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{{Header Nav|game=Super Mario Bros. 3}}
{{Header Nav|game=Super Mario Bros. 3}}
{{floatingtoc|float=left|limit=2}}
[[File:SMB3-Level7.png|right]]
World 7 is called Pipe Maze. Just if you look at the world map, you'll see that this really holds true - it is a giant maze made of pipes that you have to find the right way through. On this map, all the pipes have been colored, and pipes with the same color connect together, which should help you to find the right way.


And just as the world map looks complicated, the levels here are very challenging. It takes very good skills to make it past some of the puzzles presented in this world, and you will need to use all your knowledge to beat some levels.
[[File:SMB3-Level7_labeled.png|frame|right|White House: World 7-2, 46 coins, [[File:SMB3 item PWing.png|18px]]]]
The icy slopes of Iced Land were a true test for your nimble feet, but the diabolical, labyrinthine world of the Pipe Maze will challenge your memory and wit.


There are no Hammer Bros on this map. Instead, there are two Piranha Plants, which however are full levels unlike the Hammer Bro fights.
Immobile Piranha Plants replace roaming Hammer Bros. in this world. This is also the last world where Anchors have any effect, so use them up to free space in your inventory for more useful power-ups.
 
{{floatingtoc|float=left|limit=2}}
This map has three mushroom houses. The first one on the left offers the standard mushroom, flower, leaf choice. The two other ones, on the other hand, have a Frog Suit, Tanooki Suit and a Hammer Suit available.
{| {{prettytable|float=right}}
| <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="blue">'''H'''</font>
| [[File:SMB3 item Frog.png|18px]] [[File:SMB3 item Tanooki.png|18px]] [[File:SMB3 item HBS.png|18px]]
|-
| <font color="green">'''I'''</font>
| [[File:SMB3 item PWing.png|18px]]
|-
| <font color="blue">'''L'''</font>
| [[File:SMB3 item Frog.png|18px]] [[File:SMB3 item Tanooki.png|18px]] [[File:SMB3 item HBS.png|18px]]
|-
| <font color="green">'''M'''</font>
| [[File:SMB3 item Mushroom.png|18px]]
|}
{{-}}
{{-}}
==7-1==
==World 7-1==
===Part 1===
When a plunger won't cut it, call a Mario Brother to unclog any pipe. A couple of the stages in Tube City scroll upwards and involve difficult climbs through a maze of pipes.
{{Scrolling map|SMB3-7-1_1.png{{!}}168px}}
{|
*There's nothing really to do here, so enter the door ahead to jump in and get to part 2.
| [[File:SMB3 W7 S1 a.png|left]]
 
| style="vertical-align:top;" | [[File:SMB3 W7 S1 b.png|right]]
===Part 2===
* '''1''': Carefully time your jumps to avoid the Piranha Plants. You'll have to get into this pipe quick, because the Piranha will only stay in its pipe for a second.  If you're Fiery Mario, the pesky plants are easy to slash and burn.
{{Scrolling map|SMB3-7-1_2.png{{!}}128px}}
* '''2''': Standing atop the pipe, jump up and around the blocks overhead to reach the platform they create. It can be tricky, so don't feel bad if you need several attempts to succeed. You'll find a valuable 1-Up in an Invisible Block above the platform.
*This is a vertical level where you have to get from the bottom to the top. Remember that in vertical levels, you can go sideways beyond the screen boundaries to end up on the other side, so for example, running off to the left makes you reappear on the right side of the screen.
* '''3''': To get the Super Leaf power-up, stomp on the Koopa Troopa, pick him up and get on top of the left '''?''' Block. Kick its shell between the two '''?''' Blocks. It'll ricochet between them, and you will snatch the power-up as soon as it escapes the block you're standing on.
*At the beginning, simply jump up all the pipes, and once at the top, take the rightmost pipe to get to the other side. Here, you'll have to dodge or kill the Piranha Plants to enter the pipe at the left which leads upward.
* '''4''': Once you make this 1-Up appear, it will probably fall right. Follow it and you should land on a pipe and not lose any height. Continue climbing!
*Once at the top, you can jump around the blocks to get to a hidden block with a 1-up mushroom inside. The required jump is very tricky, though. Then fall down, and take the left pipe to progress.
* '''5''': Stomp the Koopa Troopa on the clearing and kick its shell down the gap. If you're Raccoon or Tanooki Mario, run to fill your P-Meter and fly to the pipe above. You'll end up in a room stacked to the ceiling with coins.
*You can kick the Koopa shell against the left ? block on the ground for a raccoon leaf if you want. At the top you can get another hidden 1-up mushroom if you want, afterwards, climb all the way up to the Piranha Plants.
* '''6''': Wait for the Red Koopa Paratroopa to reach its highest point, then jump on top of it while holding {{nes|A}} to hit an Invisible Block that provides a 1-Up.
*You can stand on the very edge of the pipe without getting hurt by the Piranha Plant, use this to your advantage. At the top, jump on the note blocks and bounce off onto the pipe when the Piranha Plant is not out (it won't come out if you're standing on top of it).
|}
*If you want to get some coins, go to the right so you appear on the left side, then jump to the pipe at the top to get inside the coin area. Get all the coins, then take the top pipe to appear at the top. Otherwise, just use the blocks to climb up the structure.
*At the top, there are two green Koopa Troopas patrolling. You can use the small gaps in the ceiling to stomp on them easily (don't kick the shells as it makes it very hard to get through this area). Climb to the top, evade the red Para-Troopa, and enter the pipe to get to part 3. As Raccoon or Tanooki Mario, you can get the third hidden 1-up mushroom beforehand by flying over the red Para-Troopa.
 
