Detailed walkthrough for Part 16 of Super Mario 3D Land, including tips for collecting Star Coins, 1-Ups, and navigating challenging platforming sections.
From the starting point, get a running start and jump onto the Rainbow Block. Upon landing, press 'A' to fly upwards. If 3D is not enabled, it is recommended to turn it on now. Follow the path and collect all coins. To get the Green Clock, jump diagonally right from the top corner of the large cloud. Avoid jumping from the northernmost cloud platform to prevent missing it. Alternatively, walk off the south-western edge of the northernmost cloud platform, precisely on the line connecting the two small platforms, to land on the Green Clock's platform and then jump back to the large platform. Proceed to the western side of the large platform and ascend the platforms to the final one. Jump to grab the Star Coin in the air, then fall down.
You will return to the main area. To collect the 1-Up here, you need the Tanooki Suit. Tail spin (or ground pound) the brick blocks to reveal a crank. Tail spin the crank until it is fully turned and you are elevated. Hit the ? Block for a 1-Up. Hop back down and move right, dealing with the Stingby.
It's a long drop to the next Flip-Swap Panel. Ensure the red panels are facing up when you jump onto the blue panel. From there, jump diagonally north to the red panel. Be cautious of the rotating Spikebar. When it's clear, jump onto the blue panel with the four coins, then right onto the red panel. Walk right to the red panel where the Flying ? Block is.
Star Coin Alert! #3 This Star Coin is tricky. Wait for the Flying ? Block to be directly over the south-west edge of the BLUE panel. Jump from the north-east edge of the red panel, hit the ? Block, and fall onto the blue panel. Jump back onto the red panel, then take a running jump onto the used ? Block. If you don't gain enough speed, you won't reach the top of the ? Block and will fall to your death. Once on the used ? Block, jump once to switch the red panels to face up again. From the used ? Block, jump up and grab the Star Coin in the air above the shadow, then fall onto the blue panel that appears. From there, jump to the red panel and continue jumping north over the two Spikebars protruding from the same block, landing on the wooden platform. If you are in trouble near a Spikebar, you can jump onto the block it emerges from, as it is stationary, but accuracy is key due to its small size.
On the wooden platform, there's another Goomba Baddie Box. Run past it and head north up the stairs. Deal with the Stingby and hop onto the elevated platform to your right. From the right edge of this platform, you'll see the Flip-Switch panel. Ensure the red panel is facing up, then jump to where the blue panel will appear. Avoid falling here to get your 1-Up. From there, jump onto the red panel. Get a running start from the left side, jump from the right edge, and land on top of the Goal Pole for your 1-Up. This requires Tanooki Mario; run, jump, and hover to the top of the Goal Pole.
Course Clear!
World 2-Airship This is the first airship level. You are launched from a cannon onto the ship's prow. Make your way right to the Warp Pipe on the other side. Entering it triggers a boss battle. Defeating the boss completes World 2. In non-special world ship levels, the screen scrolls right, and falling off the left side results in death. There is no time to waste.
Jump over the three Rocket Engines, identifiable by a puff of smoke before activation. Proceed to the tightrope. Wait for the two Bill Blasters to fire Bullet Bills before continuing. Ensure the screen has scrolled sufficiently to clear the Bullet Bills' path immediately. Jump off the tightrope and descend. Avoid the Bill Blasters and jump onto the ledge with the Warp Box. Hit the Warp Box to teleport to the ship behind.
Star Coin Alert! #1 On the subsequent ship, collect all coins, jump over the Rocket Engine, collect the two Blue Clocks, and then grab the Star Coin.
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