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Retro Game Walkthroughs For
"Super Mario Sunshine"
(Gamecube)

Retro Game Walkthroughs for Super Mario Sunshine (Gamecube)
Submitted By: arry_2_lfc
The Super Mario series is the granddaddy of all platform games.
Playing this
one for a few minutes should reaffirm that. This is an
improvement in almost
every way over Super Mario 64. Miyamoto and/or whoever he's
passing the torch
to has done an excellent job of giving us more of what
platforming fans love
without just giving us a rehash.


PURPOSE OF THIS DOCUMENT

This walkthrough is not intended to be comprehensive. Think of
it as more of a
quick and dirty "The least you need to know" kind of thing.
This will tell you
where and how to get most of the Shines in the game. The idea
is to help you
if you get stuck.

This guide was made and originally intended for the Japanese
version of Super
Mario Sunshine. The game has now come to the U.S. and I've been
flooded with
emails about that version. Since the two versions of the game
are practically
identical, there is, of course, no reason why you can't use this
guide. One
possible caveat is that some of the names have been changed, I
will address
these changes in hopes of making the guide more useful all
around.

*********************************************************************
**IMPORTANT IF YOU'RE PLAYING THE U.S. VERSION-SEARCHING THIS
GUIDE**
*********************************************************************

Some of the naming conventions used in this guide are my own
concoction, others
are from the Japanese version, the long and short of it is you
may not be able
to find something in this guide because I've called it something
you weren't
expecting. Here are some terms I use in the guide, and what you
might be
looking for:

Flood Attachments: These are the same as nozzles, and the
correct spelling of
Mario's new companion's name is FLUDD.

Hover Attachment: Hover Nozzle

Propeller Attachment: Turbo Nozzle

Rocket Attachment: Rocket Nozzle

Dolphic Town: called Delphino Plaza in the U.S. version.

Mamma Beach: called Gelato Beach in the U.S. version.

Mare Bay: called Noki Bay in the U.S. version.

Monte Village: called Pianta Village in the U.S. version.

Fake Mario: called Shadow Mario in the U.S. version. (Fake
Mario is a literal
translation of the Japanese name "Nise Mario")

Shell Dwellers: called Noki

Turnaround Jump: called a Side Somersault in the instruction
manual.

Shine Monolith: called the Shine Gate in the U.S. version.

Pineapples without leaves: called Durians

The race levels: Your opponent is named Il Piantissimo



I won't go into the story of the game because the dialogue is in
English even
in the import version. The game is organized into 7 main worlds.
In order,
they are Bianco Hills, Ricco Harbor, Mamma Beach/Gelato Beach,
Pinna Park,
Sirena Beach, Mare Bay/Noki Bay, and Monte Village/Pianta
Village. Hopefully
everything is organized well enough that you can find what
you're looking for.


CONTENTS:
Section 1-Basics
1.1 Controls
1.2 Graffiti
1.3 Flood Attachments/FLUDD Nozzles
1.4 Preludes and Signs
1.5 Yoshi
1.6 Blue Coins
1.7 Saving
1.8 Gold Coins
1.9 Birds Bees, and Butterflies
1.10 Shine Totals

Section 2-Scenario (Walkthrough)
2.1 Airport/Delfino Airstrip
2.2 Dolphic Town/Delfino Plaza
2.3 Bianco Hills
2.4 Ricco Harbor
2.5 Mamma Beach/Gelato Beach
2.6 Pinna Park
2.7 Sirena Beach
2.8 Mare Bay/Noki Bay
2.9 Monte Village/Pianta Village
2.10 Corona Mountain
2.11 After You Finish The Game

Section 3-Anticipated And Frequently Asked Questions

Section 4-Credits


SECTION 1: BASICS

This section will address some of the basic concepts of this
game that are not
necessarily apparent to those who don't read Japanese.

1.1-Controls
If you've played Super Mario 64, you should already know how the
controls work.
I'm not going to go into a lot of detail here. The important
controls that
might not be so obvious are:

Turnaround Jump (Side Somersault): Even though this one is a
rollover from
Mario 64, I'm mentioning it here because it is a good deal more
useful and I
refer to it extensively throughout this guide. To do this,
quickly reverse
directions with Mario, and while his body is still twisting
around hit the A
button. This will give Mario's jump almost double height.

When swimming: Pressing the A button will make Mario kick, and
thus swim
faster. While under water it also causes him to go upward. You
can also use A
to jump out of water. For this to work you must be at the
surface and still (or
at least not pressing the control stick in any direction.)
Pressing the B
button will make Mario dive down, and travel in a forward and
downward motion
when submerged.

When climbing (on grates): While vertical, the B button will
make Mario
punch-this will knock enemies off the opposite side, and flip
gates around. A
will make him jump off. (He will always kick off in a direction
away from the
wall) While on top the ground-pound (press L while in the air)
will knock off
enemies hanging to the grate below, and flip gates over. While
hanging below,
the A button will punch enemies walking on the grate above, and
flip gates.
The B button will make Mario let go of the grate. Spraying a
grate that has a
circle-arrow pattern will make it flip in the direction
indicated by the
arrows.

When on tightropes: While hanging, press A to hop up onto the
rope. The game
will compensate if you're not pushing in exactly the right
direction so you can
get away with going pretty fast. The tightropes work like
springboards, so if
you're out in the middle of them, you can jump really high.
Repeating this
will make your jump even higher.

1.2-Grafitti
Pretty much everywhere but the Airport, spraying an "M" graffiti
off will
result in a Blue coin popping out. In pretty much every level
you will see
graffiti painted in various shapes-X, Circle, Triangle, etc.
There are always
two with the same shape. Spraying one off will cause a Blue
Coin to pop out
where the other one is. You have to race to the other location
to get your
coin because if you don't make it in a certain amount of time,
the coin
disappears and you have to start over.

1.3-Flood Attachments
Throughout the game, you'll encounter boxes that are colored
either Blue, Red,
or White. These are for switching the attachment on Flood. You
start the game
with, and use mostly the hover attachment; this is what's in the
blue box. The
Red box gives flood a Rocket attachment, and the White/Gray box
gives flood a
Propeller attachment. When you first encounter the Red and White
boxes in each
level, they'll probably be see-through and not much help. In
each of the
levels you see these, there's one box somewhere that isn't
transparent. Most
often you will have to unlock it during another Story.
Unlocking that one will
unlock all the others of the same color, and the game will be
saved to make
sure you have them each additional time you enter that
particular world. Hint:
you can get more height on the Rocket blast if you jump right
before it goes
off.

1.4-Preludes and Signs
Each time you start a section of the game, you'll see a little
prelude of the
level. Pay attention to this as it often gives you insight into
your
objective. Also, on most levels where it isn't painfully
obvious what you're
supposed to do, there will be signs with arrows painted on them.
Follow these,
and you'll invariably end up where you're supposed to be. Keep
in mind,
however, that the signs show you one particular way to go, not
necessarily the
best.

1.5 Yoshi
When you complete Pinna Park Story 4, Yoshi will become part of
the story. The
egg will have a dream cloud showing a certain kind of fruit.
Bring that fruit
to the egg and the Yoshi will hatch. Yoshi comes in pink,
purple and orange.
His color depends on what kind of fruit he eats. Press B to use
Yoshi's tongue
to eat just about anything (including birds). Eating a pineapple
without leaves
or a chili pepper will make him purple. Eating a bunch of
bananas or a green
melon will make him pink. Eating a pineapple with leaves or
yellow melon will
make him orange. You can mount Yoshi by jumping onto him; you
can dismount him
by pressing the X button. Yoshi sprays fruit juice by pressing
the R button.
Holding A after jumping will cause him to paw the air and gain a
little
altitude (just like in Yoshi's Island). Most importantly,
Yoshi's vitality is
linked to his stomach. When you're on him, you'll see a little
lemon-shaped
gauge called Juice. This will gradually run out over time. If
you don't
revitalize Yoshi by eating another fruit, the meter will empty
out, say Hungry,
and Yoshi will vanish. Yoshi also can't live in water. If he
falls in, he'll
vanish. Juice from a Yoshi is the only thing that can dissolve
that wavy
yellow orange lava-like stuff on some of the buildings.

1.6 Blue Coins
Every section of the game except for the Secret stages will
contain blue coins.
Each world has 30 Blue Coins. Dolphic Town has 20 and there are
10 in Corona
Mountain. Every time you get one, you will be asked to save the
game. Ten
coins can be traded at the shack on the southwest pier of
Dolphic Town, for a
Shine. These are important so pick them up wherever you see
them. There are
so many Blue Coins that to describe the location of every one is
beyond the
scope of this document.

1.6.1 Blue Coin Tips
If you're having trouble finding Blue Coins, here are some
general tips.
1)Try eating anything Blue with Yoshi (Birds, Bees,
Butterflies)
2)Try spraying anything that looks suspect (Windows, Pots,
Blocks of Ice,
Fires, Candlesticks, Flowerbeds, Sand on the Beach, Sprouts
sticking up out of
the ground.).
3)Take a good look at the cliff face to the left in Mare Bay
Story 2. Some Blue
Coins are hiding in the recesses that open when you spray the
brown tiles--so
as you can tell, some Blue Coins are only available in certain
Stories.
4)Try killing/eating every enemy in a stage.
5)Try talking to everyone-especially people you have just
cleaned off or
extinguished.
6)There are three ladies in Dolphic Town, and one on the island
to the west
with baskets next to them. Putting three of the kind of the
fruit they want
into their baskets will get you a Blue Coin. The one on the
island wants the
Green Melons. The one just to the south of the harbor (close to
the entrance to
Sirena Beach) wants Bananas. The one to the East of the harbor
(with the raised
basket) wants Pineapple with Leaves. The one to the west of the
harbor (with
the basket on the ground like a soccer goal) wants a Pineapple
without Leaves.
Hint: if you press the A button as you're about to kick the
Pineapple without
Leaves, you'll kick it much farther, and hopefully across the
bay.
7)Examine situations from every angle. Go into first person mode
and look
around when you're inside huts and other buildings.
8)Spray the yellow wavy crud with Yoshi's juice. Also try to
spray the beaches
with Yoshi's juice, it will uncover some things that Flood
won't.

1.7 Saving
Most people probably don't need to know this, but I'll include
it just in case.
When you first start the game you'll get a blue dialog box
asking if you would
like to create a Mario Sunshine save. If you're using a memory
card formatted
for the US, beware, this is asking you if you'd like to format
the card and
delete all the existing data. The answer in the left is yes, the
answer on the
right is no.

Each time you begin the game, Mario will be in front of 3
blocks. This is how
you select which save you want to use. The black box that pops
up has the
options from top to bottom: Start, Copy, Delete, Score.

Usually when a straight blue dialog box pops up it means the
game is asking you
to save. This will happen automatically when: 1) You acquire a
Shine 2) You
acquire a Blue Coin 3) You unlock a Flood attachment. The blue
dialog box has
3 lines. The choices from top to bottom are: Save and Continue,
Save and Quit,
or Continue Without Saving.

Also, any time you pause the game, you will be given two or
three options. The
top one is simply Continue, the bottom is Save. The third one
will take you
back to Dolphic Town. If you choose to save, the game will ask
you if you want
to overwrite your old save-Yes is on the left, No is on the
right. If you
choose Yes, you will be asked another question-Do you want to
continue playing.
Again, Yes is left, No is right.

1.8 Gold Coins
Collecting 50 Gold Coins during any stage will get you a 1-UP.
Collecting 100
or more gold coins in any level, including the 8 main levels,
the Airport, and
Dolphic Town, will earn you a Shine.

1.9 Birds, Bees, and Butterflies
When you encounter birds (not seagulls), you can spray them off
or eat them
with Yoshi for prizes. Yellow/Gold birds will give up a Shine.
Blue birds will
give up a Blue Coin, and Orange birds will give up a gold coin.

When you encounter Bees, make sure you have Yoshi. Use Yoshi to
eat the bees
that are buzzing around outside of the hive, then spray the hive
until it falls
to the ground. Eat all of the bees that come at you, and you'll
get different
prizes. Sometimes you get a Gold Coin, others you get a Blue
Coin.

When you encounter Butterflies, make sure you have Yoshi. Use
Yoshi to eat the
Butterflies, the blue ones have Blue Coins.

1.10 Shine Totals
Before you read this, please understand that I haven't actually
confirmed this
as solid fact, because I haven't acquired absolutely everything
in the game
yet. This is based on a general consensus and logic.


