Dark Land: Difference between revisions

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(COMPLETED WALKTHROUGH. Next, one for Super Mario World! But that'll be in a week or two.)
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==='''8-2:'''===
==='''8-2:'''===
Thyis level is the second and last to feature the Angry Sun. Start out normally, avoiding all Venus Fire Traps. But when Mario sees a block, he can expose a P-Switch inside that will make going oer a chasam a bit easier. About this time, the Sun will start to chase Mario. He's not too hard to avoid. After the Not Block-filled pit, Mario must ascend and descend the Fire Trap populated hill. After hill comes a small pit with one Note Block. This is where Mr. Angry Sun gets annoying. Mario must leap off a Koopa Paratroopa and bounce on a Note Block to reach the exit.
At the beginning, Mario can either fall through the quicksand and enter one of the pipes, or jump over the quicksand. In the latter case, this level is the second and last to feature the Angry Sun. Start out normally, avoiding all Venus Fire Traps. But when Mario sees a block, he can expose a P-Switch inside that will make going oer a chasam a bit easier. About this time, the Sun will start to chase Mario. He's not too hard to avoid. After the Not Block-filled pit, Mario must ascend and descend the Fire Trap populated hill. After hill comes a small pit with one Note Block. This is where Mr. Angry Sun gets annoying. Mario must leap off a Koopa Paratroopa and bounce on a Note Block to reach the exit.


==='''8-Fortress:'''===
==='''8-Fortress:'''===

Revision as of 16:52, November 18, 2006

File:Dark land2.PNG
Luigi, in the first area of Dark Land

Dark Land is the eighth and last world in Super Mario Bros. 3. You can cheat to get here from World 1 by using two Warp Whistles. It was where Bowser's castle was in Super Mario Bros. 3 and probably still is now. It's called Dark Land because the sun doesn't appear between the volcanic clouds, and one of the areas is completly black on the map, except for a circle around Mario or Luigi.

Brief Level Info

  • Big Tanks: Bowser has called in the heavy metal and they're rolling right toward Mario.
  • Battleships: An armada of Bowser's warships sets sail to stop the Mario Bros.
  • Hand Traps: A monstrous hand pulls Mario into a trap. He'll have to fight his way out.
  • Airships: A P-Wing may give Mario the edge he needs to traverse the fast-moving Airships.
  • 8-1: When Mario sees how many cannons are aimed at him, he's sure to turn as green as the scenery.
  • 8-2: The Angry Sun is angry – angry enough to attack Mario in the dead of night!
  • Fortress: The finest traps, the most brutal enemies, and a mind-bending maze guard a dreary Fortress.
  • Super Tank: A titanic, rolling, juggernaut of a tank is all that remains of Bowser's once-great army.
  • Bowser's Castle: Eight worlds of blood, sweat, and tears boil down to a final assault on Bowser's humoungous and threatening Castle.

In-Depth

Big Tanks:

These tanks are just like the Airships. Mario will find this place extremely straightforward, and not very complicated. A Tanooki Suit is helpful amidst all these Rocky Wrenches, cannons, and Fire Engines. Also, there is one powerup in this level. At the end awaits a blue Boomerang Bro.

Battleships:

These battleships are just like the tanks. Mario should grab the powerup in theis level, too. As these are in ordinary water, Mario will not be hurt if he jumps on in. Watch out for the BIG cannons! At the end, a most likely seasick Boom Boom awaits.

Hand Traps:

1: This contains every Koopa Bro. variety to be found in the game! The level starts with a Fire Bro. Mario, leap over his balls and pound him in the head. Next, two Hammer Bros. Mario should know how to deal with these. Also, there is a powerup in one of the blocks. A Boomerang Bro. awaits. Just jump over the projectiles, then bonk him on the head and watch out for the returning boomerangs. Next, Sledge Bro.! Jump when he jumps (and when he is holding no hammers) and a head stomp does him in. Yay! All done! Mario can now go up the pipe and claim a Super Leaf.

2: One of the easiest levels in the game. Mario must simply jump over Podoboos and leap on platforms to reach the end. So easy. A Super Leaf awaits!

3: This one more then makes up for the lack of difficulty! Mario must run, hop, duck, and slide to find shelter from the murderous Cheep Cheeps. But at the end is a Super Leaf!

Airships:

A ton of tiny, fire cannon equipped jets patrol the night sky. Mario should use a P-Wing for this level! The Rocky Wrench pilots get very irritating... And at the end... my my my my! Boom Boom is playing airplane. After your second hit, he'll go up, up, and away, but a stomp will bring him back down to earth.

