute is one of the few White Magic spells that is cast against enemies rather than allies of the caster. It attempts to silence all enemies, preventing foes from casting any spells (including AntiMute). However, it is a very difficult spell to which many creatures are resistant, so does not always succeed.

Mute can be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: Silence

title: Final Fantasy/White Magic/Mute


text:
Final Fantasy/White Magic/AntiLit

AntiLit is a defensive White Magic spell that creates a magical barrier to protect the cast and his allies from Lightning based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiFire and AntiIce spells.

AntiLit can be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: NulBolt

title: Final Fantasy/White Magic/AntiLit


text:
Final Fantasy/White Magic/Invisibility

Invisibility creates an illusion of invisibility around one of the caster's allies, improving that hero's ability to dodge enemy attacks. Like most other combat spells, the effect of Invis wears off soon after battle. There is also a more powerful version of Invisibility, Invisibility2, that affects all allies instead of the one provided protection by Invisibility.

Invisibility can be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

title: Final Fantasy/White Magic/Invisibility


text:
Final Fantasy/White Magic/Cure2

The Cure2 spell is a White Magic spell that restores a medium amount of health to a wounded hero. It is a more powerful variant of the basic Cure spell. The caster calls upon white dweomers to repair damage done by foes, mending moderate injuries and lessening greater ones. Even stronger versions of the spell include Cure3 and Cure4. Cure2 may be cast upon all allies by the use of the Heal2 spell. When reversed, the Cure2 spell can also be cast as Harm2 to injure or destroy undead.

Cure2 may be cast by:
 * White Mage
 * White Wizard
 * Red Mage
 * Red Wizard
 * Knight

title: Final Fantasy/White Magic/Cure2


text:
Final Fantasy/White Magic/Harm2

Harm2 is a reversed Cure2 spell that targets enemy undead. It is a more powerful variant of the Harm spell. The caster calls upon the forces of White Magic to smite evil abominations. These dark creatures are unable to withstand the power of white magical energy, and are often severely damaged or even destroyed when targeted by this spell. Harm2 is not the most powerful anti-undead spell, with even stronger versions known as Harm3 and Harm4.

Harm2 can be cast by:

 * White Mage
 * White Wizard

Final Fantasy Origins: Dia2

title: Final Fantasy/White Magic/Harm2


text:
Final Fantasy/White Magic/AntiFire

AntiFire is a defensive White Magic spell that creates a magical barrier to protect the cast and his allies from Fire based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiLit and AntiIce spells.

AntiFire can be cast by:

 * Knight
 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: NulFire

title: Final Fantasy/White Magic/AntiFire


text:
Final Fantasy/White Magic/Heal

Heal is a moderately powerful White Magic spell that restores a small amount of health to all wounded heroes. It is about as effective as the Cure spell, with the main difference being that Heal affects each ally of the caster instead of only one. Like Cure, there are a number of variants of the Heal spell, including Heal2 and Heal3.

Cure may be cast by:
 * White Mage
 * White Wizard

title: Final Fantasy/White Magic/Heal


text:
Final Fantasy/White Magic/Pure

Pure is a curative White Magic spell that eliminates the ill effects of poison. The same effect can be achieved by the Pure Potion. The Pure spell works much like the spells Lamp, AntiMute, and Soft.

Pure can be cast by:

 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: Esuna

title: Final Fantasy/White Magic/Pure


text:
Final Fantasy/White Magic/Fear

Fear is one of the few White Magic spells that directly affects enemies rather than allies of the caster. Fear attempts to instill a deep sense of terror in the caster's foes, in hopes that the creatures will run away instead of mauling the caster and his friends. However, it is against the nature of many monsters to fear mere humans, and the Fear spell is often unable to affect their psyche sufficiently to create the desired effect.

Fear can be cast by:

 * White Mage / White Wizard

title: Final Fantasy/White Magic/Fear


text:
Final Fantasy/White Magic/AntiIce

AntiIce is a defensive White Magic spell that creates a magical barrier to protect the cast and his allies from Ice based attacks. It reduces the damage from such attacks by 50% for all those the caster wishes. It is a temporary spell that wears off after a battle is finished. It is very similar to the AntiLit and AntiFire spells. Knights do not have the magical aptitude required to cast this powerful spell.

AntiIce can be cast by:

 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: NulIce

title: Final Fantasy/White Magic/AntiIce


text:
Final Fantasy/White Magic/AntiMute

AntiMute is a curative White Magic spell that restores the power of speech to those who have been muted. It works much like the spells Lamp, Pure, and Soft. AntiMute counters the effects of the spell Mute.

However, this spell is not considered worthwhile since only a couple monsters in the game use Mute or a similar attack, and even then it rarely comes into play. (Trivia: AMUT was nominated as one of the "Most Useless Powerups in Video Game History" at www.seanbaby.com.)

AntiMute can be cast by:

 * Red Mage / Red Wizard
 * White Mage / White Wizard

Final Fantasy Origins: Vox

title: Final Fantasy/White Magic/AntiMute


text:
Final Fantasy/Items/Heal Potion

The Heal Potion is a cheap but effective way of restoring heroes to full health. An adventuring group that lacks the ability to cast white magic will find the Heal Potion to be indispensable, while even the mightiest of White Wizards eventually run out of restorative ability and are forced to resort to the use of Heal Potions.

It is a good idea to have as many Heal Potions as possible at all times. They come in handy for healing between battles when one does not want to waste spell charges.

Heal Potions may be found in:

 * Temple of Fiends
 * Matoya's Cave (x2)

Heal Potions may be bought in the following cities:

 * Coneria
 * Pravoka
 * Elfland

Final Fantasy Origins: Potion

title: Final Fantasy/Items/Heal Potion


text:
Final Fantasy/Items/Pure Potion

The Pure Potion is a potent restorative elixir that cures the status effect Poison when used on a poisoned character.

Pure Potions are especially important to have in the Swamp Cave.

Pure Potions may be found in:

 * Matoya's Cave

Pure Potions may be bought in the following cities:

 * Coneria
 * Pravoka
 * Elfland

Final Fantasy Origins: Antidote

title: Final Fantasy/Items/Pure Potion


text:
Final Fantasy/Items/Soft Potion

The Soft Potion is a powerful elixir that restores a character who has been petrified to his natural state. Unfortunately, the Soft Potion cannot be used in the middle of a battle so any hero afflicted by petrification cannot be helped until the foes that caused the condition are defeated or escaped from. The effect of the Soft Potion is similar to that of the Soft spell.

Soft Potions may be bought in the following cities:

 * Elfland

Final Fantasy Origins: Gold Needle

title: Final Fantasy/Items/Soft Potion


text:
Final Fantasy/Items/Tent

Tents are a form of shelter that can be used to rest for a short period when away from civilization. They restore a small amount of health to all wounded heroes, thus performing one of the important functions of Inns. However, they are not as effective as Cabins nor do they restore any magic power, as Houses do.

Tents may be bought in the following cities:

 * Coneria
 * Pravoka

Tent is also the name for a Cabin in Final Fantasy Origins.

Final Fantasy Origins: Sleeping Bag

title: Final Fantasy/Items/Tent


text:
Final Fantasy/Items/Cabin

Cabins are restorative items much like Tents and Houses. They are a form of shelter which allows heroes to regain a large amount of health and to save the game. However, no magic powers are restored through the use of the Cabin. The Cabin is more effective than a Tent, but less so than a House.

Cabins may be found in:

 * Temple of Fiends

Cabins may be bought in the following cities:

 * Pravoka
 * Elfland

Final Fantasy Origins: Tent

title: Final Fantasy/Items/Cabin


text:
Final Fantasy/Items/House

The House is the ultimate restorative item. Using the House has almost all of the same effects as staying at an Inn. It greatly restores the health of all heroes as well as refilling their magic. Like the Tent and Cabin, it can only be used on the overworld. It also allows the game to be saved.

