Donut Plains 3 features a giant lake, a peninsula jutting far into the water, and two broken bridges without side-rails. This page has been accessed 57,739 times. The level starts off with Mario or Luigi out of a pipe. The Fuzzy you'll encounter on your way should not be a problem, since you can duck under it. Top Voted Answer. The regular exit leads to the Donut Ghost House, while the secret exit leads to the Donut Secret House.There are seven Dragon Coins to be found. The secret exit here can be found towards the end of the level. block which contains a feather. Go onto the wooden platform and another grey one (with a Dragon Coin above) and onto the next ledge. This pipe takes them to a bonus game where they can win up to five lives by hitting ? The player starts out next to a set of spinning platforms. The vine leads to a cloud platform where you can accumulate several coins. This will unlock Donut Secret 1. You will encounter a Question Block on the ground, which releases the Coin Struck. In the air behind the first Fuzzy. Donut Plains 3 is a level in the game Super Mario World and is the third level of the second world, Donut Plains. Super Mario World | Table of Contents | Walkthrough. The gray platforms and the Fuzzy move in opposite directions. The keyhole needs to be activated as soon as possible to avoid the shell, though jumping is an easy backup. There are also some Rotating Blocks under the player. Of the group of four turn blocks, the rightmost one contains a vine. The first crucial spot is where there are four yellow blocks on the ground and flying Koopas above them. 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. Player: MarioStage: Donut Plains 3Ahora EstamOz Cercadel caztillO nO. Proceed to first door. It can be reached by spin jumping the other turn blocks. The other two exits are in the room after Mario or Luigi enters the Warp Pipe as mentioned below. Pick up the key and slam it into the nearby keyhole. 95 Exit, No Cape. 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. The On/Off switches allow you to switch the paths in this level around, thereby allowing you to continue onward in this level. Its secret leads to a power-upping level called Top Secret Level. The platform leads the player to the Midway Gate. Those who have activated the green switch blocks can get a feather at the beginning. Donut Ghost House is the first secret leading ghost house. Enter the yellow pipe at the end if you wish to play the bonus game. Donut Plains 3 is the first track in the Special Cup in Super Mario Kart, the last course of the Extra Star Cup in Mario Kart: Super Circuit, and the second course of the Banana Cup in Mario Kart 8. You'll return at the orange pipe near the end of the level. A Springboard is encountered with the Rotating Block above it, which contains a Beanstalk. From the gray platforms, you can choose two paths, the top and the bottom. User Info: Chazware. It leads him to a small area with two Koopa Paratroopas ; the player must then jump on green pipes to cross the … Obscured by the second-to-last set of gray platforms. Watch out for the Fuzzy! Level Type A VERY busy field. ----- 2: |Donut Plains 2| ----- TIME: 300 STUFF REQUIRED: Yoshi (any color) or Super, Fire, Cape Mario LEADS TO: Green Switch Palace This is what I call a … Blocks in the correct order. Once you reach the wooden platform circling the On switch, jump at it to set it to Off, which makes the platform move forward. Nope. Otherwise, you'll have to wait until later in this level. Chazware - 6 days ago. The five Dragon Coins in this level are located as follows: Above the second set of gray platforms. In the second half of the level, the player can use a moving platform to reach a yellow Warp Pipe. After that, the player eventually encounters a few Warp Pipes. Note that you will leave Yoshi outside, probably because he/she/it's scared. The racers must hop over the crack in the second bridge to avoid falling into the lake. As you climb to the top of the level, there is a place where you must use a springboard to jump through a hole in the roof past 8 or so flying Koopas. Quickly jump across to make sure you don't get hit. On top, there is a block with the Rainbow Star. Donut Plains 3 is a level in the world Donut Plains in the game, Super Mario World and Super Mario Advance 2: Super Mario World. Donut Plains 1. Once you see the opportunity, get on the wooden platform and then jump over to the gray platforms. It leads to Donut Plains 3. DONUT PLAINS 3 You must be Super Mario or better if you want to get all the Dragon Coins here. The Cape Feather is utilized frequently. Video: Donut Plains 2 Secret Exit - Cape Source: ThirdLavaDolphin. Mario and Yoshi standing on a rotating platform. It takes the same path as the wooden platform and will hit you if you're careless. Before the yellow pipe. If the player activates the Switch Block, the Empty Block will turn into a coin, and the Jumping … This page was last edited on July 7, 2020, at 09:43. 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. Donut Ghost House (2 goals, 13 total) Right to - Donut Plains 3 Up to - Top Secret Area Left to - Donut Plains 2 Down to - Donut Secret 1 Bring a cape to this level. From the Super Mario Wiki, the Mario encyclopedia, https://www.mariowiki.com/index.php?title=Donut_Plains_3&oldid=2976562. When you see the second switch, jump at it, otherwise you will fall to your doom. If you went on the cloud platform and collected all the coins there, this shouldn't be too hard. 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. Yoshi's Island 2—> Yoshi's Island 3—> Yoshi's Island 4—> Iggy's Castle—> Donut Plains 1--> Donut Secret 1--> Donut Secret House--> Star World 1--> Star World 2--> Star World 3--> Star World 4--> Front Door After beating Funky, can I change the game back to normal? Head to the first pit, run left and fly up. The jumps needed here can be tricky if you don't have a cape. In the forest of illusions four (the one at the bottom) where is the s.. One of the Rotating Blocks contains a Beanstalk that leads up to an area with cloud platforms and coins. If the player is not Small Mario or Small Luigi, they can break the blocks with a Spin Jump. It is a speed run level with a time of 300 seconds. Star Road 1: . The bottom path is enemy-free but tricky jumps are needed to get across. After the Boo Buddies, the player will encounter an Eerie and a Big Boo. Play through the level until the part where you see the pipes sticking out the ceiling. Going further, you encounter Spike Tops, Warp Pipesand Munchers in between. ----- Donut Plains 3 ----- Go right, onto the one of the move platforms and jump off to the ledge. Unfortunately, the ground is slippery that Mario or Luigi can fall off the pit. It is known for featuring the first Ghost House of the game and for being the first course with multiple exits. Donut Plains 3 is a level in the game Super Mario World and is the third level of the second world, Donut Plains. Dragon Coin 2: Hit one of the four blocks at the bottom and climb the vine. Donut Plains is the second world of Dinosaur Land in Super Mario World, and it is the western portion of the aforementioned location.It has a plains theme, though two of the levels are forest-themed. The name of this world is a hinting of its unusual shape. I don't know where any of the secret exits are can someone please help.. Then you go down to a Ghost House. The course takes place in windy fields around a large lake that require excellent turning skills. The green star block awards you with a 1-up mushroom if you managed to collect 30 coins throughout the level. The wooden platforms follow a visible path, which may either be a loop or simply end, in which case the platform will fall down at the end. 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. Dragon Coin 1: When jumping on the second rotating platform, the Dragon Coin is sitting on one of the three platforms. 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. After that, the screen starts to scroll. It is owned by Morton Koopa Jr. and has a grassy plains theme. ; There is now a spot in the water. Donut Plains 1 is the first level players will encounter in the Donut Plains. Now, the player has to maneuver around moving yellow platforms, a few Buzzy Beetles and Swoopers. The gray platforms in this level rotate either clockwise or counter-clockwise. Beat Donut Plains 1 the special way by getting the key. The level consists Dragon Coinsand 300 seconds to complete the level. 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