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    ___ ___(___) (___) Start and Select

    >> Press Start to pause the game or start it (duh).>> Select is the main instigator of the "Nifty Little Trick." Press it16

    times while the game is paused to kick it off, then scroll down tothe

    section just after the walkthrough for the full monty.

    Control schemes for hats and such will be discussed in the Items sectionright below.

    _____________________________________________________________________________

    = | =====

    3 | ITEMS= | =====

    Here I've divided the items into two separate subsections: hats andtreasures. Treasures also include the normal things you get out ofblocks andsuch, not just the big stuff hidden behind treasure doors that areworth lotsof moolah in the long run.

    -- | ----3a | Hats-- | ----

    HARDHATWario starts the game out wearing this piece of construction equipment.It ishis default hat, and he has the ability to charge while wearing it.

    > Charge:Hold the B button down to charge for a short time. You can break

    bricks intwo hits with this charge, and open chests in treasure rooms by

    charging

    into them.

    BULL HORNSThe bull horns are sort of like the hardhat in overdrive. Wariobasically hasthe same abilities with MORE POWER plus a few new ones when he has thebullhorns. Useful in tight spots with a lot of bricks around.

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    > Improved Charge:A charge with the bull horns can break whole bricks in one shot

    instead oftwo. You can open treasure with it as well as with the hardhat.

    > Ground Pound:Hold Down while jumping to shake the earth with your gargantuan

    buttcheeks.This will temporarily incapacitate smaller enemies, allowing you to

    pickthem up or give them a butt-whomping as well.

    > Clinging to Ceilings:Though it has maybe one practical use in the entire game, Wario can

    use thebull horns to attach to ceilings for any length of time. Just hold Up

    whenthe horns hit a ceiling.

    JET HATWario can travel great distances with the jet hat, and he can execute acharge equal in power to that of the hardhat.

    > Up In the Sky! It's a Bird! It's a Plane! No, It's Wario!:Jump and then press B to speed through the skies when you have the

    jet hat.Eventually the jet will lose power and Wario will slowly return to

    land. Ifyou want to stop flying at any point, just press B again and Wario

    willinstantly come down to earth.

    DRAGON HATIt's the closest thing Wario has to Mario's fireballs. Those can't breakthrough bricks though, now can they?

    > Breath of Fire:Press B when the dragon hat is on Wario's head in order to shoot a

    streamof fire that lasts a few seconds. During this time, it will kill most

    foesinstantly and will break through whole bricks with the same force as

    thebull horns. Although you cannot charge with the dragon hat, the

    stream offire can open treasure chests the same as the other hats can.

    -- | ---------3b | Treasures-- | ---------

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    CoinsUnlike in a lot of Mario games and Nintendo platformers, 100 of thesedon'tequal a 1-up. You can collect and accumulate many of them, resulting inawindfall at the end of the game when the genie tallies up all that youcollected in order to determine the size and worth of castle that youshallreceive. They can also be spent in a bonus game at the end of a levelin afun game of chance. Coins come in varieties of 1, 10, and the elusive100.Coins are strewn about levels in the open and in blocks, or you cankill anenemy by charging into it to receive one.

    Hearts

    Now 100 of THESE equal a 1-up. A large one, which is indeed rare, isworththree extra lives. They are found only in blocks in levels, and can begainedsimilarly via bonus game at the end of a level (although the one forheartsis much less fun than the one for coins).

    KeysAny time you find a key in a level, there's a door somewhere in thelevelthat it will work on. These doors are like the ones that you must pay 10coins to in order to exit a level, only much bigger and somewhat moreintimidating. Simply throw the key into the lock to make the doors open.

    Valuable TreasuresHidden across the many food-themed lands of this game are treasuresworthmore than a large 100-coin piece, or even TEN 100-coin pieces! They arelocated behind the aforementioned treasure doors that require a key toopen.You will collect 15 of these in your quest, and their worth will be

    tabulatedby the genie at the end of the game to determine which castle you willget. Atreasure can be worth anywhere from 2000 to 9000 coins, and these canadd upto a nice mansion very fast, so try to find all you can. You don't wanttoget stuck with a birdhouse or some such foolish thing. To open a chestthat

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    one of these valuables is hidden it, charge into it (or blow fire at itifyou have the dragon hat). You cannot open treasure chests if you aresmall.

    Now go and find those treasures!

    _____________________________________________________________________________

    = | ===========4 | WALKTHROUGH= | ===========

    -- | ----------4a | Rice Beach-- | ----------

    COURSE No. 01Like most first stages, this one will get you accustomed to thefundamentalsof the game, first of all dispatching of your enemies and using yourchargemove to your advantage. Pick up the small walking turd at the beginningandtake it over to the next one, throwing yours at him to kill them both.(Subsequent items will allow you to do away with them without findinganotherone.) There is also a block on the ground that you can coax a heart outof bycharging (hold B).

    Next up are two rows of blocks situated just above the ground; when youwalkinto them, Wario will automatically duck and creep under them. One ofthemiddle blocks contains what can only be described as a garlic clove.Thispower-up will give Wario's hardhat a set of horns like a bull's. Whenyoucharge into enemies with the bull hat, they'll be shot off into thestratosphere, and they'll leave a coin to boot. Head past the ladder

    surrounded by barrels to the right - it's faster that way.

    The level also gives you a chance to exhibit Wario's ability to shatterblocks with his butt. Find the ladder that's situated below a 3x2 arrayofsoft bricks and hold Down when you jump. You'll be in the area below,with ablock containing a heart to your left. This detour will set you back alittle

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    bit, but will familiarize you with the butt-pound well enough. Also,you canonly use this move as Bull Wario. Continue to the end of the stage; ifyou godown a ladder and see a pit full of piranha plants, note that you can'tcrossit NOW, but you will be able to LATER.

    At the end of the level, you'll see a mole in a bandanna standing nearwhatyou'll soon come to identify as the level exit. An inscription on thewallreads [up arrow]+B. As you will see, the mole will summon a larger coinandthrow it to the torch. One of these large coins equals 10 of the smallonesyou collected throughout the level. He'll open the exit for you thistime,but it's on your shoulders to do it for the rest of the game. Practiceif you

    like by holding Up and pressing B to create a big coin, then throw itwith B.(Move over to it to recover the coinage lost in making it.)

    You can also play one of two bonus games as well:

    > A game of chance in which you pull the string on one of two bucketsto seeif a bag of money or an anvil falls on your head. The anvil will cut

    yourearnings in half, the bag of money will double them. All coins earned

    instages and bonuses go toward your final treasure count at the end of

    thegame.

