Star Coins: World 1-3. This is our Star Coin guide for World 1-3 in New Super Mario Brothers Wii. This guide will also show you the secret alternate exit that takes you to the Warp Cannon for World 5. Your first use of Yoshi is in this level and he's located in the middle of a triple?-block just after the first Hammer Bro. Got a Super Mario Advance 4: Super Mario Bros. 3 walkthrough, FAQ or Guide? Use the submission form, or email them as attachments to faqs@neoseeker.com.FAQs/Guides are posted in their original.
Safecracker (2006)
N-Mark Spade Panels, also known as Matching Game Panels, Card Matching Games, Matching Game spaces, or N-Spades, are Spade Panels in Super Mario Bros. 3 that appear on the world map every 80,000 points gained, and they allow Mario or Luigi to play a card game where they must flip cards to match pairs of images with only two mistakes allowed before exiting the game. When the next 80,000 points. 3 Mushroom Cards 3 Flower Cards 3 Star Cards 2 Extra Matios 3 Extra Marios 5 Extra Matios The Cards are displayed at the bottom of the screen. At the end Of an action scene, a bonus is added to your score depending on how much time you have left. Any enemies remaining On the screen when you touch the goal be turned into coins. The time will also set off other events, as stated in other cheats listed. Super Mario Bros. 3 and Super Mario Galaxy reference. During the introduction sequence, you can see Bowser Jr. And the other Koopalings leave after kidnapping Princess Peach and taking off in an airship from Super Mario Bros. 3 and Super Mario Galaxy. This is our new 100% Multiplayer walkthrough of Super Mario 3D World. We get all Green Stars and Sticker collectables and beat all levels and we play the ful. From right to left, the cards will always be Star, Flower and Mushroom. Remember that, and you’ll have a lot less trouble clearing out those N-Panels. There are plenty of other secrets to be found in older games like Super Mario Bros. 3, but these are some of the coolest available.
The Ultimate Puzzle Adventure
by Kheops Studios
Hints and Solutions by MaGtRo August 2006
NOTE: Please use these solutions only as a last resort. The fun of solving the puzzles will diminish.
Read the manual in .pdf form found in the Safecracker folder after installation.
Pull back from close-up resets the puzzles.
This is not a walkthrough. The Hints are arranged by rooms. Do what you can in a room. Some puzzles need a necessary clue or item to open them from another room or level of the mansion.
HINTS
The Ground Floor
The Small Corridor:
Aim: To place under the same colored arrows: green balls at top left, blue balls at top right and red balls at bottom.
Solution: Click here. Take resistor and paper with 4298.
The Small Sitting Room: Read a diary page of Duncan Adams on the box. The key used here is taken from the laser locked safe from the workshop. Take the piston.
The Hall: Enter the number taken from small corridor safe paper.
The Winter Garden: There's a key in a glass stand at the center of the garden. Insert the fountain plug taken from the snookers safe on the hole by the door to the main hall.
Aim - To raise the water level in the glass case and get the key.
Standing on the metal squares on the floor changes the flow of the water directions. Walking clockwise turns the direction once to the right and counterclockwise turns once to the left.
Solution: Click here. Take the double key.
The Museum:
Slider safe:
Aim - Turn the small buttons to rotate the squares. Move the squares to make the picture seen in the clue.
Clue - Look at the picture below the telephone at the Main Menu screen.
One Solution: Click here. Take the L=E paper. Pull the lever to raise 3 stands at the center of the room.
Currency:
Aim - To place currencies on all the blank squares and not have any duplicates on the diagonal, rows and columns.
Click on the blank squares to cycle the different currencies.
One solution: Click here. When correctly done, the red button turns green and part of a metal piston rise.
White squares:
Aim - To move the white square through all the blue squares in direct path and turn them all to white.
Click on the dark blue square that you want the white square to move to.
One solution: Click here. When correctly done, the red button turns green and a part of a metal piston rise.
Number keypad:
Enter the code taken from the driving machine in the Games Room at the second floor. See a new puzzle on the screen.
