World 6 (Super Mario 3D Land)

World 6 is the sixth world traveled to in Super Mario 3D Land. The setting of this world is a cloudy portion of the sky. There are many snowy mountains located in the background, as well as a rainbow. World 6 contains six levels and a Mystery Box.

Overview
Mario starts on a circular flowery land area, surrounded by stones and a fence. On the right side, he will cross a bridge where a coin Question Block, Jumping Cheep Cheeps, a Porcu-Puffer and a Roulette Block are found. The bridge ends a little before a grassy stone top be found, and another bridge is found after it. In it, Mario face three Tail Goombas. More grassy stones and bridges must be crossed, with more Jumping Cheep-Cheeps and Biddybuds. Then, Mario encounters an island, with a Question Block and a rope. When Mario walks on this rope, a Porcu-Puffer will jump of a waterfall in order to hurt Mario. The tightrope ends at a bigger island, where the plumber can grab a Midway Flag, use a pair of Binoculars and enter on a Warp Pipe, that leads to a bonus underwater place with a Red Ring, a yellow ring, a Star Medal, Cheep-Cheeps and Bloopers. Mario can use this area or a tightrope to reach on another island with two Question Blocks and tree Brick Blocks. After cross a small bridge he must go on another tightrope attacked by Jumping Cheep-Cheeps. A last bridge is encountered, that is attacked by Porcu-Puffers. This bridge leads to the last island of the level, where is the Flagpole.

Star Medals

 * Star Medal 1: At the beginning of the level, the player should jump behind the rocks to reveal a hidden Star Medal.
 * Star Medal 2: To the right of the checkpoint is a Warp Pipe. Taking the pipe will transport the player to an underwater portion of the level. The Star Medal is found at the top at the end of the area.
 * Star Medal 3: After the checkpoint, the player should come across a Flying ? Block while walking along a tightrope. They should hop atop the block and jump onto a tightrope directly above, where the final medal lies.

Overview
This level takes place inside a pyramid. Mario falls on a room with eight spike boards, a Pokey and four moving Coins. On the far back wall, there is a small hole that conducts him to another room, with more seven spike boards, a Blokkablok and a Star Medal guarded by a Pokey. On the right wall, a passage takes Mario to an Elevator, that goes down ultil another passage be found, of a room with Pokeys and rising tiles. Mario must go up on these tiles to reach on the next story, that is made of a floating sand. Entering in another hole, the plumber travels through a corridor that contains a Checkpoint Flag, two spike boards and a Blokkablok. At the end of the corridor, he will find a gap and a Elevator. It will take Mario to another Elevator, that takes him to an area with more Blokkabloks, and a pit, containing two elevators and sixteen spike boards. They lead the player to a Warp Pipe. After going inside this pipe, Mario is taken to an outdoors place with rising tiles and the Flagpole.

Star Medals

 * Star Medal 1: After starting the level, the player should walk into a room with the Star Medal and a Blokkablok. However, a Pokey is guarding the medal and must be defeated before the treasure can be taken.
 * Star Medal 2: In the room with the rising platforms, the player should go to the top where they should see a Brick Block concealing an opening. Breaking this block and going inside the opening will take the player to the second medal.
 * Star Medal 3: When the player goes to the room with the two elevator shafts, they should ride the right elevator to the top. Jumping or hovering to the left will take the player to a small space with the final medal. However, the player must be wary of the spikeball that chases them directly after.

Overview
This is the second Ghost House level of the game. Mario starts in a small room with three pictures: One of a piano, one of a Used Block, and the third of a book. Mario can head behind these pictures, which turn out to be hiding Warp Boxes by going up off a teleporting board.

Entering the piano picture Warp Box, Mario is teleported to a giant piano, floating on a gloomy space. The plumber can press a P-Switch to make coins appear. Mario can travel through the swinging piano keys, where eight rectangular Jump Blocks and a moving Star Medal are found. He finds in the other side of the piano a Warp Box that leads him to the starting room.

Entering the Used Block picture Warp Box, Mario is taken to a totally dark area with many Used Blocks making a type of maze with four Warp Box. Turning on the 3D make the maze easier to solve. Going to the last Warp Box, the player goes back to the start.

Entering the book picture Warp Box teleports Mario to a library hall with some Boos. Mario must go up one story, where are found Peepas and a moving bookcase that can push him to the first story again. Mario, then, will reach on a safe area where he can grab a moving Star Medal. Ahead, the plumber sees a bookcase. The books in the middle section aren't real and hide a Warp Box. It takes Mario to another part of the library. There, he must step on two open books dodging Peepas. Crossing them, Mario reach on a giant bookcase with giant pushing books, Crates, and Peepas. At the end, Mario must cross a gap on a tightrope. The other side contains a corridor with two stairs that leads to three + Clocks. Another tightrope is found, now with a Big Boo that obstructs Mario by appearing directly in front of him. The other side of the tightrope is attached to a small area with a Door. It leads to the end of the level. Another teleporting board can be used to grab the top of the Goal Pole.

