An SMWC Production/Goals/World 7
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7-1: Dark Depths
You'll wish Mario could light a torch under water.
Difficulty 5/10 Length 6/10
A very very dark level. If you're using an emulator, you can turn off layer 2 to get a better view if you need to. Keep heading right, and try to take the lowest path you can. Beward of downward facing pipes, they have torpedo launchers inside. Right after this is a normal, dry area of the level. Take the springboard on the right and grab the blue p-switch on the left. Use the switch to clear the blocks to the right side, and continue with the level. The midway point will be directly right, tag it. Stick to the right path of the level until you make it to the top, then enter the pipe. You'll be at the end now.
7-1a: Dark Depths Secret
The legend of the life preserver key!
Difficulty 6/10 Length 7/10
Take the normal path up until the dry room. Notice the floor is odd looking in one part, and press down to enter. The key will be guarded by a few Urchins. Wait for them to move, and get the key and head back up. Don't kill the Koopa in the dry room, you'll need to uses as foot stool. Throw the key over to the brown used blocks to the right, use the springboard to grab the blue switch to the left, and then throw the springboard and switch up near the blocked path. Jump off the winged Koopa's head to get up. Take the springboard to the right first, and set it down. Go back for the key. You can't make the jump back up if you're big, so get hit if you are big. Use the springboard you left over here to hit the on/off switch above. Take the key in to the pipe to the right, and do NOT touch the midway point. If you die after touching it, you can no longer get back in the level to get the key.
Stick to the left side of the level as often as possible, and when you come across a downward facing yellow pipe behind a wall you can't reach, set the key down at the brown used blocks below it. Head on the normal path to the end of the level again, and when you come to a whistling Chuck, head to the upper left path. There's a blue p-switch in the block over there. Swim down with it, and use it on the brown used blocks next to the yellow pipe, swim down, claim the key, and enter the yellow pipe. In here, there will be a blue p-switch and a shell kicking Koopa. You have to time when you press the switch so that it will land in the leftmost block. If you miss this, you have to repeat the entire last area, assuming you have the time left. Before the switch runs out of time, remember to clear the left and right paths of coins. When you get the silver switch, use it on the right side of the stage and clear out the munchers to get to the keyhole!
7-2: Tropical Stride
Interests include long walks on the beach!
Difficulty: 7/10 Length: 4/10
Straightforward level. To get past the high wall at the start, use one of the nearby Koopa's shells to bust the block at the bottom open to sprout a vine. Gardening with turtle shells, what will they think of next? When you get to a gap too long to jump across, you have to make use of the Bullet Bill launcher to your side. Jumping on it about 1/4 of the distance over the pit should be far enough to boost you across. If you having the cape, the pit will be easier to cross. For the rest of the level, just head right, it's simple. It gets pretty tough though.
7-2a: Tropical Stride Secret
Secret stash!
Difficulty: 7/10 Length: 4/10
Just go on the path to the normal exit, until you find a bunch of pipes with some fire spewing jumping piranha plants with a green diagonal pipe to the right. Go in the lowest blue pipe and hit all of the blocks in the small bonus room until you find the key. Use the blue p-switch to get up to it, then leave the area with the key, the keyhole is shortly before the goalpost.
7-3: Into the Water
Mario's kind of already been there, done that and bought the soaked overalls!
Difficulty: 5/10 Length: 4/10
Straightforward level, not sure why the time limit is so high. The sign above the top warns you about the unnaturally strong tides where the water looks disturbed. Try to stay centered in these areas as much as possible, the exit is always found in the middle. After you find the door, you'll be put in an area with Cave Story graphics. Thankfully, this is the only Cave Story aspect of the area; no critters to worry about! Just swim to the right side of the level and enter the door to be put in an auto scrolling area. After the autoscroller, you'll be back outside. Be very careful not to fall in the water, chances are you're not coming back. Keep going right, and you'll find a cave. In the cave, you'll find a path to the end, and be done.
7-3a: Into the Water Secret
Some people throw coins at the bottom of a well, others throw keys!