15 keypad:
Aim - To get 15 as sum of the numbers horizontally, vertically and diagonally.
Click the arrows to move the numbers about.
One solution: Click here. See the last piston move to the ceiling and the locked door at the Game Room opened.
Main sitting room: Read the paper on the sofa's arm rest.
Aim - To decipher the letters below the letter wheel.
Clue - The L=E paper.
Solution: Click here. Take the 8 pin circuit and the photo of the young girl. Read Duncan W. Adams' note on the door of the safe.
The Study: Read the postcard sent by Sarah to her great uncle found on the chair by the doorway.
Magnetized metal ball:
Aim - To move the metal ball from top left to the hole at bottom right.
Click on the arrows at the 4 walls to activate the electricity to magnetize and attract the metal ball.
Solution: Click here. Take the 4 pin circuit.
Keypad: Use the magnetic pass taken from the broken lock safe in the workshop on the slot.
Clue: Note that there are 3 keypads that are smooth or frequently used.
Solution: Click here.
The Dining Room:
Clue - The photo of the young girl taken from the main sitting room safe.
Solution: Click here. Read the letter that talks about 8 nm under the upper limit of the buttercup nm.
The Office: Read the paper on the desk.
Laser keypad:
Aim - To find a path using all the keypads following the directions of the arrows and end to point to the red button.
Click on an arrow and then click on a keypad that that arrow points to. Do this until the last keypad points to the red button.
Solution: Click here. If done correctly, see a laser beam shoot up from the stand and bounces on a deflector on the ceiling.
Laser beam:
Move the deflector to bounce the laser to the deflector at other side of the room. Move this deflector so that the laser points to the globe.
The globe opens. Take transistor.
Door keypad: The keypad is missing parts.
Place the resistor, 8 pin circuit, 4 pin circuit and the transistor on the panel. Door opens.
The Workshop: Read the newspaper ad tacked on the corkboard at far right wall. It talks about 3 safes that are for sale: a 1943 safe, antique safe and a 1905 safe.
Laser locked safe:
Clue - Taken from the paper in the Dining Room safe.
Solution: Click here. Take the small gold key and the T shaped key.
Broken lock safe: Note the paper that states the code is 5841 but the numbers on the keypad does not produce the correct number when pressed.
1. When each number is pressed, the numbers shown cycle to 5 numbers and repeats. Press the keypad 8 times using one number (2 rounds on the readout).
Number on keypad | Numbers shown when keypad is pressed 5 times. | ||||
1 | 2 | 7 | 9 | 4 | 8 |
2 | 6 | 8 | 4 | 3 | 1 |
3 | 5 | 2 | 5 | 7 | 5 |
4 | 2 | 8 | 9 | 2 | 7 |
5 | 6 | 7 | 4 | 3 | 2 |
6 | 7 | 5 | 1 | 2 | 9 |
7 | 3 | 6 | 5 | 2 | 4 |
8 | 9 | 7 | 6 | 5 | 4 |
9 | 6 | 8 | 1 | 3 | 6 |
See which keypad will result in 5841 on the readout. Enter the trial code 5 times before trying another set of code.
Take note of the correct numbers and when-where they are off in the 5 times you enter the trial code.
If you get a correct number and the others are off, move that off number to the correct sequence. Click that off number on the keypad Xs it is off the sequence. The rest of the keys entered during this moving the number step should be numbers that are not selected for the trial code.
During my replays, I had 3 different numbers.
Solution: Click here. Take the magnetic card.
Antique ornate safe: Use the chip card taken from the Blue Bedroom puzzle on the slot on the top.
Clue - The clue here is the letter from Margaret taken from the Blue Bedroom puzzle. What is the secret of Duncan W. Adams?
Solution: Click here. The door slides open.
The Boudoir: Read the letter on the coffee table.
Aim - To clear a path for the key to get to the slot on the right.
Take the small magnet on the right. To move the bars, click the magnet on any metal bars.
Solution: Click here. Take another triple key.
