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{{Header Nav|game=Super Mario Bros. 3}}
{{Header Nav|game=Super Mario Bros. 3}}
{{floatingtoc|float=left|limit=2}}
{{floatingtoc|float=left}}
[[File:SMB3-Level4.png|right]]
[[File:SMB3-Level4_labeled.png|frame|right|White House: World 4-2, 24 coins, [[File:SMB3 item Anchor.png|18px]]]]{{-}}
World 4 is called Big Island. Here, you'll find out everything has become giant! This includes not just the terrain, but also the enemies, so take special care here.
{| {{prettytable|float=right}}
| <font color="blue">'''C'''</font>
| [[File:SMB3 item Tanooki.png|18px]]
|-
| <font color="blue">'''D'''</font>
| [[File:SMB3 item Mushroom.png|18px]] [[File:SMB3 item Flower.png|18px]] [[File:SMB3 item Leaf.png|18px]]
|-
| <font color="red">'''E'''</font>
| [[File:SMB3 item Cloud.png|18px]]
|-
| <font color="blue">'''F'''</font>
| [[File:SMB3 item Mushroom.png|18px]] [[File:SMB3 item Flower.png|18px]] [[File:SMB3 item Leaf.png|18px]]
|-
| <font color="red">'''G'''</font>
| [[File:SMB3 item PWing.png|18px]]
|-
| <font color="red">'''H'''</font>
| [[File:SMB3 item Star.png|18px]]
|-
| <font color="blue">'''I'''</font>
| [[File:SMB3 item Flower.png|18px]] [[File:SMB3 item Leaf.png|18px]] [[File:SMB3 item Tanooki.png|18px]]  
|}
Life couldn't be much better. You've liberated Sea Side, explored the seafloor and enjoyed a sleek swim in the Frog Suit. However, Mario's troubles are about to get bigger. Much bigger.


You start off on a small part at the left which is connected to the island with pipes. The map contains multiple pipes which have been colored here, pipes with the same color connect together.
Using a Hammer on the rock to the left of World 4-1 will give you access to a special Toad House that gives you a free Tanooki suit. You'll have to decide if the suit is worth trading in a rare item.
 
If you didn't use the Hammer from World 3 (or from World 2, for that matter), go through the pipe at the beginning and use the hammer to break the rock to the left. You then gain access to a special red mushroom house which contains a Tanooki Suit! The two normal mushroom houses here feature the standard mushroom, leaf, flower choice. There's another red mushroom house at the top left, it allows you to choose between a leaf, a flower and another Tanooki Suit.
 
This map has Sledge Bros. patrolling. They are similar to the normal Hammer Bros., but can stomp on the ground to stun you, so jump in the air to avoid this. They award a Jugem's Cloud, a P-Wing and a starman.
{{-}}
{{-}}
==4-1==
{{Scrolling map|SMB3-4-1.png{{!}}1282px}}
*If you're Raccoon or Tanooki Mario, fly straight up at the beginning of this level to land in a water pool. Go down the first pipe you see to enter a bonus area (see below).
*Since the enemies are giant here, you need to take your jumping height into account much more than before. That giant Goomba is not as easy to defeat as in 1-1.
*Stomp on the giant Koopa Troopa, then kick its shell against the ? block to the right to get a raccoon leaf.
*The waterfall behind the first pit provides another opportunity to get to the bonus area if you're good at tapping A. You still need Raccoon Mario to fly over the pipes that block the path, though.
*The next giant ? block has another raccoon leaf.
*At the cloud platforms, you can use the shell of the first giant Koopa Troopa to take out the second one. Stomp on the last of the three giant Koopa Troopas, then take its shell, jump onto the pipe and kick it to the Piranha Plant at the next pipe to take it out.
*The pipe at the end takes you to the ending area, which is empty apart from the goal card.