Houses may be bought in the following cities:

 * Elfland

Final Fantasy Origins: Cottage

title: Final Fantasy/Items/House


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Final Fantasy/Enemy Abilities/Gaze

Gaze is a paralyzing attack. It is used frequently by Odd Eyes to freeze their prey in one place while they slowly feed.

title: Final Fantasy/Enemy Abilities/Gaze


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Final Fantasy/Status Effects/Darkness

Darkness is a status effect that occurs when a hero is blinded. It reduces the warrior's accuracy with physical attacks, though this adversity is often minor and can be difficult to notice. Darkness can be caused by the spells Dark and Blind, and can be cured by the spell Lamp. Darkness will wear off immediately after a battle.

title: Final Fantasy/Status Effects/Darkness


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Final Fantasy/Status Effects/Mute

A character affected by the Mute effect is silenced and unable to cast spells. This is particularly devastating for heroes that depend on magic, especially White Mages and Black Mages and their ilk. Mute may be counteracted by the spell AntiMute, though a hero that has been muted is unable to cast the spell on himself. Mute is caused by the spell Mute. It wears off at the end of a battle.

title: Final Fantasy/Status Effects/Mute


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Final Fantasy/Status Effects/Paralysis

Paralysis is a common status change that prevents the victim from moving, attacking, casting spells, and using items. There is no known cure for paralysis save time. As such, it is extremely wise to avoid paralysis. Afflicted warriors often recover within a couple minutes to return to battle.

There are many causes of paralysis. Numerous monsters have attacks that cause paralysis, including Creeps and undead such as Ghouls and Geists. The spell Hold causes paralysis, as does the enemy ability Gaze used by Odd Eyes.

Paralysis is temporary and wears off after a battle if the victim survives.

title: Final Fantasy/Status Effects/Paralysis


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Final Fantasy/Status Effects/Poison

Poison is perhaps the most common adverse effect that heroes fall victim to. A character who has been poisoned will gradually lose health, often causing death within twenty minutes of the poisoning. Even if the warrior survives the battle in which he is poisoned, the venom remains in his system and does damage with every step that he takes. Time does not cure poison, nor does staying at an Inn. The only remedies for this affliction are the Pure Potion item and the Pure spell.

Poisonous foes include the Arachnid, Asp, Scorpion, and Werewolf.

title: Final Fantasy/Status Effects/Poison


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Final Fantasy/Status Effects/Sleep

Sleep is an ill effect that manifests as a moderate case of narcolepsy. The affected warrior immediately collapses and begins snoring. Attacks may wake him, but might not. If the hero is not otherwise awakened, the sleeping fit wears off within a couple minutes. Alternately, he can be awakened easily after a battle is over.

Sleep can be caused by the spells Sleep and Sleep2.

title: Final Fantasy/Status Effects/Sleep


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Final Fantasy/Status Effects/Stone

Stone is the status effect that is caused by petrification attacks. It is the single worst affliction a hero can suffer short of death. Petrified characters are unable to take any action whatsoever. If all of a petrified warrior's allies are slain or also petrified, there is no chance of recovery. Petrification does not wear off after battle, nor does staying at an Inn return the victim to his natural flesh state. The spell Soft will cure Stone, as will the Soft Potion. However, Soft Potions cannot be used in the heat of battle.

"Stone"d Light Warriors do not gain experience points in battle.

title: Final Fantasy/Status Effects/Stone


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Minecraft resource gathering/Sand

Introduction
Sand is a common material and is one of few materials that fall when there is no blocks underneath it. This unique property makes sand somewhat dangerous to collect, but also an invaluable material when constructing some features.

Locations
Sand can be found in deserts, but more commonly (in less amounts though) beaches and small patches around the world or in small rivers.

Uses
Sand is a key component in Sandstone. Sand can also be melted in a furnace to create glass. Sand can also be used to make TNT, which you can blow things up with.

title: Minecraft resource gathering/Sand


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Minecraft resource gathering/Sandstone

Location
Sandstone is a block that can either be found in the desert or created by crafting. Sandstone is found 2-4 layers below the sand of a desert and on the frames of wells, desert temples and some desert village houses.

Crafting
Sandstone is crafted by putting 4 sand in a square like how you would with a crafting table.

For more information on how to get sand (to craft sandstone) visit the page on sand.

Usage
Unlike sand, sandstone does not fall in Minecraft, typically making it a better choice for permanent structures. Common techniques include using sandstone as the roof of a house.

title: Minecraft resource gathering/Sandstone


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Final Fantasy/Black Magic/Dark

Dark attempts to blind a caster's enemies, lowering the chances that they will be able to make accurate attacks upon the caster or his allies. It is an extremely unreliable spell and often fizzles. However, when it is successful it is very helpful in reducing the combat abilities of foes and keeping adventurers alive.

Dark can be cast by:

 * Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Fog

title: Final Fantasy/Black Magic/Dark


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Super Mario 64/Controls

Nintendo 64

 * Move: Control Stick
 * Jump: Press the A button.
 * Crouch: Hold the Z button.
 * Punch: Press the B button.
 * Double jump: Press the jump button twice in a row Mario will go higher than a regular jump.
 * Triple jump: While running, press the jump button three times in a row. Mario will do a flip in the air. With the wing cap, the triple jump is used to start flying.
 * Wall jump: Running into the wall while in the air, press Jump again to kick off the wall. Can be done multiple times in succession.
 * Crawl: Move while crouching.
 * Backflip: Jump while crouching.
 * Somersault: Run in one direction, then push the Control Stick in the opposite direction and jump simultaneously.
 * Ground pound: Jump and press the crouch button.
 * Dive: Run and press punch to dive forward, hitting enemies and grabbing rabbits.
 * Kick: Press the punch button while jumping.
 * Slide kick: While running, press the crouch button to slide and then punch.
 * Long Jump: While running, press the crouch button to slide and then jump.

title: Super Mario 64/Controls


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Super Mario 64/Bob-omb Battlefield

Time to save Peach once again, this time in 3-D!

The first course in the game. When you enter Peach's Castle go left up the small stairs and through the door. Jump through the painting.

Star 1 - Big Bob-omb On The Summit
To get this star, you must climb to the top of the mountain and battle King Bob-Omb. To defeat this boss, run around behind him, grab him, pick him up, and throw him three times. Beware water bombs on the battlefield shot from cannons on the mountain.

When fighting, King Bob-omb will only take damage if you throw him to the ground on the summit. Throwing him off of the summit inflicts no damage, and he will bounce right up. His attack is throwing you across the summit. For your victory after three successful throws, King Bob-omb will give you a well-deserved star!

Star 2 - Footrace With Koopa The Quick
There is a Koopa near the start of the level. Talk to him and he will challenge you to a race to the top of the hill. Beat him and he will give you a star. Using the cannons or the Wing Cap is considered cheating, so follow these tips to beat him:
 * Run up the grassy incline on the mountain - its faster than the winding road around the mountain (in order to do this aim yourself toward the red coin and just hold the control stick directly up, you'll eventually make it to the top)
 * Use the teleporter in the lower mountain alcove to jump immediately to the upper mountain alcove (This is not cheating!)
 * Use the warp in the flowers

Star 3 - Shoot To The Island In The Sky
Talk to the pink bomb, he will open the cannon jump into the cannon then FIRE, don't aim, you should land at the tall white cannon. Jump into the tall white cannon, aim a little above the floating island and FIRE! You should land on the floating island.There's a ! box on the floating island that contains a star.

Star 4 - Find The 8 Red Coins
There are eight coins to find in this course. You must have unlocked the cannons: if you have not yet, talk to the pink bombs.

 * 1) For the first coin, go straight and to the left and jump onto the moving platforms. At the top is the first red coin.  Note that the platforms flip over at the top: Jump up before it flips.
 * 2) On your left is a Chain Chomp. Trace his chain back and you'll find a pole with a red star on top. Wait outside of the chain chomp's reach till he's lunged at you, then run past and grab the coin.
 * 3) The next coin is located in the field to your right. There are two rocky outcroppings. The farther one has the coin on top of it. Run up the side to acquire it.
 * 4) Fourth is on top of the Floating Island. Use the cannon on top of the other rock to shoot up. Aiming straight up will drop you right on top. The red coin is above the tree. Hop into the cannon and aim yourself over the mountain, slightly to the right.
 * 5) You should end up in a grassy plain, with the mountain trail nearby. Shortly up the trail, there should be a split: off to one side is a slide with a red coin on the way down. This coin may take several tries: It may help to jump out onto the slide. Or, start at the bottom of the incline and run up to it WITHOUT JUMPING. If you fail, take the mountain path back up around.
 * 6) Moving on, right through the gate is a small bridge. Drop down onto the RIGHT side (looking out towards the field), and in the alcove is a coin, a switch, and a life. Grab the coin and one up!
 * 7) Backtrack to the field with the four posts. In this field are the last two coins, as well as the star shadow that marks where the star will appear.