The Basement
The Entrance to the cellar:
Take the stairs going down from the hallway off the Dining Room and the Study.
Electrical panel:
Aim - To get light up all the bulbs on the left by making a path from the right electrical source to the left.
Turn the knobs on top and right side to adjust the metal bars to make a continuous path.
Solution: Click here. The lights are on.
The Wine Cellar: Go to the right and see the safe at the end of the corridor.
Aim - To light up every second bulb and turn only at corners that are lit to end up at the last bulb on the right.
Solution: Click here. Take the GPS keycard and the brass key.
The Store Room: Go to the left room at the cellar. Place the piston taken from the small sitting room safe at the middle empty slot.
Aim: To fill up the middle cylinder to the 4th level (see pointing arrow) from the 2 side cylinders.
The left cylinder has 3 levels, the middle has 5 and the right has 8 levels. The right cylinder is filled to 8 levels.
Solution: Click here. See water fill the fountain at the Winter Garden.
The Second Floor
Use the brass key taken from the Wine Cellar safe to open the side door of the Dining Room. Climb up to the second floor.
West Corridor:
The Kitchen: Read the letter from Elizabeth on the kitchen counter.
Dumbwaiter:
Aim: To get the light on the 12th level and the dumbwaiter is centered on the opening.
Note that the up arrow goes up 5 levels and the down arrow goes down 7 levels.
Solution: Click here. Take the special pipe key.
Dressing Room: Note the lines on the top of the door of the dressing room.
Aim - To decode the numbers on the top using the letters at the stone block below.
Place the stone block taken from the metal loop safe on the frame. Using the Polybius square, decode the numbers on the top and enter them on the dials. Check here to learn about Polybius Square.
Solution: Click here. Take another triple key.
Laser Door: Use the special pipe key taken from kitchen on the screw of the panel.
Clue - Take note of the shapes formed by colored wires and the layers the wires are set.
The panel opens to show 4 different colored wires surrounding the 9 button screws.
Solution: Click here. The laser rays on the door are turned off.
Yellow Bedroom: Check the lines on top of the yellow bathroom door. Read the letter from Edward on the window seat.
Look close at the small safe on the table. Flip the switch on the power strip and the secret compartment opens.
Take the magnetic pass and the snooker rules.
Blue Bedroom: Read the letter from Edward about Sarah.
Aim - To find the correct set of numbers based on the frequency of the phone keypad dial tone.
Insert the small iron key taken from the music box at the Violet Bedroom on the keyhole at top left. Turn the key to on position.
Press the speaker button on the telephone.
Press the number keys for a set of trial numbers. If one or more green light flickers, it means that out of the 4 trial numbers, there are numbers that are correct. If there one or more green light that stays on, it means that the number is correct and is at the correct position in the sequence.
There are only 4 chances to select the correct numbers before the puzzle resets to a new code. This is shown by the red lit bars on the radio.
This is a random puzzle. MrLipid states that the end number is always 9.
Take the chip card.
The Games Room: Read the diary page on one of the chair.
Snookers safe: Use the magnetic pass taken from the Yellow Room on the slot.
Clue - Read the snookers rule paper taken from the Yellow Room and check ALL the balls on and under the snookers table. Take note of the numbers seen on and given to a colored ball from the rule paper. What is the difference between the balls on the paper and the table?
Solution: Check here. Take the fountain plug and lever.
Driving machine: Insert the GPS card key on the slot.
Aim - To turn the wheel based on the path seen on the screen and to end at the checkered flag.
Clue - Turn the wheel based on the corners. No forward driving is required, just the corners. This is an imaginary driving and no action on the screen is seen.
Solution: Click here. Take the 6821 paper.
The Library: This door is opened after doing the 15 stand puzzle at the Museum. Take note of the book on the small table by the window - 'The Safe through the Ages by DWA.'
Sarah safe: See a note on the safe 'Call Sarah'
Clue - Use the telephone to get Sarah's number.