    > A game wherein you throw bombs at enemies for hearts. 100 heartsresults ina 1-up. However, this game's net profit isn't worth the time it takes

    tolearn how hard to throw the bombs and when to toss them, so you're

    betteroff putting back money in the coin game.

    COURSE No. 02

    Grab the bull hat power-up and stay along the high road until you cometo adoor leading to a new area. You'll get a sort of cloud object out of theblock inside that turns Wario's hat into a dragon that can breathe astreamof fire if you press B. You'll notice it has limited range in thewater, butcan still be used well. A power-up at the end of the line will returnyou tobull hat form, which works well for the rest of the level. If you wish,

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    invest ten coins in the skull post to the right. It's a checkpoint, andasper the usual you'll begin there if you die.

    Charge your way out of the blocks surrounding the other door and headright.There are a couple more power-ups and hearts on your way to the exit,including the dragon hat. Grab it and toast the pirate duck that canuse hissword as a boomerang. You know what to do now with regards to the exit;makea large coin and throw it at the door to get it to open up, then playthebonus game of your choice (if any).

    COURSE No. 03You'll notice that this stage carries a different sort of dot on the mapthan the other two you've played thus far: it has a circle within its

    circle,indicating that there is a secret exit you can take which will lead to ahidden level. You can't access it yet, however, because of the ever-presentquicksand that's there right now. Head over to the small narrowquicksandpits and fall down the one that dips to the bottom of the screen. Adoor ishidden below.

    Inside, don't worry about the bull hat - you can get through the blocksmuchmore effectively with the fire that spews forth from the dragon's head.Afterexiting the other end, go down the very next quicksand hole you see togo toanother underground area. Grab the bull hat in the surprise block andgetthrough this sinking tunnel faster by attaching yourself to the ceiling.(Hold Up on the D-pad to stick to the roof, and Down to come off it.)

    You'll come out of the quicksand nightmare right smack dab at the endof thestage. You'll have to swim through waterfalls full of it to get to theexit,and you might even notice that there's something more beyond it. Oh,there is

    .... and it's a mystery indeed .... one that will be solved abouthalfwaythrough Mt. Teapot. For now however, don't worry yourself about it andheadon to Course No. 04.

    COURSE No. 04

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    Your first course of action should be to escape from the relentlessspikedThwompish creature at the beginning of the level. A bull or dragon hatwillhelp you get through this faster than if you just have the standardhardhat.However, your plans to make a quick getaway are soon hampered by thefactthat Wario can't cross lava alone. Use the thankfully spikeless top oftheThwomp's head to cross the magma lake. The biggest threat here arepointy-tailed bats that swoop down to hit you, but even they're not that bad,and ifyou're smallified by any of them, there's a bull hat power-up for youlestyou decide to take the high route. After the volcanic ocean, there's abitmore charging before you reach a room that's free of urgent danger.Throw

    the enemies with spears under the Thwomp, and when he crushes them withtheimpact of a thousand anvils, you'll get a 10-coin out of the dealinstead ofa normal one. The exit is already open for you.

    COURSE No. 05Use the same method of planting small foes under Thwomps to get morebuckfor your bang. You'll then come to a room with some glittering (butlethal)creatures creeping along the walls. Wait for two to pass by, then crawlunderthe thin ledge when they are behind you. Redeem 10 coins at thecheckpoint ifyou find it necessary.

    Several half-broken blocks and armored penguins inhabit the nextchamber, thelatter of which require two good charges from behind to kill. Breakblockswith your powerful charge until you find a door behind some of them.Enter todiscover a white exclamation block. Hitting it will not only turn itblack,

    but will alter the landscape outside, allowing you to move to the rightpastthe once-encased blocks with hearts in them. The door will lead to thebossof Rice Beach.

    =============================================================================

    B O S S : S P I K E D T U R T L E

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    =============================================================================

    The spiked turtle is a mean character indeed, what with having spikesallover himself, but he can be easily taken care of with his obvious weakspot(his underside). He will retreat to his shell and attempt to bowl youover.Jump over him until he floats up, then get him good in the stomach.Repeatthis three times and you'll be allowed to move on to majestic Mt.Teapot.

    -- | ----------4b | Mt. Teapot-- | ----------

    COURSE No. 07"Wait a minute!" you say. "We skipped a level!"

    Not so, young garassahoppa. We'll come back to Course No. 06 after thegreatearthquake of Mt. Teapot, as well as a few other areas in Rice Beach.

    As for this stage, you should swim through the water avoiding the smallbombsthat explode when you pass through them and the birds that swoop downfromthe sky. Keep to the high path as much as possible though, and you'llsoonrun into a block out of which comes a sort of trophy-looking thing.This isthe jet hat, and it's your key to breaking bricks that are located inthewater (you'll see that the bull hat won't charge, if in fact you stillhaveit by this point). Once you have it, take a dip.

    Start by breaking the blocks immediately below you (the ones situatedon thesmall rock ledge). They reveal a door which leads to a checkpoint - usecoinson it if you so desire. Don't get the bull hat out of the block at the

    top,either. You'll want to keep the jet hat so you can go back in the waterandfind another door among the cracked bricks, which leads to a smallchamberwith a huge block. Hit it to reveal a giant heart worth three lives.Aftergrabbing this nifty reward, head to the right.

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    This is mostly a watery area, but keep to the low road, as it makes foragood shortcut if you know your way around the seahorses that turn intosawblades when you are near. Use the jet hat to break through the blocksthatthe bombs guard, but wait for the bombs to explode first in theinterest ofcaution. You'll end up at a door that takes you to the last part of thestage. Avoid the birds and the currents that drag you underwater andyou'llpull off the rest of the stage just fine.

    COURSE No. 08Another level with a secret exit, as you can see. And this one leads notnecessarily to another level, but to a whole other WORLD...

    Anyhow, moving right along .... the beginning part of this stage is

    similarto the end of the previous one. Again, stay away from the pesky birdsanddon't get caught up in the current, even for the assumed rewards you canreap from it. It is imperative that you keep the jet hat for thesecrets inthis level, and the game emphasizes this by giving it to you multipletimes,an important one being at the checkpoint. Flush some coins down it ifyou'reafraid of dying sometime soon, then move around to the door on the leftsideof the wall, discarding any beached bombs you pick up.

