Super Mario Bros. 3/World 6 Part 3: Difference between revisions

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Remove the NES maps
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==World 6-9==
==World 6-9==
[[File:SMB3-6-9 1.png|thumb|left|Click on the image for the unedited NES map]]
[[File:SMB3-6-9 2.png|thumb|right|Click on the image for the unedited NES map]]
Some stages have it all: ice climbing, ice diving, and ice gardening. Either the P-Wing or the Frog Suit will give you a bonus in this world.{{-}}
Some stages have it all: ice climbing, ice diving, and ice gardening. Either the P-Wing or the Frog Suit will give you a bonus in this world.{{-}}
[[File:SMB3-6-9-bonus.png|thumb|right|Click on the image for the unedited NES map]]
{{Scrolling map|SMB3 W6 S9 a.png}}
{{Scrolling map|SMB3 W6 S9 a.png}}
* '''1''': To reach the 1-Up and the shortcut to the end of the stage, use a P-Wing or Raccoon Suit to fly to the area atop the Ice Blocks. Bump the block and grab the 1-Up while you're on top, then run to the right to cut directly to the end of the stage.
* '''1''': To reach the 1-Up and the shortcut to the end of the stage, use a P-Wing or Raccoon Suit to fly to the area atop the Ice Blocks. Bump the block and grab the 1-Up while you're on top, then run to the right to cut directly to the end of the stage.
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==World 6-10==
==World 6-10==
[[File:SMB3-6-10.png|thumb|right|Click on the image for the unedited NES map]]
A cold snap has frozen Bowser's coins and the Munchers that protect them. If you bring the right kind of fire power in this stage, you can trade it in for an upgrade if you know where to look.{{-}}
A cold snap has frozen Bowser's coins and the Munchers that protect them. If you bring the right kind of fire power in this stage, you can trade it in for an upgrade if you know where to look.{{-}}
[[File:SMB3-6-10-bonus.png|thumb|right|Click on the image for the unedited NES map]]
{{Scrolling map|SMB3 W6 S10 a.png}}
{{Scrolling map|SMB3 W6 S10 a.png}}
* '''1''': Hit the block that contains the power-up from the bottom right so that the treasure slides to the left. Then hop up and grab it.
* '''1''': Hit the block that contains the power-up from the bottom right so that the treasure slides to the left. Then hop up and grab it.
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===Part 1===
===Part 1===
[[File:SMB3-6-Fortress3_1.png|thumb|right|Click on the image for the unedited NES map]]
{{Scrolling map|SMB3 W6 F3 a.png}}
{{Scrolling map|SMB3 W6 F3 a.png}}
* '''1''': If you've carried over the Hammer Suit from the previous level (or used one from your inventory) you're in luck: Mario's Hammers can eliminate enemies such as Boo Diddly and Thwomp Traps!
* '''1''': If you've carried over the Hammer Suit from the previous level (or used one from your inventory) you're in luck: Mario's Hammers can eliminate enemies such as Boo Diddly and Thwomp Traps!
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* '''5''': Stretch eagerly guards a power-up sealed in a '''?''' Block. Wait for Stretch to move to the end opposite the block, then sneak down, bump the block and collect the power-up before Stretch can come back to get you.
* '''5''': Stretch eagerly guards a power-up sealed in a '''?''' Block. Wait for Stretch to move to the end opposite the block, then sneak down, bump the block and collect the power-up before Stretch can come back to get you.
{{Scrolling map|SMB3 W6 F3 b.png}}
{{Scrolling map|SMB3 W6 F3 b.png}}
[[File:SMB3-6-Fortress3_2.png|thumb|right|Click on the image for the unedited NES map]]
* '''6''': Jump up and down to trick the Thwomp Trap into crashing to the floor.  As it rises back into position, sneak underneath it. The conveyor belt can make the maneuver tricky, so be careful to avoid the spikes at the end of the belt.
* '''6''': Jump up and down to trick the Thwomp Trap into crashing to the floor.  As it rises back into position, sneak underneath it. The conveyor belt can make the maneuver tricky, so be careful to avoid the spikes at the end of the belt.
* '''7''': In the extraordinarily difficult section at point 7, you'll have to negotiate two Stretches and two Roto-Discs that swing in opposite directions. Wait for the Roto-Disc to pass out of the way, then hop off the first Stretch and onto the second, avoiding the second Roto-Disc in the process.
* '''7''': In the extraordinarily difficult section at point 7, you'll have to negotiate two Stretches and two Roto-Discs that swing in opposite directions. Wait for the Roto-Disc to pass out of the way, then hop off the first Stretch and onto the second, avoiding the second Roto-Disc in the process.
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{{Scrolling map|SMB3 W6 F3 c.png}}
{{Scrolling map|SMB3 W6 F3 c.png}}
* '''8''': After entering the door, you'll fall to the bottom of an enormous room, which you'll share with three Boo Diddlys. Move to the right of the room and face the Boo Diddlys to stop them from getting any closer. To exit, go into the doorway when the floor rises high enough to reach it.
* '''8''': After entering the door, you'll fall to the bottom of an enormous room, which you'll share with three Boo Diddlys. Move to the right of the room and face the Boo Diddlys to stop them from getting any closer. To exit, go into the doorway when the floor rises high enough to reach it.
[[File:SMB3-6-Fortress3_3.png|thumb|right|Click on the image for the unedited NES map]]