===Bonus area===
==World 4-1==
{{Scrolling map|SMB3-4-1-bonus.png{{!}}256px}}
In the Land of Giants, "bigger is better." Huge is even better than big. Everything in this world is larger than life! Giant Koopas and Goombas are common. Although these characters look fearsome, they can be kicked and carried like their smaller relatives.{{-}}
*You only need to watch out for the Big Berthas here. The brick blocks here contain coins and two 1-up mushrooms. Exit using the right pipe to return in the water pool.
{{Scrolling map|SMB3 W4 S1 a.png}}
* '''1''': A different timing is necessary here. Even if you stand right next to the pipe, Giant Piranha Plants will still go in and out. So make a dash over the pipe when the Piranha Plant is going down. Alternatively, stand on low flying clouds to gain height that will help you make difficult jumps.
* '''2''': Even Giant Koopas duck when Mario's around. Yes, they're big, but they're still the same brainless Koopas you know and love. Even when he's Small, Mario can take them on easily.
[[File:SMB3 W4 S1 c.png|right]]
* '''3''': After you've grabbed the power-up located at point 5, destroy the three stacked blocks with your Raccoon tail, then use the open space to fly to a secret area.  You'll need to swim up the waterfall to reach it. Then swim to the pipe at point 4.
* '''4''': '''Double 1-Up in the bonus area'''. Once you've slid down this pipe, you'll end up in an underwater area (shown right) with two fearsome Big Berthas. Hidden in the blocks, you'll find two 1-Ups, but don't let yourself become fish food.
{{Scrolling map|SMB3 W4 S1 b.png}}
* '''5''': Collect the power-up but be careful not to run into the bouncing Koopa Troopa held back by the coin block. Grab the Koopa and ditch him by letting go of him while standing next to a pipe. Next, clear away all the blocks and fly into the upper waterfall at point 3.
* '''6''': Unexpected 1-Ups for Raccoon Mario. Use the repeated stomping method on the three red Giant Koopa Troopas in this area to get 1-Ups. Be careful not to accidentally kick them over the side. It's very tricky to pull this off!{{-}}


==4-2==
==World 4-2==
{{Scrolling map|SMB3-4-2.png{{!}}1282px}}
Leap from pipe to pipe as you frantically dodge a school of Cheep-Cheeps. The land rises and sinks here, but fortunately Boss Bass isn't around. There are plenty of Cheep-Cheeps to give you a headache though, mainly toward the end of the stage.{{-}}
*The terrain here moves up and down just like in 3-3 and 3-8. No Boss Bass is here, but instead Cheep-Cheep jumping out of the water. This doesn't make the level much easier though.
{{Scrolling map|SMB3 W4 S2 a.png}}
*Remember that for giant Piranha Plants, you can stand right on the edge of the pipe without taking damage.
{{sidebar|float=right|width=250px|title=Stay close and they won't hurt you, right?|contents=Usually, if you're right next to Bullet Bill or a pipe with a Piranha Plant inside, you can't get hurt by them. But in the Giant World, it doesn't always work that way. Giant Piranha Plants won't notice you and still go in and out.}}
*When you see ice blocks, kick one of them down to the giant ? block to get a raccoon leaf.
* '''1''': Vicious Cheep-Cheeps will leap out of the water to get at you. The best way to stop them is to let them run into your feet.
*You can in fact stand on the giant clouds - they are not just scenery. This may help a bit in the part with the Piranha Plants shooting fireballs at you.
* '''2''': Pick up the Ice Blocks and kick them at the '''?''' Block to reveal a power-up. Ice Blocks are also useful for attacking a wide variety of enemies that are too dangerous to approach.
*After a while you'll come across a P-Switch which transforms the brick blocks into coins. Step onto it when the terrain is up.
* '''3''': Cheep-Cheeps are still a danger midway though the stage, but the biggest threat comes from the Piranha Plants. Stand on the cloud while you wait for the Piranha Plants to recede into their pipes, then run past. Be careful not to get caught by a fireball shot from the Venus Fire Trap.
*The small ? block contains a starman, which helps a lot in the upcoming stretch where infinite Cheep-Cheep will be flying at you.
{{Scrolling map|SMB3 W4 S2 b.png}}
*Collecting 24 coins (i. e. every single one) unlocks the White Mushroom House. This isn't exactly difficult to do, you just need to watch for those Cheep-Cheep.
* '''4''': '''White Mushroom House'''. As the platform begins to rise, stomp the Switch Block and grab the column of coins. Rush forward, take the Starman and run to the coins ahead. Collect 24 coins to gain access to a White Mushroom House. You may even wish to consider collecting the Starman first.
* '''5''': Near the end of the stage, a crazed school of Cheep-Cheeps will swarm out of the water. To minimize the amount of time you're at risk, keep moving. Either jump on the flying fish to knock them out, or run beneath them as they flop through the air.{{-}}