    The next few rooms are full of delicious current, but you can tellwhich waythe water will take you by the direction the bubbles move in. Swimagainstthem or with them as the situation dictates to stay away from therising guyswith the thorns on their head. You'll then come to a door that leads tothevery reason why you need the jet hat.

    If you notice, there is a crude representation of an arrow pointing upthatis made out of coins. Collect those coins, then use the jet hat against

    thewall to the right. (In case you're not sure what to do, jump up, pressB, andslam into the wall. You'll bounce back a little, but land on a ledgejustabove your field of vision. Up here, there is an exit that looks justlike anormal one, but it will take you instead not to the next level, but totheicy, slippery Sherbet Land. We'll discuss this world in detail after we

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    finish Mt. Teapot and the altered parts of Rice Beach.)

    The other exit, which is already opened for you, is just to the rightof thecoin arrow.

    COURSE No. 09Make your way to the checkpoint in a hurry; there's nothing of realnote inthis level since it's really just a basic exercise in platforming. Whatyoureally need to be concerned about is the lone half-cracked block sittingabout four rooms in. Crack it and press Up where it was located inorder togo through a hidden door. Inside is a gigantic block containing anequallyenormous coin (worth 100 tiny ones). Charge through the blocks with thejet

    hat or the bull hat to find a locked skull door. You'll need a key toopenit, and you'll find it just outside in the previous room.

    Go to the right and hit the block to reveal the key, which also doublesas amighty and powerful weapon (any enemy who touches it kicks the bucket).Goback in the secret door and throw the key in the lock. Inside thetreasureroom, charge the chest to open it. A harp will appear, and when Wariograbsit, he'll add it to the chart that you see on the screen where yourcoins arecalculated at the end of each level.

    Now that you have one of the 15 treasures scattered throughout thisfood-themed continent, let's keep track of it on a handy little ASCII chartI madeout of sheer boredom:

    o-----------o| _ B _ _ _ || _ _ _ _ _ || _ _ _ _ _ |o-----------o

    We'll add the appropriate letter to the chart whenever we get atreasure inorder to chart our progress. Now that you have the harp, go through thedoorto the right. Avoid the bat-bomb things and toss a 10-coin in the doortoopen it up.

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    COURSE No. 10Grab the jet hat power-ups along the way; they're the most convenientforthis level. Climb the ladder to the right once you're over there, butdon't getany of the power-ups (the bull or the dragon hat). The dragon hat isokay

    or purposes ahead of time, but the bull hat won't do much good otherthannetting you roughly 10 coins. Speed over it all with the jet hat untilyou'reon the other side of the mountain that stretches up into the starrynight.There's nothing special hidden in the blocks that are in the water, sojustspeed to the right and enter the last room in the level. Move acrossthe ropeladders and plant 10 of your coins in the skeletal tollboth.

    COURSE No. 11The first part of this requires you to charge through the blocks,searchingfor a door behind one of the groups of six. It ought to be easy tofind, andyou'll even have a bull hat ready to help you through it faster. Onceyoufind the door, enter and swim through the lake to the other side.

    In this room, you'll have to watch out for the guys in narrow spaceswieldingpointy objects. They hurt! Climb down and get the jet hat from theblock nextto the group of flat ledges. Using it, jet yourself from one side ofthe roomto the other, using the bounce off the wall to get to ledges just out ofjumping range. Jet to the left when you get to the large treasure doortolocate the block with the key in it. Jump off to the right and throwthe key,hopefully getting it to the same ledge as the door. (If you don't, fretnot;it's easy to get it up there.) Once the door is open, ram the chest andget

    the crown that pops out.

    Now let's log the crown, which fits into slot C, on our handy-dandyprogresschart:

    o-----------o| _ B C _ _ || _ _ _ _ _ || _ _ _ _ _ |

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    o-----------o

    Once you have the crown, drop all the way to the bottom and go in theopendoor and drop some coins in the checkpoint.

    Head to the next room, which involves some devices that change directioneach time you jump on them. If you don't have the jet hat, you'llactuallyhave to employ their services. Jump on them once to make them moveright,which is the main direction you want to them to go. Only make them goanyother way if you're greedy for coins.

    Grab the star in the next room and barrel through the spear minions,thencross the shaky bridges until you get to the pre-opened door.

    COURSE No. 12Only four rooms make up this level. The first is simple enough, andallowsyou to pick up either a dragon hat or a bull hat, wherever yourpreferencelies. If you can, keep the jet hat, because it will allow to pick upmorecoins in the conveyor belt room, where you'll have to deal with a BooDiddlyish character who stays put while you're facing him, but pursuesyouonce your back is turned. In the third room, hit the pirate ducks frombelow to catch them by surprise.

    The fourth and final room is the most important of all, for it containsagiant exclamation block. This will cause the teapot lid that's beengentlyhovering over the mountain on the world map to come crashing down uponit.This will alter a few landscapes, allowing you to backtrack and get someimportant things done in previous stages, particularly Rice Beach. Let'sfinish off Mt. Teapot while we're here though.

    COURSE No. 13

    You'll notice slight landscape and enemy changes from Course No. 10here,but nothing that will set you back too badly. The bat-bombs are easilythemost annoying of the group since they'll latch onto you until theyexplode(brush them off on a nearby surface to free yourself of their deathgrip).

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    Go up the ladder two screens to the door that leads you to thecheckpoint.Climb down the rope ladders to find an area that's very profitable ifyouhave the jet hat, then climb back up and exit the way you came in. Gooverto the right and get the hat equipped with bull horns. Backtrack a bitandfall down the pit lined with coins. You'll see a door that you need togoin.

    There's nothing exceedingly special about the room in question exceptthatyou have to run away from a giant moving Thwomp, and the bull hat willaidyou greatly in charging through the bricks in your way. Keep movingrightuntil you get to a door that leads to the boss - the king of the bulls.

    ===========================================================================

    B O S S : B I G B U L L===========================================================================

    One of the easiest boss battles ever. It requires that you possess somekind of hat that allows you to charge though, so have either the bull orjet hat in your possession (I recommend the bull hat, as it's best tofightfire with fire). Simply charge into him, pick him up, and toss him intothelava before he regains consciousness and leaps out of your hand. It'snoteven a three-hit affair; simply chunk the bull in the lava.

    The road now opens up to Stove Canyon, but it's going to be a whilebeforewe tackle that world, as we have others to attend to first.

    Now return to Rice Beach to get some stuff you couldn't get before.

