DAOVERLORD

Donut Plains

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Chapters follow a route through the game. Optional objectives and version differences are marked. Linked names open the matching database entry.

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Game versionsSNES · North America
Include editions

Course and exit checklist for Donut Plains.

On this page

Route

Courses in this region: Donut Plains 1, Donut Plains 2, Green Switch Palace, Donut Ghost House, Donut Plains 3, Donut Plains 4, Donut Secret 1, Donut Secret House, Donut Secret 2, #2 Morton's Castle. See the ordinary destination and alternate routes for how these connect.

Alternate routes

Donut Plains 1: At the green block column near the end, run up the wall using the triangle and enter the upper keyhole; the Green Switch makes this easier. A cape can also reach the key.

Donut Plains 2: Enter the upside-down green pipe after the first green switch block. In the side room, throw the blue shell at the highest turn block to grow a vine; climb through the gap to the key and keyhole.

Donut Ghost House: Bring a cape. From the start, build speed and fly up to the left, over the ceiling; run right above the room to the hidden door and goal.

Donut Secret 1: Activate the underwater P-switch, then swim right through the temporarily opened block enclosure. Hit the prize block for the key and use it in the nearby keyhole.

Donut Secret House: Carry the P-switch to the floating door and activate it. Hit the block above that door to grow a vine; climb and defeat Big Boo with three thrown blocks.

Course notes

Donut Plains 1: Stomp a flashing Super Koopa for a feather and practice flight. Continue through the pipes and enemies to the ordinary gate; revisit the high key route for the secret.

Donut Plains 2: Move steadily through the automatically scrolling cave and watch the moving obstacles. Take the ordinary pipe and gate for the Ghost House route.

Green Switch Palace: In the first room, use the shell against the Koopas for optional lives. Enter the pipe and press the green switch to fill green blocks across the map.

Donut Ghost House: In the first room hit the turn block for a P-switch, enter the door and hit the block again for a vine. Climb and go left to the door leading toward the regular goal.

Donut Plains 3: Ride the swinging and pulley lifts above the gaps. Watch the Fuzzies and leave enough time for each platform to move before jumping.

Donut Plains 4: Work past the pipes and jumping Piranha Plants, watching the gaps between platforms. Fly above hazards with a cape if you have a safe runway.

Donut Secret 1: Swim through the underwater obstacles and use the ordinary exit pipe for the gate. Save the P-switch detour for the key route.

Donut Secret House: Collect coins forming the door outline and use the P-switch to reveal the regular door. Avoid the circling Boos while crossing the room.

Donut Secret 2: The icy floor makes stopping difficult. Take shorter jumps past Spike Tops and Munchers and use the springboard carefully.

#2 Morton's Castle: Time your movement past Thwomps, Thwimps and swinging hazards. In Morton's chamber, watch the walls and ceiling, then stomp him when he is reachable.

Checklist

Donut Plains 1 — normal and secret

Donut Plains 2 — normal and secret

Green Switch Palace — one exit

Donut Ghost House — normal and secret

Donut Plains 3 — one exit

Donut Plains 4 — one exit

Donut Secret 1 — normal and secret

Donut Secret House — normal and secret

Donut Secret 2 — one exit

#2 Morton's Castle — one exit