Solution: Click here. Take the steering wheel. Read the note on the door left by Duncan W. Adams
Code detection safe: Insert the screen and key card reader taken from the box in the Violet Bedroom on the bottom part of the safe.
Aim - To find out the code based on the incomplete readout of the reader.
Note the shape of the incomplete code numbers on the reader and enter the test numbers. The bars will pull back if the number and position are correct. The numbers of the bars that pull back depend on the number of the correct entry and correct position.
Solution: Click here. Take the triple key.
Violet Bedroom: Use the double key taken from the Winter Garden on the door. Read the letter by Elizabeth. Take note of the lines on the top of the bathroom door.
Music box: Use the small gold key taken from the laser locked safe on the box. Take the small iron key and the screen & key card reader.
Wheel Metal Door at East Corridor: Use the steering wheel from the Sarah safe on the hole of the lock.
Aim - To get all the side bars recessed to the right.
Insert the wheel on the lock. Turn each wheel and study which bars it affects. Each wheel cycles 8 times to produce different bar results.
One Solution: Click here. The door opens to the Laundry room.
The Loft
Metal Loop safe:
Aim - To produce a loop of the metal pipes and have it all lit up.
Click to turn the pipes around to join other pipes.
Solution: Click here. Take the carved stone block. Read the note from DWA on the door of the safe.
Queen 6 Chess safe:
Aim - To place 6 Queen moves on the chessboard with NO possible check. (Thanks, Benoit!)
A Queen move in chess is diagonal.
One Solution: Click here. Take another triple key. (Thank you, Ana!)
Final Safe
Final Safe room: Use 2 triple keys on the door left of the Violet bathroom. Then use 2 more triple keys on the second door. Enter the secret room.
Aim - To find out the 4 numbers for the code of the final safe.
Clue - Study the lines on the top of 4 bathrooms.
Solution: Check here.
Have fun!
SOLUTIONS
Click the arrows to move the balls. One solution: 2xs right blue 1x left red 2xs right green 1x right blue 2xs left green 1x left blue 2xs right green 1x left blue 4xs left red 2xs right blue 3xs left red |
Click the numbers only once unless otherwise specified. | |
15, 14, 13 (2xs), 9, 5, 1, 7 (2xs), 6, 5 (2xs), 4 (2xs), 3, 2 (2xs), 6 (2xs). | |
12 (3xs), 7 (2xs), 3, 16, 15 (2xs), 11, 7, 4 (2xs), 8 (3xs), 4, 11, 8, 4 (2xs). | |
15 (2xs), 11 (3xs), 13 (2xs), 9 (3xs), 13 (3xs), 14 (2xs), 15, 14, 16, 12 (2xs), 16 (3xs), 12. | |
13, 14 (3xs), 15, 16, 14 (2xs), 16, 15, 14, 15, 14 (3xs), 13 (2xs), 14, 13, 14, 13. |
Turn the inner wheel to get the L under the E of the outer wheel. Decode the letters below the wheel.
Enter 6 4 1 2 on the dials above the wheel.
Click the arrows at: Top, right, bottom, left, bottom, right, bottom, left, top, right, top, right, top, right, bottom, right, bottom, left, top, right, bottom.
Mix and match the keypads - 3 4 8. Enter 8 3 4.
Arrange the pictures on the wall similar to that of the photo. The wall safe on the right opens.
Adjusting the number to the known wave lengths of the visible portion of the spectrum on the panel displays the different colors: Violet (400-425), Indigo (426- 446), Blue (447-499), Green (500-569), Yellow (570-592), Orange (593-620) and Red.
Enter the 584, less 8 nm under the upper limit of the buttercup nm; to get the light on top of the safe to yellow and the safe opens.
Broken lock safe: Thank you MrLipid!
Click on 3 four times.
Click on 2 16 times. (Wait for the readout to fade after every four clicks.)
Click on 6 12 times.
Click on 3 once
Click on 2 twice
Click on 6 once
Electrical panel at basement: Take note that all the red knobs are pointing UP.