    -- | --------------------4c | Return to Rice Beach-- | --------------------

    COURSES No. 01 & 03 REVISITEDThe very first course in the game has been affected, as you can see, tothedegree that it's now filled with water. The only reason to go back tothefirst level, however, is to swim past the pit of piranhas that youcouldn'tget past before. This leads to a very profitable room containing a giant

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    heart worth three lives. If you're interested in such a thing, you needtovisit this level. If not, head to Course No. 03, whose secret level wecannow access.

    The most visible change is a treasure door located in the water thatused tobe quicksand. Above it and to the right is a dragon hat, which you'llneed touse to grab the key to the skull door. Go in the next lake and duckwhileusing the limited stream of fire that comes out while you're in water.Thekey will pop out; backtrack and go get the treasure. You can open it byshooting it with fire, just as you would charge it if you had the bullor jethat.

    This weird hybrid of a bugle and a cup handle is actually treasure

    letter Aon our chart, so let's write it down to show that we got it:

    o-----------o| A B C _ _ || _ _ _ _ _ || _ _ _ _ _ |o-----------o

    From here now, continue to what was the exit you went through lasttime. Itwas previously impossible to get up to the tantalizing ledge above it,butnow you can simply jump out of the water and onto it. Head down into thebottom corner and feed the exit 10 coins to access the secret course onRiceBeach.

    COURSE No. 06This is a level of rewards, with no enemies that can really hurt you.Grabthe bull power-up at the beginning and go through the door, then poundthesand at frequent intervals to make crabs with coins worth 10 normalones pop

    out. Charge them as soon as they come out for 11 coins (the 10-coinplus theone you get for ramming them). Invisible blocks containing hearts arealsoscattered between the floating rows of coins. Just pay the toll to exitthelevel and gamble some of your easy money away. A freebie level, yes,but youneed to beat all 40 to get 100% credit for the whole game.

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    With all of Rice Beach and Mt. Teapot conquered, let's head out toSherbetLand. To get there, enter Mt. Teapot, then head left from the circle-in-a-circle on the world map.

    -- | ------------4d | Sherbet Land-- | ------------

    COURSE No. 14This level is all about being able to cross the bridges without gettinghit.Watch out particularly for the sections of bridge that tremble and fallwhenyou stand on them. A lot of single floating bridges are like this, soyou

    won't be able to stand on them very long. Having the bull power-up isgoodfor the first part, but when you're offered a dragon hat at thecheckpoint,take it. (Since this is a sort of tough level, you might also want tospendmoney on the checkpoint.)

    At the end of the line, grab the bull hat and go in the door, then jumponthe Oriental snowman's head before going in the exit door that has sonicelybeen opened prior to your arrival.

    COURSE No. 15With the powers of butt-pouncing at your disposal, plant your cabooseon eachenemy in this stage until you have to climb down the rope ladder in afashionsimilar to the situation in Course No. 11 (avoid the spear dudes). Goin thedoor and make your way around your foes both frozen and warm-blooded.The jethat will speed your progress up a lot, and the dragon hat will help youget

    rid of your enemies with a convenient stream of flames.

    After the checkpoint, grab the bull hat and head all the way to theright ofthe room. You'll notice that many objects and enemies are blockaded inpyramids of ice, including the exit. There's an exclamation block to thefar right in the secluded room that will remedy this situation. Hit itandreturn to the left, but before you open the exit, continue even fartherleft.

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    You'll notice that from where you got the bull hat, ice cubes continuethestair pattern. Go up them.

    Follow the set of doors until you get to the room with the floatingexit.This exit will lead to Course No. 17 instead of Course No. 16, so we'llfollow the path of the normal exit first, but you can still take thisoneif you feel so inclined. Just head over to the far right and undo theeffectthat the other exclamation block had by hitting it so it turns white.Walkalong the newly formed ice cubes and open up the tightly shut exit toaccessthe secret level.

    COURSE No. 16

    What's this? A key right at the beginning of the level? There's treasuresomewhere in here! It's relatively easy to find - the door leading toit isin the second group of half-broken bricks. Use the almighty key toknock outthe armored penguins along the way, then unlock the skull door once yougetto it. This particular treasure room contains a shield with a cross onit,which we'll record now.

    o-----------o| A B C D _ || _ _ _ _ _ || _ _ _ _ _ |o-----------o

    Backtrack to the initial room and go to the right to the door. When youenterthe room, you will see a coin sitting by itself to the right. Jump upto getit and you'll reveal a block that will allow you to leap outside thenormalboundary of the room.

    Only if you have the jet hat can you access this secret. Shoot acrossto the

    right and you'll find a room all by itself that you can drop down into.Thedoor will lead you to another chamber with an exit leading to CourseNo. 18,which is covered in the utmost of detail below. If you don't have thejethat, however, you can't get to this secret, so don't worry about it.Continueas normal.

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    If you're taking the original route, grab the bull hat to the left anddescend along the long ladder until you get to the checkpoint, which youshould take time to put a little change into. The next room is verystraight-forward; just head all the way to the right, enter the next room, hittheblock with the exclamation point on it, backtrack, go up the ladder, andfollow the new path to the exit.

    Course No. 16's regular exit leads to Course No. 19 though, so let'stackleSherbet Land's two secret levels now.

    COURSE No. 17You can avoid the wrath of the cloud that's on your tail by standingunderany surface, because the cloud's lightning can't pass through anything.Use

    a bull hat to charge the porcupines before they're able to unsheathetheirquills in your presence. The cloud can only follow you up to a certainpoint,at which time you'll be at a door. Go inside.

    Climb all the way up the rope ladder without dealing with your stab-happyoppressors. The door at the top is what's important. Go in to receivemanyrewards, including some hearts, some coins, a bull hat, and a key to atreasure room. Ooh la la! Take it along with you until you come to aseriesof blocks that you have to charge through. Throw the key away for amomentuntil you come to a door. Get the jet hat above it and speed back tothe key,then bring it to this room.

    Hitch a ride on the spinning mobile dealie and jump on it to make itchangedirections. Follow the coin path to ensure that you get where you needto go.At the top is the skull door which leads to a treasure chest containingabell. The bell goes in slot E, which we'll now fill in on our progresschart:

    o-----------o| A B C D E || _ _ _ _ _ || _ _ _ _ _ |o-----------o

    Fall back to the bottom and continue to the end of the level, which isfreeof any friction that is worth mentioning.