Star 5 - Mario Wings To The Sky
To get this star, you must first shoot yourself, via the cannon, up to the island in the sky. If you've completed the Tower of the Wing Cap, there will be a red exclamation point box with a wing cap inside. Grab the cap and hop into the cannon on the island. Aim for the rings of coins, and if you get the center coin from each of the five rings, a star will appear in the field below.

Star 6 - Behind Chain Chomp's Gate
From the start of the level, go over the bridge and run towards the large chain chomp. Ground stomp on the pole holding the chomp there three times, and the chomp will runaway after smashing the gate in front of the star. Just walk over and jump at the star to obtain it.

Star 7 - Get 100 Coins
As with every course in the game, collecting 100 coins earns a star. In this course, you need to collect nearly every coin, so look everywhere! Places to find coins:
 * Red Coins
 * Defeating every black Bob-omb and Goomba
 * The trail up the mountain
 * The rings off of the floating island)

title: Super Mario 64/Bob-omb Battlefield


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Super Mario 64/Whomp's Fortress

Star 1 - Chip Off Whomp's Block
Start by jumping onto the stone wall. You can do this by backflipping onto it from the grassy ledge. Follow the arrows up and turn left. Get past the Piranha Plant either by jumping over it or by crawling past it. Go across the gray bridge quickly, because it will fall apart behind you. Cross the wooden bridge and wait for the rotating bridge to come to the ledge you're on. Go to the middle, and wait for it to rotate to the other ledge. Run onto the ledge, then continue past the Whomp. Go to the right and go past the second Whomp, and jump on the rotating elevator. Jump off onto the top of the mountain and go to the giant Whomp. To defeat it, you need to go in front of it to make it fall, but run under it just as it's about to crush Mario. Jump on its back and do a ground pound (jump and push Z before you land). You will need to do this three times before the Whomp will give you a star.

Star 2 - To The Top Of The Fortress
Again, travel to the top of the mountain, but this time you'll find a tower. Climb it using the moving blocks, and you'll find the star at the top.

Star 3 - Shoot Into The Wild Blue
To get this star, you must first speak to the pink bob-omb and get him to prepare the cannons for you. Having done that, all you need to do is shoot yourself onto the platform to the left - the one under the flag pole. Aim above the platform above the star. Once you get there (it may take a few tries if you're not used to the cannon), climb down the pole and the star's right there. You can also side flip and wall jump to the platform.

Star 4 - Red Coins On The Floating Isles
Again, find eight red coins scattered throughout the course.

The Star appears in the field near where you started. If you have enough health, you may be able to survive a well positioned fall to the star. If not, just walk back down the mountain and take it.
 * 1) Start in the shallow pool and long jump up the black incline to reach the first coin.
 * 2) On your way up the mountain, there are three pieces of wall that poke out at intervals. A red coin is on top of the middle one.
 * 3) The third coin is above the second blue Thwomp. Get on the step above him and jump on his head.
 * 4) Another one is next to the piranha plant just past the Thwomps.
 * 5) Get the next red coin by walking (slowly!) across the ledge past the piranha plant.
 * 6) Travel on the rotating wooden plank for another red coin.
 * 7) The last two are on floating islands off of the top of the mountain. Jump and kick the plank so you can safely walk across.

Star 5 - Fall Onto The Cage Island
First, climb up the tree near the start of the level. Once you do so, an owl will come out and offer you a ride. Jump into his claws and steer him towards the cage that holds the star up there in the sky. Drop yourself in and claim your prize.

Star 6 - Blast Away The Wall
Go to the cannon again, but this time aim to the right. You want to hit the side of the brown wall near the top. If you get this right, it will shatter revealing a star (see screenshot to right). Climb up to the wall, slide down to the star, and you've got it. (alternatively you can just fire yourself from the cannon right at the star: aim right above it).

Star 7 - Get 100 Coins
Again, getting 100 coins is worth a star.
 * Piranha plants are worth a five coins each
 * So are Whomps, but before you ground pound one, jump on it to earn one coin. You can do this up to five times before killing it for five more
 * Pounding on posts or circling then three times are also worth five coins.
 * Blue Coin switch
 * On the floating islands
 * On the rotating bridge
 * Above wild blue

This is the easiest 100 coin star in the game. Coins are everywhere you look. Attempt this while Star1-6 is selected, so that you can get some higher up coins if you even need them (You shouldn't!)

title: Super Mario 64/Whomp's Fortress


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Super Mario 64/Jolly Roger Bay

Avast, me mateys! Below these waters lie treasures long lost. Its slow, trancelike background music expresses the feel of the level perfectly: calm but somewhat sinister. Welcome to the watery depths of Jolly Roger Bay.

Star 1 - Plunder on the Sunken Ship
This first star lies in the course's centerpiece, the sunken ship of the unnamed pirates. The ship lies at the bottom of the large empty pool straight ahead. Watch out for the eel, guarding the only entrance. Swim past the eel quickly (rapidly tap the jump button to swim faster), and it will lunge out at you then swim away. If it hits you, swim to the surface to replenish your power.

Once the eel has left, swim in through the window. The interior of the ship is only accessible with this star selected. Inside the ship should be a chest, open it to drain the water. If you are quick enough, you can swim up some of the way to the star while the water is draining. Then follow an upward jumping puzzle to get to the star in the ! box.

When visiting the course for the first time, a thin layer of mist is visible above the ground, and the sky is far less bright as usual, making the appearance of stormy weather. After collecting the star, this weather does never reappear on that game progress file, even when selecting the first star again.

Star 2 - Can The Eel Come Out To Play?
This star lies in the area where the ship once lay (it has now risen to the surface, but ignore it for now). Go back to the area and you will see the eel that was in the ship now sticking from a small green alcove in the sea wall. Swim up to it the same way you did for the first star and it will lunge at you and leave the alcove. The star is located on its tail. Chase its tail around until you touch the star. After you touch it, the star will move over to where the alcove is. Swim over and retrieve it.

Star 3 - Treasure In The Ocean Cave
This star is located in a cave that is in the central location where the ship once was. Swim over to the location and avoid the eel swimming around. Go towards the bottom and you will see a ring of coins in front of a cave. Swim towards the cave and resurface on the other side. Run across the cave, avoiding the stone pillars that try to fall on you. Run up to where four treasure chests are laying. To get the treasure, open the chests in this order: back, left, right, front. (If you touch them out of order, they will shock you and you will have to start over). The star will appear in the center.

Star 4 - Red Coins On The Ship Afloat
You will have to do the usual red coin collecting for this level. The locations of the coins are as follows:
 * 1) Go to where the pink Bob-omb is and jump onto the nearby pillar. Climb to the top to retrieve the coin.
 * 2) Go underwater right next to the floating platform. There should be a clamshell with the red coin there. Swim near it to make it open up.
 * 3) From the starting point, swim straight underwater. The coin should be in the first clam you see.
 * 4) Still underwater, swim towards the bases of the tall pillars sticking out (the ones near the platform of star #5). The clam next to them should have the coin.
 * 5) Swim to the location of where the ship once was and explore the clams on the bottom. One of them has another coin.
 * 6) Resurface, and go to where the floating platform between the two gray platforms is. Jump onto the platform opposite the one with the pink Bob-omb, and press the purple switch to make boxes appear. Use the narrow walkways to get to the ship. Once on the ship, walk to the bow and get the coin.
 * 7) Walk to the back of the ship and jump over the cabin to get this one.
 * 8) This coin is on the ship, right next to the last one on the list.

