Super Mario Bros. 3 – Complete Walkthrough (Step by Step Guide)
April 15, 2024World 1 – Grass Land
The first world of Super Mario Bros. 3, titled Grass Land, is a smooth introduction to the game. It consists of six phases, four of which are mandatory and two are optional. On the map, there are two Mushroom Houses. You will have guaranteed access to at least one of them. There is also a bonus of riding rotating figures, which the player will inevitably pass through. The feared Hammer Bro patrols the map, but defeating him can yield good prizes. Additionally, there are opportunities to unlock the White Mushroom House and a memory minigame. At the end of the map, the castle awaits, indicating the conclusion of this world. Interestingly, in Grass Land, players do not interact with the map. It is worth remembering the locked gate near the starting point; If the player completes the fortress and loses, it will not be necessary to redo the last two phases before facing the boss.
Phase 1-1
The level starts with a sequence of four coin blocks. The block in the upper right corner contains a mushroom. When you encounter the first red turtle, step on it and launch the shell to the right to get another growth item, which will be a leaf, assuming you didn’t miss the mushroom.
There are two ways to advance in the level:
- Upper Path: Start running until you activate the “P” block. Then repeatedly press the glide button to elevate yourself. You will find a cloud and a block containing an extra life. If you continue along this path and run along a trail of clouds until you activate another “P”, and you have skill, you will be able to reach a very high pipe. This pipe leads to a bonus room full of coins, and when you exit, you will be at the bottom of the level, just after another pipe.
- Lower Path: If you choose to follow the lower path, your choices are more restricted. By attacking the red turtle that is on a block and throwing its shell to the left, it is possible to reach a previously inaccessible block. Activating this block releases a “P”, which transforms nearby blocks into coins.
Phase 1-2
The first block you come across contains a growth item. Further ahead, there will be several coins floating in the air and a pipe guarded by a carnivorous plant. Just below this pipe, two blocks. In the first, a “P” is hidden, which can be activated with a headbutt (if it is small) or with a tail (if it is transformed into a squirrel). By activating “P”, coins in the air become blocks, allowing access to the pipe, which leads to a bonus room.
Further on, blocks shaped like musical notes hide surprises. The second musical note block houses another growth item. When you interact with the third musical note in a subsequent series, you release a star.
Phase 1-3
When starting the level, after facing the enemy that throws boomerangs, use the red turtle’s shell, throwing it to the left. This way, it will be possible to access an area that the hull has cleaned. Jumping directly into one of the rows where the hull removed blocks, you discover an invisible block. This block is a reddish musical note. Jumping on it, you are transported “to the sky”, a place full of coins, and, at the end, a pipe that leads directly to the end of the level. This is the easiest way.
If you choose the traditional (more challenging) path, when you interact with one of the remaining blocks in the red turtle area, you will find another growth item. Further on, a series of wooden pillars and an enemy between them. When you hit the three-block pillar, you discover another growth item.
Important Note: At this stage, there is the opportunity to pick up the flute twice. For more details on this, see our tips section. Click here to check it out: https://revolutionarena.com/pt-br/dicas-super-mario-all-star-super-mario-bros-3/
Phase 1-4
In 1-4, the scenario moves on its own, requiring you to maintain a balanced pace so as not to be left behind or rush into it. The big challenge is to collect 44 coins to access a bonus.
- Quiet Start: When you find four blocks at the top and two at the bottom, take a calculated jump on the second block on the right (counting backwards) to discover an extra life.
- L-shaped platforms: When you come across “L” shaped platforms, take advantage of the opportunity. The block that can be reached from below brings a growth item. Use it wisely.
- More Coins, More Life: Further on, notice a configuration of two sets of four blocks. Jumping onto the top block of the upper set will reveal another life.
Note: If you’re looking for the 44 coins, don’t just rely on collecting them along the way. Find and use blocks that release multiple coins when hit repeatedly.
Strength
The fortress features a simple design, but with potential pitfalls. Here, patience is the key.
- First Section: Obstacles are minimal, but require timing. The two blocks you find contain growth items.
- Thorns Section: Stay calm and study the pattern. There are safe spaces between the thorns where you can position yourself without risk.
Boss Showdown: This opponent only advances towards you. Defeat him with fireballs or by jumping on his head. Be careful when your spines are exposed.
Important Note: In this castle you can get another flute; Check out the details in our tips section. Click here to check it out: https://revolutionarena.com/pt-br/dicas-super-mario-all-star-super-mario-bros-3/
Phase 1-5
This phase offers options. You can decide your own path.
- Celestial Way: Just past the carnivorous plant, jump to discover an invisible block. It will reveal a musical note that transports Mario to an upper area, full of coins.
- Middle Path: Without using the musical note, continue above, facing the Koopas.
- Underground Path: Below, dodge enemies and collect a growth item. All paths lead to a cave; avoid the carnivorous plants and look for the fourth pipe, which marks the conclusion of the level.
Phase 1-6
Stay focused while jumping from one platform to another. The starting block hides a growth item. You’ll soon encounter a winged red turtle; notice the blocks after it. One of them hides an extra life.
Castle
The king’s transformation into a snake requires heroic action. On the flying ship, the objective is simple: avoid the obstacles and reach the green pipe, where Larry Koopa awaits you.
Confrontation with Larry Koopa: This Koopaling has two attacks: jumps and fire rings. Jump on it three times and victory will be yours.
Upon completing this world, you will receive a message from Princess Peach, warning you about ghosts that move when your back is turned and offering you a P-Wing.
Save the P-Wing for a time of need.