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    COURSE No. 18Grab the bull hat to the right of the treasure door and go in the opendoorto the right. Hit the exclamation block to form some ice bridges to therightthat Wario can traverse over the spikes. At the end of the line is ajet hat.Get it and backtrack to the door you came out of, then jump and rocketyourself to the left. Where the other open door is, you'll now see aladder.Climb it.

    Rocket-charge at the single file porcupines until you reach a door. Movedeftly under the thorny Thwomp and hit the middle block in the group ofthreeto reveal the key. Keep moving forward since you can't get it, and fallstraight down through the barrage of Oriental snowman enemies. Inside

    thedoor at the bottom is another block of exclamatory excitement. Hit itandreturn to the snowman brigade. You can now get the key in the lastroom, butdon't worry about the garlic clove that bestows the bull's horns uponyou.The jet hat is undoubtedly way more stylin'.

    Duck and crawl under the column of ice on your way back to the ladder,thenreturn to the treasure door. Inside is a chest containing Treasure F, agenielamp. Let's put it down on the chart.

    o-----------o| A B C D E || F _ _ _ _ || _ _ _ _ _ |o-----------o

    Now you can travel to the end of the level. There's nothing difficultaboutthis stage, so just travel to the end and beat it.

    COURSE No. 19

    Get the jet hat provided for you in the lake and use the chargingability tocrush the blocks in the water. One set hides a door leading to a bountyof100 coins combined as one - excellent fodder for frittering away in thebonusgame at the end. Continue ahead to a room filled with moving spikes;there's

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    a checkpoint in here next to a box containing a jet hat. The spikedlogs arerelatively easy to avoid due to their slowness, so either find a wayaroundthem or an opening to sneak through. After this room and a couple moreeasyones, you'll face a mean penguin who you also have the option ofrunning awayfrom (!).

    =============================================================================

    B O S S : B O X I N G P E N G U I N=============================================================================

    Don't run away through the door unless you feel that you're in danger ofdying (i.e. you're small or something). The penguin comes out swingingbutunprotected, so for the first hit, pounce on his head. He will retreat

    to hiswatery safehaven, then return with a spiked helmet on his head. Chargehim toknock it off of him, then give him another good cranial whack. He willreturnwith another of these helmets; repeat the process to defeat him andreceivea plethora of 1-ups. With this relatively tough world conquered, moveon toStove Canyon (right of Mt. Teapot).

    -- | ------------4e | Stove Canyon-- | ------------

    COURSE No. 20There are two main things to worry about here:

    1) the wall of lava on your tail, obviously, but also2) getting the key to the treasure door before it's too late

    Get the bull hat to increase the speed at which you can break throughbrickbarricades, then get to the part where you walk right and then left

    alongbridges like the ones in the first level of Sherbet Land. The key is intheblock at the end of the second bridge. Grab it and keep running. Withthekey in hand, you won't be able to take the low road full of coins, somovealong the relatively obstacle-free high path.

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    Grab the star at the end and weave among the ladder setup withoutstopping.At the end, you'll need to throw the key away and charge into the bricksreally fast in order to get through the pile, unless you're small andcanjump through them (which is very convenient for once). If you can pullitoff fast enough, you'll never have to go back to this part of the level!Hallelujah!

    Once you're done praising the deity of your choice, ascend along theropeladder to find a treasure door, with a chest containing a lustrous blackpearl (Treasure G on our chart). Once again, here's the progress on ourscavenger hunt thus far.

    o-----------o| A B C D E || F G _ _ _ || _ _ _ _ _ |

    o-----------o

    Go all the way down the ladder and pound the ground will your bull butttostun the mole pirate. Charge him and exit the level.

    COURSE No. 21This level is relatively easy through both halves, allowing you to get adragon hat which will help you plow through bricks and swooping impswithease. The second part is more a matter of timing your jumps along aseriesof platforms that dip into dangerous lava, but they're slow and easy todetect patterns in. Not a difficult level, just a rehash of oldplatformingstandbys, really.

    COURSE No. 22Get the bull hat a little bit of the way in so you can butt-bounce theduckpirates with boomerang cutlasses. This makes your job a whole loteasier, andbefore you know it you'll come to a part of the stage that you can ram

    yourhorns through as a short of tiny shortcut. Get to the door with thecheckpoint, check in, and trudge onward.

    When you get to the ladders that you must move left and right across,get thejet hat along the way so you can pick up coins and make the trip alittle bitfaster. The stage's final room contains two swooping birds, and ofcourse,

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    the exit. Another easy one under your belt.

    COURSE No. 23This level introduces the always-fun twist of allowing our favoriteantiheroto ride on mining carts. The bull hat power-up will help you get rid ofthebats with your all-powerful gluteus maximus, and if a mining cart fallsinthe lava before you can make it to the next ledge, you can use thecharge tomake the bigger jumps that normal hardhat Wario can't. The checkpoint,whichyou can find by hopping on a happy springboard block, is definitely agoodinvestment in this stage.

    Take the high road for the rest of the way until you see another happy-

    facespringboard below (it might take you a couple of tries to get to it,you'llhave to linger on a cart headed right into instant-death lava). Thatspringboard will take you up to another springboard which takes you totheexit leading to the secret stage in Stove Canyon. The regular exit isjustto the right of that springboard, in case you miss it.

    COURSE No. 24Seeing the treasure door right away is a comfort; it lets you knowthere'smajor business to be attended to here. The key isn't anywhere in thisroomthough, so get the bull hat above the door to the next area and headright upthe ladder that's next to you there.

    It may take a while to figure out where to go and what to do, but thefastestroute involves taking you almost in a full circle. When you're up thatladderyou need to go all the way to the right and down the one you see -don't mess

    with any of the doors along the way. Move down the ladder and hit theexclamation block to the right, then go in the door to the left. Swimaroundand get the key out of the block on the right.

    Backtrack to the beginning of the level and open the intimidating skulldoor,which houses a run-of-the-mill trophy, which is slot H on his treasurechartand ours.

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    o-----------o| A B C D E || F G H _ _ || _ _ _ _ _ |o-----------o

    Grab it, and then go back through the door to the right. Don't go up theladder, but go to the right. Go in the door and toss 10 coins into theexit.

    COURSE No. 25There's nothing too spectacular about this level that needs mentioning.Let'sjust skip straight to why you're really here: the boss battle.