==4-3==
==World 4-3==
{{Scrolling map|SMB3-4-3.png{{!}}2052px}}
Say hi to the Sledge Brothers; they are big by any standard, but they're still no match for the Mario Bros. These tubby turtles are relatives of the Hammer Bros. They attack by throwing sledge hammers, and are so heavy that when they jump and land, a small earthquake occurs.{{-}}
*This level starts off with two Sledge Bros. Since you do not need to fight them, it's best to just pass them and get into the pipe, which leads into the underground area.
{{Scrolling map|SMB3 W4 S3 a.png}}
*The underground level is similar to the pyramid level from world 2. The difference is that instead of a maze, there are large pits here.
* '''1''': The big-bones boys in Stage 4-3 are called the Sledge Bros. Squash them as soon as they pause between throws. If you have a Starman in your inventory, you might consider using it now. Sometimes, you can run underneath the brothers as they jump.
*On the first platform, jump onto the blocks to avoid the Buzzy Beetle. Jump from up there to make it over to the other side. Watch out for the ceiling Buzzy Beetle there.
{{Scrolling map|SMB3 W4 S3 b.png}}
*The lone block on the small platform contains a raccoon leaf.
* '''2''': Wait until Spiny has dropped off the ceiling, stomp Buzzy, and your runway will be clear. As soon as you get your hands on a Super Leaf, fly to the ceiling and collect some bonus coins.
*You'll encounter a new enemy here, namely Spinies. These cannot be jumped on, so beware.
{{Scrolling map|SMB3 W4 S3 c.png}}
*After the first Spiny, if you are Raccoon or Tanooki Mario, fly up to get to a secret path with some coins.
* '''3''': Bump the block containing the 1-Up, then chase it down the cramped corridor. Collect it as it falls off the ledge, but be careful not to run into any enemies—Spiny's on the ceiling waiting to get the drop on you.
*When you see the wooden blocks, get on them and then jump at the leftmost brick block for a 1-up mushroom. To get it, run to the right until the next set of brick blocks.
* '''4''': Bouncing block buffet you. There isn't anything in these bouncing Wood Blocks, so just jump over and past them.{{-}}
*The pipe at the end takes you to the ending area, which just has the goal card.


