Soda Lake

Soda Lake is an underwater secret area reached by entering the secret gate of Cheese Bridge Area in Super Mario World. This level is located in World 4, Twin Bridges. Torpedo Teds, underwater Bullet Bill relatives, are exclusive to this level, where they are dropped from Torpedo Bases. They can travel through walls and are always deployed in Mario's direction. When Mario clears the area, he unlocks the third Star Road.

Access
To access this level, players must enter Cheese Bridge Area and use a Cape Feather or Yoshi to make their way under the first Giant Gate to reach an alternate Giant Gate, making it possible to access Soda Lake.

Overview
At the start, players descend from a gray pipe. They first encounter a Blurp, and a Torpedo Base appears. Proceeding past the enemies, the player encounters another three Blurps near a ? Block, which contains either a Super Mushroom or Fire Flower. Past this ? Block are two Torpedo Bases and a line of Blurps passing through the bottom of the screen. The first Dragon Coin is situated between two Torpedo Bases.

Up ahead, four Blurps travel from a row of descending Torpedo Bases. Along with many regular coins, the second Dragon Coin sits near the middle Torpedo Base. The next open area has a lone pillar and more pockets of Blurps, containing either five or six of them. A nearby chasm contains the third Dragon Coin, where four Torpedo Bases are situated near it along with three more Blurps. The fourth Dragon Coin is in plain sight right in front of another Torpedo Base.

Beyond said Torpedo Base, there is another one higher up, with two Blurps coming towards the player. This second Torpedo Base becomes the first of three in a row, all surrounding the final Dragon Coin. A column of four Blurps block passageway until they pass by. Three more Blurps travel past as the player arrives at a passage where Torpedo Teds spawn above the player. The pipe at the end takes the player to the Giant Gate to complete the level.

The player can avoid most Blurps and Torpedo Teds by swimming at the very bottom of the screen for nearly the entire level. The obstacles are penetrable at the bottom of the screen, though the player must be mindful not to sink too far below the viewable area of the screen.