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{{Header Nav|game=Super Mario Bros. 3}}
{{Header Nav|game=Super Mario Bros. 3}}
{{floatingtoc|float=left|limit=2}}


==Quicksand==
==World 2 Quicksand==
{{Scrolling map|SMB3-2-Quicksand.png{{!}}1792px}}
[[Image:SMB3-2-Quicksand.png|thumb|right|Click on the image for the unedited NES map]]
*Present throughout this level is the Angry Sun. At the beginning it just hovers in the corner, but halfway through the level, it will start chasing you. You'll have to avoid it until you come across the goal card.
Sun-backed sand stretches as far as the eye can see.  You'd better wear sunscreen.  Natural forces will work to halt Mario's progress through this world—a sinister sun and terrible tornado.
*Expert players can use a Koopa shell to take out the Angry Sun. You can use the brick blocks on the ground to keep the Koopa shell bouncing back and forth.
{{-}}
*The large quicksand pit at the beginning requires a very precise jump to not fall into it.
{{Scrolling map|SMB3 W2 QS a.png}}
*The tornado in this level just pushes you backward if you run into it. To pass it, you must jump beforehand so it will launch you way upward.
* '''1''': It takes a running jump to clear the Venus Fire Trap-infested quicksand pit. Move fast, or they'll flame you.  Once you reach the other side, you may wish to grab the shell of the Koopa and hold on to it as run along.
 
* '''2''': The swirling sand twister will easily lift you up and throw you back. To overcome it, run towards the right and when you get to the tornado, jump directly into its center.  If you time your jump correctly, it will carry you a long way.
==2-4==
{{Scrolling map|SMB3 W2 QS b.png}}
{{Scrolling map|SMB3-2-4.png{{!}}1287px}}
* '''3''': No, it's it a mirage, and you aren't suffering from heat stroke—the sun is actually chasing you!  If you aren't holding a Koopa shell when the Angry Sun swoops out of the sky, jump on a Koopa Paratroopa and kick it's shell at your pursuer to force an early sunset.
*If you're Raccoon Mario, fly straight up through the brick blocks. You'll get to the top of the level, which is very straightforward and full of coins.
<br/>
*The first pit is guarded by two Koopa Troopas. First jump on top of the ? block, and then stomp the first Koopa Troopa. From here, jump onto the ? block over the pit, and onto the second Koopa Troopa. Kick its shell to the left to retrieve the raccoon leaf from the block.
{| width="100%"
*Stomp on the next Koopa Troopa you see and take its shell. Run forward and knock out the Boomerang Bro you see there with your shell. The block on the ground contains another leaf.
| style="background:gold; height:14px" |
*When you see the next red Koopa Troopa, do the same to the Boomerang Bro on the other side of the pit.
|}
*Behind the Boomerang Bro, cross the pit to find another block with a leaf inside.
==World 2-4==
*After the Piranha Plant, there's another Boomerang Bro waiting for you. This time, there's no easy way to kill it, and because it has the height advantage, you'll need good luck to make it past him.
[[Image:SMB3-2-4.png|thumb|right|Click on the image for the unedited NES map]]
*If you're coming from the top, you'll see several note blocks leading down. The last one contains yet another leaf.
Finally, a desert oasis!  Unfortunately, you won't have time to relax in paradise.  Take the high road for big loot!  You have your choice of ways to go here, but the upper path is definitely recommended because it's guarded by fewer enemies and offers chances at many more coins!
*At the goal card there's another Boomerang Bro waiting, jump over him and collect the card to defeat him.
{{-}}
 