    =============================================================================

    B O S S : B I G G I A N T H E A D T H A T L I C K S R O CK S=============================================================================

    That about sums this guy up in a nutshell. He floats around in a wavypatternand his tongue is so pointy that just by resting it on a rock, he cancrackit. Twice, and it's gone. He can't be beaten with conventionalweaponry, buthe seems to have an undocumented sinus problem that makes him shootboogersmade of stone. Anytime he flares his nostrils and does a farmer blow,grabit before it bounces away, then toss it at his face. Do this threetimes andhe'll retreat to the lava like the cowardly big giant head that licksrocksthat he is. Try to do it quickly so that you aren't restricted to toosmallan area of the arena.

    You'll head to the SS Tea Cup after conquering Stove Canyon.

    -- | ----------

    4f | SS Tea Cup-- | ----------

    COURSE No. 26Get the bull hat at the end of the first area and head into the door.It maynot be obvious at first, but there's a secret in here worth getting,and it's

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    yet another of the 15 treasures scattered throughout the land. Thealready-hit block might tip you off, and it's a good thing, because that'swhere thebeginning of the secret lies. Hit the wooden X above and to the left ofthatused block to reveal a hidden one. Hop up and jump to the right, thengo inthe door there.

    A giant apple will fall from the trees and roll at you, just jump overit andmove on. You'll come to a room with several piles of half-broken bricksand atreasure door, which you will need to bring the key back to. The nextdoor ishidden in the very upper right-hand corner of the room, and you'll needa hatthat allows you to charge in order to get to it. Go inside and workyour way

    around to the door. Inside, hit the exclamation block.

    Upon returning to the last room, you'll see it's been flooded, allowingyouto make your way up that long tunnel there. Go in the door, grab thekey, andreturn the other room to its dry status by hitting the block in thatroom.Return to the treasure room and grab Treasure I, a nifty little dagger,whichwe'll stop and take time to record on our progress chart:

    o-----------o| A B C D E || F G H I _ || _ _ _ _ _ |o-----------o

    Return to where you revealed that first hidden block that led to thelasttwo-and-a-half paragraphs, then go through the door to the right toreturn toyour regularly scheduled level, of which there is only one very easyroomleft to travel through.

    COURSE No. 27The jet hat and the dragon hat will both help you reap several rewardsin thefirst part of this overtly wet stage, but only with the jet hat or thebullhat can you speed across to the left at the end of the second room to a100-coin reward. There's more than enough to spend on the checkpoint, so ifyou

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    feel you might need it, go ahead and plunk a few coins into it.

    On the way out of the 100-coin prize chamber, grab the dragon hat toget evenmore nice things out of the level. Using it will allow you to reach forsomehearts that can go toward extra lives that the other hats won't let youget.Don't worry about the owls, they run away at the first sign of yourapproach.They're pretty much your only dangerous foe to the end of the level.

    COURSE No. 28Again, the dragon hat is the best hat for getting rewards from thefirst partof this stage as you draw ever closer to the SS Tea Cup itself. Use thehatof the dragon to break the cracked blocks between the two logs. Inside

    is anexclamation block that will create a ladder outside. Climb it; it willprovide an excellent shortcut over some treacherous ground and plant youright near a checkpoint. The rest of the level is a breeze whether youchoosethe bull hat or the dragon hat; just avoid the currents in the finalroom.

    COURSE No. 29Snag the bull hat and charge the chomping gators that hop out of thewaterbefore heading in the door to the right. If you climb all the way up theladder to the right, you'll notice a treasure door. Let's find the keythatgoes with it by heading right and up the next ladder and in the door totheright, which leads to a rather jungly area.

    Descend along the rope ladder and grab the jet hat along the way, thenskipas many doors as possible until you get to the end of the line. Go inthatdoor and you'll see the level's checkpoint. From there, count doorsuntilyou get to two, and you'll enter a room with a slowly moving Thwomp.

    Hit theblock above you to the left, which contains the key. Crawl under andjump onthe Thwomp to get to the ledge.

    After this, backtrack through the ship part of the level to the junglecaveand go through the first door as you head right. You'll go through it,but

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    angry baby bird. When he regurgitates a couple of smaller swoopingbirds,stay squatting, but jump and knock one out cold. Creep over to it, grabit,and then hop up and hit him in the noggin. Best of all, staying lowpreventsthe baby bird's powerful gusts of wind from affecting you, so you havethefreedom to move around without worrying about the small (but deadly)pit tothe left. With this system in place, three hits shouldn't be a problem.

    Now you'll get blasted off cannon-style into Parsley Woods. If you haveforgotten any treasures, you won't be able to backtrack for them untilafteryou beat the second stage of that area.

    -- | -------------4g | Parsley Woods

    -- | -------------

    COURSE No. 31The ghost that keeps on your hind end will bother you more than thespikedboulders that fall from a mysterious source in the clouds. Fortunately,thereare garlic cloves aplenty to keep you in bull form throughout thelevel. Thestage only contains these things, and about halfway after thecheckpoint youwill find a jet hat, which you should grab. Fire your way under thewallsthat dip way down, then hop to land and exit stage right.

    COURSE No. 32Another mining cart stage like the one in Stove Canyon, this one can beextremely fun and move a lot faster with the jet hat. If you don't havethathandy tool, settle for the bull hat provided by the garlic at thebeginning.

    There's no checkpoint, as this level is extremely short. When you get

    throughwith the easy riding bit, swim through a line of touch-sensitive bombsandbonk the titanic exclamation block. Slowly but surely, Parsley Woods'lakewill drain, allowing you once again to move back to all the previousworlds.

    COURSE No. 33

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    Once you get to the inside of the train, you'll notice while you're intherethat it's bumping up and down at different intervals. Is the train ....MOVING?

    You bet your sweet bippy it is. To keep yourself ahead of the scrollinggame,get the jet hat provided near the beginning of the ride. Be warned thatifyou touch the tracks at any time, you'll die, so keep either on theblocksor the handy railroad vehicle provided. At the checkpoint you'll begiven adragon hat. Take it, because there are some bricks ahead that you don'twantto get caught in.

    Once you get past the second ride, the train stops moving, and the restof

    the level is a cakewalk.

    COURSE No. 34Pretty standard platforming here, but late into the level there'sanothertreasure that bears worth getting. Let's get started, shall we?

    The cloud that rains lightning down on you is back with a vengeance -thereare more of them! Luckily, you don't have to deal with them all at once.Outwalk the cloud to the ladder, since the only way to go from here isup.Go in the door and swim past the seahorses and bombs to the next one.Headto the highest door when you get back to the outside of the tree andgrabthe jet hat along the way.