Normal Shines Per Stage: 8
Secret Shines Per Stage: 2
100 Coin Shines Per Stage: + 1
--------------------------------------
Total Shines Per Stage: 11
Total Number of Stages: x 7
--------------------------------------
Total Shines in Stages: 77


Blue Coins Per Stage: 30
Total Number of Stages: x 7
--------------------------------------
Total Blue Coins in Stages: 210
Blue Coins in Dolphic Town: 20
Blue Coins in Corona Mountain: + 10
--------------------------------------
Total Blue Coins: 240
Blue Coin Per Shine: / 10
--------------------------------------
Total Shines from Blue Coins: 24

Total Shines in Stages: 77
Total Shines from Blue Coins: 24
Total Shines in Dolphic Town: 16
Total Shines in Corona Mountain: 1
Total Shines in the Airport: + 2
--------------------------------------
Total Shines Altogether: 120

(Note: on your "score" sheet the Shines from trading in Blue
Coins count toward
your Dolphic Town total, so it will actually go much higher than
16)


SECTION 2: SCENARIO

2.1-AIRPORT/DELFINO AIRSTRIP

2.1.1 Airport Part 1
This is the smallest area in the game. This is a good place to
get accustomed
to the controls if you want. You start by the plane on the end
of the runway.
There's a bunch of goop on the runway that you can easily walk
around.
Continue further in toward the buildings and walk up to the blue
and yellow
thing. This is where you get Flood. The tutorial he gives you
is in English
so I'll spare you. You'll notice "M"'s with two dots above
them. If you spray
them off here, you can get coins. Now proceed back to the goopy
stuff in the
runway. The objective here is to use Flood to spray the pulsing
mass in the
center. Eventually this will cause a goop-covered Piranha Plant
to emerge.
Spray it in the mouth when the mouth opens. Do this 3 times and
you will
defeat it. The rest of the paint will clear, and there should
emerge your
first shine. When you grab it (As when you grab any shine) the
game will pop
up your first save dialogue box. See 1.7.

2.1.2 Airport Revisited
This area is accessable after finishing the game once. You will
find a guy
with sunglasses standing in front of a boat docked at the pier
to the southwest
of Dolphic Town. Pay him 10 gold coins and he'll take you back
to the Airport.
This is a Red Coin stage. In order to activate the Red Coin
Switch, unlock the
propeller attachment. When you hit the switch, you'll be given
a time limit in
which to get all 8 coins. Start by blasting straight through
the double-doors
on the building in the center of the Airport, and just follow
the coin trail
around the Airport.


2.2-DOLPHIC TOWN/DELFINO PLAZA

Dolphic Town will change slightly as you obtain more Shines and
complete
certain events.

For FLUDD Nozzles see section 2.2.2 events 8 & 9.

2.2.1 Miscellaneous Shines throughout Dolphic Town.
You will probably do these in a different order; they have been
numbered merely
to make my job easier. Some of them will require Flood
attachments or Yoshi.
So, of course you won't be able to do them until you have
unlocked these
things. See 2.2.2 for details on this.

Shine 1
Go to the northeast corner of town and make your way out over
platforms
sticking out of the water. Jump into the warp pipe on the far
platform.
Survive the slide to the end and get your Shine.

Shine 2
Find a villager standing on top of a building to the west of the
waterfall.
Agree to pay him a gold coin, and he'll chuck you through a
window and to your
Shine.

Shine 3
Secret Red Coin Stage. Jump on top of the boat as it is leaving
the harbor to
the west. You will pass under a trellis on your way out. Jump
straight up
where the coin is, and you'll be taken to a stage where Mario
becomes a
pinball. This one explains itself. Get the coins; the star
will appear in the
middle slot.

Shine 4
Spray the beach to the south of the lighthouse (northeast of
town). You should
see a Shine insignia underneath the sand. Keep spraying that
spot, and a Shine
will appear.

Shines 5 & 6
Enter the building just to the west of the harbor through the
black door. Talk
to the guy standing in front of the crates. The object here is
to pound all of
the crates in the allotted time. You get a Shine the first two
times you
succeed.

Shine 7
Clean the bell in the southwestern corner of Dolphic Town. The
Shine will
appear inside the tower. Go to the building directly north of
the bell tower
and look for a manhole cover on the roof. Ground-pound the
manhole cover to
get to the sewer below. Go south to get underneath the bell
tower jump up out
of the manhole. This is easiest to do with the Rocket
attachment, but can be
done without it if you're any good at wall kicks.

Shine 8
Go to the bell tower in the southeastern corner of Dolphic Town.
You have to
have the rocket attachment for this one. Blast up to the bell,
clean it, and
then blast up to the rooftop, and blast up to your Shine.(It's
possible to get
to the bell and clean it without the Rocket attachment, but the
Shine appears
Way above the bell tower, and that' impossible to reach without
the Rocket
attachment.)

Shine 9
With the Rocket attachment, jet up to the giant Shine Monolith
that sits over
the waterfall in the middle of Dolphic Town. Spray the Giant
Shine clean, and
then boost up to the top of the monolith to claim your Shine.

Shine 10
With the Propeller attachment, blast through the door on the
north side of the
bell tower in the southeast corner of town.

Shine 11
Hidden Red Coin stage. With the Propeller attachment, blast
through the door
with the two guys standing on either side. The door is in the
north building
one row to the east of the harbor.

Shine 12
Using the Rocket attachment, blast up to the top of the
lighthouse on the
northeast beach. Once on top, Rocket blast again, and while
still high in the
air ground-pound, and drop down on the black disc with the red
fireball symbol.

Shine 13
Hidden Red Coin stage. Get Yoshi and head out to the northwest
end of Dolphic
Town. On the outcropping just south of the cannon that sends
you to Pinna
Park, ground-pound the manhole cover and go into the sewer.
Head straight west
until you come up to the little island with the woman and her
basket. One of
the boats that come by will sail around the shore in a
counter-clockwise
direction. Grab Yoshi a fruit and hop onto the roof of that
boat. Ride the
boat all the way out to the platform with the bananas. Jump to
the platform,
grab the bananas and wait for the next boat (it will pass the
platform to the
south). Try to grab a banana just before you jump off so you
don't lose Yoshi
to starvation. The boat should take you to the island to the
southeast of
Dolphic Town where the green pipe is. Once you spray the orange
wavy lava stuff
with Yoshi's juice, you can jump down the pipe. This one is
HARD. The object
is to propel yourself on a lilly pad down the canal and steer
into 6 red coins.
You cannot reverse directions if you miss one. Falling in the
water will kill
you instantly. The seventh coin is the hardest to get because
you have to jump
while riding the lilly pad to get it. If you don't get all the
coins on the
first pass, DO NOT EXIT THROUGH THE PIPE ON THE OTHER SIDE.
Doing that will
set you back in Dolphic Town, and you'll have to do the whole
thing with Yoshi
all over again. If you miss them, it is possible to drop down
to the wall of
the canal, and walk all the way back to the beginning and try
again. I could
not manage to get the 7th coin while on the lilly pad. I had to
walk out on
the edge, jump to it, and boost back to the edge.

Shine 14
Hidden Red Coin stage. Get the rocket pack, and head to the
northwest end of
Dolphic Town (by the red cannon that shoots you to Pinna Park)
Dive into the
water, and follow the coast north. You'll notice some palm
trees growing out
of the cliff face. Just before the last palm tree, you should
see a bump in
the cliff face. Swim up to this bump, and start charging your
Rocket. Just
before it goes off, jump out of the water. The rocket should
shoot you
straight up to a little outcropping with a green pipe sticking
out of it.
Enter the pipe for the Hidden Red Coin stage. The main
difficulty here is
seeing what's going on despite the extremely tall grass. If you
zoom all the
way out, you should get a top-down view that will make it a
little easier.
Most of the Red Coins are hidden. Extinguish the man on fire.
Defeat the
various enemies. (Hint: to kill the little black things that
spit rocks and
dirt at you when you get close, spray them before you get close,
and they'll
get dizzy, then just jump on them) Spray the red bird. Look
for a hole in the
ground near one of the corners-the one with the square
watermelon thing in it.
Drop through the hole, and head toward the edge of the platform.
Be careful not
to fall off:-)

Shine 15
Spray or use Yoshi to eat the Gold Bird flying around the island
to the
southeast of Dolphic Town (same location as Shine 11) If you
don't see the
bird, try swiming out west of the island (toward the little
raised platform),
you might see it down in the water there. Just getting near it
will stir it
up.

Shine 16
Collect 100 gold coins in Dolphic Town or the Airport
revisited.


2.2.2 Dolphic Town Events

I had a hard time deciding which order to put the Shine
locations and the Event
sequence, but the Shine locations seemed a little harder to
figure out so I
thought you'd need them first. The events in Dolphic Town will
unfold pretty
much automatically as you acquire Shines.

Event 1
This happens right after the Airport. The prelude to the level
will show you
another puddle of paint at the southern part of the island.
Head there to find
a familiar pulsing blob. This is pretty similar to the last
Piranha Plant
except that these little galaxy-ghost looking things will spawn
from the goop
and come after you. You can actually stand safely in the
dolphin fountain and
nail him from there if you like.

Event 2
Vanquishing the Piranha Plant will cause a large statue to
emerge, and on top
of it, you'll be introduced to one of the game's new villains.
He's an evil
blue Nise or "Fake" Mario. He runs and grabs the princess.
Chase him,
spraying as you go (Just don't push the R button down all the
way because Mario
will stop running.) Keep following him until you run him down.
He'll drop the
Princess. When you chase him again, he'll run to the front of
the statue and
paint a large psychedelic "M" that he'll disappear into. Spray
the "M" off and
jump in front of it. It will suck you in to Bianco Hills.

Event 3
After you get 3 Shines: The prelude will show you a pile of goop
on the pier to
southwest of town. Defeat the goop covered Piranha plant to
reveal a hut with
a large "M" on it. This is how you access Ricco Harbor. Go
into the door on
the south side of the hut to meet a couple of Chinese Racoons
that will trade
Shines for Blue Coins at the rate of one Shine for ten Blue
Coins.

Event 4
After you get 5 Shines: The prelude will show you a pile of
black goop on the
northeastern beach. This is yet another goop covered Piranha
plant. The
strategy is basically the same. Defeating it will uncover the
lighthouse.
Jumping through the "M" on the lighthouse will transport you to
Mamma Beach.

Event 5
After you get 10 Shines, the prelude will show a Koopa-ish boat
coming in on
the northwest end of town. Hurry there, and watch the cinema
scene. This is
pretty much the only mystery in the game so I won't spoil it by
telling what
happens. Suffice it to say that when you're done, you'll have
access to the
cannon that will shoot you to Pinna Park.

Event 6
After you get 20 Shines the prelude will show the Shine symbol
in front of the
dolphin fountain on the east side of the harbor. You should see
a cascade of
shimmering light coming down. Stand on the symbol, and look up
into the sun to
be transported to Mare Bay.

Event 7
After completing Pinna Park Story 4 Yoshi appears in Dolphic
Town, chase Fake
Mario down to free him. Unlocking Yoshi here should unlock him
throughout the
rest of the game.

Event 8
You must have acquired Yoshi, and at least 25 Shines. Whenever
you meet both
requirements, the next time you enter Dolphic Town, Fake Mario
will show up.
Chase him down to unlock the Propeller attachment in Dolphic
Town.

Event 9
You must have acquired Yoshi, and the Propeller attachment in
Dolphic Town, and
have at least 30 Shines. Whenever you have met all 3
requirements, the next
time you enter Dolphic Town, Fake Mario will show up. Chase him
down to unlock
the Rocket attachment in Dolphic Town.

Event 10
Dolphic town is flooded. This happens once you have completed
story 7 in all 7
worlds. Consequently the minimum number of Shines you can reach
this part with
is 50. Chase Fake Mario into the cave behind the Shine
Monolith.



2.3 BIANCO HILLS

Bianco Hills is accessible by warping through the "M" on at the
base of the
statue at the southern end of Dolphic Town.

The Secret Shines in this stage are the Red Coin Challenge
stages - Story 3 and
Story 6.

Fludd Nozzles/Attachments:

Rocket: Story 5 - Located across the shallow end of the pond on
wooden
platforms.

Turbo/Propeller: Story 6 - Located in front of the entrance to
the secret
stage.

2.3.1 Bianco Hills Story 1:
Follow the path in front of you. To your right you'll notice a
white wall.
After the first cylindrical structure, you need to get on the
other side of
this wall. There are a number of ways to accomplish this,
probably the easiest
is to jump up on the wall while it's still pretty short and just
follow it
around. (If that's too difficult for you at first, just follow
the wall until
you come across a large wooden mill wheel, and jump on one of
the spokes to
ride it to the other side) Once on the other side you'll see a
path leading
through a bunch of palm trees. (This will be to your right if
you went over the
wall at the wheel) At the end of it, you should see muddy balls
being rolled
down a hill one at a time. Follow the balls to their source-it
is another
Piranha Plant. You know the drill.