World 2 – Desert Land – Desert Hill
In Desert Hill there are five normal phases and two special ones, which have different symbols on the map: one of them is the sun phase, which has the symbol of something that looks like quicksand, and the other is the pyramid; but not all phases in this world are mandatory. If you want to optimize your journey, you can complete the world in just two stages if you’re willing to use a hammer. However, the fortress cannot be ignored. In addition to this, there is the pyramid phase before the castle that needs to be completed. One of the most notable phases of this world is the “solar phase”, where you are chased by an angry sun. If you have a hammer, you can skip this stage. This world also features three Mushroom Houses, two are visible and one is hidden. Two item-queue games and three fights with the Hammer Bros await. From them, you can acquire the precious hammer and a Flute.
Phase 2-1
The difficulty increases notably in this phase compared to the previous world. The level starts off simple, but you’ll soon find a raised platform. If you run and fly, you’ll discover a pipe protected by blocks. When you enter, step on the “P” switch to convert blocks into coins and vice versa. One notable trick is between two wooden stumps: a hidden musical note pad that helps with jumping. And before ending the level, there are a pair of orange pipes. The second pipe holds another “P” switch, which, when activated, transforms blocks into coins again.
Phase 2-2
Mud is an obstacle that can slow you down, so keep jumping to avoid getting stuck. A wooden stump at the beginning hides an item that makes Mario grow. A moving platform will appear, and it is crucial to grab the “P” switch from the second block to once again switch between blocks and coins. And pay attention: by collecting 30 coins in this phase, a White Mushroom House will be unlocked. Click here to check it out: https://revolutionarena.com/pt-br/dicas-super-mario-all-star-super-mario-bros-3/
Fortress
This fortress has a slightly lower degree of difficulty than the previous one. Here, the threat is the rocks that fall from the ceiling when Mario approaches. And don’t forget the ghosts that Princess Peach mentioned in her letter! The fortress also contains special blocks that grant growth items. To face the fortress boss, be quick: it takes three well-placed jumps or several shots with the fire flower to defeat him.
Phase 2-3
Players should pay attention to the “?” blocks. as many of them hide useful items. Platform stacks contain items such as growth and a star. The most efficient tactic for “cleaning” block pyramids is to do butts, starting from the top. The upper part of the level, accessible only by flying, hides a “P” switch which, when activated, can generate some curious bugs in the game. To complete the level, enter the red pipe, but be careful: the exit requires speed and precision to avoid being hit by enemies.
Sun Phase
In this unique level, Mario is faced with a solar threat that initially remains inert. However, at a certain point, when faced with a typhoon, Mario must accelerate until the “P” bar is completely filled and jump to avoid it. The challenge grows when the sun starts to attack Mario, which can be deadly if you fall into the mud or are in the air. However, you can eliminate the sun by throwing a green shell at it. If you want an easier route, fly through the entire level, avoiding all enemies.
Phase 2-4
At this stage, there are two possible routes: one from below and one from above. The bottom lane is full of Hammer Bros throwing boomerangs. The best strategy is to use turtle shells to defeat them. In the top lane, look for a different block at the start, fly to it and follow the path breaking the blocks. When you come across a lake, dive down and look for a “P” block on the right. Further on, another “P” can be found near the musical notes. The two routes converge later.
Phase 2-5
In this stage, Mario finds an iron ball that looks like a tied up “dog”. To progress safely, stay out of their reach before moving forward. The level also contains several “?” which contain growth items and cheats that lead to secret areas, like one in the clouds that leads to a room with a “P” block.
Pyramid Phase
Inside the pyramid, you will face a maze of blocks. The most effective strategy is to pick up turtle shells to break the blocks and create a path. There are several possible routes, but the best path is the middle one. After climbing up, go right and look for a pipe surrounded by wooden stumps. You can access them by flying or using a hidden block. Go right, overcome another block obstacle and go up the last pipe to face a Hammer Bro and complete the level.
Castle
The castle in this world is similar to the previous one, but features new enemies that throw bones. They can be temporarily defeated with standard actions such as stomps. Bullets fired from the ship’s cannons are another danger to consider. At the end of the level, Mario will face the boss Morton Koopa. Just like the boss in the previous world, the strategy is to jump over him three times. The terrain is not level, so it is safer to stay on the elevated parts.
Boss Morton Koopa: Morton has a technique of aiming before shooting, differentiating him from other bosses. The strategy continues to be to jump over it three times. He chooses to stay in high positions during battle.
After completing the castle, Princess Peach rewards Mario with a letter. She mentions Kuribo’s Shoes (or Goomba’s Shoes), an item that allows you to crush enemies. Even though it’s not very useful, it’s an interesting addition to Mario’s arsenal. The card also contains a cloud, a valuable item that allows Mario to skip a level.
World 3 – Water Land – Ocean Side
Most of the phases in this world take place in an aquatic environment; Here you have a total of nine phases, seven of which are mandatory to complete the world. The fourth and fifth phases allow some flexibility of choice, while the seventh and second fortresses can be skipped depending on the position of the bridges that change after completing certain phases. The port, accessible after completing four phases, houses a boat that gives access to three special games and five Mushroom Houses, three of which are exclusive to the boat. With a hammer, you can unlock one of these special games. Of the two fortresses in the world, only the first is essential for progression. Notably, in stage 8, by collecting 42 coins, a White Mushroom House can be unlocked.
Phase 3-1
If you have a Frog Suit, this is the ideal time to use it, enhancing your movements in the water. Starting the level, go down until you find a block that grants a growth item. Navigate the pipes that blow water and avoid getting hit. In a wider area with fire-breathing plants, there are two more blocks with “?”, the second of which grants another growth item. The level forks into two possible paths: go straight or venture underneath, where you’ll find a sequence of musical blocks surrounded by coins and a life power-up. A subsequent pipe marks the exit of the stage.