===Part 3===
{{Scrolling map|SMB3-7-1_3.png{{!}}296px}}
*This is the ending area. Just run across and pick the goal card to finish this level.


==7-2==
==World 7-2==
{{Scrolling map|SMB3-7-2.png{{!}}1282px}}
Escape the heat and enjoy a plunge in an underground reservoir. Pipes in this desert join upper and lower area. Piranha Plants infest the upper; the lower is loaded with power-ups and coins! Only Frog Mario can collect more than 46 coins and get a White Mushroom House to appear.
*The Nippers you see in this level actually walk around. This means you have to be extra careful, especially when they decide to drop down on you from a pipe.
{{Scrolling map|SMB3 W7 S2 a.png}}
*The first ? block you see contains a Fire Flower, use the ice block to reach it.
* '''1''': Hurl an Ice Block at the '''?''' Block below. If you're Super Mario, a Fire Flower will sprout out of the block.
*When you see an area with a green Para-Troopa inside, drop down. Attempt to get back up and you'll notice that there are invisible note blocks forming a ceiling over the entire area. Go down the left pipe to end up in a water area, then swim to the left and take the next pipe to get back up. You can now use the note blocks to cross the area like a bridge. There's also a hidden 1-up mushroom here which you can get using the note blocks.
* '''2''': To avoid danger and collect coins, take a pipe ride to the reservoir below.
*Get all the way back and take the fourth pipe from the right to go down, then take the next pipe to land in the ending area. Grab the goal card to end this level.
* '''3''': '''White Mushroom House'''. To collect the 46 coins needed to make a White Mushroom House appear on the map, you'll need to be Frog Mario.  Hit the Switch Block and swim hard to the coins to your right. You'll only have a few seconds to collect the coins that it creates and only the Frog Suit will enable you to swim through the water fast enough to get them all.
*Collecting 46 coins in this level unlocks the White Mushroom House. This can only be done as Frog Mario. Enter the level with him, then go down the pipe with a Nipper standing on it to land in a water area. Swim all the way to the left and you'll see some coins and a P-Switch. First collect all the coins, then step on the P-Switch, and very quickly jump into the water and collect all the coins near the water surface. The timing is very harsh and it's extremely hard to make it in time.
{{Scrolling map|SMB3 W7 S2 b.png}}
* '''4''': Don't panic when the Note Blocks seal you in here with the Koopa. In order to make it over the gaps between the pipes, you'll have to hit all of the Jump Blocks to create a bridge. Take the power-up that's down the pipe to the right. To cross the newly created bridge, go back through the tube to the left, swim left to enter the next tube, and move to the right to reach the Jump Block bridge. You can simply bounce across. Don't forget the 1-Up hidden in an Invisible Block above the bridge!
* '''5''': Cross carefully! Venus Fire Traps are everywhere, and they'll spit a hail of fire at you. Firepower is probably the best weapon to have in this world. If you want to be Fiery, grab the out-of-the-way power-up from below. If you aren't Fiery Mario, take your time to avoid each enemy you see.{{-}}


