"The greed of gain has no time or limit to its
               capaciousness. Its one object is to produce and
               consume. It has pity neither for beautiful nature
               nor for living human beings. It is ruthlessly
               ready without a moment's hesitation to crush
               beauty and life."

                                           --Rabindranath Tagore

                     _____________________________________
                    |  _________________________________  |
                    | |                                 | |
                    | | SUPER MARIO LAND 3 - WARIO LAND | |
                    | |         FAQ/Walkthrough         | |
                    | | Written by Snow Dragon (C) 2003 | |
                    | |       All rights reserved       | |
                    | |_________________________________| |
                    |_____________________________________|


   = | =================
   = | TABLE OF CONTENTS
   = | =================

   1  Story/Intro
   2  Controls
   3  Items
     3a  Hats
     3b  Treasures
   4  Walkthrough
     4a  Rice Beach
     4b  Mt. Teapot
     4c  Return to Rice Beach
     4d  Sherbet Land
     4e  Stove Canyon
     4f  SS Tea Cup
     4g  Parsley Woods
     4h  Syrup Castle
     4i  Epilogue
   5  A Nifty Little Trick
   6  Credits & Copyrights

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   = | ===========
   1 | STORY/INTRO
   = | ===========

After introducing us to Mario's embittered, grossly obese cousin Wario in
Super Mario Land 2: 6 Golden Coins, Nintendo gave him a game of his own with
the next SML installment, aptly subtitled "Wario Land." Wario defines the
term "antihero" to a tee. He is not out to save anyone or embark on a
spiritual mission to find his sense of self-worth or purpose. No sir, this
is all about Wario's own personal gain. He's looting a distinctly food-themed
land of pirates and all sorts of animal miscreants so that he can rebuild the
castle Mario took away from him at the end of SML2. It's a fun game packed
full of platforming goodness, and a Game Boy title that you simply cannot
afford to pass up.

Hi, I'm Snow Dragon, and welcome to my 37th FAQ/walkthrough. If you don't
know what game it's for by now, it's safe to assume you probably can't read.

This walkthrough covers all the basics like how to control Wario and what his
various items do, as well as giving you a complete walkthrough of each level
in the game. I try not to overload the level solutions with boring crap like
"Go this way" and "Jump on him" - easily the hardest thing to avoid when
writing a FAQ for a platformer. It skims over the more repetitive parts of
the game and gives you, O Confused Gamer, the inside scoop on the real things
to know.

If you have any questions about anything I've written here, you can catch me
any time at [eubanks1084@hotmail.com]. I can't guarantee that a reply will be
punctual (in some cases, a year has passed between the time a person e-mailed
me and when I replied), but you never know, you may get lucky! Especially if
your e-mail is fairly recent.

Other than that, have fun playing Super Mario Land 3: WARIO Land! =D

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   = | ========
   2 | CONTROLS
   = | ========

Let's get this out of the way first: Wario is fat and slow. This is both
advantageous and disadvantageous. A lot of the uses of the hats will be
described in detail in the Items section, where the advantages come in. When
Wario is just toodling along or is being his fat self, though, he's slow and
unwieldy. Still, here are a list of basic controls, and some further
extrapolation on other concepts as well.

   _
 _| |_
|_   _| D-pad
  |_|

>> Left and Right move Wario's sluggish butt back and forth on land.
>> Up and Down will navigate ladders and other devices for climbing.
>> Switch between files on the file selection screen. (Because I've gotten
   questions about it on games with similar file setups, I think I be safe,
   cover all my bases, and say that the game saves automatically whenever
   you beat a level.)
>> Allows you to manipulate the settings on the Pause Menu. (More on that in
   section 5, "A Nifty Little Trick.")

 _   _
|_| |_| A & B buttons

>> The A button makes Wario jump. Hold it for the highest jump possible, tap
   it for a small one. Wearing certain hats may allow Wario to jump higher
   than he could under normal circumstances.
>> Press/hold A as the situation dictates to play the bonus games at the end
   of each level.
>> Press B to throw small enemies and objects that you can hold in your hand.
>> If Wario is big in his normal form (hardhat), he can press B to charge
   into his foes and walls.

 ___   ___
(___) (___) Start and Select

>> Press Start to pause the game or start it (duh).
>> Select is the main instigator of the "Nifty Little Trick." Press it 16
   times while the game is paused to kick it off, then scroll down to the
   section just after the walkthrough for the full monty.


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

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   = | =====
   3 | ITEMS
   = | =====

Here I've divided the items into two separate subsections: hats and
treasures. Treasures also include the normal things you get out of blocks and
such, not just the big stuff hidden behind treasure doors that are worth lots
of moolah in the long run.


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


HARDHAT
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Wario starts the game out wearing this piece of construction equipment. It is
his 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 in
  two hits with this charge, and open chests in treasure rooms by charging
  into them.


BULL HORNS
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The bull horns are sort of like the hardhat in overdrive. Wario basically has
the same abilities with MORE POWER™ plus a few new ones when he has the bull
horns. Useful in tight spots with a lot of bricks around.

> Improved Charge:
  A charge with the bull horns can break whole bricks in one shot instead of
  two. 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 pick
  them 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 the
  bull horns to attach to ceilings for any length of time. Just hold Up when
  the horns hit a ceiling.


JET HAT
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Wario can travel great distances with the jet hat, and he can execute a
charge 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. If
  you want to stop flying at any point, just press B again and Wario will
  instantly come down to earth.


DRAGON HAT
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It's the closest thing Wario has to Mario's fireballs. Those can't break
through bricks though, now can they?

