Super Mario Bros. 3 · walkthrough
World 6 — Ice Land
Ice physics, three fortresses on NES. Lemmy on the airship. Previous and next stage links sit under each area.
World 6-1
Reach the goal card. First ice numbered stage.
How to progress
- Ice physics. Short hops. Ice Block enemies. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Ice Blocks
World 6-2
Reach the goal card.
How to progress
- More ice. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Pits
World 6-3
Reach the goal card.
How to progress
- Ice athletic. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Pits
World 6-Fortress 1
Boom Boom. First of three Ice Land fortresses.
How to progress
- NES Ice Land has three fortresses. This is the first. Three stomps.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Boom Boom
- ice
World 6-4
Reach the goal card.
How to progress
- Ice numbered. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
World 6-5
Reach the goal card.
How to progress
- Ice. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Pits
World 6-6
Reach the goal card.
How to progress
- Ice. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
World 6-7
Reach the goal card.
How to progress
- Ice athletic. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Pits
World 6-Fortress 2
Boom Boom. Second Ice Land fortress.
How to progress
- Three stomps. Opens more of the ice map.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Boom Boom
World 6-8
Reach the goal card.
How to progress
- Ice. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
World 6-9
Reach the goal card.
How to progress
- Late ice. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
- Pits
World 6-10
Reach the goal card.
How to progress
- Last numbered ice stage. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Ice
World 6-Fortress 3
Boom Boom. Third NES Ice Land fortress.
How to progress
- Three stomps. Airship path. Do not drop this fortress — NES has three here, not two.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Boom Boom
World 6-Airship
Stomp Lemmy three times.
How to progress
- Lemmy’s balls bounce. Stomp Lemmy three times, not the balls.
- Wand, king, World 7.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Cannons
- Lemmy balls