    Inside the tree once again, you'll notice that the path forks at thetop.Go to the left first and up through the door. The exit is there, butyou'llnotice that just to the right of it is the key! Aaugh, and you wereabout tobeat the level! Fortunately, the treasure door is not too far from

    here, andif you have the jet hat, you actually don't have to mess with going backthrough the water to getthere. Simply stand on the block where you gotthe key,jump and hold right,and don't hold back. You'll land on another set ofblocksabove a pirateduck. Leap with the same confidence to the right oncemore, thenhop up tothe door at the top and go in for Treasure M, which could beanything

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    from a normal hand to a baseball glove to the Wallmasters fromthe Legend of Zelda.

    o-----------o| A B C D E || F G H I J || K _ M _ _ |o-----------o

    That means we skipped Treasure L though! And you are correct, sir, butnowthat Parsley Woods has been drained, we can do something about that.With thejet hat, speed over to the exit and play a bonus game if you feel likeit,then return to Course No. 31 before moving on to the next stage.

    COURSE No. 31 REVISITED

    With the water gone, there's now a ladder down in the dry hole. Go downit.

    The key is situated right next to a jet hat, both of which areconvenient andwill put a smile on your face to receive. Climb back up to the top halfofthe level and find a set of stairs that descends down and to the right(thereis a ladder at the bottom of them). Get the bull hat that is down hereinorder to cut your charging in half. When you come to blocks impedingyourprogress, cast the key aside and charge through the four walls ofbricks.When you have them cleared out, go back for the key and head right.

    Barrel through the mole pirates with the star you get, then climb upand fallin the narrow hole near the stage's exit. You'll land right at thetreasuredoor. NOW you're up to date on treasures, although you might almostwish youweren't when you see the goofy clown face that comes out of the chesthere.Hide it away on your chart and ours.....

    o-----------o| A B C D E || F G H I J || K L M _ _ |o-----------o

    .....and go to the exit and over to Course No. 35.

    COURSE No. 35

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    Here's another moving train level, although it's significantly easierthanthe last one. Use the bull hat and pounce on the pirate ducks with yourgargantuan buttocks, staying to the right to make sure you don't getcaughtin anything. If you have the money, put change in the checkpoint ifyou'rebad at train levels and grab the jet hat to prepare for Part 2. AfterPart 2,the train stops moving and the level takes a drastic dip in difficulty.

    COURSE No. 36A bull hat will help in getting away from the cloud here, as will a jethat.Either way, having the charge is beneficial to finding some hidden doorsamong the rubble, not the least of which is one leading to a massive 3-up.

    Once the cloud is unable to keep following you due to the giant blockof landin its path, you'll come to a door containing the checkpoint. Plunk somecoins in it (if you are accustomed to such routines by now) and move on.

    After you discover the bounty of extra lives hidden there, anothercloud willbegin to assail you. Combine this with some small guys with spears and abunch of those spiked boulders that fall from out of nowhere and youhave thebasic gist of the rest of the level. A dragon hat is offered to youearly onat this point, but it won't be of any help at all. Instead, opt for thebullhat bestowed upon you by the garlic clove at the end of the line. Itwill behelpful for fighting the Parsley Woods final boss.

    =============================================================================

    B O S S : B I G G H O S T=============================================================================

    This is a tough boss because of the way it can swoop so fast, incontrast toWario, who moves about as fast as a snail with a double hernia. If it

    touchesyou, you'll be temporarily paralyzed/frozen/possessed, at which timeyou'resusceptible to the likes of being assaulted by a tiny ghost. Eitherjump overor run away from the big ghost, then hit one of its small minions frombelowwith the bull horns. It will fall primly into your hands so that youcan toss

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    it at the ghost. If it releases a ghost when it's very low to theground,jump instead of letting it hit your horns - otherwise you'll go small.Threehits will do him in for good, and you'll receive the usual treasurefulbooty.

    Now it's on to the very last world in the game ..... MWAHAHAHA!

    -- | ------------4h | Syrup Castle-- | ------------

    COURSE No. 37Though it's now advertised as Syrup Castle, you'll begin your questhere in alevel similar to Parsley Woods. The first half of the stage is aseemingly

    endless barrage of spiked balls rolling at you. Jump over them, blahblah,you know the drill. Following the checkpoint, you'll be disappointed tofindit's more of the same, with the exception of a easy but deceptivetreasure topick up.

    You'll find the key near the exit, but there's been no evidence of atreasuredoor throughout the level, has there? It's so easy you'll smack yourforeheadwhen you hear it. Have you braced yourself? Okay .... just walk throughthewall below the block that contains the key. It's that simple. The doorhidesin plain sight despite pitch-blackness all around, and you're well onyourway to picking up Treasure N, a neat little whale ornament.

    o-----------o| A B C D E || F G H I J || K L M N _ |o-----------o

    You'll notice that the last room of the level has a decidedly more

    "castley"decor, which is the perfect segue into the next stage. Kill the molepirateand pay the 10-coin toll to open the door.

    COURSE No. 38Hop over the blocks and walk all the way to the right to find a roomwith an

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    bricks with greater ease, but the butt-stomp trick will lead you to afairamount of coins that this author considers worth getting. It's alsohandy inthe next room when you have to crawl under patterns of axes. Wheneveryou seesomeone coming under them, find a safe spot and do the butt-stomp, thencrawlover, pick them up, and carry them directly into the path of the axes. Asurefire kill!

    After the checkpoint, you'll find that you have to use the springboardblocksfrom Stove Canyon to cross a series of wide chasms. Hold A when jumpingonthem to get enough boost to get to the next ledge. You'll see how elsethebull hat can be a boon when you see some springboard blocks trappedundersome bricks. Crush the bricks with your behind and hold Right when you

    bounceoff the blocks. You'll come to a new area which will eventuallyculminate inyour receiving the game's final treasure.

    Make your way through the duck pirates to the next room, in which youcanmove in a number of directions. In the bottom left-hand corner of theroom isa bull hat; in the bottom right, a dragon hat. You will need the dragonhatto get the treasure here. Go grab it and then go the upper-left cornerinorder to clear the way before you get the key. The key is in theoppositecorner, so once you've cleared a path, you can get Treasure O, a nice-lookingdiamond ring.