Star 5 - Blast To The Stone Pillar
You will need the cannon to be operational for this star. Swim over to the right wall to where the floating pad is between the two gray platforms. Jump up onto the platform where the pink Bob-omb is and talk to it to open the cannon. Swim back over to the cannon at the beginning and jump in. Aim straight at the first tall pillar sticking up out of the ground. Aim the cannon a bit above it so that when you shoot Mario, he grabs onto the top. Fire the cannon. If Mario is able to hang on, turn him towards the small platform sticking out of the left wall where the star is. Jump to the platform and retrieve the star.

Star 6 - Through The Jet Stream
This one is simple, but you cannot get it until you have the Metal Cap. After you unlock the Metal Cap from Hazy Maze Cave, go to the cave that you got star #3 in. Grab the Metal Cap and walk back out to where the big jet stream in the middle of the former sunken ship location is. With the Metal Cap on, the stream will not push you to the surface. Walk over the grate and jump up to get the star.

Star 7 - Get 100 Coins
A few places to get some coins:

It may take some time to find 100 coins in this level, but it's possible.
 * All of the red coins
 * The narrow walkways by the floating ship
 * The ring of coins by the cave
 * Defeating the Goombas at the start of the level and in the cave

title: Super Mario 64/Jolly Roger Bay


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Super Mario 64/Cool, Cool Mountain

Put on your jackets (or I guess just your hat, Mario), everyone, because it's time to go sledding down a Cool, Cool Mountain!

Cool, Cool Mountain is in the main room of the castle, in the door on the left, below the door for Bob-omb Battlefield. The level is set on a snowy mountain, though be aware that you can fall off and die.

Slip Slidin' Away
This star is obtained by entering the chimney near the start of the level and completing the slide without falling off. At a certain point, a row of coins points toward the wall; go along them to pass through the wall and find a shortcut to the bottom of the slide.

Once you reach the bottom of the slide, go through the door to find the star waiting outside.

Li'l Penguin Lost
On the snow-covered platform next to the chimney for the previous star, there is a blue baby penguin. Pick it up by pressing B and take it to the mother penguin at the bottom of the mountain. Getting hit by an enemy or falling far will cause you to drop the penguin, which becomes harder to pick up as it moves around.

Once you bring the baby penguin back to its mother, she will give you the star.

Big Penguin Race
Go in the same chimney as for Slip' Slidin Away. There will be a large penguin waiting; he will offer to race you. Accept, and get to the bottom of the slide before he does. Taking the shortcut mentioned above is considered cheating.

Once you beat the penguin (without using the shortcut), he will give you the star.

Frosty Slide for 8 Red Coins
Collect the eight red coins spread around the level; then, get the star. There is a broken bridge where you start. Have Mario walk to the very last step on the bridge and he will be transported to the very bottom where the Mama penguin is. You can also transport back up to the top when you get the coins on that level. Then take the slide again to get the other coins. The hardest red coin to get is under the slide, where you see the second row of gold coins. Walk, don't slide at that point, ( you can make him walk by doing a little jump when you start to slide), then jump off of the slide, over to the right and onto the ledge below where the coin is hidden behind the sheet of ice. Before you jump down to that ledge, be ready to hold Z and move Mario forward so he won't slide off, because it is very slippery down there. Get the red coin, then go toward the box with the life. Get the life and proceed in the same direction and jump off where the giant snowball head is. Continue to find the coins... one is just around the corner. The other coin is just over the edge where the elevator comes up from the penguin level. Go where the two snowmen are jumping on the bridge and cross the bridge. Get a side view of the bridge as you go across and time the jumps where you can run under them as the snowmen are in the air. Don't touch them, just run under. You will see another coin after you go across the bridge... go a little past the ledge and jump up to it to assure that you will have enough room without falling off... Walk carefully to the end of the bridge and get that coin. After you have found all 8 coins, the easiest way to get the star, is go on to the bottom level, then transport yourself on the broken bridge back up to the top where you started, then take the slide to the left again, but this time, watch when you get to the curve just before you make the last sharp turn to the left. Jump to your right across to the other side. When you get on that level, you can easily jump right down and get the star below it.

Snowman's Lost His Head
Go up on the platform next to the chimney, then straight to a wooden platform. This platform has a pedestal with a ball of snow on it. Approach the ball and it will talk to you, then start rolling down the slide. Go in front of it, but do not get too far ahead of it. Slide then run to the pedestal with the snowman's head. The ball will follow you so stand on the left side of the snowman's head to make a complete snowman. The snowman will then give you the star!

Wall Kicks Will Work
Activate the cannons if you have not done so already by talking to the pink Bom-omb on the platform halfway up the lift on the bottom of the mountain. Then, take the cannon and aim toward the ledge directly across. Try to catch on the tree by aiming above it. Then, run down the narrow ledge, defeating the enemies along the way by punching them. Long-jump across the gap.

Then, go to the lowest part of the platform above Mario, and either wall-kick or somersault onto it. Then, go near the high end. Run backwards a bit, then run up again and right away jump so that you somersault. You need to hit the vertical part of the wall. If you do, then just as you hit the wall, press A to do a wall kick and push the stick to the right. If done correctly, you will land on the top platform. Then, walk across the narrow ice path (carefully) and jump to get the star.

100 Coins
It is definitely possible to get 100 coins at this level. You can get 80 alone on the slide at the beginning of the level and then get the rest of the 20 around the level.

title: Super Mario 64/Cool, Cool Mountain


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Super Mario 64/Big Boo's Haunt

Boo! Some ghosts are haunting out the courtyard - let's show them how scared we really are of some Big Boo's Haunt!

Location: Outside in the courtyard. Find the stairs going to the basement and follow the hallway across from them. Kill the lone ghost on the left of the courtyard, and hop in to the cage.

Description: Big mansion filled with ghosts.

Star 1: Go On a Ghost Hunt
Kill all the little boos, and a big boo will appear in the main room. Kill him for a star.

Star 2: Ride Big Boo's Merry-go-round
In the spinning wheel at the bottom of the outside house, kill Little Boos until a Big Boo appears, then kill the Big Boo.

Star 3: Secret Of The Haunted Books
Go upstairs and you will see a room where books fly across at you. At the end of the hallway, there are three books sticking out of the shelf. Hit them in this order: Top, Right, Left. The book shelf will open revealing the door to a star.

Star 4: Seek The 8 Red Coins
Get all 8 red coins. Look all inside the house. Be sure to go upstairs and downstairs.

Star 5: Big Boos Balcony
Go to the second floor and go through the door on the right. If you look around in this room, you will see a second balcony. Wall kick up there. If you go out the door to the balcony, there will be another big boo. Ground pound him three times, then long jump across and climb the roof to get to the star

Star 6: Eye To Eye In The Secret Room
Get to the balcony where the blue cap box is, and get it. Go up to the room where the door to big boo's balcony is, and go through the picture of the ghost. Run around the eyeball for the star.

Star 7: 100 Coins
Collect 100 coins in total from the ghosts, the munching books, the eyeballs (run around them), and the blue coin box. There are 21 blue coins in this level. The coins do not have to be blue.

title: Super Mario 64/Big Boo's Haunt


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Super Mario 64/Hazy Maze Cave

Left, right, left, right... aw, who cares? It's way too dark in this Hazy Maze Cave!

Hazy Maze Cave is located in the basement of Peach's Castle. To access this area, you must have beaten Bowser in the Dark World and gotten the basement key. Location: Basement. Go through the door with the star on it, and jump in to the pool of metal.

Description: Cave level with yellow mist, falling boulders, and a black hole.

Star 1: Swimming Beast In The Cavern
Go to the underground lake and get on the beast's back. Do a butt slam, and get on to his head. Jump to the center island for the star.

Star 2: Elevate for 8 Red Coins
Get all 8 red coins. You will have to use the moving platform and the four way platform. Remember to butt-slam those blocks!!!

Star 3: Metal Head Mario Can Move
Get the metal cap by the underground lake. Run down following the path and follow the path underwater to the switch. Stand on the switch to open the gate. You have to do a double long jump to get to the star.