Phase 3-2
The water here is lethal; avoid it at all costs. It is advised to use the Fire Flower for defense. A block at the start of the level provides a growth item. Further along, there is an “L” shaped platform where you can activate an invincible star. Stepping onto a moving platform, you will be guided through a series of coins and “?” – the second of them houses another star. Near the end, a set of blocks reveals a “P” that facilitates access to the level’s exit pipe, but before that, a growth item is available in a “?” block.
Phase 3-3
This stage is challenging without a Frog Suit or Fire Flower due to the presence of a giant fish that constantly tries to devour Mario. If successful, it will be the end of the hero. Use hooves or fire to eliminate this threat. A musical note at the start can be activated to release a growth item. A series of blue blocks can be lifted and thrown, revealing a “P” and a block above with a growth item. Activate “P” and quickly run to the end of the level to use a shortcut.
Fortress
This level hides a frustrating secret for many players. The key is simple: just enter the sixth door, taking you directly to the boss. If you decide to explore, the fifth door hides an extra life, while the last one leads to a room full of coins. If you take the wrong path, there are still benefits – growth items await you to the far left or right of the alternative rooms. When facing the boss, after the first successful attack, he transforms into a winged version, increasing the difficulty level of the confrontation.
Phase 3-4
Unlike the previous ones, this phase brings a distinct atmosphere. The first “?” that you find contains a growth item, essential to move forward with greater confidence. At one point, you must briefly dive into a small lake. At the end of this, an invisible block can be activated to serve as support, making it easier to reach the top. As you proceed, the winged Goombas launch mini-goombas that hinder your jump. Below a pipe inhabited by a carnivorous plant, there is a special “P” block. When activated, it generates blue coins around you. Advancing, you will encounter Lakito, an enemy who, floating on a cloud, launches spikes in your direction. Your goal is to run, dodging Lakito and the obstacles. In the set of blocks in the Lakito area, an extra life power-up is hidden in the second block.
Phase 3-5
There is an alternative path in this phase, facilitated by the use of the P-Wing. With it, you can fly high, avoiding the water and its dangers, reaching the end directly. However, if you choose the traditional route, be prepared to face the jellyfish. Although immobile, they are lethal on contact. The start of the phase reserves a growth item in the “?” block, and a series of three “?” in the middle of the route there is another one. Using the Fire Flower is advantageous here, and the Frog Suit can be useful, although it is recommended to reserve it for future phases.
Phase 3-6
This phase tests the player’s patience and skill in three distinct aspects. First, the automatic scrolling of the screen forces you to maintain a constant pace. Second, some sections of the floor collapse when stepped on, however, by repeatedly jumping, you can prolong its stability. Third, rotating platforms enter the picture. To cross them, wait for them to stop or almost stop, and then jump. Along the way, look for the initial growth item and another one near a blue block. Use the turtles or the blue block itself to reach it. At a point with an “L” shaped block, activate the “P” block and collect the health power-up from the far left block. This “P” is also crucial to facilitate the final jump of the level.
Phase 3-7
This level is populated by creatures that shoot deadly spikes. At the start, you will be on a pile of four wooden stumps. Swinging the highest stump releases a growth item. Moving forward, a large grouping of blocks appears. An extra life power-up is hidden at the top of the second row of these blocks. Further ahead, two block platforms are present. To the left, a wooden stump hides a vital item. In its sequence, a block reveals a plant that, when climbed, leads to a “P”. From there, the path is straight to the end of the level. Stay alert and avoid the spikes thrown by enemies.
Fortress (2 )
Equipping Mario with the Frog Suit turns this fortress into a simple task. Without it, the phase can be challenging, but not hopeless. The Fire Flower is a viable alternative. The fortress is divided into two sections: in the first, just avoid the enemies and move forward. In the second, ghosts are incorporated into the platforms. With the Frog Suit, navigate directly between them. If you are not equipped with it, wait until the ghosts open a safe path to advance. When facing the boss, use the strategy already known from previous challenges.
Phase 3-8
This stage is notoriously one of the most challenging in the game. In it, the giant fish returns as the main obstacle. On the first accessible platform, when breaking the block, a vine appears, leading Mario to a musical item. The big challenge is to avoid contact with water as much as possible. On a subsequent isolated platform, when you break a block, you find an extra life. Keep an eye out as subsequent platforms contain hidden vines. At the end of the phase, you decide whether to follow the lower or upper path. Although the level of challenge is similar, time is more restricted on the lower path. There is a “P” block in this area, but it does not bring any great advantages. Note: When you collect 42 coins in this stage, you will unlock a White Mushroom House.
Phase 3-9
Enigmatic in nature, this phase combines ease, monotony and confusion. The beginning presents bombs as the main obstacle. A growth item is found in a set of blocks next to a cannon. There is a fork, where taking the lower path makes it difficult to cross a block wall. For a less confusing experience, take the upper path. Use the blue blocks to activate musical platforms. The central block reveals a growth item and the subsequent one, an extra life. Upon entering the pipe, you will be taken to an aquatic room. Here, you have two options: go left to a bonus room with a giant chest or advance to the right until the end of the level.
Castle
This stage maintains a similar pattern to previous challenges, however, now, some cannons have been replaced by flamethrowers. In certain sections, it is possible to use rotating screws to move. At certain points, well-executed jumps allow shortcuts through wooden surfaces. In the fight against Wendy Koopa, the villain intermittently throws hoops that remain on the screen, complicating evasion. The recommended tactic is to wait for the end of your attack to counterattack, despite the increasing difficulty. Finally, in Peach’s message, a valuable tip is revealed: white blocks grant unique abilities against enemies.
