Course No. 16

From the Super Mario Wiki
Level
Course No. 16
WLSML3 Course No 16.png
World Sherbet Land
Game Wario Land: Super Mario Land 3
Time limit 400 seconds
<< List of levels >> **

Course No. 16 is the third course of Sherbet Land in Wario Land: Super Mario Land 3. It is the second level in the world to feature two exits after Course No. 15, and also shares similarities with it in terms of level layout.

Layout[edit]

The first area of the level is an ice cave with Penkoons and many ice platforms of different heights. A few spike traps are also found, and towards the end of the cave, Wario encounters two beds of spikes with Conveyor Belts above them that move left. If Wario is Bull Wario, however, he can cling onto their undersides using the horns on his helmet and collect the coins there while heading right. Once in the next room, there is a long ladder leading down to the bottom half of the room where Droppers, Pirate Gooms and the checkpoint are found.

After passing the checkpoint, Wario enters another ice cave filled with D.D.s. The goal door is on a high platform Wario cannot currently reach, while a series of spike beds covered by ice blocks lie at the second half of the cave, with breakable blocks (and coins on top of them) suspended above them at the same height as that of the goal door. When Wario enters the door at the end, he finds a ! Block; activating it produces a path ice blocks leading to the goal door and a ladder up to them, but also causes the previous ice blocks to disappear. Because of this, if Wario had broken the blocks from earlier, he can potentially fall and land into the spikes on the way to the goal door.

Secret exit[edit]

Upon entering the room with the long ladder, a single coin can be found on the right. Jumping up to it from underneath produces an invisible block, which Wario can use to jump through the ceiling, which is actually a Semisolid Platform, and past the wall to the right. He will then drop into a small room filled with coins and a door leading to an ice cave. The path ahead leads to the second goal door guarded by a D.D., and entering it opens the way to Course No. 18.

Treasure[edit]

At the very start of the level, the first block contains a key. Wario must carry it until he reaches the second set of four half-broken blocks; breaking these reveals a door that leads to a room with multiple bottomless pits. The treasure room door is found on the other side of the room, and the treasure itself is a shield worth 7,000 coins.

Enemies[edit]