2.3.2 Bianco Hills Story 2:
Again, get on the other side of the wall to the right of the
path. Follow the
path that emerged when you killed the Piranha Plant from the
previous level.
It should lead you all the way up to the Windmill. Catch a lift
on one of the
platforms at the tips of the windmill blades. On top of the
Windmill you'll
see a giant Piranha Plant. Jump toward him. This will take you
to the boss
fight. Spray water in his mouth when he opens it up to vomit
more mud. When
he falls over, ground-pound his belly. Do this three times and
you're done.

2.3.3 Bianco Hills Story 3:
You have to get to the little cave on in the bank on the right
of this level.
Again, you're going to have to go past the white wall on your
right. Get to
the bank directly across from the palm trees. There are other
ways, but the
simplest is to swim across the water and wall-kick off of the
post the boost
toward the white wall to get to the next level. Then do a
turnaround jump
(where you quickly switch directions and jump) to grab the
tightrope. Bounce
up and go through the cave entrance. The game calls these
levels Himitsu or
"Secret" stages. My wife prefers to call them Panic levels
because I can't
seem to play one without getting sweaty palms. Nothing special
here. Just
make your way to the Shine and try not to fall:-) See 2.11.2 for
info on what
to do when you come back here after finishing the game.

2.3.4 Bianco Hills Story 4:
This is the first of many Red Coin levels. The objective is to
find 8 Red
coins. Most of these are in pretty obvious locations, so I
won't bore you with
those. ALL of the red coins in this Story are on the left side
of the wall, so
don't waste your time on the right. The one I had the hardest
time finding was
the one in the doorway on the white wall. Follow the wall on the
right until
you come to the archway with the bells. Just a little past
that, there's
another archway, and that's where the coin is. The left of the
first two
buildings you encounter (with the double-tightrope) has a coin
all the way at
the top. There is a coin close to both windmills. The rest are
in plain
sight. Get the coins and the shine will appear. You can get it
by climbing
the building with the two gazebo-looking things and following
the tightrope all
the way up. Just jump in place when the little electrical thing
comes at you,
and it'll go right past.

2.3.5 Bianco Hills Story 5:
Again, head to the section on the right of the wall. Go to the
same spot you
were in Story 3. You should see some new platforms now, and
there's a red
Rocket box. Jump on it, and grab the rocket. Your game will
ask you to save.
Now, head back to the other side of the white wall. If you head
straight to
the back of this level, you should see a wide ledge on the green
hill that you
can use the rocket to get up (Yes, there are other ways to get
up there). The
ledge is covered in mud, so be careful. Go up several tiers
until you come to
the place that the level prelude showed you with that overgrown
Piranha Plant.
He's on a platform out over a ravine. You should see some pink
Kirby-looking
things congregating. When you start to use Flood, one of these
things will
attach to the nozzle. When you spray it will fill up with
water, and when you
let up the R button, it will shoot off. Use one of these to hit
the Piranha
Plant and disturb its nap. (If you're having difficulty because
your
Kirby-things are hitting the fence, try lining up the shot in
first person
mode, then switching back to third person mode, and jumping just
before you
shoot.) Once you wake up the plant, it'll fly all over the
place. Spray it to
knock it out of the air, and just like in Story 2, fill its
mouth up with
water, and pound it's belly when it rolls over. It has a new
whirlwind attack,
so watch out. Defeating this boss will earn you the shine, of
course.

2.3.6 Bianco Hills Story 6:
The objective is another Secret stage. This time the entrance
is to the right
of the white wall, and across the pond behind the Windmill. The
water is
toxic, so don't land in it. The way you're supposed to do this
is to ride the
lilly pads around the pond. A word on lilly pads--to move them,
spray in the
opposite direction you want to go (you'll get the idea) and they
only last a
certain amount of time, so get fresh ones as you go. Ride the
pads around
behind the Windmill to the far wall, and jump off onto the logs.
If you're
careful, you can turnaround jump and boost your way up to the
ledge. Activate
the Propeller attachment for Flood, and enter the Secret stage.
The goal is
always the same here. Get past the obstacles and to the Shine
without falling
off. Hint: You'll need to do some wall kicks to get across the
gaps. See 2.11.2
for info on what to do when you come back here after finishing
the game.


2.3.7 Bianco Hills Story 7:
This is the first of several Stories where the objective is to
chase down Fake
Mario. The strategy is to stay behind him and keep spraying. He
likes to try
to fake you out by quickly reversing directions etc. If you
lose him, just
wander around until you hear the underworld music again--the
louder the music,
the closer he is. This is pretty basic, so it's the last time
I'll explain it.

2.3.8 Bianco Hills Story 8:
This is another Red Coin level. They're all in plain sight on
the tightropes
on the right side of the wall. I'll let you figure the rest
out. A word of
caution: Little gusts of wind will form and attack you. Listen
to the sound
they make. They make a higher-pitched noise when they're about
to attack. If
you jump right when you hear the sound, they should miss you.
Once you get all
of the Red Coins, the shine should appear in the little recess
in the front of
the Windmill. There's no real trick to getting this. Just like
in Story 2,
you can hitch a lift on the windmill platforms and jump to the
ledge.


2.4 RICCO HARBOR

Ricco Harbor can be entered by jumping through the "M" on the
hut on the pier
to the southwest of Dolphic Town.

The Secret Shines in this area are: Beat 40 seconds the second
time through in
the squid race in Story 2, and the Red Coin Challenge in Story
4.

Fludd Nozzles/Attachments:

Rocket: Story 3 - Located on the scaffolding on the way up.
Follow the arrow
signs, and you can't miss it.

Turbo/Propeller: Story 7 - Located inside the cage of the first
boat.

2.4.1 Ricco Harbor Story 1
Follow the signs, and they'll lead you to the upper left section
of the harbor.
(If you're having difficulty navigating the grates, you might
want to read 1.1
the section about climbing, or you can go to the lower section
of the harbor to
the left of the first boat, stand on top of the crates closest
to the wall,
turnaround jump, and boost to the next level) Don't try to swim
in the black
inky water, it'll take life points. (Hint: if you do fall in the
middle of the
inky water, dive down; it will only hurt you on the surface)
Keep in mind there
is almost always more than one way to get where you're going.
Once you've
negotiated the obstacle course and arrived on the upper left
section, you'll
find a pile of crates with a tentacle sticking out of it.
Approach the
tentacle and press B to grab hold of it. Holding the B button,
pull back until
the tentacle pops off. This will cause the Giant Squid to erupt
out of the
pile of crates. To fight the squid, first spray it in the face
until you wash
all the ink off and then run right up to it. Its tentacles will
whip outward
and then come crashing down on where you're standing. Just jump
as you see
them approaching and they should miss you. Then grab the little
cork in its
nose, and pull back as far as you can. Eventually the nose will
snap and
flatten him. He will come back to life, and spew ink all over.
Just repeat
the first step again, and you'll send him sailing.

2.4.2 Ricco Harbor Story 2
Head to the right of the entrance, and you should come upon a
bunch of logs
leading to a little platform with squids on it. The different
colored squids
are different speeds. The green ones seem to be slowest, the
purple seem to be
the fastest, and the yellow are in between. To ride one, just
walk up to it and
it'll launch off the platform with you on it. (Important to
know-you can jump
the squid to clear obstacles, and you can slow the squid by
pulling back on the
control stick, you can likewise speed it up by pushing forward)
Once on the
squid, follow the trail of coins into the drain at the back of
the harbor.
Once there, you have to race a squid around an obstacle course.
You have to
finish it in less than 45 seconds to get the Shine. You can get
a second Shine
here by finishing the race a second time in less than 40
seconds.

2.4.3 Ricco Harbor Story 3
There's a big yellow cage in the center of the scaffolding. If
you follow the
signs, you can unlock the Rocket attachment. Hint: the cursive
"M" pads are
trampolines. You can grab on to the candy-cane looking crane
hooks, and kick
off of them just like a grate. Just follow arrows around the
catwalks up into
the mouth of the bottle-shaped cage. Drop through to get your
Shine.

2.4.4 Ricco Harbor Story 4
This is another Secret stage. Just to the left of the entrance
to this level
is a lighthouse-like tower. The entrance to the Secret stage is
at the top.
There are a number of ways to get up there. The easiest is if
you unlocked the
Rocket attachment in the previous level. There's also wall
kicks, and boosting
from the adjacent scaffolding. Watch out for the gusts. See
2.11.2 for info on
what to do when you come back here after finishing the game.


2.4.5 Ricco Harbor Story 5
Defeat the Giant squid on top of the Helipad. Either grab the
Rocket attachment
directly below the helipad, and launch up to the grate beneath,
or, use a
combination of boosting and wall kicks to get on top of the
curved brick
structure just after the "Fruits" canisters, and boost across
the gap. Defeat
the squid the same way you did the first time in 2.4.1.

2.4.6 Ricco Harbor Story 6
This is a Red Coin level. Go to the right of the entrance to
the same squid
platform from 2.4.2. This time, ground-pound the red switch
block before you
grab a ride. You have a time limit, so watch your clock. Even
with the time
limit, I recommend that you use the green squid for better
handling. If you
follow the coin trail, it should lead you to almost all of the
Red Coins.
Three of them are a little out of the way. Look for one under a
red platform,
one between two boats with two supports in between them (This is
off to the
left of the coin trail when you first head out), and look for
one you have to
jump to get. Believe it or not, the tricky part is getting back
to the Shine
once you've unlocked it without getting killed. You have to
jump at the
absolute last second to get back onto the platform you launched
the squid from
and grab your Shine.

2.4.7 Ricco Harbor Story 7
Get Fake Mario. This is the stage where you unlock the
propeller attachment.
It's in the first ship inside the grate cage. Hint: If you lose
Fake Mario in
the chase, he's probably on the scaffolding above you. You can
get there by
jumping from the first ship's smokestack.

2.4.8 Ricco Harbor Story 8
Make your way to the upper left part of the harbor (where you
fought the Giant
Squid in 2.4.1). There's a fruit-dispensing machine there. (If
you don't
recognize it from the prelude, there are two canisters with the
word "Fruits"
painted on them. On the tops of these are switches operated by
ground-pounding. They work like a toggle switch-pounding one
resets the other.
There will be a Yoshi egg a little further on. Keep pounding
those fruit out
until you get the pineapple without leaves. Kick it over to
hatch the Yoshi.
It's important that this Yoshi remains purple for now, so if
you've got other
fruit lying around, don't eat it. Now all the way at the end of
the harbor,
you'll see some fish jumping just beyond the ledge. Spraying
them with purple
juice from Yoshi will turn them into platforms. The reason that
it is
important that he remain purple is that different juice will
make the platforms
do different things. Purple juice will make the platforms move
forward,
backward or side to side on the same level. Pink juice will
make the platforms
go up, and orange will make the platform stationary. Where you
hit the fish
with the juice will determine where the platform starts, so be
careful to hit
them low enough that you can still reach them by jumping. Once
you make it out
to the first metal platform, there is a ledge to the left with a
tree. Jump to
that platform to get a green melon (knock it off the tree by
spraying it). Eat
this to turn Yoshi Pink. You should then be able to jump back
to the first
metal platform and make your way to the top one by turning the
fish into
raising platforms. Spray off the little wavy yellow orange lava
blob, dismount
Yoshi, and get your Shine.

2.5 MAMMA BEACH/GELATO BEACH

Mamma Beach can be reached by jumping into the "M" at the base
of the Light
House on the northeast beach in Dolphic Town.

The first Secret Shine is the Red Coin Challenge in Story 1. The
second is just
past the pavilion in the center of the beach. Spray the sprout
that creates a
stairway going down, and spray the Shine insignia on the wall at
the bottom.

Fludd Nozzles/Attachments:

Turbo/Propeller: Story 4. Located in a recess on the grassy
hill to the left.
Follow the upper path that leads to the ampitheater. One of the
grassy slides
between the paths will lead to a tightrope pole. This is where
the box is
located.

Rocket: Story 5. Located in a recess on the grassy hill to the
right. The
easiest way is to follow the hill on the right up to the second
tier, from
there turn around and look back along the wall. You should see
a ledge with
some coins. That's where the box is.

2.5.1 Mamma Beach Story 1
This is a Secret stage. To open the entrance, make your way
across the beach
to the sprout shown to you in the prelude. (It's the one closest
to the
peninsula to the left.) Water it by spraying it with flood, and
it will cause
a sand castle to appear at the end of the peninsula. The
entrance is the door
to the castle (Indicated by the large flashing arrow). You have
a limited
amount of time to reach it before the sand castle crumbles. The
light brown
blocks in this level will dissolve if you stand on them, but
they'll come back
after a bit.