==Fortress 1==
==World 4 1st Fortress==
===Part 1===
Candles come alive in this stout fortress. The bully BOOM-BOOM is on the prowl, and he wants revenge. The Fortresses in Super Mario Bros. 3 contain some of the trickiest areas in the game. They often give you a choice of paths to take, each with its own dangers. It's up to you to choose which way you like best.
{{Scrolling map|SMB3-4-Fortress1_1.png{{!}}1152px}}
{{Scrolling map|SMB3 W4 F1 a.png}}
*At the beginning you'll encounter a new enemy: Hot Foot. These look like normal candles, but once you run past them, the flames walk off to chase you. They're rather similar to Boo Diddleys, in that regard. You'll see also Thwomps that don't fall down, but move horizontally.
* '''1''': Just like Boo Diddlys, the living candle flames known as Hot Foots will chase you when you turn your back to them, and they'll stop moving towards you as soon as you face them. Move strategically to keep Hot foots at a safe distance.
*At the beginning, just run forward past the candles, then drop down, the Thwomp can't catch you. Run to the next Thwomp, and once it moves, climb up the structure.
* '''2''': This Fortress seems to have Thwomp Traps placed wherever there is space for them. Some even move horizontally! If you don't like these traps, take the alternate route.
*From the part where there are five pipes, you have two choices. You can either continue by sneaking through the Thwomps, this will lead you directly to Boom-Boom but is a bit risky. If you want the easy way, go down the middle pipe to get to part 2.
* '''3''': A trio of mummified turtles and a ghost make this way dangerous. Slide down the center of the five pipes to reach a secret area containing a power-up.
{{Scrolling map|SMB3 W4 F1 c.png}}
* '''4''': You'll end up in this underground pathway if you take the center pipe at point 3. Be careful when you try to collect the power-up down here—chances are, Boo Diddly will be coming after you.
* '''5''': Invisible Blocks are the only way out. Be sure to face the ghost as you make these blocks appear. And remember, those Dry Bones will come back to life. You will return to Fortress just outside of BOOM-BOOM's room. If you're not fully powered up, you may want to consider heading left when you exit the pipe, but watch out for the Thwomp.
{{Scrolling map|SMB3 W4 F1 b.png}}
* '''B''': BOOM-BOOM is back to normal… Well, at least he isn't flying. But he can display some impressive high jumping skills, and there is a rather awkward ledge in the room that restricts your own freedom to jump. Jump on BOOM-BOOM's head three times as quickly as possible.


===Part 2===
==World 4-4==
{{Scrolling map|SMB3-4-Fortress1_2.png{{!}}384px}}
Submerge to diving depth to dodge Spiny Egg attacks from above. Lakitu has always had a grudge against Mario. He won't even let Mario take a swim without dropping Spinys on him.{{-}}
*Run down, jumping over the Dry Bones. The fifth block from the left has a Fire Flower.
{{Scrolling map|SMB3 W4 S4 a.png}}
*The end looks like a dead end, but jump around to discover hidden blocks, which you can use to climb to the top. Watch for the Boo Diddley though which will chase you.
[[File:SMB3 W4 S4 b.png|right]]
*The pipe takes you back to part 1, but directly in front of Boom-Boom's lair. Stomp on him three times or feed him five fireballs to defeat him.
* '''1''': As Frog Mario, you can swim against the current and enter a pipe that leads to a secret area (shown right) chock full of coins.
** Only in the original NES version, if you don't have a Frog Suit (or don't want to use one up) there's another way to access this room. If you start on the ledge where the power-up is and drift down left from there, you can make it to this pipe without a Frog Suit. This oversight was corrected in all subsequent releases.
* '''2''': When you exit the bonus stage, Lakitu will be waiting for you. He will plop Spiny Eggs into the ocean, so swim as hard as you can to avoid them, and don't let the current to push you into them. The Frog Suit gives you a huge advantage.
{{Scrolling map|SMB3 W4 S4 c.png}}
* '''3''': When you reach the clearing, you'll be showered with Spiny Eggs from above, so move as quickly as possible to the pipe that leads to the end of the stage.


{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 3 Part 3|nextpage=World 4 Part 2}}
{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 3 Part 3|nextpage=World 4 Part 2}}

Latest revision as of 14:45, 17 November 2014

White House: World 4-2, 24 coins, SMB3 item Anchor.png
C SMB3 item Tanooki.png
D SMB3 item Mushroom.png SMB3 item Flower.png SMB3 item Leaf.png
E SMB3 item Cloud.png
F SMB3 item Mushroom.png SMB3 item Flower.png SMB3 item Leaf.png
G SMB3 item PWing.png
H SMB3 item Star.png
I SMB3 item Flower.png SMB3 item Leaf.png SMB3 item Tanooki.png

Life couldn't be much better. You've liberated Sea Side, explored the seafloor and enjoyed a sleek swim in the Frog Suit. However, Mario's troubles are about to get bigger. Much bigger.