> Breath of Fire:
  Press B when the dragon hat is on Wario's head in order to shoot a stream
  of fire that lasts a few seconds. During this time, it will kill most foes
  instantly and will break through whole bricks with the same force as the
  bull horns. Although you cannot charge with the dragon hat, the stream of
  fire can open treasure chests the same as the other hats can.


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


Coins
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Unlike in a lot of Mario games and Nintendo platformers, 100 of these don't
equal a 1-up. You can collect and accumulate many of them, resulting in a
windfall at the end of the game when the genie tallies up all that you
collected in order to determine the size and worth of castle that you shall
receive. They can also be spent in a bonus game at the end of a level in a
fun game of chance. Coins come in varieties of 1, 10, and the elusive 100.
Coins are strewn about levels in the open and in blocks, or you can kill an
enemy by charging into it to receive one.


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


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


Valuable Treasures
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Hidden across the many food-themed lands of this game are treasures worth
more than a large 100-coin piece, or even TEN 100-coin pieces! They are
located behind the aforementioned treasure doors that require a key to open.
You will collect 15 of these in your quest, and their worth will be tabulated
by the genie at the end of the game to determine which castle you will get. A
treasure can be worth anywhere from 2000 to 9000 coins, and these can add up
to a nice mansion very fast, so try to find all you can. You don't want to
get stuck with a birdhouse or some such foolish thing. To open a chest that
one of these valuables is hidden it, charge into it (or blow fire at it if
you have the dragon hat). You cannot open treasure chests if you are small.

Now go and find those treasures!

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


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


COURSE No. 01
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Like most first stages, this one will get you accustomed to the fundamentals
of the game, first of all dispatching of your enemies and using your charge
move to your advantage. Pick up the small walking turd at the beginning and
take 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 finding another
one.) There is also a block on the ground that you can coax a heart out of by
charging (hold B).

Next up are two rows of blocks situated just above the ground; when you walk
into them, Wario will automatically duck and creep under them. One of the
middle blocks contains what can only be described as a garlic clove. This
power-up will give Wario's hardhat a set of horns like a bull's. When you
charge into enemies with the bull hat, they'll be shot off into the
stratosphere, 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 shatter
blocks with his butt. Find the ladder that's situated below a 3x2 array of
soft bricks and hold Down when you jump. You'll be in the area below, with a
block containing a heart to your left. This detour will set you back a little
bit, but will familiarize you with the butt-pound well enough. Also, you can
only use this move as Bull Wario. Continue to the end of the stage; if you go
down a ladder and see a pit full of piranha plants, note that you can't cross
it NOW, but you will be able to LATER.

At the end of the level, you'll see a mole in a bandanna standing near what
you'll soon come to identify as the level exit. An inscription on the wall
reads [up arrow]+B. As you will see, the mole will summon a larger coin and
throw it to the torch. One of these large coins equals 10 of the small ones
you collected throughout the level. He'll open the exit for you this time,
but it's on your shoulders to do it for the rest of the game. Practice if you
like by holding Up and pressing B to create a big coin, then throw it with 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 buckets to see
  if a bag of money or an anvil falls on your head. The anvil will cut your
  earnings in half, the bag of money will double them. All coins earned in
  stages and bonuses go toward your final treasure count at the end of the
  game.

> A game wherein you throw bombs at enemies for hearts. 100 hearts results in
  a 1-up. However, this game's net profit isn't worth the time it takes to
  learn how hard to throw the bombs and when to toss them, so you're better
  off putting back money in the coin game.


COURSE No. 02
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Grab the bull hat power-up and stay along the high road until you come to a
door leading to a new area. You'll get a sort of cloud object out of the
block inside that turns Wario's hat into a dragon that can breathe a stream
of fire if you press B. You'll notice it has limited range in the water, but
can still be used well. A power-up at the end of the line will return you to
bull hat form, which works well for the rest of the level. If you wish,
invest ten coins in the skull post to the right. It's a checkpoint, and as
per the usual you'll begin there if you die.

Charge your way out of the blocks surrounding the other door and head right.
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 can use his
sword as a boomerang. You know what to do now with regards to the exit; make
a large coin and throw it at the door to get it to open up, then play the
bonus game of your choice (if any).


COURSE No. 03
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You'll notice that this stage carries a different sort of dot on the map
than 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 a
hidden level. You can't access it yet, however, because of the ever-present
quicksand that's there right now. Head over to the small narrow quicksand
pits and fall down the one that dips to the bottom of the screen. A door is
hidden below.

Inside, don't worry about the bull hat - you can get through the blocks much
more effectively with the fire that spews forth from the dragon's head. After
exiting the other end, go down the very next quicksand hole you see to go to
another underground area. Grab the bull hat in the surprise block and get
through 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 end of the
stage. You'll have to swim through waterfalls full of it to get to the exit,
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 about halfway
through Mt. Teapot. For now however, don't worry yourself about it and head
on to Course No. 04.


COURSE No. 04
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Your first course of action should be to escape from the relentless spiked
Thwompish creature at the beginning of the level. A bull or dragon hat will
help you get through this faster than if you just have the standard hardhat.
However, your plans to make a quick getaway are soon hampered by the fact
that Wario can't cross lava alone. Use the thankfully spikeless top of the
Thwomp's head to cross the magma lake. The biggest threat here are pointy-
tailed bats that swoop down to hit you, but even they're not that bad, and if
you're smallified by any of them, there's a bull hat power-up for you lest
you decide to take the high route. After the volcanic ocean, there's a bit
more 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 with the
impact of a thousand anvils, you'll get a 10-coin out of the deal instead of
a normal one. The exit is already open for you.


