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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

Ice

Reach the goal card. First ice numbered stage.

How to progress

  1. Ice physics. Short hops. Ice Block enemies. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-2

Ice

Reach the goal card.

How to progress

  1. More ice. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-3

Ice

Reach the goal card.

How to progress

  1. Ice athletic. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-Fortress 1

FortressBoom Boom

Boom Boom. First of three Ice Land fortresses.

How to progress

  1. NES Ice Land has three fortresses. This is the first. Three stomps.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. 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

World 6-4

Ice

Reach the goal card.

How to progress

  1. Ice numbered. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-5

Ice

Reach the goal card.

How to progress

  1. Ice. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-6

Ice

Reach the goal card.

How to progress

  1. Ice. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-7

Ice

Reach the goal card.

How to progress

  1. Ice athletic. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-Fortress 2

FortressBoom Boom

Boom Boom. Second Ice Land fortress.

How to progress

  1. Three stomps. Opens more of the ice map.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. 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

World 6-8

Ice

Reach the goal card.

How to progress

  1. Ice. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-9

Ice

Reach the goal card.

How to progress

  1. Late ice. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-10

Ice

Reach the goal card.

How to progress

  1. Last numbered ice stage. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 6-Fortress 3

FortressBoom Boom

Boom Boom. Third NES Ice Land fortress.

How to progress

  1. Three stomps. Airship path. Do not drop this fortress — NES has three here, not two.
  2. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
  3. 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

World 6-Airship

AirshipLemmy Koopa

Stomp Lemmy three times.

How to progress

  1. Lemmy’s balls bounce. Stomp Lemmy three times, not the balls.
  2. Wand, king, World 7.
  3. 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

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