Using a Hammer on the rock to the left of World 4-1 will give you access to a special Toad House that gives you a free Tanooki suit. You'll have to decide if the suit is worth trading in a rare item.

World 4-1[edit]

In the Land of Giants, "bigger is better." Huge is even better than big. Everything in this world is larger than life! Giant Koopas and Goombas are common. Although these characters look fearsome, they can be kicked and carried like their smaller relatives.

SMB3 W4 S1 a.png
  • 1: A different timing is necessary here. Even if you stand right next to the pipe, Giant Piranha Plants will still go in and out. So make a dash over the pipe when the Piranha Plant is going down. Alternatively, stand on low flying clouds to gain height that will help you make difficult jumps.
  • 2: Even Giant Koopas duck when Mario's around. Yes, they're big, but they're still the same brainless Koopas you know and love. Even when he's Small, Mario can take them on easily.
SMB3 W4 S1 c.png
  • 3: After you've grabbed the power-up located at point 5, destroy the three stacked blocks with your Raccoon tail, then use the open space to fly to a secret area. You'll need to swim up the waterfall to reach it. Then swim to the pipe at point 4.
  • 4: Double 1-Up in the bonus area. Once you've slid down this pipe, you'll end up in an underwater area (shown right) with two fearsome Big Berthas. Hidden in the blocks, you'll find two 1-Ups, but don't let yourself become fish food.
SMB3 W4 S1 b.png
  • 5: Collect the power-up but be careful not to run into the bouncing Koopa Troopa held back by the coin block. Grab the Koopa and ditch him by letting go of him while standing next to a pipe. Next, clear away all the blocks and fly into the upper waterfall at point 3.
  • 6: Unexpected 1-Ups for Raccoon Mario. Use the repeated stomping method on the three red Giant Koopa Troopas in this area to get 1-Ups. Be careful not to accidentally kick them over the side. It's very tricky to pull this off!

World 4-2[edit]

Leap from pipe to pipe as you frantically dodge a school of Cheep-Cheeps. The land rises and sinks here, but fortunately Boss Bass isn't around. There are plenty of Cheep-Cheeps to give you a headache though, mainly toward the end of the stage.

SMB3 W4 S2 a.png
Stay close and they won't hurt you, right?
Usually, if you're right next to Bullet Bill or a pipe with a Piranha Plant inside, you can't get hurt by them. But in the Giant World, it doesn't always work that way. Giant Piranha Plants won't notice you and still go in and out.
  • 1: Vicious Cheep-Cheeps will leap out of the water to get at you. The best way to stop them is to let them run into your feet.
  • 2: Pick up the Ice Blocks and kick them at the ? Block to reveal a power-up. Ice Blocks are also useful for attacking a wide variety of enemies that are too dangerous to approach.
  • 3: Cheep-Cheeps are still a danger midway though the stage, but the biggest threat comes from the Piranha Plants. Stand on the cloud while you wait for the Piranha Plants to recede into their pipes, then run past. Be careful not to get caught by a fireball shot from the Venus Fire Trap.
SMB3 W4 S2 b.png
  • 4: White Mushroom House. As the platform begins to rise, stomp the Switch Block and grab the column of coins. Rush forward, take the Starman and run to the coins ahead. Collect 24 coins to gain access to a White Mushroom House. You may even wish to consider collecting the Starman first.
  • 5: Near the end of the stage, a crazed school of Cheep-Cheeps will swarm out of the water. To minimize the amount of time you're at risk, keep moving. Either jump on the flying fish to knock them out, or run beneath them as they flop through the air.