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

Several half-broken blocks and armored penguins inhabit the next chamber, the
latter of which require two good charges from behind to kill. Break blocks
with your powerful charge until you find a door behind some of them. Enter to
discover a white exclamation block. Hitting it will not only turn it black,
but will alter the landscape outside, allowing you to move to the right past
the once-encased blocks with hearts in them. The door will lead to the boss
of Rice Beach.

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

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


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


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

Not so, young garassahoppa. We'll come back to Course No. 06 after the great
earthquake 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 small bombs
that explode when you pass through them and the birds that swoop down from
the sky. Keep to the high path as much as possible though, and you'll soon
run into a block out of which comes a sort of trophy-looking thing. This is
the jet hat, and it's your key to breaking bricks that are located in the
water (you'll see that the bull hat won't charge, if in fact you still have
it by this point). Once you have it, take a dip.

Start by breaking the blocks immediately below you (the ones situated on the
small rock ledge). They reveal a door which leads to a checkpoint - use coins
on 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 water and
find another door among the cracked bricks, which leads to a small chamber
with a huge block. Hit it to reveal a giant heart worth three lives. After
grabbing this nifty reward, head to the right.

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


COURSE No. 08
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Another level with a secret exit, as you can see. And this one leads not
necessarily to another level, but to a whole other WORLD...

Anyhow, moving right along .... the beginning part of this stage is similar
to the end of the previous one. Again, stay away from the pesky birds and
don't get caught up in the current, even for the assumed rewards you can
reap from it. It is imperative that you keep the jet hat for the secrets in
this level, and the game emphasizes this by giving it to you multiple times,
an important one being at the checkpoint. Flush some coins down it if you're
afraid of dying sometime soon, then move around to the door on the left side
of the wall, discarding any beached bombs you pick up.

The next few rooms are full of delicious current, but you can tell which way
the water will take you by the direction the bubbles move in. Swim against
them or with them as the situation dictates to stay away from the rising guys
with the thorns on their head. You'll then come to a door that leads to the
very reason why you need the jet hat.

If you notice, there is a crude representation of an arrow pointing up that
is made out of coins. Collect those coins, then use the jet hat against the
wall to the right. (In case you're not sure what to do, jump up, press B, and
slam into the wall. You'll bounce back a little, but land on a ledge just
above your field of vision. Up here, there is an exit that looks just like a
normal one, but it will take you instead not to the next level, but to the
icy, slippery Sherbet Land. We'll discuss this world in detail after we
finish Mt. Teapot and the altered parts of Rice Beach.)

The other exit, which is already opened for you, is just to the right of the
coin arrow.


COURSE No. 09
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Make your way to the checkpoint in a hurry; there's nothing of real note in
this level since it's really just a basic exercise in platforming. What you
really need to be concerned about is the lone half-cracked block sitting
about four rooms in. Crack it and press Up where it was located in order to
go through a hidden door. Inside is a gigantic block containing an equally
enormous coin (worth 100 tiny ones). Charge through the blocks with the jet
hat or the bull hat to find a locked skull door. You'll need a key to open
it, 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 doubles as a
mighty and powerful weapon (any enemy who touches it kicks the bucket). Go
back in the secret door and throw the key in the lock. Inside the treasure
room, charge the chest to open it. A harp will appear, and when Wario grabs
it, he'll add it to the chart that you see on the screen where your coins are
calculated at the end of each level.

Now that you have one of the 15 treasures scattered throughout this food-
themed continent, let's keep track of it on a handy little ASCII chart I made
out of sheer boredom:

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

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


COURSE No. 10
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Grab the jet hat power-ups along the way; they're the most convenient for
this level. Climb the ladder to the right once you're over there, but don't get
any of the power-ups (the bull or the dragon hat). The dragon hat is okay

or purposes ahead of time, but the bull hat won't do much good other than
netting you roughly 10 coins. Speed over it all with the jet hat until you're
on the other side of the mountain that stretches up into the starry night.
There's nothing special hidden in the blocks that are in the water, so just
speed to the right and enter the last room in the level. Move across the rope
ladders and plant 10 of your coins in the skeletal tollboth.


COURSE No. 11
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
The first part of this requires you to charge through the blocks, searching
for a door behind one of the groups of six. It ought to be easy to find, and
you'll even have a bull hat ready to help you through it faster. Once you
find 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 spaces wielding
pointy objects. They hurt! Climb down and get the jet hat from the block next
to the group of flat ledges. Using it, jet yourself from one side of the room
to the other, using the bounce off the wall to get to ledges just out of
jumping range. Jet to the left when you get to the large treasure door to
locate the block with the key in it. Jump off to the right and throw the key,
hopefully getting it to the same ledge as the door. (If you don't, fret not;
it's easy to get it up there.) Once the door is open, ram the chest and get
the crown that pops out.

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

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

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

Head to the next room, which involves some devices that change direction
each time you jump on them. If you don't have the jet hat, you'll actually
have to employ their services. Jump on them once to make them move right,
which is the main direction you want to them to go. Only make them go any
other way if you're greedy for coins.

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


COURSE No. 12
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Only four rooms make up this level. The first is simple enough, and allows
you to pick up either a dragon hat or a bull hat, wherever your preference
lies. If you can, keep the jet hat, because it will allow to pick up more
coins in the conveyor belt room, where you'll have to deal with a Boo
Diddlyish character who stays put while you're facing him, but pursues you
once your back is turned. In the third room, hit the pirate ducks from
below to catch them by surprise.

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


COURSE No. 13
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You'll notice slight landscape and enemy changes from Course No. 10 here,
but nothing that will set you back too badly. The bat-bombs are easily the
most annoying of the group since they'll latch onto you until they explode
(brush them off on a nearby surface to free yourself of their death grip).

