Isle Delfino visitor guideSuper Mario SunshineGUIDES
SUPER MARIO SUNSHINE / MECHANICS

F.L.U.D.D. nozzles: Squirt, Hover, Rocket and Turbo

How to unlock each F.L.U.D.D. nozzle, what it does and when to switch.

Edition covered

Original GameCube campaign; controller mappings vary in later releases.

F.L.U.D.D. nozzles in the original GameCube game
NozzleNozzle boxHow you get itMain use
Squirt—Always equippedCleaning goop, enemies, switches
HoverBlueEquipped from the startShort hover to cross gaps and fix jumps
TurboGrey25 Shine Sprites, then take it from Shadow Mario in Delfino PlazaSprinting on land and water; breaking Turbo doors
RocketRed30 Shine Sprites, then take it from Shadow Mario in Delfino PlazaVertical launches; breaking flame-marked objects

Items at a glance

Squirt Nozzle — Super Mario Sunshine

Squirt Nozzle

The standard spray removes goop and interacts with enemies and objects.

Turbo Nozzle — Super Mario Sunshine

Turbo Nozzle

Builds speed across ground and water and opens some barriers.

Blue coin

Blue Coins

Ten Blue Coins exchange for one Shine Sprite.

See all 7 items with pictures →

01

How the nozzles work

F.L.U.D.D. always has the Squirt Nozzle, plus one secondary nozzle. The secondary nozzle is Hover at the start, and later Rocket or Turbo. Press X to switch between Squirt and the secondary nozzle. Picking up a nozzle box replaces your current secondary nozzle, so check which one the next target needs before you collect a new one.

02

Squirt Nozzle: available from the start

The default spray cleans goop, defeats most enemies and operates switches. Press R lightly to spray while running. Press R fully to stop and aim with the Control Stick. Spinning while you spray sends water out in a circle, which helps when goop or small enemies surround you.

03

Hover Nozzle: available from the start

Hover keeps Mario in the air for about four seconds, rising slowly, and uses water the whole time. Use it to stretch a jump or correct a landing, not to cross every gap: once the burst runs out you fall. Spare Hover nozzle boxes are blue. Getting off Yoshi equips Hover automatically.

04

Turbo Nozzle: unlocked at 25 Shine Sprites

After you collect 25 Shine Sprites, Shadow Mario appears in Delfino Plaza holding the Turbo Nozzle. Spray him until he drops it. From then on, grey Turbo nozzle boxes are active. Turbo makes Mario sprint across land and the water surface, and it is the only way to break the Turbo-bashable doors. It drains water quickly on land, so start a run with a full tank.

05

Rocket Nozzle: unlocked at 30 Shine Sprites

At 30 Shine Sprites, Shadow Mario appears with the Rocket Nozzle; chase him down and spray him in the same way. Red Rocket nozzle boxes then become usable. Charge the nozzle and release to blast straight up, far higher than any jump. A ground pound after a Rocket launch breaks flame-marked objects, such as the stone slab on top of the Delfino Plaza lighthouse. It cannot be fired while Mario is swimming.

06

Refilling water

The tank gauge empties as you spray, hover or boost. Stand in any water and hold R to refill, or collect water bottles. Before a long Hover crossing or Turbo run, refill first instead of relying on a bottle along the way.

07

When F.L.U.D.D. is taken away

Shadow Mario takes F.L.U.D.D. at the start of the secret courses. Those obstacle courses are pure platforming, and F.L.U.D.D. returns once you collect the Shine at the end. Riding Yoshi also replaces the water spray with juice until you dismount.

References