Star 4: Navigating The Toxic Maze
When you enter the level, go to the right. Navigate past the gaps, and long jump over the gap at the end. Go through the door and slide down the pole. Go down the second hallway on your left, which should be green, and enter the wooden door at the end. Follow the path and drop Mario into the small hole at the end. You are now in the Toxic Maze. The gas in the maze is poisonous to Mario. If the health meter drops too low, be sure to get onto higher ground and look for coins, or an enemy to kill. The metal cap will protect Mario from the gas, so wear it at all times when possible. Start here by going past the green cap block, using it if you have unlocked it, and take a right. You will come to an intersection, take a left and go around the corner past the door. Keep following the path and look up occasional for the door, as it's difficult to see it from the ground. Once you get into the second steel door, go past the bats and fireball, and get out and hop on the square transporter.

Star 5: A-maze-ing Emergency Exit
Find the blue coin box in the hazy maze. Stomp it and follow the trail of blue coins. Where the pillar of blue coins is, backflip up to the hole in the wall. You will have to swing on the bars to get to the star.

Star 6: Watch For Rolling Rocks
Go to the door by where the rocks fall. Wall jump up the walls to the high platform, the star is there.

Star 7: 100 Coins
There are blue coins in the maze, plus a bunch of coins from enemies. Also get the red coins. It's hard, but possible.

title: Super Mario 64/Hazy Maze Cave


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Super Mario 64/Lethal Lava Land

Yeowch! There's lava all around in this Lethal Lava Land!

Location: Lower floor of castle, in the fire picture.

Description: A level with lots of lava, and little Bullies that look like bombs.

Star 1: Boil The Big Bully
Fly or walk over to the Big Bully. Knock him in to the lava by jumping on his head. Cross the falling steps to the star.12

Star 2: Bully The Bullies
Get to the island just past where the first star was. Knock the three Bullies in to the lava, and another Big Bully will appear. Kill him the same way as star 1.

Star 3: 8 Coin Puzzle With 15 Pieces
Get all 8 red coins. They are all on the puzzle of Bowser that is constantly shifting. If a piece shakes while you are standing on it, jump and kick so the next piece will slide under.

Star 4: Red Hot Log Rolling
Straight ahead of you as you start the level, you'll see a gigantic cage. Get to the cage by riding a floating platform, and roll the log over to the star.

Star 5: Hot Foot It Into The Volcano
Fly in to the volcano and make your way to the top along the wall to the star.

Star 6: Elevator Tour In The Volcano
Go the opposite way in the volcano and ride the elevators up. A series of poles and floating platforms will get you the rest of the way up.

Star 7: 100 Coins
Use the shell (select star 5 or 6 to make it appear), and surf the lava to find as many coins as possible. Run around the two eyeballs for blue coins. Finally, enter the volcano to finish it off

title: Super Mario 64/Lethal Lava Land


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Super Mario 64/Shifting Sand Land

Best watch your step! Don't wanna get caught in this Shifting Sand Land... wait, that pyramid wasn't here before!

Location: Basement. Jump in to the wall at the dead end.

Description A desert level with a big flying bird and a pyramid.

Star 1: In The Talons Of The Big Bird
Look for the giant bird flying around. Fly to one of the four big pillars and wait for the bird. When it comes near, grab the star. You can fly over to where the star lands. Also you can shoot from the cannon to fly and catch the star.

Star 2: Shining Atop The Pyramid
Fly or walk to the top of the pyramid. The star is inside a hole at the top.

Star 3: Inside The Ancient Pyramid
Go inside the pyramid. Make your way to the top and grab the star.

Star 4: Stand Tall On The Four Pillars
Stand on each of the four pillars outside the pyramid. The top of the pyramid will blast away. Go to it and go in the hole. Ride the elevator down, and jump in to the hole in the big sandy/beige block checkered with red. Inside, you have to beat the pyramid boss by hitting the eyes on its hands three times each.

Star 5: Free Flying for 8 red coins
Get all eight red coins. When you first enter the level, turn around and get the coin behind you. Then smash the box under the big stone roof. All the rest of the coins you can get by flying around (four in the air, one in the pool and one on the ground somewhat near the cannon).

Star 6: Pyramid Puzzle
Enter the pyramid, and make your way to the top. Right before the star, there is a hole in the barrier around the platform. Look down. Jump to the platform below you. There are two more platforms like this slightly below the first platform. Next jump in to the stream of sand and get the two coins going down there. The star will appear at the end.

Star 7: 100 Coins
Kill all enemies and get all the red coins outside, then go into the pyramid and collect the rest.

title: Super Mario 64/Shifting Sand Land


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Super Mario 64/Dire, Dire Docks

Water here, tunnel here, there's Bowser everywhere on these Dire Dire Docks! (Disclaimer: Bowser isn't actually here...)

Location: Basement, in the door with the big star on it.

Description: Water level with Bowser's sub, a bunch of sharks, and a whirlpool.

Star 1: Board Bowser's Sub
Go through the cave and get in to the second cavern. Hit the switch to make the blocks appear and get on bowsers submarine. The star is on there, out in the open.

Star 2: Chests In The Current
There are four chests at the base of the whirlpool. Open them in this order: The one by the clamshell, get the next two chests counterclockwise from there, then the last chest.

Star 3: Pole Jumping For Red Coins
Get all 8 red coins. They are all in the second cavern. You have to hit the same switch as star 1, but climb the other steps. Then jump between poles for the red coin.

Star 4: Through The Jet Stream
There is a stream much like the one in the third level in the second cavern of this level, except there are rings coming from it. Go through five rings in a row, and the star will appear in the stream. Use the metal cap to get it, just as before.

Star 5: The Manta Ray's Reward
In the first cavern, there is a Manta Ray swimming around. There are rings coming out behind it. Swim through five consecutive rings to get the star. It will appear just above the whirlpool. Go from above, and be careful.

Star 6: Collect The Caps
Go to the second cavern to where the green cap is. Get both the green and blue caps and go down through the underwater cage where the star is.

Star 7: 100 Coins
You have to search very carefully for the coins. There are no coins from enemies. You must get all the red coins and the blue coin box near them. There are only 106 coins in this level, so search carefully! It is very difficult to find them.

title: Super Mario 64/Dire, Dire Docks


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Super Mario 64/Snowman's Land

Do you want to build a snowman~? Well, I'd sure hope not, because we're walking right in the territory of this Snowman's Land!

Location: Upper floor of castle, in the room with the huge mirror in it. Jump in to the wall on the far left side.

Description: Ice level with a gigantic snowman, an igloo, and a big bully made of ice.

Bob-omb Buddy: Inside the igloo (see star 6)

Star 1: Snowman's Big Head
Go to the top of the snowman. You have to get past the iceblock shooter. use triple jumps. Next you must get past the snowmans mouth. Ride on top of the penguin (backflip to his head) and go up to the star.

Star 2: Chill With The Bully
Knock the big ice bully off his ice platform by jumping on his head.

Star 3: In The Deep Freeze
Go in to the big ice block by the start. Get to the top of the block by backflipping, and fall down the other hole to the star.

Star 4: Whirl From The Freezing Pond
Go to where the ice block shooter stops, and find the spindrift. Jump on its head and float over the water to where there are two yellow blocks. The one on the left is the star.

Star 5: Shell Shreddin' for red coins
Get all 8 red coins. Use the shell (see star 4) to collect all the red coins. There are four nearby the shell (keep to the left after getting it), two just sitting on the snow in the open, and two under the Big Bully.

Star 6: Into the Igloo
Get the shell located next to star 4. Surf over to where the ice bully is, and go up the steep slope with a line of coins. Crawl in to the igloo. You must get the vanish cap inside to get the star. To get to the vanish cap, take the first right past the star, then the first left. Backflip over the half wall, and there it is.

Star 7: 100 Coins
Get all the coins in the igloo, all the red coins, and be sure to kill all the enemies. You can kill the snowmen by running around them

title: Super Mario 64/Snowman's Land


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Super Mario 64/Wet-Dry World

Wet, dry, wet, dry... Which is it in this Wet-Dry World?!

Location: Second floor of castle, right in front of you when you get there.

Description: Water level. Water can be raised or lowered by touching the switches.

Bob-omb Buddy: Jump in to the painting at the top (you can do this by standing 2 squares away from the painting and backflip in). The Bob-omb buddy is on a platform just above the water level.