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

There's nothing exceedingly special about the room in question except that
you have to run away from a giant moving Thwomp, and the bull hat will aid
you greatly in charging through the bricks in your way. Keep moving right
until 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 some
kind of hat that allows you to charge though, so have either the bull or
jet hat in your possession (I recommend the bull hat, as it's best to fight
fire with fire). Simply charge into him, pick him up, and toss him into the
lava before he regains consciousness and leaps out of your hand. It's not
even 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 while before
we 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 REVISITED
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The very first course in the game has been affected, as you can see, to the
degree that it's now filled with water. The only reason to go back to the
first level, however, is to swim past the pit of piranhas that you couldn't
get past before. This leads to a very profitable room containing a giant
heart worth three lives. If you're interested in such a thing, you need to
visit this level. If not, head to Course No. 03, whose secret level we can
now access.

The most visible change is a treasure door located in the water that used to
be quicksand. Above it and to the right is a dragon hat, which you'll need to
use to grab the key to the skull door. Go in the next lake and duck while
using the limited stream of fire that comes out while you're in water. The
key will pop out; backtrack and go get the treasure. You can open it by
shooting it with fire, just as you would charge it if you had the bull or jet
hat.

This weird hybrid of a bugle and a cup handle is actually treasure letter A
on 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 last time. It
was previously impossible to get up to the tantalizing ledge above it, but
now you can simply jump out of the water and onto it. Head down into the
bottom corner and feed the exit 10 coins to access the secret course on Rice
Beach.


COURSE No. 06
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
This is a level of rewards, with no enemies that can really hurt you. Grab
the bull power-up at the beginning and go through the door, then pound the
sand at frequent intervals to make crabs with coins worth 10 normal ones pop
out. Charge them as soon as they come out for 11 coins (the 10-coin plus the
one you get for ramming them). Invisible blocks containing hearts are also
scattered between the floating rows of coins. Just pay the toll to exit the
level and gamble some of your easy money away. A freebie level, yes, but you
need to beat all 40 to get 100% credit for the whole game.

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


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


COURSE No. 14
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
This level is all about being able to cross the bridges without getting hit.
Watch out particularly for the sections of bridge that tremble and fall when
you stand on them. A lot of single floating bridges are like this, so you
won't be able to stand on them very long. Having the bull power-up is good
for the first part, but when you're offered a dragon hat at the checkpoint,
take it. (Since this is a sort of tough level, you might also want to spend
money on the checkpoint.)

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


COURSE No. 15
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
With the powers of butt-pouncing at your disposal, plant your caboose on each
enemy in this stage until you have to climb down the rope ladder in a fashion
similar to the situation in Course No. 11 (avoid the spear dudes). Go in the
door and make your way around your foes both frozen and warm-blooded. The jet
hat will speed your progress up a lot, and the dragon hat will help you get
rid of your enemies with a convenient stream of flames.

After the checkpoint, grab the bull hat and head all the way to the right of
the room. You'll notice that many objects and enemies are blockaded in
pyramids of ice, including the exit. There's an exclamation block to the
far right in the secluded room that will remedy this situation. Hit it and
return to the left, but before you open the exit, continue even farther left.
You'll notice that from where you got the bull hat, ice cubes continue the
stair pattern. Go up them.

Follow the set of doors until you get to the room with the floating exit.
This exit will lead to Course No. 17 instead of Course No. 16, so we'll
follow the path of the normal exit first, but you can still take this one
if you feel so inclined. Just head over to the far right and undo the effect
that the other exclamation block had by hitting it so it turns white. Walk
along the newly formed ice cubes and open up the tightly shut exit to access
the secret level.


COURSE No. 16
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
What's this? A key right at the beginning of the level? There's treasure
somewhere in here! It's relatively easy to find - the door leading to it is
in the second group of half-broken bricks. Use the almighty key to knock out
the armored penguins along the way, then unlock the skull door once you get
to it. This particular treasure room contains a shield with a cross on it,
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 you enter
the room, you will see a coin sitting by itself to the right. Jump up to get
it and you'll reveal a block that will allow you to leap outside the normal
boundary of the room.

Only if you have the jet hat can you access this secret. Shoot across to the
right and you'll find a room all by itself that you can drop down into. The
door will lead you to another chamber with an exit leading to Course No. 18,
which is covered in the utmost of detail below. If you don't have the jet
hat, however, you can't get to this secret, so don't worry about it. Continue
as normal.

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

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


COURSE No. 17
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
You can avoid the wrath of the cloud that's on your tail by standing under
any surface, because the cloud's lightning can't pass through anything. Use
a bull hat to charge the porcupines before they're able to unsheathe their
quills in your presence. The cloud can only follow you up to a certain point,
at which time you'll be at a door. Go inside.

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

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

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

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


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

Rocket-charge at the single file porcupines until you reach a door. Move
deftly under the thorny Thwomp and hit the middle block in the group of three
to reveal the key. Keep moving forward since you can't get it, and fall
straight down through the barrage of Oriental snowman enemies. Inside the
door at the bottom is another block of exclamatory excitement. Hit it and
return to the snowman brigade. You can now get the key in the last room, but
don't worry about the garlic clove that bestows the bull's horns upon you.
The jet hat is undoubtedly way more stylin'.

Duck and crawl under the column of ice on your way back to the ladder, then
return to the treasure door. Inside is a chest containing Treasure F, a genie
lamp. 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 difficult about
this stage, so just travel to the end and beat it.