World 4 – Giant Land – Big Island
This world stands out for its gigantic environment. Everything here is on an expanded scale, with a total of six phases, two fortresses and a series of extra challenges. The first fortress allows players, in the event of a game over, to advance directly to the first three phases, while the second allows access to the castle. Players have the freedom to choose between stages 5 and 6. The world also has four Mushroom Houses, one of which requires a hammer to unlock and another is completely optional. There are two item-queueing minigames, one of which is optional after completing phase 5. Three giant Hammer Bros roam the map, in line with the world’s theme.
Phase 4-1
This level surprises with its expanded design, making objects and enemies appear exaggerated, except for common blocks and items. The simplicity of the level contrasts with its aesthetics, making it a relaxed experience. Early on, when you find the first red turtle, use its shell facing right to get a growth item. A raised question box after the first giant Goomba also hides an item. At the end of the level, when you see a standard-sized Piranha Plant, it is a sign that the end is near.
Phase 4-2
Although the entire level maintains the gigantic pattern, the fish that chases you is surprisingly common, and not the dreaded giant fish. If you have a Frog Suit available, this stage is a good place to use it, although there are stages where it can be more advantageous. A growth item is found in the question mark box next to the first three blue blocks. As you move forward, you will find a “P” block which, when activated, flips coins with blocks and vice versa. Take advantage of the star power obtained from the subsequent small question box to race to the end. Remember: collect 22 coins to unlock a White Mushroom House.
Phase 4-3
The beginning of this phase presents the challenge of facing an enlarged Hammer Bro. Its jump causes paralysis if the player is on the ground. Afterwards, enter the tunnel, where everything returns to standard size. Inside, an item can be found on a platform with a question mark box. An extra life hides between two wooden blocks and three regular blocks. An aerial exploration of the level, using the P-Wing, reveals a secret room in the ceiling with some coins.
Fort (1)
This small fort has a peculiarity: the candle flames move and act like Boos, chasing the player when their back is turned. At some points, to advance, you have to wait for the flames to move or, in extreme situations, duck while running, if you are in big mode. A network of interconnected tunnels in the middle of the fortress presents a shortcut route: by entering the third tunnel, you can directly access the boss, provided you have the ability to fly. Otherwise, you could end up stuck in the level.
Phase 4-4
This phase is marked by its simplicity, with Lakito being the only enemy present.
- Option 1: If you have a Frog Suit, use it to dive into the pipe just below the entrance. This path will lead you to two “P” blocks which, when activated, will grant you several coins.
- Option 2: Without the Frog Suit, you must jump out of the water near the “?” block, landing safely on the other side. This is the only minimally challenging section of the level. After that, your main objective is to run and avoid Lakito and his spikes. Even if you defeat Lakito, he will respawn after a short period.
- Option 3: If you have a P-Wing, you can choose to fly above the entire scene, avoiding any obstacles.
Phase 4-5
At this stage, a new challenge arises: some cannons fire red bullets that return. An invisible block, located high up, releases a vine when hit. As you climb the vine, you will find a pipe that leads to a room containing a “?” who can provide you with a Tanuki Suit. There is also a “P” block that, when activated, scatters coins across different points in the level.
Phase 4-6
The beginning of the level features a turtle trapped between blocks, and one of these blocks hides an extra life. Further along, one of the wooden stumps will reveal a star. This phase has magical doors that, when crossed, change the size of the phase, changing the scale of the elements between large and small.
Fortress (2)
This fortress is a little more complex, deserving an explanation divided into two parts:
- Part 1 – Conventional Path: Dodge the flaming platforms and look for the “?” to get a growth item. Moving forward, you will find a block with a “P” inside. Continue on your journey until you meet the boss of this fortress, who has the additional ability to jump.
- Part 2 – The Hidden Secret: Activate the “P” block mentioned previously. The resulting coins will form the outline of a secret door. When interacting with it, you will be transported to a maze of pipes with platforms that change direction as you jump on them. The goal is to reach the top. In the next room, a higher block contains an extra life. There are also two invisible blocks that facilitate access to it. The last bonus room contains a gigantic “?” that holds three lives. If you fly and break the blocks on the ceiling to the left, you’ll find several coins.
Castle
This castle is a repeat of the previous challenge, but requires even more patience. Avoid the flames and whenever possible, choose the upper paths. As you approach the pipe leading to the boss, wait for the screen to advance a little to discover a “?” containing a growth item.
Boss Iggy Koopa: This battle is reminiscent of the boss fight from the second world, but with a twist: Iggy Koopa now has the ability to make small jumps.
After defeating the boss, you will receive a letter from Princess Peach. She reports that the thief who took the Whistle has escaped to the eastern region of Sand Dunes. Along with the letter, she sends a P-Wing to assist on her journey.
World 5 – Sky Land – The Sky
This world contains 9 stages, 7 of which are mandatory. You have the choice between phases 6 and 7 and also between phase 3 and the first fortress. There are two Hammer Bros on the ground and one in the sky, three Mushroom Houses, and the possibility of releasing a White Mushroom House in phase 5. The world also has two item queuing games and a second fortress that acts as a portal to the part top in the world.
Phase 5-1
Main goals :
- Normal Option: Right at the start, there is a growth item hidden in a wooden stump. Further on, past the iron ball, another growth item awaits. In a sequence of several “?” blocks, the fourth block contains a star. With it, you can simply run until the end of the level.
- P-Wing Secret Option : If you arrive with a P-Wing, you can fly right at the start to find a secret pipe. Entering it, there are two choices:
- Fly down the narrow corridor until you find a chest with a Music Box.
