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Flower 5 (47)
Yoshi's Island

Flower 5 (47)

Find Flower 5 and 17 red coins in Yoshi's Island. Includes tips for the Chomp Rock and pitcher enemies.

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Find Flower 5 and 17 red coins in Yoshi's Island. Includes tips for the Chomp Rock and pitcher enemies.

Walkthrough
  1. 1
    Wait on the far right ledge. A Shy Guy carrying a red coin (14) will swoop down; egg the coin to collect it.
  2. 2
    Go left and jump up the clouds to reach the upper area.
  3. 3
    Head to the far left. Eat the hopping enemies as you make your way left.
  4. 4
    Grab the Super Star, then run around the cloud you collected it on, grabbing a red coin (15) while upside-down under the cloud.
  5. 5
    Get back to the top side and head right until your powers wear off.
  6. 6
    Head right until you reach the spike pit. Get onto the Chomp Rock and stand on the right side while walking to the left to make it move right along the spikes.
  7. 7
    Collect the coins, as well as a red coin (16).
  8. 8
    Walk onto the second Chomp Rock up ahead.
  9. 9
    Cross the next section of spikes in the same fashion, grabbing another red coin (17) on the way.
  10. 10
    Run over the pitcher enemy along the way, after jumping to avoid its pitch.
  11. 11
    At the end, go right into the next area.
  12. 12
    Go through the Middle Ring (a checkpoint (an auto-save point you restart from on death)) when you arrive and hop across a couple of falling platforms.
  13. 13
    Ride one of the green platforms around its track. When you reach the right end, jump onto the yellow platforms on the next track.
  14. 14
    Head downward on the yellow platform, shooting eggs at the piranha plants on the wall.
  15. 15
    At the bottom, shoot an egg upward into the alcove to collect the fourth Flower.
Tips
  • Wait on the far right ledge for the Shy Guy carrying red coin (14).
  • Use the Super Star to collect red coin (15) while running upside-down under the cloud.
  • Carefully maneuver the Chomp Rocks to cross spike pits and collect red coins (16 and 17).
  • Jump to avoid the pitcher enemy's pitch before running over it.

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