Water Land: Difference between revisions

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The ruler of the swift tides of Water Land is [[Wendy O. Koopa]].
The ruler of the swift tides of Water Land is [[Wendy O. Koopa]].


The island chain with the castle is shapped like Japan and the castle is in the spot of Nintendo HQ, in Kyoto.
The island chain with the castle is shaped like Japan and the castle is in the spot of Nintendo HQ, in Kyoto.


Also, the King of this land looks exactly like [[Mario]]...
Also, the King of this land looks exactly like [[Mario]]...
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===3-3===
===3-3===
Yipe! The Cheep-Cheeps want revenge on Mario, so they've called in their secret weapon: Boss Bass! He'll lunge for Mario, wanting him for a snack, and if he's succesful, he'll swallow Mario whole, no matter how big he is! He's hard to dodge as the tide rises as falls, but a fireball can (temporarily) take care of him. When a Note Block and a huge formation of blocks is seen, stomp the Koopa to the left so it'll expose a P-Switch, allowing Coins to appear and the power-up in the Note Block to be grabbed easier. Soon, a swinging platform will be seen. This should only be leapt on when it's stationary, or it'll send the plumber flying! Afterwards, Mario should grab one of the [[Ice Block]]s and shoot it at the block to the left, containing a P-Switch that makes some handy platforms to the end pipe! If Mario passes over the pipe, he can get a 1-Up, but then he must go back to the pipe to complete.
Yipe! The Cheep-Cheeps want revenge on Mario, so they've called in their secret weapon: Boss Bass! He'll lunge for Mario, wanting him for a snack, and if he's successful, he'll swallow Mario whole, no matter how big he is! He's hard to dodge as the tide rises as falls, but a fireball can (temporarily) take care of him. When a Note Block and a huge formation of blocks is seen, stomp the Koopa to the left so it'll expose a P-Switch, allowing Coins to appear and the power-up in the Note Block to be grabbed easier. Soon, a swinging platform will be seen. This should only be leapt on when it's stationary, or it'll send the plumber flying! Afterwards, Mario should grab one of the [[Ice Block]]s and shoot it at the block to the left, containing a P-Switch that makes some handy platforms to the end pipe! If Mario passes over the pipe, he can get a 1-Up, but then he must go back to the pipe to complete.


===Fortress===
===Fortress===
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[[Image:Smb3_3-4.PNG|thumb|center|775px|Level 3-4 Map, shown without enemies ([[Media:Smb3_3-4.PNG|high resolution [3332X196]]])]]
[[Image:Smb3_3-4.PNG|thumb|center|775px|Level 3-4 Map, shown without enemies ([[Media:Smb3_3-4.PNG|high resolution [3332X196]]])]]


Repeat the sliding procedure done before, but with a Jump at the end, to KO the hapless creatures and scale the hill ahead. But for those who fell short or didn't make the jump at the end of the slope, an invisible ? Block can be exposed at the end of a body of water right after the slope, providing assistance in scaling the large hill ahead. Three [[Koopas]] are located on ''this'' slope, but they should be saved, as they are a key part in the special procedure ahead. The same is not true for the high-flyin' [[Paragoomba]] after, who drops [[Microgoomba]]s. Stomp him, and the two ? Blocks after have only Coins inside. An upside-down pipe is home to an upside-down Venus Fire Trap, two ? Blocks underneath. First, stomp the hopping Paragoomba, and immediatly after the pipe hit the Block, which gives a Mushroom for the Standard Marios, but a much-needed Fire Flower for Super plumbers. Hit the Venus Fire Trap with a fireball if a Flower was granted, the run, duck and slide underneath the low-down ? Blocks under the pipes. The one on the right holds a P-Switch], and when stomped, will make quite a few Silver Coins appear! Grab 'em, then race to the right.  
Repeat the sliding procedure done before, but with a Jump at the end, to KO the hapless creatures and scale the hill ahead. But for those who fell short or didn't make the jump at the end of the slope, an invisible ? Block can be exposed at the end of a body of water right after the slope, providing assistance in scaling the large hill ahead. Three [[Koopas]] are located on ''this'' slope, but they should be saved, as they are a key part in the special procedure ahead. The same is not true for the high-flyin' [[Paragoomba]] after, who drops [[Microgoomba]]s. Stomp him, and the two ? Blocks after have only Coins inside. An upside-down pipe is home to an upside-down Venus Fire Trap, two ? Blocks underneath. First, stomp the hopping Paragoomba, and immediately after the pipe hit the Block, which gives a Mushroom for the Standard Marios, but a much-needed Fire Flower for Super plumbers. Hit the Venus Fire Trap with a fireball if a Flower was granted, the run, duck and slide underneath the low-down ? Blocks under the pipes. The one on the right holds a P-Switch], and when stomped, will make quite a few Silver Coins appear! Grab 'em, then race to the right.  