{{Scrolling map|SMB3 W2 S4 a.png}}
==2-5==
* '''1''': Get the power-up in the floating block. Grab a Koopa and get on the ground to the left of the floating block. Let the Koopa go and jump for the item.
{{Scrolling map|SMB3-2-5.png{{!}}1287px}}
* '''2''': As Raccoon Mario, use the flat stretch as a runway to lift into the air and smash straight up through the blocks and to the oasis above.
*Right at the beginning you'll meet Chain Chomps. These enemies are tied to a block and will charge at you (the chain will detach if you wait long enough). It's best to avoid them as they can't be killed at the moment and are very unpredictable.
* '''3''': Gather all of the coins as you cross the blocks that extend over the water before you jump in. Hit the block to expose a Switch Block, then transform all of the blocks into coins.
*The second block at the beginning contains a leaf. Due to the Chain Chomp however it is very risky to collect, you may want to skip it.
{{Scrolling map|SMB3 W2 S4 b.png}}
*At the orange blocks, jump up to the second one from the bottom to avoid the Chain Chomp.
* '''4''': Collect the coins on the top of the platform at this point, then get a running start and fly underneath this platform.  A veritable shower of wealth will fill Mario's pockets.  Beware of the Koopa Paratroopas on the far right side of the platform—if you're not careful, they'll steal your Raccoon Suit powers.
*After the blocks you'll see a Koopa Troopa on a platform made of brick blocks. Stomp on it and kick its shell against the leftmost brick block. You can now drop down and bump against the wooden block at the bottom, awarding you another leaf.
* '''5''': There are two approaches in this section.  Either you can collect as many coins as you can without smashing any blocks, then use the Switch Block to change all of the remaining blocks into coins, or you can leave the coins alone and use them as platforms to get the other coins when you hit the Switch Bloack.
*Behind the pit, watch out for the Chain Chomp. It can reach you while climbing up the orange structure.
* '''6''': When facing a Boomerang Brother, use terrain and cover to your advantage.  Hide in the crevice while the boomerangs whoosh overhead, then jump onto him when he pauses between throws.
*After a while, you should see some brick blocks at the bottom and after that a Koopa Troopa. Stomp on it, then take its shell and kick it into the right path. It will reveal a vine, climb it up and follow the cloud platforms at the top to get to a bonus area (see below).
<br/>
*At the end of the level, a Chain Chomp is right below the goal card. Collect the card and the Chain Chomp will die.
{| width="100%"
 
| style="background:gold; height:14px" |
===Bonus area===
|}
[[File:SMB3-2-5-bonus.png|128px]]
==World 2-5==
*This area contains some coins and many brick blocks. In the brick block structure, the bottom one in the middle contains a P-Switch, which turns all the brick blocks into coins.
[[Image:SMB3-2-5.png|thumb|right|Click on the image for the unedited NES map]]
*The bottom-rightmost brick block contains a raccoon leaf.
Danger: do not feed the Chain Chomps.  They will make a meal out of you.  Climb a vine to a secret room.  Just like in the original [[Super Mario Bros.]], some blocks have vines inside of them.  The vine in this world leads to a path of clouds that will take Mario to a sky pipe and to a bonus coin room.
*Exit the bonus area to land on a structure in the air. Walk to the right and jump at the rightmost block for another leaf.
{{-}}
 
{{Scrolling map|SMB3 W2 S5 a.png}}
==Pyramid==
[[Image:SMB3 W2 S5 c.png|right]]
{{Scrolling map|SMB3-2-Pyramid.png{{!}}1547px}}
* '''1''': Chain Chomps are vicious, but they're held back by sturdy leashes. Stay out of range and take them out with Koopa shells.  Because of their chain, these Chain Chomps can't get at Mario—or can they?  If you stand there and watch one for 160 ticks on the timer, his chain will break and he'll have one chance to get you!
*At the beginning, you have no choice but to enter the door to get inside the pyramid.
* '''2''': Yet again, a Koopa Troopa can unwittingly help Mario retrieve a power-up item by clearing away the blocks from around the Wood Block it's hidden in. Bump the Wood Block from the side to reveal a power-up.
*Inside the pyramid, watch out for the Buzzy Beetle walking down the steps. At the top, you can find a raccoon leaf inside a ? block.
* '''3''': After having climbed the vine from point 4, this pipe in the clouds leads to a chamber (shown right) containing a power-up and a Switch Block. Collect the power-up on the right. If you're Super Mario, you'll get a Super Leaf. Then reveal the Switch Block, break just enough blocks to clear you way to hit it, and collect all of the coins that appear.
*At this point, there is a small maze. At each path there are brick blocks, if you are Raccoon Mario you can use your tail, otherwise you must kick a Buzzy Beetle shell against the brick blocks to destroy them. As big Mario, you must then run and duck to get through.
{{Scrolling map|SMB3 W2 S5 b.png}}
*The correct path is the middle path, the others just lead to a dead end. At the Piranha Plant, jump up and to the left, then go up and to the right again.
* '''4''': To activate a vine that grows to a secret area in the sky, kick a Koopa shell down the small tunnel. It will break the block so a vine can sprout.  Climb into the clouds, and follow them to the left to reach a pipe at point 3.
*After that, you should see a pipe. To reach it, jump around to find a hidden block. The pipe leads to a bonus area (see below).
<br/>
*Behind the pipe, there's a slope. You can slide down if you want, but watch out, the slope leads right into a pit. Jump off before you fall in.
{| width="100%"
*Near the end you'll see Buzzy Beetles walking on the ceiling. When you come near them they drop down and spin towards you. You can stop the shells by jumping on them just like any other shell.
| style="background:gold; height:14px" |
*The pipe at the end leads to the ending area. Watch out for the Boomerang Bro that awaits you there!
|}
 
