Editing Level 3

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'''Level 3''' is the third [[List of main levels in Mini Mario & Friends: amiibo Challenge|main level]] featured in ''[[Mini Mario & Friends: amiibo Challenge]]''. This level introduces the concept of [[amiibo Token (Mini Mario & Friends: amiibo Challenge)|amiibo Tokens]] and introduces the first enemies of the game, [[Circus Kong]]s. Any of the [[Mini]]s can be used in this level.
'''Level 3''' is the third [[List of main levels in Mini Mario & Friends: amiibo Challenge|main level]] featured in ''[[Mini Mario & Friends: amiibo Challenge]]''. This level introduces the concept of [[amiibo Token (Mini Mario & Friends: amiibo Challenge)|amiibo Tokens]] and introduces the first enemies of the game, [[Circus Kong]]s. Any of the [[Mini]]s can be used in this level.


==Overview==
==Layout==
The normal [[Goal Door (Mario vs. Donkey Kong series)|goal door]] is located on the left side of the level. In order to reach it while grabbing all the [[coin]]s, the player must first tap the Mini, which will cause it to move to the right and be thrown into the air by a Circus Kong. The player must draw in the first horizontal [[Red Girder]] before the Mini falls from its throw. The player must remove the two vertical Red Girders and draw in the second horizontal Red Girder. The Mini will walk into the second Circus Kong and be launched into the air again. The player must draw in the Red Girder at the top. They must then draw in the small Red Girder on the far right side, which will make the Mini backtrack into the second Circus Kong. The player must draw in the diagonal Red Girder above this Circus Kong and the bottom vertical Red Girder to walk into the first Circus Kong, which will throw the Mini up to the goal door.
The normal [[Goal Door (Mario vs. Donkey Kong series)|goal door]] is located on the left side of the level. In order to reach it while grabbing all the [[coin]]s, the player must first tap the Mini, which will cause it to move to the right and be thrown into the air by a Circus Kong. The player must draw in the first horizontal [[Red Girder]] before the Mini falls from its throw. The player must remove the two vertical Red Girders and draw in the second horizontal Red Girder. The Mini will walk into the second Circus Kong and be launched into the air again. The player must draw in the Red Girder at the top. They must then draw in the small Red Girder on the far right side, which will make the Mini backtrack into the second Circus Kong. The player must draw in the diagonal Red Girder above this Circus Kong and the bottom vertical Red Girder to walk into the first Circus Kong, which will throw the Mini up to the goal door.


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