(NOTE: Only if there is still a Koopa on the slope before the pipe should the following procedure be tried.) When a platform of ordinary Blocks is seen, walk to the end, then RACE to the left as a [[Lakitu]] chases Mario! His green Spiny eggs will home in on Mario if dropped. Race to where the Silver Coins were, stomp and grab a Koopa, hop onto the blocks under the pipe, and let the Koopa Shell go. It will rebound off the wooden block on either side, trapping it. The Lakitu will hover above, still trying to chuck eggs at Mario. But any thrown will bounce off the pipe above Mario, sending them flying into the Koopa Shell below! Stand under the pipe as the shell racks up 1-Up after 1-Up! But if the operation failed, race back to the brick overhang, ducking under it. Each one contains a Coin, and one, a 1-Up! To make it to the exit, race across the myraid of dangerous gaps, avoiding the eggs thrown as well. Ahead are two ? Blocks, one has a Super Leaf inside, granting [[Raccoon Mario]] power! Straight ahead, after a couple more gaps, is the [[Goal Panel]].
(NOTE: Only if there is still a Koopa on the slope before the pipe should the following procedure be tried.) When a platform of ordinary Blocks is seen, walk to the end, then RACE to the left as a [[Lakitu]] chases Mario! His green Spiny eggs will home in on Mario if dropped. Race to where the Silver Coins were, stomp and grab a Koopa, hop onto the blocks under the pipe, and let the Koopa Shell go. It will rebound off the wooden block on either side, trapping it. The Lakitu will hover above, still trying to chuck eggs at Mario. But any thrown will bounce off the pipe above Mario, sending them flying into the Koopa Shell below! Stand under the pipe as the shell racks up 1-Up after 1-Up! But if the operation failed, race back to the brick overhang, ducking under it. Each one contains a Coin, and one, a 1-Up! To make it to the exit, race across the myriad of dangerous gaps, avoiding the eggs thrown as well. Ahead are two ? Blocks, one has a Super Leaf inside, granting [[Raccoon Mario]] power! Straight ahead, after a couple more gaps, is the [[Goal Panel]].


===3-5===
===3-5===
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===3-8===
===3-8===
Boss Bass is back and angry! The water comes even higher now, but Magic Vines abound, allowing Mario to reach safety. The first Koopa seen shpuld be stomped, exposing a Magic Vine and a way to get the powerup from the high Note Block! The solitary block later has a 1-Up, while the rest have either Magic Vines or Coins. Later, two routes can be taken, the bottom having lots of Coins but a high risk of being eaten, the top route has a block with a 1-Up only Racoon Mario can get!
Boss Bass is back and angry! The water comes even higher now, but Magic Vines abound, allowing Mario to reach safety. The first Koopa seen should be stomped, exposing a Magic Vine and a way to get the powerup from the high Note Block! The solitary block later has a 1-Up, while the rest have either Magic Vines or Coins. Later, two routes can be taken, the bottom having lots of Coins but a high risk of being eaten, the top route has a block with a 1-Up only Racoon Mario can get!


===3-9===
===3-9===