==7-3==
==World 7-3==
{{Scrolling map|SMB3-7-3.png{{!}}1664px}}
String along you Starman superpower to cash in on a 1-Up jackpot. You can be invincible through this entire stage if you hurry! As you've seen before, some blocks will have Starmen inside, but only if you hit them while you're still invincible.
*This is a "race" of some sorts. Jump at the first block for a starman, then run across and collect the continuous starmen before your own runs out.
{{Scrolling map|SMB3 W7 S3 a.png}}
*The star allows you to simply run through any enemies you encounter. Halfway through, Lakitu will join in and start throwing Spinies at you.
* '''1''': Attempt to complete the entire stage while invincible by picking up a string of Starmen. To start the process, get the first Starman and then use {{nes|B}} to run and make it to the other '''?''' Blocks before your invincibility wears off. If you're not invincible when you hit them, they will contain only coins.
*There's a P-Switch around but it's not worth it, it just makes eight coins appear. There are also some infinite Goomba generators which you can ignore because of Lakitu.
* '''2''': Dash down the hill and slide through the convoy of Koopa Troopas along the way. You'll accumulate an exponentially increasing number of points for each successive enemy you dispatch.
*At the end, you can try the 1-Up trick from World 5 again, it works on this level as well.
* '''3''': Hurry!  Bump the left '''?''' Block containing a Starman, collect it, then vault from the upper '''?''' Blocks across the gap.
* '''4''': As you run down the grassy slope, don't be unnerved by the gap—you'll glide right over it if you simply sprint across it. If you're invicible, ram into as many Spinys as you can; they'll be worth a 1-Up each if you've hit enough enemies.
{{Scrolling map|SMB3 W7 S3 b.png}}
* '''5''': If you're still invincible, forget the '''?''' Block that hangs above the regular block. It holds a power-up, but you don't have time to collect it if you're trying to catch all of the Starman power-ups in a row. Instead, bump the bottom block to grab a Starman, and sprint forward.
* '''6''': Tempted by the Switch Block?  Don't stop to stomp it! Unless your Starman has worn off, you don't have time. Run to the next Starman instead. If your invincibility wears off now, you'll have to face Lakitu.
* '''7''': Starman power-ups are sealed in blocks on both sides of the short pipe. Collect the Starman on the left side, ram into as many of Lakitu's Spiny Eggs as you can, then collect the Starman in the block on the right side before you invincibility wears off. You should be earning a 1-Up for each enemy you beat!
* '''8''': Even if you've collected all the Starman power-ups, your invincibility will soon be wearing off—act fast to plow into any of Bowser's underlings foolish enough to cross your path. By holding down {{nes|B}} as you run, you can make it over all of these pits, but you may want to jump over the final gap if you're not confident in your speed.{{-}}


==7-4==
==World 7-4==
{{Scrolling map|SMB3-7-4.png{{!}}1900px}}
Swift currents threaten to dash Mario against jagged rocks and nasty creatures. You've seen some troubled water stages on this adventure, but this is probably the most difficult one. It features an automatic scroll that will push you through a mine field of Jelectros! If you're having trouble, put on a Frog Suit.
*If you're Raccoon or Tanooki Mario, you can fly up at the beginning to get to a secret area with two 1-up mushrooms. Afterwards, return and get into the pipe.
{{Scrolling map|SMB3 W7 S4 a.png}}
*This is an autoscrolling water level. Spiny Cheep-Cheep are coming in from both sides. Fire and Hammer Mario have an advantage here since they can knock out many of the obstacles here. The first block you see happens to contain a Fire Flower.
* '''1''': Use a P-Wing or Raccoon Suit to fly over the block barrier and into a secret area with two 1-Ups ripe for plucking. But don't think you've found a shortcut to the end of the stage—this is as far as you go.
*After a while, the screen will scroll into a group of Jelectros. You must swim precisely to make it safely across. At the end, you must also avoid the Big Bertha swimming around here.
{{Scrolling map|SMB3 W7 S4 b.png}}
*Once you're done with the field, there is another block with a Fire Flower inside. Afterwards, simply swim through the small maze to get to the pipe leading to the ending. There, collect the goal card to finish the level.
* '''2''': The ocean currents will scroll the screen quickly to the right. To avoid being pushed up against walls or enemies, you'll have to plan your route well in advance.
* '''3''': The Frog Suit's fast and accurate swimming works well in Stage 7-4, but Fiery Mario can cook annoying enemies.
* '''4''': Big Bertha has chosen an awkward place to rear her young, so you'll have to swim around her when she's not looking. Swim up against the short wall beneath where Bertha patrols. Wait until she swims away, then paddle furiously through the gap.
* '''5''': Blooper Nannies will attack you with babies just as you enter and exit the Jelectro mine field. When a Nanny flashes, immediately move so you're diagonal to it to avoid babies flung in every direction.
* '''6''': Don't be pressured to move quickly! To navigate the minefield of Jelectros, tap {{nes|A}} gently to make small movements—if you move too fast or drift up or down, you'll end up Jelectro-food. As the screen scrolls, stay in the middle. That way, you'll see obstacles ahead.
{{Scrolling map|SMB3 W7 S4 c.png}}
* '''7''': Expect to find another fearsome Big Bertha near the end of the swarm of Jelectros. It's easiest to make it past Big Bertha when her back is turned.  Swim above her diagonally to escape.
* '''8''': If you decide to risk grabbing the power-up at point 8, make sure the upcoming walls don't bos you in. Grab the power-up in a hurry, then sink to the ocean floor in preparation for the tricky donut-obstacle that scrolls into view. If you don't look ahead, you'll get squashed.
* '''9''': Swim past the Lava Lotus as fast as you can, but be watchful for the Cheep-Cheeps in your path.
* '''10''': Swim near the top of the final obstacle wall so you'll be ready to swim to safety as soon as the opening appears.{{-}}