Difficulty: 6/10 Length: 3/10
Head to the normal exit until you find the Cave Story looking area. A little to the right, at the bottom of the first ledge, you might notice the keyhole. You're looking for that, but this leaves the issue of locating the key! Trek to the right, and when you find the door, take a dive in the pool of water below. At the bottom is a glimmering key. Take this key back to the start of the area where you saw the keyhole. It's a lot more difficult on the way back, thanks to horrid water physics, but you can do it!
7-Ghost House: Lulu Boo's Mansion
It may be a ghost house, but the party is alive as ever!
Difficulty: 5/10 Length: 5/10
Start the level by going left, enter the door, and then enter the door behind the Donut Boo Boss, he can't hurt you, hopefully you'll try not to hurt him either! You'll notice Boss Bass down at the bottom. Ugh. You can either wait for the platforms in the level to help you cross safely, or you can go for a dip if you're confident that you can manage dealing with Boss Bass. Enter the door at the end, and you'll be submerged with plenty of ghosts around. Swim downwards and find the key, and take the key out the pipe at the bottom. Head right, and use the key on the door. Try not to make the key contact the top of the door, otherwise it might just eat your key and remain locked. Tag the midway point.
Take one of the throw blocks from below, and smack an on/off switch to get out of the room. Climb the chain upwards, then go left. You can go through the pipe. Be sure to smile back at the smiley face formation of coins at the end. Enter the door, and pass by the Donut Boo Boss again. Run right, and you'll be at a door where you get to meet Lulu Boo. She may be a southerner, but lacks in the hospitality department, and wants you out. Head right and grab the blue p-switch, carrying it in to the pipe. Use the switch at the clock shortly to the left of where you end up. Then, you fight Lulu Boo! She follows more loosely here, making it a good idea to attack from the left, then go right, and do the same. Just grab the throw blocks nearby and hit her face with them and you'll be done right quick.
7-Castle: Wild Wet Castle
Get some coffee.
Difficulty: 7/10 Length: 9/10
This is a very long level. To start, just go right. Watch out for the Shyguys, there are a lot of them, and they have a pretty good chance of just getting glitched right through, hurting you. Avoid them if possible, or use some sort of weaponry to kill them, be it fireballs, a cape, or other enemies. When you reach the end of the screen, you'll be at the sewers. Watch out for the falling slime from the ceiling, and soon you'll be at some appearing and disappearing blocks. This is something of a memory game, you have to make it to the top, but these block go away pretty fast. If this is too hard, a cape can bypass it. Continue with the level, and you'll find some golden Thwomps. These will stun you if you're on the ground when they hit it, much like the huge Thwomps in Palace Acropolis. Soon, you'll hit a midway point (yes, there is more than one!).
Go to the right, and enter the second vertical pipe you come across. Go up, under the Volcano Lotus, and jump right, and enter the lowest pipe all the way on the right side. Take a Koopa from here, and enter the pipe you came in from. Go left, and throw it at the on/off switch at the top of a thin vertical shaft. Jump back over to the Volcano Lotus to the right, then go left once you're on top of the bridge. Go all the way back to the start of the room and enter the pipe. The solid blocks will now be passable, so continue to the right. The next obstacle you'll find will be those pretty, colorful blocks from Yoshi's Island. The blue ? blocks dispense shells of assorted colors for you to toss at them. This will take a long time, try not to fall asleep. Make your way over to the end of the block maze, and you'll have hit the second midway point. Use the shells in this room to create a vertical hole. If you've got fire power, be extra careful not to destroy the shells, or you have to redo the whole room. To clear it a little faster, just stand under one single spot, and keep kicking upwards. Use the springboard to get up, and you'll find a pipe to the right leading to the...
GIANT PIRANHA PLANT: You're going to need more than Weed-B-Gone for this one.