8-1:

Finally, a real level! Mario can start with a Super Leaf or Tanooki Suit to fly from the very first platfrom to a pipe way up high where three 1-Ups are! Also, in the ordinary way, the ? Block tigh by a Fire Trap's pipe has a powerup. Plus, in the two rows of blocks, in the top row, a ten-coin block is concealed. In-between the tall multi-Bill Blasters, in a ? Block, a Starman awaits! In the looong line of ? Blocks, the ordinary brick has a 1-Up (it'll be needed!). Mario must then duck 'n slide to get under the low Blaster, and right by it is a block with a powerup! Then, later, Mario must use a red Koopa Paratroopa to leap over a very tall B. Blaster. Mario can either jump out between the two Blasters, or find the invisible ? Block and make it a bit easier. The Note Block eight by will make Mario fall a bit short of his destination. Instead, stomp the Koopa Troopa to get a bigger boost. After this, leap over the Piranha Plant and Mario will be in the exit!

8-2:

At the beginning, Mario can either fall through the quicksand and enter one of the pipes, or jump over the quicksand. In the latter case, this level is the second and last to feature the Angry Sun. Start out normally, avoiding all Venus Fire Traps. But when Mario sees a block, he can expose a P-Switch inside that will make going oer a chasam a bit easier. About this time, the Sun will start to chase Mario. He's not too hard to avoid. After the Not Block-filled pit, Mario must ascend and descend the Fire Trap populated hill. After hill comes a small pit with one Note Block. This is where Mr. Angry Sun gets annoying. Mario must leap off a Koopa Paratroopa and bounce on a Note Block to reach the exit.

8-Fortress:

This is a truly HARD Fortress. Mario, first start out by hopping off the block to a door. Then, survive on the conveyer belts, and the lava below will convey to him the urgency of staying on them! To the left is a powerup, needed to complete the level. Mario must repeat this process until he has secured a Super Leaf, with which to break the bricks to the right. It is highly reccomended that Mario NOT get the Fire Flower, and keep the Leaf. To the right, Mario must avoid the Thwomp and smash a way through the blocks. A duanting task, but possible. Next, Mario must enter the third door to the right, then in this room, avoid the diagonal Thwomps, KEEPING THE SUPER LEAF. Enter the door, then keep right, entering the door which is on the metal blocks. Mario must stomp the P-Switch and RUN RUN RUN right as fast as he possibly can, entering the door at the end without stopping. After coming out the door, keep moving, until two coins, unmoving, wedged between the metal blocks and a conveyer belt, are spotted. Now, DO NOT COLLECT THESE. Mario must wait until the P-Switch wears off, sneak under them, and hit the right one for a P-Switch (again). Hit it, then enter the door that appears to the farthest right. Then, wai again for the Switch to wear off, and duck as the belt carries Mario safely under the spike to the Boom Boom battle. WHEW!

Super Tanks:

The most straightforward level I've ever seen. Avoid Bob-Ombs, Rocky Wrenches, and other hazards on these huge tanks. AT the end, Boom Boom will battle Mario for the last time, so be on your toes, Mario!

Bowser's Castle:'

It's the end. The hardest level of the game. AND IT'S EASIER THAN THIS WORLD'S FORTRESS! Anyway, Boswer has det up quite a few traps for thickly-accented plumbers in here, so Mario has his hands full. Start by racing right. WHOA! It seems these statues have lasers built-in, but Mario can jump on their heads, effectivly avoiding them. Don't go in the door after the starcase, it's a dead end. Instead, ride the platform up, then take the Donut Lift down. Here, ascend the staircase, and the Roto-Discs are pretty unmenacing. At the top, guess what, Mario? You have to go back down! Afterwards, a lava lake with Donut Lifts and Podoboos looms. The easier route: Mario can go up, up, up, the head right. Don't go in the very top corridor, take the second down, with a powerup, then take the Donut Lift, head right, leap over the Thwomp, take the Donut Lift down again, then leap off. Traverse this lava pit area, then enter the door. In here, leap on the heads of the statues. Most are defective, though. Grab a powerup, then head right, over the lava pool, dodging fireballs. Now, ener the door. Hmm. Looks empty. Oh, look! A huge door! But when Mario walks over there, Bowser will crash down!

Now, the Koopa King is invincible to everything but Hammers. But, in battle, he'll leap up every now and then, crashing down into the floor and making an indent. This is his only attack, besides fireballs. If he breaks through the whole floor, he's defeated! So trick him into criching down in the same place over and over, and after he's broken through, bye bye! He's a bit tricky, and his fireballs home in. But presistence pays off! Yay! Victory music! The door will open and flesh. Enter to find a distraught Princess. She'll joke a bit, then scamper off, back to where... wherever Princesses go after they've been rescued. But anyhow, sit back and watch the credits roll. You've deserved it, Mario!