COURSE No. 19
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Get the jet hat provided for you in the lake and use the charging ability to
crush the blocks in the water. One set hides a door leading to a bounty of
100 coins combined as one - excellent fodder for frittering away in the bonus
game at the end. Continue ahead to a room filled with moving spikes; there's
a checkpoint in here next to a box containing a jet hat. The spiked logs are
relatively easy to avoid due to their slowness, so either find a way around
them or an opening to sneak through. After this room and a couple more easy
ones, you'll face a mean penguin who you also have the option of running away
from (!).

=============================================================================
                   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 of
dying (i.e. you're small or something). The penguin comes out swinging but
unprotected, so for the first hit, pounce on his head. He will retreat to his
watery safehaven, then return with a spiked helmet on his head. Charge him to
knock it off of him, then give him another good cranial whack. He will return
with another of these helmets; repeat the process to defeat him and receive
a plethora of 1-ups. With this relatively tough world conquered, move on to
Stove Canyon (right of Mt. Teapot).


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


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

1) the wall of lava on your tail, obviously, but also
2) 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 through brick
barricades, then get to the part where you walk right and then left along
bridges like the ones in the first level of Sherbet Land. The key is in the
block at the end of the second bridge. Grab it and keep running. With the
key in hand, you won't be able to take the low road full of coins, so move
along the relatively obstacle-free high path.

Grab the star at the end and weave among the ladder setup without stopping.
At the end, you'll need to throw the key away and charge into the bricks
really fast in order to get through the pile, unless you're small and can
jump through them (which is very convenient for once). If you can pull it
off 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 the rope
ladder to find a treasure door, with a chest containing a lustrous black
pearl (Treasure G on our chart). Once again, here's the progress on our
scavenger 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 butt to
stun the mole pirate. Charge him and exit the level.


COURSE No. 21
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
This level is relatively easy through both halves, allowing you to get a
dragon hat which will help you plow through bricks and swooping imps with
ease. The second part is more a matter of timing your jumps along a series
of platforms that dip into dangerous lava, but they're slow and easy to
detect patterns in. Not a difficult level, just a rehash of old platforming
standbys, really.


COURSE No. 22
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Get the bull hat a little bit of the way in so you can butt-bounce the duck
pirates with boomerang cutlasses. This makes your job a whole lot easier, and
before you know it you'll come to a part of the stage that you can ram your
horns through as a short of tiny shortcut. Get to the door with the
checkpoint, check in, and trudge onward.

When you get to the ladders that you must move left and right across, get the
jet hat along the way so you can pick up coins and make the trip a little bit
faster. The stage's final room contains two swooping birds, and of course,
the exit. Another easy one under your belt.


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

Take the high road for the rest of the way until you see another happy-face
springboard below (it might take you a couple of tries to get to it, you'll
have to linger on a cart headed right into instant-death lava). That
springboard will take you up to another springboard which takes you to the
exit leading to the secret stage in Stove Canyon. The regular exit is just
to the right of that springboard, in case you miss it.


COURSE No. 24
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Seeing the treasure door right away is a comfort; it lets you know there's
major business to be attended to here. The key isn't anywhere in this room
though, so get the bull hat above the door to the next area and head right up
the ladder that's next to you there.

It may take a while to figure out where to go and what to do, but the fastest
route involves taking you almost in a full circle. When you're up that ladder
you 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 the
exclamation block to the right, then go in the door to the left. Swim around
and get the key out of the block on the right.

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

                                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 the
ladder, but go to the right. Go in the door and toss 10 coins into the exit.


COURSE No. 25
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
There's nothing too spectacular about this level that needs mentioning. Let's
just 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 C K S
=============================================================================

That about sums this guy up in a nutshell. He floats around in a wavy pattern
and his tongue is so pointy that just by resting it on a rock, he can crack
it. Twice, and it's gone. He can't be beaten with conventional weaponry, but
he seems to have an undocumented sinus problem that makes him shoot boogers
made of stone. Anytime he flares his nostrils and does a farmer blow, grab
it before it bounces away, then toss it at his face. Do this three times and
he'll retreat to the lava like the cowardly big giant head that licks rocks
that he is. Try to do it quickly so that you aren't restricted to too small
an area of the arena.

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


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


COURSE No. 26
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Get the bull hat at the end of the first area and head into the door. It may
not be obvious at first, but there's a secret in here worth getting, and it's
yet another of the 15 treasures scattered throughout the land. The already-
hit block might tip you off, and it's a good thing, because that's where the
beginning of the secret lies. Hit the wooden X above and to the left of that
used block to reveal a hidden one. Hop up and jump to the right, then go in
the door there.

A giant apple will fall from the trees and roll at you, just jump over it and
move on. You'll come to a room with several piles of half-broken bricks and a
treasure door, which you will need to bring the key back to. The next door is
hidden in the very upper right-hand corner of the room, and you'll need a hat
that allows you to charge in order to get to it. Go inside and work your way
around to the door. Inside, hit the exclamation block.

Upon returning to the last room, you'll see it's been flooded, allowing you
to make your way up that long tunnel there. Go in the door, grab the key, and
return the other room to its dry status by hitting the block in that room.
Return to the treasure room and grab Treasure I, a nifty little dagger, which
we'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 the last
two-and-a-half paragraphs, then go through the door to the right to return to
your regularly scheduled level, of which there is only one very easy room
left to travel through.


COURSE No. 27
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
The jet hat and the dragon hat will both help you reap several rewards in the
first part of this overtly wet stage, but only with the jet hat or the bull
hat can you speed across to the left at the end of the second room to a 100-
coin reward. There's more than enough to spend on the checkpoint, so if you
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 to get even
more nice things out of the level. Using it will allow you to reach for some
hearts that can go toward extra lives that the other hats won't let you get.
Don't worry about the owls, they run away at the first sign of your approach.
They're pretty much your only dangerous foe to the end of the level.