Difficulty: 7/10
One of the nastier bosses in the hack, most attacks aren't really hard to dodge, but it is a long fight, making it more of an endurance boss. For the first volley of fire, you can simply stand in the middle of the third pipe from the left and duck. Everything will go way over Mario's head, just like the joke in the subtitle for this boss! Once it's done shooting fire, it will start to move left, in a wave motion. Stay near, but not completely against the left wall, then back up to the wall and jump over when it makes its third depression. Repeat the process when it comes back around. After this is done, goodness gracious, it will launch great balls of fire in to the air, which will come hurdling back down from the left side, covering 1 pipe at a time, moving right. It will do this in reverse order as well. Standing on the lips of the third and fourth pipes from the left will provide sufficient time to avoid any formation of fireballs. After this, it will finally drop some enemies for you to use as ammo. Fling any Koopa shells you get right in to its face, and it will turn green and temporarily immune to damage. Occasionally it will fire a red bouncy goo ball, you can't do anything to these and they are not safe to jump on, just dodge them. If small piranha plants dip down from the ceiling, ducking between the third and fourth pipe should prove safe. The rest of the fight pans out in much the same way as it started, just keep dodging the fire and you'll have this weed whacked.
7-4: Bully's Brambles
Yellow Block gives you wings!
Difficulty: 6/10 Length: 4/10
Simple action level to make up for all the backtracking in the castle prior. Watch out for Bullies, they'll shove you around if you touch them. They are immensely annoying enemies when spikes are involved. Being a bramble level, you can be sure there are plenty of spikes around to be pushed in to. Go to the right side of the level where you'll find some ? blocks. The left one contains a Yoshi, the right one contains wings for Yoshi. Be sure to get Yoshi first, or you have to redo the area. Once you have the wings, just do the rest of the auto scrolling level and drop off the bottom of the screen at the end.
And now you're out of world 7! The depths of Bowser's Valley awaits...
7-A: Morel Mountain
Beats the Moral High Horse any day!
Difficulty: 5/10 Length: 5/10
This level is unlocked from the Sand Castle of Doom secret exit, technically. It could be a world 6 level, but it's placed in the world 7 map A nice, pretty, straightforward level to play on. Just go right. When you find some jumps that are too far, use the aid of the parabeetles, which also rise when you stand on them.
7-B: Dinosaur Reef
Prehistoric creatures not included!
Difficulty: 6/10 Length: 4/10
This level is unlocked from Dark Depths secret exit
A simple underwater level? You bet. Lots of torpedo launchers and littered of piranha plant though, stay aware. A fire flower or cape will be helpful, don't try swimming under the level either, Mario will be sad. And kind of dead.
7-Ba Dinosaur Reef Secret
Gotta find 'em all!
Difficulty: 4/10 Length: 6/10
The other scavenger hunt level. Find all 5 Dragon Coins and win! Coin locations:
1) Just after the blue p-switch, go down and to the left. 2) To the right of the midway point, which is close to the bottom of the level. 3) To the left of the pipe leading outside at the end of the map. 4) Head back to the midway point, and enter the pipe to the left. Go left from here, taking the top path, the coin is at the end. 5) Go to the right side, and find the Dragon Coin there.
From there, just head left, and you'll pass by the 5 DC blocks, and eventually find the key and keyhole.
7-C: Permafrost Glacier
It's like a really big ice cube in a super massive drink.
Difficulty: 6/10 Length: 5/10
This level is unlocked from the Dinosaur Reef normal exit.
This level starts out really dead simple. Just go right until the midway point, then enter the pipe! Watch out for the spinies below, and for the buster beetles from SMB3 that throws bricks. Continue traveling the level until you find a jump almost out of Mario's reach. Use an invisible block or two under the ledge to the right to get up. Enter the first pit you see, and grab hold of a nearby Koopa to open the box to the right, for a blue p-switch. Take this to an area where you see a vertical stack of smashable bricks. Use the blue p-switch here and head to the pipe to the right. Enter it and you'll be right near the end of the level.
7-D: Shoreline Woods
Moonwalking Goombas!
Difficulty: 8/10 Length: 6/10
This level is unlocked from the Tropical Stride secret exit.
