Super Mario Bros. 3/World 6 Part 2

6-5

 * You cannot complete this level if you're not Raccoon or Tanooki Mario. But don't worry, the level gives you enough opportunities to pick up raccoon leaves.
 * Enter the pipe at the beginning to be taken into the underground area. It is infested with Buster Beetles which try to throw ice blocks at you.
 * The first ? block contains a raccoon leaf. From here, fly up through the hole to get a 1-up mushroom from one of the brick blocks.
 * When you see a Koopa Troopa, stomp on it, then take its shell and fly up the left hole in the ceiling. Once up, kick the Koopa shell to kill the Nippers, then enter the pipe to be taken to the ending area which is empty apart from the goal card.
 * If you're not Raccoon or Tanooki Mario, get to the end (watch out for the Piranha Plant) and enter the pipe there, it takes you to an isolated area with a raccoon leaf in a block. This area can be entered over and over. If you were wondering, the second pipe right at the beginning leads to this place as well.

6-6

 * Enter the pipe to get to an underground area, where there is a fork in the path. The top path just leads to a block with a Fire Flower, so take the bottom path.
 * Of the wooden blocks, the third one from the top contains a starman, which you can collect if you like. Otherwise, watch out for the small puddles because Cheep-Cheep jump out of them.
 * After a while, the path leads into the water, which is infested with Cheep-Cheep. If you're not Fire or Hammer Mario, you'll have to carefully evade them. Frog Mario has an easy time in the water if you happen to have him here.
 * At the beginning of the water area, swim all the way to the top to find a hidden 1-up mushroom in an alcove. Inside the water, one of the ? blocks contains a Fire Flower.
 * You'll have to evade or kill the Piranha Plants underwater, which is much harder than on land, and the Cheep-Cheep are still there to top it off. Carefully swim across to get out of the water.
 * The end of this area is infested by Spikes who like to throw their spike balls at you, so watch out. After crossing another row of water puddles, the pipe takes you to the ending area. Jump over the Spike to get to the goal card.

6-7

 * This is an autoscroller with donut blocks. Since they fall if you stand too long on them, you'll need to be jumping all the time. Sometimes (like right at the beginning), dropping down with a donut block is actually required to continue, though.
 * At the beginning, there's a block with a raccoon leaf inside, which you can get if you want. Afterwards, once the screen starts to scroll down step on the donut block to drop down.
 * A Fire Chomp awaits you, stomp on it to kill it. There are several coins here which can be only acquired by dropping down with a donut block and jumping back up at the last moment.
 * The single ? block among the brick blocks contains a Fire Flower. Afterwards, if you jump up at the ice wall you can get a 1-up mushroom.
 * The pipe takes you to the ending area. Here, there are frozen coins, which you can unthaw with Fire Mario's fireballs to collect them. There's a hidden block to the left of the coin block if you happen to fall down back there.
 * Getting 78 coins in this level (i. e. every single one of them) unlocks the White Mushroom House. This requires you to be Fire Mario at the end to get all the frozen coins there.

Part 1

 * This entire fortress is icy, which makes it very slippery. Therefore, carefully watch your step!
 * If you're Hammer Mario, this fortress becomes very easy since you can kill all the Thwomps and also the Boo Diddleys scattered across the room. You just need to watch out for the Roto-Discs, and of course the ice itself so you don't fall into a pit.
 * At the beginning, take the middle path, run and drop down before the Thwomp can get you.
 * The first block contains a raccoon leaf. Later on, there's a second block with another raccoon leaf.
 * At the second Thwomp, let it charge, wait until it moves back and use the moment to jump up and run over. There, again wait until the Thwomp has charged and then immediately drop down. Run forward, jump up onto the small ice block and repeat the procedure. You'll need to duck to make it under the ice blocks.
 * Watch out for the double Roto-Discs. On the slippery ice, they're much more dangerous since you can slide into them very easily. Only Tanooki Mario has an easy time here since he can use his statue form.
 * On the second-to-last Thwomp, again drop down after he has charged. Then, run forward and jump up to the door before the Thwomp can get you. The door leads to part 2.

Part 2

 * Run forward and you'll see Boom-Boom standing on a platform. He is no different from before, but the ice makes things much harder. Again, stomp on him three times or feed him five fireballs to defeat him.
 * If you're Hammer Mario, lob a single hammer at Boom-Boom. He will die instantly, making it a very easy win.

6-8

 * Use one of the ice blocks at the beginning and kick it against the block to reveal a raccoon leaf. You can use another ice block to kill the Ptooie if you wish.
 * After the pipe, stomp on the Koopa Troopa, then take its shelll, kick it forward and run behind it. This will kill all the Nippers and Buster Beetles on the way.
 * The block enclosed in ice blocks contains another leaf. Over the right side of the "H" is a hidden block with a 1-up mushroom inside. Be sure to take one of the ice blocks to kill the Nippers ahead.
 * At the end, the leftmost brick block has a P-Switch (duck and jump at the brick block to uncover it). If you're Raccoon or Tanooki Mario, step on it then fly up to find a large formation of coins in the sky.