==7-5==
==World 7-5==
{{Scrolling map|SMB3-7-5.png{{!}}1484px}}
Take it easy, or you're sure to develop a serious case of pipe rage. To make it through this maze, you must make invisible blocks appear and create walkways over gaps that you can't jump over. Some back-tracking is also required.
*At the beginning, just enter the pipe to get into the level. It is a large pipe maze with several possible paths. They may lead to various rewards such as power-ups or 1-up mushrooms, presented here is the shortest path to the exit.
{{Scrolling map|SMB3 W7 S5 a.png}}
*At the beginning take the right pipe, then once up get to the right pipe again. Watch for the Bob-ombs at the bottom, and run and duck to get under the brick blocks. Kick away the ice blocks, then jump up and go through the second pipe from the left.
* '''1''': Bring a Koopa Troopa shell with you through the pipe from the room above to clear out the two naughty Bob-ombs below.
*Once you've arrived at the top, run over until you see a single brick block blocking the path. Go down the last pipe. Down, watch for the green Para-Troopas and do a running jump up to the next pipe. Once up, go to the right and get through the ice block structure, then enter the pipe at the right.
* '''2''': Fall through the gap and jump along the right wall to reveal a 1-Up that is sealed inside a hidden block. The 1-Up will slide left and fall into the next chamber. Go down the pipe and up the one to the left. The 1-Up will be waiting there for you.
*Down, go to the right and jump up to make invisible blocks appear, afterwards return to the pipe and go up again. Go to the left, and when you see the red Koopa Troopa jump again to make invisible blocks appear. Then, run further to the left, get up onto the topmost platform and run all the way to the right. Grab the hidden 1-up mushroom if you want, then go down the pipe.
{{Scrolling map|SMB3 W7 S5 b.png}}
*Run across the block "bridge" and take the pipe at the right to get to the ending area. Get the goal card to end the level.
* '''3''': Break the lowest block in the wall and slide through to the next area. If you have the Raccoon Suit, simply swing your tail to bust the block.
* '''4''': If you go gown to the right of this pipe, you'll be trapped here by invisible blocks with a Bob-omb coming down the corridor! It's tough to escape without being hit.
* '''5''': Jump to reveal the hidden blocks that bridge the gap in the floor, then walk across to the next area.
* '''6''': To make another bridge and reach the last pipe, jump from below to activate all of the Invisible Blocks. Then work your way back and walk across.


{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 6 Part 3|nextpage=World 7 Part 2}}
{{Footer Nav|game=Super Mario Bros. 3|prevpage=World 6 Part 3|nextpage=World 7 Part 2}}

Latest revision as of 05:08, 20 December 2015

White House: World 7-2, 46 coins, SMB3 item PWing.png

The icy slopes of Iced Land were a true test for your nimble feet, but the diabolical, labyrinthine world of the Pipe Maze will challenge your memory and wit.

Immobile Piranha Plants replace roaming Hammer Bros. in this world. This is also the last world where Anchors have any effect, so use them up to free space in your inventory for more useful power-ups.