- Exit through the lower pipe to reach an area full of blocks, where four of them are lives. To exit this area, destroy one of the upper blocks and activate the “P” block to release a number 3 (or 4 in GBA), which is only used to collect coins.
Note : Collecting the chest automatically ends the level as complete.
Phase 5-2
Lower Path : Quieter. Fall down until you reach a lake and enter the middle pipe. Follow this part straight, being careful with the new enemy that can pick up the blue blocks and throw them at you.
Upper Path : Use the blocks to avoid falling. The second musical note offers a growth item. Enter the highest pipe and follow the level until you find another pipe near a small hill. This one leads to a bonus room with a growth item (leftmost block) and a “?” giant containing 3 lives. Exit through the lower pipe to reach the end.
Phase 5-3
Shortly after starting, you will see five blocks lined up with the middle one being a “?”, which contains a growth item.
Goomba’s Shoes (or Kuribo’s Shoes) : Soon after, you’ll find Goombas riding green shoes. By jumping on a block that a Goomba with a shoe is under, you knock out the Goomba and get the shoe. However, these shoes don’t offer many benefits other than allowing you to step on plants and thorny enemies without taking damage. They also limit some of your abilities, like grabbing blocks.
Level Continuation : There is an extra life available if you jump on the blocks above the next carnivorous plants. Afterwards, you will enter a pipe that will take you to another section of the level. Another pipe will lead you to the end.
Note : If you reach the end of the level still wearing Goomba’s Shoes, you will lose them.
Fort (1)
Key Points :
- Initial Secret : Right at the beginning of the fortress, you will find some blocks that can be broken. If you fly over these blocks you will find a pipe. This pipe leads to a secret room where you can activate an invisible block to gain an extra life and you will exit in the middle of the level.
- Growth Items : The first two “?” that you find contain growth items. Be sure to catch them.
- The Boss : The boss is the same as the previous fortress. After one hit, he starts jumping, and after two hits, he accelerates. Stay alert and you will defeat this boss without any problems.
Fortress (2)
Key Points :
- Climbing to the Top : Continue climbing through the different levels of the fortress. When you reach the top, break one of the blocks to get an extra life.
- The Secret of Heaven : When you see a red turtle, hit the “?” to release a plant. Climb on it to be transported to the eastern part of the world, also known as “the sky”.
Phase 5-4
Key Points :
- Aerial Route : Start running and flying right away. Follow the clouds and in the last cloud, fly as far as you can. This will probably land you near the pipe that leads to the end of the level.
- Land Route : If you prefer to go on the ground, the first block “?” It’s a growth item. Be careful with waterfalls and moving platforms. The tip is to observe the pattern of the platforms before jumping.
Phase 5-5
Key Points :
- Constant Movement : The floor starts to collapse if you stay still, so keep moving.
- Shortcut : The second pipe leads to a bonus room with a Raccoon Suit.
- Other Items : A growth item can be found on the highest wooden stump at the start of the level.
- Tip : To unlock a White Mushroom House, collect 28 coins. One strategy is to use the bonus room.
Phase 5-6
Key Points :
- Flying Turtles : Flying turtles serve as temporary platforms. Jump over them and use the floating hulls to move forward.
- P Block : In the middle of the level, you will find several blocks. One of them contains a “P” that makes the path to the end easier.
Phase 5-7
Key Points :
- Extra Life : Near the first large group of blocks, next to the “?” block, there is a block that contains an extra life.
- Diversion to World 1 : A pipe leads to an area that resembles a first world level. Flying, you can break some blocks to find a “P”, but it may not be worth the effort.
- Dodge Lakito : Later in the level, you will encounter Lakito. Keep moving and dodge him until you reach the end of the level.
Fortress (3)
Key Points :
- Igneous Challenge : The level has no secrets, but it is full of dangers in the form of fireballs that appear from both the ceiling and the floor. Stay alert and move strategically to avoid getting hit.
- The Boss : The boss of this fortress has a peculiarity: he flies after losing his second life, instead of just jumping. This is a critical detail that you must keep in mind when facing him.
Phase 5-8
Key Points :
- Cloud Race : This phase is a frantic race in the clouds where your main opponent is Lakitu. Jump from cloud to cloud, but watch out for the enemy who will constantly be throwing spikes from above.
- Item Pack : Before entering this phase, it may be beneficial to have a reserve of attack items, such as Fire Flowers or Super Leaves, to more easily deal with Lakitu.
Phase 5-9
Key Points :
- Rolling Screen : Here, the screen moves automatically, forcing you to jump from platform to platform while dodging enemies. Timing is essential to avoid falls and enemies.
- Keep Pace : The lack of secrets in this stage means you must keep pace, keeping a close eye on enemy and platform patterns to ensure a safe path to the end.
Castle
Key Points :
- The Castle : Not the most difficult castle yet, but it still presents substantial challenges. There are no new obstacles, so use the skills and strategies you’ve already learned to overcome this phase.
- Boss Roy Koopa : This boss is notably challenging due to his ability to cause earthquakes. Each impact of its hoof on the ground can temporarily paralyze you, making it difficult to dodge its attacks. Your fire is aimed, so pay attention to the boss’s movement and anticipate his attacks.
- Princess Peach’s Tip : In the letter you receive after defeating Roy Koopa, Princess Peach warns you about the ice world, warning that the creatures can come back to life if heated. Keep this tip in mind for future challenges.
World 6 – Ice Land – Iced Land
The sixth world of Super Mario Bros. 3 is the biggest in the game, with a total of 10 stages. However, the player has options to skip several stages and shortcuts available. Let’s detail each phase and what to expect from them.