Click on left of bottom arrows, left of top right arrows, right of bottom arrows, left of top left arrows, right of bottom arrows, left of top left arrows, left of top right arrows and left of top left arrows. There are now 4 levels of water at the middle cylinder.
Start with the light on at the 5th level: up (10th), up (15th), down (8th), up (13th), down 6th), up (11th), down (4th), up (9th), down (2nd), up (7th) and up to 12th level.
Laser Door:
The wires are in the shape of numbers and the wires are set by layers:
Green is top most and forms #2. Yellow is the next and forms #4. Blue is at third layer and forms# 9. Red is at the lowest layer and forms #3.
Click on 2 4 9 3 screws (keypads).
Read the snookers rule paper and note the number accorded to a colored ball.
The paper also shows that there are 15 red balls, 1 pink, 1 blue, 1 yellow, 1 brown and 1 black.
Count the numbers of balls on the snookers table: 11 reds, 1 pink, 1 blue and 1 brown.
Count the number of balls found on the pocket baskets under the table on all sides: 2 reds and 1 yellow.
There are 4 balls missing on the snookers table: There are 15 reds but only 13 are found; 2 reds are missing. There are no green or black balls seen.
Based on the numbers correlated on the missing balls: Red 1 and 1, green 3 and black 7.
Enter 1 1 3 7 on the snookers safe keypad.
Turn the wheel: R L R R L R L L R L.
Start from the fountain plug by the Main Hall. Stand on the numbered position on the picture below. Stand on 1 and then 2 and then 3..
Click on right top arrow once, left bottom arrow once, bottom left arrow once and top right arrow once.
Use the telephone keypad letters to translate SARAH to numbers - 86265. Enter the numbers on the keypad.
Enter 8796.
The letter from Margaret states that Duncan W. Adams' middle name is Walter.
Enter Walter on the dials in any letter sequence. Turn the dials to point to the correct letter in the name WALTER.
The Boudoir: Read the letter on the coffee table.
1 up 2 down 3 & 4 up 5 right key & 6 left 7 down key right 8 down 9 left 10 up 6 right 8 down key & 6 left 7 up 5 left 4 down 6 rightKim kardashian game baby cheat. 2, 8 & 11 up 5 left 11 down key right 1 down 9 left 7 up key right 8 up 6 left 10 down 3 up key out to right |
Numbering the wheels as seen in the picture: Turn wheel 1 - 4xs, wheel 3 - 3xs and wheel 5 - 7xs.
Dressing Room:
Turn the arrow to 1 on the first dial, 2 on the second dial, 6 on the third dial and 5 on the last dial = 1 2 6 5.
Queen 6 Chess safe: (Thanks, Ana!)
Press the squares at: row 1 - column 4; row 2 - column 1; row 3 - column 5; row 4 - column 2; row 5 - column 6 and row 6 - column 3.
Draw the lines seen on all the 4 plates into one drawing. Or super impose one plate over another and see that 4 numbers will be formed by the lines.
Dressing room |
Yellow bathroom |
East Corridor bathroom |
Violet bathroom |
This document may not be distributed without express written permission of the author and the content may not be altered in any way.
For Questions or Comments on this Walkthrough, please write to: MaGtRo
Mario 3 Card Game Cheat
Copyright © 8/2006 MaGtRo
Our Mario Kart Tour guide will help novices and experts alike get to grips with Nintendo’s latest mobile game. It plays much like Mario Kart on Wii, 3DS, and Switch, so if you’ve played one of those versions you’ll find this instantly familiar.
If you haven’t, our guide should help bring you up to speed. Heck, even if you have, the new control schemes can be tricky to learn, and then there’s the new points system that won’t make sense to newcomers or veterans.
Looking for more Mario Kart Tour content? Check out everything else we’ve written in our Complete Guide.
Mario Kart Tour Guide – How it Works:
If you’ve played Mario Kart before, you should have a decent understanding of how Tour works. Generally speaking, it’s Mario Kart as you know and love it. You’ll race against eight opponents (down from 12 in most of the others) as one of your favourite Nintendo characters.
