Enter this optional ice region through Course 8’s secret exit. Courses 15 and 16 each open an extra branch; all three treasures are in Courses 16–18. Course 19 contains the Penguin boss.
Course 14
Cross the broken bridge to Sherbet Land, transferring quickly from any board that begins to fall. The Dragon Pot and checkpoint door stand on the stable platform partway through. Beyond it, use the pillars and remaining boards to cross the gaps while watching the birds above.
You can ride a falling board briefly for low coins, but jump away before it carries you below the screen. In the last ice room, brake before the already-open goal. Sliding beyond it reaches the spikes on the right.
Course 15
Descend past the spear-carrying pirates, then work down the icy ledges while avoiding the Harisu and the conveyor above the spike bed. Pass the Pouncer to the checkpoint. In the next cave, the ordinary exit is sealed behind ice. Enter the far door and activate the ! Block, then return through the opened path while watching the freed D.D.s.
For Course 17, continue left past that normal goal to the new ice staircase and take the high door. Cross the following spike cave along its platforms to the far switch room. Activate that second switch to build the safe ice floor, return across it and enter the secret goal in the middle of the cave.
Course 16
Cross the icy platforms past the Penkoons, then reach the room containing the long descending ladder. The checkpoint is below. In the later cave, avoid destroying every suspended block over the spikes: after the ! Block changes the ice, those ordinary blocks can still serve as stepping stones to the normal goal and Course 19.
For Course 18, stop near the top of the long-ladder room. Jump up beneath the lone coin on the right to reveal an invisible block. Use it to jump through the semisolid ceiling, then walk right over the wall and drop into the hidden room. Its door leads to the alternate goal. Treasure D uses a separate detour near the start.
Treasure D: Shield
Take the key from the first block and carry it to the second cluster of four partly broken blocks. Set it down while opening those blocks to reveal a door. Take the key through that door and cross the small pits to the locked treasure chamber.
Open the chest, collect the treasure and finish the course to keep it. Its final value is 7,000 coins.
Course 17
The lightning cloud pursues you across the slippery ground. Keep moving between the ice platforms and use an overhead platform as cover when its lightning falls. The first door opens a tall ladder room with power-ups in the side alcoves; its upper room also contains the key for Treasure E.
After the checkpoint detour, another cloud follows you through the block corridor. Use the platforms overhead to shelter while breaking the obstruction, then jump across the small gaps to the next door. The final flooded shaft has mines: descend carefully, enter the lower door and climb from the pond to the goal.
Treasure E: Bell
Enter the first door from the main icy route and climb the long ladder. The middle block in the upper room holds the key. Carry it through the stage to the later door just beyond the second lightning-cloud section. Ride the Floater up over the pit to the treasure door; keep the key away from the edge.
Open the chest, collect the treasure and finish the course to keep it. Its final value is 5,000 coins.
Course 18
Use the first switch room to create an ice bridge over the wide spike bed. Continue across the long water section; Dragon or Bull Wario can open the blocks on the small island to reach the checkpoint. Watch the bottomless gap inside that room.
For Treasure F, return to the door between the first two spike beds after operating the switch. The newly available ladder leads to the upper treasure route. After finishing that detour, cross the water again and jump over the Harisu along the icy ledges. The final door leads out to a dry room with a Bucket Head guarding the goal.
Treasure F: Oil lamp
The treasure door is near the start. First operate the early ! Block, return to the door between the first two spike beds and climb the new ladder. Follow the upper ice route to the Pouncer room. Its middle key block is still enclosed, so continue through the right door and descend the Bucket Head shaft to the switch at the bottom. Turn that switch off, climb back up the newly supported ledges and return to the key room. The enclosure has disappeared. Take the key all the way back to the starting treasure door.
Open the chest, collect the treasure and finish the course to keep it. Its final value is 9,000 coins.
Course 19
Descend into the water and avoid the Harisu along its floor. Dragon or Jet Wario can break the submerged blocks to reach the 100 Coin room. Beyond the winding Pirate Goom chamber, swim past the wall-mounted Skewers only when they retract, then use the dry platform’s door for the checkpoint.
The Penguin waits beyond the last Bucket Head. Stomp its uncovered head first. Once it puts on the spiked helmet, charge its back or throw a 10 Gold Coin to knock the helmet off before jumping again. You can leave by the door without defeating it if your remaining form cannot deal with the helmet. Winning awards five 3-Up Hearts.