==World 2 Pyramid==
===Bonus area===
[[Image:SMB3-2-Pyramid.png|thumb|right|Click on the image for the unedited NES map]]
[[File:SMB3-2-Pyramid-bonus.png|208px]]
The great pyramid is a winding labyrinth of beetle infested tunnels. Walls seal off portions of the pyramid.  You must either use Buzzy Beetle to break these down, or your Raccoon Tail. Since you can reset the '''?''' Blocks near the entrance door, you should be able to fully power up. Can you discover a way out?
*This bonus area has alternating lines of coins and brick blocks. The brick block at the very bottom has a P-Switch, which effectively switches them around.
{{-}}
*At the very top, off the visible screen you can find a block with a 1-up mushroom.
{{Scrolling map|SMB3 W2 PY a.png}}
*Once you're done, enter the pipe again. You'll come out after the big slope.
* '''1''': Leaving and reentering the front door of the pyramid will reset all of the blocks. This trick allows you to go back and collect power-ups in '''?''' Blocks as many times as you want.
 
{{Scrolling map|SMB3 W2 PY b.png}}
[[Image:SMB3 W2 PY d.png|right]]
* '''2''': Either fly or jump to reveal an Invisible Block that lets you reach a pipe leading to a coin vault (shown right). Break as few blocks as possible before you hit the Switch Block and change all of the blocks to coins.
{{Scrolling map|SMB3 W2 PY c.png}}
* '''3''': Watch out for the Buzzy Beetles crawling along the ceiling. These gravity-defying insects will try to fall on top of you, so stay on your toes and leap backward or forward to avoid them.
* '''4''': '''GBA Advancement'''.  When you exit the pyramid in '''Super Mario Advance 4''', the back end of the pyramid will be redesigned to actually resemble a pyramid.  Before charging to the finish, go back up the side of the pyramid and hit the Switch Block at the top to reveal a Pharaoh's treasure of secret silver coins.
<br/>
{| width="100%"
| style="background:gold; height:14px" |
|}
==Airship==
==Airship==
{{Scrolling map|SMB3-2-Airship.png{{!}}1016px}}
[[Image:SMB3-2-Airship.png|thumb|right|Click on the image for the unedited NES map]]
*After the cutscene where Mario discovers that the King has been transformed into a spider, Mario jumps on the airship to fight the boss of this world.
In an airship floating high above the desert dunes, a showdown with Morton Koopa Jr. looms ahead.  Mean old Morton has turned the King of the Koopahari Desert into a [[Super_Mario_Bros._2/Enemies|Hoopster]] (originally a spider in the NES version).  Being one of the older Koopalings, Morton's ship is more advanced than Larry's and more dangerous!  There are a couple of places to use extra caution.
*This is another autoscroller. When you see the first two Bullet Bill cannons, jump on them and then on the roof.
{{-}}
*About halfway through there will be a single block with a Fire Flower inside.
{{Scrolling map|SMB3 W2 AS a.png}}
*At the end you'll discover a new enemy, Rocky Wrenches. They throw small wrenches at you. While you can stomp on them to kill them, they just regenerate, so don't bother.
* '''1''': Although the Airship's layout seems chaotic, the last cannon at this point is placed to be particularly menacing to intruders. If you can slip by the cannons while maintaining Super Mario size, you'll be rewarded with a Fire Flower near the middle of the stage. It's your only chance to power up, and it'll be helpful against the big boss.
*After the Rocky Wrenches, use the Bullet Bill cannons again as a staircase to the pipe.
{{Scrolling map|SMB3 W2 AS b.png}}
*The pipe takes you to Morton Koopa Jr. He behaves just like his brother from World 1. Either stomp on him three times or feed him 10 fireballs to defeat him, then take the wand to get to the next world. Princess Toadstool gives you a Jugem's Cloud for beating this world.
* '''2''': This is the most hazardous part of the Airship.  Once you see the floor of the ship scroll into view, drop from the crates, avoid bullets as you run right, and jump up to clumb the crates to safety.
 