Phase 6-1
Key Points :
- Hidden Shortcut : If you start the level flying, you will find a secret door. Inside this area, you will have to fly through a narrow corridor to reach the “P” block, which turns blocks into coins when activated.
- New Enemy : A new type of plant appears here, which balances a ball in its mouth. It’s best to wait for him to throw the ball before jumping over or attacking him.
- Slippery Surface : Ice makes movement slippery, requiring more control from the player. There are “?” floating items that contain growth items, generally useful to offset any damage taken.
Phase 6-2
Key Points :
- Screen Change : The first part of the level moves horizontally. You can find a growth item in the first blue block you see.
- Vertical Challenge : The second part involves a screen that moves vertically. There are no special items here, so just keep moving forward.
- Race Against Time : The third part moves the screen down. There is a life block trapped in a set of L-shaped wooden stumps. You can catch him by running quickly or waiting until the last possible moment.
Phase 6-3
Key Points :
- First Turtle : The first turtle you encounter can be used to activate the “?” right after, which contains a growth item.
- Second Secret : The third turtle’s shell can be used to activate another block and release a vine. Going up, you enter a bonus room with a likely Tanuki Suit. There is a hidden block in the upper left corner that, when destroyed along with the blocks above it, reveals several coins.
- Floating Life Block : Up ahead, there is a block suspended in the air that contains an extra life. Use the moving platform to reach it.
Fort (1)
Key Points :
- Assemble the Rail : The first challenge is to assemble a movable rail. A “?” appears on the way, but it can be difficult to get the item.
- If You Lose, Start Over : If you fall, go back to the beginning of the level and the track will reappear for another try.
- Hidden Items : In the room beyond the door, fly up to find an extra life hidden in the invisible ceiling. Below, there are several “?” blocks. The first contains a star.
- Boss : The fortress boss has the same attack pattern as the previous fortresses. Get ready for a family challenge.
Phase 6-4
Key Points :
- Stuffed Start : The first block you will see is an extra life and the second is a growth item. Both are fundamental to success.
- “P” Block : This block can greatly facilitate your journey to the end of the level, transforming enemies into coins or blocks.
- Reddish Musical Note : There is an alternative to finishing the level using this block, but be careful not to fall and die when trying to activate it.
Phase 6-5
Key Points :
- Infinite Loop : The bottom of the level is an infinite loop, designed to confuse new players. The only way out is to fly.
- Growth Items : Fortunately, this loop contains several growth items that can help Mario achieve the flying ability.
- Gaps in the Ceiling : Pay attention to these spaces. The third contains an extra life, and the penultimate is the exit. You will need to fly holding a turtle’s shell to get out.
Phase 6-6
Key Points :
- Path Choice : You can start by going at the top, where just a “?” can be found, or underneath, which is more challenging but also more rewarding.
- Water Area : If you choose the bottom path, you will eventually reach an area full of water. One of the “?” here contains a growth item.
- Hidden Star : In a wooden stump, you can find a star that will facilitate your water crossing.
- Extra Life : If you find four wooden stumps lined up, go to them from above. There is a hidden block containing an extra life.
- End of Stage : After that, keep moving forward until you reach the end of the stage.
Phase 6-7
Key Points :
- Hidden Chest : Right at the beginning of the level, there is a chest out of sight that contains a life. To access it, you must head the platform that falls next to the four ice blocks that reach the top of the screen.
- Coin Collection : The level is not particularly difficult, but the real challenge is in collecting coins. It takes 72 coins to unlock the White Mushroom House in this world. Use the Flower’s power to melt the ice blocks at the end of the level and turn them into coins. NOTE : A hidden block with a coin is located next to these ice cubes. Make sure to collect at least 38 coins during the level so you don’t end up missing any.
Fortress (2)
Key Points :
- No Secrets : There are no secrets in this fortress, and all the “?” contain growth items.
- Narrow Passage : In the area where it seems like you can only pass if you are small, running and ducking allows you to slide across the ice and pass even though you are large.
- Boss : The boss map has changed, but the attack pattern is the same. He continues to jump instead of flying.
Phase 6-8
Key Points :
- First “?” Block: This contains a growth item.
- Turtle Shell : Pick up the first turtle shell and throw it to the right to eliminate several enemies and gain an extra life. But this is not easy, so stay tuned.
- Secret Block : Standing on top of the “H” on the right and jumping will hit a secret block off-screen that gives you another life.
- “P” Block: Just after a hole in the ground, you will find a “P” block on top of a blue block. This “P” isn’t good for much on the ground, but if you fly, you’ll find hidden blocks in the sky that turn into coins.
Phase 6-9
Key Points :
- P-Wing : If you have a P-Wing, you can fly over the entire level before even entering the pipe, gaining an extra life in the process.
- Water Route : On the water route, the only significant danger is the big fish, but they are easy to avoid.
- Top Route : In the top lane, you have to jump from plant to plant. An ordinary block at the top is actually a “?” block, accessible by an invisible block to the side. Stepping on it turns the plants into coins.
Phase 6-10
Key Points :
- Growth Items : The first and third “?” The first series of three contain growth items. Keep this in mind to better prepare yourself for the challenges ahead.
- Block Tower : In the middle of the level, there is a huge block tower. Before reaching this tower, you will notice a yellow block on top of a blue block. Headbutt the yellow block (or use the blue block) to release a climbing plant.
- “P” Block : Climbing up the climbing plant, you will find a “P” block. Stepping on it turns the coins into solid blocks, making it easy to collect all the coins in the block tower. Also, there is a plant that becomes a currency. This plant is only visible if you use the Fire Flower’s power to thaw a specific block.