D SMB3 item Mushroom.png SMB3 item Flower.png SMB3 item Leaf.png
H SMB3 item Frog.png SMB3 item Tanooki.png SMB3 item HBS.png
I SMB3 item PWing.png
L SMB3 item Frog.png SMB3 item Tanooki.png SMB3 item HBS.png
M SMB3 item Mushroom.png

World 7-1[edit]

When a plunger won't cut it, call a Mario Brother to unclog any pipe. A couple of the stages in Tube City scroll upwards and involve difficult climbs through a maze of pipes.

SMB3 W7 S1 a.png
SMB3 W7 S1 b.png
  • 1: Carefully time your jumps to avoid the Piranha Plants. You'll have to get into this pipe quick, because the Piranha will only stay in its pipe for a second. If you're Fiery Mario, the pesky plants are easy to slash and burn.
  • 2: Standing atop the pipe, jump up and around the blocks overhead to reach the platform they create. It can be tricky, so don't feel bad if you need several attempts to succeed. You'll find a valuable 1-Up in an Invisible Block above the platform.
  • 3: To get the Super Leaf power-up, stomp on the Koopa Troopa, pick him up and get on top of the left ? Block. Kick its shell between the two ? Blocks. It'll ricochet between them, and you will snatch the power-up as soon as it escapes the block you're standing on.
  • 4: Once you make this 1-Up appear, it will probably fall right. Follow it and you should land on a pipe and not lose any height. Continue climbing!
  • 5: Stomp the Koopa Troopa on the clearing and kick its shell down the gap. If you're Raccoon or Tanooki Mario, run to fill your P-Meter and fly to the pipe above. You'll end up in a room stacked to the ceiling with coins.
  • 6: Wait for the Red Koopa Paratroopa to reach its highest point, then jump on top of it while holding A button to hit an Invisible Block that provides a 1-Up.

World 7-2[edit]

Escape the heat and enjoy a plunge in an underground reservoir. Pipes in this desert join upper and lower area. Piranha Plants infest the upper; the lower is loaded with power-ups and coins! Only Frog Mario can collect more than 46 coins and get a White Mushroom House to appear.

SMB3 W7 S2 a.png
  • 1: Hurl an Ice Block at the ? Block below. If you're Super Mario, a Fire Flower will sprout out of the block.
  • 2: To avoid danger and collect coins, take a pipe ride to the reservoir below.
  • 3: White Mushroom House. To collect the 46 coins needed to make a White Mushroom House appear on the map, you'll need to be Frog Mario. Hit the Switch Block and swim hard to the coins to your right. You'll only have a few seconds to collect the coins that it creates and only the Frog Suit will enable you to swim through the water fast enough to get them all.
SMB3 W7 S2 b.png
  • 4: Don't panic when the Note Blocks seal you in here with the Koopa. In order to make it over the gaps between the pipes, you'll have to hit all of the Jump Blocks to create a bridge. Take the power-up that's down the pipe to the right. To cross the newly created bridge, go back through the tube to the left, swim left to enter the next tube, and move to the right to reach the Jump Block bridge. You can simply bounce across. Don't forget the 1-Up hidden in an Invisible Block above the bridge!
  • 5: Cross carefully! Venus Fire Traps are everywhere, and they'll spit a hail of fire at you. Firepower is probably the best weapon to have in this world. If you want to be Fiery, grab the out-of-the-way power-up from below. If you aren't Fiery Mario, take your time to avoid each enemy you see.

World 7-3[edit]

String along you Starman superpower to cash in on a 1-Up jackpot. You can be invincible through this entire stage if you hurry! As you've seen before, some blocks will have Starmen inside, but only if you hit them while you're still invincible.