World 4-3[edit]

Say hi to the Sledge Brothers; they are big by any standard, but they're still no match for the Mario Bros. These tubby turtles are relatives of the Hammer Bros. They attack by throwing sledge hammers, and are so heavy that when they jump and land, a small earthquake occurs.

SMB3 W4 S3 a.png
  • 1: The big-bones boys in Stage 4-3 are called the Sledge Bros. Squash them as soon as they pause between throws. If you have a Starman in your inventory, you might consider using it now. Sometimes, you can run underneath the brothers as they jump.
SMB3 W4 S3 b.png
  • 2: Wait until Spiny has dropped off the ceiling, stomp Buzzy, and your runway will be clear. As soon as you get your hands on a Super Leaf, fly to the ceiling and collect some bonus coins.
SMB3 W4 S3 c.png
  • 3: Bump the block containing the 1-Up, then chase it down the cramped corridor. Collect it as it falls off the ledge, but be careful not to run into any enemies—Spiny's on the ceiling waiting to get the drop on you.
  • 4: Bouncing block buffet you. There isn't anything in these bouncing Wood Blocks, so just jump over and past them.

World 4 1st Fortress[edit]

Candles come alive in this stout fortress. The bully BOOM-BOOM is on the prowl, and he wants revenge. The Fortresses in Super Mario Bros. 3 contain some of the trickiest areas in the game. They often give you a choice of paths to take, each with its own dangers. It's up to you to choose which way you like best.

SMB3 W4 F1 a.png
  • 1: Just like Boo Diddlys, the living candle flames known as Hot Foots will chase you when you turn your back to them, and they'll stop moving towards you as soon as you face them. Move strategically to keep Hot foots at a safe distance.
  • 2: This Fortress seems to have Thwomp Traps placed wherever there is space for them. Some even move horizontally! If you don't like these traps, take the alternate route.
  • 3: A trio of mummified turtles and a ghost make this way dangerous. Slide down the center of the five pipes to reach a secret area containing a power-up.
SMB3 W4 F1 c.png
  • 4: You'll end up in this underground pathway if you take the center pipe at point 3. Be careful when you try to collect the power-up down here—chances are, Boo Diddly will be coming after you.
  • 5: Invisible Blocks are the only way out. Be sure to face the ghost as you make these blocks appear. And remember, those Dry Bones will come back to life. You will return to Fortress just outside of BOOM-BOOM's room. If you're not fully powered up, you may want to consider heading left when you exit the pipe, but watch out for the Thwomp.
SMB3 W4 F1 b.png
  • B: BOOM-BOOM is back to normal… Well, at least he isn't flying. But he can display some impressive high jumping skills, and there is a rather awkward ledge in the room that restricts your own freedom to jump. Jump on BOOM-BOOM's head three times as quickly as possible.

World 4-4[edit]

Submerge to diving depth to dodge Spiny Egg attacks from above. Lakitu has always had a grudge against Mario. He won't even let Mario take a swim without dropping Spinys on him.

SMB3 W4 S4 a.png
SMB3 W4 S4 b.png
  • 1: As Frog Mario, you can swim against the current and enter a pipe that leads to a secret area (shown right) chock full of coins.
    • Only in the original NES version, if you don't have a Frog Suit (or don't want to use one up) there's another way to access this room. If you start on the ledge where the power-up is and drift down left from there, you can make it to this pipe without a Frog Suit. This oversight was corrected in all subsequent releases.
  • 2: When you exit the bonus stage, Lakitu will be waiting for you. He will plop Spiny Eggs into the ocean, so swim as hard as you can to avoid them, and don't let the current to push you into them. The Frog Suit gives you a huge advantage.
SMB3 W4 S4 c.png
  • 3: When you reach the clearing, you'll be showered with Spiny Eggs from above, so move as quickly as possible to the pipe that leads to the end of the stage.