Course No.19: Difference between revisions

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{{image}}
{{level infobox
{{Levelbox
|image=[[File:WLSML3 Course No 19.png|160px]]
|image=
|world=[[Sherbet Land (world)|Sherbet Land]]
|world=[[Sherbet Land (world)|Sherbet Land]]
|game=''[[Wario Land: Super Mario Land 3]]''
|game=''[[Wario Land: Super Mario Land 3]]''
|limit=400 seconds
|limit=400 seconds
|before=[[Course No. 16|<<]] [[Course No. 17|<<]]
|before=[[Course No.16|<<]] [[Course No.17|<<]]
|after=
|after=
}}
}}
 
'''Course No.19''' is the boss level of [[Sherbet Land (world)|Sherbet Land]] in ''[[Wario Land: Super Mario Land 3]]''. As it is set near the base of the iceberg, most of the level takes place underwater. The boss of this level is a [[Penguin (boss)|Penguin]].
'''Course No. 19''' is the boss level of [[Sherbet Land (world)|Sherbet Land]] in ''[[Wario Land: Super Mario Land 3]]''. As it is set near the base of the iceberg, most of the level takes place underwater. The boss of this level is [[Hinyari]].
 
==Layout==
==Layout==
At the start of the level, Wario finds a single [[Harisu]] and a ladder leading down to a pool of water. [[Pecan]]s float above it, as well as more Harisu walking back and forth at the bottom, rendering them vulnerable only to [[Dragon Wario]]'s fire and [[Jet Wario]]. If Wario is either of these forms, he can break open the half-broken blocks found halfway through to reveal a door leading to a small, flooded room with a giant block containing a [[Giant Coin]]. On the other side of the pool, a ladder leads back up to a door to the next room. This vertical room is inhabited by [[Pirate Goom]]s and is formed in an "S" shape where Wario must make his way downwards.
At the start of the level, Wario finds a single [[Harisu]] and a ladder leading down to a pool of water. [[Pecan]]s float above it, as well as more Harisu walking back and forth at the bottom, rendering them vulnerable only to [[Dragon Wario (Wario Land: Super Mario Land 3)|Dragon Wario]]'s fire and [[Jet Wario]]. If Wario is either of these forms, he can break open the half-broken blocks found halfway through to reveal a door leading to a small, flooded room with a giant block containing a [[100-Coin|100 Coin]]. On the other side of the pool, a ladder leads back up to a door to the next room. This vertical room is inhabited by [[Pirate Goom]]s and is formed in an "S" shape where Wario must make his way downwards.


The area after the Pirate Gooms is a large, underwater ice cave Wario must swim through while avoiding [[Spike (Super Mario World)|spiked pillar]] obstacles in the walls that extend and retract. At the beginning, a trail of [[coin]]s lead down into the depths; once at the bottom, Wario can carefully pass by a spiked pillar through a narrow gap into a tiny, enclosed area with more coins above a bed of spikes and a block containing a [[Heart (Wario Land)|heart]]. When Wario heads right, there is a door on a platform above the water that leads to the checkpoint. Past the checkpoint, a bending passageway filled with more spiked pillars leads out of the water and to the next room, where a [[Bucket Head]] guards the door to the boss, [[Hinyari]]. Fighting Hinyari is not mandatory, as there is a door in the boss room that Wario can simply enter to end the level. If Wario defeats Hinyari, however, he receives five [[3-Up Heart]]s.
The area after the Pirate Gooms is a large, underwater ice cave Wario must swim through while avoiding [[Skewer]]s in the walls that extend and retract. At the beginning, a trail of [[coin]]s lead down into the depths; once at the bottom, Wario can carefully pass by a Skewer through a narrow gap into a tiny, enclosed area with more coins above a bed of [[Spike Trap|spike]]s and a block containing a [[Heart (Wario Land series)|heart]]. When Wario heads right, there is a door on a platform above the water that leads to the [[save point]]. Past the save point, a bending passageway filled with more Skewers leads out of the water and to the next room, where a [[Bucket Head]] guards the door to the [[Penguin (boss)|Penguin]] boss. Fighting the Penguin is not mandatory, as there is a door in the boss room that Wario can simply enter to end the level. If Wario defeats the Penguin, however, he receives five [[3-Up Heart]]s.


==Enemies==
==Enemies==
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*[[Yadorā]]
*[[Yadorā]]
*[[Bucket Head]]
*[[Bucket Head]]
*[[Hinyari]] (boss)
*[[Penguin (boss)|Penguin]] (boss)
 
{{WL levels}}
{{WL Levels}}
[[Category:Wario Land: Super Mario Land 3 levels]]
[[Category:Wario Land: Super Mario Land 3 Levels]]

Latest revision as of 19:53, October 13, 2024

Level
Course No.19
WLSML3 Course No 19.png
World Sherbet Land
Game Wario Land: Super Mario Land 3
Time limit 400 seconds
<< << Directory of levels >>

Course No.19 is the boss level of Sherbet Land in Wario Land: Super Mario Land 3. As it is set near the base of the iceberg, most of the level takes place underwater. The boss of this level is a Penguin.

Layout[edit]

At the start of the level, Wario finds a single Harisu and a ladder leading down to a pool of water. Pecans float above it, as well as more Harisu walking back and forth at the bottom, rendering them vulnerable only to Dragon Wario's fire and Jet Wario. If Wario is either of these forms, he can break open the half-broken blocks found halfway through to reveal a door leading to a small, flooded room with a giant block containing a 100 Coin. On the other side of the pool, a ladder leads back up to a door to the next room. This vertical room is inhabited by Pirate Gooms and is formed in an "S" shape where Wario must make his way downwards.

The area after the Pirate Gooms is a large, underwater ice cave Wario must swim through while avoiding Skewers in the walls that extend and retract. At the beginning, a trail of coins lead down into the depths; once at the bottom, Wario can carefully pass by a Skewer through a narrow gap into a tiny, enclosed area with more coins above a bed of spikes and a block containing a heart. When Wario heads right, there is a door on a platform above the water that leads to the save point. Past the save point, a bending passageway filled with more Skewers leads out of the water and to the next room, where a Bucket Head guards the door to the Penguin boss. Fighting the Penguin is not mandatory, as there is a door in the boss room that Wario can simply enter to end the level. If Wario defeats the Penguin, however, he receives five 3-Up Hearts.

Enemies[edit]