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{{Header Nav|game=Super Mario World}} | {{Header Nav|game=Super Mario World}} | ||
Here's what you've been waiting for: Bowser's castle. | {{SMW/Level | ||
|level name = Front Door | |||
|level type = Castle | |||
|entrance = [[../Larry's Castle/]] | |||
|exit = ''none'' | |||
|secret exit = ''none'' | |||
|time at start = 800 | |||
}} | |||
Here's what you've been waiting for: Bowser's castle. This final level gives you some choices in which path you take. You must choose 2 of 8 rooms to travel through before reaching the final door to face Bowser once and for all. | |||
==Part 1== | ==Part 1== | ||
You must choose one of the following | Inside the Front Door, there is a bright hallway. And there are four doors (numbered 1 to 4). You must choose one of the following paths to enter. You only need to clear one before advancing to [[#Part 2|Part 2]]. | ||
; | ;Door 1 | ||
* This room scrolls automatically and contains both "mallets" and fireballs | * This room scrolls automatically and contains both "mallets" and fireballs. | ||
* Do not get forced into the lava by the "mallets". | * Do not get forced into the lava by the "mallets". | ||
; | ;Door 2 | ||
* This room has a fence infested with climbing Koopas. | * This room has a fence infested with climbing Koopas. | ||
* Knock down eight for a 1-Up, but try to avoid the diagonal fireball. | * Knock down eight for a 1-Up, but try to avoid the diagonal fireball. | ||
; | ;Door 3 | ||
* There are numerous | * There are numerous floors to this room. The gaps in the floors/ceilings are obscured by rugs. Continue through the level by working your way up the floors and then back down to the right. Avoid the wind-up koopas. | ||
* There is a 1-up mushroom and a Cape Feather hidden behind a rug in the upper left corner of the level. | |||
* If you can find all the corrects exits, you can easily clear this room. | * If you can find all the corrects exits, you can easily clear this room. | ||
; | ;Door 4 | ||
* This room is risky, because you need to jump on numerous floating islands without falling off the edge. | * This room is risky, because you need to jump on numerous floating islands without falling off the edge. | ||
* You also need to beware of the | * You also need to beware of the {{s|Enemies|Lil' Sparky}}s and {{s|Enemies|Hothead}}s in this room! | ||
==Part 2== | ==Part 2== | ||
You must choose one of the following | All four areas (Doors 1 to 4) lead to a second bright hallway with another four doors. These 4 paths are this time numbered 5 to 8. You must choose one of the following paths to enter. You only need to choose one, then you will advance to [[#Part 3|Part 3]]. | ||
; | ;Door 5 | ||
* This room is filled with the | * This room is filled with the spike pillars, and also numerous {{s|Enemies|Thwomp}}s. | ||
* The best thing to do would be to dash incredibly quickly when the spikes return upwards, so that you will not get crushed. | * The best thing to do would be to dash incredibly quickly when the spikes return upwards, so that you will not get crushed. | ||
; | ;Door 6 | ||
* This room is filled with water. | * This room is filled with water. | ||
* Beware of all the [[Super Mario World/Enemies#Ball 'n' Chain|chain maces]], | * Beware of all the [[Super Mario World/Enemies#Ball 'n' Chain|chain maces]], {{s|Enemies|Fishbone}}s and {{s|Enemies|Dry Bones}} that you may find in this level! | ||
* The walls will move horizontally back and forth in this area, and beware of those with spikes attached to them! | * The walls will move horizontally back and forth in this area, and beware of those with spikes attached to them! | ||
; | ;Door 7 | ||
* This room is infested with Bowser Statues that breathe fire at you. Some of the statues jump around, and they are harmful to jump on. Avoid them at all costs. | * This room is infested with Bowser Statues that breathe fire at you. Some of the statues jump around, and they are harmful to jump on. Avoid them at all costs. | ||
; | ;Door 8 | ||
* This room is filled with [[Super Mario World/Enemies#Chargin' Chuck|Pouncing Chucks]] | * This room is filled with [[Super Mario World/Enemies#Chargin' Chuck|Pouncing Chucks]]. And they jump at the player. So take caution. | ||
==Part 3== | ==Part 3== | ||
All four areas (Doors 5 to 8) lead to a dark room. This room is where you start if you enter the [[../Back Door/]]. | |||
{{Footer Nav|game=Super Mario World|prevpage=Larry's Castle|nextpage=Back Door}} | {{Footer Nav|game=Super Mario World|prevpage=Larry's Castle|nextpage=Back Door}} |
Latest revision as of 01:52, 24 November 2022
Front Door | |
---|---|
Level type | Castle |
Entrance | |
Exit |
none
|
Secret Exit | none |
Time at Start | 800 |
Here's what you've been waiting for: Bowser's castle. This final level gives you some choices in which path you take. You must choose 2 of 8 rooms to travel through before reaching the final door to face Bowser once and for all.
Part 1
Inside the Front Door, there is a bright hallway. And there are four doors (numbered 1 to 4). You must choose one of the following paths to enter. You only need to clear one before advancing to Part 2.
- Door 1
- This room scrolls automatically and contains both "mallets" and fireballs.
- Do not get forced into the lava by the "mallets".
- Door 2
- This room has a fence infested with climbing Koopas.
- Knock down eight for a 1-Up, but try to avoid the diagonal fireball.
- Door 3
- There are numerous floors to this room. The gaps in the floors/ceilings are obscured by rugs. Continue through the level by working your way up the floors and then back down to the right. Avoid the wind-up koopas.
- There is a 1-up mushroom and a Cape Feather hidden behind a rug in the upper left corner of the level.
- If you can find all the corrects exits, you can easily clear this room.
- Door 4
- This room is risky, because you need to jump on numerous floating islands without falling off the edge.
- You also need to beware of the Lil' Sparkys and Hotheads in this room!
Part 2
All four areas (Doors 1 to 4) lead to a second bright hallway with another four doors. These 4 paths are this time numbered 5 to 8. You must choose one of the following paths to enter. You only need to choose one, then you will advance to Part 3.
- Door 5
- This room is filled with the spike pillars, and also numerous Thwomps.
- The best thing to do would be to dash incredibly quickly when the spikes return upwards, so that you will not get crushed.
- Door 6
- This room is filled with water.
- Beware of all the chain maces, Fishbones and Dry Bones that you may find in this level!
- The walls will move horizontally back and forth in this area, and beware of those with spikes attached to them!
- Door 7
- This room is infested with Bowser Statues that breathe fire at you. Some of the statues jump around, and they are harmful to jump on. Avoid them at all costs.
- Door 8
- This room is filled with Pouncing Chucks. And they jump at the player. So take caution.
Part 3
All four areas (Doors 5 to 8) lead to a dark room. This room is where you start if you enter the Back Door.