2.5.2 Mamma Beach Story 2
There's a giant centipede sunning itself on top of the pavilion
straight ahead
of you. There are a bunch of giant annoying round walking
duckbilled thingies
stomping around the three swivel-mirrors. The object here is to
spray the
little goobers (one at a time) to the edge until they teeter on
one foot.
While it's teetering, go somewhere on the opposite hemisphere of
the mirror and
ground pound. This will launch the bugger off of the mirror.
When you've done
this to all three mirrors, they'll shatter the thing the
centipede is on,
blowing it to pieces and producing your Shine.

2.5.3 Mamma Beach Story 3
Remember that centipede from last story? Well, he's back and
he's kinda mad.
He stampedes around the beach in a set pattern. Watch for him
to pass by the
first sprout out in front of you. Water it so that it erupts
just as he's
passing by. This will knock him on his back. Hover up or
turnaround jumps onto
his belly and ground-pound. This makes him madder. He'll start
to run faster.
You may have to pick another sprout to get him again. Smash
him 3 times for
your Shine. It should appear where the castle from Story 1
was.

2.5.4 Mamma Beach Story 4
A Secret and Red Coin stage. The entrance is the hole at the
top of the
pavilion. Go straight ahead, and up the two levels. Follow the
ridge on your
right until you come to what looks like a cave entrance. Water
the sprout to
produce a set of stairs. Follow the path to the thing that
looks like a set of
amphitheater seats (A half-circle of steps). It should drop off
in a green
slope. Follow the coin trail and jump just as it ends to make
it to the
trampoline and jump through the hole. This level can be very
intimidating.
There are two pieces of advice I have for it. One, the clouds
are solid enough
for you to stand on. Two, when the bird starts to tilt sharply,
stand by its
neck-that's the most stable part--you can just walk over to the
side of its
neck, and then back when it levels out to stay on it all the way
to the top.
If you get stranded on a cloud, don't worry, the bird will come
back down.

2.5.5 Mamma Beach Story 5
This is the first of many race levels. Approach the little
purple guy on the
beach and he'll challenge you to a race. Remember the
amphitheater seats from
the last Story? The flag you're racing to is right in the middle
of that place.
Follow the same path as in 2.5.4 except the sprout is gone so
you'll have to
use wall-kicks to get up to the path that leads to the
amphitheater. Or, if
you've unlocked the Rocket attachment that can make your trip up
very fast.
Beat him, and you'll get a Shine.

2.5.6 Mamma Beach Story 6
This is a Red Coin level. They're located in the reef all the
way to the left
of the start of the level. The coins can be tricky to get.
Sometimes they'll
disappear into walls, or even swim away from you!

2.5.7 Mamma Beach Story 7
Get Fake Mario.

2.5.8 Mamma Beach Story 8
This is all about the biggest watermelon. The proprietor of the
little bar on
the pier all the way to the left of the entrance wants the
biggest watermelon
for his juicer, because only the biggest one will taste good.
The biggest
watermelon is also the most annoying to get. There are actually
3 watermelons.
The biggest one is in the amphitheater. A word on Watermelon
safety: kicking
them, smacking them into walls or sharp objects or pushing them
into the
annoying round duck-billed things will result in explosion.
Pushing gently or
spraying are the preferred methods of transport. Push the melon
all the way to
the bar and up the pier to the proprietor. Viola, the melon is
blended, and
the Shine appears. (Strange that you have to do tricks for
these people to get
the Shines that you're giving back to them. Kind of like the
government that
way:-)

2.6 PINNA PARK

Pinna Park is accessed by jumping into the red cannon to the
northwest of
Dolphic Town. The 2 Secret Shines in this area are the Red Coin
Challenge
stages - Story 2 and Story 6.

2.6.1 Pinna Park Story 1
Follow Fake Mario into the park and into the pool to the left.
He'll part the
pool and produce a Gigantic Robot Mecha-Koopa. You'll have to
ride the Jet
Coaster, and pick up missiles. Aim the missiles at the Mecha
and launch them
with R. Watch out, because Mecha-Koopa will launch missile
bills at you.
They'll follow along the track before and behind you. You can
take them out by
spraying them with water. After taking several hits (I haven't
actually
counted) Mecha-Koopa will be toast.

2.6.2 Pinna Park Story 2
Secret stage. To the right of the entrance there's a mole firing
Missile Bills
at you. Get up close to him and he'll start lobbing bob-ombs at
you. Spray
these to turn them blue, then pick them up with B and lob them
back at him.
Three hits will take him out. Jumping into the cannon is the
entrance to the
Secret stage. See 2.11.2 for info on what to do when you come
back here after
finishing the game.

2.6.3 Pinna Park Story 3
Find the Red Coins. All of the coins are inside the amusement
park. Easy to
see, not so easy to get. I'm not going to into detail here for
the time being.

2.6.4 Pinna Park Story 4
Go along the beach to the right of the entrance. You'll see
several things
that look like big white eggs with green spots. Spray them until
they pop out.
They're actually really weird turtles. Walk away from them, and
they'll launch
into the air. As one of my deft readers pointed out, the trick
is to get them
to land in the sand. That way, when they land, they land on
their backs.
Ground-pound their bellies and they're history. This will
revive the flowers.
Repeat until you run out of turtle shells, and you'll revive the
big flower and
get your Shine. Completing this level seems to be what unlocks
Yoshi.

2.6.5 Pinna Park Story 5
The ferris wheel in the park is out of control because of the
big electric
turtle on the motor. There are several ways to get up to the
top. Since the
ferris wheels won't hit you (you can jump through them like
they're not there)
my preferred method is to go to the grate platform where the Jet
Coaster track
peaks, and do a jump and boost across to the front of the ferris
wheel tower. I
believe the prescribed method is to make your way up the grates
on the back of
the ferris wheel tower. There's a tightrope right underneath the
big electric
turtle. Stand in the middle of it and jump to send the turtle
sailing. You'll
have to grab a ride on the ferris wheel after you slow it down
to get your
shine.

2.6.6 Pinna Park Story 6
This is another Secret level. There's an orange Yoshi missing
from the
carousel. Find Yoshi, make sure he's orange (read 1.5 if you
need help), and
hop onto the ferris wheel to enter the Secret level. See 2.11.2
for info on
what to do when you come back here after finishing the game.

2.6.7 Pinna Park Story 7
Get Fake Mario. (No Giant Robot Koopa this time:-)

2.6.8 Pinna Park Story 8
This one is ANNOYING. Maybe other people won't have trouble
with this but it
took me FOREVER. Go into the park. The first thing you should
notice is all
of the pink Koopa-Kid balloons. Follow the path on the right to
the gazebo.
Cross the plank bridge to the platform where a bunch of the
homely little shell
dwellers are. Talk to the guy closest from the edge and he'll
let you ride the
Jet Coaster. Just like before, pick up missiles to shoot at your
targets. You
have to destroy all 20 Koopa-Kid balloons within 3 circuits of
the Coaster
track. When you've accomplished this, talk to the little guy
that let you ride
the Jet Coaster, and he'll give you the Shine.

2.7 SIRENA BEACH

This is accessed via the red warp pipe above the building just
north of the
statue. (There's a pineapple lodged in it at the start of the
game. You'll
need Yoshi to eat it to clear it out.) The 2 Secret Shines in
this area are Red
Coin Challenge stages - Story 2 and Story 4.

2.7.1 Sirena Beach Story 1
The paint here is electric, so watch out. Follow the signs to
the guy at the
top of the stairs in the middle of the stage. He'll tell you
how the whole
place got buried in the goop. There's a GIANT Shadow Manta Ray
that will sweep
in from the ocean. Spray this sucker the minute he rears his
ugly head.
Eventually he'll split into smaller manta rays. Each ray leaves
a trail of
electric slime in its wake. Since these things are shadows,
they will fall
pretty much anywhere light can-tree tops, water, etc. The only
safe spots here
are under the roofs of the huts in the lower parts of the level,
and where
leaves cover under the palm trees. As far as strategy goes, I'd
recommend
concentrating on breaking one big one at a time all the way
down--get too many
small ones out there at once and they'll overwhelm you. Once
you vanquish the
Manta Ray in its entirety, not only do you get a Shine, but you
also unbury the
Hotel Delfino, where all but one of the remainder of Sirena
Beach's Stories
play out.

2.7.2 Sirena Beach Story 2
Another Secret stage. Talk to the hotel manager (the guy in
front of the hotel
door) and he'll let you into the hotel. White and transparent
boos (ghosts)
can be killed by stomping on them. Transparent boos can be made
white by
spraying them, and spraying pink boos turns them into platforms.
Beware of
coins that don't spin--they're ghosts. Sometimes ghosts will
hide around real
coins so they spin anyway. It's a good idea to always jump on
top of your
coins in this stage:-) The entrance to the Secret stage is the
mouth of the
giant Boo at the top of the pillar in the center of the Hotel.
See 2.11.2 for
info on what to do when you come back here after finishing the
game.

2.7.3 Sirena Beach Story 3
Head over inside the Hotel. This time the Shine is in the Spa
on the 3rd
floor. If you look at the Spa you'll notice an attic entrance.
And as you may
guess, that's how you'll get in. Not so fast though. You'll
notice a Yoshi
egg next to the front desk. Yoshi craves a pineapple, but guess
what, the guy
at the desk only has every other kind of fruit. I recommend you
spray the guy
at the desk as punishment for making you traipse all over the
freakin' hotel
for a pineapple. (This step is not required, but it satisfies
none the less.)
Go to the bathroom to the left of the stairs. Look for water
leaking through
the ceiling of the last stall. Jumping up through this will put
you in the bath
tub of the room above. Spray the ocean painting in the next
room off until it
turns into a ghost and laughs. Now you can jump straight
through the painting
into the next room. In that room you should see two frightened
children. Go
to the end of the room to some wooden doors. Spray the doors
until the big
outline of a boo is showing on the side facing you. The doors
will part and
allow you to go through. This will lead you to a bath room with
two pink
ghosts. Spray them and jump up through the square in the
ceiling to get to the
room above. In this room, spray the book case to reveal a hidden
door. In the
next room you can spray the poster with Dolphic written on it to
get to the
next room (not required). Also in that same room (the one you
entered via the
bookcase) you should see a floor tile that's lighter than the
rest,
ground-pound it. This will drop you into the room below.
Destroy the boxes
for a pineapple. (You can open the doors with B and Mario
shouldn't drop the
pineapple) Drop back to the ground floor. Hatch Yoshi with the
pineapple.
Riding Yoshi, head back up to the third floor through the only
open door in the
hotel (to the left of the Spa). Go through the door and bounce
on the bed to
get into the ventilation system. Try to remember your
orientation to the spa.
There, use Yoshi to eat the boos that are barring your way. Make
your way to
where the Spa should be, and ground pound on the cracked tile.
(Hint: it's the
most annoying path through the maze.) You've got plenty of
chances to do this
over if you get the wrong one at first:-) Just remember, that
you can't open
doors while riding Yoshi. If you get stuck in one of the rooms,
the only thing
you can do is dismount Yoshi, and wait for him to vanish when he
runs out of
juice. This will make the egg appear in the lobby, and you can
start over.

2.7.4 Sirena Beach Story 4
This is a Secret stage. Head over to the Hotel. Go to the guy
standing by the
double doors before the bathroom on the left. He'll let you
into the Casino.
The first thing to do is to stand on the platforms in front of
the slot
machines and spray them until you've got 777. Once you do this
for both slot
machines, the red curtain in the middle will open up with a
giant Shine puzzle.
Spray the tiles until the Shine picture faces you. This will
reveal a pipe
that is the entrance to your Secret level. See 2.11.2 for info
on what to do
when you come back here after finishing the game.


2.7.5 Sirena Beach Story 5
Head over to the Hotel, and back to the Casino from 2.7.4. Once
inside the guy
at the entrance tells you to look for a strange color on the
roulette wheel.
That would be purple. Ground-pound on the purple tile and the
roulette wheel
will lower into your boss fight. The boss is a giant boo
sitting on slot
wheels. Spray him as soon as you see him, or he'll send little
boos at you.
Depending on how the slots end up, he'll either spit out coins,
water bubbles,
fruit or enemies. When he spits out the fruit, pick up the
chili peppers and
lob them at him. If you hit him in the face, his tongue will
catch fire.
Quickly grab another fruit and chuck it at him. Do this three
times and he's
toast, and you get your Shine.

2.7.6 Sirena Beach Story 6
You've got 3 minutes to spray the beachfront off. Hint: You
just have to get
the majority of the beach cleaned off, the little specks won't
count against
you. Of course, you should try to get it all:-) Barrels of water
are great for
clearing large sections at once. When you're done talk to the
guy on the beach
for your Shine.

2.7.7 Sirena Beach Story 7
Get Fake Mario. Watch out for fake Fake Marios:-) The boos will
pose as Fake
Marios to distract you.