    The chart is now complete!

    o-----------o| A B C D E || F G H I J || K L M N O |o-----------o

    Your treasure hunting hasn't been in vain. We'll discuss what all thisforaging business was about after the last boss, where the worth of allthesetrinkets becomes apparent. Don't fret too much about it now; just focusonbeating the game. Start by leaving this treasure room and getting thebullhat in the lower left corner before moving on. The room with the movinglifts

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    is a simple affair so long as you don't eat lava, and nothing after isworthyof mention here. Hit the giant exclamation block at the end to causeanotherbombastic explosion (no pun intended) to reduce the castle once more.

    COURSE No. 40Two garlic cloves are offered at the beginning of this level, so thateventhe Wario player of short stature might be able to evolve into a bull. Anumber of hidden heart blocks lie here, some of which can trip you upandmake you fall in a pit when you're trying to navigate the springboardblocks,so be careful. The checkpoint might look kind of appealing after all theprecarious jumping you have to engage in.

    After the bouncing episode, you'll have to deal with a mini-boss of

    sorts: aknight in shining armor. Or rather, an EVIL knight in shining armor!MWAHAHA... HA ... ha ... er... right. So, equip yourself with a bull hat, asevensmall Wario can do so here. Charge into the knight from behind. He'llrealizethat an intruder is afoot and will start charging at you in kind.Retreat toa block until the madness ends, then repeat until the knight croaks.Whenhe's gone, the steel door to the right will open, leading you evercloser tothe final encounter.

    Once again, you're called upon to put your ladder climbing ability tothetest as you make your way through a series of alternating fire-shootingornaments. Not a difficult task in any case, and neither is gettingthroughthe surprisingly trouble-free final room, at the end of which is yetanotheropportunity to get a bull hat. If you suffer any kind of infirmityrelated tobeing small at this point, grab it and prepare for the last battle ofthegame.

    ==========================================================================================================================================================

    F I N A L B O S S :A P R I N C E S S A N D H E R G E N I E

    =============================================================================

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    =============================================================================

    There the princess lies, supine, in all her sultry royal beauty ... onemighteven compare her to Disney's creation of Princess Jasmine from theAladdinmovie. As you approach her, it's apparent a one-night fling isn't in thecards, as she comes down off of her molluscan bed to rub the genie lampsetbefore the two of you. The room fades to nothing, and you are beset bytheforce of the princess's genie, a colossal monster who won't go down inthreesimple hits like everyone else did.

    The trick to hurting the genie is by hitting him _with_ the lamp, butratherwith an extension of it. While the genie fires speedy ammunition at youfrom

    his fingers, you need to be picking up the lamp and throwing it arounduntilit lands in an upright position. At that time, a cloud will pop up outof thelamp. Stand on it, then bounce on the genie's head. He'll be temporarilyshaken, and the cloud you were standing on will turn into a mini-genie.He'seasy enough to kill, just jump on him once.

    There are two main problems with the genie, both involving time. One isthatyou may find yourself dipping into the double-digits on time left andthusyou'll panic and get too far out of focus, thus opening yourself up tomorecheap hits. The second problem is that the lamp will sometimes gothroughlong streaks where it refuses to land in an upright position, once againinducing bouts of panic like, "God, am I ever going to beat him!"Relax. Heonly takes six hits to kill - I suppose that by Nintendo logic thatmeanshe's twice as powerful and difficult as the other bosses. Sure.

    Anyhow, once you beat the genie and the game ends, scroll down to theEpilogue below to see how everything turns out.

    -- | --------4i | Epilogue-- | --------

    Once the genie is dead and gone, the princess is so concerned aboutmaking agetaway that she doesn't care how sloppy it is. She lays a bomb in thethrone

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    _____________________________________________________________________________

    = | ====================5 | A NIFTY LITTLE TRICK= | ====================

    I was hoping I'd be able to remember this. I'm glad I did.

    Since I can't think of anyplace else in the guide where this could beappropriately placed, I've given it its own section after thewalkthrough,lest anyone should find before the walkthrough and breeze through thegameusing this handy little cheat. It's fairly complicated, but will rendermostof my level solutions moot if you know how to make good use of it.

    Here's howto do it.

    Pause the game and press Select 16 times. A blinking box will appeararoundthe second digit of Wario's lives. Holding down A and B, press Left andRightto cycle through the various digits, and press Up and Down to alterthem asyou see fit. You can give Wario 999 coins in any level (thuseliminating therisk and worry involved with gambling them away in bonus stages), puthishearts up to 99 so that you can get a 1-up for every enemy you butt-stomp, oreven give yourself more time to beat a level. How exciting!

    In addition, you can also get a desired hat by unpausing the game whenthecursor is placed on the tiny Wario face to the far left. You may haveto dothe trick multiple times to get the hat you want, because it cyclesthroughthe normal hardhat, the bull hat, the jet hat, and the dragon hat, inthatorder.

    Now that I've opened the floodgates, do what you will with it.

    _____________________________________________________________________________

    = | ======================6 | CREDITS AND COPYRIGHTS= | ======================

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    No need to drag this out - here's to the people who make this hobbypossible:

    > My parents, who trained me to be well-versed in all areas of theEnglishlanguage ..... I have now surpassed even their abilities and

    vocabularies.Rest assured, they couldn't be prouder =)

    > Anyone else who has inspired me, motivated me, or otherwise given me areason to continue about helping the world with video games.

    > Nintendo for their excellent consistency of quality in their first-partygames, and for making the Super Mario Land series a joy to play

    through.

    > My friend Neal, who introduced me to GameFAQs in the winter of 2000.

    > My friend Marc, who introduced me to Honest Gamers in the winter of2003.

    > CJayC and Jason Venter, the webmasters of their respective websites,whopost these guides on them at no cost. God bless your pro bono work,gentlemen!

    Above all, do not plagiarize this guide. I invested a fair amount oftimeinto writing it and it's against U.S. federal law to jack people'sstuff likethat. If you wish to use this guide on your website, send me a short e-mailasking for permission - don't write me a 10K novella (it has happened).Iwill more than likely say "yes" when I get around to replying to you.

    If I allow you to use the guide on your site, do not change any part ofthetext in any way. You may move it around to make room for anyscreenshots,font changes, etc. but don't change a single letter of a single word.Do notsell my guide for profit either, as it is my intellectual property andsuchtransactions are illegal, once again by U.S. federal copyright laws.

    This version of this guide is (C) December 28, 2003 by Snow Dragon, thelatest of which can be found first on GameFAQs[http://www.gamefaqs.com] andHonest Gamers [http://www.honestgamers.com].

    Have fun playing Super Mario Land 3: Wario Land, and have a nice day!