===Boss Room===
===Boss Room===
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==World 6 Airship==
==World 6 Airship==
[[File:SMB3-6-Airship.png|thumb|right|Click on the image for the unedited NES map]]
A villainous circus performer schemes in his airship. Give him an unforgettable performance. Lemmy's Ship has a couple of places where it appears that Bolt Lifts are the only way to go, but in both instances you can make it by hold down {{nes|B}} when you jump. It can be tricky.{{-}}
A villainous circus performer schemes in his airship. Give him an unforgettable performance. Lemmy's Ship has a couple of places where it appears that Bolt Lifts are the only way to go, but in both instances you can make it by hold down {{nes|B}} when you jump. It can be tricky.{{-}}
{{Scrolling map|SMB3 W6 AS a.png}}
{{Scrolling map|SMB3 W6 AS a.png}}
* '''1''': Don't risk using the Bolt Lift—wait until the other side of the gap scrolls into view, then run and leap across. You can easily make this jump without using the Bolt Lift.
* '''1''': Don't risk using the Bolt Lift—wait until the other side of the gap scrolls into view, then run and leap across. You can easily make this jump without using the Bolt Lift.
* '''2''': A daring B button dash! Although it looks like you might not be able to make it without using the Bolt Lifts, this is actually an easy jump to make without using them.
* '''2''': A daring {{nes|B}} button dash! Although it looks like you might not be able to make it without using the Bolt Lifts, this is actually an easy jump to make without using them.
{{Scrolling map|SMB3 W6 AS b.png}}
{{Scrolling map|SMB3 W6 AS b.png}}
* '''3''': Be patient; it's safe to stand between the fire jets here. You need to take your time though, if you just run through, you'll get burned.
* '''3''': Be patient; it's safe to stand between the fire jets here. You need to take your time though, if you just run through, you'll get burned.
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=== It's onward to warmer climates ===
=== It's onward to warmer climates ===
The troublesome Ice Country behind him, Mario can look forward to the more temperate Tube City ahead. Unfortunately, Piranha Plant like warmer temperatures too and it looks like the Tube City is overgrown with these nasty plants!
The troublesome Ice Country behind him, Mario can look forward to the more temperate Pipe Maze (known as Pipe Land in the original NES version, alternatively known as Tube City in the Nintendo Power Strategy Guide) ahead. Unfortunately, Piranha Plants like warmer temperatures too and it looks like the Pipe Maze is overgrown with them!


{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 6 Part 2|nextpage=World 7}}
{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 6 Part 2|nextpage=World 7}}
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