- Hammer Suit : Using the power of the Fire Flower to thaw the plant, you will be able to access a secret pipe that contains a very rare Hammer Suit, which is highly useful in the following phases.
Fortress (3)
Key Points :
- Star Race : This castle is small but intense. A big secret is to use a Star item at the beginning and run as fast as possible, which allows you to get through 80-90% of the level without getting hit.
- Room of Ghosts : Before the boss, there is a room with three ghosts. Keep an eye on them as you prepare for the confrontation.
- Boss : The boss is the same as the previous fortresses, so use the strategies you already know to defeat him.
Castle
Key Points :
- First Part : At the beginning, you will face platforms that require a series of precise jumps as you “thread” them to keep them moving.
- Second Part : Get ready to dodge flamethrowers as you progress through the level.
- Boss Lemmy Koopa : The fight with Lemmy is very different from the previous ones. He stands on top of a ball and throws three other balls that you must dodge. Focus on dodging and counterattacking to defeat him.
After beating Lemmy, you will receive a letter from Princess Peach, telling you that she is fine and asking you to return the magic wand hidden in the darkness at the end of the third world. She will also give you a P-Wing as a reward.
World 7 – Pipe Land – Pipe Maze
As you navigate this world, you’ll find that most levels explore a new element or secret. There are seven stages in total, with five of them being mandatory for progression. You can choose to play stages 7 or 8 and have the option to skip stage 5. There are two Mushroom Houses and two item queue games. In place of the traditional Hammer Bros, this world introduces Plants that have the same function, but, unlike the Hammer Bros, they don’t move. The two fortresses in the world release doors adjacent to them.
Phase 7-1
The peculiarity of this phase is the side loop. This means that if Mario or Luigi exits on the left side of the screen, they will reappear on the right side. The main objective here is to simply keep climbing until you reach the top and complete the level. There are no hidden secrets.
Phase 7-2
- Start : Starting at the top, the first “?” contains a growth item.
- Underwater Path : Enter the second pipe and you will be taken to the bottom of the level, which is underwater. Going left, you will find a “P” block and some coins. By going right, you can take a shortcut through the water.
- Musical Blocks Area : Here, you’ll probably get stuck for a moment. There are invisible musical blocks, two pipes and a turtle. The right pipe has a growth item. After collecting it, go back and enter the previous pipe. Make sure you leave enough blocks to jump over this area.
- Path to the End : There is a raised pipe that takes you back to the bottom, but no shortcuts this time. Follow the series of pipes and piranha flowers until you find the shortest pipe, which will take you to the end of the level.
- Tip : Make sure you collect 42 coins in this stage to unlock the world’s White Mushroom House.
Phase 7-3
- Bright Start : The first item you will find is a star, and there are two more stars available right after in “?” blocks.
- Lakito : This enemy shoots thorns from the sky. However, he isn’t much of a threat if you just keep running. The block “?” the area where it appears contains a growth item.
- Lone “P” Block : There is a “P” block on a platform, but it only releases some coins that are not particularly useful.
Phase 7-4
This stage is very simple and straightforward: you must swim through a sea full of creatures until you reach the end. There are no hidden secrets here.
Phase 7-5
- Starting Rooms : The first two rooms are empty.
- Third Room : Here, you need to enter the third pipe after the one you used to enter the room. Other paths will be blocked by invisible blocks. To the right of the correct passage, there is a pipe that hides an invisible block containing a life.
- Fourth Room : Navigate right and go through a thin wall. If Mario is in his large form, run and crouch to get past. Continue along the highest platform until you reach the pipe that leads to the end of the level.
Fort (1)
- Coin Room :
- When you start, destroy the third block in the fourth row after the blue block. This will reveal a “P” block, turning the entire room into coins.
- Just below, you will find a door. When you enter and leave it, the contents of the room will reset, allowing you to repeat the coin collection process. However, be aware of the limited time of the level!
- Secret Door and Tanooki Suit :
- When you trigger a “?” block, a white door will appear above the blue blocks.
- When you enter, go through the first pipe to obtain the valuable Tanooki Suit.
- Fortress Ending :
- Fly to a pipe located high up, near the left wall of the larger room. This pipe leads to the boss, who has the ability to fly.
Phase 7-6
- Side Loop :
- Just like phase 7-1, this phase also features a side loop.
- Arrow Platform Mechanics :
- Use the platforms indicated with arrows to navigate. They will follow the direction of the arrow.
- When a platform has a “!” Instead of an arrow, its first direction is default and then switches each time the player jumps back into it.
Phase 7-7
- Goal :
- Collect the “?” that always reveal stars.
- Run through the plants and make sure you are always under the star’s effect. There are a total of four stars to collect in the level.
Phase 7-8
- Easy Start :
- If you have a P-Wing, you can fly through the entire level without encountering obstacles.
- Tips :
- The first “?” after the series of five consecutive pipes reveals a star that helps you advance.
- When you come across the plant that blows spiked balls, enter the pipe below it to acquire the Hammer Suit.
- After that, continue the phase, which doesn’t present many additional challenges.
Phase 7-9
- Path to the End :
- Start by climbing all available holes.
- When you find no more holes to climb, go left and remove two blue blocks that obstruct the path.
- Go up again, avoiding the Goombas.
- Go right and fall into the cluster of musical blocks.
- Eliminate the blue block on the left, go up, down and continue right.
- Avoid the turtle and notice the three “?” blocks. The central one contains a growth item.
- Stay on the upper path and remove two more blue blocks. From there, follow the trail that leads to the end of the level.
Fortress (2)
- Strategy :
- There are no secrets here, but the difficulty is high.