* '''3''': Say hello to Rocky Wrench, the wrench tossing Airship mechanics.  The best way to eliminate a Rocky Wrench is with a fireball courtesy of Fiery Mario.
=== B: Morton Koopa Jr. ===
{{-}}
[[Image:SMB3 W1 Boss.png|right]]
Larry Koopa may have been a brat, but Morton Koopa Jr. is a grouch; he'll defend his airship ferociously.  He's bigger and slower than Larry, but he's much better at wielding his wand, so stay light on your feet and jump to attack.
* Morton behaves much like his younger brother Larry, except he fires his wand much more frequently.
* Dodge the beams and watch out for his spinning shell attack.
* Stomp on Morton's head three times to end his tyrannical rule over the desert forever.
{{-}}
=== Morton's show is canceled! ===
Mario has done it again and the King of Koopahari is back to his usual self. The Princess has also left Jugem's Cloud behind for Mario to use, a magical item that lets him skip an action scene.


{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 2|nextpage=World 3}}
{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 2|nextpage=World 3}}

Revision as of 01:30, 4 January 2011

World 2 Quicksand

Click on the image for the unedited NES map

Sun-backed sand stretches as far as the eye can see. You'd better wear sunscreen. Natural forces will work to halt Mario's progress through this world—a sinister sun and terrible tornado.

SMB3 W2 QS a.png
  • 1: It takes a running jump to clear the Venus Fire Trap-infested quicksand pit. Move fast, or they'll flame you. Once you reach the other side, you may wish to grab the shell of the Koopa and hold on to it as run along.
  • 2: The swirling sand twister will easily lift you up and throw you back. To overcome it, run towards the right and when you get to the tornado, jump directly into its center. If you time your jump correctly, it will carry you a long way.
SMB3 W2 QS b.png
  • 3: No, it's it a mirage, and you aren't suffering from heat stroke—the sun is actually chasing you! If you aren't holding a Koopa shell when the Angry Sun swoops out of the sky, jump on a Koopa Paratroopa and kick it's shell at your pursuer to force an early sunset.


World 2-4

Click on the image for the unedited NES map

Finally, a desert oasis! Unfortunately, you won't have time to relax in paradise. Take the high road for big loot! You have your choice of ways to go here, but the upper path is definitely recommended because it's guarded by fewer enemies and offers chances at many more coins!

SMB3 W2 S4 a.png
  • 1: Get the power-up in the floating block. Grab a Koopa and get on the ground to the left of the floating block. Let the Koopa go and jump for the item.
  • 2: As Raccoon Mario, use the flat stretch as a runway to lift into the air and smash straight up through the blocks and to the oasis above.
  • 3: Gather all of the coins as you cross the blocks that extend over the water before you jump in. Hit the block to expose a Switch Block, then transform all of the blocks into coins.
SMB3 W2 S4 b.png
  • 4: Collect the coins on the top of the platform at this point, then get a running start and fly underneath this platform. A veritable shower of wealth will fill Mario's pockets. Beware of the Koopa Paratroopas on the far right side of the platform—if you're not careful, they'll steal your Raccoon Suit powers.
  • 5: There are two approaches in this section. Either you can collect as many coins as you can without smashing any blocks, then use the Switch Block to change all of the remaining blocks into coins, or you can leave the coins alone and use them as platforms to get the other coins when you hit the Switch Bloack.
  • 6: When facing a Boomerang Brother, use terrain and cover to your advantage. Hide in the crevice while the boomerangs whoosh overhead, then jump onto him when he pauses between throws.


World 2-5

Click on the image for the unedited NES map

Danger: do not feed the Chain Chomps. They will make a meal out of you. Climb a vine to a secret room. Just like in the original Super Mario Bros., some blocks have vines inside of them. The vine in this world leads to a path of clouds that will take Mario to a sky pipe and to a bonus coin room.

