The next evolution of 2D side-scrolling Super Mario Bros. games is headed to Nintendo Switch!
When you touch a Wonder Flower in the game, the wonders of the w…
Platform: Nintendo SwitchGenre: PlatformRelease: 10/20/2023Publisher: Nintendo
Mode: Single player, MultiplayerView: Side viewTheme: Action, Fantasy
The world you’ve probably seen called Petal Archipelago is officially Petal Isles in English, and it isn’t a numbered world at all — it’s the hub that connects the six main worlds, which is why its collectible total is so lopsided. Mario Wiki puts it at 34 Wonder Seeds, more than any standard world in the game, because the hub bundles full courses, badge challenges, races and break-time stages under one banner.
That size is exactly why people leave it sitting at 96–98%. The 10-Flower Coins (the purple ones) here hide behind invisible blocks, off-route pipes, badge-gated swims and timed clear thresholds rather than difficult platforming. Below is the clean sweep, stage by stage, with the badge or power-up that actually makes each one work.
Prep before you start
Badges to have unlocked:Dolphin Kick (faster swimming, breaks blocks — itself earned from a Petal Isles special stage), Parachute Cap, and any mobility badge you like for dry land.
Power-ups to favour: Bubble, Drill, and Elephant or Fire Flower for the combat trial.
Target per stage: 3 × 10-Flower Coins plus 2 Wonder Seeds in main courses; 3 coins and 1 Seed in challenges and races.
One naming note worth fixing, because it circulates widely: the swimming badge is Dolphin Kick. There is no badge called “Dolphin Boost” — if a guide uses that name, it’s been run through a translation somewhere. Stages below are described by their mechanics rather than their course names, since regional builds label them differently while the layouts are identical everywhere.
Does the current patch change any of this?
No. The latest update is Ver. 1.2.1 (15 April 2026, Switch 2 Edition), following 1.2.0 in March 2026. Nintendo’s published notes cover general adjustments and fixes, Thai language support, and an easier way to collect decorative flowers in the Switch 2 Edition. Nothing documented touches badge requirements, hidden block placement, pipe locations or collectible positions. Routes from launch still hold on Switch and Switch 2 alike.
Mugwort Mole stage — invisible blocks and a giant chase
The classic “I had everything and I’m still at 2/3” level. It’s the hidden ? blocks and one overhead pipe.
Coin 1: A burrowing Mugwort Mole patrols above bricks with a coin trapped underneath. Stand to bait its charge, step aside, and let it smash the bricks from above.
Coin 2: Keep right to three ceiling pipes, with spiked eel enemies emerging from the left and right ones. The empty-looking middle pipe is the secret — jump into it.
Coin 3: A suspicious gap with no blocks. Punch upward around the centre to reveal an invisible ? block that spawns a vine; climb down into the chamber.
Seeds: Another invisible ? block further right holds the Wonder Flower; follow the giant mole through the sequence for Seed 1, then finish for Seed 2.
First strong-current water stage — red pipes and upstream runs
Dolphin Kick is mandatory here. Without it the current pushes you off every key line.
Coin 1: The first underwater red pipe faces into the current. Dive and mash Dolphin Kick to force your way in.
Coin 2: Before the checkpoint platform, look beneath it to the left for a red pipe walled off by bricks. Break through, then touch every golden flower in the room to spawn the coin.
Coin 3: In plain water after the Wonder sequence ends. Don’t overthink it.
Seeds: Step on each golden flower on the main route to spawn the Wonder Flower for Seed 1. For Seed 2, swim straight up just before the final green exit pipe — there’s a hidden vertical shaft.
Blowhard platform stage — ride the wind
Coin 1: A Blowhard firing air to the left creates a usable current. Ride it up through the gap.
Coin 2: Near the yellow pipe that looks like the exit, stand on a Blowhard and jump straight up into an invisible ? block. It spawns a vine to a secret room.
Coin 3: A golden flower sits wedged in a wall alcove out of jump range. Take the Bubble power-up and fire a bubble into the recess to trigger it remotely.
Seeds: Before another yellow pipe, a narrow beam of light rises from the floor. Ground-pound that exact spot to reveal the Wonder Flower.
Second waterfall stage — clouds and a hidden wall pipe
Dolphin Kick again transforms what’s reachable.
Coin 1: A depression with two Paratroopas and a golden flower between them. Clear the Koopas, hit the flower.
Coin 2: Visible in the water below the path — drop in and push left against the current with Dolphin Kick.
Coin 3: Two cloud generators drop giant waterfalls. Ride the second one upward hugging the right wall; a green pipe is embedded there.
Seeds: The Wonder Flower sits partly hidden behind a cloud overhead.
Gem and Drill stage — petrified coins and ceiling routes
The Drill power-up is the intended solution, and fighting that costs you ten minutes.
Coin 1: Frozen inside a crystal at the start. Drill it from above or below, or let the patrolling enemy fall onto it.
Coin 2: A wide pit with a bright beam of light from below. Time the trapped enemy so it strikes the middle bricks from underneath, revealing a vine.
