Super Mario Bros. 3/World 7: Difference between revisions

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{{Header Nav|game=Super Mario Bros. 3}}
{{Header Nav|game=Super Mario Bros. 3}}
[[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.
 
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.
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{| {{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==
{{Scrolling map|SMB3-7-2.png{{!}}1282px}}
*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.
*The first ? block you see contains a Fire Flower, use the ice block to reach it.
*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.
*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.
*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.
 
==7-3==
{{Scrolling map|SMB3-7-3.png{{!}}1664px}}
*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.
*The star allows you to simply run through any enemies you encounter. Halfway through, Lakitu will join in and start throwing Spinies at you.
*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.
*At the end, you can try the 1-Up trick from World 5 again, it works on this level as well.
 
==7-4==
{{Scrolling map|SMB3-7-4.png{{!}}1900px}}
*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.
*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.
*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.
*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.
 
==7-5==
{{Scrolling map|SMB3-7-5.png{{!}}1484px}}
*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.
*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.
*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.
*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.
*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.
 
==Piranha Plant 1==
{{Scrolling map|SMB3-7-Piranha1.png{{!}}512px}}
*The first two pipes need a running jump to be crossed. Since they happen to have fireball shooting plants, you need to watch for the fireballs.
*Next, you'll see two alternating groups of Munchers popping up and going back down. You must cross the area by standing on the pipes where the Munchers are inside. Slowly cross the group of pipes this way until you get to a pit.
*This pit needs to be crossed with a jump, but there's a Piranha Plant overhead which can give you a lot of trouble. Watch its fireballs, wait until it retreats and then jump.
*On the other side, go down the shortest pipe. Inside, open the treasure chest to get a P-Wing and to exit the level.
 
==Fortress 1==
===Part 1===
{{Scrolling map|SMB3-7-Fortress1_1.png{{!}}344px}}
*This fortress plays much differently depending on which form of Mario you are. If you are small Mario, or if you are Raccoon or Tanooki Mario, go through the door at the right to end up in part 2.
*Otherwise, go to the lowermost point, and jump at the fourth column of brick blocks from the left. At the top you'll reveal a P-Switch, step on it. You can either have the joy of collecting all the coins here (it's a lot!) and go through the door at the bottom to get to part 2 as well, or you can jump to the door that appeared at the left to go to part 4.
 
===Part 2===
{{Scrolling map|SMB3-7-Fortress1_2.png{{!}}648px}}
*This is a typical fortress room with lots of enemies... but this time, it's eerily empty. If you're small Mario, go to the right and enter the door there to get to part 3.
*If you're Raccoon or Tanooki Mario, however, run to the left and start flying. Go through the pipe at the top to go to part 5.
 
===Part 3===
{{Scrolling map|SMB3-7-Fortress1_3.png{{!}}192px}}
*You can get up to the block at the left, it contains a Fire Flower. Afterwards, go through the door to end up back in part 2. If you were small Mario, go back through the left door there to return to part 1.
 
===Part 4===
{{Scrolling map|SMB3-7-Fortress1_4.png{{!}}208px}}
*The pipe at the bottom leads to a bonus area. The other pipe leads to part 3.
 
===Bonus area===
{{Scrolling map|SMB3-7-Fortress1-bonus.png{{!}}128px}}
Even though this is technically a bonus area, it is required to complete this level if you cannot fly. Jump at the giant ? block to get a Tanooki Suit, then go through the pipe to return to part 4.
 
===Part 5===
{{Scrolling map|SMB3-7-Fortress1_5.png{{!}}208px}}
*Go to the right to meet Boom-Boom once again. He is no different from before. Stomp on him three times to defeat him, since you can only get here as flying Mario you cannot use either of the other options.
 
==7-6==
===Part 1===
{{Scrolling map|SMB3-7-6_1.png{{!}}648px}}
*If you have a P-Wing, you can just fly over the blue wall to skip the entire level. You only need to collect the goal card. Otherwise, enter the door to get into the level to part 2.
 