- Using an upgrade, such as a P-Wing or Hammer Suit, can be crucial to completing the level more easily.
Castle
- Dynamics :
- This ship focuses on jumping challenges. So, pay attention to the platforms.
- The other elements are similar to the previous ships.
- Boss – Ludwig Von Koopa :
- Ludwig has jumps that cause earthquakes, temporarily paralyzing the player.
- However, his shots are common and don’t pose much of a threat.
- Final Letter :
- When you complete this phase, instead of the usual letter from Princess Peach, you will receive a letter from Bowser, the Koopa King, informing you that he kidnapped the princess while you were advancing through the worlds.
World 8 – Dark Land – Castle of Koopa
World 8, also known as Dark Land, is the game’s final territory and home to the evil Bowser. This world is full of challenges, being divided into four distinct parts. The third part is especially notorious for its darkness, which hides the dangers ahead. Follow this detailed guide to overcome obstacles and face King Koopa!
Tank Phase (1)
- Description :
- In this phase, the player faces a contingent of war tanks, advancing towards him.
- Strategy :
- Although the level contains no secrets, the player must be cautious, avoiding obstacles and keeping an eye out for giant cannons and bomb-launching cannons.
- The challenge culminates in a battle against a Hammer Bro specializing in boomerangs. Make sure to dodge their attacks and counterattack when it’s safe to do so.
Ship Phase
- Description :
- Navigate through murky waters that resemble mud.
- Strategy :
- If you fall into muddy water, quickly jump in several times to avoid drowning.
- In the end, the player will face Boom Boom, a recurring opponent in fortresses. As always, he attacks by jumping and running. Hit him three times to defeat him.
Traps Phase
- Description :
- Five blocks are positioned on the floor, however, only three of them can be stepped on.
- Strategy :
- The first block transports the player to a room full of Hammer Bros. variants.
- The second block leads to a jumping room with numerous fireballs.
- The third block leads to a similar area to the previous one, but replaces the fireballs with flying fish.
Jet Phase
- Description :
- A series of opposing jets attack Mario or Luigi.
- Strategy :
- The screen moves faster than usual, which requires agility.
- The obstacles are similar to those in the previous phases.
- At the end, the player faces a standard boss, similar to the previous ones.
Phase 8-1
- Strategy :
- Initially, fly to find a “P” block. When you step on it, blue coins will appear below.
- Continuing to fly, you will identify a pipe ahead. Inside it, there is a “?” giant containing three lives.
- On the land route, the second block “?” presents a growth item.
- The block “?” surrounded by multiple cannons hides a star.
- In an extended sequence of blocks, the second one hides an extra life, while the block after the later cannon has another growth item.
- At the end of the stage, use the enemies as temporary platforms to reach the other part of the stage and complete the stage.
Phase 8-2
- Easy Way :
- Right from the start, let yourself be swallowed by the quicksand. This will lead you to an underground area with two pipes.
- The pipe on the right provides a growth item.
- The pipe on the left grants several coins.
- Choose the desired pipe and move forward, appearing near the end of the level.
- Right from the start, let yourself be swallowed by the quicksand. This will lead you to an underground area with two pipes.
- Hard way :
- Advance through the level normally.
- Face the Sun, your old opponent from World 2, and avoid its attacks.
- The first “?” offers an item that will help navigate subsequent music blocks.
Strength
- Directions :
- Start by locating the last door in the first section, which is shaped into blocks that resemble a castle.
- If Mario is in small form, enter an alternate door to get a growth item before heading back.
- After entering the correct door, head right, avoiding the lava below.
- You can jump across the lava, using the moving platforms, or enter the first door you come across, avoiding the rocks (this path contains a secret block with an extra life).
- At the end of this section, enter the last door.
- In the next room, activate the “P” block and run to the right until you find a white door. In between.
- Then, when you find two blocks next to a rail, activate the “P” block on the right, advance to the end of the room and enter the second white door.
- Wait for the “P” effect to wear off and follow the path, taking you to the boss.
Tank Phase (2)
- Challenge :
- This level is similar to the previous one, but culminates in a confrontation with Boom Boom.
Bowser’s Castle: The Finale
- Journey to Confrontation :
- Avoid the initial statues that shoot projectiles by jumping or flying over them.
- In the second section, use the elevator hidden in the ceiling to access the next area. If it fails, use the port to restart.
- Navigate between the moving platforms and avoid the spinning spheres. A hidden block at the top has an extra life.
- The trick here is to cross the wall to avoid going down.
- Dodge the lava balls on the descending platforms, going to the second, third or fourth floor.
- On the third floor, you can return to the second to get a growth item.
- Navigate the section of falling platforms and dodge Bowser’s fireballs. Finally, enter the door to face King Koopa.
- Showdown with Bowser :
- Avoid touching the upper half of Bowser’s body: A peculiarity about Bowser is that his upper torso is lethal, while the lower part poses no danger. In other words, if he tries to crush you with a jump, and you are in a large form, crouch, or, if you are small, simply don’t jump to avoid damage.
- You can attack by jumping on his head.
- Bowser will attack by jumping at you and releasing fireballs.
- There are three ways for you to defeat him: shooting 20 fireballs, or throwing 4 hammers, or inducing him to break the red bricks that form the floor, with your jumps, until he falls into the abyss.
- Saving Princess Peach :
- When you defeat Bowser, enter through the red door and find the princess. She jokes that she is in another castle: “Thank you, but your princess is in another castle! …I am joking! Ha Ha Ha Bye Bye”
- A final animation will present all the game worlds, culminating in the closing of the curtains, symbolizing the end of the adventure.
Facebook Comments