Star 1: Shocking Arrow Lifts
Touch the highest switch in the level (straight ahead from where you start, on the 45 degree slope) Swim to where the star is (a yellow block just above water level) and hit it for the star.

Star 2: Top o' The Town
Go as high as you can and walk across the long plank. The star is on the highest platform.

Star 3: Secrets In The Shallows And The Sky
Find all 5 secret spots. One is behind the block that you push at the very bottom of the level, one is in the yellow box that you can get by standing on the block that you push at the very bottom of the level, one is behind the block you push into a hole near one of the catapolters, one is in the yellow box above the cage with the star in it, and one is in the yellow box on top of the small island that the shocker is spinning around.

Star 4: Express Elevator - Hurry Up!!
Get the water all the way down and butt-slam the block by the tall thin cage. Get up to the top of the cage and ride the elevator down. Quickly go in and ride it back up to the star.

Star 5: Go To Town For 8 Red Coins
Get all 8 red coins. You have to shoot out of the cannon to the cage in the far corner, and swim through a tunnel to the town. Lower the water, and use a series of backflips and long jumps to get to the red coins. To facilitate reaching the canon, make sure you jump high into the painting, to set a high initial water level.

Star 6: Quick Race Through Downtown
Go to the town (see star 5) and get the Vanish Cap and run in to the cage on the other side of the level. Use wall jumps to get to the star at the top. Another way to get the star is once your in the cage backflip on to the vanishing cap box and then long jump over to the platform. You can also get the blue vanishing cap and run behind a red tiled roof. You have to quickly run to the cage where there is a brown box and backflip up to the steps.

Star 7: 100 coins
Just search for coins. After collecting as many coins as you can find in the main area of the stage, be sure to go "downtown" as described at star 5.

title: Super Mario 64/Wet-Dry World


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Super Mario 64/Tall Tall Mountain

Help! I'm hanging off the edge of this Tall-Tall Mountain!

Location: Upper floor of castle. It is a picture smaller than the rest along the wall of the main room.

Description: A tall mountain with a secret slide, big waterfall, and monkeys.

Bob-omb Buddy: Start going up the mountain. On the platform just before the first monkey, look down. There he is, buddy!!

Star 1: Scale The Mountain
At the very top of the mountain. I think it is easier to climb up above the gophers than to go the normal way (you skip the rolling log).

Star 2: Mystery Of The Monkey Cage
Go to the very top again and catch the monkey. He will open the cage for you. The star will end up far, far below.

Star 3: Scary 'Shrooms, Red Coins
Get all 8 red coins. There are 4 on the mushrooms, and 4 on the cliff platforms (above the gophers).

Star 4: Mysterious Mountainside
Close to the top of the mountain, there is a square portion of cliff that ripples if you brush by it. Jump in to get on the secret slide. When the track splits, keep right. You have to go fast enough to make it across the jumps, so don't slow down. If you get to the bottom, your reward is a star.

Star 5: Breathtaking View From The Bridge
Scale the mountain until you reach the top just before the bridge where the monkey's cage was. There is a purple question mark switch nearby that once stepped on makes a box appear in front of the star behind the waterfall. (There is also a box that appears that allows you to reach all the coins on top of each other, but it is not relevant to this star.) Run to where the cage was before and jump onto the box before the times runs out, then walk through the waterfall. Behind the waterfall, you can collect the star.

Star 6: Blast To The Lonely Mushroom
Long jump from the mushroom where the red coin star is to the pathway far below. Go over to the cannon. Shoot to the mushroom with the star out on it. The pink activating dude is standing on a hard to find ledge. Take the hard way up the hill and where the wooden plank is past the purple thing that chucks you, there is a gap between the two ledge parts, jump in between them and you will find the pink mate. On the mushrooms where the red coins are, if you walk past most of them and get to the second last mushroom with the coin is, jump onto it. go to the next one and that and make a U-Turn type thing (big, small, big mushroom)if you jump to the one that is in front of him(a small one with 3 dots on him). jump onto the first white dot or the center of the white dots and it will take you to a secret place and follow the narrow track down to the cannon. if you shoot just above the star where the cloud is.

Star 7: 100 Coins
This is a snap. Get all the coins in the slide (there are three blue ones), then just search around for the rest. After dropping out from the slide, jump over the fence and you'll land about where one normally starts. Now you can roam for the rest of the coins. Doing it the other way 'round won't work (I think), because you won't be able to jump up and get the star while in the slide.

title: Super Mario 64/Tall Tall Mountain


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Super Mario 64/Tiny-Huge Island

Ha-ha, look at that Goomba! It's so... HUGE! Is everything huge on this Tiny-Huge Island?!

Location: Upper floor of castle, through a door with a star on it.

Description: A level much like the first one, with one exception. Mario will be either big if he enters on the left side, small if he enters on the right side, and will switch sizes if he goes through a pipe.

Bob-omb Buddy As big Mario, go to where the cannon is. Your Buddy is there. (Hint: the cannon is on the other side of the wall from where you start, then across all the water.)

Star 1: Pluck The Pirhana Flower
Enter the course as big Mario, and long jump twice to the left. Jump in to the pipe and kill all of the pirhana flowers as small Mario by attacking them (with the B button)

Star 2: The Tip Top Of The Huge Island
Make your way to the top of the island as small Mario. The star is in a gold ! box. It is easiest to start as big Mario and change to small Mario near the top.

Star 3: Rematch With Koopa The Quick
(It's easier if you start out as big Mario) climb up the mountain and go through the tunnel by the boulders coming out once your big go further than where the boulders are coming from and you will see Koopa the quick and then beat him down the mountain and you will receive a star.

Star 4: Five Itty Bitty Secrets
Find all 5 secret spots when you are the big Mario. One is where the cannon comes out, one by the hole in the mountainside near the cannons (bridge leads to it), one is where the rolling balls come out, and one is at the very top of the mountain. And one is near the start where the hole is. go around to the other side of it and that is the last star.

Star 5: Wiggler's Red Coins
As small Mario, launch out of the cannon to the tree up above. Walk across the thin long plank and enter the cave. The coins are inside. (You need to swing across the roof for some.)

Star 6: Make Wiggler Squirm
Go to the top of the mountain as big Mario. Butt slam the ground to make a hole. Go back up as small Mario and enter the hole. Butt slam the worm three times for the star.

Star 7: 100 Coins
When you are small Mario, you can butt-slam the goombas for a blue coin. There are 15 in all. After that, it's a snap. There are 191 coins in all

Impossible Coin
There is a coin near the bowling ball generator that is underground and impossible to collect. Change views around the generator and you will find it.

title: Super Mario 64/Tiny-Huge Island


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Super Mario 64/Tick Tock Clock

Location: Upper floor of castle, in the face of the clock.

Description: A tall level with swinging pendulums and a long drop.

Stopping Time
It is possible to alter the speed at which time flows in this level, making some stars easier or harder to get. To change the speed you need to enter when the clock is at different times.
 * Stopped: Big hand at 12.
 * Slow: Big hand at 3.
 * Fast: Big hand at 9.
 * Reverse: Big hand at 5

Star 1: Roll Into The Cage
Easiest with time stopped. Proceed up the clock. After a little ways, you will see a star in a cage. ride the rotating platform in to the cage, and get the star.

Star 2: The Pit And The Pendulums
Easiest with time stopped. Go a little farther than the first star, and jump past the pendulums to the star.

Star 3: Get A Hand
Easiest with time fast. Go up farther than the second star to where the rotating hand is. Stand on it and let it swing you around to where the star is.

Star 4: Stomp On The Thwomp
Easiest with time slow. Go as far up as you can. Ride the second rotating hand to where the thwomp is. Backflip on to the top of the thwomp and ride it to the star.

Star 5: Timed Jumps On The Moving Bars
Easiest with time slow. Above star 3, you will see three beams moving in and out of the wall. climb them to the star.

Star 6: Stop Time For Red Coins
Easiest with time stopped. Get all 8 red coins. They are on the rotating platforms to the right of the start.

Star 7: 100 Coins
Easiest with time stopped. Forget about the red coins. Be sure to get the blue coins in front of star 2. All the rest of the coins are in yellow ! boxes, and just sitting around.

title: Super Mario 64/Tick Tock Clock


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Super Mario 64/Rainbow Ride

Location: Upper floor of castle. On the right side in a hole in the wall as you face course 14.