2.7.8 Sirena Beach Story 8
Red Coin Level. You've got 5 minutes to get all the coins. Refer
to 2.7.3 for
step-by-step instructions on getting to some of these rooms.
You don't have to
get the coins in any particular order; I just numbered them for
the sake of
organization. First one is right in front of you. Second one is
in the bathroom
to the right. Third is in the foyer area of the second floor.
Fourth one is on
the foyer of the third floor. Fifth one is in the Spa where you
got your Shine.
Sixth one is in the room after the you spray the Ghost painting
and before the
ghost outline on the wooden doors. The seventh is in the room
through the
Dolphic poster. The eighth one is in the room with the crates
of pineapple go
through the doorway where the boo was blocking you in 2.7.3.

2.8 MARE BAY/NOKI BAY

Mare Bay can be accessed by standing in the cascading light in
front of the
dolphin fountain, going into first-person mode and looking up
into the Sun. The
Secret Shines in this area are 1) Spray down a golden bird
flying around the
cliff top to the left of the entrance, 2) Complete the Red Coin
Challenge in
Story 6.

Fludd Nozzles/Attachments:

Rocket: Stories 1-3 - Make your way across the cliff face to the
right. If you
keep going, you should come across some ledges made out of
cross-hatched green
brick. Using a combination of turnaround jumps and the supplied
spring-board,
make your way to the highest ledge. The box for unlocking
should be inside a
shallow doorway there.

Turbo/Propeller: Story 6 - Located in a door-shaped recess
directly under the
outcropping where you fought the Mole in Story 1. This is the
ledge that
points outward toward the bay. I haven't found an easy way to
do this. Stand
on the tip of the ledge facing toward the cliff wall, tap the
Jump button to
jump backwards off the ledge without turning around and when
you're at the
proper heighth, boost towards the opening.

2.8.1 Mare Bay Story 1
When you first get to Mare Bay, the water is purple and
poisoned. If you fall
in, it'll damage you. The diving trick will work here like it
did in Ricco
Harbor. Follow the stepping stones to the right, and make your
way up the side
of the green cliff. Spraying the graffiti off of the walls will
reveal more
platforms making your climb much easier. The scales work by
jumping on the end
opposite of the pot, and spraying the pot full of water. This
will raise the
platform you're on. Follow the rolling slime-covered Piranha
Plant Heads up to
the source. It's another mole. You beat him the same way as
you did in 2.6.2,
although you're in a much more precarious position. Defeating
him will get you
your Shine.

2.8.2 Mare Bay Story 2
Make your way across the stepping stones to the left to the
little fisherman
guy shown in the preview. There's a brown tile on the cliff
wall above him.
Spray it, and a vertical maze will emerge from the cliff face.
You'll need to
wall kick your way up and to the next platform before the time
runs out and the
maze goes back into the wall. Hint: the wall curves around to
the right once
you reach the top. Once there, there'll be another maze. This
one's trickier,
though. I recommend that you examine it from the ground to see
where you're
supposed to go before you get up there. Once you get all the
way to the top,
you'll face another Giant Squid. Follow the strategy in 2.4.1
to beat him.
Drop down through the hole that opens up to the cave below to
claim your Shine.

2.8.3 Mare Bay Story 3
This is a Red Coin level. Basically the only controls you have
are your
booster (L)-it's unlimited now that you're underwater, the
control stick and
the camera angle (C). Coins replenish your health, so grab a few
if you're
getting low. The Red Coins are almost all in plain sight. Make
sure to check
the crevices of the little blue structure at the bottom.

2.8.4 Mare Bay Story 4
Go to the broken pipe-thing underneath the cascade as shown in
the prelude.
When you approach it, you'll be taken inside a dark underwater
chamber. At the
very bottom, you'll notice four glowing yellow orbs. Those are
the eyes of the
boss you're about to fight. Once you drop far enough, he'll
emerge from his
perch, and open his mouth. The object here is to spray the gunk
off of all of
his teeth. Make sure to keep your health up by grabbing coins
off the walls and
by busting the blue bubbles and grabbing the air bubbles that
come out. This
is important because when you finish cleaning his teeth, your
Shine will appear
at the very bottom of the chamber, and you'll lose about 4 life
points just
dropping down.

2.8.5 Mare Bay Story 5
This is a race level. The guy you're gonna race is across the
tightrope to
your right. The goal flag that you're racing to is to the far
left of the
entrance a bit to the left of where you activated the wall tile
in 2.8.2. Beat
him there for the Shine. I found it easier to go as the crow
flies rather than
try to follow him. It doesn't matter how you get there, just so
you get there
before him.

2.8.6 Mare Bay Story 6
This is another Secret stage. The entrance is, as shown in the
prelude, at the
top of one of the pillars. To get to this one, you're going to
need to do some
serious tightrope walking. Watch out for gusts and little
electric guys that
actually follow you instead of just sitting in one place or
going in one
direction. You can get a start on your climbing by going up to
the spiral
staircase on your right. Hint: the entrance to the secret is not
on the highest
tower. Now, this secret level is a little tough, so I'll give
you some hints.
First, you have to wall-kick your way out of the box you start
in. One of the
walls is glass, so don't be worried about falling down. Second,
when you get
to the part with the steep incline and the arrows pointing up,
the trick is to
never pause or turn around. Just head upward and to the right
at a 45 degree
angle, and you should be okay. Third, I hope you've been
practicing your
turnaround jump, because you're gonna need it. To get to the
higher parts of
this stage, you'll need to stand on the nail heads (the ones
sticking up from
the boards) face the opposite direction you want to go, then
quickly turn
around and jump. The rest is obvious, good luck:-) See 2.11.2
for info on what
to do when you come back here after finishing the game.


2.8.7 Mare Bay Story 7
Get Fake Mario.

2.8.8 Mare Bay Story 8
Red Coin level. Go to the same chamber as in 2.8.4 where you
fought the boss.
This time the red coins are part of a coin fish that swims
around and
disperses, and then comes back together. This one's mostly
about aim and
persistence. One piece of advice, though, if you can help it,
try not to grab
too many gold coins out of the fish, it'll be a lot easier to
spot when you get
down to the last couple of red coins.
And try to keep your health up so you can make it to the Shine
when it appears.


2.9 MONTE VILLAGE/PIANTA VILLAGE

Monte Village can be accessed via the red pipe atop the giant
Shine monolith at
the center of Dolphic Town. Hint: you pretty much have to
unlock the Rocket
attachment in Dolphic Town to get up there. For the sake of my
sanity in
describing where things are, I'm going to declare the direction
you're facing
when you start this level North. South, East, and West should
be obvious from
there.

One of the Secret Shines in this stage is the Red Coin Challenge
in Story 5.
The other is sort of wierd. Get to the top of the central palm
tree in Story
8, just like you did to get the last Red Coin. Stand on top of
that platform
with the picture of the sun on it, and use Flood to spray in the
direction of
the actual sun. The rest is obvious.

Fludd Nozzles/Attachments:

Rocket: Story 8 - Located on one of the ledges surrounding the
giant palm in
the center of the village.

2.9.1 Monte Village Story 1
There are 3 little Chain Chomp dog-like things wandering around
the village
shedding burning paint all over the place. In the center of the
village is the
mammoth palm tree and at the base of it is a fountain spraying
water into a
little pool. The object here is to get the chain chomps into
that little pool
of water. Spray the Chain Chomps off until they cool down and
turn black.
Then you can grab them by the tail. Pull the tail by grabbing
it with the B
button and yanking back on the control stick. Just like
shooting a rubber
band, when you let go they shoot forward in the opposite
direction you were
pulling. It is relatively easy to shoot them into the water
provided you wait
until they are close to it before spraying them down. Get all
three in there,
and then claim your Shine.

2.9.2 Monte Village Story 2
This is the third and final race level, and consequently the
toughest. Learn
from your opponent. The trick here is to dive forward with B as
you're
running, and then quickly tap A to pop back up to your feet.
Repeat as
necessary. Once you get the hang of it, you should be able to
beat him easily.
Don't run into him, or Mario will be stunned and lose ground.
The goal flag
is on the first branch of the tilted tree in the northwest
corner of the
village. Beat him to it for your Shine.

2.9.3 Monte Village Story 3
The goal is simple-get to the top of the golden mushroom just to
the southwest
of the center of the village, and spray off the guy up there.
The tough part
is getting there. The whole village is covered in lava goop,
and you don't
have Flood when you start out. The prescribed way of getting to
your
destination is to take to the underside of the village and make
your way across
the grates until you reach a spot roughly south and in the
center of the
village where you can resurface. If you choose to go this way,
start by
dropping underground into the hole just to the east of the hot
spring. I found
what I think is a much simpler way, though. Go around the
village to the
right. You should eventually come across a stream. Jump in and
swim upstream
to the pool at the base of the huge palm tree. From there, you
should be able
to look southwest and see a clear spot with a coin in it. It's
too far to jump
at the moment, but when Mario first steps out of the water, it
takes a while to
drain from his clothes. As he sloshes around for a second or
so, the water
will clear the lava stuff. Slosh up and down the bank until
you've dripped
enough water to clear a path to jump to the clearing. (You have
to be fast
because the little scrubbing bubbles things will eventually
cover your nice
path up.) With a little perseverance, you can make it to the
clearing, climb
the bamboo structure, get flood, turnaround jump and boost up to
the top of the
golden mushroom and spray the guy off for your Shine. (Try
saying that three
times fast:-)

2.9.4 Monte Village Story 4
This one is similar to 2.9.1. There's a full-sized chain chomp
in the
southeastern corner of the village. Get to where his chain is
staked into the
ground, and use B to pull it free. He'll rampage all over he
village. The
object is to get him into the hot spring in the northwestern
corner of the
village. I've found it is easiest to let him rampage all the
way up to the
vicinity of the spring, and then spray him to cool him off and
slow him down,
once you do that, you can use B to grab the end of his chain and
drag it into
the hot spring. Once you pull him far enough in to the spring,
he'll jump up
and land in the bowl, cooling off and giving up the Shine.

2.9.5 Monte Village Story 5
This is another Secret stage. As is obvious in the prelude,
you're gonna need
Yoshi for this one. Grab the fruit he wants from the short
mushroom-like tree
in the northwestern region of the village. Head back to the
bridge, hatch
Yoshi, and ride him back across the bridge to the ledge to the
south where you
started the level. Now, just to the west of the bridge you'll
notice are some
mushroom platforms. Riding Yoshi, jump down there, and make
your way north
across the platforms. When the path forks, go to the right
(east), and you
should eventually come across a platform with that orange wavy
lava crud.
Dissolve it with Yoshi's juice, and it will reveal the entrance
to the Secret
level. The trick to this one is that all the guys you meet will
throw you in
the same direction you're facing when you talk to them. Make
sure you aim
carefully before pressing B. The rest should be obvious. See
2.11.2 for info
on what to do when you come back here after finishing the game.


2.9.6 Monte Village Story 6
You have 3 minutes to find all 10 people buried in the goop.
Just make sure
you look everywhere, and don't stop spraying them off until they
sparkle and
start jumping up and down. This one should be easy. When
you're done, go back
to the guy at the south end of the bridge to get your Shine.

2.9.7 Monte Village Story 7
Get Fake Mario. Watch out for the trail of burning goop he
leaves in his wake.

2.9.8 Monte Village Story 8
Red Coin stage. The coins are actually pretty well hidden. As
before you can
go in any order you wish, however, I strongly recommend that you
at least
follow the order for the first and the last ones.

1)The first one is in the grating below the village. Look on
top of the
southern most grate. There are a number of ways to get there.
I recommend
that you go to the mushrooms to the west of the bridge (where
you went with
Yoshi in 2.9.5) and under the village. This time, take the left
path, and jump
onto the big vertical grate. Flip the gate, and instead of
heading north to
the swings, climb up the other (north) side to the top. Next, go
to the south
end of that grate, and jump and boost across to the next grate
to the east.
Keep going east until you come across another gap. Again, jump
and boost east
to the next grate. Follow the grate south, and west to get your
Red Coin. To
get back topside, jump off the grate to the east of where you
got the Red Coin,
and aim for one of the mushrooms below. Follow the mushrooms
south, and use
the green one on top of the red one as a spring board to bounce
you back up to
the beginning of the level. I recommend doing this one first
because it gives
you the most chance of dying, and you lose less if you do.

2)The second Red Coin is on the west-pointing branch of the
giant palm tree
growing in the southeastern part of the village (Right over the
northern end of
the bridge as you enter the village).

3)The third Red Coin is in the stack of boxes to the northeast
of the village.

4)The fourth is at the bottom of the hot spring in the
northwest.

5)The fifth is behind the big slanted tree to the northwest
corner of the
village right under the bee hive.

6)The sixth one is in the grassy field to the west of the
village.

7)The seventh one is under the mushroom-like fruit tree in the
northwest part
of the village.