SMB3 W7 S3 a.png
  • 1: Attempt to complete the entire stage while invincible by picking up a string of Starmen. To start the process, get the first Starman and then use B button to run and make it to the other ? Blocks before your invincibility wears off. If you're not invincible when you hit them, they will contain only coins.
  • 2: Dash down the hill and slide through the convoy of Koopa Troopas along the way. You'll accumulate an exponentially increasing number of points for each successive enemy you dispatch.
  • 3: Hurry! Bump the left ? Block containing a Starman, collect it, then vault from the upper ? Blocks across the gap.
  • 4: As you run down the grassy slope, don't be unnerved by the gap—you'll glide right over it if you simply sprint across it. If you're invicible, ram into as many Spinys as you can; they'll be worth a 1-Up each if you've hit enough enemies.
SMB3 W7 S3 b.png
  • 5: If you're still invincible, forget the ? Block that hangs above the regular block. It holds a power-up, but you don't have time to collect it if you're trying to catch all of the Starman power-ups in a row. Instead, bump the bottom block to grab a Starman, and sprint forward.
  • 6: Tempted by the Switch Block? Don't stop to stomp it! Unless your Starman has worn off, you don't have time. Run to the next Starman instead. If your invincibility wears off now, you'll have to face Lakitu.
  • 7: Starman power-ups are sealed in blocks on both sides of the short pipe. Collect the Starman on the left side, ram into as many of Lakitu's Spiny Eggs as you can, then collect the Starman in the block on the right side before you invincibility wears off. You should be earning a 1-Up for each enemy you beat!
  • 8: Even if you've collected all the Starman power-ups, your invincibility will soon be wearing off—act fast to plow into any of Bowser's underlings foolish enough to cross your path. By holding down B button as you run, you can make it over all of these pits, but you may want to jump over the final gap if you're not confident in your speed.

World 7-4[edit]

Swift currents threaten to dash Mario against jagged rocks and nasty creatures. You've seen some troubled water stages on this adventure, but this is probably the most difficult one. It features an automatic scroll that will push you through a mine field of Jelectros! If you're having trouble, put on a Frog Suit.

SMB3 W7 S4 a.png
  • 1: Use a P-Wing or Raccoon Suit to fly over the block barrier and into a secret area with two 1-Ups ripe for plucking. But don't think you've found a shortcut to the end of the stage—this is as far as you go.
SMB3 W7 S4 b.png
  • 2: The ocean currents will scroll the screen quickly to the right. To avoid being pushed up against walls or enemies, you'll have to plan your route well in advance.
  • 3: The Frog Suit's fast and accurate swimming works well in Stage 7-4, but Fiery Mario can cook annoying enemies.
  • 4: Big Bertha has chosen an awkward place to rear her young, so you'll have to swim around her when she's not looking. Swim up against the short wall beneath where Bertha patrols. Wait until she swims away, then paddle furiously through the gap.
  • 5: Blooper Nannies will attack you with babies just as you enter and exit the Jelectro mine field. When a Nanny flashes, immediately move so you're diagonal to it to avoid babies flung in every direction.
  • 6: Don't be pressured to move quickly! To navigate the minefield of Jelectros, tap A button gently to make small movements—if you move too fast or drift up or down, you'll end up Jelectro-food. As the screen scrolls, stay in the middle. That way, you'll see obstacles ahead.
SMB3 W7 S4 c.png
  • 7: Expect to find another fearsome Big Bertha near the end of the swarm of Jelectros. It's easiest to make it past Big Bertha when her back is turned. Swim above her diagonally to escape.
  • 8: If you decide to risk grabbing the power-up at point 8, make sure the upcoming walls don't bos you in. Grab the power-up in a hurry, then sink to the ocean floor in preparation for the tricky donut-obstacle that scrolls into view. If you don't look ahead, you'll get squashed.
  • 9: Swim past the Lava Lotus as fast as you can, but be watchful for the Cheep-Cheeps in your path.
  • 10: Swim near the top of the final obstacle wall so you'll be ready to swim to safety as soon as the opening appears.

World 7-5[edit]

Take it easy, or you're sure to develop a serious case of pipe rage. To make it through this maze, you must make invisible blocks appear and create walkways over gaps that you can't jump over. Some back-tracking is also required.

SMB3 W7 S5 a.png
  • 1: Bring a Koopa Troopa shell with you through the pipe from the room above to clear out the two naughty Bob-ombs below.
  • 2: Fall through the gap and jump along the right wall to reveal a 1-Up that is sealed inside a hidden block. The 1-Up will slide left and fall into the next chamber. Go down the pipe and up the one to the left. The 1-Up will be waiting there for you.
SMB3 W7 S5 b.png
  • 3: Break the lowest block in the wall and slide through to the next area. If you have the Raccoon Suit, simply swing your tail to bust the block.
  • 4: If you go gown to the right of this pipe, you'll be trapped here by invisible blocks with a Bob-omb coming down the corridor! It's tough to escape without being hit.
  • 5: Jump to reveal the hidden blocks that bridge the gap in the floor, then walk across to the next area.
  • 6: To make another bridge and reach the last pipe, jump from below to activate all of the Invisible Blocks. Then work your way back and walk across.