The Fuzzy you'll encounter on your way should not be a problem, since you can duck under it. From the Super Mario Wiki, the Mario encyclopedia, https://www.mariowiki.com/index.php?title=Donut_Plains_3&oldid=2976562. This page has been accessed 57,739 times. The name of this world is a hinting of its unusual shape. The top path doesn't require you to jump over the pit, but you'll need to deal with Paratroopas. The first crucial spot is where there are four yellow blocks on the ground and flying Koopas above them. Top Voted Answer. After the Boo Buddies, the player will encounter an Eerie and a Big Boo. Super Mario World | Table of Contents | Walkthrough. The level starts off with Mario or Luigi out of a pipe. Enter the yellow pipe at the end if you wish to play the bonus game. Use. This level, taking place above a mushroom forest, is filled with several kinds of platforms and it is also the first level to feature ON/OFF Switches. The racers must hop over the crack in the second bridge to avoid falling into the lake. It is owned by Morton Koopa Jr. and has a grassy plains theme. The five Dragon Coins in this level are located as follows: [Go to top]← Top Secret Area | Donut Plains 3 | Donut Plains 4 →, From StrategyWiki, the video game walkthrough and strategy guide wiki, https://strategywiki.org/w/index.php?title=Super_Mario_World/Donut_Plains_3&oldid=862489. Once you reach the wooden platform circling the On switch, jump at it to set it to Off, which makes the platform move forward. If you went on the cloud platform and collected all the coins there, this shouldn't be too hard. Donut Plains 3 features a giant lake, a peninsula jutting far into the water, and two broken bridges without side-rails. Star Road 1: . Obscured by the second-to-last set of gray platforms. Player: MarioStage: Donut Plains 3Ahora EstamOz Cercadel caztillO nO. When you see the second switch, jump at it, otherwise you will fall to your doom. It leads to Donut Plains 3. ; There is now a spot in the water. Donut Plains is the second world of Super Mario World. Chazware - 6 days ago. The first Ghost House of the game, as well as the first course with multiple exits, is located in this world, and the Cape Feather is also introduced. If you have Yoshi you'll need to jump over it instead. In the first room, the player will have to avoid ten Boo Buddies floating in circles. It leads him to a small area with two Koopa Paratroopas ; the player must then jump on green pipes to cross the … The On/Off switches allow you to switch the paths in this level around, thereby allowing you to continue onward in this level. I need help finding it so i can get to the switch palce. Watch out for the Fuzzy! Monty Moleslive in this stage as well; both on land and in water. Unfortunately, the ground is slippery that Mario or Luigi can fall off the pit. If the player activates the Switch Block, the Empty Block will turn into a coin, and the Jumping … Going further, you encounter Spike Tops, Warp Pipesand Munchers in between. Head to the first pit, run left and fly up. The green star block awards you with a 1-up mushroom if you managed to collect 30 coins throughout the level. Up ahead are ON/OFF Switches that the player must use to change the path of a line guided platform to avoid falling into the pit below them. Past the gate, Fuzzies will start appearing on lines, often while the player is riding a platform on the same line After several more platforms, the player hops on one last platform with a Bonus Block nearby, which guides the player to the Giant Gate. You will encounter a Question Block on the ground, which releases the Coin Struck. This level consists of two main rooms, a boss room, and a hallway used to reset the second room which the player has 400 seconds on the Timer to clear. 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