8)The eighth is on a platform at the very top of the giant palm
in the center
of the village. I think you're supposed to use the rocket to
get up there, but
I never could get that to work. The easiest way to get to there
is to climb to
the top of the slanted tree in the northwest of the village
(next to the hot
spring) and walk along the leaf that points directly south.
Once you're at the
very tip of it, you can turnaround jump and boost all the way
across to the
northwest pointing palm leaf of the central tree. From there,
head toward the
center of the tree. You should see the eighth red coin on top of
the platform
there. From a high point on one of the leaves, turnaround jump
and boost your
way to the top of the platform. Your Shine will appear on the
clouds way to
the northwest. To get there, follow the vein of the palm leaf
pointing toward
the clouds until you reach the tip. You should see one of the
fuzzy seeds
floating right near the tip, if you don't, just wait a little
while until it
appears. Jump into the fuzzy part and it'll support you. Now
just wait until
the wind carries you out to the cloud. Jump to the cloud when
you're close
enough because the fuzzy will disappear after a bit. Claim your
Shine, you
earned it!

2.10 CORONA MOUNTAIN

This area is accessed through the mouth of the waterfall behind
the Shine
Monolith.

Follow Fake Mario inside. This stage is fairly straight
forward. The flames
on the platform can be doused by spraying them. I recommend
that you just
hover over top of them to do this. There's a fountain where you
can fill Flood
up if you've exhausted too much water trying to navigate that
unruly boat.
Once you reach the end, you'll have to grab a Rocket attachment
and boost up to
the clouds. You should come across a dark cloud. Boost through
it and you'll
be warped to the last battle. To defeat Bowser go to the five
platforms stand
on the black and red discs (you may recognize this from the top
of the light
house). While standing on the symbols, boost into the air, and
then while
you're still very high up, ground-pound so that you crash down
on them. Hurry
up to the rim of the tub as the platform crumbles beneath you.
Repeat five
times for the win. A note on strategy: Bowser will try to
anticipate what
direction you're headed for and he'll spit fire in your path.
It's really easy
to fake him out. Just run in the opposite direction you want to
go and reverse
direction when you see him turn toward you. It's actually
better to get hit by
Bowser's breath than his son's missile bills. The breath won't
send you
jumping, it'll just knock you down, plus you'll be invincible
for a second
after getting hit so the missiles won't affect you. Good luck!

2.11 AFTER YOU FINISH THE GAME

There are a number of things that happen when you beat Bowser.
There are
probably more, but these are the ones I've discovered:

2.11.1
Airport Revisited
On the pier to in the southwest corner of Dolphic Town there is
a guy with
Sunglasses in front of a boat. Talk to him, and agree to pay 10
gold coins and
he'll take you back to the Airport. See 2.1.2 for details.

2.11.2
Secret Red Coin Challenge
Go back to some of the Secret stages after you beat the game for
a Red Coin
Challenge. Hit the Red Coin Switch, and get all 8 Red Coins
before the time
runs out. The layout of the stage may be slightly different,
plus you get to
keep Flood, so the difficulty should even out. If you manage to
get all of the
coins, you'll get an additional Shine.

2.11.3
Mario's New Clothes
In almost every level of the game, there is a guy wearing
sunglasses. The
first time through the game he gives you a pair of sunglasses,
that actually
dim the picture down a bit. After you finish the game, if you
talk to him,
he'll also give Mario a Hawaiian-style Shine Shirt.


SECTION 3: ANTICIPATED QUESTIONS

I would call this whole thing Frequently Asked Questions, but
some of these are
not necessarily questions I have been asked. This is just what
I think people
will be asking.

Q: How many Shines/Blue Coins are there altogether?
A: Section 1.10 has all the information I know to date.

Q: Do you get anything special for beating the game?
A: Read the new section 2.11 - After You Finish The Game

Q: I'm stuck and I've already emailed you for help, and you
haven't responded.
A: Although email requests are flattering, I work long days, and
don't always
check my Email every day. I will none-the-less try to respond
to each email I
receive, unless I get a lot of questions that are already
answered here.

Q: When are you going to revise your FAQ?
A: When I have the time, energy, and motivation all at once.


FREQUENTLY ASKED QUESTIONS:

Q: How do I unlock Yoshi the first time.
A: Complete Pinna Park Story 4.

Q: Can I post your FAQ on such-and-such site?
A: I will grant permission if you ask first, and I approve of
the site. (I'm
not going to approve of anything that would charge users to view
game guides,
for example)

Q: Will the strategies in this guide work for the US version of
Super Mario
Sunshine?
A: Despite some minor differences in the names, I haven't seen
anything yet to
indicate that the U.S. and Japanese versions differ in any way
pertinent to
this guide. In short, yes you can use it for the U.S. version.

Q: Are you going to write any other guides?
A: If you like the format, and what I've done here, let me know.
That might
motivate me to create walkthroughs for other games as well. If
you like, you
can even write me with suggestions for guides you'd like me to
write. Please
keep in mind, though that I have very little free time for this
sort of thing.

Q: How do I get the FLUDD Rocket/Turbo Nozzles?
A: You have to unlock these attachments in each of the stages
separately.
Also, I don't think that EVERY stage actually has the FLUDD
upgrades. I've
updated the walkthrough to provide the locations of the ones I
know about. If
you're looking for one in specific that isn't in the guide,
please let me know
which level you need it in.

Q: I found such-and-such that you didn't. If you put this in
your
FAQ/Walkthrough will you give me credit?
A: The short answer is yes and no. Yes I will acknowledge you
along with all
of the other people who wrote in, in an all around thanks. And
no, I will not
be mentioning any specific names or contributions. As stated in
the credits, a
good number of you have provided me with the same information.
In addition,
I've discovered a lot of these things on my own. It would be
near impossible
to mention specific names and keep the FAQ legible. If you're
anxious to be
recognized for your discoveries, I strongly recommend that you
endeavor to
write your own walkthrough. It is a very rewarding experience.

SECTION-4 CREDITS

I would like to thank Samson Wick for all the help he gave me. i
would also like to thank anyone who contributed to this
walkthru. Thank you for reading this walkthru, I hope it was
helpful.
Submitted By: Triads Gangster
3. BASICS

-----------------------------------------------------------------------

------------------------------------------------------------------------
A. CONTROLS
------------------------------------------------------------------------

Here are the controls for Super Mario Sunshine. Some of these
buttons
have 2 functions.

A BUTTON:
---------
Jump (Press A 3 times to do a Super Jump)
Swim in water while moving Control Stick

B BUTTON:
---------
Dive

C-Stick:
----------
Move the camera

X: BUTTON
----------
Change Water Pack between hose and jet pack

Y BUTTON:
---------
Zoom camera

Z BUTTON:
----------
Access Map as well as SHINE and Coin information

R BUTTON:
----------
Shoot water out of Water Pack

L BUTTON:
---------
Hold and move Control stick to have Mario sidestep

Control Stick:
--------------
Move Mario

D-Pad:
-------
Used only to navigate the menu

------------------------------------------------------------------------
B. DISPLAYS/MENUS
------------------------------------------------------------------------

This section is for people playing the Japanese version with no

knowledge of Japanese. Not all menu options are listed here
since
I'm
afraid I'll do something wrong. :/

PAUSE MENU
-----------
First option: Continue Game
Second Option: Exit Game
Third Option (Courses only): Return to Delfino Island

LOAD SCREEN MENU
-----------------
First Option: Start Game
Second Option: Copy Game**
Third Option: Delete Game**
Fourth Option: Score**

SAVE MENU (When a Shine or a Blue Coin is acquired)
----------------------------------------------------
First Option: Save Game and Continue
Second Option: Save Game and Stop Playing**
Third Option: Continue without Save**

CONTINUE SCREEN
-----------------
First Option: Yes
Second Option: No

------------------------------------------------------------------------
C. MANEUVERING
------------------------------------------------------------------------

ROPES/CABLES
--------------
Throughout levels and courses are ropes that Mario can grip on
in
order
to get between places. When going on them, don't be afraid to
jump since
you'll land on the rope unless you toggle the Control Stick.
Sometimes
there will be an electric ball waiting to shock Mario. If you
get

shocked, you won't fall off. But jump to avoid it.

SWIMMING
---------
Nearly every level has water Mario will need to swim in.
Swimming
is a
bit harder than it was in Super Mario 64. It's pretty difficult
to dive
into the water, and it's hard to know whether you'll end up
jumping or
not. To swim standard, just tap A and move the Control Stick.
Tap
A but
DON'T move the Control Stick UP and Mario'll end up jumping off
the
water. To dive, press B and to swim underwater, keep on tapping
B. Let
go of B and move the Control Stick up to get back to the
surface.
It is
difficult to get back to the surface.

ATTACKING
----------
Unlike Super Mario 64, Mario cannot use his fists and feet to
battle
enemies (he can still pound but that is a sort of slow attack).
The
Water Cannon will be in charge of attacking. There are 2 ways
to
attack
with it. You can use jet pack Water Pack mode, and shoot water
out by
jumping and pressing and holding R above an enemy. This tactic
is
not
recommended for bosses, especially paint bosses because they
can
rise
and hit Mario. The second tactic is just shooting water from a
distance,
which is recommended for bosses but the other strategy is
recommended
for smaller enemies.

CLIMBING
-----------
Pretty much self-explanatory. He can climb thick trees and
poles,
but he
can't climb thick ones. Climbing this are crucial because Mario
in some
cases needs to reach higher places.

JUMPING
---------
If you jump from a high place, you'll lose health, so when
jumping, try
to use the jet pack Water Pack function to save you some pain.
You can
jump across short chasms, and jump on enemies as well, but when
you jump
on enemies be careful since you might get hurt. Jumping on
enemies isn't
recommended.

------------------------------------------------------------------------
D. THE WATER CANNON
------------------------------------------------------------------------

Created by Professor Elvin Gadd (who we all know and love from
Luigi's
Mansion), this tool is important for Mario on his journey to
find
his
impersonator.

There are 2 functions to the Water Pack. The first, when you
don't press
X, is the water gun function, which you should water directly.
This is
recommended for defeating enemies from a distance. The other
function is
the jet pack function. This time Mario can use the water while
in
the
air to clean up faster, but it is more dangerous to attack.
This
can
help him get across big chasms.

Throughout levels are boxes which can enhance your Water Pack
as
long as
the tank is full of water. Red boxes yield little booster packs
to if
you charge it, Mario can skyrocket into the air into high
places.
There
are also blue boxes but as far as I'm aware, they only refill
the
tank.

To refill the tank, simply jump into a body of water tall
enough
and
then press R. The tank will refill. Water is basically
unlimited,
but
try to have full tanks for bosses since if you run off to
recharge them,
they can get away.

------------------------------------------------------------------------

4. WALKTHROUGH

------------------------------------------------------------------------

------------------------------------------------------------------------
A. Mario Gets Framed
------------------------------------------------------------------------
OVERVIEW: 1. Find the Water Pack.
2. Clean up the runaway.
3. Clean up the island.
4. Chase the Mario imposter
5. Jump into Story One: Bianco Hills

Watch the FMV, and then the game will tell you to go find a
water
pack
to wash up the graffiti. Run down the runway to a man next to a
sort of
nozzle. Talk to the man and then the nozzle and the nozzle will
speak to
you. Watch the water tutorial to learn how to use the Water
Pack.
Return
to the airplane and clean up all the paint. Aim at the
different-colored
center and a paint-colored piranha plant will come out. Aim the
Water
Pack hose at the piranha plant and spray it until it dies. When
the area
clears, grab your first Shine!

Watch the next FMV where Mario gets arrested and tried for the
graffiti
in Delfino Island. You'll resume control of Mario, where you
have
to
clean up the island. Run forward and turn right. Run passed
Princess
Peach and Toad to where you have to clean up.

It's like the last battle. Run up and use the Jet Pack method
by

pressing X and then flying over the middle. Wash off all the
paint from
the islanders around. When the paint piranha plant surfaces,
soak
it as
much as you can before it returns down. If you run out of
water,
head
out to the ocean to refill the Water Pack. Once you soak the
piranha
plant enough, someone will go after Peach and capture her!

It's that watery Mario! Chase them! The Mario will leave his
prints
behind so soak them partially without letting them get away.
When
you
get close enough to them, soak the Mario. You'll be running in
circles
for awhile so just keep soaking them. Eventually, the Mario
will
get
knocked out, freeing Princess Peach.

Talk to Princess Peach once again and then chase the monster,
who
will
make an "M" mark on the statue it emerged from. It'll jump
through, so
jump through as well onto the first world after soaking the M.

------------------------------------------------------------------------
B. Bianco Hills
------------------------------------------------------------------------
After earning a SHINE, you'll be warped back to Delfino Island.
So
hop
back in to continue getting more SHINES. If you ever want to
return to
Delfino Island is the middle of a mission, then just PAUSE and
then
choose the last option.