Description: A sky level with rainbows, magic carpets, and a flying boat.

Bob-omb Buddy: Go below the red coins (see star 4), and wall jump above the blue coin box all the way to the top. The bob-omb buddy is there.

ShortCut!!! When you start, turn around and long jump to the pole behind you. This way, you skip one hard part of the course Just For Fun: Go to the Bob-omb Buddy's right, and long jump straight out. You will land far, far below on another platform.

Star 1: Cruiser Crossing The Rainbow
Ride the magic carpets up to the floating ship. You have to take the left fork when the path splits. The star is on it. FUN!

Star 2: The Big House In The Sky
Do the same as star 1 except take the right fork. Ride all the way to the top.

Star 3: Coins Amassed in a maze
Get all 8 red coins. Go straight from the four spinning platforms and wall jump and backflip for all the red coins.

Star 4: Swingin' in the breeze
Go left from the four spinning platforms and follow it up to the wood slope. Climb up the slope and swing across to the star.

Star 5: Tricky Triangles!
Go left at the four spinning platforms and go past the wood slope. Hit the flat ! switch to turn the triangles upside down. Do a triple jump on the first two to skip two of the triangles. The star is at the top.

Star 6: Somewhere Over The Rainbow
Get to the floating ship (see star 1) and shoot out of the cannon through the rainbow ring. The star is on that island.

Star 7: 100 Coins
Be sure to get all the blue coins where the Bob-omb buddy is. Also get the red coins. Don't even bother going up towards star 1 and 2. Go towards star 4 and 5 for the rest of the coins.

title: Super Mario 64/Rainbow Ride


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Super Mario 64/Bowser in the Dark World

To enter the Dark World, you must have 8 stars. In the main room of the castle, go up the stairs and to the left. Go through the Star Door and run down the long hallway until you drop through a trap door, which leads to the Dark World.

-- All Bowser levels:

Bowser 1 Location: First floor of the castle in the door with the big star on it. Prize: A big key. This opens the door in to the basement. To kill bowser:

There are two ways:

 * 1) Get behind him, pick him up by the tail and spin him around. Throw him on to a bomb to kill him.
 * 2) You can pick him up by his tail and slowly throw him towards the bombs. This is very slow, but can help if you have motion sickness.

Bowser 2 Location: Basement, through the door with the big star. Prize: A big key. This opens the door straight in front of the entrance to the castle. To kill bowser: Same options as the first time.

Bowser 3 Location: The uppermost floor, up the "endless" staircase. You must have 70 stars to make it up. Prize: The Princess. To kill bowser: Same as before, except throw him in to three bombs. You can't also use the slower strategy because once the floor falls, you can't reach the bombs without throwing him. -

Normal route (no red coins)
Mario will drop into the Dark World, and a message will appear from Bowser. Begin by running or jumping over the narrow walkway, and then avoid the flames being shot over the purple switch. (There is a space for the Metal Cap box, but at this point the box should not appear). Avoid the switch for now, and jump onto one of the moving platforms ahead, (or long jump across the whole gap) which will take you to the other side. Run up the incline ahead (on the right), avoid the flames, and run up the next ramp going the other way, collecting the coins as you go up. Wait until one of the moving platforms to become just below the level Mario is at, and then jump onto it. Ride it to the other side and jump off. Avoiding the Goombas, run up the small bridge to the green walkway. Stay clear of the electric spheres spinning around the crystals.

When you reach the end of the walkway, wait until the orange platform sticks out enough to be able to jump on it. Jump onto it and then jump onto the center platform and collect the coins in the item box. Wait until the orange platform sticks out enough to reach the next gray platform, then jump onto it and then jump onto the grey platform. (An easier way is to just long jump from the center platform to the next gray one.) Jump onto a moving platform, then when it connect with the next pair of platforms, jump onto one of them. Ride the platform to the next gray platform with a Goomba on it. Jump onto the blue platform in front, and, making sure it doesn't tilt too far, do a double jump onto the next one. Run to the end of the next one and single jump onto the gray platform with the Goombas below. Run up to the pieces of wood on the right and single jump onto each of them to get up to the platform with the purple switch. Press the switch to make the checkered floor turn into stairs, then jump up the stairs and jump into the pipe on the top to get to Bowser.

Red Coin route
This is essentially the same as the normal route, with a couple of detours.

 * 1) The first red coin is located in midair on the right of the platform you start out on. To get it, press the purple switch under the flames that you avoided in the normal route to make a couple of boxes appear under it. Run back to the platform you started on and grab the coin before the boxes disappear.
 * 2) The second red coin is right where the purple switch is. To get it, press the switch, and a box will appear under that coin. Run over and get it before the box disappears, avoiding the fire as you do so.
 * 3) The third red coin is located on the green walkway with the spinning electric spheres. Simply walk over to it and pick it up.
 * 4) The fourth red coin is where the moving orange platform at the end of the green walkway is. After you get to the center gray platform, drop down to the orange platform when it is behind it to get the coin.
 * 5) The fifth red coin is where the moving platforms are after the orange platform. At the first pair of platforms, jump on one and ride on it until you touch the red coin.
 * 6) The sixth red coin is located at at place not on the normal route. When you get up to the gray platform before the tilting blue platforms, turn around to find a small, narrow blue walkway leading to a circular platform. Walk on the blue walkway until you get to the platform, where the red coin is.
 * 7) The seventh red coin is on one of the pink platforms hanging above the blue tilting ones. Get to the side with the purple switch, then turn around. Jump onto the first blue tilting platform and double jump at the very end of it to grab onto one of the pink platforms. Then do a single jump to get to the one with the red coin.
 * 8) The eight red coin is a bit tricky. It is in a crack on the side where all the pink platforms are connected to. To get it, get to the gray platform on the side of the switch with the two goombas. Turn around and face the beginning of the level. Walk to the extreme right and inch your way towards the small space that leads to the gap where the red coin is. Walk along the pink wall until you get to the gap, and collect the coin.

Defeating Bowser
After Bowser gives his little speech, run around him in circles until he stops. Walk up to his tail and press B to grab on. Rotate the control stick to swing him around. When you think he's aimed at a bomb, press B to let go. If Bowser hits a bomb, you win, and you get the key to the basement! If not, repeat until he hits a bomb.

title: Super Mario 64/Bowser in the Dark World


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Super Mario 64/Bowser in the Fire Sea

To enter the Fire Sea, you must have 31 stars and have beaten Bowser in the Dark World to get the key to the basement. When you go through the Star Door in the basement for the first time, the entrance to Dire, Dire Docks will be blocking the entrance to the Fire Sea. Beat the first level of Dire, Dire Docks to make it uncover the entrance to the Fire Sea.

Normal route (no red coins)
Mario will drop into the Fire Sea, but there will be no message from Bowser this time. Begin by running up to the platform in front of you and stay on it as it moves through the lava. Avoid the wall in your way, then jump onto the two platforms to the left side to you won't get burned when the moving platform goes under the lava. Jump back onto the platform and ride it to the end. Jump onto the blue platforms above the lava and jump to the next gray one (be careful on the blue platforms, as the lava moves on and off them slowly). Avoid the bully and the Goombas and run to the end where a moving pole is sticking out of the lava. Avoid the electric sphere and jump onto the pole, then jump onto the platform above. Turn around and jump onto the tilting gray platforms, and then jump onto the pole at the end of the second one. Climb up the pole and jump off, and then walk over to the gray elevator to get up to the second level of the stage.

Once on the second level, run straight and long jump over the gap (be careful of the machine spitting fire in between). Run over the blue triangle, and then position yourself under the platform with the coins under it, and then jump and hold onto the bottom of it with A. Still holding A, climb over to the other side. Cross the moving platforms and avoid the two bullies ahead. Walk up the series of moving ramps and platforms to get to another gray platform. Run up the platform and jump over the series of blue platforms in the lava (avoid the fire-spitting things and the moving lava). Jump onto the platform with the spinning heart and then jump onto the moving pole. Jump up to the next platform and keep jumping onto moving poles and platforms until you reach the gray platform with the bridge in front of it. Run across the bridge quickly (it falls apart as you do) and jump into the large pipe with an image of a star in it to reach Bowser.

