The normal goals form a loop. Find the secret exit in Forest of Illusion 3 to reach Roy and leave for Chocolate Island. The other branches contain the Blue Switch Palace and the Forest Fortress route to Star Road.
Forest of Illusion 1
Cross the forest platforms without repeatedly stomping the Wigglers, which become angry after a hit. Beyond the checkpoint, watch for enemies emerging from the blocks among the trees. The normal goal opens Forest of Illusion 2. For the secret exit, reach the Power Balloon near the far end and float back left to the ledge below the thin platforms. Hit the key block and use the keyhole there to reach Forest Ghost House.
Forest of Illusion 2
Swim around each Urchin’s movement rather than squeezing past it at the narrowest point. Rip Van Fish wake when you approach, and the whistling Chuck near the end can alert the whole group. The normal goal opens Forest of Illusion 3. For the Blue Switch Palace, descend near the final large fish area, then swim left instead of right. Pass the yellow block and through the concealed wall to the key and keyhole.
Blue Switch Palace
For the coin bonus, clear a few coins at the edge before pressing the blue switch, then press the gray switch to turn the Spinies into silver coins. The temporary blocks let you collect them safely. Continue through the pipe regardless of how many you obtain and jump on the large blue switch. Its blocks fill several gaps in later stages and help support the high secret route in Star World 5.
Forest of Illusion 3
Keep space from the bubbles so you can see whether they contain a Mushroom or an enemy before they burst. Use the springboards to cross the tall pipes. The normal exit leads to Forest Ghost House, continuing the forest loop. To leave the forest, reach the tall green pipe beside the Splittin’ Chuck near the end and enter it from above. Stay at least Super Mario so you can Spin Jump through the turn blocks around the key. This secret exit opens Roy’s Castle.
Forest Ghost House
Enter the first corridor’s door, then continue left through the ghost room to the coin barrier. Collect a coin from the barrier before pressing the P Switch so there will be a gap in the temporary blocks. Enter the blue door. On the upper return corridor, the first yellow door leads to the normal exit and Forest of Illusion 4. Walk past that door to the farther-left door for the 3-Up Moon and the second exit, which connects back to Forest of Illusion 1. Both goals matter for the exit total.
Forest of Illusion 4
Pipe-dwelling Lakitus throw Spinies onto the ground, while the fishing Lakitu turns hostile after you take its 1-Up. The normal goal returns you to Forest of Illusion 2. For the secret branch, reach the raised blue pipe just beyond the checkpoint. Bounce from the nearby Paratroopa or fly with a cape to land on its rim, then enter it for the key room. This opens Forest Secret Area.
Forest Secret Area
Board one of the two flying platforms to start the scrolling ride. They alternate height, so change platforms when the Koopa groups or the Dragon Coins call for a different line. The small central island is supported by blue switch blocks if you have activated them. Continue to the goal to open Forest Fortress. The three 1-Ups behind the goal are an optional reward, not a second exit.
Forest Fortress
Move through the scrolling pillars and rail-mounted Grinders, using a Spin Jump where necessary to bounce safely rather than landing normally on a saw. In the lava room, pause on solid ground to read the next Grinder’s route before crossing. The ordinary boss door is enough: knock the four Reznors off their platforms from below. The long cape route beyond that door offers extra lives and another door to the same battle; it does not add a separate exit. Victory opens Star Road.
Roy’s Castle
Follow the snake platform over the lava and spikes, staying near its leading section without jumping into the low ceiling. The Dragon Coins here are real SNES collectibles: several lie along the snake route and the last is over the stretch platforms near the boss. Roy climbs the walls and drops like Morton, but the arena narrows. Jump before he hits the floor, then stomp him while he is grounded. Three hits open Chocolate Island.