The Goombas really do moonwalk here if you make them move to the right. The level starts simple, just follow the path along the way, using the silver ! blocks to clear the munchers you encounter, until you get to a wall of blocks in the way of your path in an auto scrolling area. Enter the brown pipe near the wall, and put your thinking cap on. The orange pipe you came in from is a reset pipe if you need it. For this room:
1) Grab Koopa's shell. 2) Hit silver ! block 3) Hit the bottom block with the Koopa shell you stole.
Use the silver switch to clear out any remaining munchers. Be careful, you can get stuck on the top area of the level if you get hit and the vine didn't clear the yellow block to the left. Take the blue p-switch outside, where you will continue with the autoscrolling level, and tag the midway. Carry on with the level until you come to another block wall. Instructions:
1) Scroll camera right with the R button to get a better view of the playing field. 2) Use the blue ! block to navigate the shell to the bottom of the maze, by timing your hits so it advances past the coins. 3) Use the Koopa shell that has been bounced up to hit the yellow block with a muncher under it, to get a silver p-switch. Use the silver switch to get to the blue switch right.
Take the blue switch back outside and clear the path again. It won't be long until you reach the final, and hardest puzzle.
Having a cape here allows you to bypass this puzzle with ease. Just duck jump to the right side block and flip the shell up to the Koopa to kick in to the block to the left, and claim the blue p-switch, heading out the green pipe to the bottom left side. If you're so unfortunate as to not have a cape:
1) Scroll camera with R. 2) Hit one of the many blue ! blocks to get started. 3) When the time runs out, give it about 1/3 of a second to hit it again so the shell can cross over to the coins. You can be a little late or early on the timing for this part. 4) Hit the block a few more times to keep the timer going long enough to clear the multi-coin block and drop down. 5) This is the toughest part. When the timer runs out and the shell breaks loose, hit the blue ! block again just as it passes over the edge of the brown blocks. You can be a little late on the timing, but early will almost certainly send the shell down the pit, making you have to restart. 6) From this point, just keep hitting the ! blocks until the shell knocks a shell up for you to grab. Take the shell and kick it at the blocks near the top, timing it so the blue Koopa will be able to kick it left.
Claim the blue p-switch, go out the bottom left green pipe, and you're almost out of this mess! Use it to clear the blocks in the way, then go right until you find a lone smashable brick. Hit this for a star, which will last you to the end of the level if you're running at full speed.
7-E: Waterlogged Woods
Logs in water are better than sticks in mud!
Difficulty: 6/10 Length: 5/10
This level is unlocked from Shoreline Woods.
Yahoo! A fairly action based level to make up for all the puzzles in the previous one. No real tricks here, just enter the pipes at areas you're blocked off at on the dry parts of the level. The fish flinging generator is used about halfway through the level, but since you'll be pretty close to the bottom of the screen, they should be flying safely overhead.
7-Palace: Disco Switch
Groovy! And the best switch color!
Difficulty: 2/10 Length: 5/10
This level is unlocked from Waterlogged Woods.
The object of this level is to guide the disco shell from the start to the end. You'll know if you messed up if the shell isn't able to follow you, so just use one of the nearby reset doors. At the end there will be a block with a vine in it, leading to a bonus room and the green switch. The bonus room is not favorable, if you leave it, the vine will be gone, and it's not a very easy jump from the bonus to the switch, leaving you a good possibility of having to redo the whole level. If you're like me, though, you can opt to do a little camera manipulation to despawn the Koopa and just grab the shell and carry it to the end of the level yourself! Much faster and easier this way, or use you cape to the end of the level, if you can't do it the normal way.
7-F: Glacial Grave
Gloomy!
Difficulty: 4/10 Length: 3/10
This level is unlocked from the Into the Water secret exit. This level unlocks nothing.
One of the easier and shorter levels of world 7, probably due to what it unlocks. Just head right, and auto scroll will carry you to the end after that. Experience dodging Grinders will help you out here.
| An SMWC Production |
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World 1 | World 2 | World 3 | World 4 | World 5 | World 6 | World 7 | World 8 | World 0 | World B |