Much like in the mainline games, each character has its own weight class that adjusts its acceleration, top speed, turning, and drifting abilities. Heavier characters like Donkey Kong and Bowser tend to have a higher top speed and are more difficult to knock about but have a lower acceleration and turning ability.
Each character also has a special ability. For example, Bowser can throw a much bigger shell at enemies, Donkey Kong can drop a much larger banana, and Metal Mario can throw out fireballs. Then there’s the various different karts and gliders, which can increase your chances of getting a specific item or boost the effect from items and in-race effects, like speed boosters and gliding.
As you race, you’ll pick up coins, which increase your top speed, and items, which you can use to to provide yourself with a variety of buffs or against your enemies to hinder them. Items include positive effects like speed-boosting mushrooms, extra coins, and protective hearts and negative effects for your enemies like shells, bombs, and lightning.
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You can control the action in numerous different ways, though primarily with touch. Using the simple control scheme you’ll slide your thumb left and right to turn in either direction, sliding further to each way to pull off a drift. Drift mode triggers a drift each time you press your thumb on the screen, sliding left and right to adjust the direction and how far either way you drift.
If you’re familiar with the Wii version of Mario Kart, you can turn on gyro controls to physically move your phone to turn in either direction. You can then turn on manual or automatic drifting and steering assist to fine tune your experience.
You can earn a total of five stars per race, and earn a star for hitting certain point thresholds. You earn points for every action you perform, from selecting a certain character, kart, and glider combination for each race, and using items, performing tricks, collecting coins, boosting, and flying during a race. At the end of the race, your score gets tallied and you’ll receive stars based on your performance.
Generally, if you place first in a race you’ll earn sufficient points to get the maximum number of stars. By choosing a character, glider, and kart combo that has a good affinity with the particular track, you can get a much higher score than usual and can finish in second or third place and still get five stars.
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Each time you use a character, kart, or glider in a race you’ll earn experience for it, levelling up each individual piece when you hit an experience threshold. Levelling up a character or an item increases the points you’ll receive for bringing the, into a race with you.
The final aspect of Mario Kart Tour we want to touch on is the gacha mechanics. As you progress, you’ll unlock rubies that you can spend on summoning new characters, karts, and gliders. You can summon a single item for five rubies, or 10 at once for a discounted price at 45 rubies.
You can purchase rubies with cash but there’s no real need to. You’ll unlock plenty of characters, gliders, and karts just by playing the game. If you collect multiple of the same pieces you can level them up to increase their effects in numerous different areas.
Mario Kart Tour – Tips, Cheats, and Strategies
Mario 3 Card Game Cheats
Now that you understand the basics, let’s take a look at a few specific tips and tricks to help you master it:
Mario 3 Card Game Answers
- Pick a rider, kart, and glider combo that’s good for each track: Each track you race on provides bonus points and score combos for using certain characters, karts, and gliders. If you’ve unlocked these particular parts, use them for that particular race to give yourself a massive score boost from the get go.
Mario 3 Card Game Cheat Guides
- Try and master drift mode: Drift mode is the best of all of the control schemes in Mario Kart Tour. It’s difficult to pick up but mastering it will pay off in the long run, as you’ll be more in control over your drift boosts.
- Save up to 45 rubies before summoning: You’ll get free rubies regularly just for playing Mario Kart Tour, and we recommend saving them up until you have 45 before summoning. That gives you a free summon, and these can build up over time, saving you a lot of rubies.
- Chase challenges to earn more stars and rubies: Challenges unlock fairly early in the game, and provide you with extra rewards for performing particular activities. If you’re running short on stars or rubies, we recommend looking for a challenge that you can complete fairly quickly for the reward you need.
- Get your two week Gold Pass trial for extra rewards: The Gold Pass costs $5 per month and provides you with a bunch of rewards just for playing. You can get two weeks worth of a free trial when you first start playing, which is worth signing up for as you can just cancel your subscription before paying.