Sunday, November 30, 2014

Goron50 plays Wario Land: Super Mario Land 3 - Part 7 of 17

Oh, man. After that suspension bridge level of doom, we get another treasure as well as an optional boss battle! Good times!

Sherbet Land

(continued)


Course No. 15


The hedgehogs can only be attacked from the front. I wouldn't want to get near them from behind unless you want to get damaged by their spikes.

You've probably already seen the penguin guy before at the beginning of the game, but here he is as an enemy. He throws a spiked ball at you if he sees you, but it only has a limited range.

The carriers change direction whenever you jump on them. It's right, up, left, down, then back to right where the pattern repeats itself, in case you want to know what direction you get as you jump on it.

Course No. 16


The key is in the first block of the level. Take it to the right to the second set of half-broken bricks. Leave the key nearby and break through them to open up a door. Get the key again and take it through the door. Make your way across the set of platforms (be careful not to slip up on the ice) and take the key to the keyhole. Throw it in and you'll get Treasure D: a shield.

The lone coin at the beginning of the second section hints at a hidden block. Try to get it from underneath, and you'll uncover this block. From there, you can stand on the block to get the coin and jump into the ceiling. Go right, and you'll eventually drop into a hidden room where you can get even more coins.

The exit that's up in the air at the beginning of the third section is the secret exit.

Course No. 19


The first two sections are pretty simple, but the third section has more evil logs! And it's not the suspension bridge kind, either. Instead, you'll have to deal with logs sharpened on one side that move back and forth and block your path.

Forgot how to take care of the snowmen: avoid the snowballs they spit out and take them out like you would a regular enemy. That's it, really.

You could exit this level normally through the door, but to beat the penguin, all you have to do is jump onits head. It will drop down into the water and come back with a spiked helmet on its head. Tackle it from behind to knock the helmet off, then jump on its head like normal. Everytime you jump on its head, it will move around faster than last time. When you jump on its head three times, you'll get four giant hearts that give you three 1-Ups each, giving you 12 extra lives. You'll get this instead of coins, though the hidden room with all the coins give you more than enough reason to come back here and farm for the necessities when necessary.

Unlike the other bosses, you can fight the penguin over and over again! You can farm lives pretty quickly with this stage!

Course No. 16



Remember that set of blocks and coins that make up a staircase? Well, you'll have to be Jet Wario here. Hit the ! Switch at the end of the stage as normal, but keep going left to this area. The coins will be replaced with blocks of ice (the same ones that blocked the normal exit.) Go up this staircase and follow the path, then go all the way to the right and hit the ! Switch. You'll be able to access the secret exit to Course No. 17.

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