===Part 2===
{{Scrolling map|SMB3-7-6_2.png{{!}}128px}}
*This is another vertical level where you have to get from the bottom to the top. Start off by running to the left to appear on the right, then climbing the stairs (but watch the Koopa Troopas).
*You'll see a lightbulb platform, but you don't actually need it. Use the donut blocks and pipes to get up to the up arrow block. Jump on it, and avoid the blocks on the way. Afterwards, don't go to the left arrow block (it's a trap), but jump to the right and get into the pipe to be taken to the top.
*At the top, jump onto the left arrow block, then drop down onto the lightbulb block. Jump once so it moves left to avoid the ? blocks, then once you're beside them, jump again to be taken upwards. Once you've passed them jump again (there are spikes above you) so it moves to the right, and when you see a gap in the ceiling jump again to make it move up.
*You can either use the left arrow block, or directly jump to the up arrow block. Jump from it to the right arrow block, then duck to get under the ? blocks. Once on the other side, jump onto the wooden blocks, and from there onto the lightbulb block.
*Use it to pass the Piranha Plants, remember to stand at the very left side so you're not hurt by them. At the top, enter the pipe to be taken to the ending area, where you can take the goal card to end this level.
 
==7-7==
{{Scrolling map|SMB3-7-7.png{{!}}2044px}}
*At the beginning, enter the pipe to get into the level. It is full of Munchers, and you have to use the starmen to run over them. It is similar to 7-3, except that this time, these aren't continuous starmen and you can pick them up anytime.
*Get the first one, then start running across the Munchers. The next block is down so you need to duck to jump at it. The third block is no trouble again, but after that, you need to jump through pipes while keeping your momentum so you make it to the fourth block before your starman runs out.
*After the fourth starman, you'll need to duck to get below a pipe. Afterwards, just run to the exit pipe to get to the ending room, where you can finally pick up the goal card.
 
==7-8==
{{Scrolling map|SMB3-7-8.png{{!}}1664px}}
*Crossing the pit at the beginning can be difficult. Use the fact that the top and bottom Piranha Plants have different speeds, and jump across when they both move favorably. If you can fly, that is also an easy way to cross the pit.
*On the other side, the leftmost ? block has a starman, which you can use to run through all the Piranha Plants and Ptooies here. You can also get a raccoon leaf if you get down and jump at the leftmost brick block.
*When you see a Nipper standing on a platform made of brick blocks, the middle brick block has a 1-up mushroom.
*As Raccoon or Tanooki Mario, you can fly up from here to get on top of the pipe. There, you can find a brick block with some coins in it.
*When you see the white block, jump along the right side of the overhead pipe to reveal a pink note block. Bounce off it to appear in a coin heaven (see below).
*When you see the Ptooie walking on top of the pipes, take the leftmost pipe to appear in a bonus area (see below).
*At the end, you'll see a one-of-a-kind Nipper that spews fire, it only appears once in the entire game. Watch out for it, it's best to kill it from afar. If you do kill it, you can get the 1-up mushroom it guarded from the block above where it stood.
 
===Coin Heaven===
{{Scrolling map|SMB3-coinheaven2.png{{!}}384px}}
*Simply follow the screen and collect all the coins you see. At the end, take the pipe to reappear where you entered this Coin Heaven from.
 
===Bonus area===
{{Scrolling map|SMB3-7-8-bonus.png{{!}}128px}}
*Climb up the stairs and jump at the giant ? block to get a Hammer Suit. Afterwards, go through the pipe to end up behind the bridge.
 
==7-9==
{{Scrolling map|SMB3-7-9.png{{!}}1553px}}
*This area is similar to 2-1, but structured as a giant maze. You have to find the correct passage to the exit pipe to finish this level. There are lots of dead ends here to mislead you.
*Run forward and jump on the middle note block for a Fire Flower. Get all the way up (but watch the Para-Goomba), then go to the left through the ice blocks and jump to be on top of the structure.
*Go to the right until you come across more note blocks. Drop down, go through the left wall of ice blocks and continue until you get to the wooden blocks, then drop down and go to the right (but watch the Para-Troopa). The middle ? block at the end contains a Fire Flower.
*If you want to go for a 1-up mushroom (make sure that you still have enough time remaining before attempting this!), drop down after the Para-Troopa and follow the path to the left. You'll end up in a room with a row of coins, in the middle there's a hidden 1-up mushroom, duck and jump to get it.
*Otherwise, jump up and continue to the right. Climb up the wooden blocks, continue to the right through the ice blocks, go down, and at the bottom go right again. Now, jump up then drop down behind it to finally find the exit pipe, which leads to the ending area. Collect the goal card to end this level.