Coin 3: Straight after exiting the Wonder sequence’s green pipe, look right — the coin is tucked under a low ceiling. Drill into the ceiling and slide along, dropping through the small opening.
Seeds: The Wonder Flower is encased in another gem; break it, then follow the block-breaking descent to Seed 1.
Maw-Maw block-eating stage — let them chomp
The mistake is killing the Maw-Maws early. They’re the mechanism.
Coin 1: Maw-Maws devour a row of coloured blocks; the coin appears in the gap they open. Don’t run past while it’s still spawning.
Coin 2: Next to coin 1 is a plain breakable block. Smash it to free a flying plant, ride it up to a secret area, and defeat all five enemies inside.
Coin 3: In plain sight further right.
Seeds: A ? block with an unusual shimmer holds the Wonder Flower.
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Goomba stealth stage — one coin behind you
Coin 1: Bounce off the head of the large mouth-opening enemy as it opens, timing it for the extra height.
Coin 2: After the checkpoint, drop to the moving platform below and ride down to a pull handle. It spawns the Wonder Flower that turns you into a Goomba; the coin sits on the main path through the stealth section.
Coin 3: Once you’re back to normal, look left from where you took coin 2. A platform holds a pipe that’s slightly off-screen, leading to a secret room.
That third coin is the single most-missed collectible in Petal Isles, purely because the stage’s forward momentum discourages backtracking.
Parallax stage — Parachute Cap and star sprints
Badge: Parachute Cap. Without it the back-plane coin is a bottomless pit.
Coin 1: On the background layer, climb the ledge to the right, run left, jump, and deploy the Parachute Cap at the peak to glide out to it.
Coin 2: At the horizontal stack of POW blocks, break the plain block to the right of the last POW. A red pipe drops from the ceiling. Inside, move to the foreground plane, hit the golden flower for a Starman, and sprint left at full speed before invincibility ends.
Coin 3: Before the goal pole, carry a POW block down to the lower left and use it to clear the piranha plants blocking a recess.
Seeds: Hit the ? block beside the oddly glowing talking flower for a Starman, reach the flower, and ground-pound it to expose the Wonder Flower.
Cloud, pipe and sniper stage — POW tricks and a high coin
Coin 1: Hop between moving clouds to a coin floating in mid-air.
Coin 2: Several white pipes hang from the ceiling spraying clouds — one is green. Enter that one.
Coin 3: High in the upper-right, boxed in by wooden crates. Lure the long-range sniper enemy so its shot destroys the crates for you.
Seeds: Grab a POW block from the pipe that endlessly spits them, ride a cloud right, and drop it on the crate stack to expose the Wonder Flower.
Coliseum — three coins gated by clear time
The timed combat trial hides its coins behind finish-time thresholds, not locations, which is why sweeping the arena finds nothing.
Clear in ≤ 180 seconds for the first coin.
Clear in ≤ 130 seconds for the second.
Clear in ≤ 80 seconds to bank all three in one run.
Elephant or Fire Flower are the fastest clears — wide swings and fireballs delete bunched waves. Learn which waves you can safely ignore until they clump, and take the 80-second run last, once you know the spawn order. A single clean fast run awards all three coins plus the Seed.
Rocket platform stage — ride further than feels right
Coin 1: At the first large gap, ride the highest rocket to a golden flower hovering over the chasm and hit it.
Coin 2: Ignore the first red pipe on its safe platform. Leap rocket to rocket to the right instead; the coin is at the far end. Then backtrack and take the pipe.
Coin 3: At the next ravine, board the highest rocket again and stay on it — it carries you into the coin mid-air.
Seeds: The Wonder Flower follows shortly after coin 3; bounce across rockets hitting golden flowers to finish the sequence.
Entering that first red pipe early is the standard way to lose coin 2, and the stage doesn’t let you return.
Swimming challenges and Wiggler races
Dolphin Kick coin chase: three coins move through the stage from the moment you start. Don’t try to position — commit to a fast line, chain Dolphin Kicks, and follow their trail. All three plus the clear award one Seed.
Second Dolphin Kick challenge: the same idea with static, visible coins. Keep speed up to make the timers comfortable.
Plain coin challenge: genuinely a breather. Three coins on the main route, no tricks, no badge requirement.
Wiggler races (×2): outrun the caterpillar rival to the flag. No missable collectibles in either — short hops instead of full jumps, and never backtrack. One Seed each.
FAQ
Is it Petal Isles or Petal Archipelago?
Petal Isles is the official English name. Petal Archipelago comes from other language builds of the same hub world.
How many Wonder Seeds does Petal Isles have?
34 in total per Mario Wiki — the largest count in the game, because the hub covers main courses, badge challenges, races and break-time stages together.
Is the swimming badge called Dolphin Boost?
No. It’s Dolphin Kick: faster underwater movement that also breaks blocks, unlocked from a Petal Isles special stage. It’s genuinely required for the two strong-current stages.
Have any patches changed Petal Isles collectibles?
No. Through Ver. 1.2.1 (April 2026), no update has altered layouts, badge requirements or collectible positions.