Star Medals

 * Star Medal 1: Taking the ! Block behind the piano painting will take the player to an area with a large piano. After arriving here, the player should press the P Switch to make the Star Medal, along with a lot of coins, appear.
 * Star Medal 2: Taking the ! Block behind the Used Block will take the player to an optical illusion room where the Star Medal moves around.
 * Star Medal 3: Taking the ! Block behind the book painting will transport the player to a room filled with Peepas and a Boo. Climbing up the stairs and moving south will take the player to the final medal.

The possible contents of this Mystery Box are:
 * Two Goomba Towers, two Goombas high each. Defeating the Goombas causes 15 Coins and a Star Medal to appear.
 * A yellow, green, and red Biddybud, a Fire Flower, and a Super Mushroom. Defeating the Biddybuds causes 15 Coins and a Star Medal to appear.
 * A golden Mystery Box containing 12 cacti, four of which contain 1-Up Mushrooms, a Boomerang Flower, and two Star Medals.
 * A golden Mystery Box containing dandelions, some of which contain 1-Up Mushrooms, and two Star Medals.
 * A golden Mystery Box containing four P-Switches, pressing each of which causes a 1-Up Mushroom to appear, and two Star Medals.

Overview
This level contains many Beat Blocks that appear and vanish in the music beat. Mario starts on a wooden platform. Going up two steps, Mario must cross three Beat Blocks to reach on another wooden platforms, containing a Wallop. Three Beat Blocks in a stair-like position connect this place to another area, where are two Prongos, three Question Blocks and another Wallop that guards a Door. Entering in the door, Mario will find a long corridor, while being chased by a Wallop. At the end, he can jump on more beating platform until enter in another door. It takes Mario to an area with the Midway Flag. Crossing another three Beat Blcoks, Mario will reach on a wood board with a red ring, and ahead two narrow platforms with Wallops, just before a bigger board. The plumber must traverse an S-shaped platform, made of a wooden block and six arc-shaped beat platform, dodging a spiked bar. Mario will reach on a wood building where he will faced a Prongo. Going to the right, Mario travels through two groups of Beat Blocks, and another Prongo between the two. Soon, Mario can jump over three small Beat Blocks to go to the Goal Pole.

Star Medals

 * Star Medal 1: The player should hop onto the second Wallop they see and use it reach the medal on top of a ledge. Alternatively, the player could perform a wall jump and then hover with the Tanooki Suit to reach the medal. A running jump with Luigi will also work.
 * Star Medal 2: Before entering the second door, the player should wall jump onto the ledge above it to grab the second medal.
 * Star Medal 3: The final medal is found above a Spikebar. The Tanooki Suit or a timed and precise jump is needed to get this medal.

Overview
This snow level can be unlocked with sixty Star Medals. Mario starts in a now platform with flowers. Going ahead, he must jump to the top of a high cliff using a bouncy platform. There are a Paragoomba and another bouncy platform, now in a short rail. Using it, Mario must go to another giant ice block structure, where a small Goomba Tower is found. Passing these Goombas, Mario must ride a bouncy platforms in rails, crossing Goombas, Brick Blocks and icy walls. Then, he must jump to a big ice platform, where the Checkpoint Flag can be touched. Going to the right, the plumber sees three bouncy boards to reach on the other side of an icy wall, where are more bouncy platforms and a Red Ring. Above a high cliff, he will face Goomba Towers until ride a rail bouncy board, using also wood walls, Donut Lifts and stationary orange platforms. Mario will see a pass between two ice block walls. There are the three last bouncy platforms, used to reach on the Goal Pole.

Star Medals

 * Star Medal 1: At the beginning of the level, the player should come across a row of Brick Blocks. They should hop above them and then onto the ice platforms above to reach the medal at the eastern end of the cliff.
 * Star Medal 2: While moving along the third moving platform, the player should come across a pair of wooden walls. Wall jumping along these will take them to the second medal.
 * Star Medal 3: Near the end of the level, the player must jump on the bouncy platform directly above this medal and drop down into it to grab it.

Overview
This Airship level takes place in nighttime. Mario lands on an Airship with two Spike Pillars and Question Blocks, shortly before a Rocky Wrench that tosses Bob-ombs. Jumping toward another Airship, he must travels through Crates and two vertically positioned Spike Pillars. Going to the right, an Airship with three purple arrow blocks, a Spike Pillar and a Rocky Wrench is found. Scrolling up, Mario must dodge two spiked pillars until reach on a pink Airship with a Warp Pipe. It takes Mario to Pom Pom's room, divided in seven parts by burning wires. After Mario beats Pom Pom, another Warp Pipe leads Mario to an Airship with many Coins, a + Clock and the giant Flagpole.

Star Medals

 * Star Medal 1: After passing the first two Spike Pillars, there should be a bunch of crates concealing the first medal.
 * Star Medal 2: After passing another two Spike Pillars, the player should quickly hit the three purple blocks in order to be able to reach this medal.
 * Star Medal 3: Once the player passes the last three spiked pillars, they should wall jump where they see the shadow of the medal, found on the top left platform directly after.

Enemies introduced

 * Prongos