==Fortress 2==
==World 7-2==
===Part 1===
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.
{{Scrolling map|SMB3-7-Fortress2_1.png{{!}}1152px}}
{{Scrolling map|SMB3 W7 S2 a.png}}
*The idea here is to jump across all the pipes to get to the end. Of course, there are Piranha Plants and Boo Diddleys scattered all across this level to make this objective hard.
* '''1''': Hurl an Ice Block at the '''?''' Block below. If you're Super Mario, a Fire Flower will sprout out of the block.
*After the third pipe, you'll see brick blocks underneath. Drop down and carefully hit the first one (don't fall into the lava) to uncover a starman. Collecting it is necessary to get past the first Thwomp, so grab it and run forward. Hammer Mario can of course just throw hammers instead to take out that Thwomp, and Tanooki Mario can use his statue form, but it is still recommended to grab the starman.
* '''2''': To avoid danger and collect coins, take a pipe ride to the reservoir below.
*Near the end, you'll see a ? block with a raccoon leaf inside. Afterwards, you'll see a second Thwomp. To get past it, jump carefully near it to trigger it falling down, and when it gets back up jump onto its pipe and right onto the next pipe.
* '''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.
*The pipe to the next area is guarded by two Boo Diddleys, jump past them and look their way to avoid them. Carefully drop down onto the pipe and go down to arrive in part 2.
{{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.{{-}}


===Part 2===
==World 7-3==
{{Scrolling map|SMB3-7-Fortress2_2.png{{!}}512px}}
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.
*At the beginning, you'll see a Roto-Disc and a small gap where you have to duck to get past. Don't run and duck, but go towards it to notice two Dry Bones behind it. Wait until they get to you them stomp them, afterwards you can pass the gap safely.
{{Scrolling map|SMB3 W7 S3 a.png}}
*There's a Thwomp behind the next gap. You can either try to get a running slide to make it through the gap and the Thwomp in one go (rather difficult), or go near to cause the Thwomp to fall down and afterwards slide past the gap.
* '''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.
*At the end you'll meet Boom-Boom as usual. Stomp on him three times, feed him five fireballs or lob a single hammer at him to defeat him.
* '''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.
{{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.{{-}}


==Piranha Plant 2==
==World 7-4==
{{Scrolling map|SMB3-7-Piranha2.png{{!}}512px}}
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.
*Jump onto the horizontal pipe and do a running jump to get onto the first vertical pipe. From here, you can do one large jump to clear the first Muncher area. From here, run down (you can get past the Piranha Plant overhead without getting hurt), and jump onto the next pipe.
{{Scrolling map|SMB3 W7 S4 a.png}}
*You will need to use the note blocks found here to get past the second Muncher area. If you fall down you'll more than likely get hit unless you have insane reflexes. At the end you'll have to bounce off a Para-Troopa to get to the end.
* '''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.
*Go down the longest pipe to get to the ending area. Open the treasure chest to get a mushroom, this will end the level.
{{Scrolling map|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 {{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.{{-}}


==Airship==
==World 7-5==
{{Scrolling map|SMB3-7-Airship.png{{!}}1776px}}
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.
*After the cutscene where Mario discovers that the King has been transformed into a Piranha Plant, Mario jumps on the airship to fight the boss of this world.
{{Scrolling map|SMB3 W7 S5 a.png}}
*At the beginning, there's a nut. You could use it to cross the pit but there's two rocket engines in the way. It is a far better idea to simply jump from rocket engine to rocket engine.
* '''1''': Bring a Koopa Troopa shell with you through the pipe from the room above to clear out the two naughty Bob-ombs below.
*After this part, drop down if you want for a Fire Flower. Afterwards, again either use the nut or just jump across.
* '''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.
*The Rocky Wrenches can be a pain. There's a nut above your head that prevents you from jumping, so you'll need to evade the wrenches in some way. After that part you can jump up and go to the left for another Fire Flower.
{{Scrolling map|SMB3 W7 S5 b.png}}
*In the next part, you need to jump from platform to platform, you can use the nuts but you don't need to. At the end is the only point where you actually need to use the nuts, to jump from the bottom to the top.
* '''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.
*Enter the pipe at the end to fight the last Koopa Kid, Ludwig von Koopa. He can stomp the ground like Roy to stun you, and once you are stunned, you ''will'' be killed. Stomp on him three times or feed him ten fireballs to defeat him, then get the wand to be taken to the next world.
* '''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.
*At the end, you'll be in for a surprise: Bowser has taken the princess and if you want to rescue her, you're going to need to get to his castle...
* '''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.


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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.

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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.

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  • 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.
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  • 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.

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  • 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.