-=-=-=-=-=-=-=
STORY 1
-=-=-=-=-=-=-=
Our goal is to reach the area the imposter Mario's at. From the
starting
point, run up the pathway collection stones. When you have the
option to
go two ways, take the left path and water some of the paint you
see.
When you see an "M" graffiti sign, shower it and when it's
gone,
you'll
get a Blue Coin! Continue until you see a mill. Jump onto the
higher
ground left of it and jump on a platform so it brings you to
the
other
side. There, you'll see a paint bath and a piranha plant you
need
to
defeat. Use the same strategies before, except attack it from a
distance
because it can be deadly. Once it is defeat, land will rise and
you will
get your second SHINE!

-=-=-=-=-=-=-=
STORY 2
-=-=-=-=-=-=-=
Our goal is to reach the top of that tower where the piranha
plant (a
much smaller one) is guarding our 3rd SHINE. Follow the path
back
to
where you got the last SHINE. As you attempt to go there,
someone
will
fling paint at you. When you reach the broken bridge, have
Mario
cross
it using the rope support. As you approach the tower, paint
balls
will
roll towards you so avoid them. Use the jet pack Water Pack to
clear the
paint. Be sure to rotate the camera often because it can hurt
you
if you
don't. When you reach a big gap as you scale the tower, use the
jet pack
Water Pack function to get you across. When you get to a gap
with
2
vines blocking your way, jet pack Water Pack around it. Passed
that is
an M that you should wash for a Blue Coin. After that, get on
the
lift.
When the lift approaches the top, jet pack Water Pack your way
onto top
of the tower and watch a cut-scene.

************************************************************************
BOSS: Giant Piranha Plant
This boss is resistant to water, so you must use special force
to
defeat
him. When it opens its mouth to shoot paint out, shoot water
inside.
Repeat the tactic until it falls on its back. Get on its belly
and pound
the belly (A + L). It'll get up again, so repeat the pattern
twice to
defeat it at last.
************************************************************************

Grab the SHINE and you'll return to Delfino Island.

----------------------------DELFINO
ISLAND-----------------------------
paint appears all over the pier, so go there, which isn't far
from the
Bianco Hills entrance. Hurt the piranha plant this time by
aiming
water
in its mouth. When it dies, a new building will be revealed.
Inside are
a pair of bears that question you about something. It's in
Japanese so I
don't know what they're saying, unfortunately.

UPDATE: "d 0 w n e r" e-mails me saying that you can exchange
10
Blue
Coins there for a SHINE! Ask the person there twice to get the
SHINE!
Thanks, d 0 w n e r!
----------------------------DELFINO
ISLAND-----------------------------

-=-=-=-=-=-=-=
STORY 3
-=-=-=-=-=-=-=
Our goal is to go inside a little cave near where we got the
first SHINE
here, so go there now. Right passed the watermill is a cable
Mario
should cross, over a few pillars to get to the cave. The third
cord has
an enemy that can shock Mario, so be very careful and jump over
it
(Mario will land on the cable). When you're on the second to
last

pillar, jet pack Water Pack your way across. Follow the arrows
and
triple jump to the cable above. From there, enter the cave.

Now we have classic Super Mario 64 gameplay to overcome. Jump
across the
moving blocks. It shouldn't be too hard at all. You'll get to
small
moving blocks after that. Just move through them when they
touch
other
blocks. When you're passed that, wait until those big blocks
clear, and
then run for it. If you run for it, you shouldn't get thrown
off.
You'll
then run into rotating stars. Jumping on them isn't too hard.
Passed
those is another SHINE!

-=-=-=-=-=-=-=
STORY 4
-=-=-=-=-=-=-=
Our goal is to collect 8 Red Coins like in Super Mario 64 to
earn
our
next SHINE. Run forward and you should immediately see a Red
Coin. After
the watermill you should see a wall with an X. Above the X to
the
left
is a Red Coin. To get there, backtrack passed the watermill to
a
brown
fence. Near there is a cable to climb which leads you a top a
hut. On
top is a Red Coin. From there, jump back to the pillar you just
came
from and then cross the cable to get another Red Coin. Walk
across the
white stone through a small tunnel to get the fourth Red Coin.
Nearby is
an M. Watch the wing cloud and jet pack Water Pack the M to get
another
Blue Coin. Upon getting it, SAVE THE GAME with the top option.
Then go
right for the next Red Coin. From there, cautiously cross the
cable for
the next Red Coin.

Next, jet pack Water Pack your way to the next Red Coin above
the
hut.
Be careful, or you'll have to go all the way back again. The
next
one is
in the building across. The SHINE will appear in the tallest
pillar down
from where you found the 7th coin! Get it to end this story.

----------------------------DELFINO
ISLAND-----------------------------
On the beach of Delfino Island just a few seconds from the
Bianco
Hills
entrance is another piranha plant you have to clean up. A
Lighthouse
will emerge from the paint once it's cleaned out. On the tower
is

another entrance to a new course. Check out the walkthrough for
Mamma
Beach.
----------------------------DELFINO
ISLAND-----------------------------

-=-=-=-=-=-=-=
STORY 5
-=-=-=-=-=-=-=
Our goal is to find that paint area and defeat that piranha
plant. Go
towards where you acquired the first SHINE in this level. On
your
way
you'll see the paint mess. Try to clean up all of it,
especially
the
citizens. At the northern most mud mess is an M sign you can
clear for a
Blue Coin. In the hills passed one of the locals, is more mud
to
clean
up. To get there, backtrack to the area where a rope is below
another
rope. On top of the hut nearby is a red box. Inside is a
booster
cannon
to get Mario up high places. When you get atop the hill go
forward to
find the piranha plant. See the little pink things? Suck one up
and
shoot it at the piranha plant to wake it up. Follow it to the
ground.
Then, when it opens its mouth, shoot water into it like the
last
boss.
Then pound its belly. It'll flee to another area, so follow it.
If it
goes to a higher area just climb a building and then soak it
from
a
distance. Once the boss is defeated, grab the SHINE!

-=-=-=-=-=-=-=
STORY 6
-=-=-=-=-=-=-=
Our goal is to get to that open cave near the tower, so go
there
now.
When you get to the big water area, do not jump in because the
water
will hurt you. Scale the path that leads to the tower and on
you're way
the entrance to the cave should appear. Jet pack Water Pack
your
way
across into the cave. Try to get on the log so the water
doesn't
injure
you. Get the item in the box which apparently heals Mario.

Now go through the cave to end up in yet another obstacle
course.
This
one is a little difficult, so you MUST be quick when it comes
to
jumping
on other platforms. There's not much I can help you with here.
Just
watch the patterns of the platforms and hope you make it across
to the
SHINE. When you get to the spinning cube, simply walk up to
stay
on
instead of jumping.

-=-=-=-=-=-=-=
STORY 7
-=-=-=-=-=-=-=
Our goal is to chase the imposter Mario. As with the first
chase,
soak
it as you chase it. Soak it until it falls, and then approach
it
so it
gives you a SHINE! Consider it a reward, of sorts.

-=-=-=-=-=-=-=
STORY 8
-=-=-=-=-=-=-=
Our goal is to, once again, collect 8 Red Coins in the level in
order to
get another SHINE. As you use the super boost pack (from the
red
box) to
get to those high pillars, watch out for that cloud that can
blow
Mario
off the platforms. Look for the X graffiti, but make sure you
have the
booster. Soak the X, causing a Blue Coin to come from the other
X. Boost
your way up and grab the coin before it vanishes, and soak the
other X
so another Blue Coin appears where the original X was. You get
2
Blue
Coins, so save!

There are 2 Red Coins on the 2 pillars above the water area
(not
near
the tower) and there are 2 more on the water. Over the water on
a
cable
is another Red Coin. To access the highest of the pillars near
the
tower, scale it and then get on the spinning platform. Then jet
pack
Water pack your way across to the pillar with another Blue
Coin.
Then go
halfway across the cable and spring your way to the Red Coin.
The
rest
of the coins are up across really high cables, so get there by
boosting
your way on there. The SHINE appears in a little nook at the
top
of the
tower, so go there to claim your SHINE!

----------------------------DELFINO
ISLAND-----------------------------
By now, you should have more than 10 Blue Coins to exchange for
a
SHINE.
So go to the hut near Ricco Hills entrance and exchange them
for
a
SHINE.
----------------------------DELFINO
ISLAND-----------------------------

------------------------------------------------------------------------
C. Mamma Beach
------------------------------------------------------------------------
After earning a SHINE, you'll be warped back to Delfino Island.
So
hop
back in to continue getting more SHINES. If you ever want to
return to
Delfino Island is the middle of a mission, then just PAUSE and
then
choose the last option.

-=-=-=-=-=-=-=
STORY 1
-=-=-=-=-=-=-=
Our goal is to find that flower we saw in the preview of the
level. Run
forward across the water and to the left. You'll see the flower
from
there. Go to the farthest flower and water it until a castle
emerges.
Then walk through the castle to be transported to yet another
obstacle
course. Run forward over the falling sand blocks. Run forward
passed all
of them until you have to climb. Climb the mountain of sand
blocks
hugging the middle until you see the SHINE! Grab it to end this
story!

-=-=-=-=-=-=-=
STORY 2
-=-=-=-=-=-=-=
Our goal is to get the Wiggler to wake up. You'll see a couple
of
scenes
with the light shining on mirrors. Our goal is to blind Wiggler
to get
him to wake up. By any means get on the moving mirrors and
eliminate
every enemy there. The best way to eliminate those little
wigglers is to
soak them onto the edge and get on the highest part of the
mirror
and
pound. It may take awhile but it'll eventually happen.

MORE COMING SOON (on this STORY)!

----------------------------DELFINO
ISLAND-----------------------------
By now, you should see some islands over by the Lighthouse. If
you
manage to get on all of them, you'll see a pipe on one of them.
Go down
into a special course, much like the slides from Super Mario 64
except
much harder. Slide down, and then jump and swerve to the left
when it
gets bumpy. Then make a giant leap of faith all the way down to
the
bottom, and when Mario's shadow hit's the bottom press L and A
to
pound
the ground. Run over to the SHINE to win it!
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
Around the island between Bianco Hills and Mamma Beach is a man
who is
burning... literally. Soak him with water (you'll be on a goose
chase for
a while) but once he's extinguished, he'll reward you with a
Blue
Coin.
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
Go to the spring behind the giant tower with the painted star
on
it and
soak the star from there. Once it's cleaned out, a SHINE will
appear
atop the volcano. Unfortunately, I don't know how to get there
yet but
when I do, I'll put it in the walkthrough.
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
Once you acquire 10 SHINES, there will be an ominous looking
submarine
in the dock near the entrance to Ricco Harbor. As you approach
the
submarine, you'll see a cut-scene where the imposter Mario
kidnaps Peach
in the Bowser-like submarine! Get on the little cannon nearby
to
shoot
to Pinna Park! Check the Pinna Park walkthrough for more
information.
----------------------------DELFINO
ISLAND-----------------------------

------------------------------------------------------------------------
D. Ricco Harbor
------------------------------------------------------------------------

-=-=-=-=-=-=-=
STORY 1
-=-=-=-=-=-=-=
Our goal is to clean up the mess seen in the level preview. Run
up the
slide and onto the cage. In the square area, press B to get on
the other
side. Clear the paint, and the M graffiti and then grab the
Blue
Coin.
Get back out and run back down the slide nearby to see another
M

graffiti which you should soak for another Blue Coin. To the
left
of the
caged area is the paint to clean up and nearby is yet ANOTHER M
graffiti
to clean up for a Blue Coin. Clean up the paint around the area
and
you'll uncover ANOTHER M graffiti. Clear it for another Blue
Coin. Once
that area is clean, get onto the water nearby and you'll see
the
REAL
disaster. As with Bianco Hills, paint water can be hazardous so
be very
careful.

MORE COMING SOON ON THIS LEVEL!

----------------------------DELFINO
ISLAND-----------------------------
By now, you should have more than 10 Blue Coins to exchange for
a
SHINE.
So go to the hut near Ricco Hills entrance and exchange them
for
a
SHINE.
----------------------------DELFINO
ISLAND-----------------------------

------------------------------------------------------------------------
E. Pinna Park
------------------------------------------------------------------------

-=-=-=-=-=-=-=
STORY 1
-=-=-=-=-=-=-=
Our goal is to find the Mario imposter here. Run forward up the
small
staircase through the arch opening in the wall. You'll see a
cut-scene
with imposter Mario and then you'll have to chase him! He runs
to
a
small pool where he summons a giant... Bowser. You'll watch a
few
more
cut-scenes. You'll then be on an amusement park right with a
rocket on
Mario's Water Pack!