COURSE No. 28
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Again, the dragon hat is the best hat for getting rewards from the first part
of this stage as you draw ever closer to the SS Tea Cup itself. Use the hat
of the dragon to break the cracked blocks between the two logs. Inside is an
exclamation block that will create a ladder outside. Climb it; it will
provide an excellent shortcut over some treacherous ground and plant you
right near a checkpoint. The rest of the level is a breeze whether you choose
the bull hat or the dragon hat; just avoid the currents in the final room.


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

Descend along the rope ladder and grab the jet hat along the way, then skip
as many doors as possible until you get to the end of the line. Go in that
door and you'll see the level's checkpoint. From there, count doors until
you get to two, and you'll enter a room with a slowly moving Thwomp. Hit the
block above you to the left, which contains the key. Crawl under and jump on
the Thwomp to get to the ledge.

After this, backtrack through the ship part of the level to the jungle cave
and go through the first door as you head right. You'll go through it, but
you won't be able to go back through it (as you can see, it's closed). Go up
the ladder to the treasure room, which holds Treasure J, which contains a
somewhat depreciated battle axe. Let's record it now.

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

Now make your way all around the level to the end, which isn't far from where
the key was.


COURSE No. 30
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Progression through this level is quite linear up to the checkpoint, at which
point you need to wake up and focus once you get outside the ship. Go to the
right and grab the dragon hat so you can break the bricks with ease. You'll
see a treasure door in your long walk, but don't worry, this is about the
easiest treasure in the game to get. Go to the far right of the ship and work
your way up, hitting the block opposite the one with the bull hat in it.
Return to the treasure door and grab what is either a huge seed or a nifty
little football:

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

From the room where you got the football/seed, head left and go up the first
ladder you find. Go as far up as possible, then to the right (get the bull
power-up and charge/jump to clear the chasm). At the top of this platform is
a door leading to the inside of one of the masts. Climb to the top to do
battle with an angry baby bird.

=============================================================================
                  B O S S :   A N G R Y   B A B Y   B I R D
=============================================================================

Stay low to the ground and have the bull hat equipped for the battle with the
angry baby bird. When he regurgitates a couple of smaller swooping birds,
stay squatting, but jump and knock one out cold. Creep over to it, grab it,
and then hop up and hit him in the noggin. Best of all, staying low prevents
the baby bird's powerful gusts of wind from affecting you, so you have the
freedom to move around without worrying about the small (but deadly) pit to
the 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 have
forgotten any treasures, you won't be able to backtrack for them until after
you beat the second stage of that area.


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


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


COURSE No. 32
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Another mining cart stage like the one in Stove Canyon, this one can be
extremely fun and move a lot faster with the jet hat. If you don't have that
handy tool, settle for the bull hat provided by the garlic at the beginning.

There's no checkpoint, as this level is extremely short. When you get through
with the easy riding bit, swim through a line of touch-sensitive bombs and
bonk the titanic exclamation block. Slowly but surely, Parsley Woods' lake
will drain, allowing you once again to move back to all the previous worlds.


COURSE No. 33
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Once you get to the inside of the train, you'll notice while you're in there
that 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 scrolling game,
get the jet hat provided near the beginning of the ride. Be warned that if
you touch the tracks at any time, you'll die, so keep either on the blocks
or the handy railroad vehicle provided. At the checkpoint you'll be given a
dragon hat. Take it, because there are some bricks ahead that you don't want
to get caught in.

Once you get past the second ride, the train stops moving, and the rest of
the level is a cakewalk.


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

The cloud that rains lightning down on you is back with a vengeance - there
are 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 is up.
Go in the door and swim past the seahorses and bombs to the next one. Head
to the highest door when you get back to the outside of the tree and grab
the jet hat along the way.

Inside the tree once again, you'll notice that the path forks at the top.
Go to the left first and up through the door. The exit is there, but you'll
notice that just to the right of it is the key! Aaugh, and you were about to
beat the level! Fortunately, the treasure door is not too far from here, and
if you have the jet hat, you actually don't have to mess with going back
through the water to getthere. Simply stand on the block where you got the key,
jump and hold right,and don't hold back. You'll land on another set of blocks
above a pirateduck. Leap with the same confidence to the right once more, then
hop up tothe door at the top and go in for Treasure M, which could be anything
from a normal hand to a baseball glove to the Wallmasters from
the 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, but now
that Parsley Woods has been drained, we can do something about that. With the
jet hat, speed over to the exit and play a bonus game if you feel like it,
then return to Course No. 31 before moving on to the next stage.


COURSE No. 31 REVISITED
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
With the water gone, there's now a ladder down in the dry hole. Go down it.

The key is situated right next to a jet hat, both of which are convenient and
will put a smile on your face to receive. Climb back up to the top half of
the level and find a set of stairs that descends down and to the right (there
is a ladder at the bottom of them). Get the bull hat that is down here in
order to cut your charging in half. When you come to blocks impeding your
progress, cast the key aside and charge through the four walls of bricks.
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 up and fall
in the narrow hole near the stage's exit. You'll land right at the treasure
door. NOW you're up to date on treasures, although you might almost wish you
weren't when you see the goofy clown face that comes out of the chest here.
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
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here's another moving train level, although it's significantly easier than
the last one. Use the bull hat and pounce on the pirate ducks with your
gargantuan buttocks, staying to the right to make sure you don't get caught
in anything. If you have the money, put change in the checkpoint if you're
bad at train levels and grab the jet hat to prepare for Part 2. After Part 2,
the train stops moving and the level takes a drastic dip in difficulty.