SMB3 W2 S5 a.png
  • 1: Chain Chomps are vicious, but they're held back by sturdy leashes. Stay out of range and take them out with Koopa shells. Because of their chain, these Chain Chomps can't get at Mario—or can they? If you stand there and watch one for 160 ticks on the timer, his chain will break and he'll have one chance to get you!
  • 2: Yet again, a Koopa Troopa can unwittingly help Mario retrieve a power-up item by clearing away the blocks from around the Wood Block it's hidden in. Bump the Wood Block from the side to reveal a power-up.
  • 3: After having climbed the vine from point 4, this pipe in the clouds leads to a chamber (shown right) containing a power-up and a Switch Block. Collect the power-up on the right. If you're Super Mario, you'll get a Super Leaf. Then reveal the Switch Block, break just enough blocks to clear you way to hit it, and collect all of the coins that appear.
SMB3 W2 S5 b.png
  • 4: To activate a vine that grows to a secret area in the sky, kick a Koopa shell down the small tunnel. It will break the block so a vine can sprout. Climb into the clouds, and follow them to the left to reach a pipe at point 3.


World 2 Pyramid

Click on the image for the unedited NES map

The great pyramid is a winding labyrinth of beetle infested tunnels. Walls seal off portions of the pyramid. You must either use Buzzy Beetle to break these down, or your Raccoon Tail. Since you can reset the ? Blocks near the entrance door, you should be able to fully power up. Can you discover a way out?

SMB3 W2 PY a.png
  • 1: Leaving and reentering the front door of the pyramid will reset all of the blocks. This trick allows you to go back and collect power-ups in ? Blocks as many times as you want.
SMB3 W2 PY b.png
  • 2: Either fly or jump to reveal an Invisible Block that lets you reach a pipe leading to a coin vault (shown right). Break as few blocks as possible before you hit the Switch Block and change all of the blocks to coins.
SMB3 W2 PY c.png
  • 3: Watch out for the Buzzy Beetles crawling along the ceiling. These gravity-defying insects will try to fall on top of you, so stay on your toes and leap backward or forward to avoid them.
  • 4: GBA Advancement. When you exit the pyramid in Super Mario Advance 4, the back end of the pyramid will be redesigned to actually resemble a pyramid. Before charging to the finish, go back up the side of the pyramid and hit the Switch Block at the top to reveal a Pharaoh's treasure of secret silver coins.


Airship

Click on the image for the unedited NES map

In an airship floating high above the desert dunes, a showdown with Morton Koopa Jr. looms ahead. Mean old Morton has turned the King of the Koopahari Desert into a Hoopster (originally a spider in the NES version). Being one of the older Koopalings, Morton's ship is more advanced than Larry's and more dangerous! There are a couple of places to use extra caution.

SMB3 W2 AS a.png
  • 1: Although the Airship's layout seems chaotic, the last cannon at this point is placed to be particularly menacing to intruders. If you can slip by the cannons while maintaining Super Mario size, you'll be rewarded with a Fire Flower near the middle of the stage. It's your only chance to power up, and it'll be helpful against the big boss.
SMB3 W2 AS b.png
  • 2: This is the most hazardous part of the Airship. Once you see the floor of the ship scroll into view, drop from the crates, avoid bullets as you run right, and jump up to clumb the crates to safety.
  • 3: Say hello to Rocky Wrench, the wrench tossing Airship mechanics. The best way to eliminate a Rocky Wrench is with a fireball courtesy of Fiery Mario.

B: Morton Koopa Jr.

Larry Koopa may have been a brat, but Morton Koopa Jr. is a grouch; he'll defend his airship ferociously. He's bigger and slower than Larry, but he's much better at wielding his wand, so stay light on your feet and jump to attack.

  • Morton behaves much like his younger brother Larry, except he fires his wand much more frequently.
  • Dodge the beams and watch out for his spinning shell attack.
  • Stomp on Morton's head three times to end his tyrannical rule over the desert forever.

Morton's show is canceled!

Mario has done it again and the King of Koopahari is back to his usual self. The Princess has also left Jugem's Cloud behind for Mario to use, a magical item that lets him skip an action scene.