************************************************************************
BOSS: Bowser Machine
Your goal is to launch a rocket at the Bowser thing. Mario will
get hurt
on the ride, so be careful, and listen to the to the Water Pack
when the
Bullet Bills comes toward you from behind or ahead! To prevent
from
getting hurt, launch a rocket and then launch water at it. When
Bowser
comes into view, aim the rocket and then press R. When you
launch
enough
rockets at it, the Bowser-thing will die!
************************************************************************

Then you'll see a few... revelations, and a familiar face from
Super Mario
World 2: Yoshi's Island. Once the scene is finished, grab the
SHINE in
the pool!

----------------------------DELFINO
ISLAND-----------------------------
Near the cannon is an area where you hear a SHINE. On top of
that

building is a crate. Pound it to reveal an M graffiti. Then
wash
it away
for a Blue Coin. I'm not sure how to get that SHINE right now,
so
bear
with me.
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
You can get another SHINE. Simply go into the building you can
enter
near the cannon. Inside, talk to the man and then you'll have
30
seconds
to pound each crate. If you finish the job before 30 seconds,
he
gives
you a SHINE! If you fail, leave the building and enter again
for
another
try.
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
Go back to the place where you pounded the crates for a SHINE.
The owner
will challenge you once again, and the challenge will be
tougher.
It is
recommended that you don't completely pound all the crates so
you
can
use them to get to higher crates. You'll get another SHINE. If
you fail,
leave the building and enter again for another try.
----------------------------DELFINO
ISLAND-----------------------------

----------------------------DELFINO
ISLAND-----------------------------
Return to the crate man's hut to do yet another crate
challenge.
As
before, start with the higher ones and work your way down.
You'll
get
another SHINE for your efforts. However, it'll be a BLUE SHINE.



----------------------------DELFINO
ISLAND-----------------------------

========================================================================

5. ITEMS, ETC.

========================================================================


------------------------------------------------------------------------
A. ITEMS
------------------------------------------------------------------------

RED COIN
========
8 of these appear during certain stories. Like Super Mario 64,
8
of
these collected will create a SHINE.

YELLOW COIN
===========
This coin appears in all Mario games. In Super Mario 64, you
needed to
collect 100 coins for a star. In Super Mario Sunshine, it's 50.
Collect
50 of these for a SHINE. They also heal one little part in
Mario's
health, and restore air underwater.

BLUE COIN
=========
These coins are special in a sense that collecting them will
let
you
save. If you collect 10, take them to the hut you cleaned up
with
the
bear inside and ask them to exchange 10 Blue Coins for a

------------------------------------------------------------------------
B. ENEMIES
------------------------------------------------------------------------

PIRANHA PLANT (paint)
=====================
These enemies spawn from paint after Mario soaks it a bit. When
they
rise, attack them from a distance with the Water Cannon since
the
jet
pack Water Pack can get you injured quite easily. They succumb
to
water
very easily. Sometimes their mouths need to be open to be
effective.

WIND CLOUD
==========
This enemy previously appeared in Super Mario 64. They blow
Mario
off
course in this game as well. They can't be hurt, so just avoid
them
completely.

PAINT CREATURES
===============
These little critters rise out of paint and turn into paint
while

fighting off paint piranha plants. Water can easily kill them,
as
well
as pounding them, but they can hurt Mario while attacking
bosses,
so
look out.

SINGLE WIGGLERS
===============
These creatures can be found running over the shining mirrors
in
Mamma
Beach. They are hard to push off, but soak them until they
nearly
fall
and pound on the highest part to get them off.

RED PENGUINS
-----------
These penguins hurt Mario if they peck him in Mamma Beach. They
resemble
their blue counterparts except they hurt you while springing
Mario into
the air. They are best avoided.

BEES
------
Bees reside in some trees and sting Mario if he is on one of
them. Avoid
them at all costs.

BURROWING FLOWERS
-------------------
These flowers burrow into the ground and throw nuts at Mario.
They
should be avoided since they seem to ignore the Water Pack.
It's
best to
just run away from them.

WIGGLER
-----------
Wiggler appear from the sandy ground. Simply avoid them since
killing
them is too difficult.

------------------------------------------------------------------------
C. BOSSES
------------------------------------------------------------------------

This section is for bosses. They appear in the walkthrough as
well but
this section is for easy reference for those having trouble
with
bosses.

************************************************************************
BOSS: Giant Piranha Plant
This boss is resistant to water, so you must use special force
to
defeat
him. When it opens its mouth to shoot paint out, shoot water
inside.
Repeat the tactic until it falls on its back. Get on its belly
and pound
the belly (A + L). It'll get up again, so repeat the pattern
twice to
defeat it at last.
************************************************************************

************************************************************************
BOSS: Bowser Machine
Your goal is to launch a rocket at the Bowser thing. Mario will
get hurt
on the ride, so be careful, and listen to the to the Water Pack
when the
Bullet Bills comes toward you from behind or ahead! To prevent
from
getting hurt, launch a rocket and then launch water at it. When
Bowser
comes into view, aim the rocket and then press R. When you
launch
enough
rockets at it, the Bowser-thing will die!
************************************************************************

------------------------------------------------------------------------
D. ENVIRONMENTS
------------------------------------------------------------------------

GROUND
------
Mario can run, jump and dive here. There are coins all over the
place,
and places to climb.

WATER
------
Mario can take a swim in this area to get hidden coins and to
get
to
other areas. He can also refill his Water Pack here.

PUZZLE ARENA
------------
This place is where there are many obstacles to overcome to get
to the
SHINE at the end. They are usually somewhat challenging, as the

platforms usually shift, giving Mario some trouble.

BUILDINGS
---------
Around Delfino Island are buildings that house people Mario can
talk to.
Some buildings can also be towers to scale where boss fights
take
place,
and some buildings are never uncovered until paint is cleared
from the
wreckage.


Super Mario Sunshine DELFINO PLAZA shine guide!

While not a particularly big level, Delfino Plaza is littered
with those secret shines just waiting to be grabbed!

Shines available as soon as you begin (of course, after you've
unlocked the first level):

Shine 1: Roof-hurling man!
On the left side of Delfino Plaza, above the exit of the
river/canal thing, is a tower which has got a Shine inside it.
From the tower, go across to where there is a man standing on
top of another tower, right next to the water. If you have got
any spare coins, pay him one coin and he will hurl you up to
the
tower, and you'll fall through and grab the shine!

Shine 2: Crate Killing!
In the plaza, there is a cafe which has got an open door,
unlike
many others. This is on the right hand side of the level. Go
inside, and the guy there will ask you to smash all the crates
within the time limit. If you manage it, you'll get a shine.
It's not hard - do a spin jump to get on top then press the
Left
trigger to butt-smash them.

Shine 3: More Crate Killing!
And if you go again after collecting the first shine, he'll
have
a harder butt-smashing challenge for you. This one will
require
some hovering to get on top of the piles of crates - which can
be three crates high in some places. Again, smash them all for
a shine!

Shine 4: Hidden on the beach!
Near to the lighthouse, there is a hidden shine logo in the
sand. Just squirt around and you'll find it, and when you have
keep squirting the sand until it's uncovered. It will then
appear over in the sea, which isn't hard to reach.

Shine 5: Warp pipe on the pillars!
On the pillars in the sea, where Shine 4 appeared, there is a
warp pipe. Go in it, and there is a 'void' level, which
appears
hard but isn't. Basically, if there's an area which you think
you'll fall off on, just jump and hover using the FLUDD. That
way you can bypass any danger and make it to the end.

Shine 6: Cleaning the bells!
There are two bells in Delfino plaza, one to the left and one
to
the right of the starting position. At the start, you can only
get the one to the left, and to do this you must climb the tall
building opposite, go to first person view and clean the bell.
From there, go to a roof nearby where there is a manhole cover.

To get through this, do a butt smash, then follow the sewers to
where the Shine is.

Shine 7: Help the stranded man? Never!
Just off the beach is a small island with a man on it, who
claims he's been there for many years. When you get to the
island, a golden bird which was previously perching in the
water
will start to fly around. Go to first person view, and try to
shoot it down with water. When you manage it, a shine will
appear way over on the pillars which Shines 4 and 5 were on.
To
get an extra life, douse his fire.

Shine 8: Some under-bridge tactics!
The boats which are continuously circling the bay and marina
aren't there for no reason - to get to this 'void' level, you
must jump on a boat just leaving or entering the marina, before
it goes under the bridge. Under the bridge, there is a yellow
coin. Jump where this coin is, and you'll enter a void level.
This is a giant Pachinko board, which is a popular Japanese
game. You must collect eight coins on this level. To start,
go
into the board and jump on the bumper, which will power you up.

You have to land in little slots where there are red coins to
collect them. Basically, there are three in the starting tube,
three on the top level and two below. When you've got them
all,
a shine will appear in a hard-to-reach slot in the middle of
the
bottom row.

Shine 9: Get 100 coins!
Of course, the usual Mario collect-athon applies, and once
you've managed the fairly easy task of getting 100 coins, the
shine will appear on an offshore-platform. Jump on a passing
boat to be able to grab it.



During the Pianta Park level, when returning to Delfino Plaza
shadow Mario will appear, carrying either a Yoshi Egg, the
Rocket Nozzle or the Turbo Nozzle. These appear in succession,
so once one appears, the next time you return another will
appear, and another. These shines are only available later in
the game once this has happened:

Shine 10: Cleaning the grand Shine!
On the Shine gate is the big shine. He's very high up, and
covered in gloop! To get up to him to clean him, get the
rocket
nozzle from the red crate by the fountain. Then, get up to
behind the gate, and rocket up to the top. Clean it, and a
shine will appear on the top. Again, rocket up to get it.

Shine 11: Rocketing the Lighthouse!
Again, use the rocket nozzle to get on top of the lighthouse.
Actually, it's possible to get to the top of the lighthouse
without it, but you can't do the super butt-smash to get the
shine :). Anyway, get to the top of the lighthouse. There
will
be a symbol which looks gobble-de-gook. All you have to do is
rocket up so you're very high, then do a butt-smash. You'll be
so high, that you'll get a hot trail and do a big-mega butt
smash. Good work Mario, the shine appears high up again -
boost
to get it.

Shine 12: Cleaning the Bells... again!
This time, clean the bell on the right hand side of the plaza.
Use the rocket boost to reach the shine, which you couldn't
reach before. To clean the bell, stand on the tower near it
and
squirt to your heart's content.

Shine 13: Waltzing in the Wild!
On the cliff to the left of Delfino Plaza are a load of trees.
There is also a small ledge, with a pipe on it! Get the rocket
boost, and to get to the ledge, rocket boost up to it. To do
this, charge the boost when you're in the water, then just
before it's about to go off jump so that when it does, you
aren't swimming. In the pipe, you must collect eight red
coins.
Zoom out to get a much better view of the area. There are two
enemies you must hose into the wall, two others you squirt then
jump on, two just on top of blocks, one by dousing the man who
is on fire and one in the top left corner. To get the one in
the top left corner, butt-smash the watermelon block, then walk
towards the edge of the plane to find the coin. But, be
careful
not to walk off the edge! Then, the shine will appear on the
tallest block.

Shine 14: Yoshi's boat adventure!
This is the most annoying, and hardest shine in Delfino Plaza.
Basically, Yoshi's juice is able to dissolve those pulsating
yellow barriers blocking small areas in Delfino Plaza. You'll
notice one blocking a pipe on the stranded man's island. To
get
to the island while not killing Yoshi, you must ride three
boats. One will take you from the marina to the island on the
left. Disembark at the island, then grab the other boat which
will take you to the offshore rig. Disembark here, and another
boat will take you to the island. From there, there's then the
task of collecting 8 coins on a river ride. But this isn't an
ordinary river! You power the leaf you're riding yourself, but
squirting in directions. The river is deadly, and collecting 8
coins is a horrible task in itself. It's possible, but you'll
lose quite a few lives...

Shine 15: Underneath the Yoshi egg!
There is a shine directly beneath the Yoshi egg. The egg is on
the left, beneath the bell tower. And the shine is beneath
that. Grab the turbo-boost power up, and turbo through the
saloon doors to pick up the shine.

Shine 16: Waterslide boost!
The same as the previous shine, grab the boost except boost
into
the courtroom - this is at the back-right of the island, and is
guarded by two men. You can boost past them and into the
courtroom, which is actually a void level! There's a long
waterslide - boost down it and jump among the platforms. It is
a very easy level, the easiest of all the void levels, and the
shine is simple to get.


There is also a shine for finishing the game!

And added to this, you get a shine for every 10 blue coins you
trade. In Delfino Plaza, there are 20 blue coins hidden, and
in
each of the other seven levels there are 30. This makes a
total
of 230 blue coins - 23 shines. All of them appear under
Delfino
Plaza, because you get the shines from the hut on the pier by
the entrance to Ricco Harbour.

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