COURSE No. 36
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
A bull hat will help in getting away from the cloud here, as will a jet hat.
Either way, having the charge is beneficial to finding some hidden doors
among 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 block of land
in its path, you'll come to a door containing the checkpoint. Plunk some
coins in it (if you are accustomed to such routines by now) and move on.

After you discover the bounty of extra lives hidden there, another cloud will
begin to assail you. Combine this with some small guys with spears and a
bunch of those spiked boulders that fall from out of nowhere and you have the
basic gist of the rest of the level. A dragon hat is offered to you early on
at this point, but it won't be of any help at all. Instead, opt for the bull
hat bestowed upon you by the garlic clove at the end of the line. It will be
helpful 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, in contrast to
Wario, who moves about as fast as a snail with a double hernia. If it touches
you, you'll be temporarily paralyzed/frozen/possessed, at which time you're
susceptible to the likes of being assaulted by a tiny ghost. Either jump over
or run away from the big ghost, then hit one of its small minions from below
with the bull horns. It will fall primly into your hands so that you can toss
it at the ghost. If it releases a ghost when it's very low to the ground,
jump instead of letting it hit your horns - otherwise you'll go small. Three
hits will do him in for good, and you'll receive the usual treasureful booty.

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


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

COURSE No. 37
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Though it's now advertised as Syrup Castle, you'll begin your quest here in a
level similar to Parsley Woods. The first half of the stage is a seemingly
endless barrage of spiked balls rolling at you. Jump over them, blah blah,
you know the drill. Following the checkpoint, you'll be disappointed to find
it's more of the same, with the exception of a easy but deceptive treasure to
pick up.

You'll find the key near the exit, but there's been no evidence of a treasure
door throughout the level, has there? It's so easy you'll smack your forehead
when you hear it. Have you braced yourself? Okay .... just walk through the
wall below the block that contains the key. It's that simple. The door hides
in plain sight despite pitch-blackness all around, and you're well on your
way 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 mole pirate
and pay the 10-coin toll to open the door.


COURSE No. 38
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hop over the blocks and walk all the way to the right to find a room with an
exclamation block in it. This will reverse the position of the block grid in
the previous room, putting them all on the ceiling so you can go down the
ladder near the level entrance. Hit the exclamation block again if you want
the bull hat and the heart (you do), and then again to get everything so you
can move on.

The next part is tricky, but manageable so long as you have the bull hat and
can get through the bricks in one crunch. A dragon hat appears at the end of
this room, alas perhaps a bit too late, as it would have been mega-useful
here. It doesn't have much use elsewhere, so it doesn't matter to not grab
it. After a short bout with some long-fanged pirate bears, it's time to test
your ladder abilities. Anytime you see a bird about to swoop down, stop
immediately in your tracks, or climb down a little bit at least to avoid its
wrath. Near the top is a jet hat which I strongly recommend grabbing. Zoom to
the left at the top to find the checkpoint, and to the right to keep moving
through the level.

Feed the floating chicken in the next room one of the spiky creatures (once
it's fallen to the ground, of course) to get a healthy bounty of 30 coins
from a questionable part of its anatomy. The next room is a breeze thanks to
the inclusion of a star, and there's a bull hat at the end. Don't grab it.
The jet hat will prove more helpful for the area ahead where you must cross
several ladders over pools of lethal white-hot liquid. With the jet hat, you
can simply fly over the white stuff and past the ladders - easy as pie.

Hit the giant exclamation block in the final room after crawling under the
moving axes. The walls of the castle will explode in a lengthy cutscene to
reveal its inner core, which serves as the setting for the game's next-to-
last stage.


COURSE No. 39
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Grab the bull hat at the beginning and not only can you crash through the
bricks with greater ease, but the butt-stomp trick will lead you to a fair
amount of coins that this author considers worth getting. It's also handy in
the next room when you have to crawl under patterns of axes. Whenever you see
someone coming under them, find a safe spot and do the butt-stomp, then crawl
over, pick them up, and carry them directly into the path of the axes. A
surefire kill!

After the checkpoint, you'll find that you have to use the springboard blocks
from Stove Canyon to cross a series of wide chasms. Hold A when jumping on
them to get enough boost to get to the next ledge. You'll see how else the
bull hat can be a boon when you see some springboard blocks trapped under
some bricks. Crush the bricks with your behind and hold Right when you bounce
off the blocks. You'll come to a new area which will eventually culminate in
your receiving the game's final treasure.

Make your way through the duck pirates to the next room, in which you can
move in a number of directions. In the bottom left-hand corner of the room is
a bull hat; in the bottom right, a dragon hat. You will need the dragon hat
to get the treasure here. Go grab it and then go the upper-left corner in
order to clear the way before you get the key. The key is in the opposite
corner, so once you've cleared a path, you can get Treasure O, a nice-looking
diamond 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 this
foraging business was about after the last boss, where the worth of all these
trinkets becomes apparent. Don't fret too much about it now; just focus on
beating the game. Start by leaving this treasure room and getting the bull
hat in the lower left corner before moving on. The room with the moving lifts
is a simple affair so long as you don't eat lava, and nothing after is worthy
of mention here. Hit the giant exclamation block at the end to cause another
bombastic explosion (no pun intended) to reduce the castle once more.


COURSE No. 40
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Two garlic cloves are offered at the beginning of this level, so that even
the Wario player of short stature might be able to evolve into a bull. A
number of hidden heart blocks lie here, some of which can trip you up and
make you fall in a pit when you're trying to navigate the springboard blocks,
so be careful. The checkpoint might look kind of appealing after all the
precarious jumping you have to engage in.