Red Coin route
Under construction

Defeating Boswer
To defeat Bowser, do the same thing as you did with the last one; grab his tail and throw him into a bomb. Be careful this time though, as Bowser tends to jump and pound the platform, which causes it to tilt. Run to the other side to avoid falling off. Also, Bowser can teleport around the platform, so keep an eye out for that.

title: Super Mario 64/Bowser in the Fire Sea


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Super Mario 64/Bowser in the Sky

To get into this stage, a player requires 70 stars and needs to have beaten Bowser in the Fire Sea.

Red Coin Route
Most red coins can be discovered throughout the way to the top. Some could be overlooked, such as the first one, which can be reached by jumping on the red-edged box near the beginning. The last coin is located beneath the stairs near the warp pipe to the final battle, making it the most difficult to find for first-time players.

Defeating Bowser
Get behind Bowser and grab his tail. Spin him slowly around by rotating the analog stick 360 degrees. Then toss him a little way and run up behind him and grab him again. Repeat throwing Bowser until you get close to a mine, and let him have it. The rings he stomps out are easy to jump over the closer you stand to Bowser, but long jumping towards Bowser right before the rings damage you will work. After you throw him into a spike twice, Bowser will break the platform into a star. Stand in the middle when he is doing this. There is a 1-up right before you enter to battle Bowser. It is right behind one of the pillars where the wind blows. Good Luck!!

title: Super Mario 64/Bowser in the Sky


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Super Mario 64/Tower of the Wing Cap

When Mario has collected 10 stars, a bright light in the castle main room will appear. Stand in the light, with Mario facing the stairs and look up. Mario will then enter the level.

The level is basically composed of five towers: four small ones and a large one. On top of the large one, you will find the button that activates the red cap blocks.

Collect 8 red coins
The eight red coins are placed in pairs in the air around the towers. Fly round and round to get them. Press Z if you don't get both of them in one run. You will need to use the wing cap to collect them. One pair is so high up in the air that you can't land before you collect them.

title: Super Mario 64/Tower of the Wing Cap


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Super Mario 64/Cavern of the Metal Cap

Location: In level 6. Go to the underground lake, and ride the blue sea beast to the door across from where you came in. The metal cap course is in the pool inside.

Description: Long level with a strong current. Don't get sucked in to the waterfall; you'll end up outside.

title: Super Mario 64/Cavern of the Metal Cap


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Super Mario 64/Vanish Cap Under the Moat

Location: In the moat. You must drain it first. Go in to the basement of the castle. Follow the circular hall, and go through the door. Follow the wall on the right until you hit a door. Go through the underwater hall, and you will find a room with two pillars. butt-slam the pillars and the water will drain. Go out the newly exposed door, go right, and you will find a hole in the ground by the waterfall. That's the blue switch!

Description: a short course with a long hill and a bunch of rotating lifts over a bottomless pit.


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Super Mario 64/Secret Castle Stars

There are 15 secret castle stars which do not appear in regular courses.

TOAD (3)
Three stars are given by Toad, the mushroom. The first is in the basement, in the room with Hazy Maze Cave. Talk to Toad and he will give you a star. The next star is on the second floor in the castle. This Toad is located under the stairs. The last one is on the third floor next to the Tick Tock Clock.

The Princess' Secret Slide (2)
After you've collected 1 star, in the castle's main room, go up the stairs and to the right. Enter the door. Inside you will find a room with three glass paintings. Jump in the right one.

There are two stars in this level:

 * 1) One is at the bottom of the slide
 * 2) Another is awarded if Mario finishes less than 21 seconds. This can be done by jumping to the right when Mario gets to the first hill. If you time it right, you can land on the course and finish. Also, if you fall you don't lose a life. You simply respawn in the middle of the castle lobby.

The Secret Aquarium
In the room where you enter Jolly Roger Bay, go to the right and backflip into the hole in the wall. Collect the eight red coins.

Wing Mario Over The Rainbow
In the room with the Tick Tock Clock level, go to the left and enter the hole in the wall. Collect the eight red coins. This is one of the hardest stars in the game. If you fall down from this level you will not lose a life; instead, you will end up outside the castle.

MIPS (2)
After you have 15 stars and less than 50 stars a rabbit can be seen hopping around the basement (his name is MIPS). Catch him and he will give you a star.

The rabbit will return after you get more than 50 stars, he can be caught again for another star.

You can still catch him even after 50 stars or 100.

Bowser levels (3)
Collect eight red coins in all three Bowser levels.

Cap switch levels (3)
Collect eight red coins in all three cap switch levels.(Vanish Cap Under the moat, Cavern of the metal cap and Tower of the wing cap)

Tower of the Wing Cap
After you have 10 stars, go to the lobby of the castle and stand on the sun carpet. Look up. Collect the eight red coins and be sure to hit the switch!

Vanish Cap Under the Moat
After you have access to the basement, in the room with the two pillars, ground-pound them. It is found in the basement - the door with the blue flames around it.Go in it and swim through the tunnel. Then ground-pound the switches.This will cause the water level to drop and you can go through the door. Once outside, fall through the hole near the waterfall. Collect the eight red coins, and again, hit the switch. It is found at the very end of the level. And a side note, the star spawns in a cage requiring the vanish cap.

Cavern of the Metal Cap
In the Hazy Maze Cave level, go to the lake where Plessie is and ride her to go to the higher-up door. Fall in the metal pool inside. Collect the eight red coins. Be careful not to be pulled by the current to the back of the level as this will send you outside to the Castle Grounds. When getting the star, make sure you have the cap on!

All the stars in order:

Star 1: The Princess' Secret Slide 1 First floor of castle, up the stairs, door on the right with a star on it. jump through the picture on the right.

Star 2: The Princess' Secret Slide 2 Same location as extra star 1 (the princess' picture on the main floor of the castle). Finish the race in under 21 seconds. There is a shortcut to make this easier. Jump over the edge on the first turn. If you're lucky, you will land on the track far below. Butt-slam just before you land to get up faster.

Star 3: The Secret Aquarium In the room with the picture for course 3, there are 2 holes in the wall up high that you can jump into. Backflip in to the one on the left. Collect all 8 red coins for a star.

Star 4: Rabbit 1 After you have 15 stars, catch the bunny in the basement of the castle. when he's stopped at a dead end, approach him diagonally from the right. he will run right in to you.

Star 5: Rabbit 2 After you have 50 stars, the bunny will be back for more. Catch him again for a star.

Star 6: Toad 1 After you have 8 stars, talk to Toad (the mushroom guy) in the room with course 6. He will give you a star.

Star 7: Toad 2 After you have 31 stars, on the second floor, Toad will give you another star.

Star 8: Toad 3 After you have 50 stars, on the third floor, talk to Toad again and get a star.

Star 9: Wing Mario Over The Rainbow On the third floor, jump into the hole in the wall opposite course 15. There is a bonus level there. Collect all red coins for a star.

Star 10: Bowser 1 Bowser level 1 - get all 8 red coins. This is pretty easy. All the coins are basically in plain sight, except one. When you pound on the ! switch in the beginning of the level, go back and there is a red coin behind where you start.

Star 11: Bowser 2 Bowser level 2 - get all 8 red coins. Same as Bowser 1. Pretty easy.

Star 12: Bowser 3 Bowser level 3 - get all 8 red coins. This is harder than the other Bowser levels. There are two coins that are kind of hidden. One is on a tiny ledge under the tilting platforms. Change views to find it. The other is under the bridge right before bowsers pipe. All the rest are easy to find.

Star 13: Green Switch Green ! switch level - get all 8 red coins. You need to get the metal cap in the course to find all of the red coins.

Star 14: Blue Switch Blue ! switch level - get all 8 red coins. Coins are all out in the open, just be careful not to fall off the platforms as they turn over.

Star 15: Red Switch Red ! switch level - get all 8 red coins. When you start, go a little to the right and do a counterclockwise spiral grabbing red coins on the way down. If you miss any, start over.

title: Super Mario 64/Secret Castle Stars