After the bouncing episode, you'll have to deal with a mini-boss of sorts: a
knight in shining armor. Or rather, an EVIL knight in shining armor! MWAHAHA
... HA ... ha ... er... right. So, equip yourself with a bull hat, as even
small Wario can do so here. Charge into the knight from behind. He'll realize
that an intruder is afoot and will start charging at you in kind. Retreat to
a block until the madness ends, then repeat until the knight croaks. When
he's gone, the steel door to the right will open, leading you ever closer to
the final encounter.

Once again, you're called upon to put your ladder climbing ability to the
test as you make your way through a series of alternating fire-shooting
ornaments. Not a difficult task in any case, and neither is getting through
the surprisingly trouble-free final room, at the end of which is yet another
opportunity to get a bull hat. If you suffer any kind of infirmity related to
being small at this point, grab it and prepare for the last battle of the
game.

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

There the princess lies, supine, in all her sultry royal beauty ... one might
even compare her to Disney's creation of Princess Jasmine from the Aladdin
movie. As you approach her, it's apparent a one-night fling isn't in the
cards, as she comes down off of her molluscan bed to rub the genie lamp set
before the two of you. The room fades to nothing, and you are beset by the
force of the princess's genie, a colossal monster who won't go down in three
simple hits like everyone else did.

The trick to hurting the genie is by hitting him _with_ the lamp, but rather
with an extension of it. While the genie fires speedy ammunition at you from
his fingers, you need to be picking up the lamp and throwing it around until
it lands in an upright position. At that time, a cloud will pop up out of the
lamp. Stand on it, then bounce on the genie's head. He'll be temporarily
shaken, and the cloud you were standing on will turn into a mini-genie. He's
easy enough to kill, just jump on him once.

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

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


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

Once the genie is dead and gone, the princess is so concerned about making a
getaway that she doesn't care how sloppy it is. She lays a bomb in the throne
room and decides to blow up the entire rest of the castle, which reveals a
shiny statue of Princess Peach (or Toadstool, if you want to get all retro on
me). Unfortunately, that's just the time when Mario helicopters in to take it
away so that he can have certain dreams when staring at it. That leaves Wario
to do the only thing he can do: build a castle for himself from the riches
you accumulated throughout the game. He will summon the genie to gather all
the stuff he collected in 40 levels of play and turn those riches into a
house.

This is where finding all those treasures and grabbing coins in every level
come into play. The game will calculate their net worth, and Wario will be
given a palace of appropriate size and splendor based on how much was
collected. It's basically an indicator of how thoroughly you combed through
each world looking for stuff. The worst you can do is a measly birdhouse, and
the best you can do is to have your pretty face carved onto the moon. Wowee!
Here's a chart indicating how each treasure stacks up in terms of worth:

o-----------------o---------------o---------------------o
| TREASURE LETTER | WHAT IT IS    | HOW MUCH IT'S WORTH |
o-----------------o---------------o---------------------o
| A               | Bugle/cup     | 9000                |
| B               | Harp          | 6000                |
| C               | Tiara         | 2000                |
| D               | Shield        | 7000                |
| E               | Bell          | 5000                |
| F               | Oil lamp      | 9000                |
| G               | Black pearl   | 5000                |
| H               | Trophy        | 8000                |
| I               | Dagger        | 7000                |
| J               | Battle axe    | 3000                |
| K               | Seed/football | 4000                |
| L               | Clown face    | 8000                |
| M               | Glove/hand    | 4000                |
| N               | Whale         | 7000                |
| O               | Diamond ring  | 6000                |
o-----------------o---------------o---------------------o

Whatever you get will be determined by the number of money bags you hand to
the genie, one resulting in the worst house and six resulting in the best.
How will you fare?

Congratulations on beating Super Mario Land 3!

_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

   = | ====================
   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 be
appropriately placed, I've given it its own section after the walkthrough,
lest anyone should find before the walkthrough and breeze through the game
using this handy little cheat. It's fairly complicated, but will render most
of my level solutions moot if you know how to make good use of it. Here's how
to do it.

Pause the game and press Select 16 times. A blinking box will appear around
the second digit of Wario's lives. Holding down A and B, press Left and Right
to cycle through the various digits, and press Up and Down to alter them as
you see fit. You can give Wario 999 coins in any level (thus eliminating the
risk and worry involved with gambling them away in bonus stages), put his
hearts up to 99 so that you can get a 1-up for every enemy you butt-stomp, or
even give yourself more time to beat a level. How exciting!

In addition, you can also get a desired hat by unpausing the game when the
cursor is placed on the tiny Wario face to the far left. You may have to do
the trick multiple times to get the hat you want, because it cycles through
the normal hardhat, the bull hat, the jet hat, and the dragon hat, in that
order.

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

_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

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

> My parents, who trained me to be well-versed in all areas of the English
  language ..... 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 a
  reason to continue about helping the world with video games.

> Nintendo for their excellent consistency of quality in their first-party
  games, 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 of 2003.

> CJayC and Jason Venter, the webmasters of their respective websites, who
  post 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 of time
into writing it and it's against U.S. federal law to jack people's stuff like
that. If you wish to use this guide on your website, send me a short e-mail
asking for permission - don't write me a 10K novella (it has happened). I
will 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 of the
text in any way. You may move it around to make room for any screenshots,
font changes, etc. but don't change a single letter of a single word. Do not
sell my guide for profit either, as it is my intellectual property and such
transactions are illegal, once again by U.S. federal copyright laws.

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

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

_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